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Welcome to Deep Shadows MUSH.
This is the Sixth World, about sixty years from now. Magic came back with the Awakening. Dragons sit on corporate boards. Elves, dwarves, orks, and trolls share the street with humans, and chrome is as common as a commlink. Megacorporations hold more real power than most nations. The Matrix is a place you can be killed in. The astral is a place you can be hunted in. Nuyen still decides who eats.
Deep Shadows plays that world as Shadowrun, Fifth Edition: dark, criminal, and full of cause and effect. The streets are not safe. Gunfights happen. People die. Law is a contract, usually held by a corp, and it answers to whoever is paying. Loyalties move with the money. Today's Mr. Johnson is tomorrow's problem. You can try to stay clean. The Sixth World makes that expensive.
Right now the city on the grid is Las Vegas.
The desert still rings it. Water, power, and the tourist take are the real politics. The Strip blazes under casino glass, where the house writes the rules and Pueblo security is often content to let a resort handle trouble that never reaches the sidewalk. A few blocks off that light, Fremont and the older streets run louder, cheaper, and less forgiven. North of the sprawl, out toward Nellis and the edge of the valley, the security rating drops and somebody else's flag is on the wall. Gangs, syndicates, and fixer networks split the blocks the corps do not bother to own outright. Every zone has a color. That color is who shows up when something goes wrong, and whether anyone shows up at all.
You are not here to punch a wage clock. You might be a decker, a mage, a street samurai, a rigger, a face, or a suit who still has to walk home. Runs, black ops, smuggling, and quiet wars between corps are the work. What you do sticks. A finished job can raise your standing with a corp, a syndicate, or a nation. A blown one can cost you contacts, nuyen, and heat, and it can change who holds a neighborhood. Staff sets the stage. Players decide how the story lands.
Las Vegas is the first city, not the last one. The grid is built so other metros can open on the same world: the same rules, the same Matrix, the same long memory. What you do here is meant to still matter when the map gets bigger.
This is a MUSH. You play in text, in rooms, with other people. The game keeps the bookkeeping: dice, gear, karma, nuyen, Matrix, magic. The story is still what you pose, what you risk, and what the city does back. Trust no one in character. Be straight with each other out of character. It is mature roleplay. Violence and moral wreckage are part of the setting.
We are in closed beta, and we are looking for volunteers. Python developers. People who can do careful data entry. Writers and builders who want to help shape districts, factions, and the cities that come after this one. That work goes into character creation, the living city, and a world that can hold more than one metro. If you have time and you care about Shadowrun, reach out to Kassien.
New to MUSHes, new to Shadowrun, or already fluent in both: there is room. Staff who want to build are welcome too. Come make a mark the city will remember.