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Old 06-25-2003, 12:21 AM   #6
The Vorpal Tribble
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Join Date: Apr 2002
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I'd like to tell you a little, well, ok, maybe ALOT, about this MUD.

First off, we are a RP mandatory MUD. You are expected to at least try to make a character with a personality, a feel to them. Unless you are RPing a person who is bland and can expected to be boring and predictable. But that in itself is a personality.

The world is of a low gothic fantasy theme, roughly set in a medeival setting. Magic used to be used by many, and indeed, several races were created by those who practised with it. Then, around 300 years ago two races started up spells to take over the other. A third race meddled with both to see what would happen, and the resulting explosion and mess nearly destoryed the world. The very space around the planet was strained and great instabilites formed. The result was a world where what did live was much warped and many was mutated, for the result of the three spells caused magic to become forever unstable, warped, chaotic. Not living, but also not inert, the cancerous magic worked its way into much of life, and even that which was once dead. All creatures and races were forced to adapt and evolve or mutate to merely survive this strained and partially dead world. Three hundred years have passed since then and the world is finally starting to come back together. Forests of strange and overly large and warped growth grew, the dead were brought to life in places by the strange and chaotic magic taking over the functions, and magic forever became and uncertain and ultimately harmful art.

So far there are five races. There are a total of 13 that will, eventually, be playable. We would have them out sooner, but ever race has their own views, philosophy, lifestyles, quirks, hates, loves, hometowns, stories, histories and theme. Ever race has the equivalent of a novel's worth of background before they can be approved. And everyone of these races are all original. Even the humans have their own theme and quirks that makes them unique.

Current races:

Humans:
A race that is barely out of barbarism, and many still live within it. They are a paranoid, unpredictable, suspicious, superstitious race that ofton as not kills first and examines what he/she just killed after. Such is the way of survival. 'WE WILL NOT GO QUIETLY' sums it up for many. Few humans would dare touch magic, and most likely will destroy any spell they find, burn it, crush the ashes, and scatter the dust.

Mysrrae:
These are one of the races that were partially created by the use of magic. They were created by the Rowans, one of the races that caused the Breaking, by using magic to genetically combine the DNA of humans and a species of large felines. The result was a people that was stronger than the felines, much quicker than the humans, but not quite as quick as the felines or strong as the humans. They were forced to become the frontline fighters for the Rowan forces. They were an extraordinairily willful and stubborn species and the rowans were forced to torture many of them to fight. A rebellion was formed and they eventually escaped.
They're race, unlike humans who just hide out in walled cities and fortresses, mysrra rarely form any kind of permanent community and as a huge group, extended families, or even alone, they wander and survive and thrive in the midst of this dangerous world's wilderness. They are a fanatically loyal and honorable people who treat all those of their race as brothers and sisters and would give their life or the fur off their back for another. From other races they take no guff but also do not start fights.

Goblin:
A very bitter and sullen race who thinks the world went to pot just to spite them. They are pessimistic cranks who are generally live in tribes led by a Chief who almost always is just the strongest, greediest bully. They are not 'evil' but extremely untrustworthy and just as likely to knock you out and take your food and money as not. They feel that all the other races look down on them and scorn them (which is not exactly unture) and feel that they ought to have what everyone else has.

Bramans:
A race of scholars, philosophers, diplomats and observers. Many are pacifistic, though laid-back and understanding would be more accurate. Generally friendly and generous, they will aid when they can and stand up for themselves if the need is great enough. They are interested by everything and can be found in nearly every town watching and observing how the other races live and interact with each other. Herbalism, alchemy and many other studies of nature is the most common study. Their society, unlike most others, is generally of the level of the 1600's century, with expirements and inventions being worked on ofton. They are very saddened by the state of the world and its people but feel that it will eventually come out alright. They live in towns of advanced (compared to the rest) architecture built upon islands not far from land and instead of the mysrra who wander, and the humans who colonize, bramans tend to explore and sail, but return to their homes ofton.

Aquaepura:
A race of survivalist. Plain and simple. They are the only amphibious race in Terrinor and are usually mistaken for bramans who very very long ago were once the same people. An aquapurae's morals generally consist of 'Thou shalt not get caught'. They are pretty much parasites who weasel their way into places of power with the bramans or humans and leech off of them. They learn how best to exploit what each race fears and loves. Completely without scruples they will kill, thieve or spread rumors if it will advance themselves and their race and they can do it without getting caught. Around humans they will act as humans and laugh and jest and drink, but about bramans they become reserved, polite and gentle folk. An aquaepura under no circumstances should be trusted.


AL has a fantastic fighting system. No hitpools here. Depending on the health stat of your character each blow from whatever weapon that strikes you will leave a mark or cleave off a part of you.

Example:

Health:
body: slightly wounded.
head: in perfect health.
left arm: in perfect health.
left leg: in perfect health.
right arm: in perfect health.
right leg: in perfect health.
tail: in perfect health.

x body
You examine a body.
Your body.
It has an abrasion and a tiny cut.

If you get damaged enough the limb becomes unusuable until it heals. If it is a leg you'll fall to the ground, if it is an arm you'll drop whatever your holding in that hand. Hurt the head badly enough you go into a coma. Hurt the body too badly you likewise lose consciousness. If you loose a limb you must go around with a stub. Lose a head or destroy the body, adios.
You have eight styles you can adjust. Should you parry more, or be more concerned with getting past yiour opponent's parries? Be more on your attack, or be on the defensive. Try to control what your opponent can hit, or be more concerned trying to hit a specific part of your opponent. Dodge more, or throw yourself a little recklessly at your opponent. Choice is up to you.

AL also has a great crafting system where you can make a vast variety of items.

Grass weaving
Basket making
Leather working
Sewing
Crochet
Logging
Carpentry
Whittling
Glass making
Metal working
Smithing
Leather crafting

Just to name a few. And each one has dozens, if not hundreds of makeable items. From headbands and torches to war swords and canoes. The raw materials may or may not be easy to aquire. Want to make a jeweled necklace? First someone must mine the metal for the band and dig for the gem. The ore must then be smelted and the remaining metal worked into the needed shape. The jem must be cut and the pieces fitted together. Luckily most materials aren't this hard to comeby. To make something wooden it may not require anything more than pulling down a branch from a tree. Larger things require the cutting down of the tree with an axe before construction of many things. Leather objects require you have the skin of animals which much first be cornered, killed, skinned, tanned and as often as not, sewn.

Stats and skills effect much of what you see and experience. If you go into a town you have never been in you will not know the names of the streets, or where to find the library or the smithy, however, the more you wander about and visit the more you learn about the places and can 'recall' history and such of the place. You can also learn perception skills that will increase the detail of the descriptions you see in the rooms.
With this skill thieves will have a harder time pilfering from you, and assassins will have harder time sneaking up upon you.

AL also has no classes or other such obstructions and you can learn any skill another person can. Depending on your race and/or stats thing will be harder or easier to do or learn. A goblin might not even be able to get a spell going, while an aqua will quickly learn the intricasies. A mysrra might puzzle over a foreign language in a book while a braman could soon learn enough to understand it.

I hope this hasn't been too longwinded, but sometimes I get carried away with what I think is a great and rather addictive game.

Thank you for your time!

- VT
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