Post by vintrius on Feb 26, 2016 2:38:13 GMT -5
Official Teamspeak Server: athasmud.com or 104.236.204.144
Official Website: www.athasmud.com
Hey Folks,
With everything going on around these boards and the community at large, I've decided to put my skills to use. I've taken a codebase called SwordQuest and I'm going to be getting it ready for play.
SwordQuest was designed from Merc (Diku) by Rob Pekham. It has the look and feel of Armageddon but it's solely independent code.
My first priorities are to add in essential features such as accounts (done), pfiles to db (done), rooms/objs/mobs to database and chargen.
I'm going to base the MUD off of Darksun with it featuring two cities. At first we may only open one city and have the other temporarily closed in order to encourage RP. The cities I have chosen to go with are Nibenay and Tyr. Tyr is going to be unique because their sorcerer king is dead. It's going to be more of in a state of shock, lawlessness will run abound, the templars and soldiers will try to keep the peace but without their sorcerer king, the templars have no magick to call on. They may turn to other methods, or a new sorcerer king may arise.
Nibenay on the other hand has a sorcerer king in play. He grants his magick to his templars who are exclusively female (an interesting concept for the MUD).
Players will start out in Nibenay at the beginning. Here's a breakdown of the guilds/subguilds I'm proposing, feel free to discuss.
Bard (Assassin)
Athasian bards differed from their counterparts on other worlds in that they are as likely to deal in poisons, assassination, and blackmail as they are in entertainment or lore. (Just because you are a bard doesn't mean you have to sing, they are in essence assassins).
Fighter (Warrior)
This is your standard fighter.
Cleric (Water/Earth/Air/Fire/Shadow/Lightning/Void)
Looking at a similar magick system as Arm here. The symbols (words) may be different and components will definitely be different.
Druid (Nature Magick)
This is a new concept that will be completely unique to the setting. More details and discussion to come.
Dune Traders (Merchant)
Think Armageddon merchant, except with more of a traveling take. They'll have more skills geared towards getting them to where they are going, not just crafting.
Psionicist
Standard psionicist with sneaky psi abilities.
Ranger
Standard ranger with wilderness perks.
Sorcerer
Master of all magick (or at least a path of magick). I'm thinking of making sorcerers choose a path of magick in chargen. Their spells would be limited to that path. They could learn other paths in game or from other sorcerers.
Official Website: www.athasmud.com
Hey Folks,
With everything going on around these boards and the community at large, I've decided to put my skills to use. I've taken a codebase called SwordQuest and I'm going to be getting it ready for play.
SwordQuest was designed from Merc (Diku) by Rob Pekham. It has the look and feel of Armageddon but it's solely independent code.
My first priorities are to add in essential features such as accounts (done), pfiles to db (done), rooms/objs/mobs to database and chargen.
I'm going to base the MUD off of Darksun with it featuring two cities. At first we may only open one city and have the other temporarily closed in order to encourage RP. The cities I have chosen to go with are Nibenay and Tyr. Tyr is going to be unique because their sorcerer king is dead. It's going to be more of in a state of shock, lawlessness will run abound, the templars and soldiers will try to keep the peace but without their sorcerer king, the templars have no magick to call on. They may turn to other methods, or a new sorcerer king may arise.
Nibenay on the other hand has a sorcerer king in play. He grants his magick to his templars who are exclusively female (an interesting concept for the MUD).
Players will start out in Nibenay at the beginning. Here's a breakdown of the guilds/subguilds I'm proposing, feel free to discuss.
Bard (Assassin)
Athasian bards differed from their counterparts on other worlds in that they are as likely to deal in poisons, assassination, and blackmail as they are in entertainment or lore. (Just because you are a bard doesn't mean you have to sing, they are in essence assassins).
Fighter (Warrior)
This is your standard fighter.
Cleric (Water/Earth/Air/Fire/Shadow/Lightning/Void)
Looking at a similar magick system as Arm here. The symbols (words) may be different and components will definitely be different.
Druid (Nature Magick)
This is a new concept that will be completely unique to the setting. More details and discussion to come.
Dune Traders (Merchant)
Think Armageddon merchant, except with more of a traveling take. They'll have more skills geared towards getting them to where they are going, not just crafting.
Psionicist
Standard psionicist with sneaky psi abilities.
Ranger
Standard ranger with wilderness perks.
Sorcerer
Master of all magick (or at least a path of magick). I'm thinking of making sorcerers choose a path of magick in chargen. Their spells would be limited to that path. They could learn other paths in game or from other sorcerers.