Hello all! I'd like to introduce you to a game I've been playing for a while. New Worlds Ateraan is a text based roleplaying game. What it lacks in graphics it makes up in great roleplay, a huge world and deep history. The game itself is roleplay enforced so everyone is expected to keep in character and always do!
Creation!
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Once you sign up you'll be asked to start in either the north or the south. Once decided you can start making your character! You'll get a selection of backgrounds and races and then a chance to write a description to make them just how you want! There's also a tutorial so you can understand the basics of the game.
Races
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Starting in the north or south will determine what race you can play! Some are only available in the north and some in the south. We will run over them all briefly!
Nymphs (Northern only)
Nymphs are what you'd imagine giant fairies are! They are born from the elements of Ateraan themselves. They are generally considered magical beings and being quirky/annoying.
Lyken (Northern only)
Lyken are wolf like people, with strong jaws and sharp claws they can make exceptional fighters but a keen mind also makes them able to be good magic users and even merchants.
Elves (Northern only)
Elves are humans with big pointy ears! Generally associated with loving nature and cute little bunny rabbits.
Dwarf
Short and stumpy, they make great fighters and good throwing things. They tend not to be the best magic users since they've a stubborn mind but excel at fighting and even trading when it comes to forging bolts and armours.
Gnomes
Short and stumpy too! Gnomes are generally considered more magical than dwarves and in exchange, less durable.
Human
Humans! Like you'd imagine they are quite well varied when it comes to magic, fighting and trading, they are a good all rounder and you'll find them in all different lines of life.
Felines
Just like lykens, feline are big, walking talking cats. They are considered more dexterous and cunning than their lyken counter part. Most tend to follow a rogue or trader life style, yet it's not rare to find them elsewhere.
Centaur
Perhaps two legs just isn't enough, if so you can be a centaur! These creatures make great fighters and magic users.
Trolahk (Southern only)
Trolahks are big, strong fighting machines. They have a great sense of honour and respect and are feared by many!
Nyken (Southern only)
Nykens are more of a jackal like race, they can be considered magical, strong and clever giving them a selection of paths to choose!
Malor (Southern only)
The elves darker cousin. These mystical beings are the dark counter parts of the northern pointy eared fellows. Being gifted in magic makes them great with the arcane arts yet make fierce fighters too!
That's all of the races with a very brief description! If you'd like to read the history of them a little more click the link which will take you to the site!
[url]http://www.ateraan.com/[/url]
The north
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Starting in the north is advisable if you're new to these sort of games, you will receive plenty of help the moment you start playing and even offered a tour where a player will come and show you around the city and help with anything else. It's a great way to get a grip of the game and most people, experienced or not will start in the north just to grasp the basic understanding of how it all works.
The north itself is a city named Gahlen, it is ruled by a Duke who resides in the castle there! The city itself has a deep history but players are encouraged to seek information in-game to encourage rp and interaction. If you start in Gahlen, you will find yourself as an immigrant seeking citizenship in the city. Requesting a tour guide will have a player come and show you all the places to go, people to meet and stuff you can do!
As you can imagine, the city itself has laws and they are enforced by the cities garrison. They have a justice system led by judges and marshals, all played by players themselves so the opportunity to become one is always there though rp and dedication!
The south
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Starting in the south is harsh, you will be looked down on, mistreated and people will view you like scum. But it's all roleplay! There's no restriction stopping you from starting in the south but you receive alot less help than you would in the north. No tours!
The south is a city named Darmahk. It is ruled by the Overseer who is practically worshipped by the citizens of Darmahk. I'm sure if you start playing and asking around you'll get to know alot more!
While it sounds all grim and gloomy, the south makes up for it in a variety of ways to start the game. Instead of starting as an immigrant you'll get the choice of either being a conscript, a palace servant or a slave.
Being a conscript will lead your character to starting in Darmahk's militia barracks. You will be given tasks, such as standing guard in busy places, acting as a body guard for another player or fetching water for the city guards. It makes a great way to get to know people.
Being a palace servant is just how you'd imagine! You get sent out to seek players and they will provide you with a task, you'll be sent to sweep the streets and clean the palace!
Being a slave is certainly a favourite by many. Instead of receiving tasks by Npc's you will be sold on a auction block to another player! It is really good roleplay and while the player might be strict and harsh, they are subtly helpful in explaining the game and will most likely give you a history of Darmahk itself!
Just like the north, once you've completed enough tasks as a Servant or Conscript, or you've been set free by your Master/Mistress you'll become a serf and encourages to seek a guild to join!
Just like Gahlen, Darmahk has laws and they are enforced by the cities militia, Warden and Master Warden.
Guilds
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Gahlen's guilds and Darmahk's guilds vary quite alot but each one provides unique skills and powers and great roleplay opportunities!
Gahlen's guilds
The Merchants Guild
The Merchant Guild - This guild encompasses the trades and businesses in Gahlen. Arguably the most powerful in the economic sense of all other guilds, the Merchant Guild is a guild of both necessity and controversy within the realm.
The Fighters Guild
The Fighters Guild, most often referred to as the Garrison, is one sanctioned and even relied upon by the Duke of Gahlen. The Guild is utilized for the defense of the city and for the upholding of the law. Marshals and Judges of Justice often call upon the Guild to dispense justice or to assist in the bringing in of criminals who are avoiding capture.
The Mages Guild
The Mages Guild is one dedicated to the study of magic in all of its facets. Mages are studious and follow a strict code of study, however, they have also been known to have a strange sense of humour as well, presumably from their constant usage of strange magics.
The Waylumi Clerics Guild
The Clerics of Waylumi follow the Path of the Light. They are the ones who believe in light and things that represent good and wholesome ideals. Although they shun the darkness, they accept it as the opposite of their beliefs.
Darmahk's guilds
The Trader Guild
The Trader Guild is one of the more lucrative and powerful guilds within the city of Darmahk. While completely controlled and functioning at the whim of the Overseer, the guild deals in all manner of articles, trading with Jempek and the Kingdom as well as Pirshah. The Traders of Darmahk tend to hold few scruples when it comes to earning coins, actively trading in slaves and other commerce some might view as unethical.
The Warrior Guild
The Warriors of Darmahk are the heart and blood of the city. Once known as the sole purpose of Darmahk, the warriors come from a long line of tradition and honor. Warriors are the epitome of what it means to be Darmahkian as the city was built originally as a fortress to protect against raiders in years past.
The Dahkoar Clerics Guild
The Clerics of Dahkoar follow the darkness and everything it represents. Although some claim that this is evil, the Clerics of Dahkoar do not subscribe to the notion that darkness is evil, but is rather stronger than light. Many arguments have arose from whether or not this guild promotes bad things, and some speculation as to their own powers lends credibility to this accusation.
The Shaman Guild
The Shaman of Darmahk are a hybrid of magic users, spiritualists, mind readers and monks. They have been called warlocks by some and psionic spell casters by others. The truth lies somewhere in the middle as Shaman hold the power of magic and the mind. They have some powers that could be related to Clerics in a distant fashion, but most of their power stems from the mind and magic.
Guilds for both nations!
The Rogues Guild
This guild is home to the free spirited adventurers who are independent mercenaries, monks, and martial artists and do not see the need for an abundance of rules. Rogues are known to be self-sufficient and resourceful, relying on their own wits and talents to guide them to a prosperous future.
The Druids Guild
Druids are the followers of a Faith that seek all of its teachings from within the depths of Nature. They are attuned with the natural realm and all its creatures. Because of their devotion they have been allowed to call upon the forces of Nature - plant, animal, and elemental, to aid them in their efforts. Druids have become known as the guardians of this world, Ateraan.
The Thieves Guild
Although many will claim that this guild exists, you may be hard-pressed to find its members, which seems only appropriate since only a thief could steal into such a guild.
The Assassins Guild
It is rumored that there is a Guild even more secret than the supposed Thieves Guild, known in legend as the Knights of Darkness. These assassins are said to be like ghosts in the night. While some say they exist -- usually those that have perished recently without explanation -- and others believe it just a tale to scare children.
The Guild of Retter
These famed Knights of the Land are all but extinct in today's society. Once revered as guardians of the faith, now it is rare to even see one. It is well-known that the Old Keep, an ancient academy of study, is still in existence. However, finding it could prove to be a serious quest.
New worlds Ateraan is a really great game if you enjoy text based roleplaying, I encourage people to try it out!
To start playing you'll need a client that can play torgs/muds and so forth. Zmud, cmud, Simplemu should all work!
The games info : [url]www.ateraan.com[/url] port 4002
Feel free to ask any questions and I will try to answer them best I can. Alot of knowledge is encourage to be found out in character by asking players though!
More in depth descriptions of races, guilds, cities and so much more can be found on their site at [url]http://www.ateraan.com/[/url]
Thanks for reading!
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