Building Necessities Before We Open Following are descriptions of the things we absolutely need done before we are able to re-open the game. As many of you know, we are going to make it so each race starts in a different place. It is of the utmost priority that we get these places started ASAP. I am going to provide general guidelines for the areas which need to be stuck to. Other than that, it's all up to whomever decides to build the area. Mudmail me with questions. New Starting Area Basics 1) Training requirements for the areas MUST be stuck to, and are described in the new area descriptions below. 2) All need a bank, a post office, one or more pawns, one or more repair shops, and alot space for 1-5 other shops as well - remember: shops each require 2 rooms per 10 items you want to sell. For now, have an idea what you want to put in the shops, but don't worry about putting items in to sell there until we have all these starting areas done. We don't want to overlap things, so we will coordinate that then. 3) All need a "regulatory" type mob like Highport guards. These mobs will fast wander or just be mobile and wander around the main parts of the area. They will all have their own faction. Be thinking about other factions as you create the area as well. Factions interact politically. These mobs should not be easy to kill, and should be flagged so others of their kind run to help them. Use HP guards as a model if you have questions. For HP guards, 2011 is the one that yells, and 2010 is the one that runs to help which *does not* yell. This is very important or you can have hundreds of mobs if they yell and then those that run to help yell too. 4) Newbie "hunting" areas need to be on the outskirts of the main parts of the town. We no longer will be having people level off of things like vagrants and farmers, or if you do, give them positive faction in the regulatory mobs you have's faction. For example, farmers and stuff in HP market square will have slight positive faction in The Highport Guard faction, so the HP guardsmen get pissed if you kill too many of those mobs. Newbie hunting areas need to contain "neutral" like things, or things no one cares if you kill. Examples of the kinds of mobs that can be used will be in each areas description below. 5) Perms in these areas ALL yell for help, all are hard enough to not be worth trying to kill until like level 21, and are devalued in experience. We do not want people running through cities on perm runs like we had before. This game is completely shifting to a "zone-oriented" idea for perms, and the main focus for gaining exp will be to kill mobile creatures, NOT perms. By "zone-oriented", I mean u have to do "this, this, and this" in order to get through to the area where the main bad guy or perm is. Examples would be like having to kill all the guards outside of Baron Von Hanna's office to get to him, in addition to having to get a key off some other perm (which is also guarded) to get to his room (and he'll probably still beat your ASS). There will be no more walking in and killing perms with impunity. Not in cities. In fact, all perms everywhere need to have this zone oriented approach from now on - ESPECIALLY in starting areas. Groups need to be required to kill perms. To do otherwise is to be just another version of Isengard - which does not work. 6) Level boundries need to be put into effect on the outskirts of these areas so that no one level 1 can walk out of the area until they reach level 2. In addition, some of the area descriptions below place stricter standards on this than others - particularly like the troll town (which is in the middle of the Hellbog), and the Katarans, which will be starting in an island jungle near the isle of Tobago somewhere, and dark elves, which begin in Oakspire, in the middle of the perilous Darkhold Forest. 7) For coins (money dropped) keep in mind that copper is very common, silver is common, gold is uncommon, platinum is somewhat rare, and alanthium is VERY rare. So do not do something like make winos drop gold coins. As a general rule, nothing under level 8 should drop gold coins, nothing under level 13 should drop platinum, and nothing under level 17 should drop alanthium. If you use *coins and it sets it for you, you can manually adjust it to this effect if needed - at least until I code it in so it's automatic. 8) The listed size requirements for the areas below CANNOT be exceeded. No more rooms than this will be given out for it. Please understand this if you choose to build one of these areas. 9) Do ALL descriptions before doing any mobs and objects. Be thinking about what mobs you want while you are doing the descriptions, and also be thinking about what is dropped as well, but we need to get the desc done FIRST. If more requirements come to mind, i will post more information. The above should be fine to get started. If there are any further suggestions or questions you have mudmail me. NOTE: Do not worry about training for Vampires, Werewolves, or Liches for now. We are going to open with those classes unavailable, and make them available later. If you have built training for those classes, seale it off until we can decide what to do with it later, or go ahead and recycle it if you need the rooms. Area Specifications Area: Free City of Highport Races starting here: Human, Half-elf, Cambion, Seraph, Half-Orc Location: Durgas River Delta Size: 400+ rooms Builder: Grazzt I am working on this now to get it modified to the correct specifications for a new starting area. Area: The Hold of Ironguard Races starting here: Dwarf Location: Bloodmound Hills/Firedrake Foothills Builder: Open Size: 150-200 rooms Note: typing "help dwarves" will assist anyone building this area. GENERAL Formerly Ironguard Keep, this area is just an expansion of what is currently built, making it into a dwarven city. Smelting of ore and mining are the primary focuses of the dwarves here. This area needs to be completely underground, with adaptions to the current above ground area to make it so it flows well with what is new. If this means wiping the current Ironguard out, that is not a problem. The outer areas of the caverns are where people will go to level and fight things. All manner of things can be put in those caverns. PRIMARY GOD(S) Gradius is the primary god - diety of metallurgy, mining, and elemental earth. His priests are very influencial to the King on his decisions, and they work closely with the military. They often contribute troops in the form of conjured earth elementals. GOVERNMENT The city is ruled by a dwarven King and there are a number of dwarven clans in charge of various aspects of the city's needs: defense, war, mining, merchants, weaponsmithing, armoring, banking, etc.. There is even a thieves guild hidden VERY WELL in Ironguard, as well as an assassins' guild. Both are not very prominent, as dwarven society frowns on and even tends to often erradicate such things from existance. TRAINING Fighter- Training all the way to 30 in a huge military complex. Any race can train there for now. Berserker- Training all the way to 30 for DWARVES ONLY, in the same complex as fighters. Dwarven berserkers are called "battleragers". Cleric- Clerics of Gradius, since that is the only god a dwarven cleric can worship, do all their leveling in a huge temple complex dedicated to Gradius. Dwarves only. Thief- Training to level 7 in the well hidden thieves' guild. Leveling requirements for a dwarven thief need to be difficult. Assassin- See Thief above. Bard- Dwarven bards are notorious throughout Derlith. The bards' college in Ironguard has a heavy emphasis on history of the dwarven clans and dwarves in general more than on performance in the theatre, singing, or storytelling. Naturally, according to them, everything is how it is now because of dwarves and dwarves alone. Elves, of course, naturally dispute this...but of course they're wrong..since "they're just a bunch of sissies dancing to music and drinking WINE in the forest"..heh.. Only dwarven bards are able to train here, and all the way to level 30. SUGGESTED NEWBIE KILLING MOB IDEAS All mobs for hunting (that can be killed without pissing off the dwarven guards in Ironguard) would come in outskirts of the city underground, or out in the hills above ground. In hills: wargs(L2-3), dire wolves(L3-4), giant bats(L1-2), orc raiders(L3-6), goblin raiders(L1-4), cougars(L4), giant beetles(L1-2), black wolves(L1-2), etc.. Underground: kobold raiders(L1-3), cave spiders(L2-3), cave bats(L1-3), rock iguanas(L3-4), stone spiders(L4-5), fire beetles(L5-6), etc... Area: Schnai Village Races starting here: Barbarian Location: Upper Baladus Plains Size: 50-75 rooms Builder: Pandora GENERAL This area is mostly an open place, with the idea of people of a tribal nature in mind. The barbarians of Schnai are organized much like germanic tribal barbarians were. Both men and women fight, and they are extremely viscious. They use psychological warfare to their advantage, and are quite uncivilized, veiwing most anyone not of their race with extreme suspicion. The village/town is organized so as to be spread out into different areas dependant on function. Thus, you'll have one section devoted entirely to the curing of game, another solely used mostly for making weapons and training to fight, another for where women and children mostly stay, etc. The most powerful warriors often have more than one woman. Schnai barbarians are by no means monogomous, although they lean toward it, as is natural. An exception to the normal basics for starting areas is that there is no bank in Schnai Village. PRIMARY GOD(S) The barbarians of Schnai worship the god Ares, who is representing of bloodlust, war, killing, and destruction. The Priests of Ares are a very powerful sect, as they lead the warriors into battle against the various gnoll, orc, and goblin tribes which dot the plains. GOVERNMENT The barbarians of Schnai are ruled by a barbarian overlord named Rellik, who has taken over an old Bordian castle in the plains, and dubbed it Schnai Castle. He has a very powerful army, and even threatens the giant tribes which moved into the Baladus plains during the times of chaos which led to the fall of the Kingdom of Bordia, and the destruction of its capital Ft. Baladus. In fact, some say he has carved a new kingdom out of the wild Baladus plains. With the help of Lormar Emit, a wizard of very powerful ability, and his companion of many years, he is powerful indeed. Another of his companions, Kifc, is the chief Priest of Ares in Schnai Village. Day to day things in Schnai Village are left to the decision of a Tribal Council of the ten most renouned warriors. Trial by combat determines who sits on the council. Older warriors are permitted to have a stand-in to fight for them if they are too old and frail to fight. There is always one Priest of Ares on the council, as Kifc is a permanent member by order of the Overlord Rellik. That priest always leads the village in battle. TRAINING Assassin- Barbarian assassins are almost always outcasts and bandits. Leveling for them will not go beyond 4, and will have to be in specialized bandit camps, where the barbarian just walks into a room and trains with some bandit perm. After level 4, a barbarian will need to go to Highport to level as an assassin. Bard- Barbarian bards are supreme partygoers and barroom brawlers. They are able to level to 4 in Schnai, in the back of the Gladiator's bar. After that they must go to Sigil and its bard college, where they often graduate after starting many fights along the way. Berserker- Barbarian warriors of the most chaotic nature are almost always berserkers. They train in Schnai Village in the Barbarian Sporting pits all the way to level 30. Cleric- All barbarian clerics are Priests of Ares by default. The temple to ares needs to be expanded, and leveling to 30 added in. Ranger- Barbarian trackers are very good, but they are by far not the best rangers in Derlith. Rangers can train up to level 10 in Schnai, at a spot out in the plains, perhaps in a track maze like on isengard. After that they must go to Eldinwood and learn from the elves, who are master rangers. Thief- See Assassin above. They level in the same place, but go to a different room. They may reach level 4, then must go to Highport. SUGGESTED NEWBIE KILLING MOB IDEAS All nuetral faction mobs in this area will be out in the plains, or in pits where things are controlled. Like you could have a pit where men go fight wild dogs or something. In plains: wild boars(1-3), goblin raiders(1-3), gnoll raiders(2-4), orc raiders(3-4), plains rats(1-2), grass snakes(1-2), coyotes(2-3), bandits(2-5), deer(1-2), prarie dogs(1), etc..other plains animals. Area: Goblin Caverns (no name yet) Races starting here: Goblin Location: Upper Bloodmound Hills Builder: Draegoth Size: 100 rooms Note: typing "help goblins" will assist. GENERAL This area needs to be totally underground, with maybe a tower or something, or old ruins above ground at the entrance, either of which would be heavily guarded. The "evil dwarves" are always up to something fishy, and it could be bad. The interior is a conglomerate of different levels of caves and caverns. The more powerful the goblin, the better the area of the caverns he/she lives in. Even though the caves seem somewhat chaotic inside (meaning use a lot of diagonal directions and non-directional exits), they are actually quite organized. Each area of the cavern will be under the control of a single barracks, led by a goblin commander. This commander can be either a warrior or a shaman that scares the crap out of everyone in his section. All section commanders plot schemes in a goblin-like manner to move up more in the King's favor. Women and children stay in sectioned off areas (women USUALLY dont fight as males do, but when defending their young, they are worth 2-3 goblin warriors, so they should be tough). Goblins have wargs which help them patrol the caves, and their traps usually always involve ambush rather then clever mechanical-like devices (as kobolds would have). There will be a central underground water source somewhere also. There is also a waste cave where all the goblins go to take a dump. Of course, it has a problem with carrion crawlers and dung rats, which always plagues the goblin section commanders... PRIMARY GOD(S) Goblins will worship whomever can kick their ass, but only if that figure is evil in nature. For instance, there might be a devine clergy built around the head Shaman or the king, or the local contingent of the cult of Aramon has them scared shitless, etc... GOVERNMENT The biggest goblin that can beat everyone else's ass is always the king. This doesnt mean he's a warrior all the time, either. He usually has several trusted bodyguards (which means he has blackmail material on them, or is holding their family hostage so they wont try to kill him) around him at all times. If the king is a warrior, he will take much council from the head goblin shaman, as goblins are very very superstitous. The king needs to be difficult to kill. TRAINING Assassin- Goblin assassins are coniving sneaky little bastards. They tend to be very good at the trade, as not many people take them as seriously as they should. Assassinating your superior (or framing him) is the way to advance in goblin society. Goblin assassins will have a small complex to level in where they can reach up to level 10. Only goblins can train there. No other races can. There is no guild, only a hang-out place where the nastiest goblin assassins go to hang out and train. Berserker- Goblin berserkers are the centerpiece of the goblin armies. They tend to be extremely rabid and large for goblins, and they always smell of putrid old-smelling watered down wine. They tend to puke in battle a lot - on their opponents. Goblin berserkers can level up to level 10 in the goblin caverns. After that they have to go somewhere else, like Garakk (see below). Fighter- Goblins are primarily fighters more than anything else. There is a rather large complex where goblins can train up to level 10. After that they have to go to Garakk (see below). Shaman- Goblin shaman are feared throughout Derlith. They often command very strange superstitious powers and can place curses on people at a whim. The goblin shaman system is very rigid and heirarchial. There is no shaman school, but there is an area of "servitude" where potential goblin shaman agree to be tortured, be part of experiments, test new poison potions, fight conjured spirits, etc..in order to prove their worthiness to the shaman above them. Goblin shaman can level all the way to 30 in the goblin caverns...ONLY goblins are allowed. Thief- Goblin thieves are very good at what they do. As goblin society is basically a bunch of coniving thieves, brutes, and bandits, this is not suprising. There is a very powerful thieves' guild (goblins admitted only) in the goblin caverns. Goblin thieves can level up to level 12 in the goblin caverns. After that they have to go someplace else to get higher. SUGGESTED NEWBIE KILLING MOB IDEAS The possibilities here are endless in the outer caverns. cave spiders(1-2), dung rats(1), huge spiders(2-3), rock snakes(2), etc....use of the monster manual can help here quite a bit, so long as the levels of the mobs are translated into mordor right. SPECIAL: Goblins players starting out in the goblin caverns need to stay in the goblin caves at least until they are level 5. So, instead of a restriction of 2+ level to get out of there area, it needs to be 5+ on all exits leading out of the area to the rest of Derlith. All banks and post-offices are goblin-only to enter. Area: Troll Swamp Town (no name yet) Races starting here: Troll Location: Hellbog Builder: Darklight Size: 100 rooms GENERAL This areas is set in the depths of the Hellbog. The trolls which live here are the marginally civilized type (compared to other trolls). The area should be semi-organized, and should be a series of small islands and caverns dug in and around areas of stagnant swamp water. Bridges should connect some areas. The trolls either live in crude huts, or in dugout mudholes where water cannot get in. They don't care much for sanitation, so the whole place will reek. So shops and such will be in a small island that is the "town center". Instead of streets like in Highport, things will be connected via bridges or muddy paths, or across shallow swamp water and reeds. PRIMARY GOD(S) The trolls do not worship any gods. They have shaman that are very superstitious, and they are the closest things to gods that they have. However, nontroll gods have had an influence. The Devil Knights have set up shop in the troll town in order to actively recruit trolls to become death knights. Trolls are the best leaders of orcs and goblins that are the mainstay of Caladon's armies, simply because they terrify the troops into obeying. Troll warriors are bad enough, but to orcs and goblins, troll death knights are completely horrifying. The Cult of Aramon also has an outpost, but it's presence has nothing to do with the trolls, and is mainly there to keep an eye on the Devil Knights (i.e. keep them in line), and to do dark experiments in the depths of the swamp. GOVERNMENT The biggest, meanest, nastiest, and most ruthless troll rules the town as chief. He can only be removed by being challenged and killed. The shaman in the town are also a force to be reckoned with, and the chief often relies on them for guidance. Overall, however, the biggest troll warriors lead a faction that controls the town - led by the biggest troll through fear and brutality. Troll warriors walk around the village keeping order, randomly beating the crap out of people. TRAINING Berserker - Trolls do not train as fighters. All are berserkers because of their savage nature. One of the "islands" in the town is a big training pit where trolls fight to the death to train. Trolls, and trolls only, may level from 1 to 30 here. Shaman - Troll shaman have a series of huts and underground tunnels in which they all live. In that area is where the shaman training is. Should involve mixture of items and combat. Trolls only may level their shaman up to 30 here. DeathKnight - The Devil Knights have a reasonably dry compound set up on highground just outside the troll town. In there they have death knight training. Trolls may train as death knights in the troll town up to level 10. After that they must go to Caladon to train. SUGGESTED NEWBIE KILLING MOB IDEAS Killing areas should be set outside the town in the swamp. The possibility for mobs to kill in a swamp are endless: snakes, swamp lizards, swamp bats, crocodiles, lizard man raiders, etc... SPECIAL Nobody should be allowed out of the troll town until they are at least level 5, so level boundries need to be set up to that effect. Also, keep in mind that the deeper into the swamp a player goes away from the town, the nastier things need to get. To the north of the town a ways, is a lizard man lair which extends like 2-3 levels underground, partially underwater. The trolls and lizard men are always fighting one another. Another thing is that the bank in the troll town MUST be in the Devil Knight compound, as trolls dont deal with banks often. Any post-offices are all troll-only to enter.