Welcome to Zalanthas. If you don't want to go through
introductory section of
the Armageddon MUD website, this
Quickstart provides some game basics. The following
truths about the world of Armageddon Mud are as common
knowledge to Zalanthans as how to order a BigMac at
McDonald's is to us.
- Zalanthas is a desert planet;
water is scarce and its sources bitterly
contested. The planet is also metal-poor; a
commoner may go a lifetime without seeing a
metal object larger than a ring. There is no metal currency; coins are
made from obsidian. Most characters choose not to
leave the relative safety of the city - the desert is
full of brutality and death.
- Humans are the most prevalent and powerful race.
Elves on Zalanthas are fiercely tribal, and
prize the art of thievery. Dwarves
are hairless and devoted to a
goal which they pursue at all costs. Other races you may
see are muls (the sterile offspring of dwarves and humans, used as
half-giants (a race originally produced by
magick, known to be as stupid as they are large).
We advise that your first character
be a human fighter-type in order to learn how to play
the game -
thieves and merchants are difficult to play.
Magick exists and is feared. Most magickers that your
character will encounter are
elementalists, focused on a single force, such as Water,
Stone, Wind, or Fire. Sorcerers and Nilazi (Void
elementalists) are feared, shunned, and reported to
the nearest authority. In Tuluk, all magick is illegal
except for the powers practiced by the Templarate.
There is no religion in the city-states other than the worship of
the Sorcerer-Kings, who do not tolerate other gods.
- Everyone practices telepathy, which is commonly
referred to as
The Way. Other mental gifts are possible,
but are the realm of
psionicists, also known as
"mind-benders", who are feared. To communicate telepathically, you first
contact the person, then use the psi command. The
way to stop contact is the cease command.
- The two major cities in
Known World are Allanak
in the south and
in the north. Both are ruled by never-seen
sorcerer-kings: Tektolnes (Allanak) and Muk Utep (Tuluk).
The cities have warred for decades, and hold each other in
contempt, although travel between them can and does occur.
Your character can start in several cities, but you are advised
Tuluk, which are centers of player
- Your character is a commoner. It is illegal for him or
her to know how to
read or write. Your character knows that both
the nobility and
the templarate are to be feared and
avoided. Either group is capable of having a commoner
killed for looking at them wrong. Your character believes
that nobles are better than ordinary people by right of
birth. You can spot nobles and templars by the metal rings
they wear, as well as the fact that they are accompanied by
- Merchant houses are also major powers, and guard both
their monopolies and secrets well. House
Salarr handles weapons and armor,
Kurac handles the illegal drug,
Nenyuk handles banking, and
Kadius handles luxury goods. Smaller merchant houses
exist, struggling for existence wherever they can find a
- Avoid imposing your own interpretations and norms on the game world.
For example, there is no sexism on Zalanthas; women and men are
treated equally. This means that
the following would not happen in Armageddon: a
man expressing shame at being beaten sparring by a woman;
someone referring to women as needing protection or
coddling; a woman being shamed for sexual promiscuity while
a man is praised for it.
Attitudes towards sexuality are broad. Homosexuality is
common, and not seen as aberrant. Multiple sex partners are
common among Zalanthans, particularly in the
upper classes. If you intend to roleplay out adult scenes,
please make sure you are aware of our consent rules.
Southerners tend to be darker in skin and hair color than
northerners. Very few fair-skinned people exist. There are
some mutations among commoners; you are advised to keep them to a minimum in your first character.
- Getting employed: Your character will probably need a
job to survive. Jobs include spies, hunters, entertainers,
aides, crafters, physicians - your ingenuity and ability
to play are your only limits.
Merchant Houses and Noble Houses are
good sources of employment. If you are human, you will have
an easier time getting hired.
- Each player is allowed one account and is responsible
for being aware of
the game rules. If you disrupt play for other
players or violate the rules, you will be
Compiled by Sanvean , based on a concept from ShaLeah.
© 2004 Armageddon MUD.