Areas are designed to flow into eachother. There should be a natural progression of terrain. While this is not always possible with the limited tile set, I make an effort to have the areas make sense.
Rivers were the main way to travel in the ancient world and trade routes grew along them, thus many towns grew out of trading posts along the river valleys. Zarbon, Trilus, and Olaf are examples of this type of town. Once you move away from the rivers you are traveling into the hinterland, which is often dangerous and unpredictable. You may meet nothing or something very, very bad.
Besides rivers there were rudimentary roads. In my world most of the major roads, that do not follow rivers, which run mostly from the north to the south, go east/west. Travel along roads, contrary to many worlds, is very dangerous. Bandits frequently waylaid travelers especially in lawless times. This is such a time in my world. Road travel is highly dangerous and people congregate behind walled towns for protection. I do not consider pulling monsters into towns to be a bad tactic. In fact, the hero that runs away may live to fight another day.
Another feature of my world is enclaves. These are locations like Zanid (east) where goblins congregate. They have essentially staked out a piece of territory that is either too remote or too worthless for others to bother with. The kobold mines is another such area.
I also try to follow some rules of monster ecology. Monsters, though limitless, don't always spawn in the same locations in the same numbers, or at the same time interval. This is not true of enclaves, but in the wild things are different. I use scaled spawns sparingly as they tend to be the nemesis of weak characters. I do have random spawns that can occassionally spawn fairly powerful creatures. So be careful.
You can almost always avoid encounters if you use caution and I don't have monsters spawning right on top of you, though some can spawn close by. Night is the most dangerous time. I don't really have to go into this much as many players are aware of how dangerous the night can be.
In the night nocturnal creatures have the advantage so they tend to hunt at these times. Be aware that you are being hunted. This is hard to do within the constraints of the game but my world tends to be much more pro-active than most. Even I get surprised sometimes because of the random spawns. Be prepared to run to safety wherever you travel.
At low levels almost everything you run into can kill you. There are no easy battles, except maybe the mad crows and even they can blind you. Things are usually a lot tougher than you might expect. This is by no means a cruelty to the player. It's just the way things are in this world. The tough survive the weak perish.
Thanks.
Length
50 hours+
Number DMs
2
IPs
192.168.0.2:5121
Scope
Epic
Hack & Slash
Medium
Classes
No SD, but there is a way to get hips for rogues and rangers.
No devasting critical.
No epic warding.
Limit to 12 levels between multiple classes.
Various and sundry other tweaks.
Tricks & Traps
Medium
Level Range
2-40
Magic Level
Moderate
Schedule
Up most of the time. Especially on weekends, Under GameSpy/Roleplay/Malbara/SecondGodWar.
Treasure
Moderate
Number Servers
1
DM Needed
Occasional DM Needed
Alignments
All
Experience Rewards
Moderate to High
Races
All standard races.
PVP
Full PvP
ApplicationReqs
None
Vault Type
Server
Death
There is a small penalty on death/respawn. Bleed down and divine intervention.
Connection
DSL
House rules
PvP is based on alingment and faction.
Content guide
Everyone
Player Requirements
Be moderately civil and keep tells and ooc chat to a minimum. Please don't ask DM's for anything. You can pray to your god at your temple, or use you political connections to get what you need.
See the module listing or forums for more information.
This is a design based on a campaign world I ran for over a decade. It is roughly based in the high middle-ages, with some concurrence in attitudes and life styles. The period of history which this world is entering is the beginning of the Second God War. The First God War, over a millenia ago, resulted in such great destruction that the gods removed themselves from direct interaction with the world. The resulting conflagration that war saw the fall of great empires and the consignment of Bocrewg, the god of Chaos, to the depths. He is now stirring once again with the help of Nebdezar, the god of death, he plans to lay claim to the world. This compact of evil is threatening the very structure of the world civilization and the other gods must respond. They, the so called good gods, still adhere to their original compact and are seeking heroes to act in the world as their surrogates.
Various political faction are also vying for control and are in continual conflict.
Players can chose to join various political factions based on their alignment or they can attempt to remain neutral in the coming war.