Introduction to WaterdeepMUD Roleplaying

Intro

.. WaterdeepMUD Roleplay is a mixture of two different fantasy themes. Our overall world is based on the Advance Dungeons and Dragons campaign setting of the Forgotten Realms, while the players live mainly in the setting of the Great Realms, wihch is based off themes and ideas taken from the RPGs Final Fantasy 6 and Final Fantasy 7. The world itself is medival with random advanced technology, typically based on steam, gears or magic.

.. The following article is to help familiarize with the roleplaying world, there are other detailed articles on many of the subjects (see links at the bottom), but for those not in the mood for extended reading can skim over this page and get a feel for the world. In the shortest of words, its like a medival 1825 with swords and magic.

 


Landmasses

.. The planet is called Toril, and is home to many continents. The Continent of Faerun (Forgotten Realms Theme) is based off the AD&D Campaign settings, and game wise features a continent extending from the Icewind Dales to Shadowdale, including many landmark zones as Icewind Dale, Waterdeep, Candlekeep, Baldur's Gate, Shadowdale and Myth Drannor. The Continent of Cruoris (Great Realms Theme) is based off both 'stock' and original game zones, and indirectly do feature zones from both Final Fantasy games such as Fanatics Tower, Zozo City, Vector City and the Northern Crator. These two continents are seperated by the Sea of Swords.

 


Steampunk

.. The best term to be used to describe the look and feel of the roleplaying world would be 'Steampunk', which is defined by the dictionary as 'a genre of science fiction set in Victorian times when steam was the main source of machine power'. Indeed the cities are built from iron and brick, streets are lined with cobble stones and illuminated at night by gas lighting. The continent of Cruoris was built on the foundation of business and trade, which pushed an industrial revolution. Most large towns have several industrial factories. Miles of rails cut through once virgin forests as large steam powered locomotives aid the business and trade by moving mass amounts of supplies between the nations of the continent. Those who live in these cities find the convinence of woodless stoves and heating sources, even plumbing with hot water. Yet wander away from these cities you find a different world, void of these technologies and filled with 'interesting' creatures.

 


Technology

.. There are many 'genres' of technology on Cruoris and most races have contributed to each. But there are two main 'genres' of technology which many will fight and die over, Magic and Science.

.. Magic Technology is the use of magical powers from 'natural magic' which most races can manipulate in different manors, such as casting spells, hexes, curses and alchemy. It also includes various inventions which are powered by magic.

.. Science Technology is any mechanical invention or even possible 'powers'. Wizards on Cruoris tend to shun science calling it unnatural, and avoiding using it. Science has fallen mainly under machines used in industry.

 

.. Under Science Technology there are several different 'genres' of different technology. Magic Technologies do not have different 'genres'.

.. Metal Technology is the oldest of all technologies, created by the dwarven race. This is the artform of crafting and forging objects from metal, such as armor and weapons and later on machine parts.

.. Water Technology is the second oldest of all technologies, created by the elven race. This technology involved harnessing water to power saw mills for elven wood, and together with the Metal Technology would begin a Business & Trade economy in Cruoris. The elves would begin to trade with the dwarves, exchanging wood for metal (the dwarves needing wood for their forges and the elves needing metal for their saw mill machines). Before humans, these trades did not involve money.

.. Steam Technology was created from the Industrial Revolution that took place after humans became involved in trade and introduced money into the equation. The Trade Economy would boom and expand beyond just wood and metal into general goods and supplies, and the new machines to create these products needed a better power source than water. Coal powered steam engines would become the driving force behind the machines, and create a slew of new inventions such as Locomotives. Steam technology would remain in use for centuries.

.. Makou Technology replaced the coal powered steam technology. Makou Gas is a burnable gas created from a body of liquid energy known as the Lifestream found deep underground, and is the source of all magic. By mistake it was found that when this liquid was compressed with steam, it created a burnable gas. This allowed the coal fueled steam powered machines to be replaced by new steam powered machines which were fueled by Makou. In more modern times a new engine called the 'Makou Combustion Engine' has begun to replace the steam engines.

.. Overall technology has only aided the trade economy of the realms. Only in recent times has 'Consumer Inventions' become a profitable business with the creation of Makou Gas, but for the most part Makou has only improved upon already created inventions, many which were unsafe under steam technology.

.. It should be noted that there are many inventions in the Great Realms which resemble modern age objects. Streets and towns are well lit with gas lighting, homes are heated and can even have plumbing with hot running water. There are vehicles such as airships, which are large ships that fly thru the sky, and can even communicate with each other on a radio-type invention known as the Crystal Broadcaster, which actually falls under magical technology rather than science (an enchanted crystal which can teleport sound to another crystal). But we've always made a point to say that there is no electricity, there is no microwaves or computers or cell phones, the world is not modern. Some come to view the Great Realms as such due to said inventions, and we like to stress that this is a world of medival people, armor, magic, swords and wizards.

See Also [Article: Magic & Technology]

 


Business & Trade

.. Business and Trade has been a major influence on the continent of Cruoris since the early centuries, starting with the trade of wood for metal between the elves and dwarves. The human race began to purchase both wood and metal from the elves, but having nothing else worth the same value to trade in return, paid the elves with platinum and gold. The humans than began to trade amounst themselves, creating supply and demand. Humans and other races would then begin to take up the artform of wood and metal cratings, and give birth to the industrial revolution.

.. An economy would form in the Great Realms, starting with individual towns and individual businesses trading with neighbors. As these individual business owners accumulated wealth, the richer would begin to purchase other people's factories. Businesses became larger and trade began to reach other countires, and then began to sell 'Stocks' to individuals, claiming anyone could own a small piece of these businesses. The purchase in turned either aided the business or fattened the owners wallet. This style of business was dubbed Corperations, and a market would be created to monitor the supply and demand of products being created, which would in turn be dubbed the Stock Market.

.. Industry, Business and Trade is the backbone of Civilized Cruoris and responsible for all advancements in technology.


Weapons & Armor

.. Armor and Melee Weapons are the primary weapons used by those who cannot use magic. Projectile weapons such as bows and crossbows tend to be used by both groups. Those endowed with magical abilities rely on them for both defense and protection, using both holy and elemental spells for protection, and certain attack spells for protection.

.. Castles, Fortresses, Ships and even Armies use random projectile weapons, such as catapults and balastas, but most favorable is the 'Iron Cannon'. Its primary use is to fire iron balls with the use of explosive powders. Other projectiles besides solid iron balls can be used, such as hooks and explosives.

.. Guns have existed before in the Great Realms, and is the cause for hatred between magic and science technology. The Figaro Firearm was created by the Figaro Kingdom, and was a small iron cannon that could be held in your hands. It allowed someone without magical abilities to be extremely deadly, and the invention was only handed out to Figaro Officials and its Army, who by requirement had to be powerful magic users. The device was hard to create and the secret to their sucess was closely guarded. It was not until a phenomena happened that caused this invention to get out of hand. The Lifestream, source of all magic 'dried' up underneath the western side of Cruoris, causing the officials and army personel to lose their powerful magical ability. Weakened the weapon was able to fall into the criminal element, and an uprising began in the west, common thugs taking control and power over the towns which were once controlled by magical users. A new weapon that used both magic and technology was created to outpower the thugs until the Lifestream returned. Since then, technology of this nature is forbidden by all countries of the countinent.


Religion

.. Religion in the Great Realms is deeply diverse, and most races live together without conflict due to their dedicated deity. Most of the religions found are based off other religions found around Toril, including many deities who frequent the Faerun Continent. There are also unique deities to the Great Realms, most which are unknown to others outside of the continent. The Religions found in the Great Realms were founded after a historic event known as 'The Great Calamity' which brought civilization to its knees. During this chaotic period, mass armies formed on the continent, each dedicated to a deity and began a war of domination of land and people. This war waged on for generations until Ao himself stepped in and put a stop to the feud. Treaties were signed and the war was ended, yet the battle would continue in a more civilized manor. The armies would form into religious groups known as Clans. Since that time, other non-religious groups have formed clan type organizations. The list below represents the 'active' deities that can be found, meaning there is a player-immortal who fufills and plays in the role of the god or goddess. A complete list of deities can be found under Help God on the mud, and it can also be noted that any religion and or deity from the Forgotten Realms campaign setting is accepted in roleplay.

Active Gods and Goddesses of the Great Realms

Deity Realm Alignment  
Tyr Justice Lawful Good Church of Justice
Dugmaren Invention Chaotic Good  
Ehlonna Woodlands Chaotic Good  
Tymora Fortune Chaotic Good  
Nisstyre Nightmares Neutral Good Church of Nightmares
Teron Exploration Neutral Good The Elven Alliance
Lorna Knowledge Neutral Good The Illuminati
Kossuth Fire Neutral Crimson Guardians
Mask Shadows Neutral Evil Church of Destruction
Cyric Strife Chaotic Evil Church of Strife
Talos Destruction Chaotic Evil Church of Destruction
Beshaba Misfortune Chaotic Evil Church of Destruction
Bane Darkness Chaotic Evil Church of Destruction
Myrkul Corruption Chaotic Evil Church of Strife
Apprentice   Chaotic Evil The Black Church

 

.. It should be noted for roleplaying terms versus game terms that there are Deities and then there are Immortals. In game terms an immortal is a non-player, typically a member of the administration staff. In roleplaying terms, Immortal is someone who cannot die through typical means, and in short cannot die at all. The difference between a Deity (God/Goddess) and Immortal is that deities have special powers bestowed on them in godhood, such as manipulating life and reality itself. Immortals have no powers beyond being unable to die, and even an immortal can be killed/destroyed. It is said to kill an immortal, you must remove their head.


History

.. The Great Realms has a long and detailed history. The continent itself over the eons has had several incarnations. It is known at one point in history the continent was under the control of an 'Elder God Apprentice', a deity being trained in the powers and knowledge of Elder Godhood or 'Planet Creator'. It is said this deity became insane with power and was destroyed, and the continent wiped of all life and sealed away from the rest of the planet. Somehow after untold time passed, a freak occurance allowed a sailing ship full of mortals to shipwreck on the continent. They found themselves on a massive continent with no life, no trees or even grass. Food supplies ran dry and the last two survivors moved inwards into the continent in an attempt to find something. They would soon parish. Ao would soon discover what had happened, and would resurrected the two final survivors and begin an experiment. These two survivors who were nothing more than mortal before passing would be granted immortality and be trained as Elder Gods. These two survivors are Nisstyre, God of Nightmares and Teron, God of Exploration.

.. All previous history was lost before Century 0 of the Great Realms. At the start of this new history is an event only known as The Great Calamity. Even details of the initial event are vague and can only be called Lore. It is said a meteor fell from the sky and crashed into the continent in the far north (know known as the Northern Crator). This meteor caused a cloud to fall over the continent which began to kill the planets and animals. Along with this cloud came something else, some say a living creature within it. Plague, sickness and disease spread across the continent and civilization collapsed. Armies began to form and march across the lands as groups began to grab land and power an attempt at creating new empires and dominance over the weakened world. Many of these armies fought and claimed in the name of a deity. This war only known as 'The war of Good and Evil' lasted for two centuries until Ao himself stepped in and stopped it. After treaties were signed and the armies were formed into clans, the continent began the process of rebuilding civilization. The Vectorian Kingdom on the eastern side and the Figaro Kingdom on the western side were the only two 'nations' to survive the Great Calamity. These two nations were allowed to place their borders on the map, while the 'new' nations then divided the continent up amongst themselves.

.. Over the next thousands years civilization would slowly progress. Most 'technology' before the Great Calamity had been lost, and during the War of Good and Evil, Iron Technology was the only way of making weapons and armor. After the founding of the countries in the 3rd century, the world would evolve in the business artform of 'trading' as each country found they had 'natural' resources that other countries needed. This created a Trade & Industry Revolution which soon led to 'Corperations' where many small businesses would join forces, and begin to sell 'Stocks' which people would buy, and supposely own a small piece of that business.

.. Until recent times the Vectorian Kingdom (renamed to the Vectorian Empire) would dominate the continent in both Industry, Business and Trade. For centuries this caused peace amounst the countries due to the Vectorian control of supplies in the realms. Minor conflicts would erupt between countries from time to time, but no major wars as most probably feared falling into the chaos of the first few centuries again. It was not until the Vectorian Empire began to 'rot' from within before major conflict in the world unfolded. The southern half of the country would suceed from the Vectorian Empire, and become known as the Tripower State. This new government would become responsible for the major changes in modern history.

See Also [Article: Cruoris History]


Last Updated: April 2008

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