The Adventurer's Guide to Discworld MUD

Going Forth

You've TM'd all the fighting skills you can in Combat. You've sold all the weird junk you found about your person when you arrived, keeping only the useful items1. You've invested in your dream weapon - or at least, its closest approximation available in Commerce. You may even have bought some clothes, but it won't be a disaster if you haven't; and of course you've saved as many pumpkin pennies as you possibly could.

You are ready to enter the Discworld

Were you a kind soul and tried to cheer up the tearful womble? If not, then why not do so now? Kindness is definitely its own reward. If you already have, of course, then you will already know this - and also that all you now have to do to engage in the wildness of life on Disc is click on - or type - out.

Otherwise, you'll just have to continue trundling around the newbie area until the Disc takes executive action on your behalf. But don't worry - you won't be trapped in here forever!

You have now left the newbie area, and are about to enter Discworld.

Ooooh, it's sooooo exciting! What now?
You are on a huge open-air platform far, far above the Disc itself.  Down below, the water tumbles and falls off the rim of the disc spilling down and out into a spray of mist over the elephants and the back of A'tuin, the great star turtle.  There are several sets of stairs leading down off the platform to the unknown and a large dial sits in the middle of the room.  A large sign shimmers and hangs in the air in the middle of the platform.
There are no obvious exits.
A shimmering sign is here.
Hmm. And I was expecting the Mended Drum. What's this shimmering sign all about?

Do read sign to find out.

     ______________________________________________________________
   //                                                              \
   || Travellers choose your destination!  Which parts of the world |
   || do you want to explore?                                       |
   ||                                                               |
   || Look carefully at each of the lands before you make your      |
   || choice - it determines the language you start with and your   |
   || local accent, as well as where you start.                     |
   ||                                                               |
   || The current list of available start nationalities is:         |
   || Djelibeybi, Howondaland, Morpork, Lancre, Ephebe, Klatch,     |
   || Agatea, Omnia, Istanzia, Uberwald, D'reg, Genua and Tsort.    |
   ||                                                               |
   || You can get 'info' on each nationality, and each region       |
   || within a nationality.                                         |
   ||                                                               |
   || You choose your nationality with 'choose [nationality]        |
   || [region]'; for example 'choose morpork Ankh-Morpork'.         |
   ||                                                               |
   || Use 'help here' for more help on 'info' and 'choose'.         |
   \\______________________________________________________________/

Ah! So you don't necessarily have to begin your adventures in Ankh-Morpork... you could choose rustic Lancre, land of witches, or the pyramids of Djelibeybi, or the swamps of Genua... how to choose?

Type info [place] for more information - for example, info genua:

info genua
The swampy lands known as Genua are scattered around the city of the same name.  Renowned for the historical meddling of fairy godmothers, Genua is rife with the residual magic of fairy tales.
Regions you can choose:
  * Bois
  * Genua

You can use 'info  ' for further information on each region.
Refine it as recommended, e.g. info genua bois:
info genua bois
Bois is a small village near the city of Genua, and fairy tale creatures run wild.  There are no guilds in Bois, however adventurers can travel to less provincial locations via carriage or ferry.

Characters from Bois start the game with Genuan currency and speaking Morporkian.

You can choose this as your immediate destination with 'choose Genua Bois'.
Have a perusal of them all, just to see the different options. If you want to take a bit more time to browse, there is a helpfile with all the information available here presented in one page:
http://discworld.atuin.net/lpc/playing/documentation.c?path=/concepts/nationality

You'll notice that the game warns you against some locations, as these are more challenging environments, of more interest to people who are already familiar with the Discworld MUD and want to branch out a bit.

There's no reason why you can't plunge into one though, if it really appeals to you! Sothis currently comes from Bois in Genua, which is a very sweet little village with some very easy quests - but the first few times I went through the newbie area, I chose Ankh-Morpork.

The game recommends Ankh-Morpork as the best starting point for an absolute beginner. And I would agree - but I also recommend it because, if you've been drawn here by your love of the books, there's something truly magical about actually being in Ankh-Morpork (the design of which seems much truer to the books than does the design of Sto Lat or Lancre Town).

So, without further ado, choose life... in the Mended Drum!

To do this, type: choose morpork Ankh-Morpork

Sothis disappears to a better life.

Post Script

So that's it for the Absolute Beginners' section of The Adventurer's Guide to Discworld MUD. Click on Home to return to the main site and choose something interesting from the menu. Apologies if the section you choose is incomplete - this is a work in progress!

You may also be interested in reading my short essay, 'ere be monsters..., on the subject of unwanted attention on the Internet.

And please feel free to Contact Me with any feedback, nice criticism, words of sycophantic praise, etc. etc. at any time...

  1. Just to recap: the torch is the only truly essential item at this stage. But the voucher can be exchanged for a free talker, and the information booklet is worth reading at least once.