06 Oct, 2014, Hades_Kane wrote in the 1st comment:
Looking for somewhere that you can really be somebody?
Well, that place could be End of Time! We're a game that, as far as the playerbase is concerned, might as well be new, but without that pesky "new MUD smell" (you know the smell… Beastly Fidos, Dwarven Daycares, hunger/thirst, movement points, etc.).
Having been in consistent development for 9 years (with another 4 years of spotty development prior), we have a very large world (bordering on the "huge" world classification as perk TMC listing) of ALL original content. The code is so deeply modified, you'll be hard pressed to recognize us as a ROM based game. There's plenty to do, plenty to see…
But most importantly… the playerbase is a bit thin and we're trying to get the roleplay world kick started. This is where YOU come in.
Several clan leader positions are still available, along with the upper ranks of all of them. This is a great time to get in on basically the ground floor of a stable, well coded, well built, fleshed out game.
The MUD is themed after the "classic" Final Fantasy (up to FFX) and Chrono series, but it has been crafted in a way where familiarity with the games is not necessary or even helpful most of the time, it's just a backdrop where a very original world and setting has taken place. We strive to maintain a Medieval/Fantasy feel to the game, with bits of technology (much of it steam punk nature) sprinkled throughout the game.
Once we can pad the playerbase a bit, we plan on hosting weekly scheduled Quest/RP Events, with those culminating in a big event every 1-3 months. Seasonal, scheduled holiday events will be held, as well.
The level cap is currently level 65, but we are very close (just putting the finishing touches on several new areas) to raising the cap to 80, which will also coincide with the overworld being complete. Several, several area quests are planned which will slowly start making their way into the game as well.
We are poised to really take off and become one of the next great, well populated MUDs, and there has been no better time to jump on board to help make that happen.. AND beat the crowds to the top, important, and world building positions that are still available.
13 Oct, 2014, Hades_Kane wrote in the 2nd comment:
Just a quick update… we have filled the leadership position of The Empire.
There are leadership positions still available for AVALANCHE and The Mystics, while upper level and other high ranking positions are still available in every clan. I would also like to note that with the leadership of these clans comes a great deal of freedom/flexibility of designing them, their ranks, etc. so long as it fits within the basic framework of the clan.
Just to break it down, I'm going to list our 3 world powers and the 3 "rebel" clans just so everyone has an idea of what they are looking at:
Guardia Kingdom Based on the Kingdom of the same name from Chrono Trigger, this is End of Time's sole good aligned world power. The history of Guardia is a complex one, their roots based all the way in an ancient magical Kingdom that many today regard as myth. Their history is also intricately intertwined with the Kingdom of Baron from Final Fantasy IV, actually having officially merged with that Kingdom some years prior in the MUD's history. Guardia is a Kingdom that relies heavily on magic, values virtues such as honor very highly, and generally looks to keep united what is an admittedly fractured and often divided Kingdom, always having the best interests of their subjects at heart.
Shin-Ra Electrical Power Company Based on the company of the same name from Final Fantasy VII, Shin-Ra is one of two "evil" aligned world powers. Shin-Ra's history largely mirrors that from Final Fantasy VII, a power company that discovers "Mako" energy, a powerful source of electricity that they use to power their cities, but a source that others claim harm the planet, that others claim is derived from the very spiritual lifeforce of the planet itself. Shin-Ra's primary aim is accumulation of wealth, and any acquisition of power or territory is in service to that. They have the smallest territory, most of it centered within their two largest cities of Midgar and Junon.
The Al-Bhed Empire Based primarily on The Empire from Final Fantasy VI (which in turn is based largely on the Empire from Star Wars, just in a fantasy setting), The Empire's history largely mirrors that from the game. A charismatic and powerful general named Gestalh rises to the head of his military and begins conquering neighboring towns, eventually becoming the Emperor of his self built Empire. Rediscovering magical secrets once though lost, he risks repeating the same mistakes that led to an ancient, devastating war that the planet still bears its scars. Those mistakes cost him and his insane jester-like second in comamnd their lives. The Empire was left in shambles but nevertheless rebuilt, briefly trying their hand at being among the "good" guys. This lasts for a little while, but the old desires of power, influence, and territory gets the better of the Kingdom, and after opening their borders to the recently displaced Al-Bhed (a technologically inclined subrace of Humans), the Empire turns it back on magic (the thing that was their downfall to begin with) and with the technological ingenuity of the Al-Bhed at their disposal, the now rechristened Al-Bhed Empire sets their sights on global dominance.
The Returners Named after their counterparts in Final Fantasy VI, The Returners are the resistance to the might and territorial expansion of the Empire. The original Returners disbanded and many absorbed into the Empire during it's reformation as an honorable entity, but with the tide having turned back toward their former, oppressive ways, a new group has sprung up carrying the banner and ideals of the original. Probably the most widespread and diverse of the rebel clans, the Returners are a loosely organized paramilitary that has members spread throughout the Imperial territory and throughout the towns and territories that border the Empire. Their primaries goals are to stop any further Imperial expansion along with liberation of some of the Imperial cities. They prefer to use the tools of subterfuge, propaganda, and non-violent acts of sabotage. They are looking to liberate, not destroy, so there remains a concern to minimize both property damage and loss of life.
AVALANCHE Named after the group present in Final Fantasy VII, AVALANCHE is an eco terrorist group that primarily operates in and around Midgar, Shin-Ra's central hub for use of Mako energy. Their history closely mirrors their counterpart from Final Fantasy VII, AVALANCHE is a group whose most famous incarnation were responsible for numerous bombings in Midgar and opposed both the regime of Shin-Ra directly and worked against Sephiroth. Where the history branches off, however, is during a brutal confrontation where AVALANCHE, the upper hierarchy of Shin-Ra, and Sephiroth all coverged at the Northern Crater, Sephiroth was defeated by AVALANCHE and the resulting explosions and upheavel caused as a result of that caused both AVALANCHE and the upper hierarchy of Shin-Ra to disappear, presumably killed. The remains of AVALANCHE left back in Midgar worked in collusion with another group to strike at Midgar when it was most vulnerable, but the resulting devastation and public backlash at such, along with the lack of any real central leadership caused AVALANCHE to ultimately disband, their name disgraced. Now, several years later, both Midgar and Shin-Ra have bounced back from past events and Mako energy is as abundant than ever. A new group has coalesced under the name AVALANCHE, ready to stop at nothing to bring Shin-Ra down once and for all by nearly any means necessary. Their tools are vandalism, propaganda, terrorism, bombing, extortion… They don't go out of their way to cause property loss or loss of life, but their mission is to save the world; a few lives lost in the service of that is a small price to pay for saving the life of every other living thing on the planet.
The Mystics Named after the group / army from the 600AD time period in Chrono Trigger, they exist in End of Time as the third such incarnation of that group. Their history from Chrono Trigger survives as an army of "monsters" led by the powerful wizard Magus against the Kingdom of Guardia. With the disappearance of Magus, the army is left defeated and ultimately disbands. However, in line with Baron's ties to Guardia in EoT history, after the defeat of the evil forces that had taken over Baron, a group survives known as the Four Fiends of the Elements. They hide away in secret, amassing a new army to take on Baron. They recruit many of the descendants of the Mystics and take on the name as well, becoming the second incarnation of the group. After years of war, a truce is finally called between Baron and the Mystics which sees the leadership of the Mystic army absorbed into Baron and the southern region of the Baronian Kingdom, already under Mystic control, officially awarded and recognized as safe haven for the Mystics. With the later consolidation of Baron and Guardia into one Kingdom under the rule of a descendant of the Fiend of Fire, Rubicant, the Mystics are now a part of the Guardia Kingdom. Some not content with the slice of the Kingdom they see as being segregated from the rest, others still beholden to the ideals of Magus and the Fiends of old, and others perhaps emboldened by "one of their own" sitting on the Throne, many of the Mystics have come together in a cult-like group, vowing to take the northern lands as their ancestors once tried.