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The Great Atuin

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So, you've decided to play on the disc? 
Here's what to do:
  • Log On:  The address for the MUD is telnet://discworld.imaginary.com:23 but you'll want to find a MUD client if you don't already have one.  You can find plenty for download at Mudconnect.com. I personally prefer zMUD or PortalGT.

  • Create a Character: Discworld is pretty easy to start out.  You only really need to know three things before you begin.  Your name (one suitable for the books), your password, and your character's gender.  Stat rearrangement and skill-set choices will come later, when you've chosen a guild.

  • The Newbie Area:  Think of this as a kind of school.  If you've played any MUD before, you probably had to progress through one of these.  This is where you'll earn your first skill points.  Visit every room and read the information contained therein.  Read your information booklet.  Visit the commerce room to purchase your first weapon and the combat room to train with it.  If you want to be a priest, you may want to go ahead and pull the appropriate lever in the alignment room so that you start out in the right direction.  If you get stuck, just type "newbie I need help!" and one of the newbie liaisons will help you.  Mind that you don't use netspeak on the newbie channel, though.  It's rude and difficult to read.  (I'm an English teacher and thus I am fervently opposed to netspeak, but I'm not the only one...)
  • Choosing a Nationality:  When you're ready and have completed the newbie quest, you can exit 'out' of the newbie area.  You'll come to a place with a shimmering sign.  Read the sign and follow the directions.  If this is your first character on the Disc, I strongly suggest starting in Ankh-Morpork.  If not, and you're fairly familiar with the books, you may want to choose a nationality appropriate to your character.  It is, however, more difficult to start elswhere.

Choosing a Guild
  • Warriors:  Do you have the IQ of a doorknob and a body meant to smash through walls?  Are you brave, heroic, and talented during a bar brawl?  If so, this is the guild for you.  You'll go on grand adventures, meet interesting people, rescue damsels in distress, even if they don't want rescuing.
  • Assassins: NIL MORTIFI SINE LUCRE (No death without payment)  The assassins guild is for those people who enjoy solving problems for others in the most permanent manner possible.  This guild is not meant for those who go about fighting and killing simply for the enjoyment of it, oh no.... When we kill, we do it for money.  We are the shadows that are behind most changes in the way the world is run (or at least in the people who run it).

  • Thieves:  This is the perfect trade for a young person to join, especially if you're fond of the charitable notion of taking the goods of those who have them and giving them to, well, yourself. 
  • Priests:  Do you live in service to your god?  Do you enjoy annoying or bullying other people into conversion?  The disc has gods to fit every worshipper, from perfectly good to perfectly evil. Everything from Gapp, the god of fine clothes, to Sek the Seven-Handed god. 

  • Wizards:  Have you ever unexpectedly made something explode?  Do strange things happen when you're around?  More importantly, are you fond of pointy hats and large meals?  How about carrying long staffs with large knobs?  Well, come to the Unseen University then and we'll get you settled!
  • Witches:  Witchery is, first and foremost, about knowing what's real, knowing what's not, and knowing how to tell the difference.  Our magic isn't the magic of Wizards, it's the magic of the earth, the magic of kitchens and farms, of life and nature, and of headology.  We might not turn you into a toad, but we'll certainly make you think you're one.

© 2004, Lariawien (Jennifer Davis) unless otherwise stated.
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