In Greek mythology the Prôtogenoi (pl.; Gr. Πρωτογενοι, sing. Protogenos) are a genealogy of primordial Greek gods, the name literally means "first born" or "primeval" and are a group of deities born in the beginning of our universe.
Welcome to your new life.
On Protogenoi you assume the life of a being on a far away plane. As scattered remnants of one of five splintered factions, you have a choice – embrace the ways of your faction it’s patron god, or split off and make your way alone.
First off, sign up at the official site! We're an active community and we're there to help you! Besides, you can't sign up for the server without going to the site!
Secondly, I'd like to make it known that this server is not open to the public, just yet. The reason being that we actually have to make the colossal world that everyone will be playing in! In the meantime, you can view progress and everything else at the official site! Or go on the Yggdrasil, our Freebuild Server, and submit an application so you can join us in making the world of Protogenoi!
Factions work like empires. Each has a Capital City and settlements (small kingdoms or villages that members, themselves, make) on land that goes across about 3-4 in-game days of land. That's a big area, huh? It's for the realism. You wouldn't expect to look out your castle window and see enemy troops mooning you from the windows in theirs, right? Nope! Territories are days apart, giving you lots of No-Man's-Land to explore! Just watch out for Mobs and Vagabonds!
There's going to be a lot of players, so not just anyone will be able to create a settlement under a Faction. You'll have to fill out an application in the future as well as have members willing to live in your settlement from the start. Most players will live in the Capital Cities (which are MASSIVE) or a settlement in the Faction's territory.
Another cool thing about Protogenoi is the ability to use magic. That's right! Magic!
Each Race has it's own abilities that make it unique from others! For example, the Vayu can fly, Ap breath underwater and walk on it, Agni thrive in fire and lava, Prithvi able to smelt ore the second it's mined, Akasha teleport, and Vagabonds able to cloak themselves and steal! Much more, of course! Those are just the basics!
The server is open to visit for all, but you obviously can't touch a single thing without being whitelisted! Still, it's nice to view the massive world we've created before deciding to join.
TL;DR Version: Visit the official site and come play the most in-depth, most active, smoothest running, friendly server in all of SMP. Join a Faction's army, use magic, start a guild and play with hundreds of other members. _________________________________________________________________________________________________
Rules
1. None! Just abide by your Faction's morals! Protogenoi is a massive server in which players are allowed to just about anything! Go hunt pigs with friends, settle in a cabin on a cliffside with your lovely wife and hundred sheep, drink at the local pub, or take a train ride to another city! The possibilities are endless!
Dark storms brew on the horizon, the darkest holes of the world rumble, and the four strong races can feel the coming change.
The Ap taste it on the currents. They know fel creatures stir beyond the light of their waters.
The Agni see it in the ashes. They, too, feel the shadow falling on the world.
The Privithi feel it in the stone. Deep beneath the bedrock, something hammers endlessly.
The Vayu hear it on the wind. It brings with it the cries of monstrosities long since buried.
The four races, having struggled to finally find a foothold of their own, face a new challenge so soon after their last victory. Dark thoughts stir in the hearts of the fellowships created in the Capital Siege. Friendships newly forged shall be broken soon after. The choice is coming. Those that leave will be forever changed into something new and unique. Something that knows the darkness and what lurks in it greater than any other.
- Prithvi: Earth
In the Beginning, there were the Lost Tribes. Hundreds, maybe thousands, of small splinter groups, each with their own agenda, fought for dominance in the new world. It was out of these people that the First Four slowly coalesced. Of the First Four, the Privithi emerged as the most resilient and the hardest working, and so it was no great wonder when they took to mining as a way of life. The Earth took to these sturdy people quickly, and soon they recieved her bounty. Shining steel and gleaming gold filled their halls from end to end, as far as the eye could see.
It was because of their blessings that they eventually developed a relationship with each of the neighboring tribes as tradesmen. These secret folk traveled from hidden entrances in their mountainsides to faraway lands, trading for whatever they could get their hands on. They become so proficient at this trade system that eventually they were raised to a level of near-diplomatic immunity because of the goods they brought in. Without the Privithi, many of the markets that relied on their metals to function would cease to exist. Sadly, it would be this aspect of the Privithi that would become one of the catalysts for the Fall.
In the time since the creation of the First Four, the Agni and the Vayu grew jealous of the wealth that the Privithi had accumulated over the years, and so grew distant. While they never openly admitted their feelings, it soon became apparent to the Privithi when their caravans started disappearing after crossing the border between Privithian lands and those of the Agni and Vayu. Looking back, many have realized that this was the pebble that eventually created the landslide that was soon to come. With the loss of several heavily stocked caravans, the Privithi decided that enough was enough, and the Privithian Lord decreed that there would be no more trade between Privithi merchants and those of the treacherous Agni and Vayu.
The Vayu fared well in the early days of the Fall. The were less reliant on the needs of solid materials, and so the most recent turn of events did not concern them initially, high up in their floating castles. Alas however, for it was the warlike Agni that soon became restless as their own supplies started to dwindle, and their need to defend themselves against the roving bands of thieves and bandits soon became more and more dire. In a final, last ditch effort, the Agni launched an offensive deep into Privithi territory without the aid of the Vayu.
In the final hours of the siege on the Privithi capital, the two kings of the opposing faction met in mortal combat with their generals and mages at their side. In a battle that was as thrilling as it was deadly, the match was even. Both forces gained and lost ground so rapidly that the battle around them slowed, and then eventually stopped. Each of the courts mages drew symbols to summon the elements so fast that soon their motions were little more than a blur to all but the most trained eye. Each of the nations generals executed the most death defying maneuvers in a desperate attempt to break the opponents line. It was but a flurry of steel, diamond, and stone for a breathless few minutes as both armies slowed to a standstill to watch their beloved leaders fight with everything they had.
Suddenly, a slash of red, a blast of heat, and a few agonizing seconds later, and the gruesome outcome stood before the two armies. The Privithian Lord had struck first in a desperate attempt to mortally wound the Agni leader, but in doing so allowed himself to be struck by the dazzling heat of the Agni's vicious fire magic. Both leaders, righteous and strong in their own way, lay dying against each other.
In this moment, the fate of the First Four was decided, though it was not known yet. Driven mad by grief and empty hate, the armies drove at each other with a fury that could only be unleashed in times of the greatest of losses. Tear-streaked faces covered the battlefield as they fought that day.
By nightfall, however, it became all too apparent that they would not just be fighting each other. Slowly, the bone-chilling realization came to them. Being so focused on each other, they let their other defense slack. Confusion broke out as waves of zombies and skeletons tore through the flanks of both armor. Giant spiders leapt onto the backs of those who turned to run, and Creeper's destroyed any of the defensive structures that were deployed on the field. With gathering speed, the armies began to buckle, and more and more turn and fled into the wild.
And so crumbled the Privithi empire. With little more than a handful of warriors left at the castle, they were forced to seal it in hopes of returning one day. The women, children, and the last of the Privithi men slowly made their way out of the caverns they had lived in for years. You are one of the Privithi. Bring a home to your people, and wealth to your race.
Strong stone and shining metal, friend.
- Ap: Water
In the Beginning, there were the Lost Tribes. Hundreds, maybe thousands, of small splinter groups fought for dominance in the new world. It was out of these people that the First Four slowly coalesced. Of those Four, the free-spirited Ap emerged. These tribesmen quickly took to finishing to sustain themselves, and so the great She-Wolf, Ap, took notice. Over time, the Ap Empire adapted to live more in harmony with it's benefactor. Thus, in the final days of the Lost Tribes, they took to the seas with the help of Ap's blessing to live among the waters that had sustained them thus far.
It was underwater, deep within a ravine, that they laid the foundations for the most marvelous city of all the Four. Here the Ap tribesmen used their power over water to make life flourish even deep under the sea, creating a sanctuary to live in for all those who loved what Water provided. They took to pacifism, fishing, and agriculture as a way of life, and soon were renowned in all the land for their wonderful food and merry parties.
It was because of these traits that it was frequently chosen to be the site of discussion for all the tribes in both peace and times of war. Countless treaties, trade agreements, and resolutions were passed on the ground of the Ap's territory. Thus, because of the position they placed themselves in, they often found themselves as highly prized diplomats for sensitive matters of state, or skillful negotiators. It was said that the Ap could get anyone to bend on an issue, just as easy as water flowing around a rock.
As time went on, and the empires grew older, the other three races swore a protection oath to the Ap. It was this oath that defended them against every threat; whether it be the dark things that swam in the deep or every enemy that drew a sword against them. The Ap were, for all intents and purposes, the most well protected race purely by diplomacy.
Sadly, tension grew between the Agni and Privithi in the years preceding the Fall, and many of Ap's requests for aid fell on ears that listened only to the drums of war. Slowly, creatures long beaten back emerged, stronger, and more angry than before. Many of these creatures assaulted the walls of the Ap city for months, beating mindlessly against the Great Dome. It was no use initially, but slowly fractures began to appear on the domes surface as more powerful creatures assembled. Abandoned by their friends and allies, they were left to defend against invaders that they swore to never harm.
It was then, at that moment, that the Great Shaman of the Ap spoke to his people. Few though they may be, these Ap were a brave people, and did not shirk the responsibility that they had to the next generation. In an act of desperation, and in order to carry on the line of shamanism to the future, the Great Shaman called together his people to sing the Great Chant.
And so the Great Chant went up, as every Ap before them had sung it. The song that each Ap knew to their bones since before they were children; it was the song of Unmaking. As they had lived, now would they die to return to the Great Stream. Thought they were scared, the Ap sang the Great Chant loudly, for they were a proud race and still retained much of their brave spirit even in this dire situation. In that dark moment, the Great Shaman's raspy old voice rang out louder than all else. Having lived for so many years, the wise shaman knew his time was up on this earth, and began weaving himself and his sorrow for lives lost into the chant of his people. His death proved to be the ultimate sacrifice, as his sadness touched the heart of Ap. She heard the cry of her people, and carried them all to faraway shores where safety and a new beginning awaited each of them. So begins the new chapter in the saga of the Ap people.
You and your tribesmen now know the dangers that wait in the deeps for you, and have broken your vow of pacifism in order to survive. You need to work together now in order to build a better future for your people and secure a spot for the Ap in this broken world.
Swift water and good food, friend!
- Agni: Fire
In the Beginning, there were the Lost Tribes. Hundreds, maybe thousands, of small splinter groups fought for dominance in the new world. It was out of these people that the First Four slowly coalesced. From the ashes of war and fighting, the Agni Empire was born. The Agni are fierce fighters, who anger quickly, and attack first, ask questions later. Soon after the first of the Lost Tribes started to group up, the Agni were born from a small selection of groups that excelled in hand to hand combat. These fighters were so strong and so fierce, it was as though the fire of Agni's mane burning in their veins. The Great Lion Agni saw this, and gave them his boon for as long as they remained vigilant and fought in his name. With the god of Fire on their side, the Agni quickly decimated nearby settlements with their new abilities, securing food and supplies for the people of their tribe. It was during this campaign that they learned the secret of steel armor and weapons; something the other tribes were unfamiliar with at that point. In the early years of the worlds existence, the Agni ruled much of the land by force. Even the other three of the Four could not stand against the might of the Agni Empire.
Slowly though, and like many great empires, the Agni were not weakened by force, but by dissent from inside. The conquered people that they had absorbed slowly grew to be a majority voice in the Empire. These people grew furious at the speed of the races expansion, forced over and over again to give up their food, men for troops, and supplies to feed the war machine as it lumbered forward into new territories. These voices grew over the months, and slowly a champion emerged from the people to challenge the Privithi Warlord to a one-on-one duel to the death, for the empire. They fought long and hard, but in the end, the voice of the people triumphed, and the expansion of the Agni empire was halted.
Many hundreds of years later, the Angi still ruled their land with a fiery pride for their combat skills. In this time of peace, the Agni had made many allies, greatest of which were the Vayu, followers of the Air god. This alliance gave each participant a new sense of strength both between the two races, and in themselves. The powers of the Fire and Air kingdoms complemented each other very well. The raging berserker of the Agni would charge into battle, using their races ability to set their enemies alight, while the proud Vayu archers held the flanks with their bows. It seemed to be an impenetrable alliance, as no one could defeat such a combination. It was this overconfidence that lead to the great empires downfall.
During this time rumors spread of attacks on caravans near the borders of their land. Assuming that these were unfounded, they let the rumors be. The Empires army did not move at a rumors whim, after all. Slowly, however, concern mounted as less and less shipments of the strong Privithian metals reached the gates of the city. Soon, they stopped coming all together. Fearing an attack, the Agni warlord recalled his assests in the field, and set guard to the capitals city walls. Sadly, the threat of a real army grew less pressing as bands of thieves and roving mercenaries took their toll as the months grew. During the night, materials would disappear from smithies furnaces, and during the day small hit and run attacks crippled the Agni watch-guards before reinforcements could respond. Desperation set into the hearts of the Agni as the last of their materials dwindled. No word from their once strong allies, the Vayu, came, nor did any relief come from the Ap, who hadn't been heard from many months. The Agni stood alone in their end.
Finally, with no routes left to take but the most terrible, the Warlord ordered that every warrior of the Agni empire take up arms to protect their empire and claim the supplies they needed. He sent the females and children too young to fight to faraway outposts, knowing what might come. It was on that day that they marched on Privithi lands, abandoning their capital city to the thieves.
As they marched deeper and deeper into the Privithi terriroty, reports from the rear guard of horrors walking the earth behind them reached the ears of the Warlord. Something was afoot, and he feared that the Agni were too late to do anything about it. On one crisp morning, on the eve of the siege on the Privithi army, screams came back from the rear guards encampment. By the time troops were dispatched to their position, it was clear that no one remained alive. Horrible carnage was all that remained. Sure now that the Agni had no choice but to defeat the Privithi and take refuge in their capital, the Agni prayed for strength in their upcoming battle, donned their tattered armor, and roared as fierce as the Great Lion himself.
Feeling no more at home then when in battle, a steady song of battle and victory shook itself from the fear for survival inside every Agni. They sang with a pride that only the Agni could muster. Smiles grew on the blood smeared faces as the day progressed, as it was clear that the Lion fought with them this day. Though they sustained heavy losses, and many friends were lost to the strong Privithi fighters, the battle cheered Agni as it could cheer only them. Their Warlord slew a great many himself, roaring like an avatar of their god. Soon, he fought his way to the very heart of the battle, where the Privithi King fought valiantly, protecting his people.
It was here that the showdown between their two peoples would take place. Before each other stood the metaphorical inferno and mountain, each the shining example of what it took to be one of their kind. They engaged quickly, neither of them one to dance around on ceremony. The flash of metallic blades was lightning fast as they moved around the terrain, each inflicting wounds on one another. The battle mages and generals that protected their respective leaders were also entrenched in deep combat. Each spell and clash of blades added to the deafening roar of combat centered around them.
Suddenly, the Warlords weapon broke, and before he could retrieve another from his side, the Privithi king struck deep into the Warlords broad chest. Knowing that his time was at an end, the Agni leader grabbed the Privithi king and held him still for the few seconds it took for his battle mage to throw a great fireball in his direction. Knowing filled the eyes of the Privithi king, and they both died the next instant, proud warriors to the end.
Rage filled the hearts of the Agni at seeing the fall of their ruler, and they fought bitterly, knowing their doom was close at hand. As dusk descended, the horrors that they had heard only whispers of before now started to pick off those on the far flanks. By nightfall, both sides troops were entrenched in a three-way battle to the death that neither human side knew they could win. The Agni warriors died bravely at the end, and it is said that they fought so furiously that each became an ember in the Great Lions burning mane.
It is now up to you, an Agni of the new generation, to take up the call of the Lion and protect your race from the horrors that cost your lost patriarchs their lives. Defend your people, and fight in Agni's name!
May your blades be sharp, and your skill sharper.
- Vayu: Air
In the Beginning, there were the Lost Tribes. Hundreds, maybe thousands, of small splinter groups, each with their own agenda, fought for dominance in the new world. It was out of these people that the First Four slowly coalesced. And of these first four, the High Vayu removed themselves from the earthbound races. The Vayu people had an affinity for heights and quickly negotiated a boon from Vayu and Her element, Air. It was in this alliance that the Vayu found their first trait as a people. After striking their deal with the goddess, the Vayu people largely believed that because they had met on equal ground as the goddess, they were superior to the other three earthbound races, who received their mastery of the elements from worshiping their deity.
So it was so that in the early days of the Four, when the Agni offensive to secure lands was at it's peak, that the Vayu used their mastery over air to lift a portion of the earth up into the sky. It was here they build their grand temples to honor themselves and their alliance with the Fairy Goddess. Here the High People lived for many years, discovering the secrets of magic and science. Though they were short of material goods, Vayu life in the clouds consisted mostly of study and practice of their arts. This eventually led to the invention of the bow and arrow many years later. This powerful weapon would the the trademark weapon of Vayu warriors for hundreds of years to come.
Many years later, the Vayu formed alliances for trade goods such as metals and fish with neighboring tribes and races. In their dealings with the other races, they found a strong ally in the Agni. Small towns of rebels had sprung up between the Vayu and Agni territories during the years that were dealt with swiftly by their powerful troops.
**More coming soon**
- Vagabonds
A vagabond follows his whims.
He is an individualist first and last. He values his own liberty but doesn't strive to protect others' freedom. He avoids authority, resents restrictions, and challenges traditions. A vagabond does not intentionally disrupt organizations as part of a campaign of anarchy. To do so, he would have to be motivated either by good (and a desire to liberate others) or evil (and a desire to make those different from himself suffer). A vagabond may be unpredictable, but his behavior is not totally random. He is not as likely to jump off a bridge as to cross it.
Above respect for life and good, or disregard for life and promotion of evil, the vagabond places randomness and disorder.
Good and evil are complimentary balance arms. Neither are preferred, nor must either prevail, for ultimate chaos would then suffer. This view of the cosmos holds that absolute freedom is necessary. Whether the individual exercising such freedom chooses to do good or evil is of no concern. After all, life itself is law and order, so death is a desirable end. Therefore, life can only be justified as a tool by which order is combated, and in the end it too will pass into entropy.
Vagabonds believe that there is no order to anything, including their own actions.
With this as a guiding principle, they tend to follow whatever whim strikes them at the moment. Good and evil are irrelevant when making a decision. Vagabonds are extremely difficult to deal with. Such characters have been known to cheerfully and for no apparent purpose gamble away everything they have on the roll of a single die. They are almost totally unreliable. In fact, the only reliable thing about them is that they cannot be relied upon!
Vagabonds like to indulge in everything.
This is the insurgent, the con-man, gambler, and high roller; the uncommitted freebooter seeking nothing more than self-gratification. This type of character will at least consider doing anything if they can find enjoyment or amusement. Life has meaning, but theirs has the greatest meaning. According to chaotic neutrals, laws and rules infringe on personal freedom and were meant to be broken. This character is always looking for the best deal, and will work with good, neutral, or evil to get it; as long as he comes out of the situation on top. The vagabond is constantly teetering between good and evil, rebelling, and bending the law to fit his needs.
Vagabonds can also be completely random and unpredictable.
They may shift allegiances at a moment's notice, or remain with a leader for years. The vagabond feels that there is no plan at all for the universe. Things just happen. They tend to believe in luck and chance, rather than fate or destiny. They don't care what happens to others, yet will not necessarily go out of their way to harm others. If someone stands in the way of their happiness, they may kill that individual or move on to something else. Their priorities tend to change as they experience new things in life. They may even appear to adhere to another alignment for some length of time, only to switch at an inappropriate moment. They can be the worst tricksters, conning people, not for gain, but for sheer amusement. The vagabond may not be driven by fame or wealth, but may only take actions just to see what happens.
In direct opposition to the lawful neutral being, this character views ultimate freedom and disorder as most desirable.
He sees good and evil in a secondary role, and neither should be allowed to interfere with pure chaos. Whether the individual chooses to do good or evil is of no concern. Violence is not a chaotic neutral trait, but adherents will often not hesitate to use intimidation and non-lethal violence to achieve their goals. Vagabonds will almost always seek some selfish goal (such as acquiring wealth) in addition to the promotion of universal disorder, and are thus seen as "greedy" by others. Naturally, the vagabond won't see this as greed, but rather as "self-fulfillment." Thus, respect for others does not stand in the way of the pursuit of individuality. Since death is inevitable anyway, the vagabond isn't averse to speeding certain creatures on their ways if it's deemed necessary, although he won't go out of his way to inflict pain and suffering like an evil being would. Life can only be justified as a tool by which order is combated.
A vagabond will keep his word if it serves his interests.
He may attack an unarmed foe if he feels it necessary. He will not kill, but may harm an innocent. He may use torture to extract information, but never for pleasure. He may kill for pleasure, but is not likely to do so. A vagabond may use poison. He may help those in need and he prefers to work alone, as he values his freedom. He does not respond well to higher authority, is distrustful of organizations, and will disregard the law in pursuing his self-interest. He may betray a family member, comrade, or friend, but only in the most dire of situations. Vagabonds do not respect the concepts of self-discipline and honor, because they believe such concepts limit freedom to advance their self-interest.
Here are some possible adjectives describing chaotic neutral characters: unreliable, independent, greedy, inconsistent, unpredictable, selfish, disorderly, anarchic, self-centered, confusing, unfettered, free, and individualistic.
Well known Vagabonds from film or literature include:
* Captain Jack Sparrow (Pirates of the Caribbean)
* Q (Star Trek)
* Peeves the Poltergeist (Harry Potter)
* Conan the Barbarian.
There are plans to implement perks for helping me financially with server and hosting costs. Much like the discount Alpha members get (50% off MSRP of Minecraft + lifetime updates), your generosity will not be forgotten.
Also, by donating you reassure me that people are truly vested in this community, and it drives all of us to do the best we can to make sure this community far exceeds every other community.
We'd like to thank everyone who has supported us through all of this and helped us along the way! What started as me posting a thread, half-asleep, around midnight turned into one of the biggest SMP communities in existence!
- The Protogenoi Team
Yes, I...suppose I didn't take that into account yet. :L We'd most likely have to get someone else to host the server. Of course, my friend and I would be the one paying to keep it running if that's the case. :U I need to get better organized. I hope all goes well. :biggrin.gif:
Yes, I...suppose I didn't take that into account yet. :L We'd most likely have to get someone else to host the server. Of course, my friend and I would be the one paying to keep it running if that's the case. :U I need to get better organized. I hope all goes well. :biggrin.gif:
EDIT: I'll get on that right now, actually.
If you and your friend can get $500 together and buy a desktop, you could use that and not end up paying recurring fees. I can help with setting up the server if you don't know how. If I had a decent desktop, I'd offer, but unfortunately all I have is a laptop that's on and off all the time.
If latency becomes a problem, talk to your internet service provider - you should be able to have your server set up in the ISP's room, so it won't be affected by people using the internet at your house.
Alternatively, you can get hosting for pretty cheap, but the price usually reflects the service and they're usually set up for web hosting.
Sounds interesting. When you get the server set up I would love to check it out.
I've impressed people with my castle building skills in the past but now that water and lave can be used I'm sure I could think up some new ideas. I've been wanting to make a large castle width x height with an even larger [width only] labyrinth/dungeon under the castle, connected by a deep ladder shaft.
I (and my reportedly entertaining band of relatives) would be thrilled to participate in a new RP server (or just one with PvP in general). And let me know if you need help setting it up or maintaining it, I'll give you all the advice I can. :tongue.gif:
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People are warned to shred the earth to get away from you before you have lost your marbles.
Perhaps we could establish two nations, possibly more as the server develops, who are competing to survive and thrive? This doesn't necessarily need to be active war, but a passive arms race, empire expansion, a mineral-gathering competition, and so on. Or the nations can be peaceful and help each other grow through trade and alliances. Each nation gets a leader, a system of (probably somewhat basic) laws, other officials, and so on. There could even be some kind of employment system. And if the people of the nation don't like the current government, they could stage a rebellion. Or secede and form a new nation. Basically, create a new world in which history can unfold based on the actions of the players.
Though I'd recommend keeping the server vanilla for now. Since PvP is implemented, griefing (crime) is part of the game, and if someone walks into the city and lights everything on fire, the guards can come and smack him around with their swords, and the fire prevention squad can put it out, while the construction workers can rebuild everything and the insurance agency can compensate the owners of the damaged property. Also, the enhancements from mods such as hMod can take away from a roleplaying environment. If there's any mod I can recommend, it would be Runecraft for a more arcane game-world where materials still need to be gathered legitimately.
But yeah, none of the above necessarily has to be implemented, I'm just putting in my two cents. ;P
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People are warned to shred the earth to get away from you before you have lost your marbles.
Been noticing this phenomenon more where people who hold standards that above average are silenced while those with standards lower than average are viewed as pleasant and preferable. No wonder mass media is in such ****.
I like it, Blah. Kinda what I was going for already. We all know war is going to be fun, though. :biggrin.gif:
As for the fire, I'm not going to nerf it. I'm just hoping people won't be cheap and run into the wooden village burning everything down. Of course, it most likely won't happen as I'm not allowing anyone with teen angst into the Whitelist. :u
Agh. I'm going to feel really prejudice and such when allowing in users. Ah, well. It's for the good of the server, I guess.
And of course we're going to have monsters, Nash. Imagine, someone sending in a few spys towards an enemy village, when all of a sudden a spider tackles the leader, giving away the position of the enemy party. :biggrin.gif:
Oh. And these territories some members are appointed to. They're going to be about a day's travel from one another.
Being able to yell from the window to the other castle wouldn't be very fun. :U
I advise no monsters. Me and my friend are finding that invisible monsters are like super hard to kill.
I've heard that logging out, going to single player, changing the difficulty to Hard, and relogging into the server fixes the invisible monster thing. Or at least temporarily.
And yes, I am so looking forward to wars. xD
Rollback Post to RevisionRollBack
People are warned to shred the earth to get away from you before you have lost your marbles.
EDIT: Decided Redstone will be currency. Think of one redstone being a quarter. So four redstone powders will be a dollar. A stack would be 16 bucks. :biggrin.gif: Working on prices for things right now.
How will chat work? Will there be a kingdom/world chat system or will the players need to get creative while sharing information they don't want the opposing side hearing? If you had a vent/ts client with a open channel and private channels for the kingdoms, having a password hidden [as a sign] somewhere in the kingdoms main castle that could work. Would also make spy's very useful as they could go over the borders, search the castle for the channel password and then share it with his/her kingdom ONLY after getting back to the kingdom, as putting down a sign saying [x kingdom password = x]. There would be no way to enforce that but it would add depth to the spy game. Add in a bit of counter spy game play like... if a spy from the kingdom that had their password stolen destroys the sign then the kingdom that stole the password would no longer be allowed in the channel until they stole it again. And if the original spy dies before delivering the password the spy will have to go back and steal it again.
Again, there would be no way to enforce this but if the players really want to rp war then it shouldn't be a problem.
The whole, hiding password in main castle bit would give incentive to build larger, grander castles and make the server seem more.... real?
You might see a password hidden behind a waterfall in the center of the castle or at the end of a monster filled dungeon under the castle [which would still be considered part of the castle. I could see that as being a large part of the game play and a large appeal... and I don't even like spy games much xD
Of course this is all assuming a vent/ts server is an option :ohmy.gif:
Or better yet, I think some mods exist already with a "local area" chat - that is, you can only hear players that are within a certain radius of chunks/blocks. And then there would be an optional "shout" or global chat.
But yeah, a teamspeak program might work better in the long run if we want to maintain a vanilla server. I have Skype already, but I suppose I wouldn't mind getting Ventrilo or something (my cousins already have it).
Rollback Post to RevisionRollBack
People are warned to shred the earth to get away from you before you have lost your marbles.
Alright, I've got a crapton of friends IRL that play Minecraft, so I've been talking to them about this whole thing.
Until it gets big enough, unfortunately, we won't be running this 24/7. Instead, It'll be down for about six hours a day. 6:00am - 12:00am EST
Temporary, of course. Until I move out and get an awesome PC I can run for, like, ever. Unless, of course, I can find a trustworthy person here to run things.
The whole password thing sounds very creative. :biggrin.gif: I like it. What do you guys think?
And I'm really really really liking the local area chat. Would it also be possible to set a fixed area where you can only hear the chat in that area? For example, a castle. :L Can't hear anything outside the borders. Ventrilo would be nice, as well.
I'm still not sure what the term vanilla means. :U
EDIT: Are you all alright with those server times? Can you live with that for a bit?
http://hakaslak.com/
Ventrilo - vent.hakaslak.com:4494
IRC Server - irc.gamesurge.net:6667 #hakaslak
2x 8GB Kingston ECC 1333MHz RDIMMs
2x 160GB Intel X-25m MLC SSDs
- MagicSpells
- Craftizens
- borderLands
- hey0's Server Mod
-localchat
Welcome to your new life.
On Protogenoi you assume the life of a being on a far away plane. As scattered remnants of one of five splintered factions, you have a choice – embrace the ways of your faction it’s patron god, or split off and make your way alone.
What you choose is up to you…
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Welcome to Protogenoi!
First off, sign up at the official site! We're an active community and we're there to help you! Besides, you can't sign up for the server without going to the site!
Secondly, I'd like to make it known that this server is not open to the public, just yet. The reason being that we actually have to make the colossal world that everyone will be playing in! In the meantime, you can view progress and everything else at the official site! Or go on the Yggdrasil, our Freebuild Server, and submit an application so you can join us in making the world of Protogenoi!
Factions work like empires. Each has a Capital City and settlements (small kingdoms or villages that members, themselves, make) on land that goes across about 3-4 in-game days of land. That's a big area, huh? It's for the realism. You wouldn't expect to look out your castle window and see enemy troops mooning you from the windows in theirs, right? Nope! Territories are days apart, giving you lots of No-Man's-Land to explore! Just watch out for Mobs and Vagabonds!
There's going to be a lot of players, so not just anyone will be able to create a settlement under a Faction. You'll have to fill out an application in the future as well as have members willing to live in your settlement from the start. Most players will live in the Capital Cities (which are MASSIVE) or a settlement in the Faction's territory.
Another cool thing about Protogenoi is the ability to use magic. That's right! Magic!
Each Race has it's own abilities that make it unique from others! For example, the Vayu can fly, Ap breath underwater and walk on it, Agni thrive in fire and lava, Prithvi able to smelt ore the second it's mined, Akasha teleport, and Vagabonds able to cloak themselves and steal! Much more, of course! Those are just the basics!
The server is open to visit for all, but you obviously can't touch a single thing without being whitelisted! Still, it's nice to view the massive world we've created before deciding to join.
TL;DR Version: Visit the official site and come play the most in-depth, most active, smoothest running, friendly server in all of SMP. Join a Faction's army, use magic, start a guild and play with hundreds of other members.
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- Akasha: Void
Dark storms brew on the horizon, the darkest holes of the world rumble, and the four strong races can feel the coming change.
The Ap taste it on the currents. They know fel creatures stir beyond the light of their waters.
The Agni see it in the ashes. They, too, feel the shadow falling on the world.
The Privithi feel it in the stone. Deep beneath the bedrock, something hammers endlessly.
The Vayu hear it on the wind. It brings with it the cries of monstrosities long since buried.
The four races, having struggled to finally find a foothold of their own, face a new challenge so soon after their last victory. Dark thoughts stir in the hearts of the fellowships created in the Capital Siege. Friendships newly forged shall be broken soon after. The choice is coming. Those that leave will be forever changed into something new and unique. Something that knows the darkness and what lurks in it greater than any other.
- Prithvi: Earth
In the Beginning, there were the Lost Tribes. Hundreds, maybe thousands, of small splinter groups, each with their own agenda, fought for dominance in the new world. It was out of these people that the First Four slowly coalesced. Of the First Four, the Privithi emerged as the most resilient and the hardest working, and so it was no great wonder when they took to mining as a way of life. The Earth took to these sturdy people quickly, and soon they recieved her bounty. Shining steel and gleaming gold filled their halls from end to end, as far as the eye could see.
It was because of their blessings that they eventually developed a relationship with each of the neighboring tribes as tradesmen. These secret folk traveled from hidden entrances in their mountainsides to faraway lands, trading for whatever they could get their hands on. They become so proficient at this trade system that eventually they were raised to a level of near-diplomatic immunity because of the goods they brought in. Without the Privithi, many of the markets that relied on their metals to function would cease to exist. Sadly, it would be this aspect of the Privithi that would become one of the catalysts for the Fall.
In the time since the creation of the First Four, the Agni and the Vayu grew jealous of the wealth that the Privithi had accumulated over the years, and so grew distant. While they never openly admitted their feelings, it soon became apparent to the Privithi when their caravans started disappearing after crossing the border between Privithian lands and those of the Agni and Vayu. Looking back, many have realized that this was the pebble that eventually created the landslide that was soon to come. With the loss of several heavily stocked caravans, the Privithi decided that enough was enough, and the Privithian Lord decreed that there would be no more trade between Privithi merchants and those of the treacherous Agni and Vayu.
The Vayu fared well in the early days of the Fall. The were less reliant on the needs of solid materials, and so the most recent turn of events did not concern them initially, high up in their floating castles. Alas however, for it was the warlike Agni that soon became restless as their own supplies started to dwindle, and their need to defend themselves against the roving bands of thieves and bandits soon became more and more dire. In a final, last ditch effort, the Agni launched an offensive deep into Privithi territory without the aid of the Vayu.
In the final hours of the siege on the Privithi capital, the two kings of the opposing faction met in mortal combat with their generals and mages at their side. In a battle that was as thrilling as it was deadly, the match was even. Both forces gained and lost ground so rapidly that the battle around them slowed, and then eventually stopped. Each of the courts mages drew symbols to summon the elements so fast that soon their motions were little more than a blur to all but the most trained eye. Each of the nations generals executed the most death defying maneuvers in a desperate attempt to break the opponents line. It was but a flurry of steel, diamond, and stone for a breathless few minutes as both armies slowed to a standstill to watch their beloved leaders fight with everything they had.
Suddenly, a slash of red, a blast of heat, and a few agonizing seconds later, and the gruesome outcome stood before the two armies. The Privithian Lord had struck first in a desperate attempt to mortally wound the Agni leader, but in doing so allowed himself to be struck by the dazzling heat of the Agni's vicious fire magic. Both leaders, righteous and strong in their own way, lay dying against each other.
In this moment, the fate of the First Four was decided, though it was not known yet. Driven mad by grief and empty hate, the armies drove at each other with a fury that could only be unleashed in times of the greatest of losses. Tear-streaked faces covered the battlefield as they fought that day.
By nightfall, however, it became all too apparent that they would not just be fighting each other. Slowly, the bone-chilling realization came to them. Being so focused on each other, they let their other defense slack. Confusion broke out as waves of zombies and skeletons tore through the flanks of both armor. Giant spiders leapt onto the backs of those who turned to run, and Creeper's destroyed any of the defensive structures that were deployed on the field. With gathering speed, the armies began to buckle, and more and more turn and fled into the wild.
And so crumbled the Privithi empire. With little more than a handful of warriors left at the castle, they were forced to seal it in hopes of returning one day. The women, children, and the last of the Privithi men slowly made their way out of the caverns they had lived in for years. You are one of the Privithi. Bring a home to your people, and wealth to your race.
Strong stone and shining metal, friend.
- Ap: Water
In the Beginning, there were the Lost Tribes. Hundreds, maybe thousands, of small splinter groups fought for dominance in the new world. It was out of these people that the First Four slowly coalesced. Of those Four, the free-spirited Ap emerged. These tribesmen quickly took to finishing to sustain themselves, and so the great She-Wolf, Ap, took notice. Over time, the Ap Empire adapted to live more in harmony with it's benefactor. Thus, in the final days of the Lost Tribes, they took to the seas with the help of Ap's blessing to live among the waters that had sustained them thus far.
It was underwater, deep within a ravine, that they laid the foundations for the most marvelous city of all the Four. Here the Ap tribesmen used their power over water to make life flourish even deep under the sea, creating a sanctuary to live in for all those who loved what Water provided. They took to pacifism, fishing, and agriculture as a way of life, and soon were renowned in all the land for their wonderful food and merry parties.
It was because of these traits that it was frequently chosen to be the site of discussion for all the tribes in both peace and times of war. Countless treaties, trade agreements, and resolutions were passed on the ground of the Ap's territory. Thus, because of the position they placed themselves in, they often found themselves as highly prized diplomats for sensitive matters of state, or skillful negotiators. It was said that the Ap could get anyone to bend on an issue, just as easy as water flowing around a rock.
As time went on, and the empires grew older, the other three races swore a protection oath to the Ap. It was this oath that defended them against every threat; whether it be the dark things that swam in the deep or every enemy that drew a sword against them. The Ap were, for all intents and purposes, the most well protected race purely by diplomacy.
Sadly, tension grew between the Agni and Privithi in the years preceding the Fall, and many of Ap's requests for aid fell on ears that listened only to the drums of war. Slowly, creatures long beaten back emerged, stronger, and more angry than before. Many of these creatures assaulted the walls of the Ap city for months, beating mindlessly against the Great Dome. It was no use initially, but slowly fractures began to appear on the domes surface as more powerful creatures assembled. Abandoned by their friends and allies, they were left to defend against invaders that they swore to never harm.
It was then, at that moment, that the Great Shaman of the Ap spoke to his people. Few though they may be, these Ap were a brave people, and did not shirk the responsibility that they had to the next generation. In an act of desperation, and in order to carry on the line of shamanism to the future, the Great Shaman called together his people to sing the Great Chant.
And so the Great Chant went up, as every Ap before them had sung it. The song that each Ap knew to their bones since before they were children; it was the song of Unmaking. As they had lived, now would they die to return to the Great Stream. Thought they were scared, the Ap sang the Great Chant loudly, for they were a proud race and still retained much of their brave spirit even in this dire situation. In that dark moment, the Great Shaman's raspy old voice rang out louder than all else. Having lived for so many years, the wise shaman knew his time was up on this earth, and began weaving himself and his sorrow for lives lost into the chant of his people. His death proved to be the ultimate sacrifice, as his sadness touched the heart of Ap. She heard the cry of her people, and carried them all to faraway shores where safety and a new beginning awaited each of them. So begins the new chapter in the saga of the Ap people.
You and your tribesmen now know the dangers that wait in the deeps for you, and have broken your vow of pacifism in order to survive. You need to work together now in order to build a better future for your people and secure a spot for the Ap in this broken world.
Swift water and good food, friend!
- Agni: Fire
In the Beginning, there were the Lost Tribes. Hundreds, maybe thousands, of small splinter groups fought for dominance in the new world. It was out of these people that the First Four slowly coalesced. From the ashes of war and fighting, the Agni Empire was born. The Agni are fierce fighters, who anger quickly, and attack first, ask questions later. Soon after the first of the Lost Tribes started to group up, the Agni were born from a small selection of groups that excelled in hand to hand combat. These fighters were so strong and so fierce, it was as though the fire of Agni's mane burning in their veins. The Great Lion Agni saw this, and gave them his boon for as long as they remained vigilant and fought in his name. With the god of Fire on their side, the Agni quickly decimated nearby settlements with their new abilities, securing food and supplies for the people of their tribe. It was during this campaign that they learned the secret of steel armor and weapons; something the other tribes were unfamiliar with at that point. In the early years of the worlds existence, the Agni ruled much of the land by force. Even the other three of the Four could not stand against the might of the Agni Empire.
Slowly though, and like many great empires, the Agni were not weakened by force, but by dissent from inside. The conquered people that they had absorbed slowly grew to be a majority voice in the Empire. These people grew furious at the speed of the races expansion, forced over and over again to give up their food, men for troops, and supplies to feed the war machine as it lumbered forward into new territories. These voices grew over the months, and slowly a champion emerged from the people to challenge the Privithi Warlord to a one-on-one duel to the death, for the empire. They fought long and hard, but in the end, the voice of the people triumphed, and the expansion of the Agni empire was halted.
Many hundreds of years later, the Angi still ruled their land with a fiery pride for their combat skills. In this time of peace, the Agni had made many allies, greatest of which were the Vayu, followers of the Air god. This alliance gave each participant a new sense of strength both between the two races, and in themselves. The powers of the Fire and Air kingdoms complemented each other very well. The raging berserker of the Agni would charge into battle, using their races ability to set their enemies alight, while the proud Vayu archers held the flanks with their bows. It seemed to be an impenetrable alliance, as no one could defeat such a combination. It was this overconfidence that lead to the great empires downfall.
During this time rumors spread of attacks on caravans near the borders of their land. Assuming that these were unfounded, they let the rumors be. The Empires army did not move at a rumors whim, after all. Slowly, however, concern mounted as less and less shipments of the strong Privithian metals reached the gates of the city. Soon, they stopped coming all together. Fearing an attack, the Agni warlord recalled his assests in the field, and set guard to the capitals city walls. Sadly, the threat of a real army grew less pressing as bands of thieves and roving mercenaries took their toll as the months grew. During the night, materials would disappear from smithies furnaces, and during the day small hit and run attacks crippled the Agni watch-guards before reinforcements could respond. Desperation set into the hearts of the Agni as the last of their materials dwindled. No word from their once strong allies, the Vayu, came, nor did any relief come from the Ap, who hadn't been heard from many months. The Agni stood alone in their end.
Finally, with no routes left to take but the most terrible, the Warlord ordered that every warrior of the Agni empire take up arms to protect their empire and claim the supplies they needed. He sent the females and children too young to fight to faraway outposts, knowing what might come. It was on that day that they marched on Privithi lands, abandoning their capital city to the thieves.
As they marched deeper and deeper into the Privithi terriroty, reports from the rear guard of horrors walking the earth behind them reached the ears of the Warlord. Something was afoot, and he feared that the Agni were too late to do anything about it. On one crisp morning, on the eve of the siege on the Privithi army, screams came back from the rear guards encampment. By the time troops were dispatched to their position, it was clear that no one remained alive. Horrible carnage was all that remained. Sure now that the Agni had no choice but to defeat the Privithi and take refuge in their capital, the Agni prayed for strength in their upcoming battle, donned their tattered armor, and roared as fierce as the Great Lion himself.
Feeling no more at home then when in battle, a steady song of battle and victory shook itself from the fear for survival inside every Agni. They sang with a pride that only the Agni could muster. Smiles grew on the blood smeared faces as the day progressed, as it was clear that the Lion fought with them this day. Though they sustained heavy losses, and many friends were lost to the strong Privithi fighters, the battle cheered Agni as it could cheer only them. Their Warlord slew a great many himself, roaring like an avatar of their god. Soon, he fought his way to the very heart of the battle, where the Privithi King fought valiantly, protecting his people.
It was here that the showdown between their two peoples would take place. Before each other stood the metaphorical inferno and mountain, each the shining example of what it took to be one of their kind. They engaged quickly, neither of them one to dance around on ceremony. The flash of metallic blades was lightning fast as they moved around the terrain, each inflicting wounds on one another. The battle mages and generals that protected their respective leaders were also entrenched in deep combat. Each spell and clash of blades added to the deafening roar of combat centered around them.
Suddenly, the Warlords weapon broke, and before he could retrieve another from his side, the Privithi king struck deep into the Warlords broad chest. Knowing that his time was at an end, the Agni leader grabbed the Privithi king and held him still for the few seconds it took for his battle mage to throw a great fireball in his direction. Knowing filled the eyes of the Privithi king, and they both died the next instant, proud warriors to the end.
Rage filled the hearts of the Agni at seeing the fall of their ruler, and they fought bitterly, knowing their doom was close at hand. As dusk descended, the horrors that they had heard only whispers of before now started to pick off those on the far flanks. By nightfall, both sides troops were entrenched in a three-way battle to the death that neither human side knew they could win. The Agni warriors died bravely at the end, and it is said that they fought so furiously that each became an ember in the Great Lions burning mane.
It is now up to you, an Agni of the new generation, to take up the call of the Lion and protect your race from the horrors that cost your lost patriarchs their lives. Defend your people, and fight in Agni's name!
May your blades be sharp, and your skill sharper.
- Vayu: Air
In the Beginning, there were the Lost Tribes. Hundreds, maybe thousands, of small splinter groups, each with their own agenda, fought for dominance in the new world. It was out of these people that the First Four slowly coalesced. And of these first four, the High Vayu removed themselves from the earthbound races. The Vayu people had an affinity for heights and quickly negotiated a boon from Vayu and Her element, Air. It was in this alliance that the Vayu found their first trait as a people. After striking their deal with the goddess, the Vayu people largely believed that because they had met on equal ground as the goddess, they were superior to the other three earthbound races, who received their mastery of the elements from worshiping their deity.
So it was so that in the early days of the Four, when the Agni offensive to secure lands was at it's peak, that the Vayu used their mastery over air to lift a portion of the earth up into the sky. It was here they build their grand temples to honor themselves and their alliance with the Fairy Goddess. Here the High People lived for many years, discovering the secrets of magic and science. Though they were short of material goods, Vayu life in the clouds consisted mostly of study and practice of their arts. This eventually led to the invention of the bow and arrow many years later. This powerful weapon would the the trademark weapon of Vayu warriors for hundreds of years to come.
Many years later, the Vayu formed alliances for trade goods such as metals and fish with neighboring tribes and races. In their dealings with the other races, they found a strong ally in the Agni. Small towns of rebels had sprung up between the Vayu and Agni territories during the years that were dealt with swiftly by their powerful troops.
**More coming soon**
- Vagabonds
A vagabond follows his whims.
He is an individualist first and last. He values his own liberty but doesn't strive to protect others' freedom. He avoids authority, resents restrictions, and challenges traditions. A vagabond does not intentionally disrupt organizations as part of a campaign of anarchy. To do so, he would have to be motivated either by good (and a desire to liberate others) or evil (and a desire to make those different from himself suffer). A vagabond may be unpredictable, but his behavior is not totally random. He is not as likely to jump off a bridge as to cross it.
Above respect for life and good, or disregard for life and promotion of evil, the vagabond places randomness and disorder.
Good and evil are complimentary balance arms. Neither are preferred, nor must either prevail, for ultimate chaos would then suffer. This view of the cosmos holds that absolute freedom is necessary. Whether the individual exercising such freedom chooses to do good or evil is of no concern. After all, life itself is law and order, so death is a desirable end. Therefore, life can only be justified as a tool by which order is combated, and in the end it too will pass into entropy.
Vagabonds believe that there is no order to anything, including their own actions.
With this as a guiding principle, they tend to follow whatever whim strikes them at the moment. Good and evil are irrelevant when making a decision. Vagabonds are extremely difficult to deal with. Such characters have been known to cheerfully and for no apparent purpose gamble away everything they have on the roll of a single die. They are almost totally unreliable. In fact, the only reliable thing about them is that they cannot be relied upon!
Vagabonds like to indulge in everything.
This is the insurgent, the con-man, gambler, and high roller; the uncommitted freebooter seeking nothing more than self-gratification. This type of character will at least consider doing anything if they can find enjoyment or amusement. Life has meaning, but theirs has the greatest meaning. According to chaotic neutrals, laws and rules infringe on personal freedom and were meant to be broken. This character is always looking for the best deal, and will work with good, neutral, or evil to get it; as long as he comes out of the situation on top. The vagabond is constantly teetering between good and evil, rebelling, and bending the law to fit his needs.
Vagabonds can also be completely random and unpredictable.
They may shift allegiances at a moment's notice, or remain with a leader for years. The vagabond feels that there is no plan at all for the universe. Things just happen. They tend to believe in luck and chance, rather than fate or destiny. They don't care what happens to others, yet will not necessarily go out of their way to harm others. If someone stands in the way of their happiness, they may kill that individual or move on to something else. Their priorities tend to change as they experience new things in life. They may even appear to adhere to another alignment for some length of time, only to switch at an inappropriate moment. They can be the worst tricksters, conning people, not for gain, but for sheer amusement. The vagabond may not be driven by fame or wealth, but may only take actions just to see what happens.
In direct opposition to the lawful neutral being, this character views ultimate freedom and disorder as most desirable.
He sees good and evil in a secondary role, and neither should be allowed to interfere with pure chaos. Whether the individual chooses to do good or evil is of no concern. Violence is not a chaotic neutral trait, but adherents will often not hesitate to use intimidation and non-lethal violence to achieve their goals. Vagabonds will almost always seek some selfish goal (such as acquiring wealth) in addition to the promotion of universal disorder, and are thus seen as "greedy" by others. Naturally, the vagabond won't see this as greed, but rather as "self-fulfillment." Thus, respect for others does not stand in the way of the pursuit of individuality. Since death is inevitable anyway, the vagabond isn't averse to speeding certain creatures on their ways if it's deemed necessary, although he won't go out of his way to inflict pain and suffering like an evil being would. Life can only be justified as a tool by which order is combated.
A vagabond will keep his word if it serves his interests.
He may attack an unarmed foe if he feels it necessary. He will not kill, but may harm an innocent. He may use torture to extract information, but never for pleasure. He may kill for pleasure, but is not likely to do so. A vagabond may use poison. He may help those in need and he prefers to work alone, as he values his freedom. He does not respond well to higher authority, is distrustful of organizations, and will disregard the law in pursuing his self-interest. He may betray a family member, comrade, or friend, but only in the most dire of situations. Vagabonds do not respect the concepts of self-discipline and honor, because they believe such concepts limit freedom to advance their self-interest.
Here are some possible adjectives describing chaotic neutral characters: unreliable, independent, greedy, inconsistent, unpredictable, selfish, disorderly, anarchic, self-centered, confusing, unfettered, free, and individualistic.
Well known Vagabonds from film or literature include:
* Captain Jack Sparrow (Pirates of the Caribbean)
* Q (Star Trek)
* Peeves the Poltergeist (Harry Potter)
* Conan the Barbarian.
Equivalent alignment in other game systems:
* Anarchist (Palladium)
* Road of Paradox (Vampire)
* Chaos (Warhammer)
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A word from Hakaslak
This target is the cost that I have spent on server hardware.
Dual AMD Opteron 6128 (codename Magny Cours)
2x 8GB Kingston ECC 1333MHz RDIMMs
2x 160GB Intel X-25m MLC SSDs
Why should I bother donating? What do I get?
There are plans to implement perks for helping me financially with server and hosting costs. Much like the discount Alpha members get (50% off MSRP of Minecraft + lifetime updates), your generosity will not be forgotten.
Also, by donating you reassure me that people are truly vested in this community, and it drives all of us to do the best we can to make sure this community far exceeds every other community.
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- The Protogenoi Team
Oslarathos - Programmer
Daemios - Developer & Writer
Plasma_Panda - Developer & Founder
UncleGerald - Graphics
Horvathsaigyou - Graphics
EDIT: I'll get on that right now, actually.
If you and your friend can get $500 together and buy a desktop, you could use that and not end up paying recurring fees. I can help with setting up the server if you don't know how. If I had a decent desktop, I'd offer, but unfortunately all I have is a laptop that's on and off all the time.
If latency becomes a problem, talk to your internet service provider - you should be able to have your server set up in the ISP's room, so it won't be affected by people using the internet at your house.
Alternatively, you can get hosting for pretty cheap, but the price usually reflects the service and they're usually set up for web hosting.
Now for the fundamentals! I'm still debating over this being an RP server or not. :/
I've impressed people with my castle building skills in the past but now that water and lave can be used I'm sure I could think up some new ideas. I've been wanting to make a large castle width x height with an even larger [width only] labyrinth/dungeon under the castle, connected by a deep ladder shaft.
I (and my reportedly entertaining band of relatives) would be thrilled to participate in a new RP server (or just one with PvP in general). And let me know if you need help setting it up or maintaining it, I'll give you all the advice I can. :tongue.gif:
And most likely not, Mung.
And that sounds fantastic, Blah. :biggrin.gif:
I want this server to be challenging. :L
Though I'd recommend keeping the server vanilla for now. Since PvP is implemented, griefing (crime) is part of the game, and if someone walks into the city and lights everything on fire, the guards can come and smack him around with their swords, and the fire prevention squad can put it out, while the construction workers can rebuild everything and the insurance agency can compensate the owners of the damaged property. Also, the enhancements from mods such as hMod can take away from a roleplaying environment. If there's any mod I can recommend, it would be Runecraft for a more arcane game-world where materials still need to be gathered legitimately.
But yeah, none of the above necessarily has to be implemented, I'm just putting in my two cents. ;P
As for the fire, I'm not going to nerf it. I'm just hoping people won't be cheap and run into the wooden village burning everything down. Of course, it most likely won't happen as I'm not allowing anyone with teen angst into the Whitelist. :u
Agh. I'm going to feel really prejudice and such when allowing in users. Ah, well. It's for the good of the server, I guess.
And of course we're going to have monsters, Nash. Imagine, someone sending in a few spys towards an enemy village, when all of a sudden a spider tackles the leader, giving away the position of the enemy party. :biggrin.gif:
Sounds great, Hay!
Being able to yell from the window to the other castle wouldn't be very fun. :U
I've heard that logging out, going to single player, changing the difficulty to Hard, and relogging into the server fixes the invisible monster thing. Or at least temporarily.
And yes, I am so looking forward to wars. xD
EDIT: Decided Redstone will be currency. Think of one redstone being a quarter. So four redstone powders will be a dollar. A stack would be 16 bucks. :biggrin.gif: Working on prices for things right now.
Again, there would be no way to enforce this but if the players really want to rp war then it shouldn't be a problem.
The whole, hiding password in main castle bit would give incentive to build larger, grander castles and make the server seem more.... real?
You might see a password hidden behind a waterfall in the center of the castle or at the end of a monster filled dungeon under the castle [which would still be considered part of the castle. I could see that as being a large part of the game play and a large appeal... and I don't even like spy games much xD
Of course this is all assuming a vent/ts server is an option :ohmy.gif:
But yeah, a teamspeak program might work better in the long run if we want to maintain a vanilla server. I have Skype already, but I suppose I wouldn't mind getting Ventrilo or something (my cousins already have it).
Until it gets big enough, unfortunately, we won't be running this 24/7. Instead, It'll be down for about six hours a day. 6:00am - 12:00am EST
Temporary, of course. Until I move out and get an awesome PC I can run for, like, ever. Unless, of course, I can find a trustworthy person here to run things.
The whole password thing sounds very creative. :biggrin.gif: I like it. What do you guys think?
And I'm really really really liking the local area chat. Would it also be possible to set a fixed area where you can only hear the chat in that area? For example, a castle. :L Can't hear anything outside the borders. Ventrilo would be nice, as well.
I'm still not sure what the term vanilla means. :U
EDIT: Are you all alright with those server times? Can you live with that for a bit?