The Glitch in the Weave
High Fantasy / Tactical Hardcore
Aethelgard was once a world of rigid magical laws, where reality operated according to predictable patterns and statistical models. But a cosmic event known as The Great Revision fractured the "code" of reality itself. This fracture gave birth to the Humans, known to the Elder Races as "The Glitch".
Unlike the Elves or Dwarves, who were bound by the original laws of creation, Humans possess Undefined Luck—an anomaly that allows them to survive fatal events at rates higher than statistical models predict. They are the protagonists of this broken world, the variable that cannot be calculated, the glitch in the weave of fate itself.
The world is geographically divided by racial strongholds, each centered around a unique environmental anchor. These kingdoms have developed distinct playstyles and cultures shaped by their environments and the Great Revision's aftermath.
Race: Humans | Zone: storm
The Harbor District of Storm-Haven is where Humans begin their journey. A massive cosmopolitan trade city on the coast, where ships from every continent dock. The cry of seagulls and shouting dockworkers fills the air. The Gilded Council rules from behind porcelain masks, maintaining order in a world where chaos reigns. Humans here embrace their role as "The Glitch"—the unpredictable variable that changes everything.
Race: Dwarves | Zone: iron
Miles beneath the surface, a city of stone and steel where the "Anchor" playstyle was forged. The air tastes of coal smoke, and the sound of anvils rings in harmony. Dwarves built this stronghold in magic-resistant deep-mines, creating a bastion of stability in a fractured world. Endless beer halls echo with dwarven songs, and the forges burn day and night, crafting the finest weapons and armor in Aethelgard.
Race: Gnomes | Zone: gimble
The Copper Warrens—a clockwork canyon city built into the side of a massive, geologically impossible canyon. Steam pipes and gears hiss with the energy of Tinker innates. You hear it before you see it: the faint ticking of thousands of clockwork mechanisms, the smell of ozone and burnt sugar. Brass pipes snake through mossy hills, and doors are perfectly round gears that roll open. Gnomes here understand the underlying code of magic better than anyone.
Race: Shadow Elves | Zone: umbra
The Deep-Reach—a subterranean realm lit by bioluminescent fungi forests. Cities carved from black stalactites house the Shadow Elves, who navigate these purple-lit caverns with ancient grace. Assassins here mastered the use of poisons to compensate for their Sunlight Sensitivity. Silence presses on your ears, and danger lurks in every shadow. But treasures await those brave enough to venture below.
Race: Trolls | Zone: cinder
A volcanic crater where extreme heat hardens the skin of the Troll race, making them "Raid Bosses" who fear only the touch of flame. The air shimmers with heat, and the ground glows with residual volcanic energy. Trolls here are nearly unkillable—their regeneration makes them walking fortresses. But fire is their one true weakness, and those who master flame magic can turn these raid bosses into ash.
Race: Ogres | Zone: tusk
The Ogre war camps where "Breaching" was born. Ogres here have begun breaking the world's locked doors through sheer physical siege. Massive, brutal, and unstoppable, they smash through barriers that would stop any other race. The camps echo with the sound of breaking stone and the roar of ogre war chants. These are the breachers—the ones who don't ask for permission, they just break through.
Race: High Elves | Zone: silver
The floating arbors where High Elves attempt to maintain the "Glass Cannon" magic of their ancestors. Crystal spires pierce the eternal autumn sky, and haunting music drifts through the air. The High Elves here are proud and ancient, their arrogance matched only by their mastery of magic. They are physically frail but magically devastating—true glass cannons in a world that demands both power and survival.
Race: Wood Elves | Zone: sylvan
A dangerous forest where Wood Elves blend with nature. Tree-top villages rise above the canopy, and the forest itself seems to move and breathe. Wood Elves here are fast-moving scouts, masters of camouflage and archery. They move through the forest like ghosts, unseen until their arrows find their mark. The Tangle is beautiful but deadly—home to dangerous predators and xenophobic druids.
Race: Halflings | Zone: bramble
Rolling green hills where Halflings have built their cozy homes. The Shire is a place of excessive meals, warm hearths, and very little adventuring—at least, that's what outsiders think. Halflings here are the "Lucky Ones," their racial trait explained as a glitch in the probability matrix. Small but brave, they make excellent rogues and bards, and their Giant Slayer abilities make them surprisingly effective against larger foes.
Neutral: Magic Academy | Zone: arcanum
Lore-Keep—a massive library fortress dedicated to the study of the arcane. Floating books drift through the air, towers rotate on their own accord, and silence is enforced by magical geas. The Crimson Cabal—ambitious and dangerous mages—call this place home. Knowledge here comes at a price, but for those who seek to understand the fractured weave of magic, this is the ultimate destination.
In Aethelgard, race determines playstyle, not just stats. Each race has distinct strengths, weaknesses, unique mechanics, and resistance profiles that fundamentally change how they play. This is a tactical hardcore environment where your choice of race matters.
The Protagonist
Ambition fueled by a chaotic, undefined destiny. Humans are the glitch in the world logic—the variable that cannot be calculated. They possess Undefined Luck, allowing them to survive fatal events at rates higher than statistical models predict.
The Raid Boss
Nearly unkillable regeneration tanks who fear only flame. Their skin hardens in extreme heat, making them walking fortresses. Trolls are the raid bosses of Aethelgard—unstoppable unless you know their one true weakness.
The Breacher
Massive siege engines who break locked doors through sheer physical force. Ogres don't ask for permission—they breach. Their war camps echo with the sound of breaking stone and the roar of war chants.
The Toxicblade
Assassins who mastered poison use to compensate for their Sunlight Sensitivity. They navigate the purple-lit caverns of the Sunless Veins with ancient grace, striking from shadows with deadly toxins.
The Ankle-Biter
The lucky ones—their racial trait Lucky is explained as a glitch in the probability matrix. Small but brave, Halflings excel at taking down larger foes with their Giant Slayer abilities.
The Anchor
The hard-coded race. Masters of metal and structure, Dwarves built the magic-resistant deep-mines of Iron-Hearth. They are the anchor—the stable foundation in a fractured world.
The Utility
The tinkerers who understand the underlying code of magic better than anyone. Gnomes excel at illusion magic and mechanical inventions, solving puzzles and building gadgets that others cannot.
The Glass Cannon
Ancient and magical beings from the floating arbors of Silver-Glade. High Elves are physically frail but magically devastating—true glass cannons who attempt to maintain the old ways of magic.
The Ranger
Fast-moving forest dwellers who blend with nature. Wood Elves move through the Verdant Tangle like ghosts, unseen until their arrows find their mark. They are the scouts and rangers of Aethelgard.
All characters begin by choosing one of four core classes. These classes provide your foundation and determine your playstyle for the first 19 levels. Each class has distinct strengths and limitations.
Masters of steel. The only class that can use Heavy Armor. Warriors are the frontline tanks and damage dealers, capable of absorbing punishment and dishing it out in equal measure.
Masters of agility. High burst damage and utility. Rogues excel at stealth, traps, and devastating sneak attacks. They are the scouts and assassins of Aethelgard.
Masters of the arcane. Fragile but destructive. Mages wield powerful magic but pay for it with physical frailty. They are the glass cannons who reshape reality itself.
Masters of the divine. Healers and protectors. Clerics channel divine power to restore allies and smite enemies. They are the support backbone of any party.
When you reach Level 20, you'll visit a trainer and use the @promote command to choose your specialization. This is a permanent, meaningful decision that unlocks your "real" class and subclass-specific abilities. This is where your character truly comes into their own.
The "Protagonist" status of Humans has caused a variance in the world's power balance. While the High Elves attempt to maintain the "Glass Cannon" magic of the Silver-Glade, the Ogre war camps of Iron-Tusk have begun "Breaching" the world's locked doors through sheer physical siege.
The Great Revision fractured reality, and now the world is in flux. The Elder Races struggle to maintain their ancient ways, while the "Glitch" that is Humanity spreads chaos and opportunity in equal measure. Magic is wild and unpredictable. The beasts are hungry. And every corner of Aethelgard holds the promise of adventure—or danger.
gimble:gate and iron:plazaTo begin your adventure in Aethelgard:
vibemud.app:4000 via Telnet[1] AETHELGARD from the lobby menu