⚔️ AETHELGARD

The Glitch in the Weave

High Fantasy / Tactical Hardcore

The Origin: The Great Revision

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 Iron Spires are rusting. Magic is wild. The beasts are hungry."

🏰 The Sundered Realms

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.

Storm-Haven

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.

The Iron-Hearth

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.

Gimble-Garde

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.

The Sunless Veins

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.

Cinder-Peak

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.

Iron-Tusk

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.

Silver-Glade

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.

The Verdant Tangle

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.

Bramble-Shire

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.

The Arcanum Spire

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.

👥 The Nine Races

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.

Human

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.

Innates: Undefined_Luck, Adrenaline_Surge, Fast_Learner
Resistances: None (baseline 0)
Starting: storm:harbor
Classes: All (Warrior, Rogue, Mage, Cleric)

Troll

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.

Innates: Regeneration, Fear_Aura
Resistances: -50 Fire (critical weakness), +20 Physical
Starting: cinder:crater
Classes: Warrior only

Ogre

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.

Innates: Door_Smash, Heavy_Lifter
Resistances: +10 Physical, -10 Mental
Starting: tusk:camp
Classes: Warrior only

Shadow Elf

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.

Innates: Poison_Use, Sunlight_Sensitivity
Resistances: +20 Poison, -20 Light
Starting: umbra:gate
Classes: Warrior, Rogue, Mage (no Cleric)

Halfling

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.

Innates: Innate_Sneak, Giant_Slayer
Resistances: +10 Agility
Starting: bramble:market
Classes: Warrior, Rogue, Mage (no Cleric)

Dwarf

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.

Innates: Darkvision, Stonecunning
Resistances: +20 Poison, +10 Magic
Starting: iron:plaza
Classes: Warrior, Rogue, Cleric (no Mage)

Gnome

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.

Innates: Illusionist, Tinker
Resistances: +10 Mental, -10 Physical
Starting: gimble:gate
Classes: Warrior, Rogue, Mage, Cleric

High Elf

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.

Innates: Cantrip, Trance
Resistances: +10 Magic, -10 Physical
Starting: silver:spire
Classes: Warrior, Rogue, Mage, Cleric

Wood Elf

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.

Innates: Mask_of_Wild, Archer
Resistances: +10 Nature
Starting: sylvan:canopy
Classes: Warrior, Rogue, Mage, Cleric

⚔️ Classes & Progression

Core Classes (Level 1-19)

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.

Warrior (WAR)

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.

Rogue (ROG)

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.

Mage (MAG)

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.

Cleric (CLR)

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.

Specialization at Level 20

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.

Warrior Specializations

  • Berserker: Forsake defense for massive damage. Rage mechanics that turn you into an unstoppable killing machine.
  • Guardian: The ultimate Tank. Focus on taunts and damage mitigation. You are the wall that protects your allies.
  • Ranger (Warden): Heavy skirmisher combining swords and bows. The perfect balance of melee and ranged combat.

Rogue Specializations

  • Assassin: Single target elimination. Poison mastery and deadly precision strikes that end fights before they begin.
  • Bard: Group utility and buffs via songs. The support rogue who makes everyone better through music and inspiration.
  • Ranger (Sniper): Stealth archery and traps. The long-range specialist who never misses.

Mage Specializations

  • Sorcerer: Pure offense. Fire, Ice, and Lightning mastery. Raw destructive power that reshapes the battlefield.
  • Enchanter: Defense and Control. Shields, sleeps, and charms. The battlefield controller who manipulates enemies.
  • Ranger (Arcane Archer): Imbues arrows with magical energy. The perfect fusion of archery and arcane power.

Cleric Specializations

  • Priest: Pure Restoration. The best single-target and AoE healing. The ultimate support who keeps everyone alive.
  • Zealot: Holy Damage. Uses divine wrath to smite enemies. The battle cleric who heals allies and destroys foes.

🌍 The Current Conflict

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.

"In a world where reality itself is broken, only the adaptable survive. Welcome to Aethelgard—where you are either the glitch, or you learn to live with it."

🎮 Gameplay Features

🚀 Getting Started

To begin your adventure in Aethelgard:

  1. Connect to vibemud.app:4000 via Telnet
  2. Select [1] AETHELGARD from the lobby menu
  3. Create your account and character
  4. Choose your race (each has unique starting location and playstyle)
  5. Choose your core class (Warrior, Rogue, Mage, or Cleric)
  6. Start exploring from your racial starting area
  7. Level up, learn abilities, and reach Level 20 to unlock your specialization
  8. Embrace your role in a world where reality itself is broken