Difference between revisions of "Main Page"
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== Development Updates == | == Development Updates == | ||
* '''6.12.22''': [[Info command|INFO]] and [[Group command|GROUP]] commands are now available. You can now get items out of items that are in or on other items (like a dress from a suitcase on a bench). The [[ | * '''6.12.22''': [[Info command|INFO]] and [[Group command|GROUP]] commands are now available. You can now get items out of items that are in or on other items (like a dress from a suitcase on a bench). The [[Sing command|CHANT]] command has been added to accompany [[Sing command|SING]] and [[Sing command|RECITE]]. | ||
* '''6.08.22:''' Balance messages changes to be more clear about what exactly is happening. You're not unpoised, you're just busy doing something. A new general ability has been added: You can [[Sharpen command|SHARPEN STICK]] to make a spear or spit. Going along with this is a new command: [[Roast command|ROAST]]. You can roast meat, whole gutted fish, and vegetables -- without any knowledge of cooking! (Warning: Do not use poisonous wood to whittle a spit and cook your food.) New herbalism abilities, MAKE CHARCOAL and BOIL, have also been implemented. Read about these under [[Herbalism]] or under in the new HELP HERBALIST file in-game. Appraising consumables will now let you know if they are caffeinated or alcoholic. Herbalists can now see if a consumable object has an effect, such as if it's poisonous. | * '''6.08.22:''' Balance messages changes to be more clear about what exactly is happening. You're not unpoised, you're just busy doing something. A new general ability has been added: You can [[Sharpen command|SHARPEN STICK]] to make a spear or spit. Going along with this is a new command: [[Roast command|ROAST]]. You can roast meat, whole gutted fish, and vegetables -- without any knowledge of cooking! (Warning: Do not use poisonous wood to whittle a spit and cook your food.) New herbalism abilities, MAKE CHARCOAL and BOIL, have also been implemented. Read about these under [[Herbalism]] or under in the new HELP HERBALIST file in-game. Appraising consumables will now let you know if they are caffeinated or alcoholic. Herbalists can now see if a consumable object has an effect, such as if it's poisonous. | ||
Revision as of 12:07, 14 June 2022
Song of Avaria is a text-based roleplaying game that incorporates both MUD- and MUSH-like features to create a dynamic storytelling experience in an intricate and expansive fantasy world.
SoA is set in the vast land of Avaria, a roughly Earth-like world with a host of cultures and countries spanning a large globe. Geopolitics and religion mix with magic and adventure to create a realm full of possibilities, where player characters can pursue a huge range of goals limited only by their own imagination. Whether a pious priest, a bold knight of the realm, a canny entrepreneur, a climbing socialite, a studious researcher, a street thug with ambitions, or simply an ordinary peasant or citizen with dreams of something grander, Avaria offers a stage for characters to play out their own personal stories with one another against a vast backdrop of history in the making.
More information can be found on the Setting page or under the Lore links.
News of Avaria
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Introduction to the World
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Development Updates
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Development
The original concept for Song of Avaria came about in 2016, and its adaptation as a MU* began in 2020. It is founded on the Evennia Creation System and is actively in development. Currently it is open for invitation-only pre-alpha testing.