"Aengvold has its roots in many sources. It was originally just a
wish for a different kind of role-playing game, and eventually grew
into a more ambitious desire: to create a world where the player
was free to develop it, and to restore the awe and wonder of successfully
overcoming real everyday difficulties in a dark fantasy medieval
world. There are too many sources to credit, but the most prominent
are among the following listed."
|
Authors:
|
Fritz
Leiber (author of the adventures of
the Gray Mouser and Fafhrd, and various other
tales in and around the dark city of Lanhkmar.
The grandfather of dark fantasy)
J. R. R. Tolkien (author of the
Lord of the Rings series, the Silmarillion, and the
grandfather of high and epic fantasy)
Howard
Phillip Lovecraft (author of At The
Mountains of Madness, The Color from Outer Space,
The Call of Cthulhu, and other tales of sanity
destroying madness. His work was instrumental
in creating a fear that transcends the traditional
idea of good and evil, and instead confronts
the reader with the ideas of existential meaningness
and nothingness in life and death. The
grandfather of modern day horror)
George
R. R. Martin (author of the Fire & Ice
series, starting with A Game of Thrones, A Clash
of Kings, and A Storm of Swords. His work vividly
illustrates a world that is both original, and
simultaneously reminds us of our own history.
It is also quite up front in depicting the flaws
and virtues present in every character)
Robert
Jordan (author of the Wheel of Time
series, still going. His world is large, and
although the details are fuzzy, the characters
themselves and the struggles they go through
are complex and detailed. His greatest gift
is somehow getting you to hate or love every
foible of the characters.
|
|
|
|
Games:
|
Medievia
(despite rather truthful allegations of illegal
code theft and other unscrupulous practices,
this MUD was the first and still is the largest
online community of MUD players we have found.
It was the original example of what I consider
a tight knit and active player community)
3
Kingdoms (with an original quest system
that almost all subsequent LPMUDs copied, this
MUD is the original inspiration for attempting
to re-implement the LPMUD system in Java. It
was a technical and architectural breakthrough
in code and is the father of Aengvold's code
design)
EverQuest
(the game that started it all. Although the
allegations of DIKU code theft were basically
settled in a private agreement, the game as
a whole was pretty revolutionary. It was supposedly
the first truely popular MMORPG that was entirely
in 3D polygonal graphics, as opposed to the
tiled sets of Meridian 59 and Rubies of Evertide.
This was the game that brought MUD'ing to the
masses and kept it in the spotlight ever since)
Dark
Age of Camelot (the next big MMORPG
to come out after EverQuest, this one remains
small but dedicated. With an emphasis on team
player killing, and three distinct realms, it
provided a lot of the ground concepts for creating
a game that would appeal to everyone, both achiever
and killer. It also provided a brilliant mechanism
for how to keep the entire world from being
a battlfield, allowing for players to either
achieve or kill without interference from each
other)
Medieval:
Total War (this game was filled to the
brim with historical details and other useful
information regarding medieval warfare. It served
as the inspiration for adding in mounted combat
and formation combat into the MUD. In addition,
its enclyclopedia on weapons and other tid bits
of knowledge greatly enhanced Aengvold's feel
of realism)
|
|
|
|
Music:
|
Metallica (Heavy Metal
has long had a historical connection with ballad lyrics,
making it the modern version of courtly music. While
this may seem strange, the volume of songs written
about wandering lifestyles and other nomadic activities
should make sense.)
Alien Soap Opera (this
two man band is the fusion of a famous Egyptian kanoon
player and a famous UK electronica DJ. Mixing in traditional
Arab music with subtle electronic beats, their music
is surprisingly hypnotic without any intrusive modern
appearances. With melodies pleasing to the ear, this
duo makes incredible mood music.)
SpaceTribe (one of the
most respected psy-trance groups out there, SpaceTribe
continues to pioneer music so dark and deep, it can't
help but evoke images of an inky blackness where dark
things swim. Filled with eerie melodies, disturbing
sound effects, and even more chilling voice overs,
their music is blasphemous and tantalizing in the
ideas it brings to the listener.)
Astral Projection (another
famous psy-trance group, there music is less dark
than SpaceTribe, and more wonderous. Strange melodies
that constantly and subtly shift suggest to the listener
a sense of travel. Famous for their live concerts
in a variety of places, these musicians continue to
break open minds wherever they tour.)
Franciscan Chants (nothing
brings back that good old medieval feeling than listening
to Franciscan chants. Sure the time period is wrong,
and the latin is different, but it feels all the same.)
Homeworld
Soundtrack (for a game in space, this
has a lot of fascinating musical tracks. The
opening Agnus Dei is a very impressive choral
piece, and the remaining tracks all have very
strong Sufi influences. And no where is the
music overtly electronic, it all sounds very
instrumental, giving the game a pretty epic
feel despite the space battles.)
|
|
|
|
Players:
|
Calvin Curtis (Calvin
originally played the neutral to neutral-evil thief
in the party. After much entertaining role-playing,
his thief went insane after she witnessed something
entering her world through a strange angle in time
and space, something so blasphemous its mere sight
drove her raving mad. His subsequent barbarian character
made quite a name for himself battling side by side
with Jim's ranger trying to ensure the cleric, monk,
and other vital educated characters stayed alive.)
Brian Roney (Brian's character
was a Sorceress, originally well versed in the arts
of spell casting. However, as the campaign drew on,
the magical powers of his character waned, much to
his disappointment. Instead, the sorceress became
an invaluable sorce of lore, as she was often the
only character with enough intellect to decipher the
strange script found in the ruins among the forbidden
and abandoned continent the group ended up exploring.
After they travelled through several other worlds,
she and the Cleric were the only two with the knowledge
of how to get the group back home.)
Jim Norwood (Jim's Ranger
is among the few fighting characters who managed to
survive to the very end of the campaign. While quiet,
Jim was always dependable to be at the forefront of
the fighting, striving to protect the more knowledgable
characters. Eventually, his Ranger became the fighting
rival of Calvin's barbarian, able to wield both a
bastard sword and a short sword proficiently. An accomplished
artist, Jim is also responsible for some of the pencil
drawings that appear on this web site. Jim attributes
his artistic skills to many boring requires classes
for his undergraduate degree.)
May May Wang (May May's
bard was truely a jack of all trades. While not excelling
at any one particular thing, May May is fondly remembered
for bringing vital gold coins to the party when needed,
for playing vital battle songs to keep the party fighting,
and for basically being in the right spot at the right
time to save them. Many battles would be fought with
May May skulking off only to come back at a vital
time and backstab a vital opponent.)
Mike Szal (Mike's Monk
was the only character to survive a near death experience.
While the other fighting characters used arms and
armor, Mike's Monk was able to easily defend himself
without equipment, making him vital as the party suffered
misfortune after misfortune. After being wrecked at
sea, or standed in deserts or jungles, it was often
Mike's responsibility to protect the other party members
while weapons and food were procurred. After the disasterous
battle to save a city from being overrun, Mike's Monk
abandoned his efforts to spread the way of the Silent
Fist.)
Henry Allen Tilford (Henry's
Cleric was arguably the most important character in
the entire party. As the sole healer, Henry was instrumental
in keeping the party alive in early situations. Later,
as magic waned, Henry's cleric was the only character
out of two which could divine the way back home. When
the party was stranded in a hostile desert, Henry
was also the only one able to create water with his
waning powers. Tough, eager to fight, and stubborn,
Henry was always willing to charge to the forefront
of battle, despite the party's insistence he stay
safely in the back lines. Eventually, enough close
calls and near death experiences convinced Henry it
was better to let the barbarian, ranger, and monk
soak up the brunt of the fighting.)
|
|
|
|