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HelpSection 34
News2007

The newsletter for Avalon in 2007.

-----[ THE AVALON NEWSLETTER FOR NOVEMBER/DECEMBER 2007 ]-----


Welcome to the latest newsletter covering Avalon; the Legend Lives. It

has been many years since our last newsletter and, given the pace of

events within the land, it would make little sense to bombard our

mailing list with merely updates on the ebb and flow of the land's

political and diplomatic shifts. So we have waited until a sufficient

weight of significant events and evolutions have accumulated before

sending out a distilled summary of the past century of Avalon life.


SECTION CONTENTS:

I - Evolution of the Avalon website, apprentices, Java applet.

II - Character Fundamentals: duellism, pacifism, fighters.

III - Addition of 'World Events': dragons and divine globes.

IV - Skills: post Ultimate abilities and myriad tweaks.

V - Deities: impending ordination, appointment, old faces return.

VI - Diplomacy: city status, Oakwood's End, the Druids Guild.

VII - Evolutions: coming updates, warfare, submissions, currency.


If you wish not to receive this newsletter then send an e-mail to

newsletter@avalon-rpg.com. Doing so will ensure you never receive anything

from Avalon again. Please note, either way, that we NEVER share your

e-mail address with anyone else and its privacy is guarded by security

measures developed and updated over more than a decade and a half of

internet experience. You may click through to send any questions or

requests for cesessation of our periodic newsletters by visiting our

website at http://www.avalon-rpg.com if you wish to initiate more

immediate feedback.


For those of you with an eye to anniversaries, Avalon in its preceding

form, the foundation game known as Lands of the Crown, will be twenty

years old next year. Avalon in its present incarnation (albeit far

smaller and only on the first steps of its long development) was born

in October 1989. A large in-game celebration will be planned for

October of 2009 to mark this milestone - an incredible longevity and

testimony to the enduring qualities of the game, its originality and

its long line of players stretching back across the years.



------------------ THE AVALON NEWSLETTER FOR 2007 --------------------


SECTION I: EVOLUTION OF THE AVALON WEBSITE, APPRENTICES AND JAVA APPLET


Those of you using the Avalon Java applet to play the game will have

noticed a major change in the past month. Our applet has undergone a

complete rewrite to make it compatible with more browsers and to expand

its facilities and useful to our players. The sidebar now contains more

useful information about your character including your level,

percentage of experience, gold coins, lessons accrued, and new status

bars to reflect the health of your character. A compass has been added

to make movement more intuitive and interactive help system accessed

via easy click-throughs added to tutor people about the land more

quickly. Special buttons for novices to allow speedy movement about the

land and configuration options for the applet have also been added and

will continue to evolve over the next few months. The applet is

presently in a beta-test phase and does not yet boast the new

illustrations, icons and graphics that will make up the finished

product. All feed back, however, is welcome and should be directed at

support@avalonpublications.com. We have taken a Java/website manager on

full-time and thus have far greater freedom than before to push things

along in this area.


In tandem with the new Java applet the autoguide has been upgraded and

the academies and schools system for novices evolved to be more

instructional and less susceptible of derailment. Newly graduated

scholars may knock on guild doors to receive instructions and even,

depending on the guild, initiation and lessons in specialist skills

from the recently introduced second-tutor CCC. Existing high-ranking

guild members may wish to test this out firsthand and give feedback at

their leisure. Apprentices should partake in the landwide badges system

in which each new guildmember may complete a series of challenges (of

varying difficulty) to demonstrate their growing knowledge of the land.

Success is judged by high-ranking fellow members and each completed

challenge results in the award of a badge denoting the accomplishment.

Fourteen badges await the ambitious apprentice; full completion brings

a hefty boost in experience, lessons and prestige.


The Avalon website has a new webmaster and is in the process of a

series of updates to its content and layout. More prominence is given

to recounting the latest significant events in the land (like election

results, warfare effects, treaties, notable dates, divine edict, etc).

This real-time information ticker will continue to be developed to

boast more useful facts and figures directly from the land. In

addition, we plan to test the effectiveness of including aspects of the

Avalon bulletin board and new, definitive-topic forums; focal points of

debate accessible by subscribers and non-subscribers alike (such as

forums on planned additions, forthcoming real-life meets, OOC debates

on topics asked to be given open, without-prejudice discussion).

Anybody interested in contributing ideas or managing/overseeing forums

should contact webmaster@avalon-rpg.com. There will be a great deal of

experimentation over the coming months as we attempt to create a

balanced, content-rich yet dynamic site, without losing the core

intuitiveness and importance of existing WITHIN the land rather than

out, a-lucidly a-lurkin' on its periphery.


As always we also welcome those of you who create websites dedicated to

or influenced by Avalon. Please let us know if you have one and we will

add it to our listings and give you advice on spreading the word around

the internet to bring visitors onto your site. Naturally it helps us to

have a broader web presence and there is no better way to achieve this

than through the contribution of enthusiastic Avalonians. Contact

webmaster@avalon-rpg.com if you have a website you wish us to look at.



SECTION II: CHARACTER FUNDAMENTALS: DUELLISM, PACIFISTS, FIGHTERS.


Avalon has always been unique amongst games of its type in the

free-flowing, unfettered nature of its gameplay (and there exist many

clones based on its original design). This is both its greatest

strength, for in no other land can a character impose him/herself so

indelibly on the unfolding history of the land, unshackled by long

lists of rules and regulations, but also a potential weakness; for in

Avalon, the strong often prey on the weak, the cruel abusing the less

competent, less aggressive, without formal censure save the

unpredictable actions of the deities. There exists, therefore, the

pacifist choice - whereby a character may declare him/herself a

pacifist and thus be protected from the hazards of combat and/or

belligerent action. Pacifists pay a price for this protection - they

are greatly restricted themselves from interacting in any way that may

impact adversely on other mortals. This works fine for an animist, for

example, sworn to protect life and never to raise a fist in anger, but

it is of no use to those who wish to enter into combat without

instantly facing the undiluted consequences of enemy wrath.


Thus a new character choice has been introduced known as 'duellism'.

The duellist is able to enter into combat via challenge and duel - but

only on terms dictated by the duellist. Thus a duellist can fight

freely, unfettered, in a mutual challenge but is prevented (as a

pacifist) from ambushing or being ambushed. It is a state perfect for

those of lower or middling level, keen to learn the ways of the land

and the art of combat in an honourable fashion while not yet able to

weather the full force of enemy retribution, organised team

counterattack, etc.


Duellist status can be taken on by any Avalonian and lasts for an

Avalon year (two real-life weeks). It is the perfect way to hone one's

skills, to fight one's peers, to test one's mettle against those of

like skill and competence. Some cities view it as a necessity of

climbing the ladder of combat-knowledge and tactics - for at times in

the land's history one city may be more populous than another and thus

the stronger city will naturally give its citizens advantages in group

combat the other cannot match. A vicious circle can develop wherein the

smaller group can never advance; is never allowed to advance. Duellism

has been added to the land to redress this. Use it wisely and with

purpose.



SECTION III: ADDITION OF 'WORLD EVENTS': DRAGONS AND DIVINE GLOBES.


In addition to the thousands of smaller-scale, individual quests that

embellish every corner of the land there is a new drive to implement

what we may call 'world events'. These are quests involving large

groups, whose impact is far greater. They bring together cities or

guilds to achieve common goals and make an enduring mark on the land.

Six such continent affecting events are planned and two have been

completed. The first two, 'The Sapience Dragon' and 'The Divine Globes'

are centered around city homesoil. The next two will be guild-related,

the fifth focussing on divine order and the sixth will be a

free-for-all.


'The Sapience Dragon' (type HELP DRAGON when playing Avalon or

http://www.avalon-rpg.com/help/pages/dragon.html for web help) requires

a city to make, using valuable commodities, a golden egg. Within the

egg is placed, according to the wealth and tactics of a city, treasures

aimed to tempt the dragon of Mount Sapience from its slumber. The

dragon awakens in the month of Hindyear, reviews the offerings laid in

its cave, and acts accordingly. Cities may have the dragon aid the

harvests, burn the crops of their enemies, or offer protection across

the entirety of their homesoil. The dragon sleeps again at the dawn of

the New Year. Needless to say the impact of dragon protection is felt

by all and complex tactics evolve over spreading city wealth to court

the dragon's support; rewarding the diligent and offering scope for

young and old to work together for the benefit of their homeland.


'The Divine Globes' (type HELP GLOBES when playing Avalon or

http://www.avalon-rpg.com/help/pages/globes.html for web) is a rather

more complex quest. In each of the centrepiece temples of the four main

cities, before the altars, a vast translucent globe of divine origin

has appeared. These globes are now in a state of constant vigilance,

absorbing the distillation of a myriad of actions, triumphs and

failures by all citizens of their home city. A decade of Avalon life is

reflected in this distilled form and the sum of the past ten years

results in, every New Year, the divine globe offering up a certain

amount of power to its citizens. The extent of this power is wholly

defined by the deeds of the citizens (type HELP GLOBEIDEALS when in

Avalon or http://www.avalon-rpg.com/help/pages/globeideals.html to view

deeds most noted by the globe). At the New Year and thence until it is

exhausted, the globe's power may be called upon by any citizen (to an

extent determind by the citizen's rank). The globe may help its

citizens or hinder its foes as determined by individuals (type HELP

GLOBEACTIONS when in Avalon or

http://www.avalon-rpg.com/help/pages/globeactions.html on our site). As

with the dragon, the divine globe encourages citizens to work together,

lends value to every action from the smallest apprentice to the

mightiest Prince, and can be directed to benefit the weak or tip the

balance in the interplay of the powerful.


Similar principles will be followed in the mapping out of the four

forthcoming world events, where guilds will be encouraged to work

together and rewarded for doing so, divine orders likewise, while the

final continent-wide quest will - more akin to the 'Long Night' -

transcend, if an individual wishes, the existing structures (city,

guild and order). A new world event/quest will be brought live each

month or two starting from January 2008 with the first of the two

guild-related ones.



SECTION IV: SKILLS: POST-ULTIMATE ABILITIES AND MYRIAD TWEAKS


As a result of rigorous testing and the introduction of crowning

abilities for those achieving the fullest extent of competence in a

skill (post or arrowed Ultimate) we have made hundreds of tweaks

throughout the skills system to better ensure equilibrium between the

various skillsets. As you can appreciate, this is no mean feat given

the thousands of existing abilities and literally millions of potential

combinations; but Avalon has always boasted the most well-balanced

skills system there is - and, as the originator of the concept of

online gameworlds with character abilities/skills, one would hope

Avalon could lead the way in such things. Combat balancing is, however,

an ongoing affair and your feedback is always welcome - especially from

the two most significant groups in determining a balanced system: the

very young and the very old. Feedback from the young gives insight

long-since lost to the deities about the impact and effect of an

ability - with all the will in the world, we cannot look with newformed

eyes again. Feedback from the very old, those who have pushed the

envelope of their specialist and general skills, those whose experience

of combat is deemed sufficient to be a fair judge of balance - this is

pivotal in the continuing integration of new abilities to the rich

tapestry of those already part of a character repertoire.


With a full-time coder we are once again in a position to react quickly

to perceived problems, imbalances and bugs. Most of the deities would

be happy to set up 'fair, level-playing field' combat between two

similarly skilled individuals to test the balance between opposing

professions and derive feedback accordingly. Do not be shy of

volunteering yourself to be part of the never-ending quest for a

perfect interplay of abilities; an impossible but gloriously worthy

goal. Such perfectionism is, of course, at the root of Avalon's success

at balancing out a combat system requiring such singular personal skill

to master that even the evolutions of client intelligence is still no

match for the deftly timed human touch.



SECTION V: DEITIES: IMPENDING ORDINATION, APPOINTMENT, OLD FACES RETURN


Between November 24th and the first weekend of December there will be a

divine ordination. This oh-so-rare of events is the last of the fifteen

gem quests wherein a mortal may compete to gain entry to the pantheon -

to be ordained as a permanent member of Avalon's divine. The ordination

itself is presently scheduled for Sunday November 25th. The quest, for

possession of the divine amethyst, lasts between three and five hours

and can involve everyone in the land. Mortals wishing to be part of the

amethyst quest will declare their support for one of the two remaining

contenders and all involved will compete in the most intense,

unpredictable and thrilling event in the Avalon calendar. The mortal

whose group holds the amethyst at the end of the allotted quest time is

declared victorious and can thus claim the greatest prize of all:

godhood. On previous occasions, as between Blodwyn and Zollrender,

Blodwyn was able to wrest the amethyst from Zollrender's team with but

seconds to go. These quests are always a roller-coaster, never a

foregone conclusion and throw up the most surprising alliances and

interactions. See HELP AMETHYST if in Avalon or review

http://www.avalon-rpg.com/help/pages/amethyst.html for more

information.


For those unaware of the title of 'contender' it is gained by any mortal

victorious in one of the fourteen gem quests. Contenders are then

whittled down to a final two by means of one versus one sands

elimination rounds (see HELP SANDS when playing Avalon or

http://www.avalon-rpg.com/help/pages/sands.html for web info). In the

build-up to the 2007 ordination, at time of writing, we now have three

contenders plus the victor in the divine emerald quest (scheduled for

Saturday November 24th, under the watchful eye of Aldaron, the god of

life). Three sands quests have been completed so far; with Edgtho

defeating Dunccan and Kodiak defeating Circe on the first weekend and, a

week later, Fistandantilus shocking many by battling out a victory

over Zenichiro, one of the favourites for Ordination. Their bout, it

must be stated, was a contest of extremely high quality - a spectacle worthy

of its combatants: two of the finest players of the present generation.


Details of the emerald quest have been posted on the 'news' bulletin board

and can also be found at http://www.avalon-rpg.com/help/pages/emerald.html

using your web browser. We will, therefore, have one or two final elimination

rounds following the emerald (depending on whether it is won by an existing

or new contender) before entering the final day and the Ordination itself.

Good luck to all those taking part.


It may be of interest to those of you not participating in the

competitive ordination that shortly following the arrival of the new

deity born of the amethyst quest, there will be a divine appointment.

The appointment will be aimed to balance out Olympus depending on the

outlook and realm of the mortal newly ordained. Those who wish to be

considered for appointment should make their cases known over the next

few weeks. The appointment will take place before the Christmas and New

Year vacations. Prospective appointees must have a long and illustrious

history in the land - though it need not necessarily be one of

conflict/combat. Commitment and strength of personality are more

important facets of a divine personality than the ability to perform

well in melee. Any may e-mail queries or propose themselves or others

direct to genesis@avalon-rpg.com or aldaron@avalon-rpg.com.


Two deities who have, for a long period, either lain dormant or been

possessed of ignoble souls have recently returned to prominence in the

land. Xanthe, goddess of vengeance has returned to her original guise

and duly taken up a combatative position among the Olympians while

Castigere has found a new soul, replacing its tattered and worn

predecessor with a personality of fresh vigour and long, long Avalon

experience. Indeed, the bearer of Castigere's mantle has been in Avalon

for over fifteen real-life years and fully deserves the exalted

position. Rhadamanthys, god of compassion, has informed me in advance

that he may be forced into a protracted absence (just under a year) but,

as with all successful deities, his order should continue to thrive

under its long serving High Priest.



SECTION VI: DIPLOMACY: CITY STATUS, OAKWOOD'S END, THE DRUIDS GUILD


The four great cities of Mercinae, Thakria, Parrius and Springdale

continue to pursue their diverse histories:


Thakria has long been stable and aggressively outward-looking under the

expert guidance of its Princess Narissa, also guildmistress of the

Thieves. Its citizen-base is growing, its guilds well populated (even

the Seers Guild which, until recently, was a husk of its former

glories, boasts a growing and increasingly effective membership).


Mercinae is on an upswing although its base was far less dynamic and

successful than its sister cities. Its newly crowned Princess is India,

guildmistress of the Mages, having recently replaced Fistandantilus in

the hope of a more active leadership re-igniting the fortunes of

Avalon's oldest city. Initial signs are positive and the city's

fortunes are looking up.


Parrius is led by Tetsuo, guildmaster of the Enchanters Guild, and

remains the least populated of the four great cities. It has lately

struggled to find a path independent of its alliances but is slowly

emerging from the shadows of Thakrian domination of its foreign policy

to forge its own path and ideals.


Springdale has endured the most tumultuous in-fighting in its history

over the past few Avalon years with factions competing for leadership,

warring over the soul of the city and its future direction. Kureishi,

the guildmaster of the Paladins was the most high-ranking casualty of

this civil strife with Ailiana of the Craftmasters emerging at last as

consensus Princess. It is a difficult task she must face - healing the

wounds and reuniting the city under common aims. Initial signs,

however, are positive as the leaders of those opposing her rule

gradually come to accept the will of the citizenry. Time will tell

whether Springdale, who during its internecine lost almost its entire

sphere of influence outside its city-walls, will be able to rebuild its

once prime position in the land. Certainly its future looks rosier now,

in the year 1198, than it did five Avalon years ago when all were at

one another's throats and the city threatened to split apart.


Joining the four great cities is a new centre of power, the

recently-expanded village of Oakwood's End. Fatalus, guildmaster of the

Craftmasters and one of the finest traders in the history of the land,

bought the village just west of Springdale (his former home) and

proceeded immediately to use his vast resources to build a mighty

fortress into the rugged hills just north of the village's traditional

centre. This fortress houses Fatalus' fabled riches and, though it has

yet to make an impact on the continent beyond, is the focus of much

attention from leadership of the great cities. Rumours abound of its

trying to tempt existing guilds to move within its walls and already it

has managed to put together an egg filled with treasures to bind the

dragon of Sapience to act for Oakwood's End; something unheard-of

merely a decade ago. One other mortal is closing in on the purchase of

a village and, should he achieve this goal and Fatalus' expansionist

approach continue undiminished, the socio-political landscape of Avalon

may be changed forever.


Despite a brief flaring of interest in the Necromancers Guild and the

disbanding of the Bandits Guild (as the majority of its members joined

the Thieves) there had been little change in the make-up of the land's

many guilds until the creation, just recently, of the Druids Guild.

With a contentious birth - the Animists had been the only

representative of its profession since time immemorial - the Druids

have begun their life under the leadership of Lamothe, long-time

animist and follower of the god of light. Its future is uncertain,

however, and it remains under the watchful eye of Olympus to determine

whether it will be a permanent addition to the land (the extent of its

membership and their influence will determine that). Even in its

fledgling years it has courted internal controversy with many members

departing due to disputes with the guildmistress. We shall see whether

those in favour of the Druids Guild will prevail over those keen to see

its closure and retain the Animist Guild's monopoly on the skillset of

the profession.



SECTION VII: EVOLUTIONS: COMING UPDATES, WARFARE, SUBMISSIONS, CURRENCY


Avalon is now pleased to boast a full-time coder in addition to the

various contributors to its ongoing design and game-writing. Sebastian,

keeper of the scrolls, is the avatar of the coder and you will find him

most receptive to problems (genuine, rather than invented). His e-mail

is sebastian@avalon-rpg.com and ideas may be pitched to him before they

are considered by the pantheon as a whole. Much thanks is due to him

for the speedy implementation of the world event quests, the hundreds

of tweaks and fixes lately pushing Avalon along and his help given

freely to those mortals in need of aid understanding their abilities or

discovering problems requiring coder attention.


Warfare is to be expanded during the month of December, assuming there

is no ongoing military conflict in the land, with siege engines and a

pile of tactical/logistical additions in the pipeline. The present

overbias in favour of fortifications nullifying potential battlefield

conflict is to be redressed as priority. As a toe-in-the-water for the

eventual completion of Seafaring, there are plans to introduce coastal

and river warfare via ships/boats, in addition to islands close to the

mainland. No more will be said of the islands here to allow the first

explorers the joy of discovery and subsequent storytelling. The aim is

to bring the warfare evolutions to light before the third world event

quest is begun, but we'll see how scheduling works out with the holiday

season fast approaching.


There are a handful of abilities yet to be implemented in the Farming

and Labours skills - and the lack of these has caused some commodity

shortages. Some of these abilities will be removed to perpetuate

quality trading of rare commodities while the rest are due for

implementation over the next few months alongside the other more

'glamorous' additions to the land. Keep an eye on the public bulletin

board for relevant messages from Sebastian, Genesis or Apollo.

Suggestions for these generic, everyman skills are particularly welcome

- since they do not impact on the complexities of combat balancing,

there is greater freedom to implement quality ideas quickly.


In addition to the continent-wide 'world events' there will be further

new quests - independent in nature, yet of greater scope than the

standard single-player variety most commonly undertaken. Some of these

are to be contributed by Avalon players and I should take this chance

to remind everybody that we are ALWAYS keen to receive quality,

original proposals for additions to the land. Quests, especially, are

likely to quickly find their way into the land. A thank-you, therefore,

to those who have recently made their contributions: you know who you

are.


Those of you based in the US may have found the exchange rate dollar to

British pound most unfavourable lately as the dollar grows weaker and

weaker against European currencies. Avalon will be attempting to do

what it can to mitigate that problem and ensure the American (and

Australian) players are not penalised, pricewise, because of the

continuing drop in the value of the dollar. To some extent Avalon will

swallow the cost itself since we are well aware that a 50% fall in the

value of the dollar against the UK pound means an effective price hike

of 50% for those Americans subscribing to Avalon. Naturally this isn't

our intention. We will do what we can.


- NEWSLETTER 2007 ENDS -



website: http://www.avalon-rpg.com

general email: support@avalonpublications.com

overall design/gamewide queries: genesis@avalon-rpg.com

coding/bug related matters: sebastian@avalon-rpg.com

website affairs: webmaster@avalon-rpg.com

postal address: box 3348, sheffield S10 3WS, s yorks, united kingdom.


(c) Avalon September/October 1989 to date-of-writing November 2007; and

on, and on, and on, and on...

HelpSection 34
News2007

34 - Cellar Door.

  • Back to Index
  • 34.1 - Email
  • 34.2 - Newspaper1
  • 34.3 - Newspaper2
  • 34.4 - Samaritan
  • 34.5 - Sebastian
  • 34.6 - Amethyst
  • 34.7 - Emerald
  • 34.8 - Sapphire
  • 34.9 - Diamond
  • 34.10 - Topaz
  • 34.11 - Coral
  • 34.12 - Ruby
  • 34.13 - Amber
  • 34.14 - Onyx
  • 34.15 - Malachite
  • 34.16 - Cornelian
  • 34.17 - Ebony
  • 34.18 - Pearl
  • 34.19 - Opal
  • 34.20 - Moonstone
  • 34.21 - Ghostsecond
  • 34.22 - Childhood
  • 34.23 - Bygone
Help - Section 34
EmailNewspaper1Newspaper2SamaritanSebastianAmethystEmeraldSapphireDiamondTopazCoralRubyAmberOnyxMalachiteCornelianEbonyPearlOpalMoonstoneGhostsecondChildhoodBygone
Avalon, Est 1989

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    • Great Past Events
    • Player Memoirs
    • Tales From Old Avalon
  • World
    • Cities
      • Mercinae
      • Thakria
      • Parrius
      • Silverfalls
    • Guilds / Classes
      • The Knight Class
        • Knights Guild
        • Warriors Guild
        • Cavaliers Guild
      • The Mage Class
        • Mages Guild
        • Enchanters Guild
        • Warlocks Guild
      • The Sorcerer Class
        • Sorcerers Guild
      • The Thief Class
        • Thieves Guild
        • Assassins Guild
      • The Ranger Class
        • Rangers Guild
        • Brigands Guild
      • The Seer Class
        • Seers Guild
        • Mystics Guild
        • Astrologers Guild
      • The Loremaster Class
        • Loremasters Guild
        • Alchemists Guild
        • Artisans Guild
      • The Druid Class
        • Animists Guild
        • Druids Guild
      • The Bard Class
        • Bards Guild
        • Sirens Guild
    • Maps
    • Rollcall
  • Info
    • About Avalon: the first online MMORPG?
    • MUD Clients
    • Blind Player Support
    • PVP Combat in Avalon
    • Theory of Combat Balance
    • Name Lists and Generators
      • Famous Wizard Names
      • Famous Witch Names
      • Mythical Creatures
    • Press and Articles
      • Raw Factsheet: the first online RPG?
      • Roleplay chat games meet Roleplaying for Real, by Cornelius
      • Roleplaying, but how far? by Cornelius
      • Why aren't you an MMORPG? by Cornelius
    • Misc Materials
      • Fantasy Life Simulation
      • Fantasy World
      • Text Based Adventure Games
      • Modern History
    • Ancient History
    • Ordinations
  • Crowns
  • Vale Blog
  • Play for Free!
  • Avalon RPG
  • Play Now
  •   Menu
  • Avalon RPG
  • Guide
    • Connecting to Avalon
    • Building a Character
    • Growth and Skills
    • Items and Equipment
    • Communication
    • Geography and Navigation
    • Allegiances and Loyalties
    • Politics and Government
    • Farming and Labours
    • Trade and Crafting
    • Warfare and The Battlefield
    • Quests and Events
    • The Theory of Combat
    • Self Defence and PVP Basics
    • Picking Fights
    • Crowns and Purchases
  • News
    • Avalon Online RPG - Latest Updates
    • Bulletin Board in Avalon
      • Public BB
      • News BB
      • Pacifists BB
      • Merchants BB
      • Fighters BB
      • Treaties BB
      • Duellists BB
      • Alumni BB
      • Warfare BB
  • Manual
    • Getting Started
      • Introduction to Avalon
      • Novicehood - The First Steps
      • The Avalon Game World
      • The Basic Command Set
      • Communication
    • Building Your Character
      • Overview
      • Combat
      • State of Health
    • Rich Environs
      • Specifics of the Avalon Worldsystem
      • Items, Creatures and CCCs
      • Geography - Overview, Cities and Curiosities
      • Avalon game world: Towns and Villages
    • Guilds and Professional Classes
      • The Guild and The Guildmaster
      • Character Classes - the Avalon Professions
      • The Avalon Guilds
    • Skills and Subtle Abilities
      • Skills: by Professional Class and by Important Commands
      • The Avalon Skills System
    • City Socio-Politics
      • The City-State
      • Government and Governmental Commands
    • Strategic Warfare
      • War, Conquest, Tribute and Geopolitics
      • The Battlefield Guide: Legion Command and War
    • Gods and Goddesses
      • Patronage and the Gods of Avalon
      • The Pantheon: about individual Gods and Goddesses
    • Histories since 1989
      • History and Legend
      • Avalon Player Memoirs
      • Cellar Door
      • Avalon Archive
    • Combat and Competition
      • Events, Quests, Contest and Organised Competition
      • Articles on Avalon Game Theory and Combat Fundamentals
    • Reference
      • Miscellaneous Avalon Game Documentation
      • Information: Tables and Lists
      • The Avalon Game Environment (Non-Role)
      • Appendices and Extras: in Avalon
      • Miscellaneous Help and Info: Out-of-Avalon
  • History
    • 15th Century ADW
    • 14th Century ADW
    • 13th Century ADW
    • 12th Century ADW
    • 11th Century ADW
    • 10th Century ADW
    • 9th Century ADW
    • Great Past Events
    • Player Memoirs
    • Tales From Old Avalon
  • World
    • Cities
      • Mercinae
      • Thakria
      • Parrius
      • Silverfalls
    • Guilds / Classes
      • The Knight Class
      • Knights Guild
      • Warriors Guild
      • Cavaliers Guild
      • The Mage Class
      • Mages Guild
      • Enchanters Guild
      • Warlocks Guild
      • The Sorcerer Class
      • Sorcerers Guild
      • The Thief Class
      • Thieves Guild
      • Assassins Guild
      • The Ranger Class
      • Rangers Guild
      • Brigands Guild
      • The Seer Class
      • Seers Guild
      • Mystics Guild
      • Astrologers Guild
      • The Loremaster Class
      • Loremasters Guild
      • Alchemists Guild
      • Artisans Guild
      • The Druid Class
      • Animists Guild
      • Druids Guild
      • The Bard Class
      • Bards Guild
      • Sirens Guild
    • Maps
    • Rollcall
  • Info
    • About Avalon: the first online MMORPG?
    • MUD Clients
    • Blind Player Support
    • PVP Combat in Avalon
    • Theory of Combat Balance
    • Name Lists and Generators
      • Famous Wizard Names
      • Famous Witch Names
      • Mythical Creatures
    • Press and Articles
      • Raw Factsheet: the first online RPG?
      • Roleplay chat games meet Roleplaying for Real, by Cornelius
      • Roleplaying, but how far? by Cornelius
      • Why aren't you an MMORPG? by Cornelius
    • Misc Materials
      • Fantasy Life Simulation
      • Fantasy World
      • Text Based Adventure Games
      • Modern History
    • Ancient History
    • Ordinations
  • Crowns
  • Vale Blog
  • Play for Free!