About Cardea
Minimum Specifications
A (working) PC, a Modem, a telephone line w/dial tone, two fingers,
a dictionary, suspension of disbelief.
Recommended Specifications
A Telnet Client (e.g. Cerberus, Zmud or Rapscallion for Mac),
characterisation, IQ in double figures, eight fingers and at least
one thumb, a thesaurus (look it up in your dictionary.)
Features
* An interactive and dynamic Roleplaying environment.
* An immensely detailed and rich simulated world.
* Ongoing plots and stories, overseen and managed by experienced deities.
* With optional credit purchase, this is the worlds first Shareware Mud.
* No stock areas, quests or systems! 100% original work, from a team with over fifteen years of roleplaying and writing experience.
* The chance to be part of Cardean history, as the world flourishes from its birth.
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Read Cardea's in-game history here.
Cities
Cities form the very heart of Cardea, the centre of life, and
the pulsing lifeblood of the land flows through them. Nearly
every mortal who has has walked the land has chosen to become
a citizen of one city or another, and few are those who
manage to survive without the valuable resources that
citizenship can bring.
Four cities, thus far, have been discovered, yet still
are heard tales from travellers and sailors alike of distant
lands where may be found even more bustling centres of
civlisation.
Arboria, City of Trees, nestles in the verdant growth of the Oakenwood,
far into the eastern reaches of the realm of Ashordin. There,
watched over by its rulers and patron, the city flourishes, a place
of peace and reflection, borne of the very essence of Nature itself.
In the midst of the burgeoning city stands a mighty Mallorn tree,
so large that the wealthier districts and city edifices are built
nestled amongst its branches, shaped by the skills of the ancients, so
that the tree yet lives.
Travel across the world, to the distant western coast, and the
Broken Isles, and there you will find Aquitane, the City of Legend.
Aquitane is a place of deep mystery, for it is founded upon the
ruins of some other civilisation, whose art and knowledge can
be glimpsed in fragments all about the city. In modern times has
the City of Legend become rediscovered, and now serves as a bastion
of light and justice in a shadowy world.
Far to the North, upon the Shining Coast, and looking out over
the Sea of Tranquility stands Maine, City of the Free, built
upon a rocky island in the delta of the River Gonfalas, where it
pours into the waiting ocean. Maine has sprung up there from
the vistations of traders and ships from all over the world, and has
become a haven for the villanous, anonymous and those seeking
freedom from repressive law and society. Still, the city grows
daily, its haphazard and changeable government proving suprisingly
effective. (Read Maine's newspaper, the Maine Free Press, here.)
Last, as we turn our eyes to the cold, mountainous lands of the south
we espy Nineveh, the City of Shadows. The oldest city of Cardea, and
also the first to fall prey to the Mists of Ashordin, this place welcomes
few, and evil lurks abroad in its streets, flaunted and used to secure
power in its blackhearted society. Despite this, it has become
the seat of power of dark empire, and the talons of its rulers and
Patron can be felt in far distant places.
The Guilds
Throughout the more civilised areas of Cardea, most often in the
centres of trade and commerce, there are to be found the chapter
houses of the vocational guilds.
These guilds are founded by like minded individuals, for the
collective purpose of advancing the morals, beliefs, goals
and knowledge of the said guild.
These purposes range from religious and professional interests,
such as might be found in the Templars and Alchemists guilds,
through to higher purposes as evinced by the Druids and the
Keepers.
Very few who enter the lands of Cardea go long without joining
one guild or another, and often read the pages of this library
to gain further insight into guilds that may interest them.
The Druids guild are the guardians of the woodlands, and of the
wild places throughout the realms. They hold fast to the tenets
of Nature, in dedicated service, and know many secrets and places
forgotten. They are wild and cunning as beasts, and as enduring as
the forests from whence they draw their power.
The Alchemists guild are one of the oldest in the realm, operating
their lucrative business from the City of Maine. They are masters
of potions, runes and enchantment and their valuable services are
often in great demand.
The Troubadours serve as the historians and record keepers of the
world, and are schooled in prose, verse and song. Their talents are
many and diverse, and from their clever application, this newly
created guild has begun to secure a place for themselves in the grand
scheme of things.
The Diabolists conjure forth the power of the Abyss to do their bidding
and demons obey their each and every word. Their powers serve naught
but wickedness, and cause much pain and suffering to the world. Still,
their numbers are small, for the trials that one must face to wield
such mighty power are great indeed, and many falter and fail along
the way.
The Knights are dedicated to the upholding of Justice and Order wherever
they go, in service to their patron, Revelation, God of Light. Their
valourous number set forth in search of heroic quests, seeking out
fell creatures and bearding them in their lairs, or championing the
cause of the weak or needy, protecting them in times of dire need.
Similar to the Knights, yet curiously estranged from them, are the
Rangers, who stride the wildernesses of the land, defending the world
itself from the powers who would defile, or abuse it, for their
own purposes. The rangers are a hardy breed, well schooled in the use
of arms and of stealth.
Within their towers can be found the Mages guild, those who wield the
power drawn from the very fabric of existence. The mages are scholarly
and bookish, but should not be taken for weak foes, for the power they
command is the equal of all others, and their spells can destroy as
easily as create.
Within the shadowed city of Nineveh can be found the chantry of the
Templars, warrior priests dedicated to both the forces of Law and of
Darkness. It is their sword and faith that enforces the will of the
Iron Empire, and its cruel rulers.
Through those very shadows, if one looks closely, can be seen the
forms of the Thieves, sliding through the streets to go about their
deeds. Masters of deception, poison and stealth, a Thief makes a
dangerous opponent indeed, and death often comes before sight of
the hand that delivers it.
With all this pain and suffering in the land, whether from the cruel
poison, the claws of a vile monster, or the hands of those engaged in
battle, there is always need for rest and healing. Such can be sought
at the hands of the Keepers Guild, deedicated to peace, reason and
equality. This ultimate act of civilised society ensures that all
may be given mercy and balm, regardless of their alliegences. All
Keepers, it is said, give a vow of pacifism, and to this day none
have been known to have broken their word once given.
Before I end this missive, I should tell you of one more thing.
Perhaps it is just a rumour, or perhaps not, but word reaches
my ears of a guild that dares to practice the darkest of all
arts, Necromancy, but all those that have dared to seek this
legendary guild out have met with strange curses, or even deaths,
that drive them away.
The Divine Pantheon
Above all else in Cardea there stand the Gods themselves, beings of
incredible power, with existences so incomprehensible as to be beyond
the scope of this poor writer.
They scheme and plan, create and destroy, reward and punish, but the
methods by which they work, and the reasons for which they act are
far beyond the minds of mortals, even though the touch of the Gods
can be felt in all places and in all lives.
For weal or for woe, as blesing or bane, but Gods they are, and only
the foolish would seek to deny their existence or their power.
Greatest, wisest and above all other Gods there is Tarkun, The Creator,
and it is from Him that all things spring, and that all things must
return. He seems most distantly removed from the mortal world by
His lofty position, but is at the same time most inscrutably bound
to each and every tiny action, to each mote of His Creation. Of all
the Gods, only Tarkun has no mortal following, having transcended the
need for worship under which all other deities must labour.
But Tarkun is opposed, for with each creation comes the taint of Chaos,
and the touch of Untergrax, the Unmaker. This fickle power is alike
to Tarkun, and yet unlike, seeking the ultimate destruction, reformation,
and destruction again of Cardea, in an unending cycle of death and rebirth.
But it is whispered, though out of earshot of the other Gods, that without
the Unmakers entropic caress, the world will be all order, and nothing
would ever be made anew. Take care lest you mark Untergrax as enemy or ally,
for at one turn he can be one, and again, he could be the other.
To guard against the Unmaker, Tarkun has called forth other Gods from
across Creation, and bound them by His Will, and they are called the Primal
Gods.
Ashalon, God of Darkness, rose from the firstborn race of Cardea, and alone
came to defy Tarkuns power, some say lured by the Unmaker into His
scheming, but now this terrifying power serves Tarkun, ensuring that
Chaos is held in check amongst the fell creatures and darkest souls of
the land. It is by Ashalons hand that evil comes into the realm, through
bloodshed and death, through domination and power.
Ashalons power is great indeed, but to ensure balance, and to battle chaos,
Tarkun set forth the God of Light, Revelation, from the blood of Mortality,
setting him high in the Heavens to oppose the Darkness, which had already
claimed the essence of Janus, his brother and torn him from the Heavens.
Revelation holds both Justice and Valour in his hands, and stands the
eternal watch against the enemies of Creation, tempered by the wisdom
and kindness that his heart held in mortal life. From Revelation comes
Valour and Honour, and to him are called the strongest of hearts.
Whence came Mortal, and the war with the Firstborn, Tarkun rewarded his
faithful with the gift of freewill, and at that moment was born Dante,
Goddess of Fate. She is the weaver of all destiny, and the closest to
mortal man of all the Gods. It is even said by some that She knows the
fate of the very Gods themselves. From the touch of Dante, comes Doom,
Destiny, Luck and Civilisation, as She encourages the spirit of man
to achieve.
Avenlora, Goddess of Nature, could be argued as the oldest of all the
Primal Gods, for She first walked the land when the Unmaker brought
Chaos to the natural world, spawning all of the myriad creatures and
plants that we see today. Tarkun set chose Her from the mortals, and
set Her to guard the sceme of Nature. As such, Her ways are often
incomprehesible to civilised minds, and Her actions can seem fickle,
as She reflects both the touches of Tarkun and The Unmaker upon Her
Realm. Hers are all the things that grow and live upon the land, as are
the seasons, and the environs of the Realm.
Of the other Gods, who reside within the Pantheon, three are of note.
First, there is Levana, Goddess of Newborns, whose wardenship it is to
watch over those born afresh to the Realm of Ashordin, brough forth
through his mists, devoid of memory of the past and often of their lives.
She it is to whom you should turn, if the world threatens to overwhelm
the senses or lose you in confusion.
Then comes Wraith, sometimes called the God of Fools, and few can even
begin to understand the insane mind of the Capering God. Tarkun only
smiles gently when asked of Wraiths, and does not answer, although a
few sages have dared to suggest that Wraith may have been the Unmakers
only attempt to elevate a God of his own. Wraiths sphere extends to
cover the jesters and clowns of the lands, and the minds of the harmlessly
insane. Suprisingly, His following is both large and active.
A God whom is rarely seen, and some say is another aspect of the Goddess
Avenlora is Durelon, Lord of the Skies. His domain are all the things of
the firmament, both moon and sun, stars and skies. He can send storms or
soft rain, howling gales or warming breeze, and from his lofty peaks
He surveys all below.
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