I have not written about TorilMUD in ages. Honestly, I haven’t even logged in to check up on the place in a long time.
But the old world of text that I started playing more than 22 years ago lives on and gets updated from time to time. The last time I mentioned it was when they announced the end of their harsh death penalty, which was the model that EverQuest used back in the good/bad old days. That was about a year back.
That have had a couple of other updates posted to their Tumblr news site since then, but last night one showed up that I had to mention.
The main topic of the update was the introduction of a new class of spells called “cantrips,” which my brain immediately parsed as “can trip.” Hrmmm…
But what caught my eye about the update was this item listed under “other changes”
Elves can now start in Baldurs Gate and Silverymoon. They can also use the Leuthilspar elfgate as early as level 1. Free the elves!
Free the elves indeed.
For those unfamiliar with the game… which is probably everybody reading this… one of the quirks of TorilMUD up until this change was that elves had a single home town in which they could start. That was Leuthilspar, on the island of Evermeet, a location those familiar with the Dungeons & Dragons Forgotten Realms campaign setting might recall.
But elves were not just required to start in Leuthilspar, they were required to stay on the island of Evermeet until they hit level 20… because… well… level 20 was a special level back in the day. It was the “coming of age” level. You could petition for a last name. You were finally allowed to see your stats as numbers rather than possible ranges.
And, if you were an elf… or a half-elf that chose to start in Leuthilspar out of some sense of masochism… you were finally allowed to use the elf gate at the east end of town and leave Evermeet for the big city, Waterdeep.
This was a significant moment in the life of any elven character because, back in the day, Evermeet was a bit of a dump. There was the town itself, where the guards would slaughter you if they caught you fighting… and remember that whole harsh death penalty thing. So, for adventures you had to head out to Kobold Village, which was fun but contained its own perils, the Faerie Forest, a place to get lost in, and the Elemental Glades, which had its own issues.
Short of starting in one of the evil race home towns, which were designed to be a challenge for experienced players, Evermeet was the worst of the home towns. This wasn’t because its local area was bad. Starting as a gnome, a halfling, a dwarf, or a barbarian meant having absolute crap content to hand. But they could all head to Waterdeep, around which there was ample content for leveling up, content with plenty of drops that groups could tackle from levels 1 through to about 40.
Elves had to make do with what they had, and while the zones were not bad, they lacked in equipment drops. You could always spot a newly arrived elf in Waterdeep because of the paucity of their gear. They might have a bronze sword, a pearl earring, a bit of string tied around their finger, and the inevitable cloak of forest shadows. And, of course, these elves would be gawking a the locals, amazed at all the gear they had. Good gear. With actual bonus stats and such.
Of course, the newly arrived elf couldn’t afford to buy any of that gear, because they had likely left Evermeet with only a few coins in their pocket and not much of value to sell or trade. And it was always some work to get into groups because you couldn’t compete with the well geared locals. But if you persevered, you could close the gear gap and catch up with the rest of the world.
And you were a member of a special club. You had made it through the privations of the elf homeland. You would, of course, help any new elf you saw standing at the gates of Waterdeep, trying to unlock them after they had closed for the night saying the word “peace” over and over. (That unlocked the gates of Leuthilspar at night, but for Waterdeep you needed the key that Lord Piergeiron carried on his person or a rogue with a high lockpick skill.)
And, as an elf, you might never go back home. If you were a cleric or a druid, so your word of recall spell would bring you back to Leuthilspar, you might frequent the place after level 20. But other classes had to take a ship to the Moonshaes and travel quite a ways in order to find the elf gate that would return them to their original home. It generally wasn’t worth the effort.
Because I started most of my main characters on Evermeet, getting through those first 20 levels is very much a part of my memories of the game, much more so than any of the early zones in the main world. I even wrote a series of posts about them under the tag Leuthilspar tales.
- Getting to Kobold Village
- Exciting Ways to Die in Kobold Village
- The Kobold Temple of the Unholy
- Lost in the Faerie Forest
- A Visit with the Tako Demon
- Fox Tails, Goblins, and Bandor’s Flagon
- The Age of the Discriminating Vendor
Over the years the lot of the elves was improved. One of the players Xyd and I started playing with way, way back in the day, Rylandir, went on to become one of the game admins for a while and created a number of zones for Evermeet. The first in, the Eldar Forest, was especially helpful, had some good quests, and dropped some gear. Level 20 elves eventually stopped showing up in Waterdeep looking like beggars.
And now… well, elves can run straight to Waterdeep… which is probably a good thing. The population of TorilMUD has dwindled over the years. No longer can you log in on a Friday night and find more than 100 players online. But there does seem to be 20 or more around whenever I take a moment to check in.
But there was a time, long ago, when the life of an elf of Evermeet was desperate and poor. Somehow we survived.
Now that I look at my list of Leuthilspar Tales, I think I need to go back and finish it up by writing something about the Elemental Glades, the third… and strangest… zone of Evermeet from back in the day.
And, if all of this talk about the old days of TorilMUD has you in a nostalgia reverie, here are a few other choice posts about the good old days:
- 15 Years of TorilMUD
- How Information Access has Changed
- The Black Hole of Vendor Trash
- Dartan’s Portable Hole
- The End of a Trigger, The Expansion of Information
- The Salesman of Waterdeep
- The Way Questing Used to Be
- On Greater Challenges
- Echoes of a Crashing MUD
- Hauling Bronze Through Forgotten Realms
- Great Moments in Exploits – The Resurrection
- Nineteen Years Without Raising the Level Cap
- 20 Years of TorilMUD
Or you can just look at the whole TorilMUD category. There are only 56 posts total.
Some of those posts are old enough at this point that I am even feeling a bit of nostalgia for the point of time when I was able to remember that much about the game. Time flies like an arrow, fruit flies like a banana.
And, of course, if you are interesting in the game… because it is still up and running… you can find out more about it at their web site.