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Embergloam

A world of words, alive with sound and wonder.

Embergloam is a free multiplayer text game that plays in your browser, with nine races, ten classes, and a world you read, hear, and share with other players.

Or bring your own client: telnet mud.embergloam.com 4001, or TLS on port 4443 · GMCP and MCCP

New accounts need an invite key for now: ask for one on the Discord.

The game isn't open yet. News of the alpha goes out on Discord first.

A MUD at heart

Rooms are still written in full, and what they look like is still yours to picture. What's new is around the text.

It sounds like somewhere

Each area has its own sound, and outdoors it changes at night. Steel on stone sounds different from steel on flesh, and every spell has its own sound.

Play it how you like

Play in the web client, or connect Mudlet or any other MUD client with GMCP. A screen reader mode keeps fights to short, clear lines.

Never short of company

Form a party and share the loot, trade, send mail, or settle things on the dueling green. If nobody's around, hire a companion.

Yours to describe

Choose he, she or they, and write what other players read when they look at you. With nothing written, they read a line drawn from your strengths.

Races

Your race decides where you begin. Each starts in its own country, with its own music and its own story to open the game, and leaves it for Embergloam its own way: by coach, by bark boat down the river, on a sky boat, or swimming alongside a riverboat. Every road ends in the same town. Pick a mark on the map, or a name under it.

A drawn map of the known lands: the town of Embergloam in the north, the places the nine races begin around it, and the wilder country to the south.

Treetop folk

Wood Elf

Quick hands and quicker feet, from the treetops of the Overwood.

Hear Thelen:

Begins in Thelen

Warrior, Rogue, Acolyte, Hunter, Druid and Bard

A people of the Overwood, the oldest and greatest forest in the realm, who live on top of it: the bough road runs from crown to crown, to a city no map shows. They hear the trees, and the trees answer in their own time. They keep no king: the forest chooses who leads. Tellers keep the tales, wardens hunt, menders tend. Their high cousins say they have gone a little feral, which they take as praise. Thelen is where the road comes down to the river.

Keepers of the light

High Elf

Bright minds and sure voices, from Vaeliriel, where it is never dark.

Hear Ilessane:

Begins in Ilessane

Warrior, Acolyte, Sorcerer, Hunter, Enchanter and Bard

A people of Vaeliriel, the heights at the crown of the world, where it is never dark: their Great Prisms pass the light from one to the next down the mountain. They built it before most peoples kept records, and not for show: in their country a shadow left standing gets up, and they have fought what gets up ever since. Worldly, exacting, and sure of themselves, with cause. Ilessane keeps the lowest Prism on the line, where the light is thinnest.

Deep-wood elves

Dark Elf

Sharp minds and a light step, from the deep wood of the Long Shade.

Begins in Lastbough

Warrior, Rogue, Acolyte, Sorcerer, Hunter, Necrolyte and Enchanter

A people of the Long Shade, the deep wood where the boughs close overhead and it is always evening. Few outsiders have seen it, and fewer describe it fairly. They study what others would rather leave alone, and have heard every word for that. Their high cousins call them a tragedy; they are too well-mannered to say what they call their cousins. Lastbough is the one door they keep, where the coach road ends and the Ushers show guests in and out again.

Deep-hall folk

Dwarf

Masons, smiths and shield-bearers from the deep halls under the Anvils.

Begins in Garrund

Warrior, Rogue, Acolyte, Hunter, Bard and Shaman

A people of the deep halls under the Anvils, who build in stone as nobody else can, and whose smiths' iron is asked for by name. Many clans, each under its Clanmaster, and every one has knelt to the Underking, who is crowned by birth. Proud, slow to forgive a slight, glad of a fight, and in a shield line as fine a sight as their halls. A serious people, until the second measure of ale. Garrund is their East Gate, where the deep road comes up into daylight.

Fog-shore tinkers

Gnome

Tinkers and salvagers from the fog-bound Gloaming Shore.

Hear Lanternhook:

Begins in Lanternhook

Warrior, Rogue, Acolyte, Sorcerer, Hunter, Necrolyte and Enchanter

A people of the Gloaming Shore, on the far side of the great lake, where the fog never fully lifts. They like it that way: it is quiet enough to think. Their cities lie inland. Lanternhook is the harbor the Salvors' Guild cut into the sea-cliffs, strung with lanterns so the boats can find their way in. Gnomish clockwork began with pieces salvaged from the ruins under it. They are proud of that, and don't think about it much.

Rain Road herders

Ogre

Big, loud and generous, from the backs of the behemoths in the Great Desert.

Hear Grumble:

Begins in Grumble

Warrior, Acolyte, Hunter and Shaman

A people of the Great Desert, who follow the rain across it on the backs of the behemoths: many-legged grazers, each carrying a camp. They keep their giant forebears' standing stones upright, because the sky-drifters that bring the rain steer by them. Anyone under the rain is their guest, and a guest is fed first. High elves find them embarrassing; ogres find that very funny. Grumble is one behemoth, sent out to a sky-drifter that fell.

Singers of the sea

Tidefolk

Swimmers and singers, from under the eastern sea.

Hear Ooraluun:

Begins in Ooraluun

Warrior, Rogue, Acolyte, Druid, Enchanter and Bard

A people of the open sea, who live under it and come up when they choose. Their towns lie on the reefs of the eastern sea, and few outsiders have seen one; the Tidefolk most people meet are pilots on the lakes and rivers. They live by the tides the Moon pulls, and they sing: a Tidefolk chorus carries for miles under the water, far enough to turn a leviathan. Ooraluun is an outpost on the edge of the open sea.

Fliers of the crags

Skyrook

Quick wits and short flights, from the floating towers over the western mountains.

Hear Aarak:

Begins in Aarak

Warrior, Rogue, Acolyte, Sorcerer, Necrolyte and Enchanter

A people of the crags out west, who share the mountains with the dwarves and keep the dwarves' high watch. They fly: not far, but far enough, and near a Rookmother, one of the elders whose hum holds their towers up in the sky, they can fly any way they like. They give their dead to the sky, and the ground-folk call them bonepickers for it. They are quick, and fond of anything that shines. Aarak is their easternmost roost, floating over the foothills.

Lakeshore farmers

Halfling

Quick hands and good cheer, from the farms just across the water from Embergloam.

Hear Sweetwater:

Begins in Sweetwater

Warrior, Rogue, Acolyte, Hunter, Druid and Bard

A people of the farms and gardens round the lake, who grow most of what Embergloam eats, and make up much of the town besides: it is a halfling town, though few who pass through it notice. On market days they bring their carts in over the stepping stones by the Ring, as they have since long before anyone thought to ask what the Ring was for. Welcome anywhere, and consulted nowhere. Sweetwater is their nearest hamlet, across the water from the town.

Classes

What you do in a fight, and in a party. Under each are the races that can take it up, and what it becomes when it is promoted.

Tank and Striker · Melee · Rage

Warrior

Stands in front and grinds it down: shield, parry and extra attacks.

Promotes to a Champion at 25

Every race · Easy to learn

Abilities and talents

Striker · Melee · Energy

Rogue

Decides when the fight starts: sneak, hide, and open with a hit nothing else can match.

Promotes to a Shadowblade at 25

Wood Elves, Dark Elves, Dwarves, Gnomes, Tidefolk, Skyrooks and Halflings · Moderate to learn

Abilities and talents

Healer · Caster · Mana

Acolyte

The healer that can still go it alone, and whose heals burn the undead.

Promotes to a Cleric at 25

Every race · Easy to learn

Abilities and talents

Caster · Mana

Sorcerer

No swing timer and no second resource: arcane and fire, and which spell is worth its cast.

Promotes to an Archmage at 25

High Elves, Dark Elves, Gnomes and Skyrooks · Easy to learn

Abilities and talents

Striker and Pets · Ranged · Focus

Hunter

Starts the fight three rooms away: a bow down the corridor, a pet at its side, and a hatchet for whatever gets through.

Promotes to a Ranger at 25

Wood Elves, High Elves, Dark Elves, Dwarves, Gnomes, Ogres and Halflings · Moderate to learn

Abilities and talents

Caster and Pets · Mana

Necrolyte

Kills slowly and on purpose: curses, rot that gets worse the longer you leave it, and at 10 a corpse that gets up to fight for you.

Promotes to a Necromancer at 25

Dark Elves, Gnomes and Skyrooks · Hard to learn

Abilities and talents

Healer and Caster · Mana

Druid

Shapes the place it fights in: seeds that sprout late, heals that bloom, and the weather feeding both.

Promotes to an Archdruid at 25

Wood Elves, Tidefolk and Halflings · Hard to learn

Abilities and talents

Support and Caster · Mana

Enchanter

Wins by what it does to the fight: mesmerizes the extra ones, slows the rest, hastes its friends, and at 10 charms a foe to fight for it.

Promotes to an Illusionist at 25

High Elves, Dark Elves, Gnomes, Tidefolk and Skyrooks · Hard to learn

Abilities and talents

Support and Striker · Melee · Verve

Bard

Fights in the front row in plate and plays while it does: songs that lift the party or the whole room, and songs that turn on the foe.

Promotes to a Virtuoso at 25

Wood Elves, High Elves, Dwarves, Tidefolk and Halflings · Moderate to learn

Abilities and talents

Healer and Support · Caster · Mana

Shaman

Heals and fights in mail with an axe or a mace: binds spirits into its friends' weapons, lays poison and fever on its foes, and turns its own blood into mana.

Promotes to a Mystic at 25

Dwarves and Ogres · Moderate to learn

Abilities and talents

How it plays

What you do once you're in, from your first quest to your class's promotion.

Questions

What is a MUD?

A game many people play together in text. Each room is described in words, and you act by typing: north, look, kill rat. Embergloam keeps the words and puts sound, weather and a map around them.

Do I have to learn a lot of commands?

A few to start. help lists every command, and guides explains each part of the game. In the web client your abilities sit on an action bar you can click or bind to keys.

What does it cost?

Nothing: it's free to play.

What happens when I die?

You wake at your bind point a few seconds later, with all your gear. From level 10 a death costs a tenth of a level in experience, and it never takes a level away. A Cleric can raise you where you fell and give most of it back.

Can other players attack me?

Not until you earn your first rune, and then only players whose rune is yours or the one just above or below it. The town and the country around it are at peace, and a death to another player costs no experience. To fight a friend for fun, call them out to a duel on the Whistling Green.

Can I see what's in the next room?

Yes. look east looks down the line of rooms that way, further as your Perception grows, and Perception grows as you use it. From rank 100 you notice creatures in the rooms around you without looking, and your map marks them by how dangerous they are to you. A Warrior's Charge and a Rogue's Distract choose among the rooms you've noticed.

Can I fight from another room?

A caster's spell at one target reaches into a room next door you can see, and a Hunter shoots down a whole line of rooms. Spells that strike a whole room stay in their own room, and no spell reaches two rooms away.

Can I play alone?

Yes. With a rune you can hire a companion to fight beside you, and several classes keep a pet. When you do want company, each player in a party gets their own loot, and rare gear is rolled for.

How high can I level?

To 25, with runes lifting the cap on the way. There, a class bearing the Blue Rune is promoted and levels on under its new name, to its level 15 for now.

Will my character be kept?

Not yet. Characters made during the alpha are wiped before the beta, and the beta's before release, so the game can still change freely while it's tested.

I found a bug. What do I do?

Type bug and what happened. It's sent with where you were and what you'd just seen, so a sentence is usually enough. typo, idea and feedback work the same way, and when a report is fixed a letter comes to you in the mail. What has changed is in the patch notes.

Ways to play

The same world, the same characters, whichever way you come in.

In your browser

Ember is the game's own client. Nothing to install: open the page and play.

  • Sound and music
  • Weather and fog on the page
  • Windows you can click and drag, an action bar and hotkeys
  • Scenes that hold the big moments on screen
  • Warm, cool and high-contrast colors

In your own client

Mudlet, or any telnet client. The text, the map and every command are the same, and Mudlet is sent the game's own interface: bars, your action bar, a map that draws itself as you walk, and chat.

telnet mud.embergloam.com 4001

  • GMCP: Char.Vitals, Char.Status, Char.Combat.*, Char.Quests, Char.Party, Char.Talents, Room.Info, Comm.Channel.Text and more (help gmcp)
  • MCCP compression, for clients that ask for it
  • UTF-8, offered by CHARSET
  • Encrypted on port 4443 (TLS): in Mudlet, tick Secure

With a screen reader

Type screenreader on in either client. It drops the lines drawn from repeated symbols, which some readers speak one symbol at a time.

  • combat brief on shortens combat to what matters
  • Combat events over GMCP, for sound packs