The River Clan home area is open for testing and should include most everything needed to perform crafting and other skill advancement. Rooms are designed to randomly spawn specific objects that are appropriate to their environment (timber in wooded areas, rocks in areas that accumulate stone, etc.). There are a few types of fauna in the area but none are outright aggressive (some will fight back, most will try to run). Specific animals have a chance to spawn variable items upon death but, keep in mind, most can be skinned and butchered for things as well.

All skills, except lead and the shamanic ones are available for teaching from elders in the game. In addition, players that master a skill can teach it to other players. Communication is limited to the in-game lexicon (help lexicon) and the use of emotes/semotes. Age of "maturity" for players and will limit both sexual interaction as well as initiating attacks on animals. Until a player is age 13 or greater they will not be considered to have performed the rite of passage that goes along with being a hunter (help clans).

There are a few "homes" available at the clan camp and get claimed at level 10 or higher  and can have up to two other players share it (home comclaim, abandon, hutmate). Homes and the communal hut will save objects over reboots. Players don't *have* to have a home and most will tend to use the communal hut for shelter. I would normally think that bonded couples and/or leaders would get them before others, but I will make some more in the future if it looks like a necessity.

I am working on the expansion of the lands eastward towards the tundra plains/grasslands but this initial area was *very* important in ways beyond simple room building, so I would like players to basically try to *live* here and give me feedback on anything strange that probably should not happen. I spent a good day of just fine-tuning and debugging and worked out at least 4 or 5 little (but important) facets. Please use the forum for testing feedback.

 
Welcome to CoG 02/06/2009
 

Welcome to my second "official" mud! For those who never tried Age of Reptiles, you will soon discover that I have a penchant for working on very "niche" type mud settings and some might wonder why I bother to do so. What it comes down to is that I build muds based on things I love. Age of Reptiles is based on a comic series about dinosaurs, both things I love, and, like it, CoG is about something I have a strange attraction to, genre-wise.

If you like the idea of playing in a realistic setting similar to the world of The Clan of the Cave Bear (essentially primitive humans in a prehistoric world) with role-playing enforced and rewarded, then you will likely enjoy the challenging environment that CoG has to offer. Survival, teamwork and the character interaction involved with both are key elements to the mud.

Now, having said that, AoR players will see definite similarities between AoR and this mud, with the addition of many features that would be inappropriate to the former. There are many crafting, fighting and survival skills new to CoG, as well as homes, pets and other new enhancements. The game begins with a single clan/tribe but can expand overtime and, in addition to a clan chief, a notable member of each clan is the shaman, who possesses expanded medical skill ability, among other things.

I will be delineating some basic guidelines regarding how tribes function but will be modifying things as players develop the game, themselves. If an established chief desires to form a council for decision making, so be it. Any particular clan might have different laws, beliefs, rituals, taboos or traditions.

As mentioned above, a clan will have a chief and a shaman position, so I will be taking consideration as to whom I give those positions to initially.

The decision to put work into this new mud was mostly made with the intention of "broadening" the niche that AoR is and I hope it increases the playfield for its players with new things to do and more freedom in doing them.



 

    Author

    Voidrider (Richard Anderson) created the original Age of Reptiles mud in 2004 and it has gone through many generations of play. While not the sort of mud that appeals to everyone, he strives to hold true to the mud's source of inspiration.

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