On this page, you can read stories that our players or the staff have written.
The copyrights to these stories belong to the writer and can not be used without the permission of the writer.
The first story on this 'book' is the Halloween Story that Darvus wrote in 2009.

| Affect | Magnitude |
|---|---|
| Speed | +110 |
| Melee Damage | +15 % |
| Magic Damage | -20 % |
| Defence | |
| Attack | -10 |
| Unique Body Positions | Hips, Tail, Lower-Neck |
Hailing from the planet Varna, the Space-Wolves have evolved in a harsher climate than Earth. They look a lot like the wolves they are named after - coarse fur, long snout, pointed ears and bushy tail - the difference being they walk on their hind legs instead of all fours.
The harsh climate and stronger gravity of Varna have given the Space-Wolves higher strength and vitality than earthlings, and they seem to be able to shake off some attacks that would knock others down. They've never been able to adapt completely to the earth environment and because of this, their balance and earthly common sense are a bit diminished.
"What'll it be?"
"I'll have a snake bite."
"All right."
Darvus looked around as the bartender went to fix the drink. On a normal night, he would be drinking water. This was not a normal night. It had started that afternoon, in his time.
It had been a sunny day, one where nothing could go wrong.
Except it had. Walking past the rift on his way to the docking bays, he noticed someone who was out of place in this dimension.
The figure wore a purple cloak, a silver dagger on his hip. His skin was fair, his ears pointed. He stood about 5'7, and had black hair, green eyes.
Most people in Darvus's time would confuse him with any normal Elf, sent on some obscure mission. Darvus recognized him as Talin, a member of the rogue thief guild he himself was a member of.
Stopping, he looked at Talin. What could he be doing here? he asked himself. As Talin glanced around, he met the Martian's gaze.
"Darvus, just the creature I wanted to see... I need to speak with you.
They walked along silently, people casting them strange looks from the corners of their eyes. Darvus was used to this. He was tall for a Martian, standing at 5'9, and he had multiple scars decorating his hands, one going from his right temple to his right jaw.
But, half of the looks were at the Elf by his side, he knew. As they walked, the Elf kept flipping his dagger into the air, catching it, and flipping it again. Talin had always been a bit of a showoff. As he flipped it again, Darvus's hand shot out, catching it by the blade.
"Stop drawing attention. You're not from here; you're strange enough as is."
Talin huffed, but put the dagger back. Darvus stopped outside of a small motel he'd been staying at, letting the computer scan his eyes before going in with Talin.
They were transported to his room. It was small, but cozy, with a queen sized bed at the back wall, a small television on a stand across from it, and a desk between them. Darvus took the only chair, and Talin sat on the bed.
"Who was it, Tal?"
"What?"
"Who died? That's the only reason they would send someone to come after me."
"Tor..."
Darvus's eyes widened, then narrowed, as he heard the news that his leader, the human who had been more of a father to him, was dead.
"Murdered?"
"Aye."
"By who?"
"That's the thing. It was a market full of people, but nobody saw anything?"
"What kind of weapon was it?"
"One of those fancy rocks you guys have."
"A grenade?"
"Yeah, yeah. One of those ones that shoots flames."
"An incendiary grenade." He sighed, closing his eyes, fighting back the pain.
"Humans are terrible. To make a device that powerful, and actually use it."
"Tell me about it." Darvus sighed, standing. "Very well. I will find his killer. I will make him suffer for his transgression."
Talin nodded, standing and walking out.
"What'll it be?"
"I'll have a snake bite."
"All right."
Darvus looked around. This was not a normal night.
He looked at the drink in front of him, picked it up, and tilted it back, swallowing it in one gulp. He felt the fire go down his throat, and slammed the glass on the table.
"Do you know of anyone selling incendiaries in this area?"
"Can't say I do. I didn't think you were the type of guy t--"
"I don't wish to purchase any. I wish to destroy the person who did."
"Something happened?"
"Someone killed my mentor."
"Harsh."
"Yeah."
"C'est la vie."
Darvus nodded. "C'est la vie..." he repeated quietly.
He stood. "Well, if you don't know anything, I'll be taking my leave."
"All right. Drink's on the house."
"Thanks." He turned, walking out, his eyes flashing in the light.
He looked around as he came from the rift. He was back in time, a few miles south of Olde Yorke. He walked into a small, worn down shack, his guild's headquarters.
In the only bed was a Dwarf by the name of Thunderbeard. Two humans were gambling off to the right.
"Where did it happen?" he asked.
The humans looked up, and one spoke. "Hey, Darvus. Come join us for--"
"Where did it happen?!"
"Just outside of the Blue Dragon Inn, in town."
"Thanks." He walked out, tail flicking. He was getting somewhere now.
He looked at the spot quietly. He knew it was the spot, because the stones in a ten foot radius were completely black. How there was anything left for them to identify Tor was a mystery to him.
He sniffed the air and winced. Along with the smell of burnt flesh, gunpowder, and such that could be expected, he also smelled burnt pumpkin. It didn't much surprise him. All Hallow's Eve was close, and even in this day and age, people would put pumpkins out as offerings to gods, thanking them for harvest, or carve faces into them to ward off evil spirits.
Except, it didn't work with corporeal beings, such as humans.
He sighed, walking into the Blue Dragon.
"Hey, Al."
"Darvus. What can I get for you today?"
"I want to know what you know."
"About what?"
"The man who died just outside your inn."
"Oddest thing. One minute, everything's going normal. The next, someone screams about a body with the flesh melted off his bones."
"You don't recall an explosion?"
"Nope. Almost like those time rifts might be freezing us, y'know?"
"Thanks, Al." He set down some gold. "That should be able to get you another pumpkin."
"Another pumpkin?"
"Yeah. You lost yours during the... Whatever it was. Burned them away."
"I haven't set out any pumpkins yet this year."
Darvus's eyes turned to slits. "I see... Very well, thank you for your time." He turned, rushing out. He looked at the burn again. It was only in the area in front of the Blue Dragon. Nobody else would have lost their offerings in the blast. He didn't know what it meant, but he was going to find out.
He stepped out of the rift into his time, looking around. "Need to find a com." He started walking towards the library, tail flicking. He walked in, going to the com area and sitting, opening a search site.
He started typing in searches, always making sure to include the words incendiary, grenade, and pumpkin.
After hours of search, he was no closer to figuring it out than that morning when he woke up.
Finally, he stood, striding out quickly, eyes darting around.
The next day, he stood, stretching. "I will avenge him... No matter what the cost." He pulled on his gear and walked out. The city was starting to look like Halloween was coming. He looked at a Jack-o-lantern, eyes narrowing. "Burnt pumpkins..." He sniffed. There it was. It was a very faint smell, from the candle inside of it scorching the edges.
But how did it connect?
He went to the library again, and searched jack-o-lantern.
The first result was a picture of a large robed figure, holding a lantern, with a jack-o-lantern for a head. The title was Jack of Halloween.
He scrolled down, looking at the myth.
Legend has it that many years ago, an evil spirit was summoned on All Hallow's Eve by a black mass of demons. In order to summon him, they sacrificed a human, giving the spirit a taste for mortal blood.
For years, he terrorized the world, killing any mortal in his way. Then one day, as he slept, a mortal crept up on him and chopped off his head.
The mortal paid dearly for this transgression, and the spirit wandered headless for many months, before finding a jack-o-lantern on somebodies doorstep. He took it, using it as his head, and taking the name Jack of Halloween.
Once again, he wreaked havoc on the world, until a mortal in the armor of the gods, using their power, sealed him away. He sacrificed himself to do so.
But, it's only a matter of time before the seal breaks. And when it does, Jack will be loose again...
Darvus sat silent for a moment, then closed the window, walking out of the library. He saw how it connected now. But he couldn't believe that an evil spirit with a pumpkin head was responsible for Tor's death. Especially not if he used an incendiary.
He walked along quietly, shuddering now as he saw the harmless pumpkins in a new light. He went to the rift, going through.
The figure looked down at the pathetic being before him, his jagged teeth froming into a deadly grin. "A Martian? I'm not familiar with that term."
"He's from a different time, sir. Meanin' no disrespect, but he might be a challenge for y--"
The man was cut off as Jack shoved three long claws through his throat. "I will find this boy who dares to hunt me, and I will make him pay."
Darvus wandered through Olde Yorke quietly, thinking. "If the legend is true, it's most likely going to happen here or in prehistory. Something like that lives on superstition, and nobody believes it in the more advanced times."
He sighed, thinking of how he could beat something like that. "I don't have an armor of the gods or whatever."
He shook his head. "But there must be some way."
He almost didn't hear the rasping breath from the alley way. He almost didn't smell the burnt pumpkins. He almost didn't see the flash of light as the figure pulled back into the shadows.
He almost got hit by the blast of fire.
He dodged, rolling at the last instant and looked up. Standing there was a tall robed figure, with a molded jack-o-lantern for a head. In his right palm was a small pumpkin, glowing with a green fire. In his left hand was a lantern.
His teeth formed into a grin. "Hello, Martian."
Darvus's eyes narrowed and he turned to run.
Jack smirked, chasing after him, lobbing the pumpkin bomb. It hit at Darvus's feet, causing green fire to cover a large area. Darvus barely managed to avoid it, jumping at the last instant. His cloak disappeared in fire, and he hissed as he hit the ground, still running.
"That's right! Run! We'll see if you hunt me anymore!"
Darvus bit his lip, wondering how Jack knew about him. Only one answer came to mind. Talin always had been a rat. He ran towards the time rift, Jack following him, slaying anyone who wasn't fast enough or scared enough to move. Darvus hit the rift, slipping through, praying for his own time.
He flew from his time's rift, still running. He would have to figure out a way to elude Jack, to trick him into a trap.
He really hoped the spirit couldn't see in the dark.
Night was falling as Darvus approached an abandoned warehouse, Jack still following him, though not as swiftly. He had plenty of people to kill now, and would take his time with it.
Darvus busted in a window, being sure to leave a bit of his shirt on a shard of glass, so Jack would know where to find him. He didn't have much of a plan, but what he had would have to do.
It was midnight when Jack finally entered the empty space, eyes glowing in the dark. While it didn't allow him to see the whole area, he could focus them like headlamps. His lantern had gone out during the day, and his pumpkin bombs didn't cast any light.
Darvus looked out from his hiding place, his eyes slitted to keep them from glowing. He had just cast a scroll of nightvision on himself, so he could see Jack clearly. He silently gripped the short sword at his side.
His plan was to cut off Jack's head while Jack was distracted. Not a great plan, but hopefully enough.
He picked up his dagger quietly, throwing it. It clattered to the ground. Jack turned to the source, focusing his eyes on the knife.
"Nice try, kid. But I know that trick." He turned to the crates to his left, where the Martian was hiding behind, lobbing his pumpkin bomb. It hit the crates, turning them to nothing. He laughed. "I win, kid!"
Darvus roared, swinging the short sword. It cleaved the head from Jack's body. Jack managed to catch himself and turned, looking at the youngling, holding his sword fiercly.
"Honestly, kid? You think just cutting me off will do? I'm far more powerful than--"
He was cut off as Darvus brought the sword down, slicing the head in half. He kept hacking until there was nothing left. The body fell. Darvus smirked.
"I win, Jack."
He walked out silently after retrieving his knife, looking around. He decided to go celebrate, so headed to the space bar.
If he'd stuck around a little longer, he would have seen Jack appear and lift the body of Talin into the air.
He would have seen Talin get absorbed.
He would know not to rest easy.
"Next year, Darvus... Next year, I will get you."
He cackled, disappearing in a puff of green fire.
We have the people who work and contribute their time to 4Dimensions, the Immortals.
And we have the wicked and devious builders resources located here.
And of course there's our players too. And here you can read the backgroundstories for those players who have applied for an RP-flag.
As a Seeker you will have a flaming red feather in your inventory. If you have this feather, you can toggle on the hintchannel. On that channel you'll get to see a hint on how things work in 4D every 3 minutes.
Some people think this is a bit spammy, and prefer to toggle it off. For those, there's a list below of all those hints mentioned:
* You can always toggle the Hint Channel off by typing nohint.
* If you log out, you need to turn the Hint Channel on again.
* If you find the gossip channel too spammy, toggle it off by typing nogoss.
* If you lose your feather, go 2 south of Recall and say I am new here.
* Recall Point is the center of 4 Dimensions.
* New players can get to Recall Point at any time by just typing Recall.
* The ability to use the Recall command lasts until level 40.
* You can quit in any room, and your equipment will autosave. Just type quit.
* If you want to visit the Seekers' Guildhall, just type hold feather.
* Elementary Square with Gordy the Greeter is the center of the Newbie Area.
* To get to Elementary Square from Recall, go north twice and say please at the gate.
* New players don't really die in combat until level 10.
* Later, when you die, you need to go back to where you died to get your corpse.
* Type meld to reunite with your corpse in the room where you died.
* You can also use the Crypt, 1 east, 1 d from Recall, to recover your corpse at a cost. (also a bank)
* You'll eventually automeld with your corpse but it might take some time.
* Type toggle to see all the options that you can toggle on and off.
* Type nobat to reduce the battlespam when fighting.
* On our website are several Maps of the Realms. Or you can visit this link.
* To learn more about the features in 4D, visit our Travel Agency south of Recall!
* Maproom 3 s of Recall, has descriptions of all zones and directions how to get there.
* You can also visit the Helpers' Library 1 down from the Travel Agency.
* Have a look in the Donation Pit 1 d from recall, if someone donated something useful.
* Don't carry too much weight, it will slow you down in combat.
* Carrying too many items might stop you from getting things you really want.
* You will need to hold a light once you venture out of the Newbie area.
* There is a ball of Light in the Donation Pit, 1d from Recall, but it disappears on logout.
* At the west end of Venture Way is a list of easy zones and a shortcut to 5 of them.
* Look < name > shows the equipment of a player. Exa < name > shows the description.
* Exa shows both the description and what is inside the container.
* Looking at every noun in a room description can give you hints how to solve a Quest.
* Listening and smelling sometimes give hints. You can also smell, taste and feel objects.
* Spellcasting classes use orbs or staffs instead of traditional weapons.
* Recite identification scrolls on all items you find to see their stats.
* Identify a melee weapon to tell whether it is a long or short.
* Short weapons are used best by rogue classes, long weapons by fighter classes.
* Spellcasting classes use orbs or staffs instead of traditional weapons.
* You can manifest weapons into an orb, which are used for spell-casting classes.
* There is a Healer west of recall for some basic protection and healing spells.
* Your clan hall has a Healer, a Trainer and some useful shops for food, drink and containers.
* If you're in need of assistance type newbie followed by your question.
* Don't share Quest information... that is considered cheating.
* You may only have one char logged on at the same time.
* Remorting becomes possible when you start scoring negative after level 50.
* You can either remort to a new Class or to a higher tier in the Class you've already got.
* Type score to show you basic stats about yourself.
* Type gold to see your financial state (coins and tokens).
* Type worth to see some important information about yourself.
* You can deposit and withdraw your gold in the room 1e, 1d from Recall, or in any bank.
* If you have a Bankbook you can deposit and withdraw your gold anywhere.
* Start battles with backstab if you have the skill. (cost: 20 MovePoints)
* Sleeping mobs can be backstabbed 100% of the time.
* Type corpse to see if there are any player corpses around.
* Type corpse track to find out the location of your own corpse.
* Player corpses cannot be looted or sacrificed under normal conditions.
* You cannot go beyond 'Learned' in a skill if you're only Tier 1.
* You can improve a skill by using it once it is practiced as far as possible.
* Try to learn the relevant precursor skills first. (Examples: melee or firearm).
* Use balanced weapons to increase speed, attack and defence.
* The Helpers' Library is 1 down from the Travel Agency.
* There's a second Donation Pit in Mudschool, 2 north from Lionel.
* To recover your corpse you need to have enough money in the bank.
* Make a habit of depositing your money, so you don't lose it! There's a bank 1e, 1d from Recall.
* Don't carry valuable tokens around, they can be lost or stolen.
* Tokens, bills, 4d credits and cauri shells are put in the Token Machine n w w from Recall.
* To see how much damage you'll probably do and take in a fight, use the command consider mob-name.
* When you're mounted you'll use up less movepoints than when you're walking around.
* Players with the race Centaur can be mounted - but only if they consent to it.
* After you've reached level 50 and remorted, you won't be able to use the Seeker's feather anymore.
* Try to find a Clan to join after you remort, info about the Clans is in the Clan Office south of Recall.
* After each remort your hp will go down again, but you'll keep your mana- and movepoints.
* Items you don't need can be junked or sacrificed, this will also keep the Realms clean.
* You'll regenerate faster when you're sitting or sleeping and when you're not hungry or thirsty.
* Skills and spells have to be trained at a Guildmaster.
* There's a Guildmaster in the Seekers' HQ; another n, e from Recall. Lionel in Mudschool is also one.
* To get rid of hunger and thirst drink from the free milkfountain east of Recall.
* There is lots of free food and drinks in the realms, and you can also buy both from shops.
* To see what an item does before you buy them in a shop, type id followed by the number of the object.
* Type list in a shop to see all the things that are for sale and their prices.
* To see what an item does or is, you can use scrolls of knowledge or scrolls of identify.
* If you see a 'Someone' talking to you it means that person is invisible to you, possibly an immortal.
* You can only respond to an invisible player with the command reply < message >.
* Reply < message > sends the message to the last person that sent you a tell, so use it with caution.
* To see invisible persons or objects you can quaff detect invis potions from the Magic Shop in Olde York or other shops.
* Grouping with other players is often useful in battle. Type help group to see how it works.
* Looking at an object sometimes gives info about what to do with it, identifying it gives more accurate info.
* Looking at an object can sometimes give Quest hints.
* To see the health of person you can type diagnose person.
* The command affect will show you what spells/skills you're affected by.
* To regenerate your healthpoints, visit a healer and type heal to get a list. Then follow the instructions.
* Type heal < kind of cure > at a healer to use it (be sure to look at the price first).
* There is a healer west of recall, one in your Guildhall, and several others around the Realms.
* To regenerate your healthpoints in battle, use cure or heal potions.
* You can buy cure potions in your Guildhall or 2s of Recall, but you can find better ones on your travels.
* You can improve most skills by using them, once they are practiced.
* Find out what addaffects an innate spell an object has by using an identify scroll.
* Different addaffects are best for different Classes. Str and con are good for all Classes.
* Fighting classes will like hitroll and damroll affects on their gear.
* Rogue classes will like speed and dex affects on their gear.
* Spellcasting classes will like int, wis and cha affects on their gear.
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4D has more features than many Pay-to-play Muds, but maybe the best of them all is that it is 100% free to play. No hidden agenda , where you suddenly find out that you have to pay real money to get access to the best things in the game, no cheesy 'donation equipment' that gives those with fat wallets advantages over others.
In 4D your success is totally dependent on your own gaming skills. But to make things a bit easier for you, we have gathered some information about our most prominent features under this heading.
To get an idea about what 4D can offer, run through the links on the left. The full potential of the game only unfolds as you play it, but this will give you a head start, because in 4D knowledge equals success.
There are better game clients available to use, and here is a walkthrough on how to get and use one, it is really simple.
ESPERS get a few powerful attacks through the use of their Psi abilities. But their main advantage is their evasion tactics. They can disable their opponents and take advantage of their weakened state. They also have a few nice protection spells. While Espers do not compare to Mages for damage, they are equally as physically weak. Like all the SPELLCASTING classes, Espers fight barehanded or can use an ORB or STAFF to enhance the power of their spells.
Espers, like Mages and Priests, prefer equipment that increases their Intelligence, Charisma and Hit Points.
Skills and spells:
For info about what the individual skills/spells do, see the page Skills and Spells
Espers get the following skills and spells:
Tier: 1 - Lev: 1 - Skill or Spell: 'life transfer'
Tier: 1 - Lev: 1 - Skill or Spell: 'manifest'
Tier: 1 - Lev: 2 - Skill or Spell: 'chill touch'
Tier: 1 - Lev: 2 - Skill or Spell: 'fortify mind'
Tier: 1 - Lev: 2 - Skill or Spell: 'mount'
Tier: 1 - Lev: 3 - Skill or Spell: 'detect poison'
Tier: 1 - Lev: 3 - Skill or Spell: 'word of recall'
Tier: 1 - Lev: 3 - Skill or Spell: 'infravision'
Tier: 1 - Lev: 3 - Skill or Spell: 'forsee'
Tier: 1 - Lev: 3 - Skill or Spell: 'riding'
Tier: 1 - Lev: 4 - Skill or Spell: 'minor identify'
Tier: 1 - Lev: 7 - Skill or Spell: 'shield'
Tier: 1 - Lev: 10 - Skill or Spell: 'confuse'
Tier: 1 - Lev: 12 - Skill or Spell: 'sleep'
Tier: 1 - Lev: 12 - Skill or Spell: 'fortify body'
Tier: 1 - Lev: 15 - Skill or Spell: 'detect invisibility'
Tier: 1 - Lev: 20 - Skill or Spell: 'magic missile'
Tier: 1 - Lev: 20 - Skill or Spell: 'static shield'
Tier: 1 - Lev: 21 - Skill or Spell: 'create food'
Tier: 1 - Lev: 23 - Skill or Spell: 'sweet dreams'
Tier: 1 - Lev: 24 - Skill or Spell: 'drunk'
Tier: 1 - Lev: 25 - Skill or Spell: 'armor'
Tier: 1 - Lev: 25 - Skill or Spell: 'detect alignment'
Tier: 1 - Lev: 25 - Skill or Spell: 'strength'
Tier: 1 - Lev: 30 - Skill or Spell: 'mana transfer'
Tier: 1 - Lev: 31 - Skill or Spell: 'shocking grasp'
Tier: 1 - Lev: 35 - Skill or Spell: 'detect magic'
Tier: 1 - Lev: 35 - Skill or Spell: 'cone of cold'
Tier: 1 - Lev: 39 - Skill or Spell: 'scribe'
Tier: 1 - Lev: 40 - Skill or Spell: 'poison'
Tier: 1 - Lev: 43 - Skill or Spell: 'recharge'
Tier: 2 - Lev: 5 - Skill or Spell: 'clone'
Tier: 2 - Lev: 5 - Skill or Spell: 'devine mind'
Tier: 2 - Lev: 10 - Skill or Spell: 'teleport'
Tier: 2 - Lev: 16 - Skill or Spell: 'haste'
Tier: 2 - Lev: 16 - Skill or Spell: 'protection from cold'
Tier: 2 - Lev: 32 - Skill or Spell: 'invisibility'
Tier: 3 - Lev: 4 - Skill or Spell: 'phase'
Tier: 3 - Lev: 6 - Skill or Spell: 'locate object'
Tier: 3 - Lev: 8 - Skill or Spell: 'mind electricity'
Tier: 3 - Lev: 8 - Skill or Spell: 'mind water'
Tier: 3 - Lev: 12 - Skill or Spell: 'group shield'
Tier: 3 - Lev: 16 - Skill or Spell: 'hold person'
Tier: 3 - Lev: 19 - Skill or Spell: 'psi panic'
Tier: 3 - Lev: 21 - Skill or Spell: 'dispel sanctuary'
Tier: 3 - Lev: 24 - Skill or Spell: 'group recall'
Tier: 3 - Lev: 24 - Skill or Spell: 'burning skull'
Tier: 3 - Lev: 25 - Skill or Spell: 'earth elemental'
Tier: 3 - Lev: 30 - Skill or Spell: 'charm'
Tier: 3 - Lev: 30 - Skill or Spell: 'energy drain'
Tier: 3 - Lev: 30 - Skill or Spell: 'vitalize'
Tier: 3 - Lev: 40 - Skill or Spell: 'gate'
Tier: 3 - Lev: 40 - Skill or Spell: 'evil eye'
Tier: 3 - Lev: 43 - Skill or Spell: 'flame arrow'
Tier: 3 - Lev: 48 - Skill or Spell: 'steelskin'
Tier: 4 - Lev: 1 - Skill or Spell: 'numb mind'
Tier: 4 - Lev: 14 - Skill or Spell: 'magic bubble'
Tier: 4 - Lev: 16 - Skill or Spell: 'ice shield'
Tier: 4 - Lev: 20 - Skill or Spell: 'control weather'
Tier: 4 - Lev: 26 - Skill or Spell: 'nightmare'
Tier: 4 - Lev: 29 - Skill or Spell: 'paralyze'
Tier: 4 - Lev: 32 - Skill or Spell: 'demonshreak'
Tier: 4 - Lev: 41 - Skill or Spell: 'suffocate'
Tier: 4 - Lev: 48 - Skill or Spell: 'slowness'
The Maps provided on this page are pretty accurate, although not very detailed. They are meant to present a general lay-out of the 4 Realms, without revealing the deeper secrets of the zones - for those you still have to explore.
There are also some maps available on line. Those can be found in the Old Yorke Map Shop, The Library of Light in Fenizia, the island Kea in the Greek Archipelago and the Federation Hall on Pleasure Planet.
In addition to these maps we use the Wilderness Grid for large grid zones. You will mainly find these in Prehistoric (the Sea, the Greek Mainland and the desert of Wawat) and in Future (the Outer Space Grid). If you type MAP in a Wilderness area, it will display a map of 11x11 rooms, with yourself in the centre.
The same MAP command in an ordinary room, will only display the exits of that room.
Central Area Maps - Prehistoric Maps - Medieval Maps - Old West Maps - Future Maps
More maps might be added later, as the world grows.
PLEASURE PLANET:
ALPHA CENTAURI PLANETS:
The world has not been the same since the outbreak and ending of World War 3 in the same year, 2079, when the "Developing Countries" in Africa and Asia finally rebelled against the exploitation by the western "industrial countries". A massive launching of nuclear and "space" weapons on the side of the latter not only quenched the rebellion, it also caused considerable and irrevocable damage to the very structure of Universe.
Huge rifts suddenly appeared in the Time Warp, and there are no more just the usual 3 dimensions to the world as we knew it. A 4th Dimension has occurred - the "Time-space Dimension", which makes it possible to move between one time period and another in a split second.
While these phenomena were not unknown to the scientists back in the 1980s, who used to call them "Black Holes", they used to be extremely rare and confined to space. Now they are becoming increasingly frequent, and they can occur almost anywhere on earth. The primitive and superstitious people in the early ages shun them like death itself, believing them to be caused by evil sorcery and witchcraft. As you walk peacefully down a country lane, you may suddenly step into one of these rifts in the Time Warp - and suddenly you find yourself in a quite different time period, where the surroundings are totally different and possibly hostile too.
The locals call them "Time Traps", and have learned how to avoid them. Indeed Man - the most adaptable of all creatures - has even learned how to exploit them. Ruthless adventurers use them for their own shady means, hopping from Time to Time, to ransack and plunder. There is also quite a considerable Tourist Industry developing around them, offering the customers "Travels Through Time" and "Time Safaris", with or without guides and professional bodyguards. The resourceful tourist can hire himself some armed bodyguards, and make the travels in reasonable safety, while the less well to do will have to venture the exploit on their own.
Needless to say the Travel Companies take no responsibility whatsoever, lest you should happen to get killed during the Time travels. Needless to say such events occur pretty frequently too, since quite a few of the places you land in are all but peaceful. However death isn’t such a big deal anymore because of the time rifts - you can always be resurrected at a time before the unfortunate event occurred, and thus return to life again without much ado. (Needless to say there are people who exploit that fact too, and being resurrected after getting killed will cost you a neat sum, that will be deducted from the experience points you gathered. If you want your corpse and equipment retrieved too, it is going to cost you quite a bit extra).
For some reason the Rifts in the Time Warp seem to be more frequent than otherwise in a few places on earth, and one of these concentrations of "Time Traps" is right at the place called "Recall". One of the larger Travelling Companies - (run by Molly & Peace Travelling and Adventure Co. Inc.) - has set up a Travel Agency at that place. There is a Time Guardian in a room upstairs from Recall, who will on request send you to any of the 4 most popular time periods - PreHistoric, Medieval, OldWest and Future, and you can in most cases return to that place too simply by reciting a "Recall" scroll.
You can gather gold, equipment and experience in all 4 Dimensions, but if you want to avoid being gawked at by the locals, maybe you’d prefer to attain your equipment from that Dimensions solely? Even though it isn’t forbidden to bring modern equipment to the earlier time periods, a laser gun in medieval time will make you a bit conspicuous, and most travelers like to melt into the surroundings. (You know, there is nothing a Tourist fears more than looking like a Tourist!)
So maybe the 4th dimension isn’t such a great catastrophe after all. Sure enough, the first time you step into a Time Trap can be a shattering experience. But once you get used to it, you too may develop into one of those successful Time Hoppers, who have gathered vast experience and fortunes from their adventures, and who are now being regarded as "Gods" in most time periods - people like the mighty Directors Shorty, Kalten, Molly and Mordecai. Who knows - one day you may even reach immortality yourself...

| Affect | Magnitude |
|---|---|
| Speed | +180 |
| Melee Damage | 0 % |
| Magic Damage | +5 % |
| Defence | -50 |
| Attack | +5 |
| Unique Body Positions | Antenna, Ankles (x2) |
Martians come from the red planet Mars. They are small compared to humans, their skin is green and they have developed antennae to help them sense things that others can not. Because of their small stature, Martians are not as strong or have as much vitality as humans, but their balance is rivaled only by the carefree Fauns. The great intelligence of the Martians have helped them develop basic ESP powers which they can use on their enemies.
Since Martians do not respire (breathe), they are able to enter space without a spacesuit and can swim underwater without a breathing apparatus and not take damage.