Achaea, Dreams Of Divine Lands
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Achaea, Dreams Of Divine Lands
''Achaea, Dreams of Divine Lands'' is a roleplay-focused, text-based multi-user dungeon (MUD) released on September 9, 1997. It was published by Achaea LLC, now known as Iron Realms Entertainment. Achaea is operated by collecting the revenue through a microtransaction system, which allows payment for the acquisition of in-game benefits. Gameplay In the game, players explore a fantasy sword and sorcery world revolving around six city-states and their respective Houses. As in most role-playing games, players can fight monsters for experience points and treasure, perform quests for non-player characters and interact with other players. One of the major forms of interaction is player vs. player combat, where the dynamic conflict, especially the conflict between Good and Evil plays a dominant role in Achaea. The other play mechanics include the free market economics, which allows the players to design and craft goods, and the player-run social structure, including Houses (former ...
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Iron Realms Entertainment
Iron Realms Entertainment (formerly known as Achaea LLC) is a computer game development company that has created the MUDs ''Achaea, Dreams of Divine Lands''; ''Aetolia, The Midnight Age''; ''Imperian, the Sundered Heavens''; ''Lusternia, Age of Ascension''; and ''Midkemia Online''. Matt Mihaly is its founder and CEO and Jeremy Saunders is its president. Games Games developed by Iron Realms Entertainment include: * ''Achaea, Dreams of Divine Lands'', a high fantasy text-based MUD operating continuously since 1997. * ''Aetolia, The Midnight Age'', a roleplay-intensive text-based MUD set in a Gothic fantasy world with numerous player-run political organizations. * ''Imperian, the Sundered Heavens'', a fantasy MUD set in a world ravaged by natural catastrophe. * ''Lusternia'', a text-based MUD game set in a fantasy sword and sorcery world revolving around four city-states and two nature communes. * ''Midkemia Online'', a text-based MUD game based on author Raymond E. Feist's Midke ...
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Free Market
In economics, a free market is an economic system in which the prices of goods and services are determined by supply and demand expressed by sellers and buyers. Such markets, as modeled, operate without the intervention of government or any other external authority. Proponents of the free market as a normative ideal contrast it with a regulated market, in which a government intervenes in supply and demand by means of various methods such as taxes or regulations. In an idealized free market economy, prices for goods and services are set solely by the bids and offers of the participants. Scholars contrast the concept of a free market with the concept of a coordinated market in fields of study such as political economy, new institutional economics, economic sociology and political science. All of these fields emphasize the importance in currently existing market systems of rule-making institutions external to the simple forces of supply and demand which create space for those ...
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The Gathering Online
''The'' () is a grammatical article in English, denoting persons or things already mentioned, under discussion, implied or otherwise presumed familiar to listeners, readers, or speakers. It is the definite article in English. ''The'' is the most frequently used word in the English language; studies and analyses of texts have found it to account for seven percent of all printed English-language words. It is derived from gendered articles in Old English which combined in Middle English and now has a single form used with pronouns of any gender. The word can be used with both singular and plural nouns, and with a noun that starts with any letter. This is different from many other languages, which have different forms of the definite article for different genders or numbers. Pronunciation In most dialects, "the" is pronounced as (with the voiced dental fricative followed by a schwa) when followed by a consonant sound, and as (homophone of pronoun ''thee'') when followed by a v ...
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International Game Developers Association
The International Game Developers Association (IGDA) is a nonprofit professional association whose stated mission is to "support and empower game developers around the world in achieving fulfilling and sustainable careers." The IGDA is incorporated in the United States as a 501(c)(6) nonprofit organisation. It has over 12,000 members from all fields of game development. In recognition of the wide-ranging, multidisciplinary nature of interactive entertainment, everyone who participates in any way in the game development process is welcome to join the IGDA. History The beginnings of the IGDA emerged from several other organisations for computer game developers which were forming in the late 1980s and early 1990s: * The Computer Game Designers Symposium, later known as the Computer Game Developers Conference, was started in 1988 by Chris Crawford. He had already been producing a bimonthly newsletter for game developers, ''The Journal of Computer Game Design'', since 1987. One ...
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Massively Multiplayer Online Role-playing Games
A massively multiplayer online role-playing game (MMORPG) is a video game that combines aspects of a role-playing video game and a massively multiplayer online game. As in role-playing games (RPGs), the player assumes the role of a character (often in a fantasy world or science-fiction world) and takes control over many of that character's actions. MMORPGs are distinguished from single-player or small multi-player online RPGs by the number of players able to interact together, and by the game's persistent world (usually hosted by the game's publisher), which continues to exist and evolve while the player is offline and away from the game. MMORPGs are played throughout the world. Worldwide revenues for MMORPGs exceeded half a billion dollars in 2005, and Western revenues exceeded a billion dollars in 2006. In 2008, the spending on subscription MMORPGs by consumers in North America and Europe grew to $1.4 billion. ''World of Warcraft'', a popular MMORPG, had over 10 million subscri ...
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PCGamesN
''PCGamesN'' is a British online video game magazine focusing on PC gaming and hardware. It has a full-time team of over a dozen writers and is the oldest owned-and-operated site within publishing group Network N. History Parent company Network N was founded by James Binns (formerly of Future Publishing) in late May 2012. ''PCGamesN'' launched the following month. PCGamesN's first website was designed to host traditional games coverage alongside aggregated and user-created content, which was presented to the reader in channels dedicated to major gaming franchises. Over the course of two redesigns since launch, it has evolved to fully embrace a more traditional approach, and now produces original coverage across the gamut of PC games and hardware. The launch team included Tim Edwards, former editor of ''PC Gamer ''PC Gamer'' is a magazine and website founded in the United Kingdom in 1993 devoted to PC gaming and published monthly by Future plc. The magazine has several ...
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America On-Line
AOL (stylized as Aol., formerly a company known as AOL Inc. and originally known as America Online) is an American web portal and online service provider based in New York City. It is a brand marketed by the current incarnation of Yahoo! Inc. The service traces its history to an online service known as PlayNET. PlayNET licensed its software to Quantum Link (Q-Link), who went online in November 1985. A new IBM PC client launched in 1988, eventually renamed as America Online in 1989. AOL grew to become the largest online service, displacing established players like CompuServe and The Source. By 1995, AOL had about three million active users. AOL was one of the early pioneers of the Internet in the mid-1990s, and the most recognized brand on the web in the United States. It originally provided a dial-up service to millions of Americans, pioneered instant messaging, and in 1993 began adding internet access. In 1998, AOL purchased Netscape for $4.2 billion. In 2001, at the heig ...
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Ships
A ship is a large watercraft that travels the world's oceans and other sufficiently deep waterways, carrying cargo or passengers, or in support of specialized missions, such as defense, research, and fishing. Ships are generally distinguished from boats, based on size, shape, load capacity, and purpose. Ships have supported exploration, trade, warfare, migration, colonization, and science. After the 15th century, new crops that had come from and to the Americas via the European seafarers significantly contributed to world population growth. Ship transport is responsible for the largest portion of world commerce. The word ''ship'' has meant, depending on the era and the context, either just a large vessel or specifically a ship-rigged sailing ship with three or more masts, each of which is square-rigged. As of 2016, there were more than 49,000 merchant ships, totaling almost 1.8 billion dead weight tons. Of these 28% were oil tankers, 43% were bulk carriers, and 13% were cont ...
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Occultist
The occult, in the broadest sense, is a category of esoteric supernatural beliefs and practices which generally fall outside the scope of religion and science, encompassing phenomena involving otherworldly agency, such as magic and mysticism and their varied spells. It can also refer to supernatural ideas like extra-sensory perception and parapsychology. The term ''occult sciences'' was used in 16th-century Europe to refer to astrology, alchemy, and natural magic. The term ''occultism'' emerged in 19th-century France, amongst figures such as Antoine Court de Gébelin. It came to be associated with various French esoteric groups connected to Éliphas Lévi and Papus, and in 1875 was introduced into the English language by the esotericist Helena Blavatsky. Throughout the 20th century, the term was used idiosyncratically by a range of different authors, but by the 21st century was commonly employed – including by academic scholars of esotericism – to refer to a range of es ...
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Tarot
The tarot (, first known as '' trionfi'' and later as ''tarocchi'' or ''tarocks'') is a pack of playing cards, used from at least the mid-15th century in various parts of Europe to play card games such as Tarocchini. From their Italian roots, tarot playing cards spread to most of Europe evolving into a family of games that includes German Grosstarok and more recent games such as French Tarot and Austrian Königrufen which are still played today. In the late 18th century, French occultists began to make elaborate, but unsubstantiated, claims about their history and meaning, leading to the emergence of custom decks for use in divination via tarot card reading and cartomancy. Thus there are two distinct types of tarot pack: those used for playing games and those used for divination. However, some older patterns, such as the Tarot de Marseille, originally intended for playing card games, have also been used for cartomancy. Like the common playing cards, tarot has four suits whic ...
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Paladin (character Class)
In tabletop games and video games, a character class is a job or profession commonly used to differentiate the abilities of different game characters. In role-playing games (RPGs), character classes aggregate several abilities and aptitudes, and may also detail aspects of background and social standing, or impose behavior restrictions. Classes may be considered to represent archetypes, or specific careers. RPG systems that employ character classes often subdivide them into levels of accomplishment, to be attained by players during the course of the game. It is common for a character to remain in the same class for its lifetime; although some games allow characters to change class, or attain multiple classes. Some systems eschew the use of classes and levels entirely; others hybridize them with skill-based systems or emulate them with character templates. In shooter games and other cooperative video games, classes are generally distinct roles with specific purposes, weapons or ...
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Character Class
In tabletop games and video games, a character class is a job or profession commonly used to differentiate the abilities of different game characters. In role-playing games (RPGs), character classes aggregate several abilities and aptitudes, and may also detail aspects of background and social standing, or impose behavior restrictions. Classes may be considered to represent archetypes, or specific careers. RPG systems that employ character classes often subdivide them into levels of accomplishment, to be attained by players during the course of the game. It is common for a character to remain in the same class for its lifetime; although some games allow characters to change class, or attain multiple classes. Some systems eschew the use of classes and levels entirely; others hybridize them with skill-based systems or emulate them with character templates. In shooter games and other cooperative video games, classes are generally distinct roles with specific purposes, weapons or ...
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