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Found 40 results

  1. We are a group of new players to wurm, looking for anyone who is also fresh to the game that want to join a group and grow together!
  2. Knights of the Grizzly The settlement's goal is to create an atmosphere of merrymaking and establish a cooperative village with specialty skills and aims. Location: T20, Cadence Village Members: 9 Alliance Deeds: 7 The Knights of the Grizzly is the capital of the Western Union Alliance on Cadence. The Western Union Alliance was first founded on Deliverance many moons ago, around 8 years ago...when Wurm was young. First, we spread to Xanadu, next to Pristine, then to Release and Independence. Initially the alliance appeared in the Northern Isles on Harmony and colonized our home on Cadence. We strive to attend rifts at least once a month and have plans for additional events once deed construction is completed. If you are interested in talking with us, look in the game for Grizzlygrump, Rkjasminth or Trison.
  3. Hi there my name is Zenmo! My settlement reside in the NFI on Melody, located at R16. I am currently looking for settlers to join me! I have been going mostly solo since the launch on steam with the exception of a 2 month hiatus. I have a decent sized plot that i have been leveling out over the months when it fancies me, and am about half way completed with that project. There are currently two highways and a underground boat tunnel(under construction) that connect to my settlement. My goal long term is to turn a good part of my base into a marketplace(maybe a couple years down the road). but have plenty of space for other ideas as well. There is plenty of room to set up a place to call your own! I am part of an alliance and am in good standing the the two others around me. If you feel like joining me feel free to message me or find me in game!
  4. Are you tired of being alone? Are you tired of struggling to make it? Just the thought of going out and getting eaten by a troll again makes you sick doesn't it. Let me tell you a little bit about Dunvegan. We are a quiet little village, nestled in the mountains. We chose to keep our natural beauty rather then have our land look like a paved parking lot. Here, let me show you some pictures. And a few more here: Thats just a taste of what we have. Heck..we even have our own castle. Look and see! We also have access to the sea! We have every resource available you need... In fact ...the only thing you! Housing is available. PM me in game. Ruaridh is the name. Located at O19 and expands out from there.
  5. Firstly - I am not posting this in Suggestions at this time because, so far, I don't yet have any concrete suggestions or ideas to implement. If Someone In Charge wants to move this to Suggestions, that's fine by me... I'm just saying that, at this time, I am posting merely to have a discussion with other Wurmians about my observations on this topic. Secondly, what I'm about to share is basically a copypaste of my own response to a gamer blogging their own game play experience. I am not providing a direct link to that blog on purpose. If you are intrepid (and I know most seasoned Wurmians are exactly that) - you can easily figure out where this is coming from & head to the full blog content on your own. My focus here is not the blog that was originally the catalyst; my focus here is intended to be a discussion with other Wurmians about my observations on the new player experience. See how I repeated that line on purpose to drive that point home? Okay y'all... Let's do this. Recently Wurm had a visitor come to sample the Wurmian way of life. For various reasons, this did not go well. Offense was taken, sides were drawn, salty gamers from days gone by came out of the woods to grind their axes. Much tea was spilled. When the dust settled, nobody walked away looking rosy, and everybody felt disquieted. Not a good look for Wurmians. Not a good way to feel. Although there were the usual mistakes and assumptions and idiot moments - and even a game play bug that just happened to be goin' around - the core Wurm mechanics on display involve the new player experience. From tutorial all the way through the first 3-7 days in Wurm, the new player experience has seen a lot of recent focus and revision. Personally, I think the NPE has not yet found its balance. Here is the copypaste. In this, I am responding to a new player who did not click with Wurm (and that's okay), but whose conclusions about Wurm were not entirely off. I pull two specific quotes from the new player's response that I feel perhaps Wurm Devs, Someone In Charge, and Wurmians, in general, should take a pause to consider. This is 100% true. Anyone who claims otherwise is setting you up for a very unhappy Wurm experience. I truly believe that at least a certain amount of this lack of guidance/direction is on purpose. Wurm, the game, is ultimately such an open-ended sandbox in Wurm, the world, that if a player doesn't have a how & why of their own, the overall game experience genuinely won't appeal. In Wurm, the why of it all has to come from within the player - otherwise, we're all just playing Wurm, The Ultimate Chore List. However, as you have pointed out... when Wurm begins as it means to carry on, the barrier to entry is insurmountable for some - many of whom might have turned out to be incredibly positive additions to the community. And being so hands-off from the very start does little to assist new players in the fundamental practicalities - things like "forage for vegetables. Now put vegetables in your bowl. Now build a campfire & place the bowl in the campfire. Wait while it cooks... Presto! Now you know at least 1 way to feed yourself and not starve to death!" If the Wurm Devs take anything away from your experience, it is my hope that this is it. Right here. IMO, you nailed it. Don't get me wrong - I love Wurm; it is the game I've been looking for my whole life. But the new player experience is a high priority problem area that I feel Wurm has not yet found its correct balance. While Wurm is purposefully catering to self-directed players, this type of person comes in hardcore and casual, old and young, experienced gamers and new-to-sandbox gamers. Some of these types could function perfectly well, enthusiastically even, at higher levels but need more initial guidance before they are ready to fully take the reins of their own game play. And, as you have said, expecting a new player to already know that there are reins to take hold of in the first place, let alone how to do so - is an incredible missed opportunity. Yes, Wurm will reward the inquisitive willing to just poke around and try things until something works, regardless of how many times you might die in the process..... but Wurm shouldn't offer those rewards at the expense of potential players who simply have a different learning style. Personally, I played through the tutorial when it was at Haven's Landing. And when the Northern Islands launched, I made a new character expressly for the purpose of playing through the updated tutorial experience on Haven. While the current tutorial experience has definitely been a refreshing update & implemented what I thought were incredibly good improvements... there is a vast amount of content that other games typically place in the tutorial / NPE that Wurm provides the new player through implication alone. In Wurm, the existence of a campfire implies the ability to cook food. It might also imply that the player character needs to stay fed or starve. It might also imply that the player character needs to stay warm or freeze to death. It might also imply that the player character needs to occasionally rest to restore energy or action points or stamina or reset ability cooldowns. It might also imply that darkness is somehow dangerous, and the player character must keep a fire lit to ward off potential hazards. This is what goes through my head when the Wurm tutorial shows me a flint and some kindling and says, "let's make a campfire." BUT - I have a background predisposed to that way of thinking. I have been taught to consider possibility chains for every action & reaction. Many(?) modern people - yes, including gamers - have not been encouraged in that sort of mentality. Teaching styles and education requirements in my country have radically changed since I was in schooling. And Wurm is an international game - welcoming players from countries with vastly different learning models. To be clear: I do believe that eventually, to lead a long-term successful "life" in Wurm, the player will fundamentally need to develop this mind set. I meant what I said to the blogger - Wurm will absolutely reward the inquisitive player. This game & community work best for the player who derives those implications and subsequently tests them through game play experience. But that should not mean that Wurm only works for players that already arrive with that ability. IMO: it would behoove the Devs, and Wurmians, to consider a new player experience that welcomes and encourages players with the capacity for this mentality, and get them started down the road to developing that way of learning & interacting with Wurm, through their game play. TLDR: Wurm doesn't have to cater to all gamer types - but there is at least one type of player that Wurm could retain who is instead stymied by the New Player Experience, and quits.
  6. Okay, you've made it through the Tutorial on Haven... you picked the Southern Isles of Freedom Kingdom as your homeland... you've come to settle down on the island of Independence... and you chose Haven's Landing as your starter town. Now What?? Your time as a new player in Haven's Landing is supposed to last for weeks, if not months. There is absolutely no rush to get "out there." There are freebies and plenty of resources in the area to really skill up and prepare your own starter supplies before you strike out - either by land or by sea. Spending a lot of time preparing in a starter town might not be for everyone - but don't dismiss Haven's Landing without checking it out first... Here are some key aspects of Haven's Landing, on Independence island, that might be worth considering for a player new to Wurm: • Newbie Square • You first spawned into Haven's Landing in a town square with the settlement token in the middle (aka "Newbie Square). From here you can access 3 different areas with free, easily acquired resources. South from the Square is a public iron mine with forges and crates firewood available to anyone. Rock and Iron are the best places to start leveling up your mining - plus you'll end up forging a bunch of iron pieces for starting stuff, like a small cart or a large cart or your first set of starter tools that can be upgraded. From Newbie Square to the west is a public thicket, usually stocked with a variety of the wood types that live in Wurm. If there are no trees growing in the thicket area, it's because someone else has recently come through and needed the wood.... but don't worry! The area around Haven's Landing is a thick forest, so there will always be enough wood for you. To the east from Newbie Square is a digging area. I don't know if that dirt is infinite, but it really seems that way! You can practice digging, not just to raise your skill, but also to get practical experience with the terraforming mechanics. (You're gonna need them later). • Farming & the Textile Courtyard• Head north out of Newbie Square and on your left you'll pass by the first of 2 public farm fields. This one is the smaller one. Both fields are open to public use - generally if you harvest something, it is polite to replant that thing (for you or for the next person). You can keep yourself fed, start collecting cotton & wemp, and start collecting your own "starter seed set" for then day you have a farm of your own! By the time I departed from HL, I had gathered enough seeds to start my own farm off with about 45-50 tiles worth of crops. At the smaller field, you will be facing a little courtyard area with the Samling Manor in front of you; and to the left is the textile house with free access to weaving and tailoring tools. On your right will be the Haven Stronghold building - an open hall for general purpose & meetings & RP if that's your thing. In front and to the right (across the "intersection") are the Freedom Apartments (more on those below). Take a right (Apartments on your left & Stronghold on your right) and then at the fountain, take a left around the Apartments... further down that road, you should find the Bigger of the public farm fields on your right. If you don't already see crops that you want to farm, gather seeds by going out about the area & forage/botanize grass tiles to collect seeds to cultivate. • the Freedom Apartments • One of the best free features of staying in Haven's Landing for a time. The Apartments provide a whole building full of free beds for new players to sleep (log off). When Wurmians use a bed to log out, they earn sleep bonus time until their next log in. Typically, a player can have up to 5 or 6 hours of Sleep Bonus accumulated. You can toggle your SB on and off; when it is "on" you will have a buff earning 3x stamina regen and 2x skill/characteristic gain. As you can imagine, accumulating and then consuming your SB at the right time can be a very effective leveling buff! As an additional note, since Independence is a PvE island, stealing from other players is not allowed - so you can feel free to make use of the storage containers found inside the Freedom Apartments, too. Pick a room and find an empty chest or empty shelf on a rack and the items you store there will only be removable by you. • Merchant's Row • If you hadn't turned left around the Apartments, and had instead continued east past that fountain, you would have followed that main road to where it intersects with Silver Mountain Highway. The end of the main road there (aka "Merchant's Row") is typically full of merchants kept stocked for newbies & for locals who come up to HL to do their "shopping." You can (1) sell items to the settlement token in Newbie Square, or (2) forage all over the place to randomly find some coin. It's not a lot at first, but it will get you going. You'll get bigger coin from foraging, but it's a random lucky chance; selling things to the token guarantees coin, but it will be lower amounts. Players cannot sell things to merchants, but buying items from the merchants uses the same process as trading with another player - so interacting with the vendors on Merchant's Row can give a new player some practice with the trading window and game mechanic. • Silver Mountain Highway • If you are standing at Merchant's Row, you are at the end of Haven's Landing's main road and the intersection with the Silver Mountain Highway (SMH). Although Haven's Landing (like all starter towns) has an unusually large perimeter area, the SMH marks the eastern edge of what is generally considered "in the town" versus "in the perimeter." The highway runs north-south, and connects many of the South-East Independence area, deeds, and communities. Although there are plenty of interconnecting roadways and smaller highways networking through Southern & South-East Independence - the East Crystal Highway (ECH) is the only one other large north-south highway. The East Crystal Highway (ECH) can take you from the areas of South-East Independence the whole way up to the major roadways to access areas on the northern coast. The ECH also provides connections to some of the large east-west highways needed to access to the western half of Independence by land. However, as a low level character, most of your immediate needs can be met by resources in the general area of Haven's Landing, and in areas along the Silver Mountain Highway. My personal suggestion is - don't wait until you need a resource to go find that resource. Take some time early on to explore and locate resources (when it doesn't matter too much if you accidentally get stuck or die). Leave as many unnecessary tools and items as you can spare on "your" shelf or in "your" chest in the Freedom Apartments, since you travel faster when you aren't carrying a ton of weight. Try and locate resources like clay and tar pits and mines that are open to the public. Locate likely places to go fishing, as well as larger "wild" areas (like public forest land, and areas of steppe biome tiles) where animals for combat and animals for domestication spawn. Once you've located useful areas, you can build your first cart in Haven's Landing, and use it for resource gathering day trips. • Haven Market Docks Highway • From the intersection with Merchant's Row, head north on the Silver Mountain Highway. The next major intersection you come to is where the Silver Mt Hwy crosses the Haven Market Docks Highway (HMD Hwy). This major east-west local highway is generally considered the northern edge of "in Haven's Landing" versus "in HL Perimeter." Heading west from the intersection with SMH, the HMD Hwy has a larger public stone & iron mine on the right, following signs and a stone pathway). You will also occasionally pass open areas to forage & botanize, as well as bushes and trees to harvest. Like with the crops, it is generally a good idea to replant any tree that you cut down - especially trees from an obvious grove or thicket (all one type of tree). Activate a sickle to see if any trees have a "sprout" to cut off before you get to chopping; when the tree stump has been destroyed the tile will revert to a default "grass" tile. Activate a sprout in your inventory, right click the tile and chose "plant" to replace the trees you have chopped for lumber. A popular way to "practice" combat is to chop down trees with a weapon instead of a tool. Activate your sword, axe, etc and use that to chop to level up your combat skill as well as your weapon skill. As a note - wasting resources is typically frowned upon by other Wurmians, if you are not interested in the lumber you will be chopping while leveling combat using this method, ask a friend - or in Local chat - if they would like to follow behind you logging. Many Wurmians would rather have a pile of low-level logs than see a field of felled trees and logs left to rot, and already decaying. Some weeks, the magic materials man will have visited Haven's Landing - look for a random pile of crates, chests, barrels, and a cart pulled by two bulls. There will be signs point out the loot - the containers should be unlocked & you never know what free things will be inside! Continuing west, you will pass behind the Samling Manor and the hill-top Gateways Inn on your left. At the time I'm writing this, on your right, will be the Do Drop Inn Tavern which sometimes has a visiting merchant. If any mean creatures try to attack you, there's a guard tower a little further west as the highway beings a descent from the mountain side toward Crystal Lake (don't forget to say "help" in local chat or the guards won't hear you). And finally, you will cross into Haven Market Docks as you reach the shore of Crystal Lake. Keep following the local roadway northwest around the shoreline and you'll enter CLUB Market. Here you will find merchants, animals, and bulk items for sale! Take your time at the Market & figure out the banner-color-key-system that is frequently used in markets all over Wurm lands. • Haven Landing's Perimeter Lands • As a final note, the deeded land of Haven's Landing contains most of the buildings and resources mentioned in this guide. But some of these features are build at the town's edges and the beginning of Haven Landing's Perimeter Lands. The perimeter of a deed is an "outer boundary" area that is a minimum of 5 tiles wide, but can be expanded by a deed's mayor purchasing additional tile widths. Although perimeter lands are not deeded land, and follow the rules of any wild, public land in Wurm - many Wurmians generally regard perimeter lands as a buffer area or "neutral zone" best left alone out of respect for the deed's citizens and owner, especially if the deed is likely to expand in the future. However, for a starter town like Haven's Landing, the perimeter lands work a little differently. Since a starter town is owned by Wurm, and intended to provide public housing and public resources to all Wurmians, the perimeter area of a starter town is considered land free for anyone to use. Haven's Landing Perimeter Lands cannot be deeded, but the land does allow building and fencing, as well as all other available player actions. Players who are not yet going to stake a deed (for a variety of reasons) can make a "free claim" in the HL Perimeter. This system of claims works based on "first come, first served" plus the ol' "if you can keep it, you own it" way of thinking. Wurmians living in Perimeter Lands typically try to avoid setting up their claim immediately next to tiles already occupied by a perimeter tenant, and treat each other's fences with a healthy amount of respect. Many players use Perimeter lands as they transition from "newbie" to "low level player." Once you are ready to expand a bit, build your own bed, upgrade from a small cart to a large cart, and get an animal or two - it may be time to move from apartment living to perimeter living. Most low level players start out by building a 1 tile "starter shed" which fulfills the requirements to craft a bed. Another option is the slightly more generous 2x2 "starter shack." The key to living in Perimeter Lands is twofold - 1) you are living without deed permissions and protections, so make sure any container or doorway that strangers can access has a lock attached, and 2) anything off-deed is subject to constant decay, which means you will need to stay vigilant about repairs. Personal tip: don't just repair - improve! Higher quality level reduces the amount of decay that you'll be dealing with. And with that.... you're ready to get out there and explore Wurm! Good luck & safe travels.
  7. Looking for up to 4 (update: now 3!) new players to join my village, Nivellen. I am an old Wurmian, with around 8 years of experience (on and off), and am growing lonely in my existence. I would very much like to provide a free, safe space for new starters to train their skills and learn the ropes, hopefully allowing them to have a good grounding before founding their own deed. Nivellen is around 10 minutes walk from the starting area of Haven’s Landing on Independence, on the northern coast of Bearshark Bay (R19 for the in-game map co-ordinates) . It’s on the highway and the coast, and I can provide a pickup service if required. The deed comes with a community sailboat should villagers like to go out exploring (though your own individual one can be made if you’re interested in providing some raw materials as a project). To the north is the established deeds of central Indy, to the east is Haven's Landing, to the west is the large (mostly untamed) expanse of south Indy to explore. Finally to the south is open water and the promise of adventure in the other maps. You will be provided with your own stylish 3x3 2-storey house, either furnished with the basics (forge, oven, food storage bin, bulk storage bin, chest and a bed) or unfurnished if you’d like the option to do everything yourself. In addition you will have your own private 5x5 plot of land for growing crops along with a small strip for any livestock. We have a mine with iron - and a whole mountain to expand into to look for the other ores. Clay, peat and tar is all less than a minute away. Meals will be provided in a communal crafthall building (still having the top floor built), and you’ll receive a starter pack of seeds to get you going on your own journey to master the culinary arts. A guard tower is nearby should you get into trouble. The basic idea is that you come, you have a safe environment to learn enough about the gameplay mechanics and have enough skill points to feel confident you have what it takes to survive by yourself. Then you head out into the wide world with a sailing boat or cart stocked with supplies, allowing another new player to come and learn the same skills you did. However take your time - Wurm is not a game you can rush, so there is no time limit on length of stay; I am open to longer term residents if you decide you’re comfortable. Reach out to me in game (Daeron) or by posting on here if you're interested in joining.
  8. I hear a few grumbles from newer players about how hard it is to get started in Wurm. I think we need a thread about how the current Wurm Vets got their first break. I think you'll find most of them didn't hit the ground running, but clawed their way up doing odd jobs and getting a leg up from friends and village mates. Their successes were often hard-earned, because back then a 'fast track' was unheard of. From my experience any successes were on a personal level, vast wealth was never expected and high skills were admired but not deemed necessary to have fun. I'll pick just one skill out of the 138 available - animal husbandry: I've always loved horses, and, ever since I first saw the Wurm horses, I guess I fell in love with them. I was a villager when I got started breeding horses on Pristine, it wasn't my deed, but I was gifted the use of a field to breed some horses, with the condition that I do the horse breeding and would provide good horses for the carts and wagons on deed, but I had a lot of help.. I remember an exciting cart journey out to the Steppe, where I was shown where to find wild horses - I could not believe my eyes - lots of grey horses and they were free for the taking. I grabbed a rope, picked out a few and ran back home behind the cart leading my new horses. Breeding up these horses took time, and it was a joint project, if anyone produced a foal with traits we'd pick the best and breed them to try to get more good traits. I became stuck at 3 traits for a long while - I was not yet premium, and I did not know my low skill may have been stopping me adding any more traits. My village mate who was premium used to tell me the traits and I'd write them down against each horse name in a notebook. A lady up the road was breeding 5-speeds. At the time, I had no idea how she was doing it - I thought her AH skill must have been very high. She put an ad out over the freedom sever "Free 4-speeds to good home!" We jumped in the cart and set off as fast as our little 3-speeds would take us. As we travelled she typed the traits of the animals into our chat windows - We picked out three straight-4-speed stallions, white and gold. After that I started to breed my first 4-speed filly foals, and in due course I learned how to breed 5-speeds from 4-speeds with all 5 speed traits between them. Eventually I learned how to breed 5-speeds from two 3 speeds, but by then I was selling 5-speeds on Pristine. All this way before I went premium or got my own deed. When I went premium this opened a world of new adventures. It was exciting watching my AH skill rise and being able to see more and more traits. I got my own deed with lots more space for the horses. This did not happen overnight, it took a long time - then many months to build up a good herd, yet I still have the first named horse I got on Pristine back in 2013. Animal Husbandry is just one skill in Wurm - and it is by no means my main skill - yet all the skills are full of memories like these. What I'm trying to say is that success in Wurm does not come handed on a plate - although you will find as I did, that many more-advanced players are generous and eager to help new players get their first break. I owe a lot to the good people who were there when I started out and many more that I have met along the way. So calling all vets - how did you get your first break?
  9. I made a new toon and went happily to the portal to all servers. When I tried to choose Independence, this window showed up: Other Freedom servers and Chaos show up as expected, like this: (including multiple towns on xana) I suppose it should offer the same kind of window for Indy, and allow porting to The Howl? I guess. In any case, it looks bugged for Indy as it is now.
  10. Welcome to Tridents Edge! Join Our Discord Location - Q25 Auctions Welcome to Tridents Edge! We are a group of 10+ players currently building an incredibly large starter deed! We want to help new players get situated to the game and create an organized deed specializing in nightly sermons, bulk item orders, and large community events. We are looking for players who are newer to the game and have a dedicated task that would like to accomplish. Our players are on nightly starting at 5:30 PM PST (UTC -8). We are really needing a dedicated blacksmith to join our ranks! Why Choose Tridents Edge? Active player base and consistently growing Plenty of land and roles for constant expansion Organized roles, permissions, and deed "to-do" lists Management online nightly to assist in tasks and answer questions Where Are We Located? We are located on Xanadu at Q25. The island very large and we are in the progress of making even more expansion and planning! What does your deed look like? We are currently growing our collection of photos! Included below are the current ones available.
  11. so i always ubuntu software center to look for new software to try, including games. So i thought it would be a good place for wurm to make itself seen by a wider audience. You could include it under the category of Other: Sandbox or if possible that one plus adventure, role playing, and simulation maybe. Im not a techie so i dont know how difficult it is to do to include, but im sure theres millions of ubuntu ( and other flavors of linux ) that browse that regularly. Another thing is most software in there is free ( as that is the philosophy of gnu-linux, or at least linux, but that is a discussion for another time. So you would need to describe it something like, free with some limitations, or something like that. And also the need for internet. Now as usual theres a bit of room for drama and i dont want people coming in and arguing with me that its been discontinued. I see new software in there all the time. How do they include it in discontinued software, i dont know. Theres alternatives like gnome software application, and play on linux etc. That i highly recomment also for reaching new audience, especially Play On Linux. Anyway i think this adds possibilities to advertise for free and reach a huge amount of people for free. cheers
  12. Hello, I am myself a returning player to Wurm after a year break. I had been looking for a village to join for the past week (I got some invites to small villages, though), however, it was not exactly what I was looking for. I was trying to find a village with active players (est. 5-10), not a village with 2-3 people or a huge city. Unfortunately, I was unable to find such village, thus, I decided to at least give it a try and make one myself. As for now, I have found a nice place (yet to be discovered fully) with iron, clay, beautiful lake and nice landscape. It seems like there was a village a very long time ago, as there were no bins or forges left. I have just built my house, just a small one for now. Yesterday I managed to find some animals like bulls, a cow, spiders, wolves, bears, lava spider. What I found out about the area is that, nearby villages do not exist anylonger, though, I need to re-check it to confirm this. The village itself is, as for now, 22x21 with 3s unkeep. There is lots of space and the village has not been shaped, yet. There are no spirit guards hired, since I can defend myself against anything without any problems, however, if a new player needs a guard there is a tower nearby, or I may hire a spirit guard. The village is located at N21 (upper bay), just like on the screenshot below. If you are willing to join me, I will be glad to accept you, no matter if you are new to Wurm or you have already some experience. Everyone is welcome! Feel free to PM me if you have any questions or if you would like to join the village. My nick name in game is also Ading. Cheers!
  13. Esteron has had a recent growth spurt!! Join our Alliance. -We are currently adding all deeds in the area to the alliance. If you live near the Esteron Area and you are looking to join the alliance or a deed, Contact Beastwolf, Grumpyman, Treadwell, Redexorcist, Cambriaa, or Polojordan. -Very friendly, no forced jobs or anything, and we are also helping rebuild the Esteron Market, so get a good spot while it lasts! -Lonely players are always welcome and I will add anyone to my deed that needs a group to play with. -Alliance chat is active for the most part. -If you have any other questions just ask, I get on every day and have played for a little over 2 years now. -We try and hold Sermons daily. -We are always willing to help and look forward to any new members that join. (map cred- Cambriaa)
  14. I am located at q23 on Xanadu. Just deeded a place called Highwind Harbor. The goal is to build ships and ship materials, and eventually sail the seas delivering various goods. I am part of an alliance that is currently connecting the canal systems in the area, so we will be helping out with that on top of building our little shipyard. Veterans are welcome as well, but I would really like to show a new guy the ropes and skill up together, since my skills are fairly low at this point as well. send me a tell in game (to Grimkjell) or respond here if you are interested!
  15. Hello Wurmians! Fairy Tail Deed on Deli (D23) is recruiting players, new and old, to join our village! We have access to any resource we could possiblely need as well as plenty of room to build. We are a 20x25 Tile Deed at the momment, with a posibility of exspanding in future. We are an island made coastal in the North East of Deliverence Server. We are Noob Friendly for those that need to be shown the ropes. We are also part of an alliance with many deeds. To request an invite to village, Please Contact Mavis of Fairy Tail. Or Myself! Sprigor.
  16. We live on Celebration. We are a married couple that have 5 other older people live on our deed. We are wanting more people to join our deed. Free of charge and be in charge of your own stuff and your plot of land. If anyone is interested in info about it please message me or leave a message here. I will get back to you as soon as I see it.
  17. Currently we can rummage, forage and botanise. It would be a nice touch if we could also beachcomb, essentially only usable on sand that is also a water tile. Linked to the forage skill. It would allow newer players some non-destructive access to logs and the like. Finds : Driftwood (a 4 weight low QL log) (Common) (30/100) Mussels (lightweight meat) (Common) (30/100) Kelp (Common) (299/1000) Seashells (possibly of use in jeweling, otherwise just something that always has a high QL to sell at a token?) (Uncommon) (1/20) Bladderwrack (A new healing cover ingredient, weighs 0.3, str 3) (Uncommon) (1/20) Bottle with a random note in it (bottle is lightweight jar alternative, weighs only 0.05) (Rare) (1/1000) Rare Roll : Sea Chest (Random low QL small chest with some coins in it (instead of one 5 copper coin it gives 5 1 copper coins etc)) (Normal rare roll rates)
  18. When I first started out as a total noob in Wurm, about a year and a half ago now, Pristine was a pretty bumpin' place. Deeds were wall to wall everywhere, and so were the things that wanted to eat me. I had no idea how to craft anything or even where to start. That's when I ran across an area marked 'Public Rest Stop.' It had a Forge, and Oven as well as free burnables such as kindling, wood scraps, and logs, as well as a various assortment of other free goodies that every noobie can use but has no idea how to acquire as of yet. That place saved my hide, and I've never properly said, 'Thank You'. Recently I found that the place was still there as I was running an alt through, and once again, I've made use of this facility that someone graciously created for public use. So a hearty 'Thank You' to whomever owns and operates the 'Public Rest Stop' close to (south east of) Blossom on Pristine. The second 'Thank You' goes out to whomever created and maintains Clay Harbor. That place is a godsend for anyone just starting out and who can't find clay to make such basic items as a pottery jar or two (to hold water!!!), and pottery bowl beyond the one they start with. FYI, there is also a new rest stop just south of 'A Zen Moment' on the Pristine public map. (X16 Y23) for anyone who is travelling by that way. Tilda did a wonderful job with it. If you are wandering through and need a rest stop, be sure to give it a visit. And a thank you as well to anyone who's ever made a place for public use. Without these places, we'd all have been crunched a lot sooner and may not have stuck it out if we'd been clubbed to death so soon by a wandering troll. My hat is off to all of ye. Post Scriptum: Perhaps if others know of public areas on Pristine, they can add them to this thread for all to benefit from, kind of as a master list of sorts. Also, if people have the locations of public areas on other servers, they could also add them if they so desire, with coordinates either of the in game map, or their public map. (Be sure to specify which!)
  19. Silent Oasis, just north of Paramount Lake, is seeking new citizens. New and experienced players are welcome. The deed is 21x31 with plenty of room to build, farm or whatever else you like. The mine includes zinc, tin and silver and there is an iron mine nearby. Contact Forgottenmystic for questions or details.
  20. I've been toying with the idea of setting up a small village for new players. But I'm not quite sure what all is involved. I would imagine you'd need public spaces for crafting, farming, animal pens etc. for folks to work on their skills. Housing also. But do you provide pre-built houses or let players build themselves? What is suitable size for a plot? Supply tools to citizens? I'm sure a lot of this is personal preference as to how you'd like to run your village, but was just wondering what others have done, suggestions etc. Also, how do I make this a viable project? At least self-sufficient enough to support itself and maybe make some profit if possible. I'd appreciate your thoughts and opinions!
  21. Asgard Is Now Recruiting First and foremost we are drama free. If we find that people aren't a good match we try resolution first, if one can't be made then we find other housing solutions for the person causing the problem. We all pay way too much money for this game to not enjoy it. -------------------------------------------------------------------------------- Communication You must be able to speak English well enough to understand Wurm Rules and Guidelines when explained to you. The people of Asgard, and the alliance members are all fun-loving people who love to work together as a team and help out new players. Sadly, when you can't understand the language it makes it very hard to communicate. English is a must. -------------------------------------------------------------------------------- Location We are conveniently (or not so conveniently) located in the far south west near Newspring. On the in game map we are at 11Q. -------------------------------------------------------------------------------- About Us Asgard is still undergoing construction. If you want digging or mining skills to work up you strength and mind logic then we currently have both. Asgard is a great place for you to come, skill, and help out with community projects. You must be able to tolerate lots of joking and horsing around in Alliance chat. Some adult content is used. You can build your own house and prepare your plot the way you like. If you don't log in at least once a week you will have your privileges limited and if you are gone for a month (without prior notification) then you will be removed as a villager. We want active players. -------------------------------------------------------------------------------- What Asgard has to offer: § Our help with tools and weapons (to the best of our abilities). § Plot for you to design how you want. § Horses and Cattle (to borrow until you acquire your own). § Carts for you to borrow (until you make your own). § Mines off deed of varying types and qualities. § Wells on site. § Altars for all three Gods. § Coastal property. § 10 Guards to offer you maximum protection. ​§ Rowboats for your travel needs. § Meals are provided if you like. -------------------------------------------------------------------------------- What Asgard will off in the Future: § Market at Alliance docks to sell your merchandise. -------------------------------------------------------------------------------- What we have to offer: § To be part of a community. § Friendship and Trust (open community). § Semi-relaxed environment. -------------------------------------------------------------------------------- What we expect from you: § Manners and respect. § Someone who gives as much as they take. § Willingness to learn. § Desire to help out and work as a team. § Ability to follow directions and listen to Asgard leaders. § Honesty (thievery will get you booted). § The ability to be on often. Arrangements can be made in advance for longer absences if you make arrangements with Asgard Elders. § Willingness to help out other villagers. § Villagers must be premium. § Must speak English. § Willingness to take part in community projects. -------------------------------------------------------------------------------- Asgard Rules § You are allowed to work on Asgard projects; if you can't then Asgard isn't for you. § You will not grief other players. § You will NOT steal, cheat or anything else that will cause harm to Asgard, its villagers or alliance members. § You will follow the guidance of the Mayor and Asgard leaders. § You will not mix low quality items with the high quality ones in the bulk storage containers. § Respect other members and be polite. Grievances will be held in pm’s, not Freedom chats. § You will not kill penned animals unless given specific permission. § If you want to practice your mining skills and you are low level you will mine in an off deed mine. § Trees must be replanted after cut. If you are interested in joining our village please contact myself, Harvest (by sending a message here) or send Lucard a p.m. in game. Please don't post here as I don't get notified and forget to check. Thank you.
  22. Looking for helpers for various projects at Sand Asylum x9 y23 Release. Wages negotiable by hour or task. Food, drink, tools and beds provided if need. PM Eberhelm or Mooji in game
  23. A safe place to stay and learn 13x13y Tired of being mauled by spiders? Did that pig thrash you when you tried to tame him? Is all the iron behind doors, fences or scorpions? If so Wyvern Academy can help! Our Recruitment Center workshop is always stocked and filled with the equipment to make almost all your wurm tools and items. Forges, Stoves, Looms and the materials are all at your disposal. The Bunk house in the Recruitment Center has beds to sleep in for free, and a training room with practice dummies to help build that fight skill and exact revenge on that incredibly powerful deer that put a hurting on you first day! New villagers receive a 4 tile plot and get to build there first 1 tile shack and fenced in area. This plot is theirs and they may lock and decorate it as they wish. This is your temporary home it may seem small but once you have put your time in and learned some basic skills, you can choose to become a full resident, join an alliance village or venture off on your own to create at your whim. The somewhat spacious mine has plenty of iron to feed those forges and create all your shinies. Our public farm is available to tend and grow that green thumb you've dreamed of, while providing the food with which we create our delicious meals. For the more devout we have a temple, with FO, MAG, and VYN altars. Also those seeking inner peace can relax in the Knowledge/Love meditation garden. So come relax and create at Wyvern Academy. we are right on the water on the southern end of Wyvern Lake at 13x13y. The 3 tile highway from Little Market just outside of Sloping Sands spawn leads right to the front door, just follow the signs. All this can be yours for the price of a chore board. We put chores up that help restock the village and help you skill. See even the fee helps you! More options to help you on your way are in the works. PM Siathes (School Master) or Stackus in game for help or directions. Looking for Mentors to help with the academy and new players. Mentors Get larger Plots and voices in any future projects. Priests are more then welcome to join or visit the temple and also will be pampered the way they like. ***I will be adding another sign to deed with names of people looking to recruit. If you would like to be added to the list just pm me and i will happily add your name!
  24. Roseguard: The Village of the Winds Roseguard is a village that sits nestled by the gentle warm winds of the ocean and the Highfrost winds of the mountain. Overlooked by a reconstruction of Rosehall, the village of Roseguard itself is a haven built in tiers. Wherein each tier represents one of the winds and walks of life. We built our life on the progression of passion. Your place among us can vary greatly by your passion to live and strive within the realm of Wurm. Introduction to our village will have you placed as a Dock Worker, and living on the scenic townhouses placed on our lowest tier, where you will enjoy the sounds of the waves nestling and crashing on our shoreline. From this point, your chosen career will move you to different places in the village infrastructure. [ Unfortunately due to the recent attack on Wurm I have not been able to garner photos on the reconstruction of our village. ] ​Shipwrights will find better accommodations on the raised platform behind the townhouses, remaining close to their work and the waves they so love to venture over. Two such residences will be provided, and built as someone rises to fulfill said position. [ Unfortunately due to the recent attack on Wurm I have not been able to garner photos on the reconstruction of our village. ] Those who look to join us as general residents, who tend to their own and just wish to play leisurely, with no primary focus will take residence on our lovely Oleander Square, located two tiers over the Docks District and just below the Guild Court. Sharing in Oleander Square is our primary Animal Care Facilitating to Bison and other Bovine Species. However, worry not, as Oleander's communities are gated off from any potential Bull Goring and from prying eyes. [ Unfortunately due to the recent attack on Wurm I have not been able to garner photos on the reconstruction of our village. ] ​Smiths and Tailors will find willful accommodations on the Tier encircling our Guild Court, with ample reach to our village's primary Mine, located behind the Seven Saints Cellar Inn and Tavern. Directly across from the 'Cellar' are two specialty shops, Chevasto's Loom and Jiorto's Silver Helm, dedicated to the crafts, and future home to our town's best artisans in said fields. [ Unfortunately due to the recent attack on Wurm I have not been able to garner photos on the reconstruction of our village. ] Above the Guild Court Circle is 'The Valley' currently home to our advanced housing project, the Cliffside Heights Commons. Future plans for the Heights are in hold, but they promise to be a beautiful vista overlooking the southern horizon, the Western Forested Ravine, and the Village as a Whole. Our village hosts facilities for the working man, as well as testbeds to increase the skill you currently have. Our Crafstman Hall is soon to host 4 Forges, Four Looms, and Four Ovens. Future items will be built in as necessary.