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Those daring to enter the exciting fantasy universe of Lusternia will find themselves plunged into a multi-planar realm where factions struggle to amass reservoirs of magical energy simply to survive. Within the Basin of Life, an alien evil has corrupted much of the land and people, making Lusternia a broken and perilous place. With the return of those Elder Gods who escaped the ancient divine wars, a new age of uncertainty dawns. What power shall next ascend to dominate the world's limited resources?

Lusternia: Age of Ascension, the latest quality online text RPG game released by Iron Realms Entertainment, breaks new ground by presenting a dynamic roleplaying environment that pioneers innovative new features, quests and skills. Lusternia is sure to challenge experienced gamers and delight those new to the genre of text worlds. You may want to peruse our New Player Guide or jump right in and Play Now!

Innovative Features
Power and Feats:
The most spectacular abilities are known as feats and are regulated by a system of power renewal. Power is drawn from the nexus a player is connected to, and some skills require the power be drawn from a specific nexus.
Player vs. Player Combat:
Lusternia offers the same style of intensive player vs. player (PvP) combat that has been one of the signature features of the Iron Realms games, but with Lusternia's power and feat design, combat takes on a whole new level of strategy.
Ships of Aetherspace :
Players can travel through the cosmos on aetherships, encountering extraplanar creatures and discovering strange new realities. Players custom build their aetherships through the use of special modules and their own creativity.
Trade Skills:
Each player may take one trade skill from among eight choices. Not only do these trade skills offer an avenue of income but also provide benefits beyond simple item crafting. A cook can pump up a crowd with a hero's fete! A jeweler can create the perfect gemstone that only you can handle! A poison expert gains the secrets of immunizing him or herself!
Simplified Skill Tree:
Many skills have branches that follow a basic skill tree that allow some customization among players.
Influencing NPCs:
Skills designed to non-violently battle non-player characters, an alternative to the "hack and slash" method of experience gaining. If you are defeated in one of these ego battles, you will lose experience. If you win, however, not only will you gain experience but also influence the mob in some manner. Seduce the barmaid! Make the Captain of the Guards paranoid! Beg from the shopkeeper and maybe he'll give you his favorite smoking pipe or, better yet, some gold!
Customizable Government:
Leaders of major cities can choose a political structure and governing style for their cities. Could you be living in a despotic religious society? A benevolent government bent on world conquest?
Influencing Villages:
Just as players influence non-player characters, so too do the major powers influence entire villages. As players gain rank in their city, they will also gain special influence skills to sway villagers to their cause. Once a village is under a city's sphere of influence, it will be fixed for a period of time determined by the city's government structure and ruling style.
Dynamic Economy:
Dozens of quests will cause a village to produce greater quantities of the valuable commodities needed to craft items. Most quests are simple and straightforward. For example, leading the cow to the dairy will produce milk or killing the cow and selling it to the tanner will produce leather. Other quests will permanently effect a village's commodity output. For example, enslaving a farmer will cause the village the farmer was abducted from to produce less grain and the village the farmer was enslaved to produce more grain. Villages that are under the sphere of influence of a city will tithe a portion of the commodities produced to their liege city. The amount of the tithe is determined by a city's government structure and ruling style.
Conflicts of Power:
By power, we mean the pure magical energies that energize the nexuses of power, which players need for their specialty feats and cities need to defend themselves. There are several ways to gather power, such as mages harvesting power on the elemental planes. Some methods of gaining power for your nexus will come at the cost of another nexus! Also, power is gained through villages that are under a city's sphere of influence. The amount of power generated by a village is, again, determined by a city's government structure and ruling style.
Amazing Quests:
One of the top quest designers in the field has spent a year developing hundreds of quests for Lusternia that range from the simple to the complex. Many of these quests require logic and deduction to unravel, head-scratchers that are sure to be a hit among those who enjoy puzzle solving. Also, some quests cannot be solved the same way twice--so beware those who think quests are easy to re-do! Can you solve the murder mystery at Stewart Mansion? Will you be able to match up the star-crossed lovers at Chateau d'Amour? How about designing the weapon that will pick the next Orc Chieftain of Acknor?

These features and many more await all intrepid adventurers.

 

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News
7/8/08
The Elder God Charune, the Horned One, returned to Lusternia after a long absence. He immediately entrapped his mate, the Elder Goddess Lisaera, and created strange sea creatures known as quinotaurs. It became apparent that he was entranced by powerful magics. Lisaera was eventually freed by mortals led by the Elder Goddess Maylea, and Lisaera was then able to break the enchantment that gripped Charune. His memories were in disrepair and he could not remember what mysterious force created this enchantment that snared him. he only recalled the powerful fragrance of spices and musk. Later, Charune was able to contain and somewhat tame the wild quinotaur.
7/5-6/08
Lusternian adventurers received double experience for the weekend of July 5, 2008!
6/30/08
The Lusternia Family System has recently received a series of updates, including the implementation of Lesser Houses and Great Houses. Since families have grown through the years, the Lesser/Banner and Great House system gives larger families more political weight within their respective cities (or nature communes). This great roleplaying factor has just gotten a lot more interesting!
6/25/08
In the usually tranquil Tolborolla Valley, giant insects plagued the peaceful furrikin and tae'dae there. The root of the problem was traced to Bavarro Flatfur, the tae'dae caretaker of the caves, who let the mosquitos breed uncontrolled because of his increasingly bizarre superstitious behavior. Adventurers were quick to dispatch the mosquitos and help Bavarro overcome his phobias.
6/22/08
Trapped in the dreams of the Wyrden Forest for many decades, the Elder Goddess Isune finally was able to break free from her trancelike slumber, with the help of mortals. This also brought the Elder Goddess Viravain back from her deep meditations. As both goddesses had initially created the Wyrd of Glomdoring, they were still both linked to its manifest power. Isune eventually split her spirit into many parts, and it was up to mortals to choose how she would be reformed, either finally to be freed of the Wyrd or to embrace it wholly. In the end, Isune was freed of the Wyrd, and both She and Viravain walk the land once more.
6/9/08
A strange bard wandered into the Basin, and in her wake a strange breed of wildflowers sprouted up among the mountain paths. She seemed oblivious to the fact that these wildflowers began interfering with the routes of travellers and eventually the strange bard agreed to help remove these plants. It was later revealed that the bard was a goddess in disguise, having recently returned to Lusternia. Her name is Maylea, Bloom of Serenity, and she has since settled in the Serenwilde Forest.
6/5/08
House i'Xiia delved deep into their ancestral history and uncovered the i'Xiia Asylum, sealed away during the Taint Wars. This horrific site survived as an endless cycle of pain as the undead patients are forever tortured by their sadistic undead wardens. However, this did not deter the i'Xiia viscanti family from attempting to exploit the research their ancestors started there, though they are opposed by a strange elemental force that also resides in the corridors of the asylum.