Making an MMORPG isn't that hard until you actually use animations and want other people to see you run around. That's when you'll need C++, that's when you'll need to have extremely well written networking code to keep everything synchronized and I'm 100% not even a team of intermediate programmers could pull that off. You need to look at it in a more realistic way. What is it that you want exactly? Speaking for myself, this is what I want:
- Area maps: I don't need to be able to walk around from one point of interest to another as long as there are points of interest where I can do something. So, having pretty area mpas with clickable regions on it would be just as good for me. If I want to run and jump around I'll just start up World of Warcraft.
- Plunge battles: I need to be able challenge people to a duel and I want to compete in tournaments and be ranked globally. I want to play versus the CPU as well to "level up" or to try new combat strategies. I do prefer to have my plunge battles at least semi animated, but because it's turn based this shouldn't be a big issue.
- Chat areas: Of course it's an MMORPG for a reason. Multiple people are playing it simultaneously with you (although you can't visually see them) and I want to have some way of communicating with them, either in a global chat channel or in designated areas only, with the people in that particular area.
- TRAVEL: The Way is all about wandering. There needs to be a lot of content, but there's no problem with having a limit in this content. Just call it the rolling mists and move them up a bit when you have new content

Of course, we can't actually be sure this will work because the nature of The Way is still obscured to us.
I guess you can't really call it an MMORPG if it's crafted like this, but it comes close enough for me to spend a lot of time with it. Also, this seems much more realistic and doesn't rely as much on a thousand dollar server. Networking code can be kept simple and synchronization is almost not an issue. This could also be written in Java, barring any unforseen bugs.
Spaceboy, I'd continue your project in Java for now. If you have to get around the many hurdles of writing the same thing you've written before in a language you've barely come in contact with you might end up giving up on the project entirely. Writing network code in C++ is a BITCH, trust me on that. (Then again, the graphical part is easier...)
One last thing, about Lun overseeing it all. If I were to pursue this I wouldn't want it any other way than for Lun to have a (big) say in it. It's his property anyway and I would never ever abuse that. In fact, I'd want him to write a story for the game that people can go through during their online travels. For example, coming to that particular area triggers a story sequence (again, just sprites talking to each other, using portraits and pretty backdrops).
So, having said all that I also want to congratulate Spaceboy for what he's already achieved. That looks pretty damn good (although I haven't been able to run it due to Java version issues but I've looked through all the code and can imagine how it plays and what it looks like). Maybe that code can be adapted in a networked version and we'll have our animation
Oh and Aegis, if your post was long, what's mine?