It's interesting that you both speak about "speaking", which I believe is very crucial in "new player retention" (let's call it that). Many players that join a browser-based game that is built upon a community rather than click-and-do buttons (e.g. Travian, or many others) expect social interaction within a short period of time from joining. This varies from person to person: some will hold out for five minutes, and when they don't get a message, they will simply never go to the website again. Some might hold out a day, but they end up in a rather bad realm, and still aren't contacted... they think the game is basically dead or everyone is just ignoring the noob (this is actually what happens at that point), and never return either.
Contacting a new player at the very beginning of his BM-career is very important. That human contact, that social interaction, that makes Battlemaster the game it is, will make new players feel "part of the community". It is fun to know how the mechanics of the game work, and it is something that we need to work on very hard... but the aspect of "speaking" is equally important. I imagine that when you try to convince someone to join Battlemaster, you tell him "it's a medieval-setting text-based RP browsergame". The "text-based" + "RP" automatically say that there is interaction with other players necessary to keep the game running; without interaction, no RP & nothing gets done. I'd like to give Madina as an example, when I was there (the realm was worthless, and it was the only time I left with a furious OOC-message flaming on them).
The question is though: how can we make sure that genuine human interaction can be guaranteed to new players within a respectable amount of time? I've been thinking about several solutions for that:
1) The community does have some very active players. I know Tom is primarily not a fan of players who exert their uber-activity over the game (I consider myself a very active player - bm is my homepage), but I do believe they can be put to good use. These very active players come from all timezones and thus overlaps, meaning that if they were gathered in a place where new players would arrive, new players would have a (semi-)guarantee of quick human contact. My theory is: there will always be very active players, and instead of fighting against them, try to use them for the good of the game.
1a) Like I have said before, gather new players & experienced (active) players on an island specifically made to teach the game. Do not scare new players of by using the word "teach", but rather describe it as a "new player friendly environment where you can explore all aspects of the game and there is constant guidance." It's all in the words. This island could be partially populated by these "very active" players. They don't necessarily have to be mentors: if we can put up a good tutorial-structure, we can even drop the player-mentor basis the game works on (at least partially).
1b) Link new players to the IRC. I've noticed, in the past few weeks, that the channel automatically flairs up when a new players joins it. People are genuinely ready to help new players out on IRC. We're a small nerd-community but we're a warm and open one, although you may find me trolling it rather often. Nevertheless I am always ready and eager to help new players, and will do everything I can to make their introduction to the game easier (less painful?).
2) This might only partially have to do with "early human interaction", but it's still a valid option. Have new players, after they conclude their "training" ("exploring, enjoying the fruits of the game, ...") rate their realm. Have them rate it on how well they were received, how well they were helped, ... There could be tons of criteria for this. I do believe there is some form of rating already present, in the form of "how many mentors" there are. But let's be honest: not every mentor is a good one, and the class is far from interesting. A more thorough "pre-joining" rating might help out new players to pick the right realm, where they can be "educated" properly. Also, it would encourage realms to encourage players to help new players; decent help -> decent rating -> more new players -> stronger realm -> more land -> need for more players -> decent help -> ... How awesome would it be if realms would actually compete to attract new players? In a way I tried this with Ibladesh, and to some extent it worked.
2a) The idea of Ibladesh brings me to a more specific concept; you can message all/one student, or all/one mentor, but you can't combine. When I was ruler I created a specific message group that combined new players and mentors. It came from the idea that a "group-learning" mentality might stimulate new players to ask questions freely, and join in conversation with other players (mentors), as well as allow them a "sandbox" mode to test out various kinds of messages, roleplays, ...
I'm simply playing with ideas, and it's very likely that I will come up with many more. I truly hope to get a response from the devs/Tom, if they have time, on these ideas & concepts. Don't fear to hammer them into the ground, as long as you explain why, so I can start thinking further about another solution.