Difference between revisions of "Talk:RPGWW MUSH"

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A selection of settings.
 
A selection of settings.
 
 
* Obvious exits: <G>aera Main  <El>emaer   
 
* Obvious exits: <G>aera Main  <El>emaer   
  
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Right now, Igala is the only continent MUSHed out. A number of subrooms are still skeletons--contributions appreciation! If you'd like help with coding, or would simply like to post your write-ups, use the forum! http://p068.ezboard.com/frpgww60462frm4.showMessage?topicID=1959.topic
 
Right now, Igala is the only continent MUSHed out. A number of subrooms are still skeletons--contributions appreciation! If you'd like help with coding, or would simply like to post your write-ups, use the forum! http://p068.ezboard.com/frpgww60462frm4.showMessage?topicID=1959.topic
 
 
* Contents: ''Gaera Map(#576Tn)''
 
* Contents: ''Gaera Map(#576Tn)''
 
* Obvious exits: <Ig>ala
 
* Obvious exits: <Ig>ala
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Pick a country in which to start roleplaying or exploring!
 
Pick a country in which to start roleplaying or exploring!
 
 
* Contents: ''Igala Map(#577Tn)''
 
* Contents: ''Igala Map(#577Tn)''
 
* Obvious exits: <A>von  Bar<ius>  <B>aron  <Co>tiego  <C>uratori Faiyar  <D>oma  <Ev>ringshal  The Far North <FN>  <For>fiet Isle  (central) Gwa'AAG <Gw>  (central) Gre'par'<th>  Gu<nn>ir Academy  <In>ustan  <K>alshana  <Ne>konia  New Kilian <NK>  Mist Village <MiV>  <R>iva  <S>olasia  The<ice>  <T>herney  <V>alth  <U>nostychia  The <Wo>odlands
 
* Obvious exits: <A>von  Bar<ius>  <B>aron  <Co>tiego  <C>uratori Faiyar  <D>oma  <Ev>ringshal  The Far North <FN>  <For>fiet Isle  (central) Gwa'AAG <Gw>  (central) Gre'par'<th>  Gu<nn>ir Academy  <In>ustan  <K>alshana  <Ne>konia  New Kilian <NK>  Mist Village <MiV>  <R>iva  <S>olasia  The<ice>  <T>herney  <V>alth  <U>nostychia  The <Wo>odlands
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Nevertheless, while most travelers still pass through the plains mostly out of necessity, some of the taboo is fading. Over time, the reality of the "Battle of the Raging Heavens" has become less real--or, at the least, very far away. Some merchants are finding it very much in their interests to go through the plains rather than over the sea or through the mountains, particularly when dealing as middlemen for less historically-oriented and more numbers-oriented retailers--and others of the ilk. Some consider the possible disappearance on the plain as a necessary business risk, nothing more than a possible bandit ambush in the mountains or pirate attack on sea. The more savvy generally will plot out their routes carefully according to pre-exorcized land...and perhaps include a mercenary or two with the right abilities as insurance.
 
Nevertheless, while most travelers still pass through the plains mostly out of necessity, some of the taboo is fading. Over time, the reality of the "Battle of the Raging Heavens" has become less real--or, at the least, very far away. Some merchants are finding it very much in their interests to go through the plains rather than over the sea or through the mountains, particularly when dealing as middlemen for less historically-oriented and more numbers-oriented retailers--and others of the ilk. Some consider the possible disappearance on the plain as a necessary business risk, nothing more than a possible bandit ambush in the mountains or pirate attack on sea. The more savvy generally will plot out their routes carefully according to pre-exorcized land...and perhaps include a mercenary or two with the right abilities as insurance.
 
 
* Obvious exits: <D>oma  <In>ustan  <K>alshana  <Ne>konia  Shumans Spine South <shS>   
 
* Obvious exits: <D>oma  <In>ustan  <K>alshana  <Ne>konia  Shumans Spine South <shS>   
  
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It is likely that settlements exist within the desert; however, there have been no great mapping expeditions as yet. Nor have any living within the desert decided to make their presence known in any great way.
 
It is likely that settlements exist within the desert; however, there have been no great mapping expeditions as yet. Nor have any living within the desert decided to make their presence known in any great way.
 
 
* Obvious exits: <B>aron  Western <Fr>ontier  <Ti>tan Mountains  Shumans Spine South <shS>   
 
* Obvious exits: <B>aron  Western <Fr>ontier  <Ti>tan Mountains  Shumans Spine South <shS>   
  
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While it is generally assumed that The Woodlands ends where the mountains begin, some usagijin tribes reach into these mountains. The usagjin themselves generally consider the limits of their territory to be where La Foret--the woods--end. However, few usagijin will settle past the highest part of the Shumans. Unsurprisingly, a few outlaying Thernian settlements can also be found in this section of the Shumans; rarely will the Thernians and usagijin settlements meet.
 
While it is generally assumed that The Woodlands ends where the mountains begin, some usagijin tribes reach into these mountains. The usagjin themselves generally consider the limits of their territory to be where La Foret--the woods--end. However, few usagijin will settle past the highest part of the Shumans. Unsurprisingly, a few outlaying Thernian settlements can also be found in this section of the Shumans; rarely will the Thernians and usagijin settlements meet.
 
 
* Obvious exits: <K>alshana  <T>herney  The <Wo>odlands  Southeastern Frontier <seF>  Shumans Spine South <shS>   
 
* Obvious exits: <K>alshana  <T>herney  The <Wo>odlands  Southeastern Frontier <seF>  Shumans Spine South <shS>   
  
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Usagijin from The Woodlands and orks from the outskirts of Gwa'AAG find homes in this part of the Shuman Mountains. While few usagijin will settle past the highest part of the Shumans, the presence of the warlike orks has led a few out of their traditional wooded homes to the larger parts of Igala. Traditional lovers of battle themselves, usagijin can get along well with orks if they are able to get past trying to kill each other over territorial disputes.
 
Usagijin from The Woodlands and orks from the outskirts of Gwa'AAG find homes in this part of the Shuman Mountains. While few usagijin will settle past the highest part of the Shumans, the presence of the warlike orks has led a few out of their traditional wooded homes to the larger parts of Igala. Traditional lovers of battle themselves, usagijin can get along well with orks if they are able to get past trying to kill each other over territorial disputes.
 
 
* Obvious exits: Gwa'AAG (outskirts) <Gwo>  The <Wo>odlands  Shumans Spine South <shS>   
 
* Obvious exits: Gwa'AAG (outskirts) <Gwo>  The <Wo>odlands  Shumans Spine South <shS>   
  
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This section of the Shumans is riddled with autonomous settlements. Those discontent with the available governments or governing persons often find themselves in the southern spine of the Shumans. Tax evaders of various kinds also will set up their arrangements here; outside the country of Doma is a favorite spot for those playing these odds, given the ease with which one can enter Doma should the protections and benefits of a nation be desired--say, in case of war or famine. Also, settlements of various recluse and/or older races find this section of the Shumans to fit their needs quite adequately.
 
This section of the Shumans is riddled with autonomous settlements. Those discontent with the available governments or governing persons often find themselves in the southern spine of the Shumans. Tax evaders of various kinds also will set up their arrangements here; outside the country of Doma is a favorite spot for those playing these odds, given the ease with which one can enter Doma should the protections and benefits of a nation be desired--say, in case of war or famine. Also, settlements of various recluse and/or older races find this section of the Shumans to fit their needs quite adequately.
 
 
* Obvious exits: <Al>es'hir  <D>oma  (central) Gwa'AAG <Gwa>  Gwa'AAG (outskirts) <Gwo>  <K>alshana  The <Wo>odlands  Barren Desert <BD>  Western <Fr>ontier  Forbidden Plains <FP>  Shumans Spine North <shN>  Shumans Branch Southeast <shSE>  Shumans Branch Southwest <shSW>   
 
* Obvious exits: <Al>es'hir  <D>oma  (central) Gwa'AAG <Gwa>  Gwa'AAG (outskirts) <Gwo>  <K>alshana  The <Wo>odlands  Barren Desert <BD>  Western <Fr>ontier  Forbidden Plains <FP>  Shumans Spine North <shN>  Shumans Branch Southeast <shSE>  Shumans Branch Southwest <shSW>   
  
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Orks themselves have little use for permanent settlements; these oddities exist in central Gwa'AAG for the purposes of trade with outsiders. Those wishing to enter central Gwa'AAG without passing through the outskirts will need to do so through the southern Shuman spine, which poses its own difficulties. The shortest path through the outskirts to central Gwa'AAG otherwise is through the northern outskirts from the frontier.
 
Orks themselves have little use for permanent settlements; these oddities exist in central Gwa'AAG for the purposes of trade with outsiders. Those wishing to enter central Gwa'AAG without passing through the outskirts will need to do so through the southern Shuman spine, which poses its own difficulties. The shortest path through the outskirts to central Gwa'AAG otherwise is through the northern outskirts from the frontier.
 
 
* Obvious exits: (central) Gwa'AAG <Gwa>  <U>nostychia  Western <Fr>ontier  Shumans Branch Southwest <shSW>  Shumans Spine South <shS>   
 
* Obvious exits: (central) Gwa'AAG <Gwa>  <U>nostychia  Western <Fr>ontier  Shumans Branch Southwest <shSW>  Shumans Spine South <shS>   
  
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Gwa'AAG also trades various remains from their hunts. By far Gwa'AAG's most valued part of the animal is the meat--the bones, horns, pelts, and other remains are used as necessary for housing, clothing, religious, and other cultural needs. The extra items, however, are often traded--as fur, leather, cleaned bone and horn for carving, or--in rarer cases--carved items from these materials. While few orks find themselves in the position of artisan, carved items are not completely unknown or undesired and most commonly take religious form--fetishes and totems of local spirits; icons or symbols of the popular deities of Numian, Kazeros, and Loki; and various aids such as vessels for ceremonies. Beads are also common, if generally less desirable in trade; finished jewelery, on the other hand, more often finds its way into trades.
 
Gwa'AAG also trades various remains from their hunts. By far Gwa'AAG's most valued part of the animal is the meat--the bones, horns, pelts, and other remains are used as necessary for housing, clothing, religious, and other cultural needs. The extra items, however, are often traded--as fur, leather, cleaned bone and horn for carving, or--in rarer cases--carved items from these materials. While few orks find themselves in the position of artisan, carved items are not completely unknown or undesired and most commonly take religious form--fetishes and totems of local spirits; icons or symbols of the popular deities of Numian, Kazeros, and Loki; and various aids such as vessels for ceremonies. Beads are also common, if generally less desirable in trade; finished jewelery, on the other hand, more often finds its way into trades.
 
 
* Obvious exits: Gwa'AAG (outskirts) <Gwo>  Shumans Spine South <shS>   
 
* Obvious exits: Gwa'AAG (outskirts) <Gwo>  Shumans Spine South <shS>   
  
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Usagijin living in The Woodlands value not only education, but also respect for the hierarchy within the tribe. Education as a whole is the responsibility of the family of a child, however the tribe's code of honor will be taught to a child not from the family alone but from the entire tribe--forcefully when need be. Every typical, and most atypical, usagijin is trained in unarmed fighting to some degree, and are presented frequent opportunities to work out their aggressive tendencies in productive and/or satisfying ways; intra- and inter-tribe fighting tournaments occur regularly, as do friendly (and not-so-friendly) sparring matches amongst acquaintances.
 
Usagijin living in The Woodlands value not only education, but also respect for the hierarchy within the tribe. Education as a whole is the responsibility of the family of a child, however the tribe's code of honor will be taught to a child not from the family alone but from the entire tribe--forcefully when need be. Every typical, and most atypical, usagijin is trained in unarmed fighting to some degree, and are presented frequent opportunities to work out their aggressive tendencies in productive and/or satisfying ways; intra- and inter-tribe fighting tournaments occur regularly, as do friendly (and not-so-friendly) sparring matches amongst acquaintances.
 
 
* Obvious exits: Shumans Branch Southeast <shSE>  Shumans Branch Southwest <shSW>  Shumans Spine South <shS>   
 
* Obvious exits: Shumans Branch Southeast <shSE>  Shumans Branch Southwest <shSW>  Shumans Spine South <shS>   
  
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TOTALLY NO DESCRIPTION YET SUFFER HAHA
 
TOTALLY NO DESCRIPTION YET SUFFER HAHA
 
 
* Obvious exits: Gu<nn>ir Academy  <D>oma  The Far North <FN>  <R>iva  Tan'<y>ama  <Ki>lian Woods  <Ti>tan Mountains  Shumans Spine South <shS>  Shumans Branch Northwest <shNW>  Shumans Branch Northeast <shNE>   
 
* Obvious exits: Gu<nn>ir Academy  <D>oma  The Far North <FN>  <R>iva  Tan'<y>ama  <Ki>lian Woods  <Ti>tan Mountains  Shumans Spine South <shS>  Shumans Branch Northwest <shNW>  Shumans Branch Northeast <shNE>   
  
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On any given day, Gunnir's courtyard is typically being traversed by dragoon guards employed by the administration, students on the way to class or just simply goofing off, or instructors running behind schedule.
 
On any given day, Gunnir's courtyard is typically being traversed by dragoon guards employed by the administration, students on the way to class or just simply goofing off, or instructors running behind schedule.
 
 
* Obvious exits: Shumans Spine North <shN>
 
* Obvious exits: Shumans Spine North <shN>
  
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TOTALLY NO DESCRIPTION YET SUFFER HAHA
 
TOTALLY NO DESCRIPTION YET SUFFER HAHA
 
 
* Obvious exits: <Ne>konia  Forbidden Plains <FP>  Southeastern Frontier <seF>   
 
* Obvious exits: <Ne>konia  Forbidden Plains <FP>  Southeastern Frontier <seF>   
  
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Doma is the 'melting pot' of Igala, or perhaps its asylum--in multiple senses of the word. The country as a whole accepts people of many races and backgrounds, taking acceptance to great--oftentimes ridiculous--levels. It is fortunate that amongst those accepted are the unaccepting, to keep things in balance.
 
Doma is the 'melting pot' of Igala, or perhaps its asylum--in multiple senses of the word. The country as a whole accepts people of many races and backgrounds, taking acceptance to great--oftentimes ridiculous--levels. It is fortunate that amongst those accepted are the unaccepting, to keep things in balance.
 
 
* Obvious exits: Castle <Hy>ral  Doma City <DC>  <En>chufa  <Ko>hlingen  <R>iva  Forbidden Plains <FP>  Shumans Spine North <shN>  Shumans Spine South <shS>   
 
* Obvious exits: Castle <Hy>ral  Doma City <DC>  <En>chufa  <Ko>hlingen  <R>iva  Forbidden Plains <FP>  Shumans Spine North <shN>  Shumans Spine South <shS>   
  
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TOTALLY NO DESCRIPTION YET SUFFER HAHA
 
TOTALLY NO DESCRIPTION YET SUFFER HAHA
 
 
* Obvious exits: Shumans Spine North <shN>   
 
* Obvious exits: Shumans Spine North <shN>   
 
+
(previous description: HAY DAN)
  
 
'''Shumans Spine North <shN>(#340Rn)'''
 
'''Shumans Spine North <shN>(#340Rn)'''
  
 
TOTALLY NO DESCRIPTION YET SUFFER HAHA
 
TOTALLY NO DESCRIPTION YET SUFFER HAHA
 
 
* Contents: DragonclawsEDW(#9PWenAc)
 
* Contents: DragonclawsEDW(#9PWenAc)
 
* Obvious exits: Gu<nn>ir Academy  <D>oma  The Far North <FN>  <R>iva  Tan'<y>ama  <Ki>lian Woods  <Ti>tan Mountains  Shumans Spine South <shS>  Shumans Branch Northwest <shNW>  Shumans Branch Northeast <shNE>   
 
* Obvious exits: Gu<nn>ir Academy  <D>oma  The Far North <FN>  <R>iva  Tan'<y>ama  <Ki>lian Woods  <Ti>tan Mountains  Shumans Spine South <shS>  Shumans Branch Northwest <shNW>  Shumans Branch Northeast <shNE>   
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TOTALLY NO DESCRIPTION YET SUFFER HAHA
 
TOTALLY NO DESCRIPTION YET SUFFER HAHA
 
 
* Obvious exits: <Co>tiego  <C>uratori Faiyar  (central) Gre'par'<th>  <Ki>lian Woods  Shumans Spine North <shN>   
 
* Obvious exits: <Co>tiego  <C>uratori Faiyar  (central) Gre'par'<th>  <Ki>lian Woods  Shumans Spine North <shN>   
 
You leave!
 
You leave!
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TOTALLY NO DESCRIPTION YET SUFFER HAHA
 
TOTALLY NO DESCRIPTION YET SUFFER HAHA
 
 
* Obvious exits: <Ki>lian Woods  Shumans Branch Northwest <shNW>   
 
* Obvious exits: <Ki>lian Woods  Shumans Branch Northwest <shNW>   
  
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TOTALLY NO DESCRIPTION YET SUFFER HAHA
 
TOTALLY NO DESCRIPTION YET SUFFER HAHA
 
 
* Obvious exits: Southern Reaches of Gre'par'th <SG>  <Ki>lian Woods
 
* Obvious exits: Southern Reaches of Gre'par'th <SG>  <Ki>lian Woods
  
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TOTALLY NO DESCRIPTION YET SUFFER HAHA
 
TOTALLY NO DESCRIPTION YET SUFFER HAHA
 
 
* Obvious exits: <C>uratori Faiyar  New Kilian <NK>  Tundra Wasteland <TW>  Shumans Branch Northwest <shNW>  <Ti>tan Mountains  Shumans Spine North <shN>   
 
* Obvious exits: <C>uratori Faiyar  New Kilian <NK>  Tundra Wasteland <TW>  Shumans Branch Northwest <shNW>  <Ti>tan Mountains  Shumans Spine North <shN>   
  
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TOTALLY NO DESCRIPTION YET SUFFER HAHA
 
TOTALLY NO DESCRIPTION YET SUFFER HAHA
 
 
* Obvious exits: <Ki>lian Woods
 
* Obvious exits: <Ki>lian Woods
  
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Located in the Titan mountains, home of the summoners.
 
Located in the Titan mountains, home of the summoners.
 
 
* Obvious exits: <Ti>tan Mountains  Mist Caverns <MiC>   
 
* Obvious exits: <Ti>tan Mountains  Mist Caverns <MiC>   
  
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TOTALLY NO DESCRIPTION YET SUFFER HAHA
 
TOTALLY NO DESCRIPTION YET SUFFER HAHA
 
 
* Obvious exits: Mist Village <MiV>  <B>aron  Barren Desert <BD>  <Ki>lian Woods  Shumans Spine North <shN>   
 
* Obvious exits: Mist Village <MiV>  <B>aron  Barren Desert <BD>  <Ki>lian Woods  Shumans Spine North <shN>   
  
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You see nothing special.
 
You see nothing special.
Western <Fr>ontier;fr;fro;fron;front;fronti;frontie;frontier(#426E) is scheduled to be destroyed.
+
Western <Fr>ontier;fr;fro;fron;front;fronti;frontie;frontier(#426E)
Halted: Western <Fr>ontier;fr;fro;fron;front;fronti;frontie;frontier(#426).
+
is scheduled to be destroyed.
 +
Halted:
 +
Western <Fr>ontier;fr;fro;fron;front;fronti;frontie;frontier(#426).
 
Destroyed.
 
Destroyed.
 
You leave!
 
You leave!
 
  
  
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TOTALLY NO DESCRIPTION YET SUFFER HAHA
 
TOTALLY NO DESCRIPTION YET SUFFER HAHA
 
 
* Obvious exits: Bu<ff>er Frontier   
 
* Obvious exits: Bu<ff>er Frontier   
  
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TOTALLY NO DESCRIPTION YET SUFFER HAHA
 
TOTALLY NO DESCRIPTION YET SUFFER HAHA
 
 
*Obvious exits: Northern Reaches of Gre'par'th <NG>  Southern Reaches of Gre'par'th <SG>  Shumans Branch Northwest <shNW>   
 
*Obvious exits: Northern Reaches of Gre'par'th <NG>  Southern Reaches of Gre'par'th <SG>  Shumans Branch Northwest <shNW>   
  
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TOTALLY NO DESCRIPTION YET SUFFER HAHA
 
TOTALLY NO DESCRIPTION YET SUFFER HAHA
 
 
* Obvious exits: Shumans Branch Northwest <shNW>   
 
* Obvious exits: Shumans Branch Northwest <shNW>   
  
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TOTALLY NO DESCRIPTION YET SUFFER HAHA
 
TOTALLY NO DESCRIPTION YET SUFFER HAHA
 
 
* Obvious exits: <In>ustan  <K>alshana  <Ne>konia  <T>herney  Shumans Branch Southeast <shSE>
 
* Obvious exits: <In>ustan  <K>alshana  <Ne>konia  <T>herney  Shumans Branch Southeast <shSE>
  
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Nekonia has enjoyed a long period of lasting peace, even with having recently and perhaps narrowly avoided a conflict with neighboring Inustan some years ago. Once a year the capital of Nekonia hosts the Kitiwai Karnial,a festival related to celebrating the goddess Nekogami. Worship of Nekogami is widespread and varied, but there is no official religion. The current regents, the Kitiwais, take a very hands-off approach toward their people and internal affairs and tend toward seeing the management of external issues as their responsibilities. Only purebred nekojin are allowed to be ambassadors for Nekonia.
 
Nekonia has enjoyed a long period of lasting peace, even with having recently and perhaps narrowly avoided a conflict with neighboring Inustan some years ago. Once a year the capital of Nekonia hosts the Kitiwai Karnial,a festival related to celebrating the goddess Nekogami. Worship of Nekogami is widespread and varied, but there is no official religion. The current regents, the Kitiwais, take a very hands-off approach toward their people and internal affairs and tend toward seeing the management of external issues as their responsibilities. Only purebred nekojin are allowed to be ambassadors for Nekonia.
 
 
* Obvious exits: Hotte <Sp>rings  Nekonia (capital) <NC>  <Ru>ins of the Old Capital  Forbidden Plains <FP>  Southeastern Frontier <seF>  <I>nustan  <K>alshana   
 
* Obvious exits: Hotte <Sp>rings  Nekonia (capital) <NC>  <Ru>ins of the Old Capital  Forbidden Plains <FP>  Southeastern Frontier <seF>  <I>nustan  <K>alshana   
  
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Loyalty is perhaps the most prized concept in Inustan, with individual interpretations varying slightly between citizens. Loyalty to government is important, given loyalty from the government to its citizens is assumed by many. Loyalty to friends and family is also important. The strictness to which loyalty must be observed may cause misunderstandings or, at the politest, frequent subject changes between Inustani and foreigners. And there is, of course, a stubborn number in the country who feel that Inustani culture is incompatible with all but the native inujin race itself. The various major and minor clans in Inustan have different official standings on this issue, although understandable, the Shisha clan--that is, the clan which represents non-native Inustani--have a more "liberal" point of view on the matter.
 
Loyalty is perhaps the most prized concept in Inustan, with individual interpretations varying slightly between citizens. Loyalty to government is important, given loyalty from the government to its citizens is assumed by many. Loyalty to friends and family is also important. The strictness to which loyalty must be observed may cause misunderstandings or, at the politest, frequent subject changes between Inustani and foreigners. And there is, of course, a stubborn number in the country who feel that Inustani culture is incompatible with all but the native inujin race itself. The various major and minor clans in Inustan have different official standings on this issue, although understandable, the Shisha clan--that is, the clan which represents non-native Inustani--have a more "liberal" point of view on the matter.
 
 
* Obvious exits: <Ar>gosy  <Fi>delnost  <Hy>drante  <Ma>rme  <Ru>ins of Fideleo  <Ne>konia  Forbidden Plains <FP>  Southeastern Frontier <seF>   
 
* Obvious exits: <Ar>gosy  <Fi>delnost  <Hy>drante  <Ma>rme  <Ru>ins of Fideleo  <Ne>konia  Forbidden Plains <FP>  Southeastern Frontier <seF>   
  
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TOTALLY NO DESCRIPTION YET SUFFER HAHA
 
TOTALLY NO DESCRIPTION YET SUFFER HAHA
 
 
* Obvious exits: Bu<ff>er Frontier  Western <Fr>ontier
 
* Obvious exits: Bu<ff>er Frontier  Western <Fr>ontier
 +
 +
 +
==Thursday, June 29, 2006, 6:43 AM==
 +
''<Public> Dia has connected. Last connect was Wed Jun 28 13:05:41 2006.''
 +
 +
'''<Ev>ringshal(#523Rn)'''
 +
 +
TOTALLY NO DESCRIPTION YET SUFFER HAHA
 +
* Obvious exits: The Far North <FN>  Shumans Branch Northeast <shNE> 
 +
 +
 +
'''The Far North <FN>(#526Rn)'''
 +
 +
TOTALLY NO DESCRIPTION YET SUFFER HAHA
 +
* Obvious exits: <Ev>ringshal  Shumans Spine North <shN>  Shumans Branch Northeast <shNE> 
 +
 +
 +
'''Southern Reaches of Gre'par'th <SG>(#382Rn)'''
 +
 +
TOTALLY NO DESCRIPTION YET SUFFER HAHA
 +
* Obvious exits: (central) Gre'par'<th>  Tundra Wasteland <TW>  Shumans Branch Northwest <shNW> 
 +
 +
 +
'''<U>nostychia(#347Rn)'''
 +
 +
TOTALLY NO DESCRIPTION YET SUFFER HAHA
 +
* Obvious exits: Gwa'AAG (outskirts) <Gwo>  Western <Fr>ontier 
 +
 +
 +
'''Southeastern Frontier <seF>(#402Rn)'''
 +
 +
TOTALLY NO DESCRIPTION YET SUFFER HAHA
 +
* Obvious exits: <In>ustan  <K>alshana  <Ne>konia  <T>herney  Shumans Branch Southeast <shSE> 
 +
 +
 +
'''<T>herney(#412Rn)'''
 +
 +
TOTALLY NO DESCRIPTION YET SUFFER HAHA
 +
* Obvious exits: The <Wo>odlands  Southeastern Frontier <seF>  Shumans Branch Southeast <shSE> 
 +
 +
 +
'''Shumans Branch Northeast <shNE>(#343Rnl)'''
 +
 +
TOTALLY NO DESCRIPTION YET SUFFER HAHA
 +
* Obvious exits: <Ev>ringshal  The Far North <FN>  <R>iva  <S>olasia  <V>alth  Shumans Spine North <shN> 
 +
 +
 +
'''<S>olasia(#557Rn)'''
 +
 +
TOTALLY NO DESCRIPTION YET SUFFER HAHA
 +
* Obvious exits: <R>iva  Shumans Spine North <shN>  Shumans Branch Northeast <shNE> 
 +
 +
 +
'''<Al>es'hir(#553Rn)'''
 +
 +
TOTALLY NO DESCRIPTION YET SUFFER HAHA
 +
* Obvious exits: Shumans Spine South <shS> 
 +
 +
 +
'''Bar<ius>(#335Rn)'''
 +
 +
HAY SHINEY
 +
* Obvious exits: <Ig>ala 
 +
 +
 +
'''<For>fiet Isle(#521Rn)'''
 +
 +
HAY SOMEBODY
 +
* Obvious exits: <Igala> 
 +
 +
 +
'''Northern Reaches of Gre'par'th <NG>(#512Rn)'''
 +
 +
TOTALLY NO DESCRIPTION YET SUFFER HAHA
 +
* Obvious exits: (central) Gre'par'<th>  Shumans Branch Northwest <shNW>
 +
 +
 +
'''Western <Fr>ontier(#489Rn)'''
 +
 +
TOTALLY NO DESCRIPTION YET SUFFER HAHA
 +
* Obvious exits: <A>von  <B>aron  Gwa'AAG (outskirts) <Gwo>  <U>nostychia  Barren Desert <BD>  Shumans Spine South <shS>  Shumans Branch Southwest <shSW>

Revision as of 20:16, 10 February 2007

Map

First, an image:

IGALA mushgrid v0.3.png

This is a graphic representation of the 'rooms' of the RPGWW MUSH. Each red arrow shows an exit. For instance, from the country of Doma, one could enter the Forbidden Plains. From the Forbidden Plains, one could go back to Doma, or into the Shuman Mountains.

All exits visible on this map were made to work both ways, but some were hidden (the exit from the Shumans to Tan'yama, for instance, was not visible, as the average Gaeran would not know it was there).


Sunday, July 02, 2006, 11:55 AM

<Public> Dia has connected. Last connect was Sat Jul 01 13:24:01 2006.

IC Nexus(#3Rn)

A selection of settings.

  • Obvious exits: <G>aera Main <El>emaer


<G>aera(#207Rn) This is the Gaera Main setting. Below you'll find a list of continent(s) which you can use for the purposes of roleplay or reading about the setting.

Right now, Igala is the only continent MUSHed out. A number of subrooms are still skeletons--contributions appreciation! If you'd like help with coding, or would simply like to post your write-ups, use the forum! http://p068.ezboard.com/frpgww60462frm4.showMessage?topicID=1959.topic

  • Contents: Gaera Map(#576Tn)
  • Obvious exits: <Ig>ala


Igala(#17Rn) Igala is an hourglass-shaped continent in the primarily temperate latitudes of the eastern hemisphere. Its lands are both dense and diversely populated and many of its peoples can boast of notable ventures in the fields of exploration.

Pick a country in which to start roleplaying or exploring!

  • Contents: Igala Map(#577Tn)
  • Obvious exits: <A>von Bar<ius> <B>aron <Co>tiego <C>uratori Faiyar <D>oma <Ev>ringshal The Far North <FN> <For>fiet Isle (central) Gwa'AAG <Gw> (central) Gre'par'<th> Gu<nn>ir Academy <In>ustan <K>alshana <Ne>konia New Kilian <NK> Mist Village <MiV> <R>iva <S>olasia The<ice> <T>herney <V>alth <U>nostychia The <Wo>odlands


Forbidden Plains <FP>(#38Rn)

Ravaged some 400 years ago during what began as a territorial dispute between Doma and Nekonia, the Forbidden Plains are known as a blood soaked and haunted land even today. And, in fact, there are some pecularities to the land. It certainly has more than its fair share of ghosts, for starters, which has attracted a small number of philanthropist exorcists. Also, it is not just a rumor that there are large and small patches of ground where no plants will grow--the corresponding story being that the land has been rendered unable to bear fruit from the salt of the shed blood (or tears, depending on the storyteller).

Nevertheless, while most travelers still pass through the plains mostly out of necessity, some of the taboo is fading. Over time, the reality of the "Battle of the Raging Heavens" has become less real--or, at the least, very far away. Some merchants are finding it very much in their interests to go through the plains rather than over the sea or through the mountains, particularly when dealing as middlemen for less historically-oriented and more numbers-oriented retailers--and others of the ilk. Some consider the possible disappearance on the plain as a necessary business risk, nothing more than a possible bandit ambush in the mountains or pirate attack on sea. The more savvy generally will plot out their routes carefully according to pre-exorcized land...and perhaps include a mercenary or two with the right abilities as insurance.

  • Obvious exits: <D>oma <In>ustan <K>alshana <Ne>konia Shumans Spine South <shS>


Barren Desert <BD>(#326Rn)

The desert is a hot, arid and dusty land resting between Baron and the foothills of the Shumans. The change to desert on the west, south, and east is gradual enough that, from Baron's easternmost border, the desert cannot be seen. Neither can the desert immediately be seen from the bordering Shuman Mountains. However, on the north, the change is anything but subtle; a traveler may find herself one moment surrounded by the familiar Titan mountainscape, and the other overlooking the deathly landscape of the desert.

Despite its name--obviously given by those who live in more arid lands--the Barren Desert is no more lifeless than your average desert. Various flora and fauna have adapted quite adequately to the limited rainfall and extreme temperatures created in the particular environment.

It is likely that settlements exist within the desert; however, there have been no great mapping expeditions as yet. Nor have any living within the desert decided to make their presence known in any great way.

  • Obvious exits: <B>aron Western <Fr>ontier <Ti>tan Mountains Shumans Spine South <shS>


Shumans Branch Southeast <shSE>(#42Rn)

You are in the Shuman Mountains. The Shumans are an old mountain range and it seems to show it the most on the south of the continent. Here, the elements have worked the Shumans down to the point where they can just barely be called mountains. These mountains, rounded by erosion, are carpeted every square unit by trees. Some of these trees are old, tall, and wide enough to allow for adult dragons to rest peacefully underneath them.

While it is generally assumed that The Woodlands ends where the mountains begin, some usagijin tribes reach into these mountains. The usagjin themselves generally consider the limits of their territory to be where La Foret--the woods--end. However, few usagijin will settle past the highest part of the Shumans. Unsurprisingly, a few outlaying Thernian settlements can also be found in this section of the Shumans; rarely will the Thernians and usagijin settlements meet.

  • Obvious exits: <K>alshana <T>herney The <Wo>odlands Southeastern Frontier <seF> Shumans Spine South <shS>


Shumans Branch Southwest <shSW>(#331Rn)

You are in the Shuman Mountains. The Shumans are an old mountain range and it seems to show it the most on the south of the continent. Here, the elements have worked the Shumans down to the point where they can just barely be called mountains. These mountains, rounded by erosion, are carpeted every square unit by trees. Some of these trees are old, tall, and wide enough to allow for adult dragons to rest peacefully underneath them.

Usagijin from The Woodlands and orks from the outskirts of Gwa'AAG find homes in this part of the Shuman Mountains. While few usagijin will settle past the highest part of the Shumans, the presence of the warlike orks has led a few out of their traditional wooded homes to the larger parts of Igala. Traditional lovers of battle themselves, usagijin can get along well with orks if they are able to get past trying to kill each other over territorial disputes.

  • Obvious exits: Gwa'AAG (outskirts) <Gwo> The <Wo>odlands Shumans Spine South <shS>


Shumans Spine South <shS>(#334Rn)

You are in the Shuman Mountains. The Shumans are an old mountain range, with mountaintops rounded by erosion and seemingly every square unit carpeted by trees. Some of these trees are old, tall, and wide enough to allow for adult dragons to rest peacefully underneath them.

The spine of the Shumans is the "backbone" which runs from the north of the continent to the south. All other sections of mountains branch off from the spine. The southern section of the spine stops where the Titan Mountains branch off.

This section of the Shumans is riddled with autonomous settlements. Those discontent with the available governments or governing persons often find themselves in the southern spine of the Shumans. Tax evaders of various kinds also will set up their arrangements here; outside the country of Doma is a favorite spot for those playing these odds, given the ease with which one can enter Doma should the protections and benefits of a nation be desired--say, in case of war or famine. Also, settlements of various recluse and/or older races find this section of the Shumans to fit their needs quite adequately.

  • Obvious exits: <Al>es'hir <D>oma (central) Gwa'AAG <Gwa> Gwa'AAG (outskirts) <Gwo> <K>alshana The <Wo>odlands Barren Desert <BD> Western <Fr>ontier Forbidden Plains <FP> Shumans Spine North <shN> Shumans Branch Southeast <shSE> Shumans Branch Southwest <shSW>


Gwa'AAG (outskirts) <Gwo>(#375Rn)

Gwa'AAG is the known homeland of the ork race. However, trying to place borders on the territory of a nomadic people provides for more than a spot of trouble. The easiest way to look at the nation is to view Gwa'AAG consisting of a centralized area and its outskirts.

It is here, in the outskirts of Gwa'AAG, where the borders are constantly shifting as various tribes are constantly on the move, taking advantage of the best hunting grounds and other secrets of the land. The outskirts reach out furthest into the frontier to the west, slowly beginning to engulf the border of Unostychia. They further extend all the way to the southern coast, blocked only by the ocean itself. Some ork tribes call the southwestern branch of the Shumans home; however, few are likely to settle into the southern sections of the Shumans' spine. Here, their encroachment is blocked by races jealous of their mountain territory and unfriendly to orkish approach.

Orks themselves have little use for permanent settlements; these oddities exist in central Gwa'AAG for the purposes of trade with outsiders. Those wishing to enter central Gwa'AAG without passing through the outskirts will need to do so through the southern Shuman spine, which poses its own difficulties. The shortest path through the outskirts to central Gwa'AAG otherwise is through the northern outskirts from the frontier.

  • Obvious exits: (central) Gwa'AAG <Gwa> <U>nostychia Western <Fr>ontier Shumans Branch Southwest <shSW> Shumans Spine South <shS>


Central Gwa'<AA>G(#323Rn)

Gwa'AAG is the known homeland of the ork race. However, trying to place borders on the territory of a nomadic people provides for more than a spot of trouble. The easiest way to look at the nation is to view Gwa'AAG consisting of a centralized area and its outskirts. Central Gwa'AAG is the area wherein any permanent orkish settlements exist. Orks themselves have little use for cities, maintaining these oddities for the purposes of trade with outsiders.

One of the more sought after Gwa'AAG exports are any of the various alcoholic substances--easily considered the best thing to do with gathered plant substances during the meat-plenty months. Alcohol is a highly valued commodity in Gwa'AAG itself, so it doesn't come at a cheap price; generally, it can be traded for a larger amount of different alcohol or quality grainstuff. The later is preferred, given that orks trust their own ability to create quality brew better than races of weaker constitutions--and why else would others seek their better drink? However, alcohol keeps better when transported, so what is brought into Gwa'AAG depends on the merchant.

Gwa'AAG also trades various remains from their hunts. By far Gwa'AAG's most valued part of the animal is the meat--the bones, horns, pelts, and other remains are used as necessary for housing, clothing, religious, and other cultural needs. The extra items, however, are often traded--as fur, leather, cleaned bone and horn for carving, or--in rarer cases--carved items from these materials. While few orks find themselves in the position of artisan, carved items are not completely unknown or undesired and most commonly take religious form--fetishes and totems of local spirits; icons or symbols of the popular deities of Numian, Kazeros, and Loki; and various aids such as vessels for ceremonies. Beads are also common, if generally less desirable in trade; finished jewelery, on the other hand, more often finds its way into trades.

  • Obvious exits: Gwa'AAG (outskirts) <Gwo> Shumans Spine South <shS>


The <Wo>odlands(#416Rn)

At the very south of Igala, the Shumans encircle The Woodlands--the hilly and wooded area known to be usagijin tribeland. Lacking a centralized government, usagijin generally rely on barter with each other and in their rare dealings with other nations. The Usagijin are an herbivorous race who engage in four meals a day. The native language is Sagii and while quick to learn other languages, they prefer to deal with those capable of speaking their own.

Most tribes subscribe to a variation of 'rule by intellectuals.' The actual structure varies from tribe to tribe, as does the definition of "intellectual." In some tribes, good sense and the quality of study determines the matter; in others, the amount of study; and in some, intelligence is a fascinatingly inheritable quality. However, tribes blatantly ruled through deviant means are frowned upon, mocked, and, in extreme cases, shunned.

Despite the growing number of elite who are beginning to consider "study abroad" an essential facet to an aspiring young ruler's education, this is still a minority opinion. The outside world is generally considered of little consequence to The Woodlands until usagijin territory is encroached upon. Intellectual leanings or no, usagijin are fiercely territorial and have an aggressive nature which will be put to immediate and effective use against threatening outsiders. While few tribes have official links with another, it is by no means completely unknown for the tribes to band together when necessary, working in a loose confederation to repel outside threats.

Usagijin living in The Woodlands value not only education, but also respect for the hierarchy within the tribe. Education as a whole is the responsibility of the family of a child, however the tribe's code of honor will be taught to a child not from the family alone but from the entire tribe--forcefully when need be. Every typical, and most atypical, usagijin is trained in unarmed fighting to some degree, and are presented frequent opportunities to work out their aggressive tendencies in productive and/or satisfying ways; intra- and inter-tribe fighting tournaments occur regularly, as do friendly (and not-so-friendly) sparring matches amongst acquaintances.

  • Obvious exits: Shumans Branch Southeast <shSE> Shumans Branch Southwest <shSW> Shumans Spine South <shS>


Shumans Spine North <shN>(#340Rn)

TOTALLY NO DESCRIPTION YET SUFFER HAHA

  • Obvious exits: Gu<nn>ir Academy <D>oma The Far North <FN> <R>iva Tan'<y>ama <Ki>lian Woods <Ti>tan Mountains Shumans Spine South <shS> Shumans Branch Northwest <shNW> Shumans Branch Northeast <shNE>


Gu<nn>ir Academy(#550Rn)

You stand at the portcullis that is the singular entryway through the outermost wall that separates the grandiose halls of learning and spires of majesty of the Gunnir Academy for the Arcane Arts and Sciences from the outside world.

The outermost area of campus is surrounded by an enormous stone wall constructed of sandstone blocks that would blend into invisibility with the range of the Shuman were it not for the elaborate relief carvings that decorate its surface. Through the gate exists a massive rectangular courtyard bordered on by all four sides by trees and shrubbery. Park benches are scattered about beside the cobblestone roads that lead between Gunnir's four main halls, and an enormous marble fountain has been constructed as a centerpiece to the courtyard garden.

Gunnir's other buildings have been constructed of black basalt and surround the courtyard on three of its sides. The architecture is gothic in style, accented by relief carvings and stained glass among gargoyles and sky-scratching spires and ramparts. To the left is Arcane Hall, where the majority of classes take place. To the right is Apprentice Hall, the primary student dormitory building. Forward from the gate are two buildings side by side. The left building is Scholar Hall, which primarily consists of a multi-floor library. The forward building to the right is adorned with an enormous tower on each corner; this is Founder's Hall, the administrative building where the leaders of Gunnir have established their offices and all of Gunnir's records are kept.

On any given day, Gunnir's courtyard is typically being traversed by dragoon guards employed by the administration, students on the way to class or just simply goofing off, or instructors running behind schedule.

  • Obvious exits: Shumans Spine North <shN>

Friday, June 30, 2006, 7:13 PM

<Public> Dia has connected. <Public> Dia has disconnected. <Public> Dia has connected. Last connect was Fri Jun 30 15:05:16 2006. Last FAILED connect was Fri Jun 30 15:07:32 2006.


<K>alshana(#272Rn)

TOTALLY NO DESCRIPTION YET SUFFER HAHA

  • Obvious exits: <Ne>konia Forbidden Plains <FP> Southeastern Frontier <seF>


Baron(#22Rn)

A sprawling nation on the western coast of Igala. Governed by the Sovriegn King Treavor Reginal Harvey, and legislated by a council of advisors to the King.

Baron is a clean and industrious nation, populated largely by humans. All races are welcomed officially, however as Baron is a bit out of the way of most other borders there is still little interaction with other nations and races.

Obvious exits: <Ae>gir City Baron Castle <BC> <Or>dana Village Port <Ro>salia Port <Sl>eipnir Barren Desert <BD> Mist Caverns <MiC> Western <Fr>ontier <Ti>tan Mountains


Doma(#19Rn)

A roughly rectangular-shaped nation on Igala's east, Doma's western border runs along the Shuman Mountains; its eastern border meets the Val'Ri Sea; its northern border is shared with the nation of Riva; and its southern border tapers off into the Forbidden Plains. It is ruled by a limited monarchy, with current monarchs King Charles Domanada and Queen Aya du Mythril Domanada.

Doma is the 'melting pot' of Igala, or perhaps its asylum--in multiple senses of the word. The country as a whole accepts people of many races and backgrounds, taking acceptance to great--oftentimes ridiculous--levels. It is fortunate that amongst those accepted are the unaccepting, to keep things in balance.

  • Obvious exits: Castle <Hy>ral Doma City <DC> <En>chufa <Ko>hlingen <R>iva Forbidden Plains <FP> Shumans Spine North <shN> Shumans Spine South <shS>


Tan'<y>ama(#554Rn)

TOTALLY NO DESCRIPTION YET SUFFER HAHA

  • Obvious exits: Shumans Spine North <shN>

(previous description: HAY DAN)

Shumans Spine North <shN>(#340Rn)

TOTALLY NO DESCRIPTION YET SUFFER HAHA

  • Contents: DragonclawsEDW(#9PWenAc)
  • Obvious exits: Gu<nn>ir Academy <D>oma The Far North <FN> <R>iva Tan'<y>ama <Ki>lian Woods <Ti>tan Mountains Shumans Spine South <shS> Shumans Branch Northwest <shNW> Shumans Branch Northeast <shNE>

Pick a country in which to start roleplaying or exploring!


Shumans Branch Northwest <shNW>(#346Rn)

TOTALLY NO DESCRIPTION YET SUFFER HAHA

  • Obvious exits: <Co>tiego <C>uratori Faiyar (central) Gre'par'<th> <Ki>lian Woods Shumans Spine North <shN>

You leave!


Thursday, June 29, 2006, 1:30 PM

<Public> Dia has connected. Last connect was Thu Jun 29 08:31:19 2006


<C>uratori Faiyar(#379Rn)

TOTALLY NO DESCRIPTION YET SUFFER HAHA

  • Obvious exits: <Ki>lian Woods Shumans Branch Northwest <shNW>


Tundra Wasteland <TW>(#368Rn)

TOTALLY NO DESCRIPTION YET SUFFER HAHA

  • Obvious exits: Southern Reaches of Gre'par'th <SG> <Ki>lian Woods


<Ki>lian Woods(#366Rn)

TOTALLY NO DESCRIPTION YET SUFFER HAHA

  • Obvious exits: <C>uratori Faiyar New Kilian <NK> Tundra Wasteland <TW> Shumans Branch Northwest <shNW> <Ti>tan Mountains Shumans Spine North <shN>


New <K>ilian(#462Rn)

TOTALLY NO DESCRIPTION YET SUFFER HAHA

  • Obvious exits: <Ki>lian Woods


Mist Village <MiV>(#105Rn)

Located in the Titan mountains, home of the summoners.

  • Obvious exits: <Ti>tan Mountains Mist Caverns <MiC>


<Ti>tan Mountains(#126Rn)

TOTALLY NO DESCRIPTION YET SUFFER HAHA

  • Obvious exits: Mist Village <MiV> <B>aron Barren Desert <BD> <Ki>lian Woods Shumans Spine North <shN>


Western <Fr>ontier(#426E)

You see nothing special. Western <Fr>ontier;fr;fro;fron;front;fronti;frontie;frontier(#426E) is scheduled to be destroyed. Halted: Western <Fr>ontier;fr;fro;fron;front;fronti;frontie;frontier(#426). Destroyed. You leave!


<T>heice(#39Rn)

TOTALLY NO DESCRIPTION YET SUFFER HAHA

  • Obvious exits: Bu<ff>er Frontier


(central) Gre'par'<th>(#411Rn)

TOTALLY NO DESCRIPTION YET SUFFER HAHA

  • Obvious exits: Northern Reaches of Gre'par'th <NG> Southern Reaches of Gre'par'th <SG> Shumans Branch Northwest <shNW>


<Co>tiego(#518Rn)

TOTALLY NO DESCRIPTION YET SUFFER HAHA

  • Obvious exits: Shumans Branch Northwest <shNW>


Southeastern Frontier <seF>(#402Rn)

TOTALLY NO DESCRIPTION YET SUFFER HAHA

  • Obvious exits: <In>ustan <K>alshana <Ne>konia <T>herney Shumans Branch Southeast <shSE>


Nekonia(#21Rn)

Nekonia is a proud and lively nation which engages in extensive trading to obtain the necessaries its geographical situation does not provide for. Nekojin is the native and predominant race here, and the extremely observant or educated may come to know that the race itself is divided between the pureblood and the non-pureblood, with visible racial traits discernible between the two. While Nekonian--sometimes referred to as "High Nekonian," is the official language of government documents, citizens of most cities and towns speak Common in their daily lives, and in general it is only the purebred or those living in the out-of-the-way villages who are unilingual in Nekonian. It has been an unofficial practice of the government to translate documents into Common for its people, even though there is no legal requirement to do so.

Nekonia has enjoyed a long period of lasting peace, even with having recently and perhaps narrowly avoided a conflict with neighboring Inustan some years ago. Once a year the capital of Nekonia hosts the Kitiwai Karnial,a festival related to celebrating the goddess Nekogami. Worship of Nekogami is widespread and varied, but there is no official religion. The current regents, the Kitiwais, take a very hands-off approach toward their people and internal affairs and tend toward seeing the management of external issues as their responsibilities. Only purebred nekojin are allowed to be ambassadors for Nekonia.

  • Obvious exits: Hotte <Sp>rings Nekonia (capital) <NC> <Ru>ins of the Old Capital Forbidden Plains <FP> Southeastern Frontier <seF> <I>nustan <K>alshana


You cross Nekonia's mountainous eastern border into Inustan.


<I>nustan(#125Rn)

Inustan, shaped something like a half-circle, is separated from Nekonia on its west by a mountain range and bordered along its "curve" by the ocean. There are also various important bodies of water inside the country, including Fideleo's Tear. This large mountain lake feeds both Inustan's Papillon River--named after the daughter of a former Inustani king--as well as the Cat O' Nine Tails, which is Nekonia's primary source of drinking water.

The predominant race of the country are inujin, a bipedal dog-like race. The official and natively-spoken language of the country is Inustani; the Common language is likely to be found only in tourist spots. The official religion of the country is worship of Inugami--known as Fideleo to natives--in a religion referred to as the Following of Fideleo.

Loyalty is perhaps the most prized concept in Inustan, with individual interpretations varying slightly between citizens. Loyalty to government is important, given loyalty from the government to its citizens is assumed by many. Loyalty to friends and family is also important. The strictness to which loyalty must be observed may cause misunderstandings or, at the politest, frequent subject changes between Inustani and foreigners. And there is, of course, a stubborn number in the country who feel that Inustani culture is incompatible with all but the native inujin race itself. The various major and minor clans in Inustan have different official standings on this issue, although understandable, the Shisha clan--that is, the clan which represents non-native Inustani--have a more "liberal" point of view on the matter.

  • Obvious exits: <Ar>gosy <Fi>delnost <Hy>drante <Ma>rme <Ru>ins of Fideleo <Ne>konia Forbidden Plains <FP> Southeastern Frontier <seF>


<A>von(#320Rn)

TOTALLY NO DESCRIPTION YET SUFFER HAHA

  • Obvious exits: Bu<ff>er Frontier Western <Fr>ontier


Thursday, June 29, 2006, 6:43 AM

<Public> Dia has connected. Last connect was Wed Jun 28 13:05:41 2006.

<Ev>ringshal(#523Rn)

TOTALLY NO DESCRIPTION YET SUFFER HAHA

  • Obvious exits: The Far North <FN> Shumans Branch Northeast <shNE>


The Far North <FN>(#526Rn)

TOTALLY NO DESCRIPTION YET SUFFER HAHA

  • Obvious exits: <Ev>ringshal Shumans Spine North <shN> Shumans Branch Northeast <shNE>


Southern Reaches of Gre'par'th <SG>(#382Rn)

TOTALLY NO DESCRIPTION YET SUFFER HAHA

  • Obvious exits: (central) Gre'par'<th> Tundra Wasteland <TW> Shumans Branch Northwest <shNW>


<U>nostychia(#347Rn)

TOTALLY NO DESCRIPTION YET SUFFER HAHA

  • Obvious exits: Gwa'AAG (outskirts) <Gwo> Western <Fr>ontier


Southeastern Frontier <seF>(#402Rn)

TOTALLY NO DESCRIPTION YET SUFFER HAHA

  • Obvious exits: <In>ustan <K>alshana <Ne>konia <T>herney Shumans Branch Southeast <shSE>


<T>herney(#412Rn)

TOTALLY NO DESCRIPTION YET SUFFER HAHA

  • Obvious exits: The <Wo>odlands Southeastern Frontier <seF> Shumans Branch Southeast <shSE>


Shumans Branch Northeast <shNE>(#343Rnl)

TOTALLY NO DESCRIPTION YET SUFFER HAHA

  • Obvious exits: <Ev>ringshal The Far North <FN> <R>iva <S>olasia <V>alth Shumans Spine North <shN>


<S>olasia(#557Rn)

TOTALLY NO DESCRIPTION YET SUFFER HAHA

  • Obvious exits: <R>iva Shumans Spine North <shN> Shumans Branch Northeast <shNE>


<Al>es'hir(#553Rn)

TOTALLY NO DESCRIPTION YET SUFFER HAHA

  • Obvious exits: Shumans Spine South <shS>


Bar<ius>(#335Rn)

HAY SHINEY

  • Obvious exits: <Ig>ala


<For>fiet Isle(#521Rn)

HAY SOMEBODY

  • Obvious exits: <Igala>


Northern Reaches of Gre'par'th <NG>(#512Rn)

TOTALLY NO DESCRIPTION YET SUFFER HAHA

  • Obvious exits: (central) Gre'par'<th> Shumans Branch Northwest <shNW>


Western <Fr>ontier(#489Rn)

TOTALLY NO DESCRIPTION YET SUFFER HAHA

  • Obvious exits: <A>von <B>aron Gwa'AAG (outskirts) <Gwo> <U>nostychia Barren Desert <BD> Shumans Spine South <shS> Shumans Branch Southwest <shSW>