Difference between revisions of "Talk:RPGWW MUSH"

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Of all cities in the country, the capital of Doma is perhaps most diverse. There is a spot in the capital for just about anyone or, failing that, a spot can be made with fair ease. D.C. has a fairly high migratory population, but one will find 'veterans' of the city possessed of almost supernatural amounts of such qualities as patience or stoicalness.
 
Of all cities in the country, the capital of Doma is perhaps most diverse. There is a spot in the capital for just about anyone or, failing that, a spot can be made with fair ease. D.C. has a fairly high migratory population, but one will find 'veterans' of the city possessed of almost supernatural amounts of such qualities as patience or stoicalness.
 
* Obvious exits: The <Fo>rest The Park <TP> <Ja>de Dragon Inn The <Iv>ory Horn Domanada <Ca>stle The <Ma>rketplace <D>oma [/i]
 
* Obvious exits: The <Fo>rest The Park <TP> <Ja>de Dragon Inn The <Iv>ory Horn Domanada <Ca>stle The <Ma>rketplace <D>oma [/i]
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'''Enchufa(#?)''': Enchufa is a mid-sized coastal town in the southeastern sector of Doma; it's famous for being a town primarily populated by mechanics and inventors. It is not uncommon for magically-inept thinkers to flock there to share ideas and pioneer new technology.
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Travelling the streets in Enchufa is something like travelling in any other Doman city of its size but Enchufa has a somewhat different feel to it--mostly for its oddities like electric lampposts and enormous steam-driven generators every few blocks. It also bears to note that uniformed guards, dressed in similar outfits to standard Doman military regalia, stand on street corners with rifles resting against their shoulders.
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Enchufa is also less "open-air" than the Doman markets tend to be, and most if not all business transactions take place indoors.
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However, there are plenty of roundabouts and circles with benches and greenery for the occasional traveler to stop and chat or enjoy a sandwich on the go. It bears some resemblance, overall, to a city in the days of the early industrial revolution.
  
 
'''Hotte <Sp>rings(#161Rn)''': Located in Nekonia's southeast, the city of Hotte Springs has become one of Nekonia's most successful and popular tourist spots, frequented for its many health spas. The water of Hotte Springs comes from both the mouth of the Cat O' Nine Tails--fed itself from the cold waters of Fideleo's Tear in the nearby mountains--as well as underground hot springs. This allows the entrepeneurs of the city great control over the temperature of baths without need to resort to any magical means of tampering. However, cheaper onsens of the city exist which rely entirely on water from the Cat O' Nine Tails, which is then magically heated. Technically this is often a more expensive process, but having control of hot spring is expensive as the prestige of visiting a "natural" onsen comes at a hefty price. Of course, the visitors who pay such a price will swear up and down that the benefits gained in healing, relaxation, and atmosphere are quite worth every fraction of a mrr spent.
 
'''Hotte <Sp>rings(#161Rn)''': Located in Nekonia's southeast, the city of Hotte Springs has become one of Nekonia's most successful and popular tourist spots, frequented for its many health spas. The water of Hotte Springs comes from both the mouth of the Cat O' Nine Tails--fed itself from the cold waters of Fideleo's Tear in the nearby mountains--as well as underground hot springs. This allows the entrepeneurs of the city great control over the temperature of baths without need to resort to any magical means of tampering. However, cheaper onsens of the city exist which rely entirely on water from the Cat O' Nine Tails, which is then magically heated. Technically this is often a more expensive process, but having control of hot spring is expensive as the prestige of visiting a "natural" onsen comes at a hefty price. Of course, the visitors who pay such a price will swear up and down that the benefits gained in healing, relaxation, and atmosphere are quite worth every fraction of a mrr spent.
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* Contents: Government Sector Pass(#313Tn)
 
* Contents: Government Sector Pass(#313Tn)
 
* Obvious exits: <No>ncitizen Sector  <Im>migrant Sector  <H>alfblood Sector  <Pu>reblood Sector  <V>alth   
 
* Obvious exits: <No>ncitizen Sector  <Im>migrant Sector  <H>alfblood Sector  <Pu>reblood Sector  <V>alth   
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 +
'''Kohlingen(#?)''': Kohlingen is a coastal city of Doma and the country's major port. The first stop for passengers and crew of the various ships entering Doma, about 60% of the population at any one time is visiting only.
  
 
'''Narshe(#148Rn)''': One of the more successful locations in Riva, Narshe's economy is supplemented largely through its endeavors in mining and trade. While the city prefers to disassociate itself from both the larger country of Riva at large as well as individual dragoon factions, it also tries to follow Riva's general rules of decorum in order to avoid trouble from the same. That is to say, foreigners and those of more obviously exotic races may find their welcome here brief...if they find it at all.
 
'''Narshe(#148Rn)''': One of the more successful locations in Riva, Narshe's economy is supplemented largely through its endeavors in mining and trade. While the city prefers to disassociate itself from both the larger country of Riva at large as well as individual dragoon factions, it also tries to follow Riva's general rules of decorum in order to avoid trouble from the same. That is to say, foreigners and those of more obviously exotic races may find their welcome here brief...if they find it at all.
 
* Obvious exits: <R>iva
 
* Obvious exits: <R>iva
 
  
 
'''Nekonia (capital) <NC>(#157Rn)''': This is the capital of Nekonia, also named Nekonia, located in the northeast of the country. Here you will find the royal castle, home to the King and Queen Kitiwai. You will also find lots and lots of sprawl.
 
'''Nekonia (capital) <NC>(#157Rn)''': This is the capital of Nekonia, also named Nekonia, located in the northeast of the country. Here you will find the royal castle, home to the King and Queen Kitiwai. You will also find lots and lots of sprawl.
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* [OOC] '''watch(#209Tnp)''':  
 
* [OOC] '''watch(#209Tnp)''':  
 
* [Kalmiahtiden] '''Government Sector Pass(#313Tn)''':  
 
* [Kalmiahtiden] '''Government Sector Pass(#313Tn)''':  
* [Ruins of old capital] '''Plaque(#166Tn)''':  
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* [Ruins of old capital] '''Plaque(#166Tn)''': A popular legend lends that these stones were part of the Tower to Nekogami, a famous religious parable. For your convenience, a translation of the legend into Common is found below.<br><br>--[[The Legend of the Tower to Nekogami]]--
 
* [Ivory Horn] Ivory Bartop(#137Tn)
 
* [Ivory Horn] Ivory Bartop(#137Tn)
 
* [Jade Dragon Inn] Pinball Machine(#133Tn)
 
* [Jade Dragon Inn] Pinball Machine(#133Tn)
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* You have come to the gates of the Great City of As'nar.
 
* You have come to the gates of the Great City of As'nar.
 
* You move out into the streets of As'nar, trying to maneuver through the legendary crowds that clog the streets of the Great City.
 
* You move out into the streets of As'nar, trying to maneuver through the legendary crowds that clog the streets of the Great City.
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'''As'nar - The Dome of Seals'''(#?): Before the Second War of the Gods, the Temple of Darkness stood upon this spot, which was supposed to be, at one point, in one of the most scenic areas of Old As'nar.  However, after the God of Darkness, Su'riik, turned against his siblings, he caused the Master Gate to open in the center of the Temple of Darkness, forging the bond between the worlds of Elemaer and Ar'tok and allowing the thousands of Bane Gates to open across all of Elemaer.  The Temple of Darkness was totally obliterated in the process, along with nearly everything in a half-mile radius.  To this day, nearly a thousand years later, the people of As'nar repopulate this area only reluctantly, and the Dome of Seals is the center of the poorest and most sparsely-populated area in the Great City.
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The Master Gate proves still to be impossible to destroy, being constantly renewed by the power of the other minor Bane Gates still open in Elemaer.  Until the other Bane Gates are all destroyed, the best that can be done is to keep the portal blocked to prevent access to the city of As'nar by the forces of evil.  To that end, a nigh-impenetrable dome of solid black marble was erected over the Master Gate by Verir, God of Earth, a dome that has been come to be called the Dome of Seals.
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'''As'nar - The Great Market(#?)''': In addition to being the cultural and military heart of the settled lands of Elemaer, the Great City of As'nar is also an important economic center.  A roughly-estimated 40% of all the legal trade goods passing through the continent of Azurin each year will at some point reach the City's bustling marketplaces, where the traveler or native can buy anything from a good meal to a battleaxe to real estate in the south.  Around you is the largest of the markets, the Great Market, nearly a half-mile square of awning-draped carts, rickety wooden stalls, squat buildings, fountained plazas, high-class taverns, and the ubiquitous crowds of As'nari.  People from every walk of life, from the lowliest beggar to the Elders of the most prominent merchant families in the whole world of Elemaer, do their shopping here.

Revision as of 18:33, 11 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).

Before entering the Igala room

OOC Room of OOCness(#0RL): It's OOC. And Stuff.

  • Contents: Gihin(#142Tnp), watch(#209Tnp)
  • Obvious exits: <IC> Nexus

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

Countries and governed land

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>

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>

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>

<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>

Mist Village <MiV>(#105Rn): Located in the Titan mountains, home of the summoners.

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

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

Riva(#20Rn): The Republic of Riva is a somewhat triangular or boomerang shaped country north of Doma, separated from its southern neighbor by the Ridhon River. On its northwestern border are the Shuman Mountains, and on the east are the Val'ri Sea, the Val'ri Bay, and the Val'ri River. The Val'ri River is what officially separates the small section of land between Riva and Valth, although in that particularly cold, mountainous region near Hell's Peak, few Rivans nor Valthi find themselves inhabiting the land.

Contrasting with its southern neighbor, Doma, Riva is not known for its diversity and welcoming nature. Like Valth to the east, political instability has been the rule for some time. Rivan instability has been entirely less organized than that of Valth, however, with leadership--when it exists--switching hands again and again, and uncertainty ruling the populace. Religion plays as large role in Riva's problems as it did in Riva's founding.

  • Obvious exits: Shumans Branch Northeast <shNE> Shumans Spine North <shN> <Bl>arhg <Na>rshe <Ri>varan <V>alth <D>oma <E>astern Igala

Valth(#23Rn): The nation of Valth is a peninsular, almost arrowhead-shaped country situated to the east of Riva. The Val'ri bay and Val'ri sea border it to its immediate west and south respectively, while the Val'ri river provides an official border between Valth and its western neighbor. The mountain range to the north acts as an unofficial border, though is typically strayed from due to fears of wyverns that occasionally venture past their mountainous habitat.

Akin to Riva, Valth has anything but a welcoming atmosphere, between its climate and its social structure. A similar trend of political instability runs in Valth, some of which has only most recently started to show signs of cessation, though apathy and skepticism has long ago settled amongst the masses. Conflict played a significant role in Valth's birth, and it now rules alongside deception in the state.

  • Obvious exits: Shumans Branch Northeast <shNE> <Ka>lmiahtiden <R>iva

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>

Unowned or uncultivated land

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>

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>

Mist Caverns <MiC>(#103Rn): Locally known as the "Haze Maze", leads though the mountains to Mist Village, as well as the lands to the north. These caverns are not officially part of Baron, however, and are extremely dangerous. It is thought that the very mist of the cave itself is alive...

  • Obvious exits: Mist Village <MiV> <B>aron

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>

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>

Cities

<Bl>arhg(#151Rn): It is hard to believe this is part of the country of Riva. The most notable difference between Blarhg and the typical Rivan town you see are the orcs. There are orcs everywhere in Blarhg, making up anywhere from one-third to three-fourths the population--it's hard to tell, with all of them milling about--and all of them seem to be quite comfortable in where they are. That is to say, there doesn't seem to be any concern about dragoon attacks; however, given typical orc culture, one might wonder if such a thing would in fact be welcome.

Another notable feature of Blarhg is the inordinate number of pubs it sports. Many of these appear to have been converted from other types of establishments--perhaps homes, and you could swear you see a bar which was once a chocobo stable.

The overall look of the town is...messy. There are tents thrown up in streets and alleys, as well as the ocassional sleeping back rolled out alongside this or that building. It would seem that Orcs favor these forms of shelter and resting habits, perhaps to either size or migratory habits. You can see that some permanent habitations exist in between converted bars, and suspect some of those bars might actually be inns which also serve alcohol.

  • Obvious exits: <R>iva

Doma City <DC>(#65Rn): This is the capital of Doma, most commonly referred to as Doma City or D.C. The city itself is situated in the center of the country, and has four proper entrances and exits located at a cardinal direction each. From these entrances, roads lead into the city and, in good time, converge upon the Castle Domanada, located in the capital's center. It is here in the castle where the royal family of Doma reside and conduct political affairs on a daily basis.

Of all cities in the country, the capital of Doma is perhaps most diverse. There is a spot in the capital for just about anyone or, failing that, a spot can be made with fair ease. D.C. has a fairly high migratory population, but one will find 'veterans' of the city possessed of almost supernatural amounts of such qualities as patience or stoicalness.

  • Obvious exits: The <Fo>rest The Park <TP> <Ja>de Dragon Inn The <Iv>ory Horn Domanada <Ca>stle The <Ma>rketplace <D>oma [/i]

Enchufa(#?): Enchufa is a mid-sized coastal town in the southeastern sector of Doma; it's famous for being a town primarily populated by mechanics and inventors. It is not uncommon for magically-inept thinkers to flock there to share ideas and pioneer new technology.

Travelling the streets in Enchufa is something like travelling in any other Doman city of its size but Enchufa has a somewhat different feel to it--mostly for its oddities like electric lampposts and enormous steam-driven generators every few blocks. It also bears to note that uniformed guards, dressed in similar outfits to standard Doman military regalia, stand on street corners with rifles resting against their shoulders.

Enchufa is also less "open-air" than the Doman markets tend to be, and most if not all business transactions take place indoors.

However, there are plenty of roundabouts and circles with benches and greenery for the occasional traveler to stop and chat or enjoy a sandwich on the go. It bears some resemblance, overall, to a city in the days of the early industrial revolution.

Hotte <Sp>rings(#161Rn): Located in Nekonia's southeast, the city of Hotte Springs has become one of Nekonia's most successful and popular tourist spots, frequented for its many health spas. The water of Hotte Springs comes from both the mouth of the Cat O' Nine Tails--fed itself from the cold waters of Fideleo's Tear in the nearby mountains--as well as underground hot springs. This allows the entrepeneurs of the city great control over the temperature of baths without need to resort to any magical means of tampering. However, cheaper onsens of the city exist which rely entirely on water from the Cat O' Nine Tails, which is then magically heated. Technically this is often a more expensive process, but having control of hot spring is expensive as the prestige of visiting a "natural" onsen comes at a hefty price. Of course, the visitors who pay such a price will swear up and down that the benefits gained in healing, relaxation, and atmosphere are quite worth every fraction of a mrr spent.

  • Obvious exits: <Ne>konia

Kalmiahtiden(#154Rn): This is the fortress-city of Kalmiahtiden, the capital of Valth. The city is located at the center of the nation. Most notably, it is surrounded by a massive hexagonal wall, only broken by four solid iron gates, and is further distinguishable by the massive tower that is the main government facility. Within, the same wall divides the city up into five sectors--four residential and the central "government" sector, where the government and military personnel reside and perform their duties. It is here where all government affairs eventually end up to be resolved.

Here, one can most easily see the unique brand of segregation that Valth forces upon all who exist within. All who enter are forced to check in at the appropriate gate for their sector, and are likewise checked for the proper identification tattoos. It is notable that the noncitizen sector is located on the opposite side of the "pureblood" sector, and the immigrantss and "halfblood" citizens likewise on opposing sides, while the government sector remains in the center of the city.

  • Contents: Government Sector Pass(#313Tn)
  • Obvious exits: <No>ncitizen Sector <Im>migrant Sector <H>alfblood Sector <Pu>reblood Sector <V>alth

Kohlingen(#?): Kohlingen is a coastal city of Doma and the country's major port. The first stop for passengers and crew of the various ships entering Doma, about 60% of the population at any one time is visiting only.

Narshe(#148Rn): One of the more successful locations in Riva, Narshe's economy is supplemented largely through its endeavors in mining and trade. While the city prefers to disassociate itself from both the larger country of Riva at large as well as individual dragoon factions, it also tries to follow Riva's general rules of decorum in order to avoid trouble from the same. That is to say, foreigners and those of more obviously exotic races may find their welcome here brief...if they find it at all.

  • Obvious exits: <R>iva

Nekonia (capital) <NC>(#157Rn): This is the capital of Nekonia, also named Nekonia, located in the northeast of the country. Here you will find the royal castle, home to the King and Queen Kitiwai. You will also find lots and lots of sprawl.

The capital is not only huge, but also crowded. It almost seems as though as the city grew in population, it made a valiant attempt to provide enough room for its citizenry to maintain the usual amount of personal space demanded by Nekonians...and failed utterly.

Indeed, many of the city's permanent citizens--the few of such that exist--are not nekojin at all. A bit of research would reveal that nekojin who need to reside near Nekonia for business or other reasons often find a home at another city within a short commute. Unsurprisingly, then, while in the city of Nekonia, you see a greater racial mix than you see in most Nekonian cities. Common is most certainly the language of choice here; however, from time to time, you overhear other languages being spoken, some of which you might be able to identify.

  • Obvious exits: <Ne>konia

Rivaran(#145Rn): Rivaran is the capital of Riva. It is located on the coast, at the mouth of the the chilly, clean waters of the Val'ri Bay. A little ways out of the city is a rocky and cold beach.

  • Obvious exits: <R>iva

<Ru>ins of the Old Capital(#159Rn): These ruins of the former capital are located in the center of Nekonia, southwest of the current capital.

There's not much to them. The ruins are old, and mostly comprised of brown marble stones scattered about an area of several kilometers by several kilometers. The stones are of varying shapes and largeness and have been worn down by the effects of wind, rain, lichens, and crawling plants. Perhaps some of these stones once comprised a fortification of some sort. Perhaps some were statues or monuments.

The ruins are never quite abandoned, the area being the equivalent of a National Park of sorts. It is a nice picnic area, given the only gently sloping tilt of the land and general greenness of the place. Conveniently, while surrounded by a large forest, the ruins themselves are almost completely clear of trees.

  • Contents: Plaque(#166Tn)
  • Obvious exits: <Ne>konia

Other locations

[Doma City] Domanada <Ca>stle, Gates(#73Rn): Located in the center of Doma City, Doma, is the home of the royal Domanada family. There is an ongoing joke about there being many guards in the castle, but it is a fact that the castle has much stricter security these days than it has had in the past, before some rather unfortunate...security issues.

You find yourself at the gates of the castle. The walls look to be rather thick and made of granite. Had one the means of finding such things out, they are also reinforced with both steel and a spell of some sort. Two doors of rather impressive size and artisanship lay within an archway behind a portcullis. There is a guardstation here and, in fact, many guardsmen ready to address relevant issues as they arise.

  • Obvious exits: Doma City <DC>

[Doma City] The <Iv>ory Horn(#77Rn): When you first walk into the Ivory Horn, you'll note that there are a few tables to your left and right. Perhaps you might also be able to detect the handful of other tables located behind the rather large tree directly ahead of you. The tree itself has a few tables among its roots, and you'll find a number of stools at the inn's bar. You'll find this bar running along the left wall--relative to the entrance--with a hallway behind it, and a stairwell opposite along the wall right of the entrance.

With only six rooms available at any given time, the Ivory Horn is a pleasant, peaceful place to rent a room for the evening. It is also a popular lunch spot for those looking to avoid typical Doman chaos.

  • Contents: Justin the Oak Tree(#138Tn) Ivory Bartop(#137Tn)
  • Obvious exits: The <Ma>rketplace Doma City <DC>

[Doma City] <Ja>de Dragon Inn(#80Rn): Inn, bar, and eatery located just south of the castle along a merchant-thick road. The JD is special for its exotic (and expensive) bastet dishes, served at dinnertime--in addition to more affordable and recognizable dishes--and what may well be one of the widest ranges of alcohol served in a single Doman store. It offers mid-priced lodging but a rather unstable atmosphere; fights break out with unfortunate frequency, not infrequently involving the staff themselves.

Run by former mercenary and dragonhalf Dia Rai, whose capricious temperament is infamous. Employees include her adopted son, Robert Kliyy, a former Rivan dragoon, Richard Storm, and a fallen celestial, Riss'ar. Also, the help of the 12 goblin employees--Big Momma, Gihin, Gunther, Hunther, Frans, Sven, Ren, Helga, Hilda, Gwilliam, Yilliam, and Gretel--is absolutely invaluable.

  • Contents: Pinball Machine(#133Tn) Gihin(#142Tnp) The Sign(#134Tn) Drink Menu, Jade Dragon Inn(#140Tn) Food Menu, Jade Dragon Inn(#139Tn)
  • Obvious exits: The <Ma>rketplace Doma City <DC>

[Doma City] The Marketplace(#70Rn): There is no centralized marketplace of Doma City, but several--with four arterial thoroughfares leading into the city from each cardinal direction, merchants throng around the roads daily, creating a raucous noise. The commercial activity is particularly thick at each entrance--a problem for the guard, opportunity for others--and again closer towards Castle Domanada. Permanent stores and fancier kiosks or stalls are more likely to be seen toward the center of the city than at the entrances.

  • Contents: Bulletin Board(#143Tn)
  • Obvious exits: <Ja>de Dragon Inn The <Iv>ory Horn Doma City <DC>

[Doma City] The Park <TP>(#63Rn): The largest park of Doma is, by and large, a peaceful place. It's as if the citizens of have an unspoken agreement to keep the place an oasis of calm and sanity--a rarity indeed for the capital of Doma.

There are trees interspersed across a well-maintained lawn, benches, and even some topiary. A large pond, filled with waterfowl, also adds to the atmosphere.

  • Obvious exits: The <Fo>rest Doma City <DC>

[Kalmiahtiden] <G>overnment Sector(#307Rn): CENTRAL

  • Obvious exits: <No>ncitizen Sector <Im>migrant Sector <H>alfblood Sector <Pu>reblood Sector

[Kalmiahtiden] <H>alfblood Sector(#290Rn): NE

  • Obvious exits: <G>overnment Sector <No>ncitizen Sector <Pu>reblood Sector <Ka>lmiahtiden

[Kalmiahtiden] <Im>migrant Sector(#293Rn): SW

  • Obvious exits: <G>overnment Sector <Pu>reblood Sector <No>ncitizen Sector <Ka>lmiahtiden

[Kalmiahtiden] <No>ncitizen Sector(#296Rn): SE

  • Obvious exits: <G>overnment Sector <Im>migrant Sector <H>alfblood Sector <Ka>lmiahtiden

[Kalmiahtiden] <Pu>reblood Sector(#287Rn): NW

  • Obvious exits: <G>overnment Sector <Im>migrant Sector <H>alfblood Sector <Ka>lmiahtiden

Objects

  • [The Marketplace] Bulletin Board(#143Tn): Somewhere in the marketplace the portable kiosks and makeshift stalls of the day begin to dwindle in numbers and the more permanent commercial structures begin. On the back of one of these stores--one of those plots which seems to never keep the same tenant for very long--you find a large bulletin board with a varity of postings. Amongst these the following catch your eye:<br><br>"KITTENS FREE TO A GOOD HOME. SLIGHTLY MUTATANT. PLEASE PICK UP FROM BOX AT ROWANA COURT THIS WEEKEND. ASHURA BLESSES YOU."<br>"Need something killed or destroyed that the Guard and other hopelessly inept are incapable of handling? For a price, get the best--contact one Kamos Mazuo."--there is a signature in the Valthi alphabet underneath<br>"Needed one experienced babysitter/mercenary. Must be good with kids, and goblins. Training against undead, and nerves of steel a must. Contact Jazz Tymisonn for more details!"<br>"RxR frever!!"<br>"keep Doma clean!"--this is written, curiously enough, on a large leaf<br>"Good pay, Reliable hours! Looking for p/t or f/t employees for busy Inn with diverse patronage. Looking for new service employees but Applicants for other areas will also be considered. COMBAT TRAINING a plus. MUST be comfortable and FRIENDLY with ALL RACES."
  • [Ivory Horn] Justin the Oak Tree(#138Tn): A rather large oak tree is situated in the middle of the room, with tables for the lower level lobby carved out of the tree's larger roots. If, however, you look up toward the second level, you'll see a cross between a balcony and a deck sort of contraption, encircling the upper trunk and supported by upper branches. Here there are also a few tables and chairs, and just above those a skylight which feeds essential sunlight to the tree--which is called Justin by the staff and some visitors.
  • [Jade Dragon Inn] Gihin(#142Tnp): It is Gihin the goblin, infamous employee of the Jade Dragon!
  • [Gaera] Gaera Map(#576Tn):
  • [Igala] Igala Map(#577Tn):
  • [OOC] watch(#209Tnp):
  • [Kalmiahtiden] Government Sector Pass(#313Tn):
  • [Ruins of old capital] Plaque(#166Tn): A popular legend lends that these stones were part of the Tower to Nekogami, a famous religious parable. For your convenience, a translation of the legend into Common is found below.

    --The Legend of the Tower to Nekogami--
  • [Ivory Horn] Ivory Bartop(#137Tn)
  • [Jade Dragon Inn] Pinball Machine(#133Tn)
  • [Jade Dragon Inn] The Sign(#134Tn)
  • [Jade Dragon Inn] Drink Menu, Jade Dragon Inn(#140Tn)
  • [Jade Dragon Inn] Food Menu, Jade Dragon Inn(#139Tn)

Other descriptions

  • You return to Igala.
  • [Doma to Riva] You head north and pass into the country of Riva, crossing the Ridhon River which serves as the official border between the two countries.
  • [Riva to Valth] You enter Valth from the thin strip of land--icy, mountainous, inhospitable--which serves as a border with Riva. Congratulations. Watch out for wyverns.
  • [Valth to Riva] You enter Riva from the thin strip of land which serves as a border with Valth. You have to this point survived the extremely inhospitable land, wildlife, and Valthi citizens. Watch out for the Rivans.
  • [Riva to Doma] You leave Riva, crossing the Ridhon River and passing south into Doma.
  • [Nekonia to Inustan] You cross Nekonia's mountainous eastern border into Inustan.
  • [Inustan to Nekonia] You cross Inustan's mountainous western border into Nekonia.
  • [Baron to MiC] You leave the country of Baron and set off for the Mist Caverns. You arrive in appropriate time and enter.
  • [MiC to MiV] You exit the caverns into the Mist Village.
  • [MiV to MiC] You enter the Mist Caverns from the village.
  • [Riva to Blarhg] You head for the town of Blarhg.
  • [Blarhg to Riva] You leave Blarhg.
  • [Riva to Narshe] You head for the northern city of Narshe.
  • [Narshe to Riva] You leave Narshe.
  • [Riva to Rivaran] You come to Rivaran, the capital of Riva.
  • [Rivaran to Riva] You leave the capital of Riva. Goodbye, Rivaran!
  • [Hotte Springs to Nekonia] You leave Hotte Springs.
  • [Nekonia to ruins] You head for the ruins of the previous capital of Nekonia.
  • [ruins to Nekonia] You leave the ruins.
  • [Nekonia to Nekonia capital] You head for Nekonia, Nekonia.
  • [Doman Market to Ivory Horn] You extract yourself from the hustling bustle of the marketplace to find refuge in the Ivory Horn.
  • [Kalmiatiden to Valth] You leave Kalmiahtiden.
  • You leave the capital.
  • [Doma City to The Marketplace] You go to market.
  • [The Marketplace to the Ivory Horn] You extract yourself from the hustling bustle of the marketplace to find refuge in the Ivory Horn.
  • [Ivory Horn to The Marketplace] You leave the Ivory Horn and make way for the marketplace.
  • [The Marketplace to the Jade Dragon Inn] You leave the sprawling chaos of the marketplace and enter into the contained chaos of the Jade Dragon Inn.
  • [Jade Dragon Inn to Doma City] You exit the Jade Dragon Inn and find yourself back in the city at large.
  • [Doma City to Domanada Castle, Gates] You come to the gates of Domanada Castle.
  • [Domanada Castle, Gates to Doma City] You leave the castle gates, returning to the city proper.
  • [Doma City to The Park] You have entered the park. It is almost as if you like peace, greenery, or ducks, or something.

Rooms without descriptions

  • Countries and governed land
    • <A>von(#320Rn): TOTALLY NO DESCRIPTION YET SUFFER HAHA; Obvious exits: Bu<ff>er Frontier Western <Fr>ontier
    • <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
    • <Co>tiego(#518Rn): TOTALLY NO DESCRIPTION YET SUFFER HAHA; Obvious exits: Shumans Branch Northwest <shNW>
    • <C>uratori Faiyar(#379Rn): TOTALLY NO DESCRIPTION YET SUFFER HAHA; Obvious exits: <Ki>lian Woods Shumans Branch Northwest <shNW>
    • <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>
    • <For>fiet Isle(#521Rn): HAY SOMEBODY; Obvious exits: <Igala>
    • (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>
    • <K>alshana(#272Rn): TOTALLY NO DESCRIPTION YET SUFFER HAHA; Obvious exits: <Ne>konia Forbidden Plains <FP> Southeastern Frontier <seF>
    • New <K>ilian(#462Rn): TOTALLY NO DESCRIPTION YET SUFFER HAHA; Obvious exits: <Ki>lian Woods
    • Northern Reaches of Gre'par'th <NG>(#512Rn): TOTALLY NO DESCRIPTION YET SUFFER HAHA; Obvious exits: (central) Gre'par'<th> Shumans Branch Northwest <shNW>
    • <S>olasia(#557Rn): TOTALLY NO DESCRIPTION YET SUFFER HAHA; Obvious exits: <R>iva 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>
    • Tan'<y>ama(#554Rn): TOTALLY NO DESCRIPTION YET SUFFER HAHA; Obvious exits: Shumans Spine North <shN> (previous description: HAY DAN)
    • <T>heice(#39Rn): TOTALLY NO DESCRIPTION YET SUFFER HAHA; Obvious exits: Bu<ff>er Frontier
    • <T>herney(#412Rn): TOTALLY NO DESCRIPTION YET SUFFER HAHA; Obvious exits: The <Wo>odlands Southeastern Frontier <seF> Shumans Branch Southeast <shSE>
    • <U>nostychia(#347Rn): TOTALLY NO DESCRIPTION YET SUFFER HAHA; Obvious exits: Gwa'AAG (outskirts) <Gwo> Western <Fr>ontier
  • Unowned or uncultivated land:
    • <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>
    • 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>
    • 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>
    • 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>
    • Southeastern Frontier <seF>(#402Rn): TOTALLY NO DESCRIPTION YET SUFFER HAHA; Obvious exits: <In>ustan <K>alshana <Ne>konia <T>herney Shumans Branch Southeast <shSE>
    • <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>
    • Tundra Wasteland <TW>(#368Rn): TOTALLY NO DESCRIPTION YET SUFFER HAHA; Obvious exits: Southern Reaches of Gre'par'th <SG> <Ki>lian Woods
    • 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>

Elemaer

IC Nexus(#3Rn): A selection of settings.

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

You choose Elemaer.

Elemaer(#34Rn): Elemaer was created by the six Elemental Gods - Alexairea, Goddess of Light; Trixer, God of Water; Verir, God of Earth; Krad, God of Fire; Laetha, Goddess of Air; and Su'riik, once God of Darkness and now a traitor who has aligned with the demons of the world of Ar'tok.

Elemaer's First Age was an age of unbridled magic and legendary heroism, where the gods walked among the six types of people of Elemaer that they created in their images, people of limitless potential for power beyond what the modern people of Elemaer could ever know. When war came, the First War of the Gods, these superhumans fought alongside the gods against the demons from the void. However, having such powerful beings as the men of the First Age living on Elemaer relaxed the omnipotence of the gods, and they could not prevent the Cataclysm the demons enacted from destroying humanity and nearly all their works.

In the Second Age, one type of human walked Elemaer. They made things with their hands without the help of the gods and could use no magic. The gods lived on the surface of the world in mighty palaces, once again as powerful as they had been before they created humanity. However, the Second War of the Gods came, with the demons attacking from the world of Ar'tok, where they had been imprisoned after the First War. The gods could not stand by as simple and mundane humanity was routed by the powers of demonkind, and created the six Orders of the Elemental Gods, bringing a chosen few of the people of Elemaer a tiny measure of the power wielded by the supermen of the First Age. With the Orders behind them, the Gods once again prevailed over the demons despite Su'riik and his Order of Darkness turning against them. However, before the demons could be sent back to Ar'tok, they opened across the surface of Elemaer the Bane Gates, through which terrible and destructive monsters could escape from Ar'tok into Elemaer.

The Third Age, otherwise known as the Modern Age, began at the end of the Second War of the Gods, when the gods left the surface of Elemaer under the provisions of the Divine Limit (the treaty that ended the Second War of the Gods by limiting the involvement of the gods and the highest-level demons in the affairs of mortals and minor demons). It is now the task of the remaining five Orders to recover the lands of Elemaer from the monsters set loose upon them and serve as guardians against the forces of evil, tasks made harder by the way in which the five Orders have begun to fight amongst themselves.

All descriptions in this area apply to Elemaer's Third Age.

  • Obvious exits: The <Wil>dernesses of Elemaer Kir-V'<Dre>yk <Gra>st Vodran <Tar>ol Kir <As>'nar

The Wildernesses of Elemaer(#248Rn): When the Bane Gates opened during the Second War of the Gods, all the lands of Elemaer filled with terrible monsters created by the demons of Ar'tok. Since then, the soldiery of the Orders of the Elemental Gods has made strides toward taming (or re-taming) much of the lands of Elemaer. Even so, however, a little less than half of Elemaer's lands still remain outside the control of humanity, and the Orders have become slower and slower in their reclamation of territory as their infighting has increased. Until the Orders can unite again, perhaps Elemaer will never truly be free.

  • Obvious exits: <Ar>'tok <El>emaer

Kir-V'dreyk(#245Rn): (This room under construction.)

  • Obvious exits: <El>emaer

Grast Vodran(#242Rn): (This room under construction.)

  • Obvious exits: <El>emaer

Tarol Kir(#239Rn): Elemaer's oldest stronghold city. (This room under construction.)

  • Obvious exits: <El>emaer

Outside the Gates of As'nar(#36Rn): As'nar has been occupied in various ways by various people since the dawn of time; legend puts the site of the city as the first place the gods touched the surface of Elemaer, and also the spot of the first city founded during each of the three Ages of Elemaer's history and the place where the Gods recreated humanity after the Cataclysm at the end of the First War of the Gods.

The city as it stands in the modern Third Age spans nearly seventy-five square miles, making it by far the largest city in Elemaer, if it can be called a single city; crossing it can be so difficult for many people that each of the city's nine districts - Northtown, Stone Road District, Centertown, and Astell north of the Edo River, and South Centertown, Reda, Openland, Newall, and Southplains south of the river - have by necessity a large measure of autonomy. The city bears an estimated 5% of the population of the Azurin (the continent on which it stands), with around 550,000 residents.

The gates - there are fifteen - are located at intervals around the solid outer wall of the legendary city. They're watched over by the Civil Guard, As'nar's lay police force, who search all shipments into and out of the city's gates to prevent smuggling. Each gate is also equipped with an artifact of Light magic specially created by Alexairea's order, each of which constantly monitors the gate's threshold for Dark magic in an attempt at keeping demonkind and the Order of Darkness out of the Great City. The construction of each gate can withstand the effects of the most powerful siege weapons, an ability that has served the city well through the Third Age.

  • Obvious exits: The <St>reets of As'nar <El>emaer

The Streets of As'nar(#172Rn): The Great City of As'nar sports as bizarre an organization of roadways as any city could expect to have, having grown in the span of fifteen hundred years from a small fortified town of a few hundred to a sprawling metropolis with over half a million inhabitants. Most of the roads are too thin for the traffic they must support, but several (including Stone Road, which - according to legend - was laid down by the gods themselves) are more than sufficiently wide, especially in areas recently come under the effects of urban sprawl and in areas injured enough by disaster (natural or otherwise) that new construction could begin.

The streets of As'nar are heavily traveled, especially in the daytime, by As'nari going about their lives on horses, in carts, in carriages, or on foot. In addition to the civilians, there is a visible presence of Civil Guard and members of the Orders of the Elemental Gods, especially in the more oft-traveled areas of the city and around the Great Temples themselves.

  • Obvious exits: The Great Temple of <W>ater The Great Temple of <L>ight The Great Temple of <E>arth The Great Temple of <A>ir The Great Temple of <F>ire The Great <Mar>ket The <Do>me of Seals The Far Corner <FC> <Out>side the Gates of As'nar

You leave As'nar through one of its fifteen gates, and stand outside the walls of the city. Outside the Gates of As'nar(#36Rn) As'nar has been occupied in various ways by various people since the dawn of time; legend puts the site of the city as the first place the gods touched the surface of Elemaer, and also the spot of the first city founded during each of the three Ages of Elemaer's history and the place where the Gods recreated humanity after the Cataclysm at the end of the First War of the Gods.

The city as it stands in the modern Third Age spans nearly seventy-five square miles, making it by far the largest city in Elemaer, if it can be called a single city; crossing it can be so difficult for many people that each of the city's nine districts - Northtown, Stone Road District, Centertown, and Astell north of the Edo River, and South Centertown, Reda, Openland, Newall, and Southplains south of the river - have by necessity a large measure of autonomy. The city bears an estimated 5% of the population of the Azurin (the continent on which it stands), with around 550,000 residents.

The gates - there are fifteen - are located at intervals around the solid outer wall of the legendary city. They're watched over by the Civil Guard, As'nar's lay police force, who search all shipments into and out of the city's gates to prevent smuggling. Each gate is also equipped with an artifact of Light magic specially created by Alexairea's order, each of which constantly monitors the gate's threshold for Dark magic in an attempt at keeping demonkind and the Order of Darkness out of the Great City. The construction of each gate can withstand the effects of the most powerful siege weapons, an ability that has served the city well through the Third Age.

  • Obvious exits: The <St>reets of As'nar <El>emaer

The Far Corner(#38Rn): Not one of the largest bars in As'nar, nor one of the most popular, the Far Corner is nonetheless a favorite tavern among members of the Order of Fire and the Order of Air, because of its position between the Great Temples of Fire and Air. The bar also receives clientele from the other Orders, as well, especially in periods when no one is at war (rare as they are). The bar is run by Savrys and Tidega Tanransar, an elderly couple who have been in the business for so long and are so well-loved that, upon first admitting that he had barely another decade of his career left, an amused Savrys was treated to a four-hour discussion between mages of the Orders of Fire and Air about theorized methods of magically preventing him from aging (it was eventually agreed upon by all parties that it was not worth it if he would be mostly made of stone anyway).

The bar itself is a medium-sized one, with a long, twelve-stooled counter and thirteen or fourteen tables of various and eclectic sizes and shapes, salvaged from the very history of Elemaer itself.

  • Obvious exits: <O>ut

The Great Temple of Water(#236Rn): (This room under construction.)

  • Obvious exits: <Out> to the Street

The Great Temple of Light(#233Rn): (This room under construction.)

  • Obvious exits: <Out> to the Street

The Great Temple of Darkness(#255Rn): The home base of the exiled Order of Darkness. (This room under construction.)

  • Obvious exits: <Out> to Ar'tok

The Demon World of Ar'tok(#252Rn): A dark and miserable planet, the world of demonkind. (This room under construction.)

  • Obvious exits: The Great Temple of <D>arkness Back to <El>emaer

misc:

  • You have come to the gates of the Great City of As'nar.
  • You move out into the streets of As'nar, trying to maneuver through the legendary crowds that clog the streets of the Great City.

As'nar - The Dome of Seals(#?): Before the Second War of the Gods, the Temple of Darkness stood upon this spot, which was supposed to be, at one point, in one of the most scenic areas of Old As'nar. However, after the God of Darkness, Su'riik, turned against his siblings, he caused the Master Gate to open in the center of the Temple of Darkness, forging the bond between the worlds of Elemaer and Ar'tok and allowing the thousands of Bane Gates to open across all of Elemaer. The Temple of Darkness was totally obliterated in the process, along with nearly everything in a half-mile radius. To this day, nearly a thousand years later, the people of As'nar repopulate this area only reluctantly, and the Dome of Seals is the center of the poorest and most sparsely-populated area in the Great City.

The Master Gate proves still to be impossible to destroy, being constantly renewed by the power of the other minor Bane Gates still open in Elemaer. Until the other Bane Gates are all destroyed, the best that can be done is to keep the portal blocked to prevent access to the city of As'nar by the forces of evil. To that end, a nigh-impenetrable dome of solid black marble was erected over the Master Gate by Verir, God of Earth, a dome that has been come to be called the Dome of Seals.

As'nar - The Great Market(#?): In addition to being the cultural and military heart of the settled lands of Elemaer, the Great City of As'nar is also an important economic center. A roughly-estimated 40% of all the legal trade goods passing through the continent of Azurin each year will at some point reach the City's bustling marketplaces, where the traveler or native can buy anything from a good meal to a battleaxe to real estate in the south. Around you is the largest of the markets, the Great Market, nearly a half-mile square of awning-draped carts, rickety wooden stalls, squat buildings, fountained plazas, high-class taverns, and the ubiquitous crowds of As'nari. People from every walk of life, from the lowliest beggar to the Elders of the most prominent merchant families in the whole world of Elemaer, do their shopping here.