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==Cities== | ==Cities== |
Revision as of 22:18, 13 February 2007
Contents
[hide]Map
First, an image:
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
Cities
[Baron] <Ae>gir City(#111Rn): Prosperous costal community, known for sailing and beaches during warmer seasons, as well as the wealthier members of Baronian society. Many of the wealthy in the city look down upon the 'tourists', despite them providing much of the city's needed funding.
- Obvious exits: <B>aron
[Baron] Baron Castle <BC>(#100Rn): Capital of the Kingdom of Baron, surrounded by a small city. This is the oldest structure in the entire kingdom. It also one of the more 'unique' structures as well, the castle having been added to, partially demolished, rebuild, partially destroyed again, and so on over the long period. Several architects enjoy visiting the castle to see the various construction methods used in the castle's lifetime.
The surrounding city, while initially mostly homes and businesses, is slowly starting to become the cultural center of the kindom as well, with the loss of Isalia.
- Obvious exits: <B>aron
[Baron] <Or>dana Village(#113Rn): Located along the route between Port Rosalia and Baron Castle. For the most part is a quiet, along the road farming community. Gets most of its income from passing travellers spending the night and local agriculture. The only thing of note in the village is the single two-story structure of the Ishtarian Church, a statue of a Phoenix standing over the front doors.
There's actually alot I'm leaving out, but I imagine that this is more than sufficient for now. I'm tempted to cut it down to just Mist and Baron, and suggest that people create rooms for other locations as they're necesary. *shrug* I'd like Banj's input on the matter before making a decision.
- Obvious exits: <B>aron
[Baron] Port <Sl>eipnir(#107Rn): Location for trade and the millitary, named after Odin's Steed. A frequent spot for those in the armed forces to gather socially as well as to prepare for military activity.
- Obvious exits: <B>aron
[Baron] Port <Ro>salia(#109Rn): Used for travel and limited commerce, named after Queen Rosalia Harvey. A favorite place for travellers to stay and have fun outside of the capital, the 2nd most populated city in the Kingdom.
- Obvious exits: <B>aron
[Doma] Castle <Hy>ral(#95Rn): A structure nearly as old as the country of Doma itself, this ancient castle stands near the Shuman Mountains, which run along the nation's western border. It is named for the structure's current owner, a Doman Knight named Daniel Hyral. He received it as a gift from King Charles Domanada, for fighting on behalf of Doma and saving someone very dear to the King.
The castle was long left abandoned, due to the dark history of the structure's first owner, Fergelle Rodalez. This former Doman Knight once attempted to take over the kingdom, using necromantic arts to build an army of undead followers. Fortunately, the kingdom persevered, and managed to defeat him. Once slain, a holy binding spell was cast on the castle, to prevent his escape should his spirit try to return from death.
Unfortunately, this binding spell has an unusual side effect. It acts as an otherworldly beacon, attracting spirits unable to cross over from the plane of the living. Due to this, many local legends and stories tell tales of the castle, claiming it is haunted by things ranging from seperated lovers, to demonic monsters.
- Obvious exits: <D>oma
[Doma] 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
[Doma] <En>chufa(#91Rn): 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.
- Obvious exits: <D>oma
[Doma] <Ko>hlingen(#93Rn): 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.
- Obvious exits: <D>oma
[Inustan] <Ar>gosy(#177Rn): This is the densely populated city of Argosy in Inustan's midwest. A large gambling town, Argosy sees a good number of tourists on a day to day basis. Besides the native Inustani, many other languages are spoken here, with Common and Lanese of particular importance.
Argosy is known as the city which never sleeps. Casinos are open all hours of the day--as such, streetlamps to light the way to, from, and around them are always kept lit. Street performers and musicians take advantage of this and can also be found any time of the day or night. It is, all in all, a very crowded, bright, and noisy place.
Businesses related to the casinos have cropped up and filled nearly every possible niche in the city's market--from establishments which change currencies for the numerous foreign tourists to any number of souvenir shops. Of course, tourists do not alone make up the entirety of the city's population. There are also groceries, fabric shops, realtors, and other necessities for those who call Argosy home--churches, schools, and libraries are also to be found.
The "resident" sections of Argosy are typically organized throughout the city in small oases from the larger "tourist" sections. When found by non-residents, they are often stumbled upon quite by accident. It may be quite a shock and surprise as the resident sections are quite a world unto their own inside the larger Argosy, whose overwhelming noise and light provides a strange backdrop in the residential areas.
- Obvious exits: <Wo>ng Mansion <I>nustan
[Inustan] Fidelnost(#169Rn): You are--while not on the coast--near the ocean in Inustan's far northeast. The capital is actually divided into two sections; Old Fidelnost and New Fidelnost. Old Fidelnost--sometimes known as La Corazon to natives--lies in the center. New Fidelnost surrounds the old city like a wreath.
The most easily recognizable differences between Old and New Fidelnost can be seen in the architecture and street. New Fidelnost has wide, paved streets, laid out in a planned and sensible matrix with clearly marked signs. Its homes and buildings are just a little bigger, just little farther apart from each other, and just a little more self-contained.
The streets of Old Fidelnost, meanwhile, are not inaccurately described as maze-like. Further, they aren't a great deal more than well-trodden dirt paths covered with gravel, with barely enough room for two or three Inustani to pass shoulder to shoulder. The homes here are smaller and older, built closer together and often vertically oriented in order to make better use of space. In the old city, it is common for many homes to have a patio each which opens out into a shared garden area for socializing through the mutual responsibility of tending the garden and sharing the benefits of doing so.
Unsurprisingly, more businesses and inhabitants of the capital are located in New Fidelnost. However, Old Fidelnost holds most of the old churches and art of the city, as well as Fidelnost's less transitory inhabitants.
- Obvious exits: <I>nustan
[Nekonia] 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
[Nekonia] <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
[Nekonia] 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
[Riva] <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
[Riva] 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
[Riva] 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
[Valth] 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
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>
[Domanada Castle] Castle <4th> Floor(#191Rn): It is the fourth floor of the castle. The royal bedchamers are found here as well as a second armory.
- Obvious exits: Castle <3rd> Floor
[Domanada Castle] Castle <3rd> Floor(#190Rn): It is the third floor of the castle. Here there are research facilities, magical and otherwise.
- Obvious exits: Castle <4th> Floor Castle <2nd> Floor
[Domanada Castle] Castle <2nd> Floor(#188Rn): It is the second floor of the castle. Here you will find the chambers of the Keeper Council as well as the official throne room. It's the floor for the politicking, it would seem.
- Obvious exits: Castle <3rd> Floor Castle <1st> Floor
[Domanada Castle] Castle <1st> Floor(#186Rn): It is the first floor of the castle. Here there are, mostly, banquet halls and quarters for the on-grounds knights. However, the castle's library is also found on this level.
- Obvious exits: Castle <2nd> Floor Castle Basement <B1> Domanada Castle, <Ga>tes
[Domanada Castle] Castle Basement <B1>(#192Rn): It is the first basement level of the castle. More knights quarters are found here as well as the primary armory. The kitchen is also found here, as well as some minor recreational facilities.
- Obvious exits: Castle <1st> Floor Castle Basement <B2>
[Domanada Castle] Castle Basement <B2>(#193Rn): It is the second basement level of the castle. This portion of the castle serves as a prison for the more serious, non-magical criminals. The idea is that the castle is even harder to exit than it is to enter.
- Obvious exits: Castle Basement <B1> Castle Basement <B3>
[Domanada Castle] Castle Basement <B3>(#194Rn): It is the third basement level of the castle. This portion of the castle serves as a prison for the more serious, magical criminals. It is specially fortified to handle such.
- Obvious exits: Castle Basement <B2>
[Jade Dragon Inn] The <B>ack Room(#262Rn): It is...The Back Room.
- Obvious exits: JD <Lo>bby
[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:
"KITTENS FREE TO A GOOD HOME. SLIGHTLY MUTATANT. PLEASE PICK UP FROM BOX AT ROWANA COURT THIS WEEKEND. ASHURA BLESSES YOU."
"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
"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!"
"RxR frever!!"
"keep Doma clean!"--this is written, curiously enough, on a large leaf
"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): It's a mostly wooden contraption, with bells and whistles and some fancy painting. The machine stands at a right angle to the bar and the performers' stage and has a slot to take single gil pieces.
- [Jade Dragon Inn] The Sign(#134Tn)
- [Jade Dragon Inn] Drink Menu, Jade Dragon Inn(#140Tn)
- [Jade Dragon Inn] Food Menu, Jade Dragon Inn(#139Tn)
- [OOC] a severed human head(#251Tn)
- [The Grinning Cat] a stuffed kitten(#258T)
- Castle Pass(#261Tn)
- Green Cat Pen(#268Tn)
- Shiny Ring(#269Tr)
- Purple Cat Pen(#270Tn)
- Pink Cat Pen(#271Tn)
Other descriptions
- [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.
- [Riva to Rivaran] You come to Rivaran, the capital of Riva.
- [Rivaran to Riva] You leave the capital of Riva. Goodbye, Rivaran!
- [Nekonia to ruins] You head for the ruins of the previous capital of Nekonia.
- [Nekonia to Nekonia capital] You head for Nekonia, Nekonia.
- [Kalmiatiden to Valth] You leave Kalmiahtiden.
- [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); Obvious exits: Bu<ff>er Frontier Western <Fr>ontier
- <Al>es'hir(#553Rn); Obvious exits: Shumans Spine South <shS>
- Bar<ius>(#335Rn): HAY SHINEY; Obvious exits: <Ig>ala
- <Co>tiego(#518Rn); Obvious exits: Shumans Branch Northwest <shNW>
- <C>uratori Faiyar(#379Rn); Obvious exits: <Ki>lian Woods Shumans Branch Northwest <shNW>
- <Ev>ringshal(#523Rn); Obvious exits: The Far North <FN> Shumans Branch Northeast <shNE>
- The Far North <FN>(#526Rn); 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); Obvious exits: Northern Reaches of Gre'par'th <NG> Southern Reaches of Gre'par'th <SG> Shumans Branch Northwest <shNW>
- <K>alshana(#272Rn); Obvious exits: <Ne>konia Forbidden Plains <FP> Southeastern Frontier <seF>
- New <K>ilian(#462Rn); Obvious exits: <Ki>lian Woods
- Northern Reaches of Gre'par'th <NG>(#512Rn); Obvious exits: (central) Gre'par'<th> Shumans Branch Northwest <shNW>
- <S>olasia(#557Rn); Obvious exits: <R>iva Shumans Spine North <shN> Shumans Branch Northeast <shNE>
- Southern Reaches of Gre'par'th <SG>(#382Rn); Obvious exits: (central) Gre'par'<th> Tundra Wasteland <TW> Shumans Branch Northwest <shNW>
- Tan'<y>ama(#554Rn); Obvious exits: Shumans Spine North <shN> (previous description: HAY DAN)
- <T>heice(#39Rn); Obvious exits: Bu<ff>er Frontier
- <T>herney(#412Rn); Obvious exits: The <Wo>odlands Southeastern Frontier <seF> Shumans Branch Southeast <shSE>
- <U>nostychia(#347Rn); Obvious exits: Gwa'AAG (outskirts) <Gwo> Western <Fr>ontier
- Unowned or uncultivated land:
- <Ki>lian Woods(#366Rn); 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); 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); Obvious exits: <Co>tiego <C>uratori Faiyar (central) Gre'par'<th> <Ki>lian Woods Shumans Spine North <shN>
- Shumans Branch Northeast <shNE>(#343Rnl); Obvious exits: <Ev>ringshal The Far North <FN> <R>iva <S>olasia <V>alth Shumans Spine North <shN>
- Southeastern Frontier <seF>(#402Rn); Obvious exits: <In>ustan <K>alshana <Ne>konia <T>herney Shumans Branch Southeast <shSE>
- <Ti>tan Mountains(#126Rn); Obvious exits: Mist Village <MiV> <B>aron Barren Desert <BD> <Ki>lian Woods Shumans Spine North <shN>
- Tundra Wasteland <TW>(#368Rn); Obvious exits: Southern Reaches of Gre'par'th <SG> <Ki>lian Woods
- Western <Fr>ontier(#489Rn); Obvious exits: <A>von <B>aron Gwa'AAG (outskirts) <Gwo> <U>nostychia Barren Desert <BD> Shumans Spine South <shS> Shumans Branch Southwest <shSW>
- other/misc
- The <Fo>rest(#86Rn): the fae forest; Obvious exits: Doma City <DC> The Park <TP>
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
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.
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.