Difference between revisions of "Talk:RPGWW MUSH"

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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).
 
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 ==
  
== Sunday, July 02, 2006, 11:55 AM ==
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'''OOC Room of OOCness(#0RL)''': It's OOC. And Stuff.
''<Public> Dia has connected. Last connect was Sat Jul 01 13:24:01 2006.''
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* Contents: Gihin(#142Tnp), watch(#209Tnp)
 
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* Obvious exits: <IC> Nexus 
'''IC Nexus(#3Rn)'''
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A selection of settings.
+
  
 +
'''IC Nexus(#3Rn)''': A selection of settings.
 
* Obvious exits: <G>aera Main  <El>emaer   
 
* Obvious exits: <G>aera Main  <El>emaer   
  
 
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'''<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.
'''<G>aera(#207Rn)'''
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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
 
Right now, Igala is the only continent MUSHed out. A number of subrooms are still skeletons--contributions appreciation! If you'd like help with coding, or would simply like to post your write-ups, use the forum! http://p068.ezboard.com/frpgww60462frm4.showMessage?topicID=1959.topic
 
 
* Contents: ''Gaera Map(#576Tn)''
 
* Contents: ''Gaera Map(#576Tn)''
 
* Obvious exits: <Ig>ala
 
* Obvious exits: <Ig>ala
  
 
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'''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.
'''Igala(#17Rn)'''
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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!
 
Pick a country in which to start roleplaying or exploring!
 
 
* Contents: ''Igala Map(#577Tn)''
 
* Contents: ''Igala Map(#577Tn)''
 
* Obvious exits: <A>von  Bar<ius>  <B>aron  <Co>tiego  <C>uratori Faiyar  <D>oma  <Ev>ringshal  The Far North <FN>  <For>fiet Isle  (central) Gwa'AAG <Gw>  (central) Gre'par'<th>  Gu<nn>ir Academy  <In>ustan  <K>alshana  <Ne>konia  New Kilian <NK>  Mist Village <MiV>  <R>iva  <S>olasia  The<ice>  <T>herney  <V>alth  <U>nostychia  The <Wo>odlands
 
* Obvious exits: <A>von  Bar<ius>  <B>aron  <Co>tiego  <C>uratori Faiyar  <D>oma  <Ev>ringshal  The Far North <FN>  <For>fiet Isle  (central) Gwa'AAG <Gw>  (central) Gre'par'<th>  Gu<nn>ir Academy  <In>ustan  <K>alshana  <Ne>konia  New Kilian <NK>  Mist Village <MiV>  <R>iva  <S>olasia  The<ice>  <T>herney  <V>alth  <U>nostychia  The <Wo>odlands
  
 +
==Objects==
  
'''Forbidden Plains <FP>(#38Rn)'''
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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>--[[The Legend of the Tower to Nekogami]]--
 
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* [Jade Dragon Inn] '''Gihin(#142Tnp)''': It is Gihin the goblin, infamous employee of the Jade Dragon!
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).
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* [Gaera] '''Gaera Map(#576Tn)''':
 
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* [Igala] '''Igala Map(#577Tn)''':  
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.
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* [OOC] '''watch(#209Tnp)''':  
 
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* [Kalmiahtiden] '''Government Sector Pass(#313Tn)''':  
* Obvious exits: &lt;D&gt;oma  &lt;In&gt;ustan  &lt;K&gt;alshana  &lt;Ne&gt;konia  Shumans Spine South &lt;shS&gt; 
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* [Ivory Horn] Ivory Bartop(#137Tn)
 
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* [Jade Dragon Inn] The Sign(#134Tn)
 
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* [Jade Dragon Inn] Drink Menu, Jade Dragon Inn(#140Tn)
'''Barren Desert &lt;BD&gt;(#326Rn)'''
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* [Jade Dragon Inn] Food Menu, Jade Dragon Inn(#139Tn)
 
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* [OOC] a severed human head(#251Tn)
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.
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* [The Grinning Cat] a stuffed kitten(#258T)
 
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* Castle Pass(#261Tn)
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.
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* Green Cat Pen(#268Tn)
 
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* Shiny Ring(#269Tr)
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.
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* Purple Cat Pen(#270Tn)
 
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* Pink Cat Pen(#271Tn)
* Obvious exits: &lt;B&gt;aron  Western &lt;Fr&gt;ontier  &lt;Ti&gt;tan Mountains  Shumans Spine South &lt;shS&gt; 
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+
 
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'''Shumans Branch Southeast &lt;shSE&gt;(#42Rn)'''
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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.
+
 
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While it is generally assumed that The Woodlands ends where the mountains begin, some usagijin tribes reach into these mountains. The usagjin themselves generally consider the limits of their territory to be where La Foret--the woods--end. However, few usagijin will settle past the highest part of the Shumans. Unsurprisingly, a few outlaying Thernian settlements can also be found in this section of the Shumans; rarely will the Thernians and usagijin settlements meet.
+
 
+
* Obvious exits: &lt;K&gt;alshana  &lt;T&gt;herney  The &lt;Wo&gt;odlands  Southeastern Frontier &lt;seF&gt;  Shumans Spine South &lt;shS&gt; 
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+
 
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'''Shumans Branch Southwest &lt;shSW&gt;(#331Rn)'''
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+
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) &lt;Gwo&gt;  The &lt;Wo&gt;odlands  Shumans Spine South &lt;shS&gt; 
+
 
+
 
+
'''Shumans Spine South &lt;shS&gt;(#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: &lt;Al&gt;es'hir  &lt;D&gt;oma  (central) Gwa'AAG &lt;Gwa&gt;  Gwa'AAG (outskirts) &lt;Gwo&gt;  &lt;K&gt;alshana  The &lt;Wo&gt;odlands  Barren Desert &lt;BD&gt;  Western &lt;Fr&gt;ontier  Forbidden Plains &lt;FP&gt;  Shumans Spine North &lt;shN&gt;  Shumans Branch Southeast &lt;shSE&gt;  Shumans Branch Southwest &lt;shSW&gt; 
+
 
+
 
+
'''Gwa'AAG (outskirts) &lt;Gwo&gt;(#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 &lt;Gwa&gt;  &lt;U&gt;nostychia  Western &lt;Fr&gt;ontier  Shumans Branch Southwest &lt;shSW&gt;  Shumans Spine South &lt;shS&gt; 
+
 
+
 
+
'''Central Gwa'&lt;AA&gt;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) &lt;Gwo&gt;  Shumans Spine South &lt;shS&gt; 
+
 
+
 
+
'''The &lt;Wo&gt;odlands(#416Rn)'''
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+
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 &lt;shSE&gt;  Shumans Branch Southwest &lt;shSW&gt;  Shumans Spine South &lt;shS&gt; 
+
 
+
 
+
'''Shumans Spine North &lt;shN&gt;(#340Rn)'''
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TOTALLY NO DESCRIPTION YET SUFFER HAHA
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* Obvious exits: Gu&lt;nn&gt;ir Academy  &lt;D&gt;oma  The Far North &lt;FN&gt;  &lt;R&gt;iva  Tan'&lt;y&gt;ama  &lt;Ki&gt;lian Woods  &lt;Ti&gt;tan Mountains  Shumans Spine South &lt;shS&gt;  Shumans Branch Northwest &lt;shNW&gt;  Shumans Branch Northeast &lt;shNE&gt; 
+
 
+
 
+
'''Gu&lt;nn&gt;ir Academy(#550Rn)'''
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+
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 &lt;shN&gt;
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+
== Friday, June 30, 2006, 7:13 PM ==
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''&lt;Public&gt; Dia has connected. &lt;Public&gt; Dia has disconnected. &lt;Public&gt; Dia has connected. Last connect was Fri Jun 30 15:05:16 2006. Last FAILED connect was Fri Jun 30 15:07:32 2006.''
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'''&lt;K&gt;alshana(#272Rn)'''
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TOTALLY NO DESCRIPTION YET SUFFER HAHA
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* Obvious exits: &lt;Ne&gt;konia  Forbidden Plains &lt;FP&gt;  Southeastern Frontier &lt;seF&gt; 
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+
 
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'''Baron(#22Rn)'''
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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.
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+
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.
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+
Obvious exits: &lt;Ae&gt;gir City  Baron Castle &lt;BC&gt;  &lt;Or&gt;dana Village  Port &lt;Ro&gt;salia  Port &lt;Sl&gt;eipnir  Barren Desert &lt;BD&gt;  Mist Caverns &lt;MiC&gt;  Western &lt;Fr&gt;ontier  &lt;Ti&gt;tan Mountains
+
 
+
 
+
'''Doma(#19Rn)'''
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+
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 &lt;Hy&gt;ral  Doma City &lt;DC&gt;  &lt;En&gt;chufa  &lt;Ko&gt;hlingen  &lt;R&gt;iva  Forbidden Plains &lt;FP&gt;  Shumans Spine North &lt;shN&gt;  Shumans Spine South &lt;shS&gt; 
+
 
+
 
+
'''Tan'&lt;y&gt;ama(#554Rn)'''
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+
TOTALLY NO DESCRIPTION YET SUFFER HAHA
+
 
+
* Obvious exits: Shumans Spine North &lt;shN&gt; 
+
 
+
 
+
'''Shumans Spine North &lt;shN&gt;(#340Rn)'''
+
 
+
TOTALLY NO DESCRIPTION YET SUFFER HAHA
+
 
+
* Contents: DragonclawsEDW(#9PWenAc)
+
* Obvious exits: Gu&lt;nn&gt;ir Academy  &lt;D&gt;oma  The Far North &lt;FN&gt;  &lt;R&gt;iva  Tan'&lt;y&gt;ama  &lt;Ki&gt;lian Woods  &lt;Ti&gt;tan Mountains  Shumans Spine South &lt;shS&gt;  Shumans Branch Northwest &lt;shNW&gt;  Shumans Branch Northeast &lt;shNE&gt; 
+
 
+
Pick a country in which to start roleplaying or exploring!
+
 
+
 
+
'''Shumans Branch Northwest &lt;shNW&gt;(#346Rn)'''
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+
TOTALLY NO DESCRIPTION YET SUFFER HAHA
+
 
+
* Obvious exits: &lt;Co&gt;tiego  &lt;C&gt;uratori Faiyar  (central) Gre'par'&lt;th&gt;  &lt;Ki&gt;lian Woods  Shumans Spine North &lt;shN&gt; 
+
You leave!
+
 
+
 
+
==Thursday, June 29, 2006, 1:30 PM==
+
''&lt;Public&gt; Dia has connected. Last connect was Thu Jun 29 08:31:19 2006''
+
 
+
 
+
'''&lt;C&gt;uratori Faiyar(#379Rn)'''
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+
TOTALLY NO DESCRIPTION YET SUFFER HAHA
+
 
+
* Obvious exits: &lt;Ki&gt;lian Woods  Shumans Branch Northwest &lt;shNW&gt; 
+
 
+
 
+
'''Tundra Wasteland &lt;TW&gt;(#368Rn)'''
+
 
+
TOTALLY NO DESCRIPTION YET SUFFER HAHA
+
 
+
* Obvious exits: Southern Reaches of Gre'par'th &lt;SG&gt;  &lt;Ki&gt;lian Woods
+
 
+
 
+
'''&lt;Ki&gt;lian Woods(#366Rn)'''
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+
TOTALLY NO DESCRIPTION YET SUFFER HAHA
+
 
+
* Obvious exits: &lt;C&gt;uratori Faiyar  New Kilian &lt;NK&gt;  Tundra Wasteland &lt;TW&gt;  Shumans Branch Northwest &lt;shNW&gt;  &lt;Ti&gt;tan Mountains  Shumans Spine North &lt;shN&gt; 
+
 
+
 
+
'''New &lt;K&gt;ilian(#462Rn)'''
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+
TOTALLY NO DESCRIPTION YET SUFFER HAHA
+
 
+
* Obvious exits: &lt;Ki&gt;lian Woods
+
 
+
 
+
 
+
'''Mist Village &lt;MiV&gt;(#105Rn)'''
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+
Located in the Titan mountains, home of the summoners.
+
 
+
* Obvious exits: &lt;Ti&gt;tan Mountains  Mist Caverns &lt;MiC&gt; 
+
 
+
 
+
 
+
'''&lt;Ti&gt;tan Mountains(#126Rn)'''
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+
TOTALLY NO DESCRIPTION YET SUFFER HAHA
+
 
+
* Obvious exits: Mist Village &lt;MiV&gt;  &lt;B&gt;aron  Barren Desert &lt;BD&gt;  &lt;Ki&gt;lian Woods  Shumans Spine North &lt;shN&gt; 
+
 
+
 
+
'''Western &lt;Fr&gt;ontier(#426E)'''
+
 
+
You see nothing special.
+
Western &lt;Fr&gt;ontier;fr;fro;fron;front;fronti;frontie;frontier(#426E) is scheduled to be destroyed.
+
Halted: Western &lt;Fr&gt;ontier;fr;fro;fron;front;fronti;frontie;frontier(#426).
+
Destroyed.
+
You leave!
+
 
+
  
 +
==Other descriptions==
  
'''&lt;T&gt;heice(#39Rn)'''
+
* [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.
  
TOTALLY NO DESCRIPTION YET SUFFER HAHA
+
==Rooms without descriptions==
  
* Obvious exits: Bu&lt;ff&gt;er Frontier   
+
* Countries and governed land
 +
** '''&lt;A&gt;von(#320Rn)'''; Obvious exits: Bu&lt;ff&gt;er Frontier  Western &lt;Fr&gt;ontier
 +
** '''&lt;Al&gt;es'hir(#553Rn)'''; Obvious exits: Shumans Spine South &lt;shS&gt; 
 +
** '''Bar&lt;ius&gt;(#335Rn)''': ''HAY SHINEY;'' Obvious exits: &lt;Ig&gt;ala 
 +
** '''&lt;Co&gt;tiego(#518Rn)'''; Obvious exits: Shumans Branch Northwest &lt;shNW&gt; 
 +
** '''&lt;C&gt;uratori Faiyar(#379Rn)'''; Obvious exits: &lt;Ki&gt;lian Woods  Shumans Branch Northwest &lt;shNW&gt; 
 +
** '''&lt;Ev&gt;ringshal(#523Rn)'''; Obvious exits: The Far North &lt;FN&gt;  Shumans Branch Northeast &lt;shNE&gt; 
 +
** '''The Far North &lt;FN&gt;(#526Rn)'''; Obvious exits: &lt;Ev&gt;ringshal  Shumans Spine North &lt;shN&gt;  Shumans Branch Northeast &lt;shNE&gt; 
 +
** '''&lt;For&gt;fiet Isle(#521Rn)''': ''HAY SOMEBODY;'' Obvious exits: &lt;Igala&gt; 
 +
** '''(central) Gre'par'&lt;th&gt;(#411Rn)'''; Obvious exits: Northern Reaches of Gre'par'th &lt;NG&gt;  Southern Reaches of Gre'par'th &lt;SG&gt;  Shumans Branch Northwest &lt;shNW&gt; 
 +
** '''&lt;K&gt;alshana(#272Rn)'''; Obvious exits: &lt;Ne&gt;konia  Forbidden Plains &lt;FP&gt;  Southeastern Frontier &lt;seF&gt; 
 +
** '''New &lt;K&gt;ilian(#462Rn)'''; Obvious exits: &lt;Ki&gt;lian Woods
 +
** '''Northern Reaches of Gre'par'th &lt;NG&gt;(#512Rn)'''; Obvious exits: (central) Gre'par'&lt;th&gt;  Shumans Branch Northwest &lt;shNW&gt;
 +
** '''&lt;S&gt;olasia(#557Rn)'''; Obvious exits: &lt;R&gt;iva  Shumans Spine North &lt;shN&gt;  Shumans Branch Northeast &lt;shNE&gt; 
 +
** '''Southern Reaches of Gre'par'th &lt;SG&gt;(#382Rn)'''; Obvious exits: (central) Gre'par'&lt;th&gt;  Tundra Wasteland &lt;TW&gt;  Shumans Branch Northwest &lt;shNW&gt; 
 +
** '''Tan'&lt;y&gt;ama(#554Rn)'''; Obvious exits: Shumans Spine North &lt;shN&gt; (previous description: HAY DAN)
 +
** '''&lt;T&gt;heice(#39Rn)'''; Obvious exits: Bu&lt;ff&gt;er Frontier 
 +
** '''&lt;T&gt;herney(#412Rn)'''; Obvious exits: The &lt;Wo&gt;odlands  Southeastern Frontier &lt;seF&gt;  Shumans Branch Southeast &lt;shSE&gt; 
 +
** '''&lt;U&gt;nostychia(#347Rn)'''; Obvious exits: Gwa'AAG (outskirts) &lt;Gwo&gt;  Western &lt;Fr&gt;ontier 
 +
* Unowned or uncultivated land:
 +
** '''&lt;Ki&gt;lian Woods(#366Rn)'''; Obvious exits: &lt;C&gt;uratori Faiyar  New Kilian &lt;NK&gt;  Tundra Wasteland &lt;TW&gt;  Shumans Branch Northwest &lt;shNW&gt;  &lt;Ti&gt;tan Mountains  Shumans Spine North &lt;shN&gt; 
 +
** '''Shumans Spine North &lt;shN&gt;(#340Rn)'''; Contents: DragonclawsEDW(#9PWenAc); Obvious exits: Gu&lt;nn&gt;ir Academy  &lt;D&gt;oma  The Far North &lt;FN&gt;  &lt;R&gt;iva  Tan'&lt;y&gt;ama  &lt;Ki&gt;lian Woods  &lt;Ti&gt;tan Mountains  Shumans Spine South &lt;shS&gt;  Shumans Branch Northwest &lt;shNW&gt;  Shumans Branch Northeast &lt;shNE&gt; 
 +
** '''Shumans Branch Northwest &lt;shNW&gt;(#346Rn)'''; Obvious exits: &lt;Co&gt;tiego  &lt;C&gt;uratori Faiyar  (central) Gre'par'&lt;th&gt;  &lt;Ki&gt;lian Woods  Shumans Spine North &lt;shN&gt; 
 +
** '''Shumans Branch Northeast &lt;shNE&gt;(#343Rnl)'''; Obvious exits: &lt;Ev&gt;ringshal  The Far North &lt;FN&gt;  &lt;R&gt;iva  &lt;S&gt;olasia  &lt;V&gt;alth  Shumans Spine North &lt;shN&gt; 
 +
** '''Southeastern Frontier &lt;seF&gt;(#402Rn)'''; Obvious exits: &lt;In&gt;ustan  &lt;K&gt;alshana  &lt;Ne&gt;konia  &lt;T&gt;herney  Shumans Branch Southeast &lt;shSE&gt; 
 +
** '''&lt;Ti&gt;tan Mountains(#126Rn)'''; Obvious exits: Mist Village &lt;MiV&gt;  &lt;B&gt;aron  Barren Desert &lt;BD&gt;  &lt;Ki&gt;lian Woods  Shumans Spine North &lt;shN&gt; 
 +
** '''Tundra Wasteland &lt;TW&gt;(#368Rn)'''; Obvious exits: Southern Reaches of Gre'par'th &lt;SG&gt;  &lt;Ki&gt;lian Woods
 +
** '''Western &lt;Fr&gt;ontier(#489Rn)'''; Obvious exits: &lt;A&gt;von  &lt;B&gt;aron  Gwa'AAG (outskirts) &lt;Gwo&gt;  &lt;U&gt;nostychia  Barren Desert &lt;BD&gt;  Shumans Spine South &lt;shS&gt;  Shumans Branch Southwest &lt;shSW&gt;
 +
* other/misc
 +
** '''The &lt;Fo&gt;rest(#86Rn)''': ''the fae forest;'' Obvious exits: Doma City &lt;DC&gt;  The Park &lt;TP&gt;
  
 +
==Elemaer==
  
'''(central) Gre'par'&lt;th&gt;(#411Rn)'''
+
'''IC Nexus(#3Rn)''': A selection of settings.
 +
* Obvious exits: &lt;G&gt;aera Main  &lt;El&gt;emaer
  
TOTALLY NO DESCRIPTION YET SUFFER HAHA
+
You choose Elemaer.
  
*Obvious exits: Northern Reaches of Gre'par'th &lt;NG&gt;  Southern Reaches of Gre'par'th &lt;SG&gt; Shumans Branch Northwest &lt;shNW&gt;
+
'''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.
  
'''&lt;Co&gt;tiego(#518Rn)'''
+
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.
  
TOTALLY NO DESCRIPTION YET SUFFER HAHA
+
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.
  
* Obvious exits: Shumans Branch Northwest &lt;shNW&gt;   
+
All descriptions in this area apply to Elemaer's Third Age.
 +
* Obvious exits: The &lt;Wil&gt;dernesses of Elemaer  Kir-V'&lt;Dre&gt;yk  &lt;Gra&gt;st Vodran  &lt;Tar&gt;ol Kir  &lt;As&gt;'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: &lt;Ar&gt;'tok  &lt;El&gt;emaer 
  
'''Southeastern Frontier &lt;seF&gt;(#402Rn)'''
+
'''Kir-V'dreyk(#245Rn)''': (This room under construction.)
 +
* Obvious exits: &lt;El&gt;emaer 
  
TOTALLY NO DESCRIPTION YET SUFFER HAHA
+
'''Grast Vodran(#242Rn)''': (This room under construction.)
 +
* Obvious exits: &lt;El&gt;emaer 
  
* Obvious exits: &lt;In&gt;ustan &lt;K&gt;alshana  &lt;Ne&gt;konia  &lt;T&gt;herney  Shumans Branch Southeast &lt;shSE&gt;
+
'''Tarol Kir(#239Rn)''': Elemaer's oldest stronghold city. (This room under construction.)
 +
* Obvious exits: &lt;El&gt;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.
  
'''Nekonia(#21Rn)'''
+
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.
  
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.
+
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 &lt;St&gt;reets of As'nar  &lt;El&gt;emaer 
  
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.
+
'''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.
  
* Obvious exits: Hotte &lt;Sp&gt;rings Nekonia (capital) &lt;NC&gt;  &lt;Ru&gt;ins of the Old Capital Forbidden Plains &lt;FP&gt;  Southeastern Frontier &lt;seF&gt;  &lt;I&gt;nustan &lt;K&gt;alshana  
+
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 &lt;W&gt;ater The Great Temple of &lt;L&gt;ight The Great Temple of &lt;E&gt;arth  The Great Temple of &lt;A&gt;ir The Great Temple of &lt;F&gt;ire The Great &lt;Mar&gt;ket The &lt;Do&gt;me of Seals The Far Corner &lt;FC&gt;  &lt;Out&gt;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.
  
You cross Nekonia's mountainous eastern border into Inustan.
+
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 &lt;St&gt;reets of As'nar  &lt;El&gt;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: &lt;O&gt;ut
  
'''&lt;I&gt;nustan(#125Rn)'''
+
'''The Great Temple of Water(#236Rn)''': (This room under construction.)
 +
* Obvious exits: &lt;Out&gt; to the Street 
  
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 Great Temple of Light(#233Rn)''': (This room under construction.)
 +
* Obvious exits: &lt;Out&gt; to the Street 
  
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.
+
'''The Great Temple of Darkness(#255Rn)''': The home base of the exiled Order of Darkness. (This room under construction.)
 +
* Obvious exits: &lt;Out&gt; to Ar'tok 
  
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.
+
'''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 &lt;D&gt;arkness  Back to &lt;El&gt;emaer
  
* Obvious exits: &lt;Ar&gt;gosy &lt;Fi&gt;delnost  &lt;Hy&gt;drante  &lt;Ma&gt;rme  &lt;Ru&gt;ins of Fideleo  &lt;Ne&gt;konia  Forbidden Plains &lt;FP&gt;  Southeastern Frontier &lt;seF&gt;  
+
'''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.
  
'''&lt;A&gt;von(#320Rn)'''
+
'''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.
  
TOTALLY NO DESCRIPTION YET SUFFER HAHA
 
  
* Obvious exits: Bu&lt;ff&gt;er Frontier  Western &lt;Fr&gt;ontier
+
'''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.

Latest revision as of 22:49, 13 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

Objects

  • [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--
  • [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):
  • [Ivory Horn] Ivory Bartop(#137Tn)
  • [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.