Talk:RPGWW MUSH

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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.