236 lines
15 KiB
Reg
236 lines
15 KiB
Reg
region wilderness
|
||
parent world
|
||
longname Somewhere out in the Wilderness
|
||
fallback 1
|
||
msg
|
||
Grass, mountains, trees, rivers, and not a soul to be seen for miles around, the wilderness is not the most civilized of places, and stories that have reached the towns tell of fearsome creatures and labyrinthine dungeons far under the surface. Of course, these rumours have never been verified, though the few who have tried have taken a long time in doing so....
|
||
endmsg
|
||
end
|
||
region world
|
||
longname The World.
|
||
jail /scorn/misc/jail 15 1
|
||
msg
|
||
If you are seeing this, someone goofed, you should never see this message.
|
||
endmsg
|
||
end
|
||
region creation
|
||
parent world
|
||
longname The Creation of Time
|
||
msg
|
||
Who knows where this place is, but all have seen it. As mysterious as it is, its just an other part of life.
|
||
endmsg
|
||
end
|
||
region highway
|
||
parent world
|
||
longname The Imperial Highway
|
||
msg
|
||
The Imperial Highway was built long ago, so much so that its origins are now long since passed out of recorded history and into the stuff of legends. In the years since its construction it has gained the name "The yellow Brick Road" on account of the distinctive colour of its paving. Whilst in former times the Imperial highway was safe to all who would pass along it, in recent times it has started to decay, as the toll of centuries comes to bear on this once-splendid testament to past powers.
|
||
endmsg
|
||
end
|
||
region greenway
|
||
parent wilderness
|
||
longname The Greenway
|
||
msg
|
||
The elves are thought to have quicker ways to travel...
|
||
endmsg
|
||
end
|
||
region scorn
|
||
parent world
|
||
longname The Kingdom of Scorn
|
||
msg
|
||
Nestled snugly in a sheltered bay at the west of the Imperial Highway, Scorn is a safe and welcoming place for those who pass by. Its position on the Imperial highway allows it to maintain its importance as a stopping off point between the other major cities along the route and an attractive location for trade and commerce. This combined with the sheltered harbour and extensive shipping lines, ensures that Scorn remains a key crossroads bustling with activity, long after its former military dominance has diminished.
|
||
endmsg
|
||
end
|
||
region scorncounty
|
||
parent scorn
|
||
longname The Kingdom of Scorn, Surrounding Area
|
||
msg
|
||
Outside the gates of the city of scorn, the activity of the town can be heard, but not seen the cries of the traders, and calls of the sailors belie your proximity to this bustling town, though to look around you see only the relative tranquility of quiet farmland and the sense of peace it evokes.
|
||
endmsg
|
||
end
|
||
region scornarena
|
||
parent scorn
|
||
longname The Kingdom of Scorn, Arena
|
||
msg
|
||
A giant amphitheatre made of white stone that glistens in the sunlight. People in the stands cheering and screaming for blood. The finality of the gates that come crashing down behind the gladiators below them, and the certain knowledge that only one will survive.
|
||
endmsg
|
||
end
|
||
region scornoldcity
|
||
parent scorn
|
||
longname The Old City of Scorn
|
||
msg
|
||
You find yourself gasping in wonder at the extensive caverns underneath the city, here there remains the ruins of old Scorn. A reminder of the great power the city once possessed, and a sign of how far it has fallen. As you look around however you notice that whilst the previous inhabitants of these ruins are no longer present, some new ones seem to have taken their place, and these denizens don't appear to be very welcoming.
|
||
endmsg
|
||
end
|
||
region navar
|
||
parent world
|
||
longname The Kingdom of Navar
|
||
jail /navar_city/jail/jail 16 1
|
||
msg
|
||
Straddling the corner of the Imperial highway as it turns North near the Eastern border of the known world, and surrounded by dangerous territory, Navar is an unlikely site for one of the world's grandest cities. Yet there it stands, dominating the skyline for miles around and showing the same bustling activity expected of any thriving market town.
|
||
endmsg
|
||
end
|
||
region brest
|
||
parent world
|
||
longname Brest
|
||
msg
|
||
Brest is found at the highest mountain top in the Kingdom of Brittany, just south of Scorn. The settlement is surrounded by perpetual winter-like conditions and deadly ice storms which makes the journey fraught with danger. However, the locality is a prosperous oasis in many ways. The best merchants in the region operate shops here - such as the famous Zorn's. This shop features an extensive selection of scrolls as well as some other magical artifacts, but there are touchy employees who may prove difficult to negotiate with. What is especially interesting is the area was settled and is ruled by different races that are rarely found in such established towns.
|
||
endmsg
|
||
end
|
||
region darcap
|
||
parent world
|
||
longname The Sultanate of Darcap
|
||
msg
|
||
Isolated from the rest of the region by an extensive mountain range to the south, and possessing a massive natural harbour, Darcap is a small, but easily defensible town, dominated by a pair of powerful guilds. The town is also noted for its circus, whose reputation draws visitors from all over the world.
|
||
endmsg
|
||
end
|
||
region darcapcircus
|
||
parent darcap
|
||
longname Darcap Circus
|
||
msg
|
||
This circus' reputation draws visitors from all over the world.
|
||
endmsg
|
||
end
|
||
region wolfsburg
|
||
parent world
|
||
longname The Port of Wolfsburg
|
||
msg
|
||
Located on an island far away from the coast, Wolfsburg relies entirely on its quay to supply the town and as a result has a strong seafaring tradition among its populace.
|
||
endmsg
|
||
end
|
||
region santodominion
|
||
parent world
|
||
longname Santo Dominion
|
||
msg
|
||
Santo Dominion sits in a small bay to the north of Scorn. It is an important port of call for ships traveling to and from Scorn and the town of Stoneville, which is located on Dragon Island.
|
||
endmsg
|
||
end
|
||
region lakecountry
|
||
parent world
|
||
longname Lake Country
|
||
msg
|
||
Founded by Lord Butakis, this land is a unique region of lakes, rivers and the sea. Changes, both natural and unnatural, had drastically transformed the landscape of this area. Rivers had been diverted, lakes were drained, and the sea had reseeded - only to have all this undone or remade through a catastrophic flood a decade later.
|
||
As a result of this devastation, one needs to recognize the hardship and sorrow that has been a burden on this land. Many lives have been lost, several graves - marked and unmarked fill area. Rumors that the fog, which covers the land, is a testament of the grief and anguish experienced by the first settlers has drawn those brave enough to face such superstition. Another interest of lore is the wandering spirit from the nearby forest; a spirit in which seems to be holding grudge from ages ago. Others travel to Lake Country because of its reputation - the rich shops operated by retired adventurers, the Training Tower and the safety within the Fortress of Lord Butakis.
|
||
endmsg
|
||
end
|
||
region portjoseph
|
||
parent world
|
||
longname Port Joseph
|
||
msg
|
||
Port Joseph is located on the largest (which isn't saying much) of a chain of islands west of the Kingdom of Scorn. While the island doesn't boast very much, most everything there is very practical. How the times have changed. The early days of Port Joseph was a haven for the most ruthless band of pirates that the high seas has ever seen. The infamous reputation of Port Joseph died with the passing of renowned pirate admiral, Moogley Bill. While his legend lives on, his treasure horde is still missing. Thanks to increased presence and protection from The King's Navy, many trade routes now pass through or near the area, so that makes the Port a frequent stop and transfer point for merchants. However, the pirate roots are still relevant today.
|
||
endmsg
|
||
end
|
||
region pupland
|
||
parent world
|
||
longname Pupland
|
||
msg
|
||
The island of Pup Land (also known as the Shining Kingdom) was founded by the great hero Siegfried and later ruled by Lord Eureca. It extends from Old Pupland in the west to the Shining Wall on the East, from the badlands North of Nurnberg to Violet Island, southernmost of the Rainbow Islands.
|
||
endmsg
|
||
end
|
||
region ancientpupland
|
||
parent pupland
|
||
longname Pupland of Times Long Past
|
||
msg
|
||
The territory now known as Ancient Pup Land was believed to have been founded by sailors from the Old Empire, just like Scorn. The disputed legends and lore say it is likely that the soldiers from the Old Empire conquered first Old Pup Land, then New Pup Land, then the area up to the wall from the monsters that seem to be masters of the island, which was then called the Shining Kingdom. The endemic people of this land shun this lore as in contradicts the stories of their mythical hero Siegfried.
|
||
endmsg
|
||
end
|
||
region nurnberg
|
||
parent pupland
|
||
longname Nurnberg
|
||
msg
|
||
Placed in the north-central island of the Shining Kingdom, in the dominion of Pup Land, lies Nurnberg. The surrounding area contains impressive design and architecture in the nearby castles, towers, and other structures. In the township itself, multiple shops of prosperous merchants and craftsmen can be found throughout the landscape. Also residing in the town is a Dragon Terminal, guildhalls, and Alchemy Research Lab make Nurnberg not only a destination for trade, exploration, and adventure but also a full-time residence.
|
||
endmsg
|
||
end
|
||
region lonetown
|
||
parent pupland
|
||
longname Lone Town
|
||
msg
|
||
Located on the westernmost peninsula of the Shining Kingdom in Pup Land, Lone Town is a somewhat isolated but very well established settlement. Multiple shops for any visitor along with a Dragon Terminal, Training Center, and Guild Halls make Lone Town not only a destination for commerce and adventure but also full-time residence.
|
||
endmsg
|
||
end
|
||
region stoneville
|
||
parent world
|
||
longname Stoneville
|
||
msg
|
||
Stoneville is a small ship port located on the western side of Dragon Island. The island primarily serves as a vacation residence for wealthy merchants and adventurers. For those who are not quite ready for retirement or seeking fame - guilds and shops keep those travelers well stocked and tested. Of course, the islands riches also seem to attract those with nefarious purposes who have taken hold of the various caves in the nearby mountains. And in some cases, more closer to home then what most inhabitants would like.
|
||
endmsg
|
||
end
|
||
region firevolcano
|
||
parent world
|
||
longname Team Arena Volcano
|
||
msg
|
||
This fiery volcano rose up from the mountains one day. It is inhabited by a strange race of fire creatures who seem friendly, but very competitive.
|
||
endmsg
|
||
end
|
||
region azumauindo
|
||
parent world
|
||
longname The Shogunate of Azumauindo
|
||
msg
|
||
A hidden civilization, at the far east of the world.
|
||
endmsg
|
||
end
|
||
region dream
|
||
parent world
|
||
longname Life is but a dream?
|
||
msg
|
||
You do not know if you are awake or still dreaming
|
||
endmsg
|
||
end
|
||
region citydeclouds
|
||
parent dream
|
||
longname City de Clouds
|
||
msg
|
||
A wondrous city resting on the clouds, it could not possibly exist...
|
||
endmsg
|
||
end
|
||
region euthville
|
||
parent world
|
||
longname Ruins of Euthville
|
||
msg
|
||
The Ruins of Euthville can be found just off the Imperial Highway north of Scorn. The riches and accomplishments of this one prosperous city actually lead to it's downfall. Now, only terror and hardship remains -- demons and undead run rampant through the broken remains.
|
||
endmsg
|
||
end
|
||
region narcopin
|
||
parent world
|
||
longname Ruins of Narcopin
|
||
msg
|
||
Some believe natural elements have caused the once proud Kingdom of Narcopin to fall in to ruins. Others think a conquering army left behind this decrepit area in route to greater conquest. Some would say it was a famine or monster invasion. No one would argue that frequent dust storms and marauding monsters has left behind just a few of the once many structures - any of which could collapse into rubble at any moment. Many are convinced ancient and lost treasure awaits those brave enough to explore this region. A few have attempted to explore this area; from archaeologists and adventurers to tomb raiders. If there is anything left of value, it has either been plundered or no one has lived long enough to find it - or leave with it. One thing is for certain, there is something very unnatural and unfinished with the fate of this whole area.
|
||
endmsg
|
||
end
|
||
region whalingoutpost
|
||
parent world
|
||
longname Whaling Outpost
|
||
msg
|
||
Also known as Terra Glaci in Old Navarian, this frozen wasteland is located on the far edge of the known world. The "Land of Frost" has been partially settled by those brave (or foolish) enough to fend off the Polar Bears, Ice elementals, Frost Dragons and similar monstrosities. Those in residence make a living (well, mere existence) out of whaling, which is why many of the nearby islands make up the Whaling Outpost. No one knows for sure who or how many reside around here, as the appetite of any wondering beast leaves countless dwellings empty and numerous ships at the bottom of the sea.
|
||
endmsg
|
||
end
|
||
region threesisters
|
||
parent world
|
||
longname Valley of The Three Sisters
|
||
msg
|
||
What should be a pristine valley nestled between two mountain ridges is rife in discord. Three Sisters, on their quest to immortality, found a way to craft an item that rivaled creations from the ancient gods. For such an infractions - the ancient gods punished The Sisters, leaving them scarred and disfigured with wounds that would have killed any one else. The curse of immortality was then realized, but incomplete. Each of The Three Sisters lost their greatest Gift, which now reside deep in the vaults of the nearby factions. For centuries now, conflict erupts daily as raids between each sect fights to a inevitable stalemate with one another over control of each Sister's Gift. Trapped in their tower, The Three Sisters wait for destiny to grant them one last favor by making them whole once again. Now that the ancient gods are no more - they could once again practice their craft.
|
||
endmsg
|
||
end
|
||
region marksel
|
||
parent world
|
||
longname Hamlet of Lord Marksel
|
||
msg
|
||
Situated about half way between The Kingdom of Navar and The Sultanate of Darcap, Marksel is a mining town whose old motto seemed to be, "Enough to Live With." A small group of sages, with their research, drives the demand for the mines rich metal. As long as the work pays wages enough to keep the ale flowing from the nearby tavern, miners will be back at their post the following day. Something has changed though, just as the hamlet was about to prosper, the trade roads leading to it fell under siege from bandits. The merchant trade contracts have defaulted; the roads are too risky and unsafe. The forces of Lord Marksel have seen the tide of battle tip away from their favor. Their hope dims with each passing day.
|
||
endmsg
|
||
end
|
||
region butakisfortress
|
||
parent lakecountry
|
||
longname Fortress of Lord Butakis
|
||
msg
|
||
The Fortress of Lord Butakis stands as a testament to the determination of Butakis to settle and secure the area called Lake Country. This bastion of security provides a hard line of defense against the demons, dragons, rogue wizard faction and agents of chaos that plague this land. While the stronghold stands in defiance of disorder, there seems to be dark forces at work from the inside; slowly whittling away the foundation of what the Fortress represents. As a result of this, security of the Fortress has greatly increased in the past years. A few have grown concerned over the very crowded prison filled with accused spies, thieves, and worse.
|
||
endmsg
|
||
end
|
||
region astralplane
|
||
parent world
|
||
longname Astral Plane
|
||
msg
|
||
For eons, sages and scholars held the belief that the Astral Plane was devoid of any structures or life. Little did they realize; the realm is so massive that finding anything beyond mist and emptiness would take centuries. And that is where we are now – the realm now has stable gateways and is ready for the brave and daring to explore.
|
||
endmsg
|
||
end
|
||
nomore
|