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Rychi
Crew

PostPosted: Sat Jan 19, 2008 4:56 pm


PAGE INDEX:
Page 1: Introduction, Notes, Land index, Land Locations.
Page 2: Water part 1, Notes, Lakes and Rivers Index, Lakes and Rivers Locations.
Page 3: Water part 2, Notes, Sea and Deep Sea Index, Sea and Deep sea Locations.
Page 4: Sky, Notes, Sky Index, Sky Locations.
Page 5: Ethereal, Notes, Ethereal Index, Ethereal Locations
Page 6: Misc, Notes, Misc Index, Misc Locations.

This is not an official list. This is here as a brain dump as far as locations in the game go. Stick whatever location you thought up here when you don't want to lose the idea.


If you add any new locations, please give them a tag (the stuff in between brackets) and make sure you reference them where ever they need to be referenced if they can be referenced. (New towns, new tag, must be tagged in appropriate forests or left blank if not sure at the moment.)
PostPosted: Sat Jan 19, 2008 5:23 pm


LAND

Main bulk where most players can start out.

Land Index
Towns and villages [lcit1]
Cemetaries [lcem1]
Forests, meadows [lout1]
valleys [lval1]
pathways and roads [lpar1]
deserts [ldes1]
mountains [lmou1]
Swamps [lswa1]
tunnels, underground, caves [lund1]
wastelands [lwas1]
Beaches, islands, shores [lwat1]




TOWNS AND VILLAGES [lcit1]
Where people and other sentient beings can be found.

Format

Name:
Main Purpose:
Size:
Vulnerabilities:
Strengths:
Sovereign/leaders:
Sovereign influence:
Civilization:
Inhabited by:
Random item probability:
Regularly subjected to:
CAN be subjected to:
Continent:
Area Located:
Notes:



Name: N/A ATM [ltow1]
Main purpose: The main hub where most new players start out. Introduction to the game, start out quests, and the like.
Size: 9
Continent:
Vulnerabilities: Very large scale attacks. Large scale ones can hurt the city, but cannot completely destroy them on their own.
Strengths: Many people.
Sovereign/leaders: Typical monarchy.
Sovereign influence: 3
Civilization: 9
Inhabited by: Mostly humans, but many races gather here.
Random item probability: Not very likely.
Regularly Subjected to: Regular weather changes.
CAN be subjected to: God Powers, Tornados, Earthquakes, plagues
Continent: NA ATM
Area Located: NA ATM
Notes: Very typical starter town.

Rychi
Crew


Rychi
Crew

PostPosted: Sat Jan 19, 2008 5:27 pm


CEMETERIES [lcem1]

Where people bury their dead. (Idea -- players that have died in the game can get a tombstone in a cemetary?) They are a necropolis for ghosts, gouls, and other things of dead lore.

Format


Name:
Main purpose:
Size:
Undead activity:
Living activity:
Monster density:
Thief density:
Random item probability:
Cemetery of:
Distance from town:
Regularly subjected to:
Can be subjected to:
Continent:
Area Located:
Notes:


Name: N/A [main town's cemetary] [ltce1]
Main purpose: Just a regular old cemetary, a few catacombs here and there though for a few undead. Can be used to continue quests and a few items can be picked up here.
Size: 9
Undead activity: Sparse, there are a few living dead things here, mostly benign ghosts.
Living activity: Common, some thieves and poor NPC's live here.
Monster density: 1
Thief Density: 4
Random item probability: Not very likely.
Cemetery Of: Not Named yet [ltow1]
Distance from town: Fairly close by.
Regularly subjected to: weather changes, more fog than the average place.
Can be subjected to: God Powers, Tornados, Earthquakes
Continent: NA ATM
Area Located: NA ATM
Notes: None at the moment.
PostPosted: Sat Jan 19, 2008 5:33 pm


FORESTS AND MEADOWS [lout1]

General Areas that can be traveled to. Houses many opportunites, flora, fauna, and varying civilizations.

Format


Name:
Purpose:
Size:
Most common plants:
Most common animals:
Monsters:
Monster density:
Thief density:
Random item probability:
Bodies of water:
Landmarks:
Regularly subjected to:
Can be subjected to:
Continent:
Area Located:
Notes:

Contains the following towns/villages:

Rychi
Crew


Rychi
Crew

PostPosted: Sat Jan 19, 2008 5:37 pm


VALLEYS [lval1]

Generally the same as Forests and Meadows, I put it in a seperate section since Valleys can be huge too.


Format


Name:
Purpose:
Size:
Most common plants:
Most common animals:
Monsters:
Monster density:
Thief density:
Random item probability:
Bodies of water:
Landmarks:
Regularly subjected to:
Can be subjected to:
Continent:
Area Located:
Notes:

Contains the following towns/villages:
PostPosted: Sat Jan 19, 2008 5:39 pm


PATHWAYS AND ROADS [lpar1]

Main walk ways to and from certain locations. NPC merchants and shops can be found alongside the road every once in a while.

Format

Name:
Purpose:
Goes from to:
Goes through:
Complexity:
Main shops:
Main trade of merchants:
Monster density:
Thief density:
Random item probability:
Regularly subjected to:
Can be subjected to:
Continent(s):
Area Located:
Notes:

Rychi
Crew


Rychi
Crew

PostPosted: Sat Jan 19, 2008 5:43 pm


DESERTS [ldes1]

Almost a wasteland, but life still manages to survive fine.

format

Name:
Purpose:
size:
Hot or cold desert:
Common plants:
Common animals:
Monsters:
Monster denisty:
Thief density:
Random item probability:
Sinking danger:
Landmarks:
Regularly subjected to:
CAN be subjected to:
Continent:
Area Located:
Notes:

Contains the following towns/villages:
PostPosted: Sat Jan 19, 2008 5:45 pm


MOUNTAINS [lmou1]

Gigantic land mounds. Contains civilizations, flora, fauna, caves.

Format

Name:
Purpose:
Size:
Danger level:
Common plants:
Common animals:
Common minerals that can be found/extracted:
Monsters:
Monster density:
Thief density:
Random item probability:
Bodies of water:
Landmarks:
Regularly subjected to:
Can be subjected to:
Continent:
Area Located:
Notes:

Contains the following towns/villages:

Rychi
Crew


Rychi
Crew

PostPosted: Sat Jan 19, 2008 5:45 pm


SWAMPS [lswa1]
Large, muddy areas of land with the same property of forests.

Format

Name:
Purpose:
Size:
Water to Land ratio:
Connected to what body of water:
Common plants:
Common animals:
Monsters:
Monster density:
Thief density:
Random item probability:
Sinking Danger:
Landmarks:
Regularly subjected to:
Can be subjected to:
Continent:
Area Located:
Notes:

Contains the following towns/villages:
PostPosted: Sat Jan 19, 2008 5:50 pm


TUNNELS, UNDERGROUND, CAVES [lund1]

Various areas underground that work as forests and/or pathways.

Format

Name:
Tunnel/Underground Area/Cave:
Purpose:
Size:
Outside lightsource needed?:
Does it connect different places?:
Opening to surface located:
Complexity (applies to tunnels):
Common plants:
Common animals:
common minerals that can be found/extracted:
Monsters:
Monster density:
Thief density:
Random item probability:
Landmarks:
Regularly subjected to:
Can be subjected to:
Continent(s):
Area Located:
Notes:

Contains the following towns/villages:

Rychi
Crew


Rychi
Crew

PostPosted: Sat Jan 19, 2008 5:51 pm


WASTELANDS [lwas1]

Places nearly completely devoid of all life, containing various reasons why anyone should set foot there.

format

Name:
Purpose:
Size:
General reason for it being a wasteland:
Common plants:
Common animals:
Monsters:
Monster density:
Thief density:
Random item probability:
Landmarks:
Regularly subjected to:
Can be subjected to:
continent:
Area Located:
Notes:
PostPosted: Sat Jan 19, 2008 5:52 pm


BEACHES, ISLANDS, SHORES [lwat1]

Bridges between sea and land. Islands can be paradises or hells.

Format

Name:
Beach, island, shore:
Purpose:
Size:
Connected (and contains) to what body(ies) of water:
Common plants:
common animals:
Monsters:
Monster density:
Thief density:
Random item probability:
Landmarks:
Regularly subjected to:
Can be subjected to:
Continent:
Area Located:
Notes:

Contains the following towns/villages:

Rychi
Crew

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