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This conversation is an Out Of Character (OOC) part of the roleplay, “Infinit World: Bound by Twilight”.
Discussions pertaining to roleplay on RPG.

Areas (Thus Far)

Tips: 0.00 INK Postby Zetsuna on Sun May 11, 2014 2:05 pm

Just because some cities have a race, doesn't mean other races aren't welcome/there. Its just NPC population.


Baldr (Starter City) - The Plains of Genesis surrounds this city. From here you will be able to see a tower which wasn't there before... you can only guess it's the new dungeon located in the whispering plains. Among the town is the Plains Of Genesis the beginning leveling area. This city is known as the noob's town in game, every new player starts here. The wave gate is located in the kingdom's square in the middle of the area.

Plains Of Genesis - A calm green lush area, filled with low level monsters, beautiful sights and a glorious new tower everyone is curious about. You will feel a gently and soothing breeze as the warm sun is upon you. The tower is south of the exit of Baldr and although it may reside in this area... the inside the tower is quite dangerous. Heading north you'll eventually find yourself in the highlands. If you head south, you'll wander into the Enchanted Forest. Heading East, you'll reach the "Calm Meadows"

Tower Dungeon


Odin (Human City) - The city is in itself known as the trade city to the world. Many players have found this city commonly and group up here due to it being so convenient from coming to the newbie town. In addition, this town is known for craftsmanship and crafters benefit well from this town for NPC masters residing here. Often during the day, the city is rather busy compared to most yet at night its quiet. If you just entered the area the wave gate is located near the West Gate.

The Calm Meadows - The Calm Meadows resembles quite a beautiful and peaceful sight. Before NPC farmers inhabited the area with farms yet you will notice how many farms have been abandoned and this is only due to creatures over running the area. There are a few safe areas among the lands.


Freya (Elf City) - This capital takes place among the trees and is often starlit, many streams flow through this capital which arguably if not completely true that this is the most beautiful place in the game, having many floral and well kept nature scenes among it. The city itself is quite large and is very lively. Often in-game events and festivals are held here due to the atmosphere in culture it holds. The wave gate is located among the garden in the center. 

The Enchanted Forest - The enchanted forest is said to be nearly a maze even with the UI's map helping players. Although as thick is it may be, it is still a little hot as the rays of sunlight beam through the trees. While traveling through the forest in the eastern part you will see the temple dungeon. The entrance of the forest is located south of the Whispering Plains. Eventually if you continue heading south in the right direction you'll reach the Freya.

Temple Dungeon


Kvasir (Dwarf City)

The Highlands - Located beyond the north exit of the Plains Of Genesis. The Highlands is quite a calm place that you could say resembles a slightly emptied plains with many hills. It can get quite windy yet it is often still with just a gentle breeze. When walking, upon the tallest hill in the western part of the area you will see what may look like an abandoned castle. This would be the Castle Dungeon. If you continue heading north you'll reach the gates of Kvasir.

Castle Dungeon

The Ymir Mountains - Ymir Mountains is located beyond the western exit and gates of Kvasir. The mountain's tip can nearly be seen all the way from Baldr. The travel is often rough and tedious however every step is seen to be rather beautiful when you can see the continent. The area is slightly cold, it is however by no means a snow capped mountain unless you're heading to the very top. Upon the top of the mountain you'll notice a cave. Although there are many this is said to go directly into the mountain's core and the begin the cave dungeon. If you continue to walk the east pathway from Kvasir instead of going up, you'll reach Odin.

Cave


Eir (Port) - The captain will obviously let players ride this warning the players where they're taking them is somewhere extremely dangerous but he often makes trips back and forth.

Eir's Jungle - Eir's jungle is on the western exit of the The Plains Of Genesis. You will notice a rocky pathway down the hill as you reach the end of the plains. Tyr's Jungle is inhabited by giant animals and dinosaurs. The largest beast is a incredible Land Dragon which could be related to a level 60 Boss. He however wont attack unless you are in his way or are in his territory. If you travel southwest and decide to go into the Land Dragon's territory, when passing him, you'll see the Ruin's Dungeon. After getting through the jungle if you went down the trail you'll realize it becomes sandy which leads you into the dunes.

Ruins

Eir's Landing - Eir's Landing is a sandy dunes, However you'll notice its not as hot as being in the desert. While traveling the dunes you'll see a small village that holds a airship known as Eir. If the player chooses to explore the dunes upon traveling towards the West of the area you'll notice yourself getting close to what seems to be a city... this is the “City” Dungeon. If you however continue down the road you'll reach "Sunbroken Desert"

City Dungeon

Sunbroken Desert - Sunbroken Desert can be described as a deadly place when without water as the sun beams down upon you every step of the way as you travel through. Field effects towards this area is that sand storms happen often and a sand tornado will damage your character by 10% and will throw them to either the beginning of the area or a random area ways away from the beginning and the dungeon.. The dungeon is unable to be seen unless close enough and when the sand storm is not there Other then that if you reach the edge of the area you will only see the beautiful sea.

Crypt


Nanna (Neutral City 2) - Although rough to get this far, the adventure could be a sight for sore eyes. Though no player has set foot in Nanna. Many NPC's say rumors about how incredible it is. Nanna is known as a holy place which in fact holds the Holy Chapel. This floating city is definitely the biggest compared to the other three (Not by too much though). The wave gate is located on the third floor (Noble Grounds) of the city right before the castle's gates. This city holds 4 floors to it and due to this size is often broken up into districts, Trade, Noble, Working, and Residential.

Brightened Plains - After taking the airship, It may take a few post to get through the ship ride unless you wish to skip it with a post. You will arrive to what seems a very bright and inhabited plains with a beautiful sight in the east.. Although as nice as this may seem. The area itself may be the downfall of the players unless they can figure it out. From the Sanctuary... You will notice magical orbs soaring in random direction. These orbs are only directed outside the safe area of the ship. If these hit a player they will take 20% of there HP. Rarely the orbs are directed towards you yet it all depends on the Rper (I will not force orbs upon you, It is up to you to get some or a few orbs directed at you or not). If you follow where the orbs come from you will see the Sanctuary in the south. The closer you get to the sanctuary the less orbs will shoot just due to the range. Going forward towards the North you will reach Heaven's mountains. The orbs do not reach this point and you are considered safe until traveling forward deeper.

Sanctuary Dungeon

Heaven's Mountain - Heavens Mountain could be said that it is the worst place you might imagine yourself although the next area could be said to be as bad. This area is inhabited by Land Dragons, Sky Dragons, Giants, Larger dinosaurs comparable to the Land Dragon you fight in the Jungle. The trail towards Edelon's Wall is no cake walk and often the player will encounter at least a few of these. The monsters are very aggressive here. If a battle takes place and is everywhere they have enough power to cause a small quake where depending on the size of the stones that may hit you, you take such damage being (Small/Medium/Large/Extremely Large) 10/20/30/40% HP. If you take a turn where the road forks towards the west, it will take you deep into the mountains where you'll see a burning portal. The last dungeon is here.

The Underworld

Nanna's Wall - If you make it into Nanna's Wall, you will be a bit safer the area itself is said to be just a long tedious walk to Nanna which is a portal at the end that basically places you there. Although it is what it seems to be a simple walk. Some do not make it... Only due to the guardian.. The guardian is quite a terrifying beast. They call him that only due to the fact that he claims this to be his home and doesn't like people intruding. If you are not spotted by him and get to the safe area with the portal to Nanna then you're fine. Nanna's wall's entrance starts with a golden gate, you're then basically on a straight path that leads up a mountain pass. It goes so high to where you could possible see Brightened Plain's Sanctuary. Once you reach the top you'll see two guards in front of a white chapel. Once you go into the chapel you'll see its empty but holds a portal. This portal will ask you "Will you travel to the holy grounds of Nanna?" upon saying Yes, you will be then teleported.

Tip jar: the author of this post has received 0.00 INK in return for their work.

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Zetsuna
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