Zone 1 - Altaveon - The Floating Heart of The World
The central, largest, and most busy city in the entire game. Some players never feel the need to leave - but that's usually only the very rich, as property here is extravagantly expensive. This is where most adventures begin. From here any of the major locations of the game can be teleported to. Here is the largest arena, theater, and library in the Game world. It is a bustling hub of activity and trade, with buildings and structures styled something between medieval and Romanesque. In the heart of the city is the Council Building, marked by the statue of a forgotten Entity. The marking on the statue says simply "Alki - God of Life - Protector of This Realm" It is a common teleport point and the place where players respawn if they die anywhere other than on their own land. The Council Building is neutral territory where the Entities meet and where they teleport players to make announcements
Altaveon Council Building
(This is not the picture I was looking for, but it is close enough. Imagine the statue with a cloak, two pointed spear, and massive wings and placed directly in front of the building.)
Other Popular Locations In Area:
- Marketplace - Busy, colorful, and very very loud - If you're looking for a place to get a good deal, hold a clandestine meeting, or to get your pocket picked, this is it.
- Grand Arena - With events daily, the field of the arena can shift to accommodate any type of challenge from a race to a team sport to a head to head or gladiatorial battle. A great place for the quick, strong, and crafty to earn Credits. Or lose them in wagers.
- Great Library - As long as you don't get lost, this is a good place to find information about anything. Well, almost anything. Scribe and artist players can even get paid for submitting their own books, maps, or artwork, after they have been appraised by a Librarian. But they're smart, so don't try to trick them or steal form the library. Otherwise you'll end up in the next place...
- Theatre of the Arts - Plays are performed daily by artisan guilds who book the theatre months or sometimes years in advance. It's the hardest venue to break into but the profits are astounding. Make a hit and your guild will get preferential treatment all over the city - yes, even NPCs go to watch. Put on a bad show though and rotten vegetables will be the least of your worries.
- The Labyrinth - Under the streets of Altaveon lies the city's one and only dungeon. Only you don't get to keep anything you find here and you lose experience on anything you wear or wield every time you die. There's no way in except committing a crime in the city, and no way out until your time is up. And since some of the players down here have nothing better to do to pass their time than kill you...
- Treasure Chamber - It may be just a rumor, but if you find players trying in vain to climb the chains holding the floating city to the ground, this is why. Supposedly there is a massive treasure chamber at the point where the chains attach. But no one has ever even come close, so it may be just a waste of time or a con to get new players' items when they die. If not for the fact that the chains have an invisible field around them which no magic can dispel. This field only works one way though. It won't prevent you from crashing to the ground.
Zone 6 - Earth Kingdom
The Earth Kingdom can best be described as one dizzyingly massive forest. Even those who make it their home do not know all of its secrets. Mainly elves, sprites, beasts and orcs live here. The entire kingdom is alive with life and magic is so thick in the air it can literally be felt at times.
The Great Fairy Tree
The Great Tree is the race capitol for the sprites. Called by many other names, the tree has many legends surrounding it. It's branches produce many forms of flowers and fruits, which is one reason it is also called Mother Tree. It is the home of the king and queen of the sprites, however it wasn't always. The original capitol, Gripstrove, came under a curse and began to decay. Now it is a haunted place. As for the Great Tree itself, other races have coveted it ever since it was given to the sprites, and some talk openly of taking it back someday, but no one has ever made a move to do so. At least, not yet...
Gripstrove
Named for the first leader of the sprites, King Grip, who as the legend goes fought ferocious monsters single-handedly to carve out a place for his people to live. No one knows what caused the curse which left the trees dead and barren and turned the entire area into a swampland. But the sprites themselves suspect it was a plot of beasts and orcs. It is why they hate orcs to this day and will not allow another race to enter their territory without very good reason.
Other Popular Locations in the Area:
- Oggkin Abboli - The steampunk orc city in the sky best known for being a hub of airship travel and trade among the Earth Kingdom. Visitors without any means of flight will find the mode of transportation between the floating ginkgo-like trees interesting if not terrifying, as one must be lifted by basket and use ziplines to get to other trees. An Abboli tree, depending upon its size, can house a few orcs to an entire community of them. The secret to their flight is the magical crystals that get entangled in their roots. Every so often a new tree will rise amongst the others and the citizens will get busy anchoring it and turning it into a new dwelling. it's quite the spectacle to watch. It is not advisable, however, to walk underneath the city, as it is considered sacred ground.
- The Cursed Swamp - Don't drink the water, don't eat the mushrooms, don't fall asleep, and if you start to hear music, RUN! Nearly everything in this place is enchanted or cursed in some way. Even the air itself causes status effects for those who come in unprepared. Twisted creatures and the undead make their home here, so if you are foolish enough to enter, tread with caution and bring a LOT of healing items. Players often challenge each other to see how long they can last. The local boss is an ethereal creature called the Ghost Muse, who can freeze players with a glance and slowly drain their magic and health if she is angry, but supposedly if you are able to amuse her she will give you a rare gift. Most often she is just seen for a moment and then disappears however - one of the few bosses that apparently doesn't like a fight. Her appearance is so rare and her behavior so strange though that some claim she doesn't exist.
Zone 7 - Fire Kingdom
From wasteland to desert to volcanoes, one is never far from fire in this land. It is an unforgiving territory, with residents to match. Mostly inhabited by dwarves, men, and the more heat tolerant beasts. But for those who feel at home here, they couldn't imagine a better one. The Fire Kingdom produces brave, proud, hardy races, but they tend to be greedy, fiercely protective, easily angered and like to fight and drink perhaps a bit too much.
Desert City Urnaro
This fortress city is home mostly to dwarves, as it is their race home. Though other races make their him here, only dwarves are allowed in the mines nearby, and rarely is anyone allowed an audience with the dwarves' king. If you aren't familiar with the area or local customs, it's best just to keep your head down and your mouth shut. Urnarians are notorious for being short tempered, and they don't just make weapons, they know how to use them. The dwarves speak of their ancestral home, Father's Mountain, but not even they remember where it is. Or maybe it's just a legend to lead astray troublesome adventurers. In fact they have many legends and secrets, but few can get any more than hints from them.
The Black Fortress
Far from any other civilization, surrounded by mountains lies the Black Fortress. Few come to this place willingly, and no one leaves until their debt is repaid. Whether it is the noxious volcanic fumes, the hard labor of the mines and forges, or the bloody gladiators' arena, life in this prison city is usually a short one. Some players wonder why a city like this was created in the first place. One thing is for certain. No one wants to stay here very long.
Other Popular Locations in the Area:
- Ruby Sands - How could a village with buildings made entirely of massive cut jewels exist? Furthermore, if it did, why can't anyone find it twice? Even in a world as magical and mysterious as The Game, surely such a legend must be made up. Supposedly only those wandering the desert and dying of thirst have found it. And anyone will tell you that's far too much of a risk. Probably it's just a mirage.
- Bandit Camp - These however are very much real. And far too common, especially in the badlands where the mass of rock makes it easy to hide. Stumble into one of these unawares and don't expect to leave with your money. You'll be lucky to leave at all. But daring adventurers have been known to band together and raid them, giving the bandits a taste of their own medicine.
Zone 8 - Wind Kingdom
Floating islands, sweeping plains, and tall mountains make up this kingdom of primarily men, flying beasts, and elves. This is the realm most known for dragons and gryphons, a Trainer's paradise full of diverse creatures. As well, the fertile and well watered soil is home to many farmers, ranchers and alchemists. Some would say it is the most pleasant of the kingdoms, although not always. There are still dangers here, but they are of a different kind than you might expect.
Britcliff Castle
Supplying food, music and magic to the world, the castle on a hill boasts one of the largest human populations outside of Altaveon itself.
Eyrie City
The winged city, also built on a cliffside but dizzyingly high. Besides the elves born and raised here, only those who can fly can reach it. Eagles train their chicks here, giving the city its name. Elves with sufficient magic to bring themselves here often pay a visit, as it gives them the best view of the stars.
Other Popular Locations in the Area:
- Storm Spire Tower - It is always raining here. Always. The good news is that alchemists and engineers are able to harness the energy of the lightning to produce extraordinary things. The bad news is those things don't always belong in this world.
- Gypsy Camp - If you wander the plains and hills long enough you will find them. Some are experienced monster trainers, while others use their skills in unique ways for anything from slight of hand to feats of agility and strength. But come tomorrow, they will have moved on.
Zone 9 - Water Kingdom
The one thing that ties the diverse climate of the Water Kingdom is exactly what you would expect - water. From tropical islands to frozen tundra, from beautiful rivers to disgusting swamps, the Water Kingdom lives up to its name quite easily. Beneath the surface lies an entirely separate world, full of lost treasures and ocean life. But beware, the sea can be dangerous.
Loamcrest
A citadel on a lonely island between realms, it is a port of trade and hub of culture for the West. Writers, bards and dancers looking to make a name for themselves often begin their journey here. But steer clear if you don't like the smell of fish. Also, rumor has it that there is a black market somewhere in the city that is only open at night. But don't bring it up in casual conversation if you expect to keep your head.
Kordelia Castle
Technically the capital of the Water Kingdom. A sunken palace only reachable by those who have the means to breathe underwater. The only other castle in the zone is frozen solid, lost someplace in the tundra which is now a dungeon riddled with both treasure and enemies. But at least in Kordelia you may hope to find NPCs that can be reasoned with, although they are still highly territorial aquatic beasts.
Other Popular Locations in the Area:
- Ice Palace Ruins - This was once the capitol of Water Kingdom, until a curse turned the walls into solid ice and froze the surrounding area. Now no one even remembers the palace's name. Are you brave or foolish enough to venture inside?
- Grenice - A small hidden village mostly inhabited by orcs, its yurt like buildings overlooking an unfrozen lake. Somehow the orcs manage to keep the cold outside their walls.
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