Starting up
A newly started char will end up in..
Astarian Cartography Society
You have entered the Astarian Cartography Society. Charts
and maps of the realm line the walls. In the center of the
room is a large table with a book of maps chained to it. Above
the table floats a glowing ball of energy that gives off a
nice reading light.
There is an odd box here of dubious
function.
Obvious exits are north and east.
Map Machine
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From here, pull lever to get a set of starting up newbie
gears, and ready to use them. then go 1e (by entering e
once),
Equipment Donation Room
The high ceilings and mahogany paneled walls afford the
room an overall sense of opulence. The inlaid slate floors
echo with each footstep.
Several chests containing equipment and food line three
walls of the room. The food and equipment have been left
here by more experienced Adventurers in order to help
those trying to attain their own levels of success.
A plaque is posted here.
Please read the plaque for important instructions on using
and returning equipment you borrow here.
The only obvious exit is west.
Astarian Clan Announcements [62 notes, 2 new]
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and list to see what's in there. retrieve <object>
to take something out from there. From here, go 1w, 1n, 2e to Grand
Hall (GH).
StarKeep Grand Hall
The beauty and splendor of the StarKeep's Grand Hall is
wondrous and amazing. The floor and walls are crafted of perfectly
polished marble. Their luster is so great you can nearly see
your reflection everywhere. The ceiling is far above you,
and its curved dome creates an odd echoing effect of everything
you say in here. The hall is a truly mind-boggling and breathless
room to behold.
The Adventurer's Guild is located through an archway eastward.
New adventurers can go below and learn some of the basic
elements of the Realm.
There is a map of StarKeep etched on
a gold plaque.
Obvious exits are south, north, west,
down, and east.
Aarkin is holding a knife.
Chilblain's severed head {{ Spiked }}
Captain Fabian
Quinn of the Queen's Guard
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The Grandhall is the center of Astaria. All directions are usually
given from here. If you type lev here, your current exp is
displayed. Now type score, notice under "Banked:",
it's probably empty.
|Wealth| Carried: 0
Banked: 0 |
A bank is where you can store all your money without worrying that
you might lose it (you lose all your coins when you die, and thieves
may choose to steal from you) Unfortunately, they don't give interests..
go 1n 1w
The Royal Counting House of Astaria
The dark paneled walls and marble floor, promote the feeling
of elegance and wealth inside the Counting House. Beyond the
clerk's desk, you can see the huge vault, where the Realms'
wealth is kept safe and secure.
The clerk's cherry desk, is ornately carved and inlaid with
a marble top. On the desk are stacks of parchment,
an abacus, an inkwell and quill.
There is a brass plaque on the front of the desk with
instructions.
The east door is open.
The only obvious exit is east.
Trash Can
a Royal Counting House Clerk
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If you read plaque, you will get a more detailed description
of what you can do with the bank. If you don't already have a bank
account, you may choose to open account. This will require
25 copper. Go back to GH, and go 2w, 2n.
The StarKeep Vaults
You enter the vault area of StarKeep where an alert guard
sitting behind a desk greets you. Three walls are lined with
strong, secure vaults available for storing your personal
items.
There is a sign sitting on the front of the desk.
The only obvious exit is south.
a Royal Guard of Astaria
Trash Can
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If you read sign, you'll get more information about The
Starkeep Vaults. In this vault, you may choose to store your personal
belongings, such as potions and basic gears. This vault is also
called "pvault" (personal vault), thus the gears that
can be stored in here are refered to as "pvaultable gears".
If you don't have a vault, you may choose to rent vault,
which costs 2 crown (2000 copper in equivalent).
With all the costs flinging at you, you may wonder, "Where
do I get all that money?" Fortunately, monsters give experience
and cash. So let's kill. For a list of areas you may hunt as a heritage,
you can use help newbieareas to get a list. However, I will
point out a few that would be great for you.
Hunting for experience and cash
In this section I will list a few "borging grounds" that
will be helpful.
A Pastoral Meadow
The meadow carpets the ground with lush growth. Flowers
of many colors dot the landscape. Far in the distance to
the west, you can see a dark, green forest.
Butterflies and bumblebees fly from flower to flower. The
lush, green meadow provides safe, sure footing.
A Cluster of Bright Yellow Flowers
The sky is dark blue and a yellow glow comes from the west.
Fluffy white clouds drift lazily overhead.
Obvious exits are west, north, south,
and east.
a red with yellow spotted butterfly
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Direction:
From GH: 1) North Fields: 20n, 1e 2) West Fields: 20w, 1n
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Info:
- If you are good aligned, kill bees
- If you are evil aligned, kill butterflies
- each bee gives about 80 exp, and honey (+5 hp/sp/ep)
- each butterfly gives about 120 exp
- NPCs: various butterflies, bumblebees, rabbits, various quails,
a haggard beggar, overseer (don't try) |
White Sideline
Several long benches have been connected, on the western
side
of the playing field, to provide the sideline for the white
team. Buckets of water and soiled cloth are strewn about,
as those who have been already eliminated from the game mope
about while the squires and servants, of those still playing,
wait eagerly for their masters' return from the game.
Obvious exits are north, south, and
field.
white game badge
White Bishop
two White Pawns
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Direction:
From GH: all north, 4e, 1s, hallway, nw, n
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Info:
- all the NPC's are neutral, good exp for heritage to 5
- the White Bishop drops a badge. With the badge, you can field
to enter. Inside it's a chess board with more things to kill.
- each NPC drops some gears after they die, and you can sell
those for cash.
- don't try the queen
- NPCs: pawns, bishops, knights, castles... etc etc chess pieces,
and fans along the border (outside field) |
Rice Fields
Your feet sink easily into the dampened earth as you wade
through the endless columns of rice stalks. Seeds dance across
your exposed face and nest in clusters in your hair as you
further walk through the rice fields. To the south lie fields
of wheat and vegetables and beyond that, the border of the
surrounding forest. Further north leads back to the dusty
path.
The sky is black and the stars shine down brightly.
The sky is completely clear.
The waxing half moon shines down.
Obvious exits are north, south, west,
and east.
Field Worker
Young Peasant
Old Man
Outer Fields
The dense rice paddies merge steadily into a more random
assortment of other foods. Long rows of wheat and vegetables
are scattered about the surrounding fields. Farther to the
south, dark green oaks signal the start of the foreboding
forest beyond. Tied to a branch, a tattered red ribbon catches
your eye.
The sky is black and the stars shine down brightly.
The sky is completely clear.
The waxing half moon shines down.
Obvious exits are north, west, and east.
Young Peasant
Harvester
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Direction:
From Sakai docks: 6e, 1s, explore around the area
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Info:
- excellent area to level from 1 to 5 for all ethos.
- In Outter Fields (1n or 1s of Rice Fields), if no NPC is there,
you may search vegetables to get food (spinach leaves,
cabbage, etc). However, eat them fast because they also rot
fast.
- Harvester drops a rice cake that doesn't rot.
- Young peasants drop Plowshares that sell good.
- NPCs: old man, young peasant, field worker, harvester
- 11e 2s from Sakai docks (Outter Field), you may notice a south
exit. If you don't know what you're doing, don't go south..
There's goblins. |
A large cavern.
The hand dug tunnel from the east gives way to a large natural
cavern. Overhead are stalactites forming odd shapes. These
meet some of the stalagmites growing up toward the ceiling.
This cavern must run on for miles by the size of it. Branching
off in many directions are smaller caverns, some too small
for most humans to enter. There are many footprints here and
odd noises
and smells occasionally reach you. A strong breeze blows through
the cavern from the north.
Obvious exits are north, south, west,
east, and southwest.
A large cavern.
The cavern is narrow here. You can touch the ceiling easily
now. Overhead are stalactites forming odd shapes. These meet
some of the stalagmites growing up toward the ceiling. A faint
breeze blows in from the north.
Obvious exits are southeast and north.
orc sergeant
a half-dozen orcs
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Direction:
From GH: all west, 1e, 1n, d, 2n, 1w
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Info:
- the 1st description is the "main hall" of the kobold
caves. From here go w, nw, w, you'll see some kobolds. These
things attack you all at once, but they're relatively easy and
are wimpyable. make sure to set your wimpy high enough. After
they die, search, and you'll get stones.
- if you go straight north, you'll see Trollic (after another
set of kobolds). Kill it, hole to enter the orc hole
(2nd description). Be warned that once a battle starts, you
cannot wimpy from them. In fact, if you go far enough, you can't
even move out of a room until everything is killed in that room.
So. If you don't know what you're doing, I'd suggest don't go
to the orc holes until 8, and bring potions.
- kobolds and orcs don't drop much coins, but they're good nevertheless.
- when you leave from the "main hall" (1e, 2s), if
the "up" exit isn't there, move rocks three
times and it'll appear. |
Vestachelon Cemetery
Row after row of tombstones cast their long, dark shadows.
Some are so old and weathered that the words engraved on them
are illegible, while others are choked and hidden by overgrown
foliage. All share that quality of craftsmanship that speaks
of wealth despite their age. Belying the many signs of neglect
and abandonment, you find evidence of recent digging amongst
the graves, along with littered bits of broken glass and some
intact bottles. A gentle dusting of ash, accompanied by scorch
marks on
stones and plants, covers the ground in places.
Obvious exits are west, north, south,
and east.
a half-dozen ghasts
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Direction:
From GH: all west, 3 sw, 2s, 2w
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Info:
- all NPCs are neutral.
- NPCs: ghasts, skeletons, zombies, dire wolves (run away from
them)
- Zombies and skeletons are good for heritage to 5
- Ghasts are the most common borging NPC in the realm, because
they give almost 5k exp each, and 8 to 18 eagle each kill. They
attack all at once.
- Clerics are the best guild to borge on ghasts. Once they get
guardian (12/12), they could easily advance to master in 1 day
(if they play enough). An 18/17 cleric can borge to 12 tricrown
per half hour, in my experience. |
The white, sandy beach
The wind whips at your clothes as you wander along the beach,
the fresh salt air washing over your face. The wind and the
waves create circular patterns in the sand. Every so often,
a trail of footprints disrupts the artwork of the elements.
Here and there are scattered bits of shells and driftwood
that have washed up onto the beach during the high tide. Here
lies a piece of weatherbeaten driftwood on the sand.
The sky is black and the stars shine down brightly.
The sky is completely clear.
The waxing half moon shines down.
Obvious exits are west, north, south,
and east.
a little brown turtle
A deep channel of water.
A natural, deep water channel is used by the many ships that
come to trade with Astaria. To the west, waves crash up and
over a natural barrier reef that can prove deadly to a careless
captain. Beneath you, the ocean floor is littered with the
remains of ships whose captains miscalculated the channel's
path. Large fish and other sealife draw ever closer, and the
water is somewhat calmer here in the channel.
The flowing water here is very deep.
The sky is black and the stars shine down brightly.
The sky is completely clear.
The waxing half moon shines down.
Obvious exits are west, north, south,
and east.
a redfin
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Direction:
From GH: all east, 1w, (you need to solve southpath quest
first) 3s, sw, s, se, 2s, sw, se, 2s, e, se, s, d, go eastward
(watch where you're going)
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Info:
- as you gradually go east, you'll go past dunes, beach, border
of ocean, and finally ocean. as you gradually go east, the ocean
gets deeper. The deeper it is, the harder the NPCs are (usually).
I would suggest staying out of "very deep" until you
know what you're doing. However, you can move north-south along
to kill things of the same "deepness"
- bring coffee.. the ocean costs a lot of EP to move in.
- some fish drop foods
- fish are usually neutral or evil, so you should kill them
if you're good.
- a typical fish from other than "very deep" drops
like 70 falcon and 2k exp. Harder fish drop more cash and exp,
easier fish drop less. |
> Sargaul
Bog
Reeds and gnarled trees, stumped from the acidic soil, line
the perimeter of the fen. Thick moss carpets the ground and
lichen cover the scattered granite rocks. A thin cloud of
mist hovers over the bog, its wispy veils writhe slowly about
as if dancing.
Obvious exits are west, north, south,
and east.
black rat
two bullfrogs
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Direction:
From GH: all west, 3 sw, 2s, 2w
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Info:
- Bogs are for evil people. If you're evil, bogs is your place
to level from level 1 until you can go to a more difficult place.
Rats give 1k exp, frogs and turtles give like 750 exp, dragonflies
give 2.5k each. They drop nice cash, rats drop 75 falcon.
- NPCs: turtles, frogs, rats, dragonflies, ravens, wolves
- also, bring torches. When you run around in the bogs, you
might cash leeches that suck your blood til you die. You'd want
to burn leech with torch if you have one handy. |
A section of sewer pipe
You stand in the small cramped, damp confines of a sewer
pipe. The sections are connected together and form an intricate
maze beneath the city of Astaria.
A dull green slime covers the cracked surface of the various
sections of ceramic pipes. Water drips down from condensation
on the ceiling.
You imagine getting lost in this maze of sewer pipes and
shiver at the thought.
The flowing sewage here is up to your
knees.
Obvious exits are north and south.
a eerie white eyed black rat
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Direction:
From GH: 3d
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Info:
- Sewers are for good people. So if you're good, this is the
place for you from 5/* to whenever you can get to a better place.
- NPCs: crawlers, rats, tentacles, slimes
- crawlers give 1k exp, rats 2k, tentacles 1.5k, slimes 2.5k.
They all give nice cash, randomly generated amount.
- they drop stones! so you can sell all the wonderstones you
get. |
Tunnel In Ant Colony
This long tunnel is very wide and has a high ceiling. The
ants are carrying large plant material and small rocks back
and forth through the tunnels. There is no light except a
small patch of sunlight back towards the entrance into the
nest. The construction of the tunnel is a marvel of engineering
as the walls and floor seem to be perfectly symmetrical with
flat surfaces and the ants use all available surfaces as they
run through the tunnel.
Obvious exits are east, northwest,
and southwest.
an acrobat ant
three carpenter ants
two glaber ants
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Direction:
From entrance to Britlee (Entrance into Village): 4s, 6e,
s, d
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Info:
- This is THE place to level for fighters and thieves, and for
whoever hates searching for single ghasts.
- Each ant is a single ghast in equivalent, and gives slightly
more exp than a single ghast. They attack 1 at a time.
- They don't give cash, but "minerals", each sells
for around 35 falcon.
- I would suggest ya only stay on the first level unless you
know what you're doing. |
Field of Nightmares
A herd of horses grazes peacefully here on the lush grass.
Each horse is a somber, dusky shade of black. A soft light
illuminates each from behind in an eclipse-like effect. They
are utterly silent as they graze.
The sky is dark blue and a yellow glow comes from the east.
The sky is completely clear.
Obvious exits are west, south, north,
and east.
a half-dozen Nightmares
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Direction:
From Sunhillow docks: 1s, 3w, rest
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Info:
- This place is kindda hard. If you don't know what you're
doing, don't come here. I wouldn't suggest coming here until
master.
- Each set of half-dozen mares gives 50k - 60k exp, occassionally
drop Glowing White Vials
- NPCs: mound, mares, front, musk creep, pitcher plant, carnivorous
grass, needle men, man traps, Dream Master.
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