Locations
AMANI - YOUR NEW HOME
( x )
✦
AMANI
✖
Welcome to Amani! We're happy that you're here.
Thanks to the help of inhabitants, our simulation is more 'alive' than ever! Despite the circumstances, we want individuals to feel as comfortable as possible to create a peaceful environment.
For your convenience, we've provided an updated directory of Amani and all its current amenities. All you need to do is pick a place on the map shown in order to learn more about it.
Thanks to the help of inhabitants, our simulation is more 'alive' than ever! Despite the circumstances, we want individuals to feel as comfortable as possible to create a peaceful environment.
For your convenience, we've provided an updated directory of Amani and all its current amenities. All you need to do is pick a place on the map shown in order to learn more about it.
CONNECTED REALITIES
A. MAKMUR - THE PROSPEROUS CITY
✦
about
✖
Makmur, at a glance, is a strange mish-mash of old and new. It's an eclectic mix of architectures across varying times and cultures. Thanks to the help of inhabitants, it is much nicer than it's original state of disrepair. The Peacekeeper tried to bring in some familiarity from every world it has data on to help characters feel more 'at home.'
While a sweet idea in theory, it is poor in execution. To help the city feel less disjointed, The Peacekeeper has tied it together with natural elements. Vines grow up along buildings, trees sprout out sideways from them, and flowers bloom just about everywhere the eye can see. This city is the southernmost location within the simulation's radius.
While a sweet idea in theory, it is poor in execution. To help the city feel less disjointed, The Peacekeeper has tied it together with natural elements. Vines grow up along buildings, trees sprout out sideways from them, and flowers bloom just about everywhere the eye can see. This city is the southernmost location within the simulation's radius.
B. Dymuniad - The Mountains & Mines
✦
about
✖
What used to be nothing but plains stretching out infinitely past the simulation's inhabitable radius now stands a large mountain range. It has snow-tipped peaks, plenty of pine trees, and a nice crisp breeze. Although after a certain point the weather atop the mountains can be treacherous and near impossible to traverse, it isn't always bad these days.
Inhabitants will find a sign above a large cave entrance that also reads "Dymuniad Mines" at the mountain's base facing the city. Entering the cave will lead people to a series of underground tunnels akin to a labyrinth with as many metaphorical twists and turns as there are literal. Don't mind the mild tremors that occur as some of the pathways shift and change. They are, thankfully, localized to just the mines. So grab a torch, go for a joy ride in a mine cart, or set out on foot through the deep dark if you'd like!
Inhabitants will find a sign above a large cave entrance that also reads "Dymuniad Mines" at the mountain's base facing the city. Entering the cave will lead people to a series of underground tunnels akin to a labyrinth with as many metaphorical twists and turns as there are literal. Don't mind the mild tremors that occur as some of the pathways shift and change. They are, thankfully, localized to just the mines. So grab a torch, go for a joy ride in a mine cart, or set out on foot through the deep dark if you'd like!
C. NOVUM - THE FOREST
✦
about
✖
To the West, the grasslands give way to lush forests. The trees are tall, moss thick, and in some spots sunlight barely filters through the canopy. There is an eerie sense of quiet among the foliage that is only interrupted by the occasional cry of insects or call of a bird. Brooks babble to add to the serenity and peace that blankets this area. Characters will naturally feel relaxed should they choose to take a stroll through these woods.
Throughout the forest, there are ruins from seemingly multiple different civilizations across time. While most are broken down beyond being salvageable, some still contain active traps and can even be habitable if you want to take the risk! Re-loading the traps would definitely be one way to keep those kids off your lawn.
Throughout the forest, there are ruins from seemingly multiple different civilizations across time. While most are broken down beyond being salvageable, some still contain active traps and can even be habitable if you want to take the risk! Re-loading the traps would definitely be one way to keep those kids off your lawn.
POINTS OF INTEREST
D. THE MARSHLANDS
✦
about
✖
Before forest meets sea, there is an in-between! These are the mucky, yucky marshlands. The mud is thick and alligators - among other animals - call it home. While there are houses to be found even here, they are propped up over the shallow waters and the structural integrity of them might be a bit risky at the start.
Also, the alligators might not take kindly to someone encroaching on their territory and make an unexpected visit just to tell you so.
Also, the alligators might not take kindly to someone encroaching on their territory and make an unexpected visit just to tell you so.
POINTS OF INTEREST
E. Mazare - The Jungle
✦
about
✖
One of the new biomes to be added to the simulation is a tropical jungle lost to time! Dinosaurs roam, alien flora blooms, and there is oh-so much to do. Closer to the jungle's ocean vista are some cabanas for people to stay in temporarily. Inhabitants are free to pick and choose their temporary lodging as there is always enough for everyone whether they decide to share or not.
Inhabitants will also find swimwear that spawns once they've established where they're staying. Thankfully, these are optional and much more tasteful than one might expect. Of course, there's also nothing stopping you from going nude if you so choose! Throw that shame away; honestly, who can blame you with this humidity and heat? Less clothes may start to seem like a more appealing idea the longer one has to deal with it.
Inhabitants will also find swimwear that spawns once they've established where they're staying. Thankfully, these are optional and much more tasteful than one might expect. Of course, there's also nothing stopping you from going nude if you so choose! Throw that shame away; honestly, who can blame you with this humidity and heat? Less clothes may start to seem like a more appealing idea the longer one has to deal with it.
F. ADITUS - THE GRASSLANDS
✦
about
✖
Should characters choose to ride the railway line from the main hub, the city will eventually give way to miles of grassland to the northeast that eventually meet forest and sea. Wildflowers bloom in fun shapes and patterns. Natural foot trails have been carved out here and there. Dilapidated prairie houses dot the landscape and herds of horses gallop along the horizon.
The homes scattering the lands have seen better days. Rivers and eddies sprawl across the landscape but bridges to cross them have fallen into various states of disrepair.
The homes scattering the lands have seen better days. Rivers and eddies sprawl across the landscape but bridges to cross them have fallen into various states of disrepair.
POINTS OF INTEREST
G. TAASUNNI - THE BEACH
✦
about
✖
Directly north of the city of Makmur and past the grasslands is the ocean. It spans out as far as the eye can see. Trying to swim away will prove futile. Like with most everything else, after a certain point characters will be turned around and find they are swimming back towards shore. At least it's good exercise!
Just be careful of the jellyfish and other creatures that may try to sting. Also, the mermaids who roam the waters at night.
Just be careful of the jellyfish and other creatures that may try to sting. Also, the mermaids who roam the waters at night.
POINTS OF INTEREST
??? Woekost - The Desert
✦
about
✖
The newest biome made by The Peacekeeper for some of the displaced pocket pals to call home. Although many of them have since despawned from the simulation, the desert remains. It rests on the border of the city of Makmur and the marshlands.
For now, the desert is unsettlingly empty. Anyone who tries to cross it will find that there is no longer a barrier but similar to the sea it does not end. Trying to traverse the sandy hills will see no progress made no matter how long inhabitants attempt; they could walk for seemingly hours but look back and be the same distance into the desert whence they started.
This, like many things in Amani, will likely be temporary. But for now it's ill advised to try and explore the desert for too long.
For now, the desert is unsettlingly empty. Anyone who tries to cross it will find that there is no longer a barrier but similar to the sea it does not end. Trying to traverse the sandy hills will see no progress made no matter how long inhabitants attempt; they could walk for seemingly hours but look back and be the same distance into the desert whence they started.
This, like many things in Amani, will likely be temporary. But for now it's ill advised to try and explore the desert for too long.