amanimods: (Default)
amanimods ([personal profile] amanimods) wrote2022-01-19 06:21 pm

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.
CONNECTED REALITIES
JOURNEY TO THE REAL WORLD.
SIKALINA.
The first true world to open up to inhabitants is called
Sikalina. It was originally a planet engulfed in darkness and devoid of stars. Inhabitants lived by the dullest of candlelight and kept secluded to themselves in what they referred to as the last sanctuary of the entire known world. The rest had been taken over by shadow and, they whispered, by monsters that thrive in them.

Most of these creatures were small, timid and unfit for battle against such demons. It may be a wonder how they survived as long as they had but they revealed that they were under the protection of The Keeper -- or, as the beings of this planet call them, Sol. Sikalina is their homeworld.

As thanks for fighting to bring back the light, The Keeper has allowed inhabitants free passage to their world. They have some limitations and will be unable to simply charter off-planet to find their way home but... For all that the simulation claims to mimic reality, nothing can quite beat the real thing. Enjoy it!

Sol expects you to aid in the restoration efforts underway though if you plan to stay for any length of time.
HIROMITSU.
Originally a parallel simulation run to show inhabitants the true destruction that was happening out in the multiverse, it is now a full-fledged world once more. After the restoration of Sikalina, Rosie ([personal profile] hasitsthorns) approached The Overseer to see if truly brining back the world of yokai - her own kind - back to life was possible. Despite the fact that they were the ones to end it in the first place, the woman believed she understood why being of their ilk and wished to give them a second chance.

As it turns out, it is possible to restore a world. How about that?

Providing enough influence to The Overseer in the form of stamps (500, to be exact!) was able to give her the means to restore Hiromitsu in reality. Now, inhabitants are free to ferry their way through an enchanted Tori gate and to the mysterious, mystical, and sometimes macabre world of demons.

Just don't mind the way going through the gate makes you disassociate a bit. It's probably fine! Put your sandals up, have some sake, and have a good time. Yokai are known for being fun-loving creatures that will pull pranks, surprise, and delight any inhabitants who visit their homeland.

THE HOUSE OF HADES.
Despite the inhabitants 'failure' to save the (under)world originally, it was actually an inevitability. The stories of this reality are not yet done but the first tale had to reach a conclusion before the next one could begin.

Although it will be a while before time takes hold of The House and people to know that journey. As such, inhabitants are able to visit Zagreus and pals as they wish.

Characters can fight their way through the underworld to help keep security up to code. Or they can just go fishing, nap with Hypnos, or pet the best three-headed boy Cerberus. It's up to you what you want to do within the wonderful underworld.

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.
POINTS OF INTEREST

AROUND TOWN
THE MAIN HUB.
The main hub is where characters awaken first in the city of Makmur. They may be welcome in either the lobby or the medical bay depending on their condition upon arrival.

The main hub is a large, towering building (similar to a hotel) in the city center and the has many amenities - upgraded now, thanks to the efforts of inhabitants over the last half a year - for those dwelling in Amani to enjoy. Although it is the home of The Peacekeeper, no one else is able to live within the walls of the Main Hub itself; however, they can take up residence in the city.

INFIRMARY

Thanks to the contributions of Lioriley ([personal profile] invigorates), new arrivals may awaken in the reconstructed medical bay, complete with a couple of comfortable beds and various medicine cabinets that stock standard healing supplies such as first aid kits, bandages, gauze, antiseptic, gloves, thermometers, etc.

There is also a small spot for herbal remedies to be made quickly and a place to store them, if needed. And a small office where the resident healers can be found.

THE LOBBY

Thanks to the contributions of Wayland ([personal profile] uktena), the lobby is much fancier than in the beginning! The longue has now been combined with the pool's general area to make an quaint outdoorsy swim-up bar. Feel free to have some (limited) drinks that taste slightly better than before!

Additionally, there are some cute little fish spirits in the now cleaner water with many luscious plants and flowers all around. There are even some solar panels for clean energy as well just for the Peacekeeper to have a little snack! How thoughtful.

ROSIE'S RECORDS

What once was a sad, neglected music lounge is now labeled with a neon sign above the entrance that reads Rosie's Records thanks to the inhabitant of the same name ([personal profile] hasitsthorns). This new and improved lounge has all that jazz and more too. Rosie's Records is a place to not only pick up vintage vinyl but enjoy it right away as well if you're so inclined. The building is littered with record players to test out the tunes, instruments for use (and the owner eagerly offering impromptu lessons), and acoustics conducive to the best musical atmosphere possible.

It features a café during the day that turns bar in the evening, you'll definitely have reason to stay. Especially with such a handsome bartender and friendly customer service (once the cashier is awake)! There is a lounging area to read, chat, enjoy your drinks, and listen to music for as long as you'd like. For those that would find fun in leaving their mark, the store also features a blackboard wall with chalk provided. Write a funny message, an inspirational one, or both! From names to full-fledged drawings, anything is welcome to be added so long as there's space.

One of the biggest draws is a stage that advertises live performances from musicians all over the multiverse that reside in the simulation. Rose is always seeking out new talent and is happy to host anyone that would like to have an audience no matter if their musically inclined or night! Open mic nights exist for a reason, right? Or you can hit the karaoke floor now added if you're a bit more shy.

ARDYN'S ODDITIES

A pawn shop generated by Ardyn Izunia ([personal profile] tartaric_jester) with merchandise from many worlds that is just a stone's throw away from Rosie's Records. Why? No reason in particular, we're sure.

Either way- Welcome to Ardyn's Oddities Consignment Shop! Here you can buy furniture, clothing, hats, tools, games, weapons, etc. from many worlds. You won't find your favorite weapon there, but you might find a mass-produced weapon that will do well enough. Prices are negotiable and merchandise is always expanding even in the owner's absence.

Although kept up by NPC shades, Rosie of Rosie's Records nearby can also be caught frequenting the establishment to make sure everything is still running fine.

LIBRARY

Thanks to Byleth ([personal profile] perfectteatime), there is now a full-fledged library for inhabitants to enjoy! It has a bit of a rustic flair to it with old ladders up bookshelves, some private "reading" rooms, and a lot of areas with comfy pillows to lounge in. The selection of material may be... lacking, to put it lightly, but it's at least something. It also appears that there is literature from every world represented in the simulation currently. If you have any favorite bodice rippers or romance novels that you'd like to share with your friends from another world, this is your opportunity! There is something for everyone, at least, and The Peacekeeper has added a few classics that aren't actually sexual!

In the direct center of the library is a large, open tome that appears to be pulling the words right off the pages of the surrounding bookshelves and adding to itself. These bookshelves hum with a certain sort of magic and cannot be looked at. Anyone that tries to take an individual book off the shelf will find it firmly wedged in place and no amount of strength will pull it free. If one inspects the large tome, they'll find a history of the simulation thus far down to every minute detail. While one can view their own history in Amani, asking about anyone else's will need permission since it does include every detail about them. Yes, even that one. And even that time you've been too embarrassed to talk about to anyone else here.

The self-appointed Amani librarian is now Joshua Rosfield ([personal profile] ablazinggrace).

TRAINING GROUNDS

Thanks to Felix ([personal profile] bestswordmaster), the main hub now sports a full-fledged fighting ring. There are high-scaling walls, a square of concrete around the middle that's patched with grass, dirt, or sand, and a large open top to allow natural light to filter in. It comes with training weapons, actual weapons, training dummies that seem to take no actual physical damage, and plenty of space for several people to spar at once.

While you can't take the weapons home (sorry!), you can utilize them however and how much you want within the walls of the training grounds. The training dummies may not take physical damage but that does not mean simulation inhabitants won't; it might be a good idea to have medical staff on standby close to the location just in case things go awry.

The Peacekeeper believes that most people enjoy the simulation so it let Genesis put a simulation inside the simulation for all to enjoy! Off to the side of the physical fighting grounds, there is a virtual reality segment that characters a free to enjoy. There are all sorts of fun features to play around with within the digital space such as simulating enemies, practicing moves you might not have mastered yet, and more! Unlike in Amani, characters who get harmed in this holo-deck won't actually be hurt. Any fatal encounters will simply have them booted out temporarily.

The Peacekeeper has also added its own flair: classic mode. Similar to arcade fighting games of yore, players will be asked to select a fighter. They range from tall, muscular men to tiny, petite women who have somehow impressively mastered the art of kicking ass while scantily clad and in heels. The twist to this mode is that you will become the character you select inside of the holo-deck! While your personality, memories, and everything are intact, your physical form will match your fighter selection for however many rounds you wish.

ANNIE'S BAKES

Welcome to Amani's latest tasty installation: Annie's Bakes! A bakery specializing in anything your heart desires made with love by Annette! Cakes, bread, muffins, cupcakes, biscuits, scones ... the lot! While she may be accident prone as those from Fódlan might know, she will not be cooking with magic here to remain casualty-free.

During her time in the School of Sorcery with Mercedes, she learnt to bake - and the two of them even wrote a cookbook! She will guarantee to create tasty food your heart desires, free from tampering by the simulation. Have a special occasion coming up, such as a party or even to surprise someone special? She is more than happy to cater!

Those who visit may view the range of goods she has every week! To keep things interesting, she always has different flavours advertised. There is a small seating area as well for anyone who would like to dine in, or even enjoy some tea time!

THE HANGED MAN

A medieval-style tavern inn located in view of the main hub of Amani. It is a replica of the one from Lowtown, Kirkwall (the former home of Hawke, Anders, and Varric). Despite its relative newness, it still retains the smell of mildew, old wood, and bad ale that was characteristic of the original, and the quality of the food and drinks there is questionable at best. However, the warm, dive-y atmosphere and the good-humored people you're likely to find there make it surprisingly homey. This place is a great hangout for folks with lax standards and high alcohol tolerance.

ACTIVITY CENTRE

Thanks to Ren ([personal profile] ragesagainsttheodds), the Main Hub now features a full activity centre. There is no shortage of things to do here! There is lightning and spiral flooring, axe-throwing ranges and cages with axes, new fresh boards and even a laser tag arena. The laser tag is gaudy and 80s themed complete with fog machine and loud pop music.

There are a few very old fashioned arcade games, claw machines with sex toys in them, and even comfortable lounging areas to hang out with your buddy if the co-op race car games get old. It looks like there might be a roller-rink attached but nobody can get on there to find out quite yet.

THE OVERSEER'S BALLROOM.
The setting of the masquerade hosted by The Overseer. A large stage takes up the far end where a live band plays slow, soothing music that's easy to dance to. There are tables on the fringes of the dance floor that used to host food and drinks but now sit empty.

Doors line the wall and are marked with the seven deadly sins. Each room features a different array of toys and things to titillate. The pool once full of wine has, unfortunately, been replaced with just water but interestingly still stains skin red if swam in.

Similarly to the training grounds and activity centre, nothing can be taken out of the ballroom and can only be enjoyed within.
The Peacekeeper itself is also situated in the main hub. Its dwelling takes up the entirety of the second floor. It is a dark, empty-seeming room that hums to life as soon as a character enters. Multiple screens with code lining them come alight. Along the far wall where the largest screen rests, the pixels gather to form a smiley face.

"Hello," chimes The Peacekeeper. "I'm happy you're here." With that, characters may interact with The Peacekeeper how they see fit. While its main function is to analyze your peaceful interactions, it won't turn anyone away who just wants to see how it's doing from time to time.
THE RAILWAY STATION.
This is the first place where NPCs can be found in abundance. It has a similar vibe to somewhere like Grand Central Station or other large railway systems. Although the NPCs will ride the railway lines like anyone else, they will strangely never get off at any station or seem to have any true destination.

Currently, the railway reaches every biome in Amani except for Mazare Jungle and The Underwater City.
CITY STREETS.
While originally in a much more dilapidated state, thanks to several simulation inhabitants the city looks lively as ever! Of note are the contributions of Angeal Hewley ([personal profile] firsteditionbfs) meaning that there are now a series of waterways running through the simulation so the aquatic inhabitants can explore the city for themselves.

Although the buildings are still in a state of disrepair inside they no longer look as worn and old on the outside. There are also a handful of new shops and other businesses to check out.

Additionally, thanks to Lazard ([personal profile] ductus), the city streets are recently newly paved and smooth. There aren't many cars on the road yet but hopefully now with infinitely less potholes that will be subject to change!

STREETS OF PLENTY MARKET

Thanks to a lovely anonymous contributor, a grocery store is now available for inhabitants! A lovely, hipster aesthetic grocer’s attached to the main hub full of prepared food and ingredients for all, spices, and other edible things! Full of suggestive foods (eggplants, peaches, cucumbers, bread shaped into dick loaves etc) but also has many other staples for making meals. Of course the displays are all catering towards foods that might promote friendly or peaceful interactions including some aphrodisiacs (but are clearly labeled).

In addition to the static market, there is a farmer's market that lines a city street further out from the main hub to advertise. Although run currently by NPCs, inhabitants are more than welcome to contribute their own home-grown produce!

A Strifeless AfFair

Cloud and Zack are mercenaries! ...except there's not a lot of fighting that needs to be done around here; however, when there's nothing for them to battle, they'll take on whatever odd jobs or tasks someone might need one or two super soldiers with a bitchin' motorcycle to do for them or help them out with.

Let them know if you need help! You can find them working out of their garage in their house close to the main hub.

INTENSE VIBES.

A warm, inviting space near to the hub, with a starting stock of lube, protection, sex toys, and a few pieces of interesting lingerie for all genders. There's a back room, but also an additional room with chairs for seminars on safe sex and kink (which aren't necessarily practical).

In the hub there's a stand with free lube/protection and business cards showing where they're located. Now under new management and re-named (from "Thank Fuck!") by Rose Lalonde ([personal profile] wizard_fujoshi) but just as fun as ever.

HEARTHSTONE MEAT MARKET

The storefront itself is fairly small, tables laden with things like jerky and dry sausages laid out in the front. Cold cases line two walls, one laden with meats, raw sausage links and the like. The second is plentiful with seafood, some whole fish, some filets but more frequently larger quantities of shellfish, octopi, clams and muscles. The last wall, enclosing the sales area is, instead, a hot bar. Freshly cut shwarma, pulled meats, and roasts as well as a view into a large kitchen area behind the counter.

Nyx ([personal profile] hardbargain) was most often seen on the hot side, in the kitchen, smokers and rotisseries going. The raw meats are usually already tended to well before the shop itself opens and the shades inhabiting the business now keep up that tradition.

THE HALL OF RHETORIC

Brought to the simulation by Emet-Selch ([personal profile] untsundered), The Hall of Rhetoric is a community or government-like building that is meant to foster communication and problem solving within the community. Through the citizens voicing concerns or various topics with others lending their voice and perhaps more to solve these prevailing issues, it will serve to foster togetherness and better connection within the citizens of the city.

Likewise, the Ancients prevailing within the walls of this prominent building will offer their own guidance and wisdom to those who seek it. As such, it aims to be a bastion for those who need help or assistance, but likewise a platform for larger concerns or topics of discussion to be addressed with the dignity and sincerity they deserve.

Mystikoí Louómenoi

Brought to the simulation by Hythlodaeus ([personal profile] hythlodaeus), Mystikoí Louómenoi is an Amaurotine (Art Nouveau-Ancient Greek) bathhouse. It has an enchantment inside of it that makes anyone you encounter anonymous. It is comprised primarily of an open-air bath, though there are showers, a sauna, and a glory hole tucked away down the hall.

The Quicksilver Studio

Started by Prompto ([personal profile] heliographic), The Quicksilver primarily is a photography studio that was run by him and Noctis. He would happily take professional photos or videos for clients of any variety- with sexy ones both allowed and highly encouraged!

The studio itself has two main rooms with a modular system for furniture, props, toys, and other such things as needed. Clients can also bring their own props.

All Dolled Up!

ALL DOLLED UP!, brought in by The Doll ([personal profile] a_plain_doll) is located nowhere in particular. Whenever an Amani inhabitant is in need of new clothing, a door may appear in a nearby wall, tree, sunbeam, etc. That door takes the inhabitant into the shop, with the windows showing an empty Victorian-style city in sunset. But any attempt to leave puts the inhabitant back where they started. Convenient!

So, welcome to the Doll's seamstressy where she'll tend to all your clothing needs! Really, all of them. The Doll exists to please, and it would please her to see you looking your best. She asks for no payment--the joy of playing dress-up is enough. But of course she'll be more than happy to undress you as well, should it please you.
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!
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.
POINTS OF INTEREST
THROWING SHADE
SPRING OF HOPE.
Deep in the heart of the forest, there is an enchanted spot called the Spring of Hope. Pegasi tend to gather here and drink from its healing waters. However, there is a catch to coming across this mystical place.

Characters must feel lost in order to find themselves at it. If they try to intentionally seek it out or re-trace their steps later, they will not be able to find the spring. Rather, it seems the spring needs to find you.
CAMPING SITE.
Similar to the campsite temporarily spawned by The Peacekeeper many moons ago, Corrin ([personal profile] fatefulprince) has asked for his own! It's settled in the shaded forest of Novum though rather than the grasslands.

A campsite with lanterns and string lights, cute tents, pretty blankets, fancy cushions and those fun scented candles from the second event... It's bound to get in-fucking-tents! Pun absolutely intended.
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.
POINTS OF INTEREST
SPOOKY SWAMP.
"HAUNTED" MANSION.
During October of the first year, The Keeper sought to speak to inhabitants. The only way they could communicate - thanks to The Overseer trying to block them from Amani residents - was encrypted messages found by defeating monsters. And where were these monsters? In a haunted mansion in the marshlands, of course!

No matter what anyone tries to do, the mansion will remain a home for beasts alone. They are now contained to the mansion at least but spawn infinitely and randomly. Anyone who wants to test their mettle is welcome to try but most steer clear of this place.

Well, except for that insane woman that moved in next door. No idea what her deal is.
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.
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.
POINTS OF INTEREST
ON THE RANGE
LAKE DESHIRE.
While there are a handful of small ponds that litter the landscape, near the center of the grasslands is Lake Deshire. Many animals congregate here when the weather is especially hot. It has a couple of houses along its shores; that's prime real estate, if you're willing to stake the claim! While no boats can be seen, there is a pier that leads out onto the lake.

This lake is populated by a rare type of fish that are difficult to catch for anyone but skilled anglers. They are called Wish Fish. Legend says that catching one will make your heart's greatest wish come true! Of course, that is just legend... The Peacekeeper can't confirm nor deny any truth to it but it does know they are very, very tasty!
FLOWER GARDEN.
Thanks to Corrin's ([personal profile] fatefulprince) contributions, there's a couple of new additions to the grasslands! The first is a beautiful flower park. It has flora from this world and the next.

It comes with couple-friendly swings lined with flowers. There are several walking paths with flower arches to guide the way. Also, it sports an outdoor cosy dining area with picnic benches and solar powered outdoor lights. Last but certainly not least is the hedge maze that is perfect for sneaking off for an intimate moment or two out of sight.

ONSEN.
Because of Corrin ([personal profile] fatefulprince) there is now a complete onsen within the simulation! It features both indoor and outdoor pools to bathe in for those that would like a more natural feel of things. There are side rooms for massages, respective changing rooms, and even a sauna that The Peacekeeper added on itself since it seemed like a fun addition!

Each of the indoor pools will have flower petals that some may recognize floating along the surface. Yes, they will have the same effects as the actual flowers themselves! The Peacekeeper also helpfully labeled them this time so inhabitants can avoid or enjoy whichever ones they want.

For something a bit more unique, there is an outdoor pool set a bit off from the rest of the hot springs that has a dragon statue in the middle. It doesn't look as well-kept as the rest of the place and the water has a strange blue tint to it... Once one steps into this pool and soaks for a couple of minutes, they will change. It may be gradual or instantaneous, some might completely morph or only gain features but everyone will share a similarity: They suddenly look a lot more draconic than they did before. That's right, this spring is for all us dragonfuckers letting your inner dragon out. It will, as with most things, only be temporary and last no more than a couple of hours after the initial soak. Have fun while it lasts!

STABLES.
While Xander ([personal profile] nohrianprince) may no longer be in the simulation, his influence is. There are stables for both horses and wyverns, which were another mount in his homeland.

There is also the room to eventually expand for other animals. Chickens and cows so that everyone can have reliable eggs and milk which would be another benefit. There is no charge to housing your animals here! All deserve to have their close companions and those companions deserve to have friends themselves.

THE GRAVEYARD.
In order to honor the inhabitants of Amani that have despawned, The Doll ([personal profile] a_plain_doll) requested a graveyard. It is situated far enough away from any current residents to avoid discomfort. People are free to leave offerings though will find that they mysteriously disappear. Whether eaten by the local wildlife or something else at play, no one can seemingly say.

Although there will be Amani inhabitants and others from current inhabitants' homes - upon request - in this graveyard, to make it feel more authentic and 'full' there will be placemarker graves with 1) comical names and 2) a rhyming scheme on how they supposedly died.

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.
POINTS OF INTEREST
FLOAT ON
THE CLIFFS.
At the edge of the simulation on either side of the shoreline, there are large, jagged cliffs. They are able to be scaled but once at the top, characters will find a narrow expanse of land that juts out over the ocean. The view is gorgeous and, honestly, one of the best spots for a date night if you're both willing to make the trek. Just mind the now native wyverns that have claimed this spot as home!

Trying to go on the opposite side of the cliffs used to teleport inhabitants back to the bottom and on sandy shores. All that work, for nothing! Sometimes, you have to learn lessons the hard way...but not anymore! Now, scaling the cliffsides and coming out the other side sees individuals in the jungle.
COVES AND CAVERNS.
If spelunking is your thing, you're in luck! There are a spattering of coves and caverns both under and above water to explore. Some can even be ventured into without the proper equipment due to bioluminescent bacteria lining the cavern walls and giving it a dim, blue hue.

While it looks pretty, be warned that touching it will lead to it staining your skin and cause it to glow for at least a couple of days! It'll go away eventually, of course, but it might be a little inconvenient.
CORAL REEF.
Just a bit out into the ocean's shallower waters, there is a vibrant coral reef. Schools of fish, anemones, turtles, and even mermaids call this place home. It's also where nests of heart jellies and their interestingly unique sting can be found.

The mermaids can be a bit territorial and protective of their waters though so you will have to do your best to show that you mean no harm to the reef! If you do, they'll allow you to stay as long as you wish and may even teach you how to speak to the fish.
Not too far from a little house on the beach grows a field of poppies, and nestled in that field is a Grecian-style shrine. It's small and simple, one room with an altar for offerings in the middle.

In the back is a fountain styled like a river, flowing with the waters of the Lethe. Engraved in the stone are instructions; leave an offering and take a poppy for untroubled sleep and pleasant dreams!
UNDERWATER CITY.
What was once simply a hole in the bottom of the ocean floor is now a city proper. It's where the mermaids have relocated and live with their leader, Legion, more comfortably. Although not yet open to inhabitants, it will be someday soon!

They just need to make sure they can accommodate land-dwellers without them... imploding due to the pressure on the sea floor.
SAFARI ZONE.
Thanks to Dirk Strider ([personal profile] uber_marionettist), there are now a spattering of Pokemon still lingering in the simulation. In order for them to have a place to stay, especially if displaced by their owner despawning from the simulation, Rosie ([personal profile] hasitsthorns) requested the presence of a Safari Zone.

It is its own island nestled between the coast and the Tori Gate that leads to Hiromitsu. People can pay a small stamp fee for passage, pokeballs, and the chance to catch their own pokepals if they'd like! Of course, the limit of six still applies to any new inhabitants.
??? 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.
NAVIGATION

F.A.Q.RULESOOC PROFILESLOCATIONSMAIN NAVIGATION
CODE BY