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Chat Room Descriptions

Mystical Realms Chat

Concise descriptions for the various chat rooms of Auvrynon.


Features and Places found within the Mystical Storm and Kingdom of Auvrynon

Auvrynon — All that lies within the Mystic Storm comprises the Kingdom of Auvrynon. From the dark forest of Gloumenwoods in the west to the treacherous Eventide Salt Marsh and the tall, purple grasses of Perse Fens in the east, Auvrynon is a vast land with four mountain ranges, coastline, rolling plains and wondrous woodlands. It is watched over by a single figure: The Queen of Auvrynon, Lady of the Mists.
  • Auvrynon, City of Gates — The capital, a beautiful city nestled protectively within a valley, boasts the same name as the Kingdom itself. Auvrynon. Positioned in the north of the Kingdom, the Capital of Auvrynon rests at the southwestern part of Zephyr Bay and the western edge of Mistroil Flow.

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    The City of Gates seems to be an entry port for many people, who come from either the crimson storm that engulfs the surrounding countryside or from one of the numerous portals located in and around the city.

    Visible from all points within the bustling city is Stormspire, home to the mysterious masked Queen. One can try in vain for days to reach the majestic castle to no avail, never getting any closer, even with the use of magic.

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    • Traders Square — Colorful tents, carts and haphazard buildings make up the ever-changing face of the Traders Square of the City of Gates. Merchants hail from all over Zatrikion.

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      • The Albatross Inn — Located in the Traders Square, the Albatross Inn offers drink, food and boarding to the weary. Owned by Feather, the Inn is the only round building in the City of Gates. Constructed of stone, the interior walls and floor glow warmly, dispelling all shadows and tend to keep out those needing a dim atmosphere. Guarded by strong enchantments, the Inn has withstood the ages gracefully. You’ll find no bloodwyne here, undead are unable to enter the building.

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    • Zephyr Wharf — Where the Mistroil Flow empties into Zephyr Bay, rests Zephyr Wharf. Occasionally ships arrive from the Sea of Eternal Torment. Skillful sailors can navigate the storm, often times to predicable destinations. However, the unskilled that try this route usually end up dead. The docks of Zephyr Wharf greet these brave souls. Warehouses, shanties, even a few salty bars, dirty hostels and squallid brothels, where for a few extra coins you can buy a bed for the night instead of company, inhabit this area of the city. Traffic flows both ways on the Mistroil Flow, the ancient river whose beginning is found at the other end of the Valley of Mists.

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      • Devil's Cup — This building is as old as any in the city. As it is only a barroom, the brother and sister that own the Devil’s Cup have taken great care to ensure almost all manner of drink are available, even those of questionable origin. They serve food, mostly local favorites, but for the right price something more exotic can be “whipped up.” Just don’t question how they got it.

        While brawls are not uncommon, those causing undue damage often find themselves at the other end of a powerful curse until restitution has been made. It’s rumored that the owners are devils themselves.

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    • Temple District — The religious district of Auvrynon is an impressive collection of grand temples, small churches and other, more obscure places of worship, all co-existing in seeming harmony. Below this calm facade hides an underworld of assassinations and blackmail as High Priests complete for worshipers.

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    • Athenaeum Arcana — Within the city of Auvrynon is a strange, tall building with six spires of black stone. Thirty-seven steps lead up to the pair of large oak doors that are a portal into the library of Auvrynon. A wraithlike man named Carlthais is the head librarian, and he seems as old as the books that line the walls. Thousands of tomes make up this massive library, each hand written and kept safe by magics to ward against rot, moisture, acid, flame and theft.

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    • The Crystal Bijoux — Upon one of the hilltops at the southern end of the City of Gates, the tall crystal spires of this elaborate banquet hall and ballroom can be seen jetting up out from a canopy of lush conifer trees. The mansion’s beauty is unquestionable, with tall windows of faceted glass-steel that are strong enough to withstand even the fiercest of hurricanes that can cross the Zephyr Bay. Inside, the sunshine is refracted into dozens of colors and warms the bright stones and golden filigree. Even so, the hall always has a hauntingly empty air. The floor of the main ballroom is cream colored marble. In the center of the floor is a silver circle, with the meaningless words “A’trel ma no hel’sai.” Written along the curve.

      The Bijoux is open for reservation; a ledger near the doorway keeps track of any events.

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    • Masque Coliseum — Located at the very heart of the city is the Masque Coliseum. All major roads lead to this central location. It faces the west, towards Stormspire. The colossal structure’s façade is crowned with an enormous monument depicting the final battle between two individuals; large enough it seems to be seen by the faraway home of the Queen. The main entrance, an archway wide enough to allow three chariots side-by-side access, has the cryptic and untranslatable words “A’trel ma no hel’sai.” engraved along the curve.

      The tall and powerful physique of a raven-winged man is expertly carved out of black obsidian, magicked to weather the elements and attacks. Taloned fingers are clutching the heart of an unknown victim. The heart is carved out of gleaming white jade. The pale stone has not been so carefully prepared, it would appear, for the detail of the organ looks weather-beaten and corroded.

      In the evening, the black figure's eyes can be seen glowing a feral red; the white heart, a fading soft green.

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    • Ash Grove Cemetery — This graveyard is a hauntingly cold dell on the northeastern side of Auvrynon. The land here is so close to sea level, that this cemetery makes use of cairns and mausoleums as monuments to the dead. Two large ash trees, their thick gray trunks bow outward so that their braches intertwine, mark the entrance to this solemn clearing. A tall iron gate, overgrown with ivy and wisteria, surrounds the tombstones and protects the hallowed ground. The air here always seems a few degrees cooler, the sounds quieter. Even wildlife is lacking, as if the birds and insects know to keep away.

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    • City Sewers — The sewers of Auvrynon are a dark contrast to the wonderful city above. Stone arch tunnels, dark and flowing with fetid liquids, wind for miles beneath the buildings above in a labyrinth laden with whirlpools, waterfalls, and stagnant mires.

      Known to be generally ignored by the Lady of the Mists, it is a haven for crime and home to many villainous types. It is a convenient way of moving about and gaining access to the entire city without being seen as a result of the drains and pipes, if you're willing to deal with the foul things that live in the darker tunnels.

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  • Valley of Mist — Nestled between the Rathstique Ridge in the east and the Amber Mountains of the west, the Valley of Mists is centered by the Mistroil Flow. Near the waterfall-birth of the river, the valley is carpeted in deep forest, known as Amberleaf Weald. Ancient Child Falls tumbles nearly a thousand feet from the mountains above.

    Villages and towns are scattered along the entire length of the Mistroil, infrequent within the forest, becoming more numerous towards the City of Gates. Carver’s Outpost is the largest town, located at the edge of Amberleaf Weald within the Valley of Mists.

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    • Amberleaf Weald — The Amberleaf Weald is a dense mountain woodland, home to all types of goodly beasts, including rarely seen unicorn. Also, here lives the Amberleaf Clan, a multitude of pixie families, unseen but frequently heard, they guard the mountain.

      At the southern end of forest, the mountain water tumbles in the form of Ancient Child Falls, at the northern end, not far from Carver’s Outpost, stands the ancient megalithic ruin known as Passion’s Folly.

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  • Starlit Shore — This stretch of beach northwest of Auvrynon is quietly secluded and beautifully mysterious. The sands are an unusual deep blue shade, with flecks of rainbow pyrite throughout. During the day, the light hits the speckles, giving the illusion that the night sky has descended beneath the feet of beachcombers. At night, the duality makes it seem like stars have been captured by the earth.

    The cliffs at the back of the cove are worn and covered with numerous cave entrances. Large boulders have fallen from the sheer cliffs, and they litter about the area, providing protection from the elements.

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  • Perse Fens — The Fen is made up of beautiful grasslands, dangerous marshes and numerous streams.

    Near the coast, the lowland Eventide Salt Marsh is treacherous, not only for the feral creatures that inhabit it, but because of natural dangers as well. Unlike what the name suggests, the tide rises quickly, and often without warning.

    Further south, the highland becomes dryer, the conditions more hospitable. The tall grasses in the Fen when blown about in the winds resemble waves of purple, and this is by which the peaceful Fens get their name.

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  • Goth Kulkodar Caverns — These extensive caverns are the source of Auvrynon’s underdark regions. They run throughout the plane, perhaps even reaching the sewers of the City of Gates. The self-proclaimed Lord of the Dark, Rervilvik-Traeldell, an ancient dragon that became tainted with the cursed blood of a vampire, rules the caverns near the Gloumenwood. A hidden entrance lies within the Heroesbane Range. Undead of both humanoid and animalistic appearance patrol his winding and dangerous passages. Deeper still, are creatures that shun the light and have chosen to live their lives in perpetual darkness. Drow, Drugar, Derro, and other species of the dark races thrive within the extensive cavern system. A colony of Ilithid has established themselves under the Amber Mountains.

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  • Zau Bos Ruins — Located in the inhospitable Ilph's Doom, the land is tainted, cold, and rotten. Rocky, bone-dry with little in the way of vegetation, more die than survive the trek to the ruins. Those lured by tales of gold and live, often return with only stories of woe and misfortune, sprinkled with nonsensical accounts of flesh-eating monsters and the battle wounds to show for their misadventure.

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  • Gloumenwood — A vast plateau crowned with a forest, the trees of which are a lush deep green, tall and ancient with gnarled trunks and thick branches that hardly waver in the breeze. Made up of primarily tall Blackwood and other evergreen trees that are drought resistant, the Gloumenwood has become a home for scavengers, predators, and a strange mishmash of unique beings that have fallen into it from the Mystical Storm.

    Gnolls, crafty hyena-men, rule the northeastern part of the wood. And they make every effort to bully their way into the lives of travelers that attempt to traverse the forest. Further south, the gnolls are kept in bay by skaven, rat-men, and a race of savage devils known as xerfilstyx, who guard the murky waters of Loch Kihagh. These are not the only predators, however. Spiders multiply rapidly within the dark canopies of the Gloumenwood. And many a traveler has been lost to either a swarm of gigantic arachnids or the single bite of the elusive but deadly Tzak Spider.

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  • Mystical Storm — A magical maelstrom, roiling with Fyres, pure unbridled chaos, and a deeply sleeping, nameless psionic energy that can rise unpredictably to swat at an unwary mind much as a dreamer slaps at the tickle of a fly on their shoulder. It churns over the Plane of Zatrikion, parting, seemingly at random to disclose new realms, or flooding over familiar lands to bury them beneath a sanguine veil. Ever it lays in wait about the borders of the small islands of sanity it has revealed, the outposts of darkness, light, death and life thriving and falling by their own choices. Only the very brave - or very foolish - would seek to travel through the Storm. Chaos unleashed, Fyre unbound in the worst storm of nature and magic imaginable. Most prefer to bypass the Storm by using Gates, Portals, and Teleportation. Land and ocean both lie beneath that shroud, but neither can be depended upon to remain the same from one step to the next, as the storm shifts and changes with every swirl of crimson cloud.

A more detailed description of Auvrynon can be found here.

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Outside of the Mystical Storm are many more realms, be sure to check them out in chat!

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Out of Character Rooms

Welcome Lounge — An OOC Room for questions, answers and conversation. No persona playing, please.

Patrons Pub — OOC Room for Patrons, those that support the site. It is a room to relax in with friends.

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