The Tavern Keeper’s Journal: The Dominion
Opening Entry:
I’ve spent my fair share ’er time in lands far from here. Seen my fair share of things long with that, won’t bore you with the details. This ‘ere Dominion, though, there’s a special something to it-- method to all the madness. Evolution seemed to lose itself in its roots, yet bloomed all the same.
Taking it here ‘n myself to record a bit of a journal for folk like you. Thinking a lay of the land‘d be a helpful tool so you don’t go and get yourself killed for the umpteenth time. Not quite sure what i’ll write all about just yet, lots of ground to cover for an always changing land. Heck, you might know a book out there that could explain it far better than ol’ me ever could. But I do know one thing: it’ll give me some’ to do while you go and live it.
The Clock:
Spent a lot of ‘oer time talking over the madness of this ol place. Feel it ‘bout time to jump into the method n’ how it all comes together:
If you ain’t learnt it yet, this place operates on a cycle, just like any ol clock would. Starts right up near the top and goes around til it strikes back at twelve. Through that time, though, it’ll pick a few points to stop and do what the Dominion does best: Send out a big creature that wants you gone. If you’ve ever had the misfortune of seeing one of the eerie shrines out in the Mountains, you’ll know these beasts well. There’s two types of ‘em things, most people refer to ‘em as minors and majors. Majors spawn where a compass would tell ye’, minors spawn in-between.
Once the clock do eventually make it back to twelve, that’s when your sense of reality starts to... shake up a bit. Darza will shift the ol’ Dominion back to nothing, you’ll find yourself in his Domain shortly after. But when you eventually make your way back… World acts like you ain't never once touched it in the first place. There’s a reason for that, too. But if you ain’t learnt that yet, me tryin’ explain that here won’t do either of us any good.
Translation: The Dominion is a big disk or circle. Imagine it being a
circular clock. The Majors, also called Aspects, spawn at clock positions 12, 3, 6, and 9. The Minors, also
called Events, spawn in-between the Majors. Killing all of the Majors will
cause Darza to destroy the Dominion, teleporting you to the Domain.
The Dominion Itself:
Referrin’ now back to what ‘ve already wrote, there’s a method to the madness in this place. Evolution seemed to lose itself in its roots, yet bloomed all the same. Heard a lot a’ fallen heroes use the word ‘unnatural’ for it, but they weren’t ever right, least in my book. Corruption’s as natural as you or I ever been; and for lack of a term long lost, it’s here to stay.
The Dominion itself is shaped like a big disk, just with mayhem tye-dyed all cross it. She’s broken up into 5 biomes that I’ll write more about later on-- But if this your first time living, stick around to the greener areas, Forest and Marsh, and you’ll be a lot safer for it.
Translation: The Dominion is a big disk, made up of 5 different biomes.
The Mountains are considered the hardest. Between the Gods, and Minor and Major events, something is bound to
kill you eventually. The Forest and Marsh can generally be considered the easiest. New players won't have much
trouble leveling up in these biomes and can play it safe here all the way to level 20 if they wanted to.
Mountains ain’t no place for a new adventurer. Let those words ring in your head enough times for it to stick. No hand-holding, no fairy type nonsense, not a thing. Every creature you find in the dark ashy tiles of the Mountains wants to kill you, and no matter who you ‘ere, they got the power to do it too.
Anywhere you find yourself in the Mountains, you’ll see ‘em little portals to lands unknown. This time round, though, there ain’t just one type, ranging from the Ice Cavern’s predictable spawn to the Infested Cellar’s gauntlet of things coming from every side, learning these is a game of trial and error; namely error. But they’re also home to some very rare n’ powerful equipment, if you’re lucky enough.
Translation: The Mountains, also known as the Godlands, are filled with
creatures that will kill an unmaxed character in the blink an eye if you're not careful. The enemies within drop
dungeons, special untiered items, and are responsible for the Dominion closing. If you
are level 15 and higher, you'll spawn here at the Dominion Camp—located in the Northern section of the
Mountains.
In the Wasteland is where things start to feel a bit less welcoming. ‘Ere, nothing is dead, but it all damn well should be. Guess it’s on to you to take up that burden. Whole place is covered in dirt and rocks, remnants of trees that I don’t think I ever saw livin' in the first place. Far as wildlife goes, seems to me like near everything’s got a relationship with the dirt, whether it’s those rocky things burrowing in it or the elemental leaving a trail of whatever exactly it’s made out of. Keep running outwards in the Plains and you’ll find yourself here, but beware, it’s one step away from some frightening creatures.
Translation: The Wasteland is filled with dirt, rocks, and dead trees.
Not much to do here. On your quest to level 20, you might find the Wasteland a good spot to make the final push.
This biome is not recommended for new players, or characters under level 15.
Plains are the purgatory of this whole place. Everything ‘n it either is dead, should be dead, or will be dead; side from you, hopefully. Dying yellow grass, untaken rocks, spirits of the dead, ogres, place has it all for tourism. You’ll find it conveniently located on the far side either of the biomes outside the Forest Camp, wouldn’t recommend living it fresh from the Marsh though. And if the energies wish it to be that day, you’ll spawn ‘ere instead of the Forest Camp coming from my Tavern. It’ll only happen if you’re ready for it ‘ough.
Something ‘ye might find interesting amidst the Plains is the Primal Marsh, another one of them strange portals to a place you could only do a poor best to explain. As you might’a expected, this ones a bit more difficult than the Mushroom one, stick to your guard and you’ll make it out alright.
Translation: The Plains are the yellow grass biome with rams, wolves,
trolls, and dark elves. If you're between levels 10 and 14, you'll here spawn at the Plains Camp. The Troll has a chance to drop the Primal Marsh upon dying.
Forest is a pretty self explanatory place, looks like a place with green grass n’ apparent evergreen trees sprawled all about. It’s a short hike due east of the Forest Camp. Things here get a bit more dangerous n’ the Marsh, living trees, tribal colonies, some mindless cults, all with a bone to pick ‘specially for you. Keep some distance your first time round if you fancy yourself a long life.
Translation: The Forest is a forest with green grass and evergreen trees.
Its tree ents, tribal colonies, and other enemies are a bit more dangerous than the Marsh to new players. It is
recommended to get to around level 10 before venturing off into the Plains.
Marsh is the blue-green, fairy type lookin place due west of where you’ll spawn in the Forest Camp. Far as I'm concerned, it’s about the safest dangerous place ye’ could ever find yourself. If it’s ‘ere, looks like it probably came from some kid’s violence-free imagination. Don’t drop your guard for ‘em though, they’ll still kill you.
Most notably, Marsh is home to the Mushroom Forest. Probably any local’s first encounter with the unexplainable, seems to be a little pocket dimension with the same rules as ‘is one. But if it be your first time ‘ere, don’t overthink it all too much-- yet at least.
Translation: The Marsh is the blue-green marsh with fairies and elfs,
among other enemies. The Parasitic Spore has a chance to drop the Mushroom Forest upon dying. It is safe for any class at any level.