Jillani's World Atlas!
Jillani
Posted: Sep 20 2007, 11:01 PM


IRC Lead, Forum Mod


Group: Bartenders
Posts: 105
Member No.: 18
Joined: 5-March 07



((Alright all, I'm now making it my goal to get some more intrest in our wilderness channel! Yes, I hardly see half the list of people on both Wop-ooc and IC in #Wop-wilderness, and that's not good! So, I'm composing "Jillani's World Atlas!", and I'm asking for submissions! Only one rule is applied to this, since IC wise this is Jill's personal atlas, make it sound like it was written by a Gnome writing for her own use and for her friends' use. Of course, I will give credit to anyone who submits, remember, Wilderness doesn't HAVE to be the desert, it can be anywhere!))

Jillani's Notes 1: Dun Morogh.

Yes, my homeland, that's a fitting start! Dun Morogh is a winder wonderland! A land of mountans and snow it's the perfect little place for the budding traveller to see on their first walk. It's been the home of the Gnomes and Dwarves for ages, and when our city fell the Dwarves kindly allowed us to start up Tinker Town in thier capital of Ironforge, where our journy will begin.

Ironforge is the major trade ub of the Alliance, second only to Stormwind City in use, and even then it's a close call! The massive undergound city is nestled in the mountan range guarding our winter wonderland from the rot of the Wetlands. To the outside observer all that can be seen is the massive gate, where the statue of a Dwarven hero stands looming, hammers drawn in mid battle cry, on the wall; it really can be imposing on the first time there!

Down the path of the gates is a threeway fork, to the Western road is the overrun home of my people, Gnomeregan. Watch for trolls, leper Gnomes, and yeti on the way....infact all in all, unless you have a job to do in Brenwall Village, to the southwest of the gates of Gnomeregan, just stay away from that part of the land.

To the Southern road is a far easier path, down past the frozen river lies the second biggest settlement here, Kharanos. It's a quant little town, reminds me of how I always saw the Dwarves before our exhile really, a town all above ground full of hard working and hard drinking Dwarves. The Mountaneers have a good hold here, keeping local game in check, the inn here has the best beer battered boar ribs, I give it five stars for the tired traveller to come kick up his feet and have a nice ale. Down farther lies an annoying tunnel full of very mad Troggs, but if you can get through there you come to the third, and smallest settlement here, Coldridge Valley. Again, more underground, there's a small army camp here, but under the great iron dome of Anvilmire lies a strong military garrison. Nice lot really, it has a good cook for an army setup and top notch weapons of course, but us brainy types can get our training here too. The creatures here aren't agressive yet, but the growling wolves and grunting Troggs certainly aren't good company, if you're brand new to adventure I'm sure these guys would like some help.

To the East road is another dangerous path, but it's of good use for something other then sad memories though. Going East you'll find your fair share of fights, good for someone who wants to survive later in their travels. As you go you'll have to deal with your average beasts, bears, leapards, and wolves will be looking for a meal, and if you want to do some camp cooking I reccomend going for a boar and trying your best to make your own beer battered ribs. Before the real bothers come you'll come to a nice little ram farm, when I was passing they had issues with yetis, I'm sure they still do, sweet owners though, well worth helping if you plan on riding their big smelly beasts one day (no offence to my Dwarf friends, just like my 'Strider better!) Enjoy this nice rest while you can, because the road after is full of angry beasts and reeking Troggs. You'll find these ape-men banging bones on the walls of the Gol'Bol Quarry, after driving the miners out these savages think banging a bone on the rocks will somehow give them the shiney things they want. Do the miners a favor, drive the ugly things out and try to do something about the smell they leave behind, if you are a miner I'm sure they won't mind giving you some rights to their mines in return. Past that is more camps of the monkey-men banging on rocks, along with your normal animals, if you keep to the road you should be safe save for afew wandering wolves. Now, as the path curves to the north you'll find yourself at the last gates of Dun Morogh, the snow will begin to melt and you'll find your feet on soft grass. Pass through one and find a small camp of Mountaneers dealing with local wildlife, take this time to warm your body and dry your clothes while you fill your belly. Don't expect this nice warm, dry feeling to last forever though, because past the second gate lies the Wetlands, and yes, they're just how they sound!
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