AI Video Blog Episode 3 Transcript |
Zeke:
This is Zeke with Aegis Imperium. Today we will be discussing Navigation.
What do we know about the world we are going to play in? What it's name? What seas are surrounding the land we will live on? What ridges are dominant on the continent? Most of these questions will be answered with time, however some of the lore provides insight as to what Nave will be like. One of our guild members, November, has created a map and dialogue regarding the major locations on the first released continent. The locations on the map are based on November’s analysis of the lore and in no way is the map claiming to be scaled or accurate.
At the beginning of our journey in Mortal Online we would start on a continent named Myrland. It's size is 64 km^2 and it is a home for several races like Elves, Dwarves, Humans, etc. I believe a rough size comparison is that of Outlands in World of Warcraft. For those of you who have played, this may seem small but remember we don't have flying mounts in Nave so navigation will be a bit more time consuming. Additionally the aforementioned size does not include dungeons, caves, basements, or differences in elevation.
For now, Myrland and it's main and only megapolis, Tindrem, are the center of trade, politics and knowledge.
We would like to start by describing some essential geographic locations of Myrland which are marked on this map. As you can see, there are two seas, surrounding the continent from west and north. The Inner Sea is an important trade route for Tindrem which allow ships from The Tindremic Empire to access the worlds oceans.
It's name the Inner Sea was created because of its location between two continents. During the Conflux, the Inner Sea became flooded, and it's waters spread all across the west coast of Myrland. A few parts of Tindrem were affected by the flood as well, but the rocks on which capital city is build didn't allow for all Tindrem to sink.
If we sail from Tindrem to the northeast, we would get into the North Sea, which covers the whole of Myrland's north coast. It is a large sea, and, as we think, it connects Myrland to another continent called Herabalter on the north-east side.
The main mountain ridge of Myrland is the cold Talus Range, which covers the northern part of the continent, and, via a small isthimus, proceed into Herabalter, where it becomes the great Muspel Ridge. We think that Talus Mountains are home to the Kallard, a strong race of human warriors, and for a race of Huergar, small but skillful builders.
As we go down to the south, we will discover the vast area in heart of continent called Myrland Steppe. It is a land of Khurite tribes, which are a race of human nomads, archers and riders. Every drop of water in this steppe is a gift of gods, and only the strongest survive here, those who are skillful enough to protect themselves from predators such as Orcs, who sometimes attack their western neighbours.
At the bottom of Myrland steppe we find the Marsh Jungles, tropical regions which are settled by various creatures, including Sators, a tribe of human-like reptiles. The homes of the Sators can be found in swamps and on large trees. This race prefers isolated locations and can be quite dangerous if they see you before you see them.
On the west there lays the great Tindremic Empire, or it's remains, to be sure.
Despite their pride the Tindremenes have realised the awkwardness of keeping the name of the empire on the map itself. Today the western part of Myrland and the different colonies are instead called The Tindremic Provinces, and their borders are not always fixed. The heart of the fallen Empire is it's capital, the grand Tindrem, placed on a west coast of Myrland. It is still the most beautiful city of Nave, and races all around the world are travelling just to see it.
The concludes our first report on geographical locations. As mentioned at the beginning of this video the map is an estimation of major locations based on lore. Next Golani from Aegis Imperium will be talking about some ways to navigate this diverse continent.
Golani79:
Hello – this is golani79 for Aegis Imperium
I will give you a short summary on what we know about navigation in MO.
What would a player need to find his way through the landscape of Mortal Online?
Player skill will be an important aspect for navigation in Mortal but that´s not all. There will be different ways on your journey to get maps. They can be found or bought and given that you have the right skills they can be crafted.
Essentially they will be pieces of parchment or papers with ink on it – so be aware! Most of them probably won´t be entirely accurate or up to date!
Additionally there will be no compass or no minimap displayed on a HUD unless you have a very good inherited sense of direction, train your orientation skills or enhance your senses magically. If you can´t take advantage of these things you will have to buy or craft a compass for orientation.
This will be a real item to use and not a virtual HUD thing.
If you ever get lost you probably will stay lost until you meet a friendly player who knows the way and with whom you can talk face to face.
So be prepared for wilderness and sharpen your orientation skills!