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Overview

Name fingerprint

Ardinvale

Type

An elvish city.

Description

Lush, green and filled with all kinds of creatures, (Except Humans) Ardinvale is the Capitol city of the Elves, who don't discriminate against any wanderers. (Except Humans).

face

Culture

Language

Mainly Elvish, but there is some English, and some Latin.

Population

4,789, and growing

Currency

Crystals, Gold coins, Silver coins, and trading goods, such as spices or fruit.

Laws

Humankind is forbidden to enter. There have been no humans inside Ardinvale for over a century, and there will never be again.

Peace is necessary. If you break the peace, you can leave or die.

You may not leave Ardinvale unless you are drafted for the War, break a Law, or any reason the Elvin Council sees fit to let you leave.

Robbery will get you tossed out of Ardinvale if you're caught.

Growing poisonous herbs is illegal, unless you are a doctor licensed to do so by the Elvin Council.

Any race except Humans and some Elementalists are allowed inside.

Sports

Cricket, Ball tossing, Spear throwing, Archery, Hoop-shooting, and Fishing are some of the main sports.

map

Geography

Area

Lush, green, life-filled area.

Crops

All, with the help of magic.

Located at

Ardinvale is hidden in a forest and can only be seen by those who have been chosen to see.

Climate

Cool, but sunny days can be warm.

date_range

History

Founding Story

Over a million centuries ago, when Humankind and Elvish kind still got along, Ardinvale was founded as a Trading Center. It was considered the center of the world and every race except Monster lived there. Those were peaceful times and there was a Council chosen by the people to rule and govern.

Notable Wars

Currently trying to evade the Great War, but still involved by sending troops.

info

Overview

Details about this location's overview

Name fingerprint

Ardinvale

Type

An elvish city.

Description

Lush, green and filled with all kinds of creatures, (Except Humans) Ardinvale is the Capitol city of the Elves, who don't discriminate against any wanderers. (Except Humans).

face

Culture

Details about this location's culture

Language

Mainly Elvish, but there is some English, and some Latin.

Population

4,789, and growing

Currency

Crystals, Gold coins, Silver coins, and trading goods, such as spices or fruit.

Laws

Humankind is forbidden to enter. There have been no humans inside Ardinvale for over a century, and there will never be again.

Peace is necessary. If you break the peace, you can leave or die.

You may not leave Ardinvale unless you are drafted for the War, break a Law, or any reason the Elvin Council sees fit to let you leave.

Robbery will get you tossed out of Ardinvale if you're caught.

Growing poisonous herbs is illegal, unless you are a doctor licensed to do so by the Elvin Council.

Any race except Humans and some Elementalists are allowed inside.

Sports

Cricket, Ball tossing, Spear throwing, Archery, Hoop-shooting, and Fishing are some of the main sports.

business

Cities

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map

Geography

Details about this location's geography

Area

Lush, green, life-filled area.

Crops

All, with the help of magic.

Located at

Ardinvale is hidden in a forest and can only be seen by those who have been chosen to see.

Climate

Cool, but sunny days can be warm.

date_range

History

Details about this location's history

Founding Story

Over a million centuries ago, when Humankind and Elvish kind still got along, Ardinvale was founded as a Trading Center. It was considered the center of the world and every race except Monster lived there. Those were peaceful times and there was a Council chosen by the people to rule and govern.

Notable Wars

Currently trying to evade the Great War, but still involved by sending troops.

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