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Overview
Ardinvale
An elvish city.
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).
Culture
Mainly Elvish, but there is some English, and some Latin.
4,789, and growing
Crystals, Gold coins, Silver coins, and trading goods, such as spices or fruit.
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.
Cricket, Ball tossing, Spear throwing, Archery, Hoop-shooting, and Fishing are some of the main sports.
Geography
Lush, green, life-filled area.
All, with the help of magic.
Ardinvale is hidden in a forest and can only be seen by those who have been chosen to see.
Cool, but sunny days can be warm.
History
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.
Currently trying to evade the Great War, but still involved by sending troops.
Overview
Details about this location's overview
Ardinvale
An elvish city.
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).
Culture
Details about this location's culture
Mainly Elvish, but there is some English, and some Latin.
4,789, and growing
Crystals, Gold coins, Silver coins, and trading goods, such as spices or fruit.
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.
Cricket, Ball tossing, Spear throwing, Archery, Hoop-shooting, and Fishing are some of the main sports.
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Geography
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Lush, green, life-filled area.
All, with the help of magic.
Ardinvale is hidden in a forest and can only be seen by those who have been chosen to see.
Cool, but sunny days can be warm.
History
Details about this location's history
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.
Currently trying to evade the Great War, but still involved by sending troops.
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