[h1] The Map of Asdivine [/h1] Take this map with you alongside your standard Mercenaries handbook so you don't get lost in The Poisonous Woods and die while choking on mushroom spores. [hider=Apricus Town] Apricus Town, home to the guild of The Blinding sun, the most famous guild in Asdivine, and the Capital City of the continent of Bachlang. The Guild is the staple of the town, and precisely why it is the Capital. The Guild itself is what keeps the various towns and villages safe from the Murk alongside a few small errands here and there. Not only is the Guild simply a place for all of its members to find work and relax after a hard job, it's home to an arena. Where more...daring ..mercenaries slay powerful monsters that have been captured and sealed for people from all over to come and watch. Aside from the Guild, the town is also famous for having the best seafood on the continent, living directly next to the coastline. Apricus is home to many Inns and restaurants, as well as a few pubs. A bustling city living up to its name of being the Capital.[/hider] [hider=The Poisonous Woods] A few miles due east of Apricus, and also what stands between you, Bachlang Pass, and the Dwarven Mines. It is home to many a dangerous creature effected by the Murk, the flora itself affected. Living up to its name, many of the creatures and plants in the forest have deadly poisons, ready to lash out and kill the unknowning traveler that dared pass through un-prepared. Many traders and travellers hire mercenaries from the guild to get them through this forest, it being the quickest route from the north end of the continent to the south. Through the forest lies Bachlang Pass, a tunnel through the mountain connecting the North and the South. The only alternatives to reach it is a long hike lasting several days through the mountains or navigating through reefs by boat.[/hider] [hider=The Dwarven Mines] After making your way out of The Poisonous Woods, presuming you headed due north as your map suggested and didn't decide to explore, you will come to a cross-roads. Further north will take you to Bachlang Pass, due east will take you the Dwarven Mines, home to many Dwarves and also the main source of minerals for Bachlang. The entrance is carved into the side of a massive mountain, and even more massive series of tunnels constructed within to keep out thieves and the like. If you have no buisiness with the Dwarves, you probably shouldn't be here or risk getting lost forever.[/hider] [hider=Bachlang Pass] Bachlang Pass, due north from the Woods. The easiest path to the North end of the continent. A day or so walking through the tunnel and you will come out west of Ambrosia Woods, wherein the center lies a massive tree, hundreds of feet tall said to be home to one of the governing spirits. Due north of the Woods is Klaver Village, a small trade village and also a location known for its ferry over to Yaupon Village. North-West of the Pass is a massive forest that houses an abundance of rare herbs, seemingly un-touched by the Murk, a prime spot for many traders and such to get goods to sell or cook with. Of course, unbeknownst to most it houses the Elvish village of Kathar, only a handful have seen it, though there have been stories depicting sightings of the Elves in the forest. [/hider] [hider=Ambrosia Woods] A popular location for travelers to visit due to the Spirit Tree that resides within. Some say they've seen the Spirit, others think they're simply crazy. If you're lucky, you will see a few sprites zipping around going on about their daily lives. Ambrosia is mostly un-touched by the Murk, but there been cases where a animal or sprite affected by the Murk attacked a traveller. As such, some of the more fear prone will hire a mercenary to help guide them through.[/hider] [hider=Klaver Village] Klaver village, a small simple town consisting of a few shops and the Inn. The main staple of the village is the Ferry to Yaupon and the continent of Garan to the west.[/hider] [hider=Kathar Forest] Kathar Forest, secretly home to the Elvish village of Kathar and un-touched by the Murk. Many rare herbs and spices grow plentifully here, often picked by traders and doctors. If you're lucky you just might catch a glimpse at the wild-life or even an Elf itself.[/hider]