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Movement in Eaxia follows the directions of the compass.

When you first arrive as a commoner in Eaxia you will be at the Semanri, South Town Square.
[Semanri, South Town Square]
Set beneath the protective cover and shade of a silk awning, the South Town Square doubles as the courtyard of a hulking conglomeration of buildings and businesses huddled into a single entity at the south side of the street. Lining the building's facade are entrances to the shops, the largest belonging to the Bank of Semanri in the form of a silvered arch, next to which the doorway of Bartle's Armor stands open.
Other life here: none.
You also see: a donation box, some silvered benches, a huge dome building, a brightly-colored striped silk tent, a round wooden door, and a recycle bin.
You are inside.
Obvious exits: east, south, and west.
As you can see the directions that you would be able to move in are listed as Obvious exits. If you were to simply put in the direction you would be taken to the next room in that direction.
>east
[Semanri, Southeast Town Square]
The heady scent of perfume wafts through the air, emanating from a small corner shop. Although the store itself is not opulent, the window displays an impressive array of costly looking bottles. Women of all races and ages pass through the door and many come back out carrying a small gold bag stamped with an odd symbol. An unobtrusive silver plaque is mounted beside the door.
Other life here: a Semanri guard.
You also see: a small magic shop and a large barrel of drinking water.
The sun sails high in a cloudless sky.
Obvious exits: north, southeast, and west.
However there are exits you are able to take that are not obvious. Glancing through the description of this room one such exit would be the arch.
>go arch
You walk through a silvered archway leading into the bank.
[Semanri, City Bank]
Being surrounded by tall walls of crystaline topaz makes you feel small and insignificant inside the bank. Several marble counters, each occupied by a clerk, fill most of the room. An obsidian archway in the far back catches your eye, but there are too many people shuffling around for you to make your way over there.
Other life here: none.
You also see: a wooden sign painted with blue words and a round wooden door.
You are inside.
Obvious exits: out.
There is no limit to the number of hidden exits in a given room. If you see something you think might take you somewhere try it out. Usually these are paths, trails, bridges, gates and the like. However it might be a door that leads to something. Perhaps a curtain? Poke around and try to GO everywhere you think could be an exit.
Once you are familiar with the layout of the land you may wish to seek a faster means of travel. There is a caravan in that travels a route from D'Mare to Semanri, as well as a ship that sails a route from D'Mare to the Manytaya Isles. In Mantaya there is a second ship that you can personally said on northward to The Istiallain Islands.
If your looking for an even faster route through the lands you may want to look into purchasing a shard or a fragment. Shards and fragments are magical devices which teleport you immediately to a specific location.
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