The salesman (
mask_salesman) wrote2012-03-02 02:03 pm
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World Information

Map from Project Zelda.
Your character has been brought to Termina, a land divided into essentially five parts. There are four "kingdoms" in each compass direction. The center area consists of Clock Town and Termina Field, which surrounds the town and separates it from the other four areas.
To the north are the mountains, home of the Gorons. Currently it is covered in snow, considerably out of season since the rest of the world is in spring. The mountains in general are inaccessible due to an avalanche blocking the path.
To the south is the swamp, aptly named the Southern Swamp. Initially, half of the swamp area is blocked by large enemies called Big Octoroks (described in the beasitary, which is coming soon). This blocked off area is filled with poisonous water, and is also home to the Deku Palace and Woodfall, the sacred deku grounds. No non-deku can enter the palace, and there is currently no clear-cut way to get into Woodfall. However, there are areas for people to explore in the Swamp. Notable places are the shooting gallery, the Swamp Tour Guides, the Woods of Mystery, and the Magic Hag's Shop.
- The Tour Guides currently are not running the tour; their guide is currently missing.
- The Shooting Gallery requires you to have your own bow, but is otherwise open for business.
- The Woods of Mystery are a mysterious place. There is only one correct path to take to reach the farthest reaches of the woods, and it changes every day. If your character gets lost here, they will find themselves back at the beginning of the woods.
- The Magic Hag will sell you recovery medicine so long as you have a bottle to put it in. Bottles can be gained through quest rewards.
- The Deku Palace is currently inaccessible.
To the West is the ocean, called Great Bay. There's a large wall blocking the path, but it is climbable, and those with flying abilities should be able to fly over it without a problem. Out a little ways from shore is the Oceanside Labratory; south of that is Zora Hall, home of the Zoras. To the north of the Labratory is Pinnacle Reef and the Gerudo Pirate Fortress. The reef and the Fortress are currently inaccessible.
To the East is a canyon. Ikana Canyon. The pathway up to the entrance to the canyon is covered with ruined pillars with curious designs on them; it seems as though Ikana was once a mighty land. The designs on the pillars range from simple lines to grotesque, stylized images of men with extremely long tongues covering their groins. Interestingly, there seems to be a triangular pattern on the ends of them that seems to serve an unknown symbolic purpose...
Going past the canyon entrance will bring your character to a cliff too high to fly over, and too smooth to climb up. A strange, cloaked figure can always be seen sitting on the top of the cliff, and will taunt your character with dark, cryptic words if bothered. Off to the north, however, is a path going up to Ikana Graveyard. Past the graveyard is a broken wall, with what seems to be the remains of a giant skeleton bocking the path where the gate once was. Dampe the gravekeeper is here, and he'll have some work for those brave enough to take his quests. The graveyard is haunted by walking Stalchildren at night. They will not harass your character unless they try to mess with the graves, or unless they attack. The canyon and anything beyond the cliff is currently inaccessible.
Clock town is at the heart of Termina, and is likely where your character will be spending the most time. It, too, is divided into four segments, as follows.
- South Clock Town is where your character will first emerge from the tower. It is, in fact, the district where the tower is located. The gate to the Swamp is here, and the laundry pool is here as well. Currently, a team of carpenters is working on a festival tower near the gate, and multiple booths are being set up for the festival. Those gifted in the way of crafts or cooking might like to set up a booth here. You'll want to look at the suggestions page if you want to open any businesses or start any booths. The number of things for your character to do in South Clock Town will increase as the Festival approaches. If you can think of a simple minigame or booth sort that an NPC would run, go ahead and assume it's there!
- West Clock Town has two openings into South Clock Town. The southern pass leads directly into the area's red light district. Here, you can find all sorts of shady business dealings. The Curiosity Shop, Bomb shop, and Gambling Hall are here, along with just about any other kind of ~*adult*~ business you can think of. North of this passageway, up the stairs, though, is the business area:
- The swordsman's hall is closest to the gate. Your characters can learn swordsmanship here for 10 rupees a lesson. Those skilled in fighting also may look here for a minimum wage job, with mod approval.
- The post office is next to the swordsman's hall. You can drop off letters here or at any of the red mailboxes around town.
- The bank is across from the Post Office. The banker will keep track of all the money your character has collected by stamping their name and the amount of Rupees they’ve gathered on the back of their hands.The ink will fade from the player’s view, but the banker will be able to see the marking using a certain tool.
- North Clock Town has an opening to South Clock Town and East Clock Town. The children’s playground, the deku playground, Tingle the map salesman, and the Great Fairy’s Fountain can all be found here. Sakon the Thief can also be found here, and he will rob you if you try to sleep out here. The Great Fairy will heal your character to full health as often as once per day or in extreme emergencies.
- East Clock Town is the safest place to sleep. The inn, soup kitchen, various minigames, and the government offices are here.
- The Stock Pot Inn has enough room to house 60 people. The Inn is three stories high and has seven basic rooms, available at 10 rupees a night. These basic rooms sleep 8 people apiece, using bunk beds. They have a single large table in each room. Hope you like roommates. But, if you don't, there are two luxury rooms that can hold two people apiece. But these rooms are three times as expensive. If you want a luxury room, we recommend you split the price with someone. The rental of a room comes with breakfast and dinner. The bathrooms are on the first floor, and don't worry! Nobody lives in the toilets. Really. We promise.
- The Soup Kitchen is next to the Inn. People not staying at the Inn can get food for free here once a day and once a night. You can buy more food if you have the rupees for it, but considering the Kitchen's food is barely edible, we recommend buying from West or South Clock Town.
- The minigames can be located throughout the district. Some of them are simple games anyone can play, and some of them are tests of skill. Honey and Darling's shop has bomb-themed games, and they change every week. The Archery Game is next to the opening to South Clock Town.
- There are some nice places to eat around this district, but remember, they're geared towards people with money to spend. They range from moderate to expensive. Cheap food is found in West or South Clock Town.
- The Mayor's Office is farthest to the north, and it's an all-purpose area for all your paperwork needs. This where you'll find the job board and the missing person's board. If you think you've seen someone on the missing person's board, contact Madame Aroma! (And if you need someone to play Aroma for you, you can ping the mods on the suggestions page.)
The Clock Tower
For most of the time, the only part of the Clock Tower that will be accessible to players is the basement where they came in. And mysteriously, that basement seems to expand as people need it to. The Mask Salesman is always here, ready to tell you anything you need to know about masks. If you'd like to talk to the Salesman, talk to us on the suggestion's page!
Other than that though, players will find they can't go back they way they came in. There's an aqueduct flowing through the center of the area, and a waterwheel powering the tower. The place is actually quite cavernous... Let's hope there's nothing sinister down there.
Please note that time does not pass in the Tower. If your character wants to sleep here, they may, but when they leave the area, time won't have passed. That is, everything they do will happen within an instant real-time. They could go in, spend hours organizing their things, and come back out-- to find no more than a second has passed. But do remember they'll be sleeping on cold, slimy, mildewed stone with a very creepy man just a few yards away...
Your character can also use this area to store items in. Just remember that if they do, other players might steal your character's stuff. Other than that, the salesman has no interest in your stuff, so if you can secure it, it'll be safe.
On the night of the final day, however, the path up to the top of the tower opens, and the top of the tower will open up to form what would usually be a dance floor, but is now a field of battle for something much more sinister that players will discover on their own...
Warning: If you choose to sleep on the streets of West Clock town, and have any valuables on your person, expect them to get stolen. Key items can and will be stolen, though they will be returned at the start of the new cycle, or can be bought back at the Curiosity shop for a ridiculous (and by ridiculous, we mean nearly not affordable) price.