Several months ago I waved the tantalizing notion of previewing some of the different areas in Omrazir, so that people could see what's being worked on and get a better feel for a place their characters had supposedly been. However, because MISTSPARROW IS TERRIBLE AND A LIAR, this did not actually come to pass. But now I am resurrecting this hope, and plan to do a series of short previews for the next several weeks as I get some Serious Omrazir Work done. I figure this will help keep me motivated and will also hopefully be exciting to everyone else!
To start with, though, I want to give people an idea of what to expect from alpha-version Omrazir at the time that their characters finally arrive there and the setting shifts. Just so that I can get the crushing of people's hopes and dreams out of the way, I will say up front that alpha-Omrazir will NOT be a fully complete map, with all areas of the city built in and finished, all interiors added, a full complement of astonishing wares, vast avalanches of tiny details, and all the many other things which I fondly evision one day. What it WILL have is:
* All the major throughfares of the city. This includes the Via Magna, Via Maris, Via Aspera, Via Fortuna, Via Nubilis, Via Sanguis, Via Oscura, Via Columnis, Via Extranea, Via Lucis, Via Petra, and Vis Tenebris. Most of these thoroughfares will have various shops and lodgings located along them, besides allowing people to navigate the city naturally.
* All the landmark neighborhoods of the city, either in part or entirety. This includes:
- Full build-outs of the Wharf District, Ferenghi Quarter, Hospital District, White City, and Razmani Enclave.
- Partial build-outs of the Bazaar of Nine Winds, Bloody Quarter, Dockside District, Elucidarium Complex, Kingfisher District, Palace Precinct, and Temple District. Some of these neighborhoods, like Kingfisher and Dockside, have two spatially separate blocks, one of which will be fully complete. Others, like the Temple District and Elucidarium Complex, are pretty large and complex areas, so they'll have a smaller subset of rooms that will allow people to hang out in these areas, but there will still be a lot left to add over time. The Bazaar of Nine Winds has its main level complete, but will eventually have upper and below-ground levels as well.
- A few other smaller areas, such as some little side streets, the Wali Djabeli Cemetery, Fish Market, and the Dampstone Close neighborhood.
- For clarity: A "fully built" neighborhood will have all the streets in place and some places to go, but I'll be continuing to add various interiors such as local shops, lodgings, mosques, HAMMAMS.
* A few different lodging places, in different parts of the city and for PCs of different income levels and lifestyles. Also several eateries with different styles of fare.
* An assortment of different shops, but with limited wares. People should be able to buy a variety of items similar in scope to what's available in St. Loomis now, but Omrazir style. Obviously there will be A LOT to add here as we go, but hopefully people will be able to equip themselves in a basic way. There will obviously be ample opportunity for PC crafters to help by creating their own offerings!
* Essential organizations. Ones that PCs should be able to join include: the Omrazir Customs Authority, the Raziyan Lion Guard, the Poets' and Calligraphers' Guild, the Bardic Fellowship (that's Emmaline's org!), the Elucidarium, the Collegium of Mages, and the Temple of Storms. The Provincial Court of Raziya and Shining Court (of the White City) will also exist as orgs with SPC members that PCs can interact with, and eventually PCs may officially work their way into those too.
* A few Omrazir Outskirts locations, including parts of: the Sidi Mircasset oasis, some of the sea cliff and Stormbreak Hills areas closest to town, the outdoor market and workshop area outside the south gate, and the Sharizaar Road leading south to the journey point that goes to the bandits' camp at the Sharizaar Massif. Probably a few other little miscellaneous bits here and there too.
* Basic resources. As part of the outdoor areas above, there will be areas for timbering, foraging, hunting, and mining, once again probably on a similar scale to St. Loomis. Fishing will also be available, from the bay and the River Tamrasset.
* Bissenke as a playable heritage. The next to go in will probably be Jalanit and Angrosh, but I'm not sure if they'll be ready in time for June or not.
* Probably other small stuff I'm forgetting!
Obviously this leaves so many many things left to add to Omrazir, from new neighborhoods and shops, to expanded resources, to all kinds of little details like more room objects, day/night/seasonal differences, and "secret" areas to explore. The sad thing is that alpha-Omrazir will not be anywhere near as awesome as Omrazir properly should be. On the other hand, since everyone will finally be playing in the main development area of the game, you should all be able to see continual additions and progress.
Starting later this week, the first preview will be for that place that is everyone's last and first sight of Omrazir: the Wharf District!