OFF OF THE NEXUS
Nexus-
The Nexus is a place of peace, and the road system connecting the different realms together. This part of the nexus is a sanctuary. No one may attack you or be attacked, which makes the gates to the realms especially dangerous. People like to wait in ambush behind the planar gates to get a drop on any unsuspecting traveler to the realm. However, as the Nexus is a sanctuary, you are able to heal all damage against you in one rest. If you are attacked just inside the planar gates and manage to survive the initial assault, just get back through the gate, rest up your damage, and plan your own counter-assault. My verdict? All good things come to them in the Nexus.
Hill-
The Hill is a Fluff Land. Lots of cryl for minimum effort. Also, most of the equipment dropped by the NPCs sells for lots more cryl. A great place for building up a bank account, but I wouldn't suggest living there. Sure, the Dillfrogs taste great and add to strength, and Antisin grants gifts by bringing her golden pears, but there are not a lot of high experience NPCs in the Hill. That puts the user at a disadvantage. Players of all levels roam the hill for the cryl, which means you are more likely to get killed by a higher level player and lose all that wonderful cryl. My verdict? The Hill, great place to visit, bad place to stay.
En' Wheel Academy-
The Academy is a blessing from the Admins. It should be refered to as the Equalizer. Need some extra punch and weapons against other players and NPCs? Take some classes, like thoughtstab, mindblast, biomancy, or brainthrash. Need some extra healing abilities? Take knit flesh, devotion, faith healing, or close wounds. These classes, and others like them, give the player a distinct advantage over the unsuspecting. Lose all your weapons in a bad spot? Offensive spells, like manadart or the offensive classes above, can work while you get back your weapons and armor. Knit flesh has saved my bacon in more than one instance. Some NPCs also appear to not like the appearance of a magically powered attack. They will run after seeing you use a spell. My verdict? Have classes, will swim.
Clucky's
Welcome to the greatest place on Rock. A congregating place for players of all races, many great pranks and jokes have been played in Clucky's Plucky Tavern. Sell equipment, buy equipment, or food and drink, or just make merry in this sanctuary. This place is a wonderful area, with three stores and a bank in the general vacinity of each other. The Plucky Tavern buys equipment for the best prices anywhere. Ye Old Donut Shop is the home of the dreaded coffee, and sells assorted donuts and pastries. Bob's Wacky Store sells the best in armor and weapons, but you are only allowed to enter one time a day. Take your cryl and buy that kilnun, kilmos, or blackened armor, and laugh as you turn around and decimate your opponents. My verdict? Grade A chicken!
Arena
The arena is a game within a game. You play on teams, with different races on each team. The team that wins the most kills, wins the match. Simple. Of course, it also takes a plastic or golden ruler to start an arena match. The arena is also a hot place for people to buy and sell from each other. There is a bank in the arena, you can secure and unsecure items from there, as well as it being a sanctuary, free from combat. My verdict? I'll buy it for 3 million cryl.
Varmouth
Varmouth is the desolate wasteland of the game. It is a tough place for people who are unsuspecting. Possibly one of the fastest places for spawning NPCs, you can get killed fast and often if you are not careful and watchful of your HPs. The town has the stables, home of the ghtheen and the stable hands, good for the fast experience. There is the Toothless Bandit Tavern, where the tavern patrons have a tendency to drop a fair amount of cryl. There is also the store, an essential arming place for the small level players. Good armor for a fair price. And then there is the Bounty Office. Set a bounty on your most hated enemy, turn in a body part after you kill him, and collect the rewards.
Setting out across the desert is an undertaking that is not fot the faint hearted. But beware! Where the trail forks north and south, NEVER GO NORTH! There is quicksand there that traps you, making you a sitting duck for the myriads of desert nsties that like to kill. After the desert, you come to the lone black mountain, home of the nasty bandits. They spawn fast, so be careful. They are also great fighters, so accordingly, they drop great stuff. The throne room is a very dangerous place, especially when it is packed. DO NOT attempt to clear out the throne room unless you are at least level 30 or have a pouch full of Dillfrogs. My verdict? It's high noon on Varmouth, and the marshal has his trusty imperial plasma pistol at his side, making it a very good day.