Plains of the North

Windswept Savanna & Untamed Frontier

Plains of the North
Classic 1980s Tabletop Cover Painting • Plains of the North Responsive 16:9 / 9:16

Chapter I: The Realm Chronicle & Atmosphere

Geographic Domain Wilderness & Forests
Progression Tier Levels 1 – 20
Architect / Master Builder Copper
Historical Era Diku & Merc 2.2 Heritage

A vast windswept expanse of golden grasslands, ancient burial barrows, wandering nomadic hunters, rustic roadside taverns, and the eldritch horror Shudde-M'ell.

Sensory Atmosphere & Ambient Environment

Travelers stepping foot within Plains of the North immediately sense the distinct environmental texture of the domain. Reality takes on the vibrant aesthetic of classic high fantasy: ancient wards hum quietly against weathered stonework, and the air is rich with the scents of untamed terrain, wild magic, and the quiet vigilance of resident guardians.

Chapter II: Ancient Lore & Builders

Chronicle of Origins

Authored by Copper in 1993 to give Merc MUD an expansive northern wilderness frontier connecting civilized Midgaard to remote outposts and ancient horrors.

Architectural Legacy

Penned by master architect Copper, this territory exemplifies classic text-based RPG worldbuilding, balancing tactical bottleneck chambers with rewarding spatial exploration for worthy adventuring parties.

Chapter III: Regional Landmarks & Cartography

Prominent Regional Landmarks

  • The Wayfarer's Inn: A fortified roadhouse offering rest, hearty stew, and ale to northern travelers.
  • The Nomadic Camps: Tents of plains hunters following herds of wild game across the open steppe.
  • The Sunken Barrows: Ancient earthen mounds hiding ancient graves and forgotten warrior relics.
  • The Chasm of Shudde-M'ell: A terrifying rent in the earth where an ancient subterranean horror stirs.

Primary Gateway & Arrival Chamber

Path in the plains

“You are walking on a path situated in the rough plains. You feel the strong winds blow through your hair as you study the beautiful landscaping here. The path continues east, north and west leads to plains and you see the path around Midgaard to the south.”

Chapter IV: Denizens & Sentinels

A complete catalog of noteworthy inhabitants, sentinels, and monstrous denizens residing throughout this territory:

the cute rabbit Novice Sentinel
Level: 1 • Demeanor: Unaligned & Pragmatic • Combat Nature: Physical Combatant
Sorbus the Hermit Novice Sentinel
Level: 4 • Demeanor: Unaligned & Pragmatic • Combat Nature: Physical Combatant
the citizen Novice Sentinel
Level: 5 • Demeanor: Unaligned & Pragmatic • Combat Nature: Physical Combatant
the citizen Seasoned Encounter
Level: 6 • Demeanor: Unaligned & Pragmatic • Combat Nature: Physical Combatant
Aruncus the Druid Veteran Champion
Level: 13 • Demeanor: Sinister & Malicious • Combat Nature: Physical Combatant
Luxan Master Threat
Level: 23 • Demeanor: Noble & Benevolent • Combat Nature: Physical Combatant
the Innkeeper Master Threat
Level: 23 • Demeanor: Unaligned & Pragmatic • Combat Nature: Physical Combatant
Shudde-M'ell Master Threat
Level: 24 • Demeanor: Sinister & Malicious • Combat Nature: Physical Combatant

Chapter V: Fabled Relics & Armory

Legendary arms, protective vestments, and curiosities coveted by intrepid adventurers:

a strange template Arcane Scroll / Grimoire
Auras & Virtues: Enchanted
a scroll titled 'jhyfrdow' Arcane Scroll / Grimoire
Auras & Virtues: Mortal Craftsmanship
a strange amulet Fortified Plate / Armor
Auras & Virtues: Enchanted
a clear potion Mystic Elixir / Potion
Auras & Virtues: Enchanted
a druish staff Curious Artifact
Auras & Virtues: Mortal Craftsmanship
wild flowers Curious Artifact
Auras & Virtues: Mortal Craftsmanship
a dark red jar Curious Artifact
Auras & Virtues: Mortal Craftsmanship
a small dusk of black gyvel Curious Artifact
Auras & Virtues: Mortal Craftsmanship
a rabbit roast Curious Artifact
Auras & Virtues: Mortal Craftsmanship
a small dusk of timian herbs Curious Artifact
Auras & Virtues: Mortal Craftsmanship
a small dusk of poison ivy Curious Artifact
Auras & Virtues: Mortal Craftsmanship

Chapter VI: Dungeon Master Secrets

Tactical Counsel & Whispers

Disturbing the stones around the deep barrow awakens vengeful wandering spirits guarding lost jewelry.

Exploration Cautions & Hazard Protocols

Observe room features closely for hidden doors, secret wall levers, and concealed passkeys. Wandering sentinels patrol vital intersections at regular intervals; sound tactical planning and adequate rations are essential for survival.