top of page

"Halp! I am lost in a strange world!"

While many sims have been designed where you go: "Here's a human town... and fifty feet away, behind some rocks, let's put the elf town... and under the human town we'll put drow town.." Mhirdrun has been designed in a way that captures scale, and scope ... and initially? New players may get lost; so we've created a zone-map for people to help them navigate the sim and understand that the zones are far less confusing than they may initially appear.

The green and red areas are the primary areas where players can teleport into the sim; usually based on faction affiliation or race.

 

Mhirdrun's main feature is that it is not designed like a maze. If you follow the roads you will ultimately walk a complete circle around all the zones on the sim; automatically bumping into transitions and transporting to the next zone, or? If you desire... going back to the previous one by going back the way you came. In this way, Mhirdrun is very easy to navigate. If you stick to the roads initially -- you will have an easy time of it.

 

For those feeling adventurous -- off-road areas exist; small camps, caves, hideouts and smuggler's dens are tucked in just about everywhere for your enjoyment, RP and amusement; but most of these are hidden in plain sight in the various zones.

bottom of page