# Starting location

(Redirected from Starting locations)

A starting location is a place where a new player may choose to begin the game after leaving Pumpkin Town. It's also where a godmother will take someone who calls for her help.

From the #Travel Agency in Pumpkin Town you can get information, choose your start location and then teleport to your starting location.

The current list of available start nations is: #Howondaland, #Djelibeybi, #Morpork, #Lancre, #Ephebe, #Klatch, #Agatea, #Omnia, #Brindisi, #Istanzia, #Uberwald, #D'reg, #Tsort and #Genua.

If a nation or a region within a nation is very rural or not currently in the game, the new player will start in a nearby town or city. The player's native area and accent will still be evident.

Some nations and regions are more challenging than others. Players who are new to the Discworld MUD are encouraged to choose an easier location, although they should take guild locations and languages into account when choosing where to enter the Disc. It is certainly possible to start in any of the offered starting locations no matter how experienced or inexperienced you are. However, a person who is new to the Disc may find it less frustrating to begin in or near a city with many guild facilities and easy ways to earn money and experience.

You will enter the Disc at the starting location that corresponds to each nation, speaking the language of your starting nation with your region's accent. Any remaining money from Pumpkin Town will be converted into the currency of your starting location.

If you are overwhelmed with the choices available, keep in mind that #Ankh-Morpork is a very good start place for new players. #Bes Pelargic is also a good place to start, although travel to the rest of the world is more difficult.

## Travel Agency information

You read the friendly looking sign:
______________________________________________________________________
//                                                                      \
|| Travellers, choose your destination!                                  |
||                                                                       |
|| Before making your choice, investigate each of the lands and regions  |
|| carefully - your choice determines the language and local accent you  |
||                                                                       |
|| The current list of available start nations is:                       |
|| Howondaland, Djelibeybi, Morpork, Lancre, Ephebe, Klatch, Agatea,     |
|| Omnia, Brindisi, Istanzia, Uberwald, D'reg, Tsort and Genua.          |
||                                                                       |
|| The posters and pamphlets can give you some information.  To find     |
|| the information, use:                                                 |
||   * info                                                              |
||   * info <nation>                                                     |
||   * info <nation> <region>                                            |
||                                                                       |
|| You can choose your nationality with "choose <nation> <region>", for  |
|| example "choose morpork ankh-morpork".                                |
||                                                                       |
|| Use "help here" for more information on "info" and "choose".          |
|| If you have hints enabled, you can just type "info".                  |
||                                                                       |
|| If you do not know what to choose, Ankh-Morpork (Morpork              |
|| nationality) and Bes Pelargic (Agatean nationality) are the best      |
|| locations for a new player to start.                                  |
\\______________________________________________________________________/


# Howandaland

When people talk of the 'dark and mysterious continent of Klatch' it is Howondaland they are referring to.  Its borders are imprecise, since they begin where those of other countries on the Hubwards coast of Klatch fade away (that is to say, where surveyors don't come back and mapmakers are found nailed upside down to a tree).
This nation has the following regions:
* #Zabingo
People in this nation speak Djelian.


## Zabingo

Zabingo is probably the only part of Howondaland that has made it onto a map, mostly due to it being a large coastal town that can be approached from the sea, rather than through the jungles. The principal exports are pepper, cloves, and other exotic spices, and the principal imports are slaves and trouble.

Choosing this region will make you start in Djelibeybi, since an economic downturn makes it impractical to have a dashing pirate captain capture you and sell you into slavery in Zabingo itself.

Howonda characters begin the game with Djelian currency and speaking Djelian.

Many religions are present in Djelibeybi, and those wishing to join the priesthood of Hat, the Vulture-Headed God of Unexpected Guests, will find their main temple here. Most other playable priesthoods also have a smaller presence here.

As well as joining the priesthood, adventurers may join the Djelian Guard (a warrior specialisation) in Djelibeybi. Not far from the city can also be found outposts of the Hashishim (an assassin specialisation) and the Klatchian Foreign Legion (a warrior specialisation). Whilst facilities currently exist in Djelibeybi for thieves, witches and wizards; those wishing to play these guilds are advised to choose another start location.

Warning: Starting in Djelibeybi is of moderate difficulty. Whilst it is not equipped with every facility you might need, it is by no means the hardest place that a new player could start in.
Please be aware that the killing of cats, priests and shopkeepers is forbidden in Djelibeybi, as is stealing. Consequences for breaking these local taboos could result in you being thrown to the deadly crocodiles.

# Djelibeybi

Djelibeybi, literally Child of the Djel after the river flowing through this land, is also called the Kingdom of the Sun and the Old Kingdom.  It is a slim country situated on the great continent of Klatch, nestled along the river Djel.
This nation has the following regions:
* #Djelibeybi
* #the upper Djel valley
People in this nation speak Djelian.


## Djelibeybi

The capital of Djelibeybi, also called Djelibeybi, was the seat of power for the ruling Pharaohs whilst to the north the huge pyramids of the necropolis line the boundary between land and sky.

Djelian characters begin the game with Djelian currency and speaking Djelian.

Many religions are present in Djelibeybi, and those wishing to join the priesthood of Hat, the Vulture-Headed God of Unexpected Guests, will find their main temple here. Most other playable priesthoods also have a smaller presence here.

As well as joining the priesthood, adventurers may join the Djelian Guard (a warrior specialisation) in Djelibeybi. Not far from the city can also be found outposts of the Hashishim (an assassin specialisation) and the Klatchian Foreign Legion (a warrior specialisation). Whilst facilities currently exist in Djelibeybi for thieves, witches and wizards; those wishing to play these guilds are advised to choose another start location.

Warning: Starting in Djelibeybi is of moderate difficulty. Whilst it is not equipped with every facility you might need, it is by no means the hardest place that a new player could start in.
Please be aware that the killing of cats, priests and shopkeepers is forbidden in Djelibeybi, as is stealing. Consequences for breaking these local taboos could result in you being thrown to the deadly crocodiles.

## the upper Djel valley

The Djel valley stretches 500 miles from the mountains of Elharib to the Circle Sea. The fertile soils of the Djel are home to crops of melon and garlic as far as the eye can see (or looking away from the river, for about half a mile until the harsh desert takes over).

Choosing this region will make you start in the capital, Djelibeybi.

Djelian characters begin the game with Djelian currency and speaking Djelian.

Many religions are present in Djelibeybi, and those wishing to join the priesthood of Hat, the Vulture-Headed God of Unexpected Guests, will find their main temple here. Most other playable priesthoods also have a smaller presence here.

As well as joining the priesthood, adventurers may join the Djelian Guard (a warrior specialisation) in Djelibeybi. Not far from the city can also be found outposts of the Hashishim (an assassin specialisation) and the Klatchian Foreign Legion (a warrior specialisation). Whilst facilities currently exist in Djelibeybi for thieves, witches and wizards; those wishing to play these guilds are advised to choose another start location.

Warning: Starting in Djelibeybi is of moderate difficulty. Whilst it is not equipped with every facility you might need, it is by no means the hardest place that a new player could start in.
Please be aware that the killing of cats, priests and shopkeepers is forbidden in Djelibeybi, as is stealing. Consequences for breaking these local taboos could result in you being thrown to the deadly crocodiles.

# Morpork

Morpork is the area around Ankh-Morpork and contains most of the small cities of the Sto Plains.  This includes places like Sto Lat and Sto Helit, as well as Holy Wood and Rham Nitz.  Ankh-Morpork is the biggest city in this hemidisc.
This nation has the following regions:
* #Sto Helit
* #Sto Lat
* #Sto Plains
* #Ankh-Morpork
People in this nation speak Morporkian.


## Sto Helit

Sto Helit is a small town on the Sto Plains, nestled in amongst the cabbage fields of that area, which provide the town's main industry and its reputation. It is further away from Ankh-Morpork than its sister city Sto Lat is, so is perhaps not one of the easiest places to start.

As Sto Helit is not open yet, players choosing it as a start location will start in Sto Lat instead.

Characters from Sto Helit start out with Morporkian currency and speaking Morporkian.

## Sto Lat

While Sto Lat is quite a bit smaller than Ankh-Morpork, it's close enough for its denizens to easily travel back and forth between the two cities. Sto Lat is far more dangerous however, especially at night when cats and muggers roam the streets, pouncing on easy targets. Fortunately the cats are rather wussy, and the muggers like to check people out before attacking them, giving the wary wanderer time to leave before danger strikes. Fatal Row should be avoided at any time of day or night, as should the cabbage warehouse outside the east side of Sto Lat.

Wizardly studies may be engaged in a house on King's Road, and potential priests can join the Pishe Priesthood in Princess Park. While the Thieves' Guild does operate an outpost in Sto Lat, it was forced to go underground to avoid detection. To become a witch, lasses can visit Mum Blithesome on Grave's Hope to request a taliswoman that will teleport them to Granny Weatherwax in Bad Ass.

It is illegal to kill people in Sto Lat, though as is the case in every type of crime, it's not illegal if no one knows you did it. That said, Sto Lat citizens in good standing are quite eager to assist the guards by reporting any illegal activities they witness.

Players with the Sto Lat nationality start out with Morporkian currency and speaking Morporkian.

## Sto Plains

The city of Ankh-Morpork is surrounded by the vast, flat Sto Plains, populated mostly by cabbages, cabbages and the occasional quail. A few scattered towns lie about the expanse: the larger ones are one-horse. It is not an easy location to start from, but it's not far from Ankh-Morpork, so the difficulty is not insuperable. People choosing to start in the Sto Plains will start in the tiny farming town of Dinky.

Dinky lacks any guilds to join or interesting shops. The nearest cities with useful services are Sto Lat and Ankh-Morpork, which can be reached via the carriage that stops just outside of the tavern in Dinky, at the crossroads.

Dinky itself is quite safe, though travelling through the Plains during the night can be quite dangerous, especially if you encounter bandits on the roads outside of the towns. There is a carriage stop however, where people can catch a carriage that will provide safe transportation to various nearby cities. Dinky is too small to have an organized watch or guard, so anything goes. Likewise, the Sto Plains are wild and uninhabited by anyone that might be interested in abiding by laws, much less making them.

Characters from the Sto Plains start out with Morporkian currency and speaking Morporkian.

## Ankh-Morpork

Ankh-Morpork is the largest city on the Disc, and quite possibly offers the greatest number of services. It is probably the easiest place for people to begin their existence, if one of the dirtiest. There is little danger to be found in the city, and it is easy to avoid. Newcomers should stay far away from the Shades, located in the west end of the city off Cockbill Street, and wandering on the solid parts of the river is also not recommended.

Many guilds flourish in Ankh-Morpork, including the Wizards' Guild on Sator Square, the Assassins' Guild on Filigree Street, and the Thieves' Guild on the Street of Alchemists. Wannabe warriors can join the Ankh-Morpork Palace Guard at the Patricians' Palace or the Weapon Masters' Court on Vagabond Street, and priests can join up at various temples throughout the city, mostly located on Street of Small Gods. While witches cannot be trained in Ankh-Morpork, they can visit Gennie Applebottom on Holofernes street to get a magical taliswoman to teleport them to Granny Weatherwax's cottage in Bad Ass.

Local laws tend to be quite relaxed in Ankh-Morpork. Thieves may steal if they are licensed and not on leave, though anyone else is likely to quickly regret any thefts they initiate. Assassins, also, may inhume guild-sanctioned targets once they are certified. Killing people is generally accepted, though the Ankh-Morpork City Watch will arrest anyone caught in the act, possibly after a nice beating.

Characters from Ankh-Morpork begin the game with Morporkian currency and speaking Morporkian.

Ankh-Morpork is a very good start place for new players.


# Lancre

Lancre Kingdom is the main kingdom of the Ramtops.  It is primarily a large forested area with rocky cliffs, small villages, and kings with spots on their hands.  The guilds are not very well represented in this area, except for the Witches' Guild and some scattered outposts for Warriors.

This nation has the following regions:
* #Lancre
* #Moorland
* #Hangdog
* #Feruss
* #Creel Springs
* #Slice
* #Ohulan-Cutash
* #Razorback
* #Blackglass
* #Powderknife
* #Slippery Hollow
* #Valley of the Listening Monks
* #Brass Neck
People in this nation speak Morporkian.


## Lancre

Lancre is out in the boondocks, it is technically a town, but compared to everything around it, it's a city. It is actually the main town of the entire kingdom of Lancre, located on the edge of Lancre forest high on the windswept, snowy moors of the Ramtops. The whole town has a feeling of country air about it.

Adventurers looking for adventure can join the Lancre Highland Regiment in town, or wander down the road to Bad Ass to become a witch. A carriage stopping in centre of town can take travellers to more populated regions.

Although no one will mind if you kill less important townspeople, you may find life difficult in Lancre if you kill anyone else.

Those choosing to begin their existence in Lancre Town will start out with Lancrastian currency and knowledge of the Morporkian language.

Note: The Ramtops villages are generally moderately difficult to start out in, although those considering a witchy occupation may find the location convenient and suitable to their needs.

## Moorland

Out in the wilderness, between the Dancers and the Standing Stone, lies the Lancre Moor. The moorland here is desolate, with the odd troll wandering around, but there are some nomadic travellers who make the moor their home, some educating their children themselves, some sending them further afield in the hope they'll better themselves.

Adventurers originating from the moorland will begin in the safety of the town of Lancre.

Those choosing to originate from the moorland will start out with Lancrastian currency and knowledge of the Morporkian language.

Note: The Ramtops villages are generally moderately difficult to start out in, although those considering a witchy occupation may find the location convenient and suitable to their needs.

## Hangdog

Following the Lancre river to its source up in the Ramtop mountains will take you to the tiny settlement of Hangdog. Rumour has it, many years ago, the local inhabitants thought that a dog that came in on a trading cart was actually a spy from Uberwald, so they executed it by a barbaric method. The dog was made to dangle by its paws, whilst a group of artists drew a picture, and then, after all that, it had another dog try to make a date with it. Fortunately, this method has died out, due to some very awful drawings.

Hangdog is inaccessible currently, and adventurers choosing to start there will find themselves in Lancre Town.

Those choosing to originate from Hangdog will start out with Lancrastian currency and knowledge of the Morporkian language.

Note: The Ramtops villages are generally moderately difficult to start out in, although those considering a witchy occupation may find the location convenient and suitable to their needs.

## Feruss

Hidden in a tiny valley, very close to the Dancers, lies the village of Feruss. The village seems to be made entirely out of wood and straw, there is no smithy, and no sign of anything even slightly metallic anywhere in the village. The local carpenters do a roaring trade, as do the local firefighters. To see the fire crew running from the local stream with their buckets is a sight to behold.

Feruss is not open to outsiders, and people wishing to start there will begin in Lancre Town instead.

Those choosing to originate from Feruss will start out with Lancrastian currency and knowledge of the Morporkian language.

Note: The Ramtops villages are generally moderately difficult to start out in, although those considering a witchy occupation may find the location convenient and suitable to their needs.

The village of Mad Wolf is famous for its hunting, and... well... little else. Rumours of wild-life that can be found nowhere else brings hunters from all over the Kingdom of Lancre to its tree-lined village lanes in search of that elusive kill that will make it all worthwhile.

A carriage stop near the outskirts of town makes regular trips to more interesting locations.

Those choosing to begin their existence in Mad Wolf will start out with Lancrastian currency and knowledge of the Morporkian language.

Note: The Ramtops villages are generally moderately difficult to start out in, although those considering a witchy occupation may find the location convenient and suitable to their needs.

More a mountain than a settlement, Copperhead is the home to a mining community of dwarfs, the most famous of whom is Carrot Ironfoundersson, who left to seek his fortune in Ankh-Morpork.

Adventurers seeking to join a guild must journey elsewhere, but be warned that the roads may be dangerous after dark.

Those choosing to originate from Copperhead will start out with Lancrastian currency and knowledge of the Morporkian language.

Note: The Ramtops villages are generally moderately difficult to start out in, although those considering a witchy occupation may find the location convenient and suitable to their needs.

The Lancre Saddleback is one of the finest breeds of pig you'll find anywhere on Disc. The lesser known village of Saddleback is hidden high up in the Ramtops, where they only had the one breed of pig, and so no cross-breeding occurred (although plenty of in-breeding, and I don't mean the pigs). Coincidentally, the best bacon sandwiches on Disc also seem to come from here too.

This town is not currently accessible due to an incident involving desperate mountain men and stampeding pigs, so people from Saddleback will start out in Lancre Town.

Those choosing to originate from Saddleback will start out with Lancrastian currency and knowledge of the Morporkian language.

Note: The Ramtops villages are generally moderately difficult to start out in, although those considering a witchy occupation may find the location convenient and suitable to their needs.

Bad Ass is a small, friendly village high in the Ramtops, where it's said the back door is always open, and the front door is only used by brides and corpses. The village itself is famed for its witches, and many a dark and midnight hag is often to be found wandering through it. While the town itself is quite safe, the roads outside of town can be dangerous after dark.

Adventurers seeking life as a witch can join up on the outskirts of town, however everyone else will need to travel to less rustic locations, usually west of Bad Ass, either by foot or via the Lancre Kingdom Carriage.

Although the residents of Bad Ass are a fairly laid back lot, they do get a bit unhappy with people killing their neighbours.

Those choosing to begin their existence in Bad Ass will start out with Lancrastian currency and knowledge of the Morporkian language.

Note: The Ramtops villages are generally moderately difficult to start out in, although those considering a witchy occupation may find the location convenient and suitable to their needs.

The village of Mad Stoat is a popular haunt with people of a somewhat... shady background. The imposing bulk of the great Brandobas house casts its shadow over the village, and the shifty characters who frequent its depths lend a somewhat hard edge to life amongst Mad Stoat's thatched cottages.

It is rumoured that an outpost for thieves can be found in the area, for the persistent searcher, though the occupants of such a den would undoubtedly meet any newcomers with swift violence. A carriage stopping in Mad Stoat can take wanderers either deeper into Lancre or toward the Sto Plains.

Those choosing to begin their existence in Mad Stoat will start out with Lancrastian currency and knowledge of the Morporkian language.

Note: The Ramtops villages are generally moderately difficult to start out in, although those considering a witchy occupation may find the location convenient and suitable to their needs.

## Creel Springs

Creel Springs, well known for its hot springs, has always been a popular destination for the weary traveller. Its sulphur infused waters are the source of the ever pervasive mist that wisps its way through the houses situated in a ring around the pools. While the town is quite safe, brigands may attack travellers on the roads outside the town after dark.

Adventurers seeking to join a guild must journey elsewhere, either on the roads or via the carriage that stops at the south end of town.

Those choosing to begin their existence in Creel Springs will start out with Lancrastian currency and knowledge of the Morporkian language.

Note: The Ramtops villages are generally moderately difficult to start out in, although those considering a witchy occupation may find the location convenient and suitable to their needs.

## Slice

Up towards Slice can be found the Place Where The Sun Does Not Shine, which is found between a Rock and a Hard Place. Such a hard-headed approach to metaphor is a trait peculiar to dwarfs and people from Slice... you can usually tell which you may be dealing with by the number of fingers on their hands. Villages of Slice are notoriously inbred, its seclusion lending it a somewhat... relaxed approach to matters of romance.

WARNING: This town has little to offer for those seeking adventure, aside from a deadly plummet for travellers not watching their step.

Those choosing to begin their existence in Slice will start out with Lancrastian currency and knowledge of the Morporkian language.

Note: The Ramtops villages are generally moderately difficult to start out in, although those considering a witchy occupation may find the location convenient and suitable to their needs.

## Ohulan-Cutash

Ohulan-Cutash, or OC as it is affectionately known, is an uncivilized sprawl, located about fifteen miles from Lancre. It often has people dropping in from the Ramtops, and has a little market square where traders are always willing to rip people off... I mean trade with people.

There is a slight religious contingent here too, with small temples dedicated to Gufnork and Sek nearby. There are also rumours of an Assassins' Guild outpost nearby, though any potential members should probably join up at a more welcoming location.

Those choosing to begin their existence in Ohulan-Cutash will start out with Lancrastian currency and knowledge of the Morporkian language.

Note: The Ramtops villages are generally moderately difficult to start out in, although those considering a witchy occupation may find the location convenient and suitable to their needs.

## Razorback

The village of Razorback, high up in the Ramtop mountains, is best known for the goat cheese that the village produces in its dairy. Apart from the dairy, that's about all the village has to offer, apart from an inn, and stunning scenery, oh, and don't forget the cheese.

A carriage stops in the midst of Razorback's modest town square, taking travellers to more... inhabited places.

Those choosing to begin their existence in Razorback will start out with Lancrastian currency and knowledge of the Morporkian language.

Note: The Ramtops villages are generally moderately difficult to start out in, although those considering a witchy occupation may find the location convenient and suitable to their needs.

## Blackglass

Blackglass is a little village on the edge of Uberwald. The village has a number of points of interest, mainly the apples that grow there, a wide variety of delicious types coming from the orchard. With it being so close to Uberwald, danger lurks close by, and staying inside the town after dark is strongly recommended, as inexperienced adventurers will be easy prey for roaming brigands.

Joining any guilds requires travelling to a more hospitable locale, generally by heading north on the road starting at the southwest edge of town. For safety, local authorities recommend catching the Lancre Kingdom Carriage at the carriage stop near the centre of town.

Those choosing to begin their existence in Blackglass will start out with Lancrastian currency and knowledge of the Morporkian language.

Note: The Ramtops villages are generally moderately difficult to start out in, although those considering a witchy occupation may find the location convenient and suitable to their needs.

## Powderknife

Perched high up in the Ramtop Mountains, the hamlet of Powderknife looks over the valley below, with breathtaking scenery of all of the Lancre Kingdom. Oh, and a breathtaking, and (also lifetaking) drop too, if anyone were to put a foot wrong.

Powderknife is currently closed to outsiders, however people from this town will begin in the town of Lancre instead.

Those choosing to originate from Powderknife will start out with Lancrastian currency and knowledge of the Morporkian language.

Note: The Ramtops villages are generally moderately difficult to start out in, although those considering a witchy occupation may find the location convenient and suitable to their needs.

## Slippery Hollow

The legend of Slippery Hollow is well-known throughout Lancre, the collection of cottages there, inevitably connected in the traveller's mind with the legend of the headless horse rider. Nobody knows just why the horse is headless, although there is thought to be some connection with organized crime.

Mercifully newcomers begin inside Moon Under Water tavern, where they are safe (at least temporary). Don't go outside at night!

Those choosing to originate from Slippery Hollow will start out with Lancrastian currency and knowledge of the Morporkian language.

Note: The Ramtops villages are generally moderately difficult to start out in, although those considering a witchy occupation may find the location convenient and suitable to their needs.

WARNING: At night if the Headless horse rider finds you it will behead you! It is very good at beheading.

## Valley of the Listening Monks

The valley of the Listening Monks is located high among the farthest reaches of the Ramtops. A tiny village is nestled in the valley, near the ammonite-shaped temple the Listening monks inhabit. Many dangers lurk (and spring, and growl, and smush) between the Valley and civilisation, and only one carriage route dares venture so far. If not the deadliest place to begin life on the Disc, it is probably the most difficult. Be sure to take a warm cloak!

Those choosing to begin their existence in the Valley of the Listening Monks will start out with Lancrastian currency and knowledge of the Morporkian language.

WARNING: Note: The Valley of the Listening Monks is in a very remote and inhospitable location high in the Ramtops, and so is a difficult location for a new character to start.

## Brass Neck

The village of Brass Neck is built in a crevice of land nestled into the sweeping spires of Leaping Mountain. The village itself is like many such backwater Lancre locations - a forge serves as the focal point of all local activities. Brass Neck is the birthplace of a former Archchancellor of Unseen University, and his old home has been converted into a comfortable inn for travellers on their way to and from the rest of the Kingdom. The nearby roads can be deadly after dark, however this town is otherwise safe for travellers.

While some outposts for warriors, thieves, and Pishites can be found nearby, most adventurers will need to travel elsewhere to pursue their dreams, either by road or on one of the carriages stopping near Brass Neck's nearly non-existent commercial district.

Those choosing to begin their existence in Brass Neck will start out with Lancrastian currency and knowledge of the Morporkian language.

Note: The Ramtops villages are generally moderately difficult to start out in, although those considering a witchy occupation may find the location convenient and suitable to their needs.

WARNING: You will fall and almost certainly die if you make a mistake in typing the exit at the wrong place in Brass Neck or if you pursue villagers not watching where they are going!

# Ephebe

On the rimward side of the Circle Sea, Ephebe is a large desert country with little to say for itself other than its city, also known as Ephebe. A land of marble, dates and olives, with a myriad of quarrelsome gods, Ephebe tries to be the most cultured and civilised place on the Disc.  They created the ideas of democracy and the philosophical method.  As a country, Ephebe prefers debate and rationality to warfare, but is fully capable of turning its developments to more martial uses.
This nation has the following regions:
* #Ephebe
* #Erebos
* #Crinix
* #the Ephebian desert
* #Heliodeliphilodelphiboschromenos
* #Papylos
* #an Ephebian ship
People in this nation speak Ephebian.


## Ephebe

Ephebe is a tiny, but influential, state lying on the Rimward coast of the Circle Sea, between Djelibeybi and Omnia. It is the land of the bourzuki (a kind of dog) and retsina (a kind of paint-thinner) and above all the land of philosophy.

If you choose this region you will start in the harbour area of Ephebe.

Ephebian characters begin the game with Ephebian currency and speaking Ephebian.

Although not the most difficult area to start in as a new player, it is not recommended for brand new players.

## Erebos

The island of Erebos lies in constant turmoil with the countries of Ephebe and Tsort competing for its fertile land.

Choosing this region will make you start in the village of Il Drim.

Ephebian characters begin the game with Ephebian currency and speaking Ephebian.

Warning: Starting here is hard and is not recommended for new players. The nearest guild facilities are in Djelibeybi or Ephebe.

## Crinix

The island of Crinix sits like a jewel in the Circle Sea.

Choosing this region will make you start in the village of Il Drim.

Ephebian characters begin the game with Ephebian currency and speaking Ephebian.

Warning: Starting here is hard and is not recommended for new players. The nearest guild facilities are in Djelibeybi or Ephebe.

## the Ephebian desert

The Ephebian desert is vast, dry and pretty much empty save for several billion small gods and a few mad prophets.

Players who choose this as their starting point will start in the Oasis.

Ephebian characters begin the game with Ephebian currency and speaking Ephebian.

Warning: Starting in the Ephebe Desert is very difficult and is not recommended except for experienced players desiring a challenge. The nearest guild facilities are in Djelibeybi or Ephebe.

## Heliodeliphilodelphiboschromenos

The city of Heliodeliphilodelphiboschromenos, home of many vestigial virgins, sits out in the Ephebian desert.

Since Pumpkin Town cartographers gave up trying to fit Heliodeliphilodelphiboschromenos onto the map, choosing this region will make you start in Il Drim instead.

Ephebian characters begin the game with Ephebian currency and speaking Ephebian.

Warning: Starting here is hard and is not recommended for new players. The nearest guild facilities are in Djelibeybi or Ephebe.

## Papylos

The island of Papylos sits like a jewel in the Circle Sea.

Choosing this region will make you start in the village of Il Drim.

Ephebian characters begin the game with Ephebian currency and speaking Ephebian.

Warning: Starting here is hard and is not recommended for new players. The nearest guild facilities are in Djelibeybi or Ephebe.

## an Ephebian ship

Sat on the coast of the Circle Sea, Ephebe has a long seafaring tradition. So much so that many Ephebians are actually born or brought up at sea.

Choosing this region will make you start in the village of Il Drim.

Ephebian characters begin the game with Ephebian currency and speaking Ephebian.

Warning: Starting here is hard and is not recommended for new players. The nearest guild facilities are in Djelibeybi or Ephebe.

# Klatch

Klatch is the area on the rimwards side of the circle sea, an ancient country renowned for learning, scholarship, decadence, and vast empty deserts where the wind howls across the dunes with nothing to stop it but a few resigned camels. It covers this area and around the peninsula, though ignorant foreigners will refer to anything west of the Istanzia River as "Klatch".
This nation has the following regions:
* #Al-Ybi
* #the El Kinte peninsula
* #Al Khali
* #Otherz
* #Gebra
* #Eritor
People in this nation speak Djelian.


## Al-Ybi

The city of Al-Ybi is an undistinguished Klatchian desert city, known in folklore as a place where criminals always claimed to have been when accused of a crime. In Al-Ybi, it is said, the Klatchians invented the concept of zero. That tells history everything it needs to know about what there was to do in Al-Ybi of an evening.

As the immigration staff were tragically assassinated last week and replacements have not yet been found, players choosing it as a start location will start in Djelibeybi instead.

Klatchian characters begin the game with Djelian currency and speaking Djelian.

Many religions are present in Djelibeybi, and those wishing to join the priesthood of Hat, the Vulture-Headed God of Unexpected Guests, will find their main temple here. Most other playable priesthoods also have a smaller presence here.

As well as joining the priesthood, adventurers may join the Djelian Guard (a warrior specialisation) in Djelibeybi. Not far from the city can also be found outposts of the Hashishim (an assassin specialisation) and the Klatchian Foreign Legion (a warrior specialisation). Whilst facilities currently exist in Djelibeybi for thieves, witches and wizards; those wishing to play these guilds are advised to choose another start location.

Warning: Starting in Djelibeybi is of moderate difficulty. Whilst it is not equipped with every facility you might need, it is by no means the hardest place that a new player could start in.
Please be aware that the killing of cats, priests and shopkeepers is forbidden in Djelibeybi, as is stealing. Consequences for breaking these local taboos could result in you being thrown to the deadly crocodiles.

## the El Kinte peninsula

The El Kinte peninsula is a broad, open area of undistinguished sand dunes, not quite achieving the full searing, scorching, sand-blasting dignity of the Ephebian or Tsortean deserts, but still quite adequate in the harsh, dry, vulture-haunted, dying-of-thirst stakes.

As the immigration staff have lost the little stamp they need to use on your papers, players choosing it as a start location will start in Djelibeybi instead.

Klatchian characters begin the game with Djelian currency and speaking Djelian.

Many religions are present in Djelibeybi, and those wishing to join the priesthood of Hat, the Vulture-Headed God of Unexpected Guests, will find their main temple here. Most other playable priesthoods also have a smaller presence here.

As well as joining the priesthood, adventurers may join the Djelian Guard (a warrior specialisation) in Djelibeybi. Not far from the city can also be found outposts of the Hashishim (an assassin specialisation) and the Klatchian Foreign Legion (a warrior specialisation). Whilst facilities currently exist in Djelibeybi for thieves, witches and wizards; those wishing to play these guilds are advised to choose another start location.

Warning: Starting in Djelibeybi is of moderate difficulty. Whilst it is not equipped with every facility you might need, it is by no means the hardest place that a new player could start in.
Please be aware that the killing of cats, priests and shopkeepers is forbidden in Djelibeybi, as is stealing. Consequences for breaking these local taboos could result in you being thrown to the deadly crocodiles.

## Al Khali

Al Khali is rather like Ankh-Morpork, but with sand instead of mud, and is popularly called the Gateway to the mysterious continent of Klatch. The city is known for its wind, blowing from the vastness of the deserts and continents nearer the Rim. A gentle but persistent breeze, it "carries aromatic messages from the heart of the continent, compounded of the chill of the deserts, the stink of the lions, the compost of the jungles and the flatulence of the wildebeest".

As the immigration office staff appear to have been temporarily replaced with a comfy sofa by a freak accident with a magic ring, players choosing it as a start location will start in Djelibeybi instead.

Klatchian characters begin the game with Djelian currency and speaking Djelian.

Many religions are present in Djelibeybi, and those wishing to join the priesthood of Hat, the Vulture-Headed God of Unexpected Guests, will find their main temple here. Most other playable priesthoods also have a smaller presence here.

As well as joining the priesthood, adventurers may join the Djelian Guard (a warrior specialisation) in Djelibeybi. Not far from the city can also be found outposts of the Hashishim (an assassin specialisation) and the Klatchian Foreign Legion (a warrior specialisation). Whilst facilities currently exist in Djelibeybi for thieves, witches and wizards; those wishing to play these guilds are advised to choose another start location.

Warning: Starting in Djelibeybi is of moderate difficulty. Whilst it is not equipped with every facility you might need, it is by no means the hardest place that a new player could start in.
Please be aware that the killing of cats, priests and shopkeepers is forbidden in Djelibeybi, as is stealing. Consequences for breaking these local taboos could result in you being thrown to the deadly crocodiles.

## Otherz

Otherz is one of those small, boring villages that only exist so that people can come from there. Nobody ever moves there, and nobody ever moves back, partly because anyone who attempts it is treated with harsh suspicion. After all, no good comes of leaving for forn parts.

As the immigration staff were tarred and feathered when they attempted to visit for a preliminary census, players choosing it as a start location will start in Djelibeybi instead.

Klatchian characters begin the game with Djelian currency and speaking Djelian.

Many religions are present in Djelibeybi, and those wishing to join the priesthood of Hat, the Vulture-Headed God of Unexpected Guests, will find their main temple here. Most other playable priesthoods also have a smaller presence here.

As well as joining the priesthood, adventurers may join the Djelian Guard (a warrior specialisation) in Djelibeybi. Not far from the city can also be found outposts of the Hashishim (an assassin specialisation) and the Klatchian Foreign Legion (a warrior specialisation). Whilst facilities currently exist in Djelibeybi for thieves, witches and wizards; those wishing to play these guilds are advised to choose another start location.

Warning: Starting in Djelibeybi is of moderate difficulty. Whilst it is not equipped with every facility you might need, it is by no means the hardest place that a new player could start in.
Please be aware that the killing of cats, priests and shopkeepers is forbidden in Djelibeybi, as is stealing. Consequences for breaking these local taboos could result in you being thrown to the deadly crocodiles.

## Gebra

The rose-red city of Gebra, exactly seven-thirteenths as old as Time itself (or herself), was carved according to legend by the proud, noble forefathers of the first D'reg tribes before they abandoned shelters of stone for the trackless ways of the desert.

As the immigration staff are currently in negotiations for a better reward package, players choosing it as a start location will start in Djelibeybi instead.

Klatchian characters begin the game with Djelian currency and speaking Djelian.

Many religions are present in Djelibeybi, and those wishing to join the priesthood of Hat, the Vulture-Headed God of Unexpected Guests, will find their main temple here. Most other playable priesthoods also have a smaller presence here.

As well as joining the priesthood, adventurers may join the Djelian Guard (a warrior specialisation) in Djelibeybi. Not far from the city can also be found outposts of the Hashishim (an assassin specialisation) and the Klatchian Foreign Legion (a warrior specialisation). Whilst facilities currently exist in Djelibeybi for thieves, witches and wizards; those wishing to play these guilds are advised to choose another start location.

Warning: Starting in Djelibeybi is of moderate difficulty. Whilst it is not equipped with every facility you might need, it is by no means the hardest place that a new player could start in.
Please be aware that the killing of cats, priests and shopkeepers is forbidden in Djelibeybi, as is stealing. Consequences for breaking these local taboos could result in you being thrown to the deadly crocodiles.

## Eritor

Eritor is a lush, green city, built around the deepest, purest artesian well in Klatch. The plentiful water and sunlight mean that the city is surrounded by vineyards, and the rich golden Eldorado wine gives Eritor its reputation as the city of poets, dervishes, and drunkards.

As the immigration staff are too blissfully drunk to stand, let alone stamp forms, players choosing it as a start location will start in Djelibeybi instead.

Klatchian characters begin the game with Djelian currency and speaking Djelian.

Many religions are present in Djelibeybi, and those wishing to join the priesthood of Hat, the Vulture-Headed God of Unexpected Guests, will find their main temple here. Most other playable priesthoods also have a smaller presence here.

As well as joining the priesthood, adventurers may join the Djelian Guard (a warrior specialisation) in Djelibeybi. Not far from the city can also be found outposts of the Hashishim (an assassin specialisation) and the Klatchian Foreign Legion (a warrior specialisation). Whilst facilities currently exist in Djelibeybi for thieves, witches and wizards; those wishing to play these guilds are advised to choose another start location.

Warning: Starting in Djelibeybi is of moderate difficulty. Whilst it is not equipped with every facility you might need, it is by no means the hardest place that a new player could start in.
Please be aware that the killing of cats, priests and shopkeepers is forbidden in Djelibeybi, as is stealing. Consequences for breaking these local taboos could result in you being thrown to the deadly crocodiles.

# Agatea

With a population of about fifty million, the Agatean Empire is an old, cunning and very, very rich empire on the Counterweight Continent, famous for its abundance of gold, octiron and sapient pearwood.  The Empire is not known for its hospitality, surrounded by a massive wall patrolled by the Heavenly Guard which performs the dual function of keeping foreigners out and the Agateans in. From its capital city of Hunghung to its only seaport of Bes Pelargic, everyone in the Empire knows his or her place.
This nation has the following regions:
* #Sum Dim
* #Hunghung
* #Bes Pelargic
People in this nation speak Agatean.


## Sum Dim

Sum Dim is the third largest city in the Agatean Empire. Thousands of miles away from the nearest contact with the Disc outside of the Empire, Sum Dim is Agatean tradition and culture at its purest. Its distance from the capital, Hunghung, also allows for a certain element of illegal activity to go unpunished - however, the Imperial Guard are diligent as ever in ensuring the authority of the Emperor and the Serene Council is maintained lest this rebellious spark should encourage disobedience in the general populace.

This city is not yet in game, if you choose it you will start in Bes Pelargic.

Agatean characters begin the game with Agatean currency and speaking Agatean.

## Hunghung

The capital of the Agatean Empire, and the home of the Emperor and the heads of the major families, Hunghung is a huge, sprawling city with the fortress-like Forbidden City at its heart. Here, the Serene Council and the Emperor's court play host to the majority of the acts of treachery and assassination which are meat and drink to the nobles of the Empire, while in the labyrinthine suburbs outside, the Imperial Guard keep watch and authority over the millions of peasants, merchants, and bureaucrats - all playing their part like cogs in a machine.

This city is not yet in game, if you choose it you will start in Bes Pelargic.

Agatean characters begin the game with Agatean currency and speaking Agatean.

## Bes Pelargic

Bes Pelargic is a major seaport of the rich and ancient Agatean Empire. In fact, it is the only sea port of the Agatean Empire. With over half a million inhabitants, Bes Pelargic is home to noblemen, merchants, bureaucrats and criminals alike. The five great families and the Emperor himself have a presence here in the form of their estates and the Imperial Palace, as does a thriving criminal underground in its hidden markets and danger-filled back alleys.

Agatean characters begin the game with Agatean currency and speaking Agatean.

# Omnia

Omnia is a dry country on the Klatchian coast, perfectly situated to bear the full brunt of the desert's winds and the desert's peculiar capacity to nourish gods.  One such, Om, inspired a great monotheistic empire of millions, before the Prophet Brutha turned the Church to a different path, of respectful - if energetic - discussion, schism after schism, and Visiting the Infidel with Pamphlets.
This nation has the following regions:
* #Il Drim
* #Kom
People in this nation speak Ephebian.


## Il Drim

Il Drim is a small fishing town that was at some point in its history engulfed by the Omnian Empire.

Omnian characters begin the game with Ephebian currency and speaking Ephebian.

Warning: Starting in Omnia is hard and is not recommended for new players. The nearest guild facilities are in Djelibeybi, and you will need to learn a new language to access many facilities.

## Kom

The citadel of Kom extends for miles - temples, churches, schools, dormitories, gardens and towers. It also has a lot of underground cellars, sewers, forgotten rooms, dead ends, spaces behind walls and natural caves. There are very few steps in the citadel - the progress of many processions demands long, gentle slopes. What stairs there are are shallow enough to allow for the faltering steps of very old men.

An outbreak of a particularly nasty plague, causing the entire city to become overrun with rats, frogs, and door-to-door salesmen means that choosing this region will make you start in Il Drim.

Omnian characters begin the game with Ephebian currency and speaking Ephebian.

Warning: Starting in Omnia is hard and is not recommended for new players. The nearest guild facilities are in Djelibeybi, and you will need to learn a new language to access many facilities.

# Brindisi

Some way turnwise of Genua, Brindisi is a colourful nation whose millenia of warfare, science, artistry and really really complicated politics have influenced countries Discwide.  No one really knows how this happened, as to all appearances Brindisi is and always has been interested in little but wine, women and song.  And very, very good food.  It is a land of olive trees, mountains and seaports, whose city squares teem with loud-voiced women and smell of garlic, oranges, coffee and basil.  Rumour has it some Brindisian chefs could even teach the Genuans a thing or two about seafood.
This nation has the following regions:
* #Brindisi
People in this nation speak Brindisian.


## Brindisi

The complex and ever-changing face of Brindisian politics means that very little importance can ever be attached to cities or regions of origin, as they may not exist under the same name tomorrow. Therefore, all Brindisians are, at present, simply Brindisians.

Brindisian politics are currently so esoteric that it has managed to argue the entire country out of existence. Until it pops back onto the map, any new adventurers will begin in Genua.

Brindisian characters begin the game with Genuan currency and speaking Brindisian.

Warning: Starting in Genua speaking a foreign language is very difficult; therefore this nationality is not recommended to any but experienced players.

# Istanzia

For a long time the nation of Istanzia lived in fear of the Omnian Empire which nibbled at the Istanzian villages on their border.  Istanzia is a river kingdom based along the Istanzia river flowing into the Circle Sea from the mountains of Klatchistan.
This nation has the following regions:
* #Istanzia
People in this nation speak Ephebian.


## Istanzia

The town of Istanzia sits on the Istanzia river close to where it runs into the Circle Sea.

Choosing this region will make you start in the village of Il Drim, because the citizens of Istanzia itself have locked the gates against Omnian missionaries and are busy pretending there's no-one in.

Istanzian characters begin the game with Ephebian currency and speaking Ephebian.

Warning: Starting in Istanzia is hard and is not recommended for new players. The nearest guild facilities are in Ephebe and Djelibeybi, and you will need to learn a new language to access many facilities.

# Uberwald

Uberwald is a land of majestic forests and rocky mountains. It is also the home of terrified peasants, rabid werewolves and brutal vampires where the law of the land is the Lore.

WARNING!  This is an EXTREMELY difficult location to start in.

This nation has the following regions:
* #Escrow
* #Koom
* #Bonk
* #Uberwald
People in this nation speak Uberwaldean.


## Escrow

One of the largest towns in Uberwald, Escrow is a pleasant, sleepy town with most of the comforts of home and none of the hassles. Sounds perfect, right? Unfortunately vampires and werewolves think so as well. Although adventurers will start in a pub unplagued by vampires, the rest of the town belongs to the undead all night. Furthermore, the roads and forests surrounding Escrow are similarly deadly, hence it is highly recommended that adventurers not venture here, unless they wish to feed themselves to the locals.

To join any guilds - or keep breathing, for that matter - adventurers should take the first carriage out of town that they can get on.

Despite the townfolks' willingness to live near werewolves and vampires, they are not very tolerant of being killed by adventurers.

WARNING: One more thing: DO NOT START HERE, AS THIS IS AN INSANELY DANGEROUS LOCATION FOR NEWBIES. WHEN YOU DIE HERE YOU WILL NOT HAVE LIVES/INVENTORIES/EXPERIENCE REPLACED.

Those from the town of Escrow start out with Lancrastian money and knowledge of the Uberwaldean language.

WARNING: Danger: DO NOT START HERE, AS THIS IS AN INSANELY DANGEROUS LOCATION FOR NEWBIES. WHEN YOU DIE HERE YOU WILL NOT HAVE LIVES/INVENTORIES/EXPERIENCE REPLACED.

## Koom

A region based around the Koom river, the main settlement of which is Ham-on-Koom. Ham-on-Koom was originally a small fishing village whose economy was based on the fish that people could pull out of the Koom river. However the recent concept of tourist, with all of its financial opportunities, transforms Ham-on-Koom into a small town every tourist season.

Owing to frequent floods, landslides and huge and unexpected holes in the ground, people who come from here will start in Escrow, which is at least safe in geological terms. Starting in Escrow will give you Lancre money and a thorough knowledge of the Uberwaldean language.

WARNING: Danger: DO NOT START HERE, AS THIS IS AN INSANELY DANGEROUS LOCATION FOR NEWBIES. WHEN YOU DIE HERE YOU WILL NOT HAVE LIVES/INVENTORIES/EXPERIENCE REPLACED.

## Bonk

A civilised city in the middle of a rugged forest, Bonk is a place run by dwarfs, werewolves and vampires in a mostly working system of "I won't kill you if you don't kill me". Bonkers will begin in the town of Escrow.

WARNING: One more thing: DO NOT START HERE, AS THIS IS AN INSANELY DANGEROUS LOCATION FOR NEWBIES. WHEN YOU DIE HERE YOU WILL NOT HAVE LIVES/INVENTORIES/EXPERIENCE REPLACED.

As the city of Bonk is still debating whether werewolves or vampires should rule, its natives will begin their existence in the town of Escrow with Lancrastian money and knowledge of the Uberwaldean language.

WARNING: Danger: DO NOT START HERE, AS THIS IS AN INSANELY DANGEROUS LOCATION FOR NEWBIES. WHEN YOU DIE HERE YOU WILL NOT HAVE LIVES/INVENTORIES/EXPERIENCE REPLACED.

## Uberwald

Uberwald is a large sprawling country, for those who can't pin down where they're from in Uberwald exactly. Uberwaldeans will begin in the town of Escrow.

WARNING: One more thing: DO NOT START HERE, AS THIS IS AN INSANELY DANGEROUS LOCATION FOR NEWBIES. WHEN YOU DIE HERE YOU WILL NOT HAVE LIVES/INVENTORIES/EXPERIENCE REPLACED.

Uberwaldeans begin their existence in the town of Escrow with Lancrastian money and knowledge of the Uberwaldean language.

WARNING: Danger: DO NOT START HERE, AS THIS IS AN INSANELY DANGEROUS LOCATION FOR NEWBIES. WHEN YOU DIE HERE YOU WILL NOT HAVE LIVES/INVENTORIES/EXPERIENCE REPLACED.

# D'reg

The D'regs are a nomadic desert tribe of Klatch.  Very warlike, fierce and honourable.  If a D'reg is your friend, he's your friend for life.  If he is your enemy, he is your enemy for life, which is now about twenty seconds.
This nation has the following regions:
* #somewhere in the desert
People in this nation speak Djelian.


## somewhere in the desert

The D'regs are a wandering people, who scorn lines on maps and call no place home. As such, any notion of birthplace is quickly forgotten.

Choosing this region will make you start in Djelibeybi.

D'reg characters begin the game with Djelian currency and speaking Djelian.

Many religions are present in Djelibeybi, and those wishing to join the priesthood of Hat, the Vulture-Headed God of Unexpected Guests, will find their main temple here. Most other playable priesthoods also have a smaller presence here.

As well as joining the priesthood, adventurers may join the Djelian Guard (a warrior specialisation) in Djelibeybi. Not far from the city can also be found outposts of the Hashishim (an assassin specialisation) and the Klatchian Foreign Legion (a warrior specialisation). Whilst facilities currently exist in Djelibeybi for thieves, witches and wizards; those wishing to play these guilds are advised to choose another start location.

Warning: Starting in Djelibeybi is of moderate difficulty. Whilst it is not equipped with every facility you might need, it is by no means the hardest place that a new player could start in.
Please be aware that the killing of cats, priests and shopkeepers is forbidden in Djelibeybi, as is stealing. Consequences for breaking these local taboos could result in you being thrown to the deadly crocodiles.

# Tsort

On the rimward side of the Circle Sea, Tsort is a large desert country bordered on the north by the Klatchian Empire and the south by the river kingdom of Djelibeybi.
This nation has the following regions:
* #Erebos
* #Tsort
People in this nation speak Djelian.


## Erebos

The island of Erebos lies in constant turmoil with the countries of Ephebe and Tsort competing for its fertile land.

Choosing this region will make you start in Djelibeybi, because the navies of Ephebe and Tsort are both blockading the island, and suspected olive- or retsina-smugglers tend to be shot on sight.

Tsortean characters begin the game with Djelian currency and speaking Djelian.

Many religions are present in Djelibeybi, and those wishing to join the priesthood of Hat, the Vulture-Headed God of Unexpected Guests, will find their main temple here. Most other playable priesthoods also have a smaller presence here.

As well as joining the priesthood, adventurers may join the Djelian Guard (a warrior specialisation) in Djelibeybi. Not far from the city can also be found outposts of the Hashishim (an assassin specialisation) and the Klatchian Foreign Legion (a warrior specialisation). Whilst facilities currently exist in Djelibeybi for thieves, witches and wizards; those wishing to play these guilds are advised to choose another start location.

Warning: Starting in Djelibeybi is of moderate difficulty. Whilst it is not equipped with every facility you might need, it is by no means the hardest place that a new player could start in.
Please be aware that the killing of cats, priests and shopkeepers is forbidden in Djelibeybi, as is stealing. Consequences for breaking these local taboos could result in you being thrown to the deadly crocodiles.

## Tsort

Tsort is the principal city of the Tsortean Empire, most notably renowned for the beautiful Eleanor of Tsort, the face that launched a thousand ships.

Unless you have an unusually large hollow wooden farmyard animal about your person, choosing this region will make you start in Djelibeybi.

Tsortean characters begin the game with Djelian currency and speaking Djelian.

Many religions are present in Djelibeybi, and those wishing to join the priesthood of Hat, the Vulture-Headed God of Unexpected Guests, will find their main temple here. Most other playable priesthoods also have a smaller presence here.

As well as joining the priesthood, adventurers may join the Djelian Guard (a warrior specialisation) in Djelibeybi. Not far from the city can also be found outposts of the Hashishim (an assassin specialisation) and the Klatchian Foreign Legion (a warrior specialisation). Whilst facilities currently exist in Djelibeybi for thieves, witches and wizards; those wishing to play these guilds are advised to choose another start location.

Warning: Starting in Djelibeybi is of moderate difficulty. Whilst it is not equipped with every facility you might need, it is by no means the hardest place that a new player could start in.
Please be aware that the killing of cats, priests and shopkeepers is forbidden in Djelibeybi, as is stealing. Consequences for breaking these local taboos could result in you being thrown to the deadly crocodiles.

# Genua

The swampy lands known as Genua are scattered around the city of the same name. Renowned for the historical meddling of fairy godmothers, Genua is rife with the residual magic of fairy tales.
This nation has the following regions:
* #Bois
* #Genua
People in this nation speak Morporkian.


## Bois

Bois is a small village near the city of Genua, and fairy tale creatures run wild. There are no guilds in Bois, however adventurers can travel to less provincial locations via carriage or ferry.

Characters from Bois start the game with Genuan currency and speaking Morporkian.

## Genua

Genua, the Diamond City, the Magic Kingdom, is the jewel of the swamps, and one of the main port cities of the widdershins coast of the Disc's central continent. It is a city of civilisation and sophistication, a diamond of music and mirth, laughter and love, nestled on the delta of the mighty Vieux River. While quite idyllic, not all parts of the city are safe, especially the sewers.

Adventurers can join the ranks of the priests of Gapp or Hat here, or seek fame in the Musketeers. While it is possible to join the Thieves' Guild in Genua, it is very dangerous and not recommended. The less scrupulous may also find a future with the Genuan assassins known as the Mano Rossa.

Genuan characters start the game with Genuan currency and speaking Morporkian.