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Fruition Online- Culture Zones

 

 

CZ01 Each ‘Culture Zone’ (world) has its own characters and rules.

Zones will be in ‘difficulty setting’. Characters will only be able to start in ‘easy’ difficulty zones. There will be ‘Master’ difficulty creatures even in these zones, but are very rare. This is mostly for powerful characters to hunt in groups.

 

CZ02 There is one or more unlockable skill/s that exists only in a starting zone- To be able to use it if you are not from that zone, you must travel there to unlock it, then train and use it as normal. Some classes will be unlocked also to keep it as even as should be within the two groups.

 

CZ00 Prime. The name of the game will become the first part of this zone’s name, such as ‘Fruition Prime’, etc. This is an advanced zone, and is meant to be the main thoroughfare of strong players; as well as the major trade center. More dragonoids exist here than anywhere else.

 

CZ06 Eden- a beautiful zone; inhabited solely by plant life; whether player, animal, or otherwise. The forests are not as overgrown as that of Kashykk (Wookie home planet from Star Wars); the plants keep each other in check. The plants are mostly on a full symbiotic planetary relationship here, including the swamp plants. Playable races include Sentient Plant, and Swamp Kin. Starting zone, no pvp except duels.

 

CZ04 Wasteland. During the Night, a 20th century parallel Zone was created, but it contained no inhabitants. During the tenth generation of the new world, when the Walls began to be traversable, this Zone became a hotspot for treasure hunters. It first began as inquisitive prospectors from other Zones began to take what items, tools and weapons they could find, but it got out of hand fast. The lumberjacks, eager to make a profit, began to deforest the whole Zone. This gave the warrior merchants the idea to follow suit, but began instead to destroy the structures and steal cartloads of rubble and other raw materials from wherever it was found, including destroying sidewalks to use the cement as masonry. The gods saw the mistakes of the previous world beginning to show themselves again, and disallowed anyone entrance to the Zone; they could leave but not return. Some time later, a goddess of fertility and magic decided to use the area for some plant experiments in secret, within crevasses, out of sight of the other gods. These over-rooted moss plants had pointsettia-sized berries. The goddess, of course, was the only one with access. The plant absorbed nutriets from the ground, and since this Zone is magical in nature, the plant increases the user’s magical abilities. A god of chaos, at the same time (though not associated with this) created the unlife disease anew, and zombies attacked many Zones until a couple gods of justice inprisoned them in this Zone. A week later, some of the gods of war, bored, opened the doors to this Zone again so they, and their devoted, could have some fun destroying the zombies. The zombie ashes were absorbed into the ground, and into the plants. When this Zone was inhabitable again after the zombie raids, it got quite boring after nothing was around to kill, and so the gods of war decided this area would be theirs- it is open-pvp. No obstacles is very boring, and so a ‘free land’ ideal was adopted from ancient American history- the gold rush. Buildings here are player-crafted, player-placed, and fully destroyable. You can even destroy someone else’s house and take the materials to build one yourself. Housing here is separate from personal house maps, so your personal house stays safe; where your pvp house is not.

 

CZ05 New Vista- a high-tech, futuristic zone, supports two playable races only- the T.I. Robot, and human. These humans are adept at mechanics and computer use, which one would expect. Some of the area is similar to Blade Runner, other areas bring to mind over-abundant nature, which is highly warned to avoid, what with the forgotten battle robots that went rogue, and the biological leaks over-enhancing otherwise mundane organisms.

 

CZ06 Chaos. Orcs, trolls, and goblins are from this zone, which supports open-pvp at all times and places. It is fully possible for players to murder brand new players; they might even use it as a ‘welcoming’ of sorts to players who have finally arrived, if in fact they even want to show up. The zone is a harsh place, full of poison swamps, overgrown insects, and other armored / spiked creatures of immense size or ferocity. Where these swamps and boglands do not take place, barren, rocky, excruciatingly hot and dry rock beds take its toll on everyone and everything.

 

CZ07 Light. A dangerous starting zone, inhabited by true elves, humans, chi’optera and argones. Of course, the Argone population is the reason it is a dangerous area. Hosts closed-pvp, meaning that open pvp exists, but only outside protected areas. Argone habitat is reminiscent of Victorian era housing, made of solid gold, and built on top of the clouds. The chi’optera live with humans or elves, in the far-off cities, so the Argones don’t notice them. Elven architecture is what you would expect it to be, the humans have less fancy, but try to mimic, elven cities.

 

CZ08 Sparta is a zone made to house the Arena, and quasi-mimic a combination of mythical Greece and Rome, while enhancing the glory of the Arena. Not a starting zone, and beware of the Greek mythology brought to life. We’ll also combine in the Labyrinth and Garden of Hesperides.

 

CZ09 Magus is a zone that needs to be renamed, but hosts high elves, dwarves, humans, and has more magic here than anywhere else, it is the traditional AD&D or similar medieval high-magic fantasy zone. Definitely a starting zone, no newbie mages is a bad idea, so Magery is learned here.

 

CZ10 “Ether” is the zone suggesting a more interesting version of current era United States, but with mythologically high psychic powers.

 

CZ11 Industry is a steam-punk industrial revolution fantasy setting, having high tech steam-run machines. Starting zone to humans and siege golems. If you saw “Wild Wild West”, then think of the giant spider and you know what I’m talking about.

 

CZ12 Prehistory is the zone dedicated to dinosaurs and cavemen. Looking up historical stuff about native Americans and cavemen, adding them together and mixing in additional native American society is the most valid thing I can say.

 

CZ13 Realm- a zone full of mutated animals. Animals that have been mutated to appear more humanlike, they are now as close to bipedal as imagination allows. They have built their own cities; mimicking zoos, in dwelling form, and mortar houses that closely resemble Old Mexico. When you say Old Mexico I imagine the indigenous life here having clothing resembling old Native American garments mixed with the fashions of the South American Indian tribes. Many of the animals have a shamanistic religion, where others are ancient Mayan or Aztec.

 

CZ14 Shattered is a zone where you immediately think “Mad Max Beyond Thunder Dome”. Futuristic post-apocalyptic zone where massive radiation poisoning occurs. This is also the only zone in which old technology from the world before the Night might or might not function- whether it should or not. A car with no engine might still run, for example. The technology level is approximately 1980’s; so “good” computers and common laser usage is not available.

 

CZ15 Grandoir. The zone dedicated to the ‘super hero’ or ‘super villain’ type concept- both groups gain their abilities not by themselves, but by super-like effects generated by their armor, that seems to be nothing more than jewelry; such as a bracelet or belt. Unsure of if it’s a starting zone or not, but pvp will be in duels and zone-only quests.

 

CZ16 Dimensional Rift. The dimensional rift is little more than a dimensional pocket made by the Vortex Webber, and she has set it up as a shop of sorts. The only items she sells are rings made of spider silk charged with powers of an elemental plane.

 

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