From the desciptions on the ToA website, Im thinking that anyone and their mom will be able to zerg the Commoner’s Ward of Al Zabi but we will be required to complete missions in order to gain access to the Merchant’s Ward and the Imperial Ward.
Based on this I think we might have to deal with a bunch of nublish tards running around (present company included D: )but if you do the missions and what ever, you can gain access to the other parts of the city and find some peace and quiet. Totally just a guess but I think it would be cool none the less.
It might also be awsome to have 4387438932773 million people in the Commoner's Ward as the beast men storm the gates![]()
Watching nubs being tossed left and right by an attacking horde of Mamool Ja makes me warm and cozy inside :D
The Empire of Aht Urhgan dominates the Aradjiah Continent, a landmass found east of Mindartia. This massive nation lies between the Gugru Blue and the countries of the Far East, and is governed by the Divine Empress--a ruler who wields absolute religious and secular authority.
During the time of the Crystal War, the allied forces of Altana—including Tavnazia, one of the Empire’s largest trading partners—petitioned for the aid of the Aht Urhgan armies. Despite repeated requests for help, the Empire remained steadfast in her isolation and dispatched not a single soldier. These actions led to the continuing diplomatic distance between the Western nations and the Near East. The Empire is currently at war with her Far Eastern neighbors.
Source: http://www.playonline.com/ff11us/ahturh ... rhgan.htmlProtected by tall ramparts, the impregnable fortress city of Al Zahbi serves as the capital of the western half of the vast Empire of Aht Urhgan. The city resembles a labyrinth, with the roofs of stone buildings joining to form paths around structures built on a higher level. The serpentine designs seen throughout the city represent the two-headed snake king Zahak, a symbol of the Empire.
Al Zahbi is divided into three wards:
Commoner’s Ward
This fairly new ward houses residents who have either not been granted or have been stripped of citizenship. Beastman attacks are a constant threat due to the district’s location on the outskirts of town.
Merchant’s Ward
This diverse ward is home to merchants and craftsmen who provide their services to the area’s throngs of traders, mercenaries, and adventurers from foreign lands. The district also features two ports, one facing the inland sea to the north and another facing the open sea to the south. The Merchant’s Ward also serves as a western gate to the Empire.
Imperial Ward
The Imperial Ward lies behind a colossal white wall that separates the district from the rest of the city. The magnificent imperial palace, military facilities, and residences of the imperial family line the streets inside, but noncitizens are strictly forbidden to enter.
Maybe its just for story purposes and doesnt really mean anything at all but meh.
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