Category:Towns
Towns are areas where adventurers are generally safe from creatures, in which they can rest, replenish supplies, and socialize.
List of Towns
Starter Towns
The three default starter towns or cities, where new adventurers first steps into the lands, are:
- Icemule Trace, a halfling settlement on the western edge of the continent in the far north
- Ta'Vaalor, an ancient fortified city-state in the eastern Elven Nations
- Wehnimer's Landing, a human frontier town in the northwest by the waters of Darkstone Bay
Major Towns
In addition to the three starter towns, other major towns or cities frequented by adventurers include:
- Cysaegir, an aelotoi town with a distinct arboreal flavor near Ta'Illistim
- Kharam Dzu, a dwarven town on a volcanic island in the Great Western Sea (min. level 20)
- Kraken's Fall, an island town far southwest out in the Great Western Sea and home to Open Sea Adventures.
- Mist Harbor, a tropical island town (for Premium subscribers)
- River's Rest, a smuggler's haven on the western coast
- Solhaven, a large human port city at the edge of the Turamzzyrian Empire on the western coast
- Ta'Illistim, a major city and the center of elven learning and scholarship on the eastern side of the continent (min. level 13)
- Zul Logoth, the underground heart of dwarven civilization, deep beneath the Dragonspine Mountains near the center of the continent (min. level 17)
Minor Towns and Communities
Some smaller settlements and communities can be visited in the world. These locations may only have some of the features of major towns, and they do not grant citizenship to adventurers. Most are associated with a nearby town or city.
- Brisker's Cove, a city in the county of Seareach, located between River's Rest and Solhaven and accessible by sailing
- Elven village, located east of Wehnimer's Landing and with cultural and political ties to Ta'Vaalor
- The Flotilla, a floating town which can only be accessed by sailing
- Giantman Village, which frequently has its location changed in the environs of Wehnimer's Landing, Solhaven, and Icemule Trace
- Glaeve, a krolvin settlement on the island of Glaoveln
- Cold River Village, a small settlement in the far north of the Hinterwilds (post-cap)
- Khazar's Hold, a town outside of Zul Logoth along the western slopes of the Dragonspine
- Marshtown, a small hamlet on the northern outskirts of Solhaven
- Mistwatch, a port town in the realm of Ta'Vaalor located east of the main city
- Northern Caravansary, a small trading camp just south of Wehnimer's Landing
- Pinefar, a halfling trading post in the foothills of Mount Aenatumgana (min level 24)
- Ravelin, a village in the realm of Ta'Vaalor located just northwest of the main city
- Sablecross, a town devoted to the worship of Lornon, led by the Dusk Coven
- Sylvarraend, a hamlet in the realm of Ta'Illistim located southeast of the main city
- Vornavis, the formal city seat of government for Solhaven and the Barony of Vornavis
- Vornavis Caravansary, a small trading camp outside of Solhaven and just north of Vornavis
- Zhindel's Post, a town outside of Zul Logoth along the eastern slopes of the Dragonspine
Map
Features
New to town? Check out the local resting spots.
Common town services for adventurers include:
- Banks and lockers to store valuables
- Pawnshops to sell or buy various treasures
- Furriers where adventurers can sell furs and skins
- Gemshops, where adventurers can sell precious gems and jewelry
- Other shops such as general stores, weapon shops, armories, clothiers, clerical supplies, alchemists, herbalists
- NPC Cleric
- NPC Healer
Residents of a town may acquire citizenship over time. Towns also feature a justice system, complete with judge and constable-like figures of authority, jails, stocks and gallows.
Subcategories
This category has the following 20 subcategories, out of 20 total.
C
H
I
- Inns (20 P)
K
M
R
S
T
- Town NPCs (180 P)
- Town system verbs (4 P)
W
- Wedding Concourse Shops (13 P)
Z
Pages in category "Towns"
The following 65 pages are in this category, out of 65 total.