Category:Towns: Difference between revisions

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(Added additional communities per published list of town gurus)
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The three default starter towns or cities, where new adventurers first steps into the lands, are:
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]]
*[[Wehnimer's Landing]], a human frontier town in the northwest by the waters of [[Darkstone Bay]]
*[[Icemule Trace]], a halfling settlement in the far north
*[[Ta'Vaalor]], an ancient fortified city-state in the [[Elven Nations]]


=== Major Towns ===
=== Major Towns ===
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In addition to the three starter towns, other major towns or cities frequented by adventurers include:
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]]
*[[Solhaven]], a large human port city at the edge of the [[Turamzzyrian Empire]]
*[[River's Rest]], a smuggler's haven
*[[Kharam Dzu]], a dwarven town on a volcanic island in the [[Great Western Sea]] (min. level 20)
*[[Kharam Dzu]], a dwarven town on a volcanic island in the [[Great Western Sea]] (min. level 20)
*[[Kraken's Fall]], an island town out in the [[Great Western Sea]] and home to [[Open Sea Adventures]].
*[[Kraken's Fall]], an island town far southwest out in the [[Great Western Sea]] and home to [[Open Sea Adventures]].
*[[Zul Logoth]], the underground heart of dwarven civilization, deep beneath the [[Dragonspine Mountains]] (min. level 17)
*[[Ta'Illistim]], a major city and the center of elven learning and scholarship (min. level 13)
*[[Cysaegir]], an [[aelotoi]] town with a distinct arboreal flavor
*[[Mist Harbor]], a tropical island town (for [[Premium subscription|Premium subscribers]])
*[[Mist Harbor]], a tropical island town (for [[Premium subscription|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 ===
=== Minor Towns and Communities ===
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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.
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.


*[[Pinefar]], a halfling trading post in the foothills of [[Mount Aenatumgana]] (min level 24)
*[[Hinterwilds|Cold River Village]], a small settlement in the far north of the Hinterwilds (post-cap)
*[[Vornavis Caravansary]], a small trading camp outside of Solhaven and just north of Vornavis
*[[Vornavis#Vornavis City|Vornavis]], the formal city seat of government for Solhaven and the Barony of Vornavis
*[[Marshtown]], a small hamlet on the northern outskirts of Solhaven
*[[Brisker's Cove]], a city in the county of Seareach, located between River's Rest and Solhaven and accessible by sailing
*[[Brisker's Cove]], a city in the county of Seareach, located between River's Rest and Solhaven and accessible by sailing
*[[Sylvarraend]], a hamlet in the realm of Ta'Illistim located southeast of the main city
*[[Ravelin]], a village in the realm of Ta'Vaalor located just northwest of the main city
*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
*[[Elven village]], located east of Wehnimer's Landing and with cultural and political ties to Ta'Vaalor
*[[Elven village]], located east of Wehnimer's Landing and with cultural and political ties to Ta'Vaalor
*The [[Flotilla History|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
*[[Giantman Village]], which frequently has its location changed in the environs of Wehnimer's Landing, Solhaven, and Icemule Trace
*[[Hinterwilds|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
*[[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
*[[Sylvarraend]], a hamlet in the realm of Ta'Illistim located southeast of the main city
*[[Vornavis#Vornavis 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
*[[Zhindel's Post]], a town outside of Zul Logoth along the eastern slopes of the Dragonspine
*The [[Flotilla History|Flotilla]], a floating town which can only be accessed by sailing


== Map ==
== Map ==

Revision as of 22:30, 11 March 2023

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:

Major Towns

In addition to the three starter towns, other major towns or cities frequented by adventurers include:

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
  • 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
  • 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

Elanthia.jpg

Features

New to town? Check out the local resting spots.

Common town services for adventurers include:

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

K

M

N

R

S

T

W

Z