Realm: Difference between revisions

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(Created page with 'The '''realms''' are typically set up around the major towns (Wehnimer's Landing, Ice Mule, Pine Far, Sol Haven, Teras, Zul Logoth, Ta'Illistim, Ta'Vaalor) or hunting grounds (Th…')
 
(Added "Traveling from West to East" section about gold rings and transport rooms.)
 
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The '''realms''' are typically set up around the major towns (Wehnimer's Landing, Ice Mule, Pine Far, Sol Haven, Teras, Zul Logoth, Ta'Illistim, Ta'Vaalor) or hunting grounds (The Rift, Old Ta'Faendryl, The Moon/Sheru Monastery).
'''Realms''' are typically set up around the major towns (Wehnimer's Landing, Icemule Trace, Pinefar, Solhaven, Teras Isle, Zul Logoth, Ta'Illistim, Ta'Vaalor) or hunting grounds (The Rift, Old Ta'Faendryl, The Moon/Sheru Monastery). There are about twenty realms typically accessible in Elanith, as seen in [[Planar_Shift_(guide)#Room_Rune_System|Kastrel's Planar Shifting guide]], although special merchants or storyline areas may be treated as their own realms, as well.

The concept of realms is important for [[:Category: Transport|transportation means]] (e.g., spells such as [[Spirit Guide (130)]] and items such as [[gold ring]]s) and for the spell [[Locate Person (116)]].

Within realms, each individual room possesses a unique [[flow pattern]] which appears in a [[rune book]] as a series of [[Arcane language key (planar shift)|archaic runes]], these can be detected by [[sorcerer]]s using {{boldmono|[[SENSE]] PATTERN}}. Flows from the same general vicinities possess similar traits, expressed by a particular color. Generally, each [[town]] and its surrounding environs are considered a single "realm," as the individual patterns found in the area all share the same color. Oftentimes the areas between major towns consist of multiple realms, or the patterns are unrecognizable altogether.

== Teleportation Zones ==
The 2016 [[Teleportation review (saved posts)|Teleportation Review]] divided the lands into two distinctive local travel zones where gold rings could be used between the listed locations within each zone, regardless of traditional realm borders. Isolated realms remain subject to the same rules as previously applied.

'''Zone 1:'''
*[[Wehnimer's Landing]]
*[[Solhaven]]
*[[Icemule Trace]]
*[[Pinefar]]
*[[Khazar's Hold]]
* Most traveling and hunting areas between these towns.

'''Zone 2:'''
*[[Cysaegir]]
*[[Ta'Illistim]]
*[[Ta'Vaalor]]
*[[Zhindel's Post]]
* Most traveling and hunting areas between these towns.

'''Isolated:'''
*[[Teras Isle]]
*[[River's Rest]] (the boot returned Apr. 2018)
*[[Kraken's Fall]]
*[[Zul Logoth]]
*Special Hunting Regions: [[The Broken Lands]], [[Elemental Confluence]], [[The Rift]], [[Shadow Valley]], [[Old Ta'Faendryl]], [[Sanctum of Scales]], etc.

== Traveling from West to East (and back again) ==
Folks with multi-setting transporters (or several gold rings) who want to travel back and forth between say, Wehnimer's Landing and Ta'Illistim, can do so with four destinations set. First, the western-most destination like TSC in Wehnimer's Landing (lich room 228), second a room near the carts in Khazar's Hold (lich room 1014), third a room near the carts in Zhindel's Post (lich room 990), and finally the eastern-most destination like the dais in Ta'Illistim (lich room 188).

To go from the Landing end, this person would transport to Khazar's Hold, take the bypass cart to go around Zul Lugoth, then once far enough away from the carts in Zhindel's Post could transport to their eastern destination. The process works in reverse as well.

[[category:Area Mechanics]]

Latest revision as of 21:55, 22 August 2023

Realms are typically set up around the major towns (Wehnimer's Landing, Icemule Trace, Pinefar, Solhaven, Teras Isle, Zul Logoth, Ta'Illistim, Ta'Vaalor) or hunting grounds (The Rift, Old Ta'Faendryl, The Moon/Sheru Monastery). There are about twenty realms typically accessible in Elanith, as seen in Kastrel's Planar Shifting guide, although special merchants or storyline areas may be treated as their own realms, as well.

The concept of realms is important for transportation means (e.g., spells such as Spirit Guide (130) and items such as gold rings) and for the spell Locate Person (116).

Within realms, each individual room possesses a unique flow pattern which appears in a rune book as a series of archaic runes, these can be detected by sorcerers using SENSE PATTERN. Flows from the same general vicinities possess similar traits, expressed by a particular color. Generally, each town and its surrounding environs are considered a single "realm," as the individual patterns found in the area all share the same color. Oftentimes the areas between major towns consist of multiple realms, or the patterns are unrecognizable altogether.

Teleportation Zones

The 2016 Teleportation Review divided the lands into two distinctive local travel zones where gold rings could be used between the listed locations within each zone, regardless of traditional realm borders. Isolated realms remain subject to the same rules as previously applied.

Zone 1:

Zone 2:

Isolated:

Traveling from West to East (and back again)

Folks with multi-setting transporters (or several gold rings) who want to travel back and forth between say, Wehnimer's Landing and Ta'Illistim, can do so with four destinations set. First, the western-most destination like TSC in Wehnimer's Landing (lich room 228), second a room near the carts in Khazar's Hold (lich room 1014), third a room near the carts in Zhindel's Post (lich room 990), and finally the eastern-most destination like the dais in Ta'Illistim (lich room 188).

To go from the Landing end, this person would transport to Khazar's Hold, take the bypass cart to go around Zul Lugoth, then once far enough away from the carts in Zhindel's Post could transport to their eastern destination. The process works in reverse as well.