Realm: Difference between revisions
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'''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. |
'''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. |
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The concept of realms is important for transportation means (e.g., spells such as [[Spirit Guide (130)]] and items such as [[gold ring]]s) and for the spell [[Locate Person (116)]]. |
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)]]. |
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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. |
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. |
Revision as of 22:20, 19 April 2018
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:
- Wehnimer's Landing
- Solhaven
- Icemule Trace
- Aenatumgana (up to before Nightmare Gorge)
- 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)
- Pinefar
- Zul Logoth
- Special Hunting Regions: The Broken Lands, Elemental Confluence, The Rift, Shadow Valley, Old Ta'Faendryl, etc.