List of popular resting locations: Difference between revisions

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The following is a rough draft of what will eventually be a continuously updated listing of all major resting locations throughout Elanthia. Formatting of said information is still being fine tuned to present the data as clearly, and as legibly as is possible.
RESTING SPOTS OF ELANTHIA

It will be my goal to adjust the information for each room listed, as well as adding or removing rooms as told by what manner of player feedback is provided. For now, please send any data that you are SURE of to GS4Evarin@Gmail.com and I will eventually update accordingly.

- Evarin's Player



Revision as of 23:21, 6 November 2007

The following is a rough draft of what will eventually be a continuously updated listing of all major resting locations throughout Elanthia. Formatting of said information is still being fine tuned to present the data as clearly, and as legibly as is possible.

It will be my goal to adjust the information for each room listed, as well as adding or removing rooms as told by what manner of player feedback is provided. For now, please send any data that you are SURE of to GS4Evarin@Gmail.com and I will eventually update accordingly.

- Evarin's Player


WEHNIMER'S LANDING

[Town Square, Small Park]

A small, shaded park fills an old vacant lot behind a row of buildings, the bright lamplight from the square filtering through the passage to the north to illuminate the area with a soft glow. A weatherworn grey marble statue of a stocky human in pioneer's clothing overlooks the park, his stone hat encrusted by the gifts of decades of passing birds and his right hand half-upraised as if it once held some now-missing object. You also see some ornate wrought-iron benches.

Obvious paths: north, south, west

Sanctuary? No

Services: Mass spells

Features: Confirmed earth node


[Town Square, Garden Niche]

This small niche between two buildings has been neatly landscaped into a tiny moonlit garden, its careful mosaic of flagstones interspersed with patches of trimmed grass. A low stone bench rests along one vine-covered wall, and a patch of colorful violets surrounds a painted wooden barrel in one corner.

Obvious paths: east

Sanctuary? No

Services:

Features: Confirmed earth node


[Land Tower East, Office]

The ground floor of this guard tower appears to be some kind of office. A single guard sits behind one of the desks reviewing some paperwork. A small wood stove in the corner provides heat to the room. You also see some wooden steps.

Obvious exits: out

Sanctuary? No

Services: Lockpicking

Features:


[Raging Thrak Inn, Party Room]

This room is festive and cheery compared to the rest of the Thrak. Decorations of foil and brightly colored parchment adorn the walls, and streamers hang from the large wrought iron chandelier. Tables and trays laden with good victuals, fine drinks and novel items fill the room. The clamour of rambunctious, good-spirited adventurers echoes through the chamber. You also see a simple wooden wastebasket and a doorway.

Obvious exits: none

Sanctuary?

Services:

Features:


[Raging Thrak Inn, Trophy Room]

The charred form of a fireplace occasionally billows small clouds of dust from a spot away from the crowd in the tavern. Charred animal skins lie before the hearth, flanked on either side by clawed and raggedly ripped couches. Broken and blackened trophies of forgotten hunts line the burnt and stained walls. You also see a simple wooden wastebasket and a thrak hide curtain.

Obvious exits: northeast, east

Sanctuary? No

Services:

Features:


[Raging Thrak Inn, Front Desk]

A polished wooden desk sits to the side of the staircase, and bears the placard of the Thrak's proprietor. At the top of the creaky wooden stairs are the establishment's guest rooms. You also see a handpainted placard and a freshly-painted sign.

Obvious exits: north

Sanctuary? Yes

Services:

Features: Can CHECK IN to use the old character manager system.


[Wehnimer's, Cul-de-Sac]

Broken bottles, discarded rubbish, and uneasy feelings pervade this dank, ill-lit dead end. Several unsavory-looking citizens seem to be lurking here and there in the shadows for want of anything better to do, and the scratching of rats can be heard from within the nearby walls. A pile of old crates is stacked against the back wall of the alley. You also see an empty wooden crate.

Obvious paths: north

Sanctuary? Yes

Services:

Features:


[Town Square Central]

This is the heart of the main square of Wehnimer's Landing. The impromptu shops of the bazaar are clustered around this central gathering place, where townsfolk, travellers, and adventurers meet to talk, conspire or raise expeditions to the far-flung reaches of Elanith. At the north end, an old well, with moss-covered stones and a craggy roof, is shaded from the moonlight by a strong, robust tree. The oak is tall and straight, and it is apparent that the roots run deep. You also see some stone benches with some stuff on it.

Obvious paths: northeast, east, southeast, southwest, west, northwest

Sanctuary? Yes

Services: Healing, resurrection

Features: Confirmed earth node


[Town Well]

The old well is made of flat stones built up around a circular opening. A slate roof overhangs the opening, keeping the drinking water clear and refreshing. Several skin water buckets, with long ropes attached, are scattered on the hard-packed earth surrounding the well. You also see a stout rope hanging over the rim of the well.

Obvious paths: northeast, south, northwest

Sanctuary? Yes

Services:

Features: Confirmed earth node


[Town Well]

Sunlight streaming through a gap in the great oak's branches casts a bright spot on the flagstone court around the old well. A few flowering weeds thrive in the shadow of the well, adding a splash of color to the city corner.

Obvious paths: northeast, southeast

Sanctuary? No

Services:

Features: Confirmed earth node


[Town Well]

An old wooden bench rests in the shade next to the well, nearly covered by a low-hanging oak branch. A few townspeople and merchants relax and chat in the cool night air, taking a break in their errands or simply wasting time.

Obvious paths: southeast, southwest

Sanctuary? No

Services:

Features: Confirmed earth node


[Town Well]

The rough flagstone court winds around the old stone well, shaded by the overhanging branches of the nearby oak. Tufts of grass sprout between the stones, fed by the moisture from below.

Obvious paths: southwest, northwest

Sanctuary? No

Services:

Features: Confirmed earth node


[Wayside Inn, Garret]

Quiet laughter and subdued conversation punctuate the otherwise peaceful atmosphere of this little room tucked beneath the garret of the inn. The smoke-blackened wooden beams meet at an angle, cradling a brass fixture with candles that bathe the room in a soothing glow. You also see a fireplace, a steep stair, a simple modwir wastebasket and a soft fur throw.

Obvious exits: none

Sanctuary? No

Services:

Features:


[Wayside Inn, Chamber]

Tables and chairs of all shapes, sizes and states of disrepair fill this large, undecorated chamber. Seated at many of the tables are groups intent on serious card games. From the far side of the room you hear the noisy cheers of a ragtag group of spectators rooting for the underdog in a wristwrestling match between the local blacksmith and an overfed member of the Wehnimer's Citizens' Militia.

Obvious exits: north

Sanctuary? No

Services:

Features:


[Hearthstone, Courtyard]

Before you stands a grand old manor, framed by huge willows to the east and west. The elegant trees sway gently in the moonlight, dappling the cobblestone courtyard with ever-shifting patterns of light and dark. Snippets of conversation drift away from the long porch stretching along the full width of the great old house, as several guests enjoy the hospitality and ambience of this fine hideaway. You also see a hollow tree stump and the porch steps.

Obvious paths: south

Sanctuary? No

Services:

Features:


[Hearthstone, Front Porch]

Airy and open, the porch is enclosed by smooth, freshly painted white modwir up to a height of about four feet. As you ponder the sky-blue color of the ceiling and a lacework of deep green ivy that crisscrosses the open space between posts, the hubbub of the world beyond quickly fades away. Rocking chairs of various sizes are an inviting sight, and an elegant green marble arch provides a tantalizing view of the splendors inside the old manor. You also see a wheeled brass serving cart with some stuff on it, the porch steps, a doorman and a long oak sideboard with some stuff on it.

Obvious paths: none

Sanctuary? No

Services:

Features:


[Courtyard]

A well maintained and healthy garden occupies the entirety of the courtyard. The air here is cool and crisp, but the bulk of the monastery shelters you from wind and makes the air bracing instead of chilling. In the center of the garden is a natural spring bubbling up several inches above the surface of the encircling pool of crystal clear water. A large stone and iron gate blocks the entrance to the monastery flanked by a statue of a woman carrying a crystal staff and a set of crystalline keys facing a second statue of a kneeling young man bedecked in battle-worn black chain armor. You also see a polished marble bench and a large fel tree.

Obvious paths: west

Sanctuary?

Services: Healing, resurrection

Features: Entrance to Voln


[Graveyard, Crypt]

The entry foyer to this enormous granite crypt is stark, adorned only with grisly friezes sculpted in low relief into the walls. Bands of bluish-green ahnver are inlaid into the stone in thin strips just below the ceiling throughout the entire structure, bathing the rooms in a subtle light. A shadowy arch curves overhead and leads deeper into the inner sanctum of the sepulcher. You also see a cracked urn.

Obvious exits: out

Sanctuary? No

Services: Healing, resurrection, lockpicking

Features:


ICEMULE TRACE

[Icemule Trace, Town Center]

The bustling town comes together in this square. Halflings dressed in varying fashions stand about, some chattering happily, others reclining on cloaks laid on the ground. One ancient halfling leans against the base of the large ice statue of a mule, snoring blissfully. A feeling of community pervades the area, putting you immediately at ease. You also see a blanket of snow and a carved ice bench.

Obvious paths: north, east, south, west

Sanctuary? No

Services: Healing, resurrection, mass spells

Features:


[Tavern Burrow, Ale Street] - No Sanctuary, Locksmithing

Stucco seems the preferred building material of the Tavern Burrow residents. The street has been newly cobbled, and the rough edges cause several people to nearly trip as they hurry along. A stucco well attracts a group of children, who drop stones into it, then hoot with glee at the muffled splash. You also see a blanket of snow and an old beer barrel.

Obvious paths: north, south, northwest

Sanctuary? No

Services: Locksmithing

Features:


SOLHAVEN

[Solhaven, North Market]

The crush of the crowd is almost overwhelming here in the center of the market. Peddlers wheeling small carts push their way through, shouting loudly. Nearby, a group of dwarves argue heatedly with a local merchant. You also see a wooden bench with some stuff on it, the Muffinsmith's stall with a large hand-written sign on it, the Small Blades stand, the Belts booth, an old barrel and a squalid canvas pavilion.

Obvious paths: north, northeast, east, southeast, south, southwest, west

Sanctuary? No

Services: Healing, resurrection

Features:


[Solhaven, North Market East]

A brown awning stretches across the front of the large stone building here. Hanging above the entrance is a metal breastplate, rusted from exposure to the salty sea air. Two giantmen, deeply engrossed in conversation, lean casually against the building. You also see an old barrel and a small ivy-covered cottage with a sign affixed next to the door.

Obvious paths: north, east, south, west

Sanctuary?

Services: Locksmithing

Features: Confirmed earth node


[Solhaven, North Market SE]

Sooty smoke belches from a chimney precariously perched atop a stone building. An old man leans against the outer wall, slowly sharpening his blade with a coarse whetstone. An engraved imflass sign hangs from a metal bar mounted above the entrance.

Obvious paths: north, east, southeast, west, northwest

Sanctuary?

Services: Mass spells

Features: Confirmed earth node


[Vornavis, Broken Tower]

Inside the tower, the floor is still sturdy and strong. The walls have cracked and crumbled, but still stand nearly two stories high in some places. To the west, a large doorway leads outward to a cobblestone road. The width of the ring of remains indicates that the tower was once very tall, possibly a watchtower capable of viewing the countryside for miles around. You also see a breach in the ruined tower wall, a large granite block and a dark crevice.

Obvious paths: none

Sanctuary? No

Services: Healing, lockpicking, resurrection

Features:


TA'ILLISTIM

[Ta'Illistim, BriarStone Court]

This corner of the court is dominated by a round marble fountain. A few couples stroll hand-in-hand around the wide edge, occasionally stopping to toss a coin inside and murmur a wish, as they look lovingly into each others' eyes. The water descends from a tall center column, producing a musical burble that obscures the lovers' words. You also see a wooden barrel.

Obvious paths: east, southeast, south, northwest

Sanctuary? Yes

Services:

Features: Confirmed earth node


[Ta'Illistim, BriarStone Court]

A mordant odor descends from the smoking chimney of a sturdy little building on the east side of the court. From the deeply recessed windows, it appears that the walls of the building have been constructed out of a double layer of heavy granite blocks, though for what purpose you cannot imagine. A tarnished brass sign is set into the iron-banded thanot doors leading into the establishment.

Obvious paths: south, southwest, west

Sanctuary? Yes

Services:

Features:


[Ta'Illistim, BriarStone Court]

Ringed by stone buildings, the view afforded is one of the bustling heart of Ta'Illistim. The center of the court is a bustle of activity, as throngs of citizenry and travellers pass through the western center of the city on their way to various destinations. You also see a wooden barrel.

Obvious paths: north, northeast, east, southeast, south, southwest, west, northwest

Sanctuary? No

Services:

Features:


[Ta'Illistim, Hanging Gardens]

Although the floating platform is suspended well above the ground below, it overflows with abundant plant life. The edges of the dais are brimming with delicate white queen's lace, dark lavender, fragrant rosemary and a variety of other colorful flora. Thick grass underfoot provides an enticingly peaceful resting spot. A thin silk canopy is rolled back to permit an unobstructed view of the starry night sky. You also see a glaesine arch, a richly finished wooden bench and a large faenor-chased barrel.

Obvious paths: out

Sanctuary? No

Services: Locksmithing, healing, resurrection

Features:


[Seethe Naedal, Beneath the Pine]

The heavy boughs of the pine droop low as they fan out from the tree trunk. The dense fur of pine needles creates a raincoat for the sheltering pine. Stray beams of moonlight filter through the needles. A ring of stones surround some blackened ground while a thick matting of fallen pine needles provides a comfortable bed for the weary traveller. You also see a gap in the branches.

Obvious exits: none

Sanctuary? Yes

Services:

Features: Confirmed earth node


TA'VAALOR

[Ta'Vaalor, Victory Court]

A small cluster of trees stands near the edge of the court, providing a shady spot and a chance for a brief respite from the bustle of the city. Several elven guards stand beneath a nearby tree, chatting quietly amongst themselves as they scan the crowded court. You also see a darkly stained wooden bench and a wooden barrel.

Obvious paths: north, east, south, west

Sanctuary? Yes

Services:

Features:


[Ta'Vaalor, Victory Court]

An immense white marble fountain occupies the center of the court. Perched in its center, a towering statue of Kai stands, holding his sword aloft. His features have been painted onto the marble surface with pigments and artistry so lifelike, he appears ready to step from the fountain.

Obvious paths: north, east, south, west

Sanctuary? No

Services: Mass spells

Features: Unable to steal here


[Ta'Vaalor, Victory Court]

Through an opening in the city's fortifying walls, a large dock extends out over the Mistydeep. The lights from the city shimmer across the dark water of the river as it undulates gently on its course. You also see a wooden barrel.

Obvious paths: north

Sanctuary? No

Services: Locksmithing

Features: Unable to steal here


[Ta'Vaalor, Amaranth Court]

A small garden has been cultivated near the exterior wall of Guardian Keep. Thick towering maoral trees provide shade to a thick carpet of grass surrounded by an abundance of flora. Fragrant herbs mingle with outrageously colorful flowers, bringing a serenity and cheer to the otherwise austere court.

Obvious paths: north

Sanctuary? Yes

Services:

Features:


[Ta'Vaalor, Garden of Ancients]

A small niche has been carved into the high city wall, providing a resting place for a small statue of an elven woman. Thick ferns cluster about the foot of the wall and the bases of the nearby trees. A small stone bench provides a resting place for quiet contemplation.

Obvious paths: north, south

Sanctuary? Yes

Services:

Features: Confirmed earth node


[Voln Forecourt]

Several cast iron park benches back against a swiftly moving stream that reflects the moonlight as it flows along one side of the courtyard. A cobbled walkway extends through the courtyard's center and continues over a small bridge which spans the moat, connecting the forecourt to the gated entryway of a large fortress. Opposite the flowing water lies a narrow knot garden with a meadow beyond. You also see a polished granite block with some stuff on it and a robed guard.

Obvious paths: south

Sanctuary? Yes

Services:

Features: Confirmed earth node


KHARAM DZU

[Dragonspine and Krodera]

The street widens into a circular plaza several hundred feet across. Dwarves and giantmen lounge on stone benches by a massive granite fountain in the center. The burbling of the waters, the low mumblings of the dwarves and the booming laughter of the giants somehow blend together into a vibrant harmony. You also see a mutilated red granite statue, a wrought iron sign and a lava tube.

Obvious paths: north, east, south, west

Sanctuary? No

Services: Healing, resurrection, mass spells

Features: Confirmed earth node


[Ghorsa Isle, Under The Bridge]

It is cool and dark under the bridge, and the rushing river drowns out the sounds of the city above. Something twitches in the darkness, where the bare earth meets the stone. Off to one side, a small group of grimy, shabbily-dressed dwarves sits in a circle, mumbling quietly at one another.

Obvious paths: up

Sanctuary? No

Services:

Features:


[Ghorsa Isle, Tower]

The view from the tower is spectacular. The city is spread out before you, huddled in a valley beneath the great mountain Stormbrow. Far to the northeast, beyond the walls, the sky is lit with a dim, red glow. To the northwest, you see only mist. A white glaes statue of a dwarf stands tall on a podium, gazing over the town. You also see a marble ledge and a wooden charity bin.

Obvious paths: none

Sanctuary? No

Services:

Features:


[Lunatic Asylum]

A single, flickering lantern provides a gloomy light that dances off the rusty iron cell-doors lining the dark stone walls. The air is warm, and uncomfortably moist in this cramped chamber. A fetid stink of rotting garbage, unwashed bodies and worse assaults you like a slap in the face. Rustlings, babblings, gibberings, groans and the occasional hysterical scream come from inside the darkened cells. You also see a dusty sign, a large wheel and a trapdoor.

Obvious exits: none

Sanctuary? No

Services:

Features:


RIVER'S REST

[River's Rest, Town Commons]

Fresh green grass, green as the greenest emerald, is soft underfoot and a pleasing foreground for a weathered wooden bench resting in the shade of a graceful willow tree. Chirping crickets fill the air and mingle with the voices of folk who stroll through the commons, and on occasion stop to exchange a tale or two with friends they meet along their way. A dusty path to the south and a riverstone walkway to the north are joined by a tall evergreen hedge which borders the edges of the lawn. You also see a large wooden barrel.

Obvious paths: none

Sanctuary? No

Services: Locksmithing, healing, resurrection, mass spells

Features: Confirmed earth node


[River's Rest, Sanctuary]

Deep in the forest rests a small shrine lovingly carved of the silvery haon wood that surrounds you. Crickets chirping and the gentle rustling of leaves fill the air with a strong sense of life. From somewhere nearby the gentle sound of running water completes the quiet symphony. Little else disturbs the peace save for an occasional muted voice drifting on the breeze.

Obvious paths: southeast

Sanctuary? Yes

Services:

Features:


ZUL LOGOTH

[Zul Logoth, Crystalline Cavern]

A huge monument dominates the center of this donut-shaped confluence of avenues. Several dwarven warriors, rendered in gleaming white marble, battle a dozen orcs, depicted in black obsidian. Several stone benches rest around the monument, facing outward in a circular pattern, while other benches sit on the outer edges of the circle, facing the monument. Wide streets lead in from the north, south, east and west, and each thoroughfare is lined with luminescent toadstools in wide stone large stone pots.

Obvious exits: north, east, south, west

Sanctuary?

Services:

Features: