Realm: Difference between revisions
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(information from the planar shifting guide) |
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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). |
'''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 story line 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 transportation means (e.g., spells such as [[Spirit Guide (130)]] and items such as [[gold ring]]s) and for the spell [[Locate Person (116)]]. |
Revision as of 02:49, 22 August 2014
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 story line 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).