Category:Towns
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:
- 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
In addition to the three starter towns, other major towns or cities frequented by adventurers include:
- 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)
- Kraken's Fall, an island town 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 subscribers)
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.
- Pinefar, a halfling trading post in the foothills of Mount Aenatumgana (min level 24)
- 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, 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
- 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
- Giantman Village, which frequently has its location changed in the environs of Wehnimer's Landing, Solhaven, and Icemule Trace
- Khazar's Hold, a town outside of Zul Logoth along the western slopes of the Dragonspine
- Zhindel's Post, a town outside of Zul Logoth along the eastern slopes of the Dragonspine
- The Flotilla, a floating town which can only be accessed by sailing
Map
Features
New to town? Check out the local resting spots.
Common town services for adventurers include:
- Bank and Lockers to store valuables
- Pawnshop, to sell various treasures, or buy them from the backroom
- Furrier, where adventurers can sell furs and skins
- Gemshop, where adventurers can sell precious gems and jewelry
- Other shops such as general stores, weapon shops, armories, clothiers, clerical supplies, alchemists, herbalists
- NPC Cleric
- NPC Healer
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
- Inns (21 P)
K
M
N
R
S
T
- Town NPCs (180 P)
- Town system verbs (4 P)
W
- Wedding Concourse Shops (13 P)
Z
Pages in category "Towns"
The following 65 pages are in this category, out of 65 total.