Town
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Towns are areas where adventurers are generally safe from creatures, in which they can rest, replenish supplies, and socialize.
Towns also feature a justice system, complete with judge and constable-like figures of authority, jails, stocks and gallows.
New to town? Check out the local Resting Spots.
Player Accessible Towns
The three starter towns, 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
Other towns frequented by adventurers include:
- Solhaven, a large human port city at the edge of the Turamzzyrian Empire
- River's Rest, a smuggler's haven
- Pinefar, a halfling trading post in the foothills of Mount Aenatumgana (min level 24)
- Kharam Dzu, a dwarven town on a volcanic island in the Great Western Sea (min. level 20)
- Zul Logoth, the underground heart of dwarven civilization, deep beneath the Dragonspine Mountains (min. level 17)
- Ta'Illistim, the center of elven learning and scholarship (min. level 13)
- Sylvarraend, a small elven village (min. level 13)
- Cysaegir, an aelotoi town with a distinct arboreal flavor
- Mist Harbor, a tropical island town (for Premium subscribers)
Services
Common town services for adventurers include:
- 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
- Town cleric
- Town healer
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