Premium teleportation jewelry
In order to get to Mist Harbor on the Isle of the Four Winds, a premium member must have a piece of teleportation jewelry.
Locations
Town | Hall Location | Prime Room | Plat Room | Shattered Room |
---|---|---|---|---|
Icemule Trace | Burga Hall | #20756 | #20756 | #19684 |
Kharam Dzu | Welkin Hall | #20777 | - | #19650 |
Kraken's Fall | Molskroen Hall | #28988 | #27629 | - |
River's Rest | Mistral Hall | #20766 | #20766 | #19670 |
Solhaven | Seamist Hall | #20718 | #20718 | #19728 |
Ta'Illistim | Meazernis Villa | #20707 | #20707 | #18679 |
Ta'Vaalor | Etesian Hall | #20706 | #20706 | #19700 |
Wehnimer's Landing | Zephyr Hall | #20734 | #20734 | #19744 |
Zul Logoth | Solano Hall | #9409 | #9409 | #9409 |
Usage
The jewelry can either be worn or held when activated. When TURNed, the wearer will move between their location and a random location in Mist Harbor. Jewelry can only be activated from a room that falls under the justice system's jurisdiction (Type JUSTICE STATUS to see).
There no longer is a wait period between uses to transport to Mist Harbor.
The wearer can LOOK at the jewelry to ascertain its status. When there is an event going on at the Isle of the Four Winds, LOOKing at the jewelry will show it blinking as if trying to get its owner's attention.
Types
As of 10/14/08, each town has a different set of teleportation jewelry to choose from. A character can have two items assigned to him at one time. To switch items, DROP the item. This will clear the character to get a new item. Giving it to another character or throwing it in a trash barrel will cause problems. One can ASSIST to speak with a GameHost if the teleportation item is misplaced and a new one cannot be picked up.
- Wehnimer's Landing
On the brown table you see a turnip-topped carved willow stickpin, a crumbling stone tower pin, a jeweled wildflower carcanet, a blown glass replica bay bauble, a glacial white smooth glaes armband, a coiled mithglin chain armband, a simple blued steel wristchain, a silver etched rolton-link bracelet, a miniature wax memorial candle amulet, an enameled onyx night sky pendant, an oak and amber doe totem, a braided silken ribbon choker, a tiny carved fel otter totem, a stylized gold warcat pendant and a silver-bladed dagger medallion.
- Icemule Trace
On the white table you see a silver-dipped feather stickpin, a hammered white gold armcuff, a tiny white jade snowhare pin, a rose-inlaid ruby heart medallion, an enameled penguin chick brooch, a narrow morganite ring, a carved thin blue gem band, a steel-set ivory tusk pin, a braided manticore hair armband, a cord-strung blue shale arrowhead, a carved white iceblossom pendant, an etched red quartz wrist-cuff, an agate-beaded dainty platinum wristlet, a labyrinthine blue lace agate bracelet and a silver-strung purple mithril-bloom.
- Solhaven
On the blue table you see a coral and ivory wristlet, a cord-strung slim driftwood pendant, a white hemp sailor's knot bracelet, a thistle and laurel leaf brooch, a twine-strung navy blue hemp monkeyfist, a gold-tasseled naval shoulder knot, a carved linden blossom wristlet, a polished wide modwir wristcuff, a braided blue suede armband, a shell-inlaid golden linden armband, a banded onyx Lorminstra cameo, an enameled blue pelican brooch, an etched cypress tree stickpin, a bas-relief scenic zoo pin and an interwoven silver and alum band.
- River's Rest
On the grey table you see an intricate haon drawbridge armband, a folded tawny leather epaulette, a twisted fishing net bracelet, a varnished kakore bead choker, a wave-carved scrimshaw band, a small stone citadel replica pendant, a tiny detailed wooden cutter pin, a woven willow withe armband, a faceted dreamstone ring, a bright silver rabbit-stamped medallion, a thin green tourmaline bracelet, a tarnished leather-strung bell and a bright copper rain lily necklace.
- Kharam Dzu
On the green table you see an iron and mithril band, an intricate firestone band, a silver filigree-edged brooch, a bronze-scaled rearing dragon pin, a silver-strung onyx banded cameo, an anvil-etched mithril bracer, a braided alum and copper wristband, a verdigris twining asp bracelet, a bronze hammer-dimpled armcuff, a bent iron fork bracelet, a hammer-carved polished modwir armband, a pair of iron and onyx cufflinks, a frothing iron tankard pin, an enameled steel mule pendant and an alum-inlaid yellow sunstone ring.
- Ta'Vaalor
On the red table you see an ebon-veined white marble band, a ruby and twisted gold ring, a sun-shaped petrified hoan pin, a gold-caged blood garnet pin, a wyvern-etched hammered gold armcuff, a braided crimson silk armband, a frolicking ferret-linked bracelet, a carved sephwir tree brooch, a silver-dipped aspen leaf stickpin, a carved white birch owl talisman, a carved white marble trillium pendant, a red silk winged wyvern emblem, a wyvern-inlaid red carbuncle medallion, a gold-strung crimson blazestar and a delicate teardrop ruby pendant.
- Ta'Illistim
On the violet table you see a dragonfire opal hatpin, a labyrinthine pale vaalin choker, an ebon-whorled thick faenor neckchain, a tiered smoky glimaerstone necklace, a hammered electrum collar, a cream velvet feystone-strung choker, a strand of vaalin glowbark leaves, some deep blue vaalorn peacock cufflinks, a vivid azure blazestar star stickpin, an enameled peacock feather pin, a gold-framed square despanal brooch, a silver-bound open tome pin, a translucent opal tuberose bracelet, a silver-edged broad vaalorn wristcuff and a wide brushed vaalin band.
- Zul Logoth
On the black table you see an iron and mithril band, a heavy invar link neckchain, a burnished toadstool pendant, a carved ruby snail totem, a steel crossed pickaxe medallion, a graduated azurite bead necklace, a gold-strung crystalline nodule, a shovel-etched dark granite amulet, a pale opal mushroom beardclip, a steel and bluerock cube beardclip, a miniature iron mine cart charm, a richly hued eostone armband, a multihued heavy glaes wristcuff, a red-flecked sturdy invar bracer and some vibrant faceted sphene earbobs.
Grounding
The items can be grounded so that a person will always teleport into the same room in Mist Harbor every time the item is used. Grounding can only be done by a merchant and is only available to Mist Harbor citizens. Jebariah visits Mist Harbor usually on a bi-monthly basis to perform this service.
Messaging
Jebariah can also change the messaging. His visits will be posted on the main event calendar. Options 17-19 are only available at Ebon Gate.
1. Disorienting Winds | |
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1ST PERSON | Sudden gusts of wind swirl around you, trailing wisps of vapor that rapidly obscure your vision. The wind whips past your head, coupled with flashes of light that add to your sudden disorientation. As quickly as it began, however, the winds fade away and you realize you are not where you were. |
DEPARTURE | Jainna closes her eyes and takes a deep breath as winds begin to swirl about her, trailing wisps of vapor that quickly obscure her form. As rapidly as they arrived, the winds dissipate, but Jainna is no longer there. |
ARRIVAL | Sudden gusts of wind swirl through the area, forming into a narrow whirlwind that trails clouds of vapor. As rapidly as the whirlwind forms, however, it dissipates, leaving Jainna before you wearing a slightly disoriented look. |
2. Swirling Sounds | |
1ST PERSON | A brisk breeze swirls around your hand for a moment, then surrounds you with a comforting embrace. The winds carry numerous sounds that echo as though from a far distance. You make out the fierce cry of a hawk, the soothing whistle of a mourning dove, and the laughter of children. With a gentle thump, your feet touch the ground and you suddenly realize you've been suspended by the winds and your surroundings have changed. |
DEPARTURE | A brisk breeze begins to swirl around Kaikala's hand as she turns her (ITEM). The winds quickly surround Kaikala, enveloping her in a shroud of mist and lifting her slightly off the ground. You catch the faint echo of a hawk's cry as the winds fade away, taking Kaikala with them. |
ARRIVAL | A sudden breeze blows through the area, carrying the faint cry of a hawk and the call of a mourning dove. Streams of vapor coalesce briefly into a small cyclone that fades away as quickly as it formed, leaving Kaikala before you wearing a slightly disoriented look. |
3. Simple and Quick | |
1ST PERSON | You give your (ITEM) a gentle turn and before you can blink, your surroundings have instantly changed. |
DEPARTURE | Jainna reaches for her (ITEM) and vanishes as soon as her fingers touch it! |
ARRIVAL | Jainna suddenly appears out of nowhere, one hand moving away from her (ITEM). |
4. Eroded By Sandstorm | |
1ST PERSON | A hot, sand-laden breeze suddenly overtakes you, and with sudden alarm you notice it seems to be taking bits and pieces of you with it as it relentlessly blows past! With a final sharp breath that carries a searing blast of heat, your form completely dissolves into the wind. A sudden shudder down your spine forces you back to reality, and as you glance around, you notice that you are no longer where you were. |
DEPARTURE | A sudden breeze carrying grains of sand and a wave of heat blows past you as Kaikala gives her (ITEM) a lazy twist. The winds swirl around Kaikala and the miniature sandstorm quickly seems to erode her form away into nothingness. |
ARRIVAL | A sudden gust of wind swirls through the area, gathering dust and debris into a miniature sandstorm. The particles rapidly coalesce into flesh and blood, leaving Kaikala before you. |
5. Dancing Lights | |
1ST PERSON | A single mote of multi-hued light appears in mid-air and begins to swirl around your hand. It is quickly accompanied by dozens and then hundreds more which join its dance and encircle your body. You reflexively close your eyes from the brightness of the dancing lights, but can still feel pressure building on your skin. The pressure suddenly dissipates and you open your eyes again to see that your surroundings have changed. |
DEPARTURE | A mote of multi-hued light appears and begins to swirl around Jainna's hand as she turns her (ITEM). Soon the single mote is accompanied by dozens, and then hundreds more as they encircle Jainna. The motes spin faster and faster until, with a bright flash of light, Jainna vanishes. |
ARRIVAL | A single mote of multi-hued light blinks into existence and begins to quickly swirl in a circular pattern. It is soon joined by dozens, and then hundreds, more. Their dance rapidly gains speed and a silhouette appears in the middle of the phosphorescent swirl. The motes suddenly flash brightly and vanish, leaving Jainna before you, looking a bit disoriented. |
6. Dense Fog | |
1ST PERSON | A dense fog rolls into the area, surrounding you and concealing the visible world from your eyes. A chill runs down your spine as you sense that you are moving at a high rate of speed. As quickly as the fog and sense of motion overwhelmed you, they leave, and as your eyes adjust to the new light, you see that your surroundings have changed. |
DEPARTURE | A dense fog rolls into the area, surrounding Kaikala before suddenly dissipating, leaving no trace of her body behind. |
ARRIVAL | A dense fog rolls into the area, then suddenly dissipates, revealing the form of Kaikala as it finally vanishes. |
7. Shadowy Tendrils | |
1ST PERSON | Shadowy tendrils rise from the ground and wrap around your legs. The dark wisps quickly engulf your body, rendering your surroundings pitch black. As quickly as the world disappeared, however, the darkness vanishes and you realize you are not where you once were. |
DEPARTURE | Shadowy tendrils rise from the ground and wrap around Wyrom's legs as they quickly engulf his entire body. The shadows quickly retreat back into the surroundings, leaving no trace of Wyrom. |
ARRIVAL | Shadowy tendrils rise from the ground and quickly coalesce into a humanoid form. As quickly as they appeared, the shadows retreat back into the surroundings, leaving Wyrom in their place. |
8. Seagull Experience | |
1ST PERSON | You close your eyes and sense a sudden disconnect from your body. A warm breeze now rushes across your face, and the moist scent of sea water fills your nostrils. You open your eyes to find yourself soaring in a thick, fog-like haze over an open sea. A circling flock of seagulls accompanies you on your voyage. With a sense of natural instinct you cry out a resonating, "Swah!" to your fellow gulls and thrust your feathered wings outward. Suddenly, the miasma becomes thicker, and your surroundings obscure and shift before your eyes. You find yourself once again standing upon solid ground, and with a bemused gaze, you slowly lower your outstretched arms. |
DEPARTURE | The faint scent of seawater eddies upon a swift, warm breeze as a cloud of whirling bluish-gray mist envelopes Kaikala. Moments later the mist completely dissipates, leaving in its wake only the fading resonance of "swahing" seagulls. Kaikala is nowhere to be seen. |
ARRIVAL | A whirling bluish-gray mist quickly coalesces nearby, and from within you hear the distant "swahing" of seagulls. After a moment, the mist dissipates, leaving the lingering scent of seawater and Kaikala, who stands in place of the miasma with her arms widely outstretched. With a bemused gaze, she slowly lowers her arms. |
9. Door | |
1ST PERSON | You turn your (ITEM) idly. It begins to emit a low-pitched hum. You sense something appear behind you, and you turn around. Suspended slightly above the ground is a closed driftwood door. It opens, revealing a far-off town. Inexplicably, you are drawn towards the open door. You stumble through the opening, crossing the threshold. The door slams shut behind you. As your eyes adjust, you notice your surroundings have changed. A glance backwards confirms the door has vanished as quickly as it appeared. |
DEPARTURE | Sherlise turns her (ITEM) idly. It begins to emit a low pitched hum. Suddenly a closed driftwood door appears behind Kaikala, floating slightly off the ground. It opens, revealing the scenery of a distant town. As Sherlise stumbles through the opening, the door slams shut and vanishes, leaving no traces of its existence. |
ARRIVAL | A low-pitched hum fills the air. A driftwood door appears, floating slightly above ground level. Suddenly the door opens, revealing the scenery of a distant town. As Sherlise stumbles through the doorway, her hand on her (ITEM), the door slams shut and vanishes, leaving no traces of its existence. |
10. Whirlwind | |
1ST PERSON | A faint breeze stirs your hair, and along with it you catch a faint array of smells that relax you in a most comforting way. In an instant all of your surroundings start to spin out of control, making everything a blur. When all comes to rest, you realize you are in a new location. |
DEPARTURE | Jainna's eyes stare into the distance, and a slight smile touches her lips. Out of nowhere a whirlwind starts at her feet and grows larger, until she is completely enveloped. As quickly as it appeared, the whirlwind vanishes, leaving no trace of Jainna. |
ARRIVAL | A small whirlwind races into the area, and before there is time to feel the full blast of its ferocity, it dissipates into nothing, leaving Jainna standing in its place! |
11. Porcelain Pieces | |
1ST PERSON | Cracks begin to form in your skin, and pieces of you fall away to shatter on the floor like fine porcelain. Momentary panic begins to set in as a numbing sensation suffuses you. Just as you surrender to the blackness, you realize you are whole again, but not where you once were. |
DEPARTURE | Tiny cracks begin to appear across Naionna's skin, pieces falling away and shattering on the floor like fine porcelain to reveal a void within. As the last piece falls, a gust of wind blows through the area, whisking the shards and dust away. |
ARRIVAL | Shattered pieces of porcelain arrive on an errant breeze and begin to assemble themselves before your very eyes. As the last pieces fit into place, they reveal Naionna, who now stands before you. |
12. Fire | |
1ST PERSON | You hear the soft crackling of fire as flames lick at your feet and begin working their way up your body. The crackling soon becomes roaring, and you find yourself closing your eyes against unbearably bright light. Just when you think you may be deafened and blinded by the flames, everything suddenly goes dark and quiet. You open your eyes to find that your surroundings have changed. |
DEPARTURE | As Lydil touches his (ITEM), flames begin to lick at his feet. The flames grow larger and larger, until Lydil is completely obscured. Suddenly, the flames disappear. Lydil is nowhere in sight. |
ARRIVAL | A column of fire appears out of nowhere. It roars briefly before blinking completely out of existence. In its place is Lydil. |
13. Water | |
1ST PERSON | The sound of rushing water suddenly crashes around you in a cold embrace. A curtain of bubbling water erupts from beneath your feet, swirling upwards until it has wrapped you completely. Your vision of the world outside blurs and distorts through the aquatic curtain. After a breathless moment, a great gurgling noise sounds from beneath you as your vision clears and you find yourself somewhere else. |
DEPARTURE | The sound of crashing waves suddenly echoes from around Tamuz as a curtain of bubbling water erupts from beneath his feet, swirling upwards until it has wrapped his form completely. His outline blurs and distorts through the watery curtain and after a moment a great gurgling noise sounds as the water drains away, leaving no trace of Tamuz. |
ARRIVAL | The sound of crashing waves suddenly fills the area as a curtain of bubbling water erupts from the ground. The waterspout spirals upwards and the outline of a humanoid shape is visible within the aquatic column. With a great gurgling noise, the water drains away leaving Tamuz in its place. |
14. Leaves | |
1ST PERSON | A sudden breeze picks up around you, carrying dozens of verdant green, burnt orange, and crumpled brown leaves. The whirlwind of foliage surrounds your body, and leaves begin sticking to your limbs. Small vines lash the leaves together and in seconds your entire body is covered and your sight is limited to nothing but a swirl of browns, oranges and greens. Just as quickly as it began, the whirlwind ceases, the leaves fall to the ground in puffs of smoke and you sense that your surroundings have changed. |
DEPARTURE | A sudden breeze picks up around Jainna, blowing dozens of crumpled brown, verdant green, and burnt orange leaves around her body. Lashed together by small vines, the leaves quickly cover her entire body, and a bright flash emanates from within the leafy cocoon. The breeze ceases as quickly as it began, and the cocoon of foliage falls to the ground and vanishes in puffs of grey smoke, leaving no trace of Jainna. |
ARRIVAL | A sudden whirlwind of verdant green, crumpled brown, and burnt orange leaves blows into the area and begins swirling in a tight circle. The leaves arrange themselves into the rough outline of a humanoid shape, and with a bright flash of light emanating from between the cracks in the leafy cocoon, Jainna appears in a cloud of grey smoke. |
15. Metal Runes (variable number of runes) | |
1ST PERSON | As you touch the surface of your thorned rose stickpin it begins to thrum and twelve metallic runes spiral out of the stickpin. The twelve copper, brass, bronze, silver, gold, and lead runes twist about you, forming a circle centered around your waist with each rune positioned equidistant from its neighbor. With a shimmering pulse the runes direct lances of silvery light to their neighbors, temporarily obscuring your vision. When the light subsides, you find yourself somewhere else. |
DEPARTURE | Tamuz touches the surface of his thorned rose stickpin and it begins to thrum as twelve metallic runes spiral out of the stickpin. Twelve copper, brass, bronze, silver, gold, and lead runes twist around Tamuz, forming a circle centered around his waist with each rune positioned equidistant from its neighbor. With a shimmering pulse the runes direct lances of silvery light to their neighbors, temporarily obscuring Tamuz's form. When the light subsides, Tamuz has vanished along with the runes. |
ARRIVAL | With a faint popping noise, twelve metallic runes appear in a small cluster in mid air. The runes quickly spiral outwards forming a circle of metal with each rune equidistant from its neighbor. A shimmering pulse of light runs through the circle before dissipating, revealing the form of Tamuz. |
16. Unraveling | |
1ST PERSON | Your hand brushes the thorned rose stickpin, and a faint tingling sensation creeps across your skin. The pins and needles dance across your body in a thin-edged lattice, quickly moving from hands to torso, and then down your legs. A blood red haze covers your eyes, concealing your vision. When the crimson mist dissipates, you find yourself elsewhere. |
DEPARTURE | Tamuz touches his thorned rose stickpin and gives a slight shudder. A blood red mist surrounds him as his skin begins to peel from his body in thin strips. As the flayed skin unravels, the muscles, tendons, and ligaments beneath begin to unwind and vanish in to the crimson cloud around him. A final shudder runs through the cloud, and it vanishes with a faint popping sound. |
ARRIVAL | A faint popping sound heralds the arrival of a cloud of blood red mist. Tendrils and strips can be seen whirling inside the crimson cloud at great speed. The movement within the cloud rapidly builds in to a humanoid outline. With a final shudder, Tamuz steps out of the mist, drops of crimson vanishing from his skin at a swift pace. |
17. Licking Mists | |
1ST PERSON | You lightly place your hand upon your obsidian horse charm and feel the coldness of the piece seep into your palm. Slowly, a pale green nimbus begins to surround you and feel its misty tendrils licking at your skin and the air. It doesn’t take long for the fragile stuff to completely obscure your vision and disorientation is quick to follow, but passes, along with the mist, after just a few moments. |
DEPARTURE | Thandiwe places her hand over her obsidian horse charm and tendrils of pale green mist begin to seep from where her hand touches it. Slowly, an eerie nimbus begins to surround her and you can feel the cold of the misty tendrils begin to lick out at everything nearby. It is only a matter of seconds before Thandiwe is completely obscured by the strange, fragile stuff and then, abruptly, both she and the mist are gone. |
ARRIVAL | |
18. Rising Spirits | |
1ST PERSON | Chill and foreboding, a faint zephyr rises from your feet as you place your hand upon your obsidian horse charm. Multiple pale shapes rise from the ground and begin to form the images of fallen comrades, some in tattered armor, and others in half-rotted clothing. They swirl in a miasmic whirlwind around you, their mouths parting in soundless moans. Soon, they surround you in frenzy and completely obscure your vision of the world, but the moments are fleeting and just as you begin to feel them press in upon your body, they scatter and you find yourself in a new place. |
DEPARTURE | Chill and foreboding, a faint zephyr rises from the ground around Thandiwe and begins to swirl around her. Multiple pale images begin to take shape and display the features of fallen comrades, some in tattered armor and others in half-rotted clothing. They swirl in a miasmic whirlwind around her, their arms reaching towards Thandiwe and their mouths stretched wide in soundless wails. Soon, they completely surround her in what seems to be a frenzy of movement, their pale bodies growing thicker and whiter. A hollow cry of denial fills the air and they shoot in a column towards the sky, taking Thandiwe with them. |
ARRIVAL | |
19. The Black Coach | |
1ST PERSON | Rising on the air, the sound of horses’ clip-clopping hooves greets your ears as your fingers brush against your obsidian horse charm. It grows nearer and within seconds you see spirit horses created of blue nimbus move to your side, a black lacquered coach drawn behind them. Once it slows, you move to the coach and step inside. A harrowing ride ensues and you feel as though time has no meaning, for in a matter of moments the coach stills and you step out of it to find yourself in a new place. |
DEPARTURE | Rising on the air, the sound of horses' clip-clopping hooves greets your ears and within seconds you recognize the source as a pair of ghostly horses surrounded by a blue nimbus. They draw a black lacquered coach behind them and stop before Thandiwe, who steps into the small, wheeled wooden box and closes the door behind her. Neighing once, the horses ride off, pulling the coach behind them. |
ARRIVAL |