Ta'Vaalor: Difference between revisions

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Young adventurers should also ask the various shop proprietors for a job. Some of them are looking for various goods and oddities.
Young adventurers should also ask the various shop proprietors for a job. Some of them are looking for various goods and oddities.

Lastly, adventurers should get a permit from the citizenship clerk at Wyvern Keep.


== Permits ==
== Permits ==

Revision as of 18:53, 11 January 2021

Ta'Vaalor map by Nihrvanah

Ta'Vaalor is a militaristic elven city-state in northeastern Elanith ruled by the House of Vaalor. It is one of the five major states that comprise the Elven Nations.

History and Geography

"Ta'Vaalor, the work of the great Aradhul Vaalor, is more a fortress than a city. The Vaalor have always produced the finest warriors of the elven race. All Vaalor, male and female, enter the military at a young age, serving for some hundred years. Perhaps because of this, they are the haughtiest of the Elves. They had little tolerance for the lesser peoples of the lands, especially mixed-breeds. They have never suffered the elven culture or bloodlines to be tainted by others."


Ta'Vaalor was founded 210 years after the establishment of the Elven Calendar (48,897 years before the Modern Era), when Aradhul Vaalor led his house to the shores of the Mistydeep River. The central walled fortress was built on an island, with the river serving as a natural moat. To the west lie wide grassy plains dotted with farmlands and orchards, and to the east the terrain is rougher with swamps and woodlands. With the slow decline of the Elven Empire, some of the outer settlements have been abandoned to the wilderness. In recent times, the city has had to occasionally fend off incursions of orcs, trolls, and undead.

The city was made accessible to adventurers in 5103 with the the opening of the trail across the Dragonspine Mountains. It is separated from Ta'Illistim and its environs by the Lake of Fear. A free ferry service (funded by King Qalinor of Ta'Vaalor) crosses the lake every 15 minutes or so. Passengers can bribe the ferry captain to speed the journey along at the price of 5,000 silvers worth of gems or notes, or 2,500 for citizens. Experienced adventurers may also take the more dangerous Aradhul Road between the two realms.

As part of the Teleportation Review, the Chronomages allow instantaneous travel between Ta'Vaalor, Ta'Illistim, and Cysaegir. The cost of a daily pass is 5,000 silvers for unlimited round trips. As teleportation directly into Ta'Vaalor is prohibited by law, the Chronomages maintain a stone turret southwest of the city, just past Victory Bridge.

Qalinor Falustro Vaalor is the current King of Ta'Vaalor, succeeding Tyrnian in 5113.

Among the city's other wandering residents are a dwarven recruiter, a sleek golden ferret, a light-robed erithian woman, the Guard Captain, a middle-aged blonde elven priestess, a ragged old blind man, a robed erithian monk, and a white-robed acolyte.

Help for new arrivals

Main article: Ta'Vaalor new-player jobs
See also: A beginner's guide to Ta'Vaalor

Young adventurers can earn silvers by running errands for Sassion. Sassion can be found in the building inside the Vermilion Gate. Pass beyond the curtain inside. She'll ask you to deliver messages to the guards at the four gates and to the guard at the southernmost end of Amaranth Court. By the way, these guards do sometimes get thirsty while on duty - so if you happen to have a glass of water handy, they may well appreciate it.

Young adventurers should also ask the various shop proprietors for a job. Some of them are looking for various goods and oddities.

Permits

From Phoenatos 26, 5109 until Koaratos 26, 5120, upon the decree of King Tyrnian, visitors to Ta'Vaalor were required to hold a monthly permit to do business. Having a permit allowed one to trade in the town shops and enter the city gates at night without being subjected to a lengthy personal search. Permits were free to new adventurers and to citizens, but cost several thousand silvers otherwise.

This decree has been rescinded by King Qalinor. Visitors are no longer required to carry papers to enter or do business within the walls of the fortress.

The Crimson Legion

Main article: Crimson Legion

Any Vaalor elf and full citizen of Ta'Vaalor has the opportunity to join the Crimson Legion, the official army of Ta'Vaalor, as a reservist.

Invasions

A general guide for invasions was posted by GM Mazreth in January 2017 describing the level breakdowns/locations of creatures.[1] Not all invasions are guaranteed to follow this guideline.

Creature Level Gate
0-20ish Victory
20-50 Annatto
50-70 Vermilion
70+ Amaranth

Places of interest

Public
Citizen Only
Legion Only
Legion Officers Only
Entrance is granted solely when escorted by a GMNPC
Profession Guilds

Shops

Main article: Category:Ta'Vaalor Shops

Weapons and Armor


Adventuring Supplies

Clothing and Jewelry


Food and Drink


Miscellaneous

Additional shops may be found nearby in Ravelin.

Hunting

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Area Level Range
Catacombs 1
Long neglected and often used a convenient dumping ground for trash and deceased paupers, the catacombs of Ta'Vaalor have become overrun with filth and vermin. A strong stomach (and a spare pair of boots) is strongly recommended for any who would seek to explore the unhealthy depths of Ta'Vaalor.

Rumors: Normally deserted, the catacombs have seen a recent influx of travellers. This has prompted the locals to suspect that something sinister may be afoot deep underneath their grand city.

Briar Thicket 1
Briars, brambles and filth mark the presence of nature's artist, the kobold. Taking the local brush usually inhabited by rabbits and squirrels, the place has become dug up and twisted with a style infathomable by many, loved by few. Take an extra bar of soap with you if you plan any excursions into the area.

Rumors: Lost hundreds of years ago, the single most powerful gem ever known was rumored to have been transformed and hidden within the thicket in plain sight. Many wizards have gone mad searching for it.

Ant Hill 1
This was once a fine farm, worthy of feeding a good part of the fine nation of elves. But nature once again proved more challenging as it ushered in doom in the form of ants. Making their home right in the center, the farmers were probably the wiser by leaving for greener fields.

Rumors: The secrets of many places are known to those that do not desire.

Yander's Farm 1-14
Lazy fields, country living. Time seems to slow when you visit this well known barn. The ever-absent Yander keeps a fair stock of rolton and urgh but one wonders how he makes a living as he is rarely if ever seen tending them.

Rumors: Some say the entire barn is simply an elaborate ruse to hide a secret laboratory where the infamous Yander works dark magics for ill purpose.

Rambling Meadows 1-4
Hilltop: 22-23
Nature's grasp reaches out in the overgrown fields and meadows of this region. A farm long abandoned leaves little clue to the reasons for rapid exodus of the former inhabitants. Still, the local ogres probably had a hand in it, though it's less likely that they have the wits to remember doing so.

Rumors: Certain weeds are sharper than others and care must be taken not to sit in unfriendly fields.

Glaise Cnoc Cemetery 1-5
Unlike many outlying cemetaries in Elanthia, the Glaise Cnoc cemetery has been well kept and maintained as a suitable resting ground for the brave soldier-folk of Ta'Vaalor. Unfortunately, the restless spirits of many soldiers slain before their time lay within the cemetery gates and can often be seen wandering aimlessly within. Caution is thereby urged upon those who seek passage beyond the gates.

Rumors: It is said that the spirits of those who cannot rest will not harm the living who still mourn for their dead. However, spirit wards are always useful, just in case.

Plains of Bone 8-20
Little can be said of death that can calm the soul of one who has laid eyes upon the Plains of Bone. Where scattered bones end, sculpted begins at the spiral-shaped gate made of the remains of those long forgotten. Not for the weak of heart.

Rumors: Diamonds, hidden within the skulls of the dead, is a doom cry that fools use as an excuse for their mad schemes to harvest the area. It is their souls that are most often harvested.

The Toadwort 2-13
Near Ta'Vaalor's Annatto Gate lies an unlikely dream location for the horticulturist -- the Toadwort. Although the area contains most of the unpleasant hallmarks of a swamp, such as insects, fetid water and mud, it is also home to an impressive array of plant life, from swamp buttercups to jewelweeds to a variety of mangrove trees. The lush growth has attracted wildlife, as well, some of which can be dangerous if startled. The faint of heart will want to avoid the more sinister areas of the Toadwort, which are marked by corpses and mysterious bubbling liquids. Whether these previous visitors fell victim to foul play or unfortunate accident is not always apparent, and inquisitive explorers are advised to be on their guard.

Points of Interest: The Lone Stone Bier, The Capsized Dory

Rumors: It's said that the swampy Toadwort used to boast a campsite for travelers, but where it is and whether it is still used is unknown. The undead may also have a foothold in this swampy area, but few have returned to tell about it.

Neartofar Forest 11-20
Known not for its coniferous trees, lush terrain and varied wildlife... but rather the extremely dangerous and menacing stockade defended by ogres bent on destroying everything that moves. As you might expect, care should be taken when travelling in the area.

Rumors: Dark, twisted things live beneath the surface, waiting for the opportunity to escape.

Grasslands 14-20
The wind has a plenty of field to wave within the grasslands of Ta'Vaalor. Here you may find open fields both wild and tended, sporting several known grass types as well and fields of barley, apple orchards and grape vineyards. Don't let nature's beauty fool you, the wild life nearby can be dangerous.

Rumors: Under the right stars, when the moon shines full, a single tree will sprout apples of pure gold. At least, that's what the elf said when he sold the land to the most recent owner.

Lunule Weald 23-27
A wide swath of land breaking from swamp to hills to thick woodlands makes up the sprawling territory of Lunule Weald. At the heart of the forest the ruins of a religious settlement may be observed, the rubble of which bears silent testament to the failed attempt at civilization, and the ensuing massacre at the monks' own hands. Expedition reports from the holy site have been mostly incomprehensible, but frequently make note that the influence of insanity is far from subtle, and that the forest itself is protective of its secrets.

Points of Interest: Within the root embrace of an ancient carved tree in Perish Glen is a shrine to the wild goddess Zelia. Those who seek her blessing may find it here, or find madness, if there is a difference.

Rumors: It is said the village deep within Felwood Grove was settled by Zelian monks in their pursuit of freedom from religious persecution, though the marks of violent insanity liberally evidenced throughout the wounded woods declare the foray a failure.

Sorcerer's Isle 28-30
Fethayl Bog 44-48
Dark, dank and deadly. Three words that only begin to describe the setting of place you WANT to forget. Submersed deep within the bog is a decrepit mausoleum which fuels a nasty population of undead. Travel here is not recommended. On a lighter note, adventurers have advised that if the legions of undead within the bog don't kill you, the smell probably will."

Rumors: Locals claim that secret cabal of wizards, sorcerers and necromancers designed and created the entire area to some ill purpose at a dark and mysterious gathering known only as 'Simucon'.

Red Forest 60-83
Old Ta'Faendryl 82-100

Resources

Elf - edit
Great Houses:
Major Settlements:
The Founders:
Famous Elves:
Rulers: