Difference between revisions of "Landmarks"

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The '''Landmarks''' of Achaea formerly adorned nine and later eight very special spots in the lands. Originally, their alignment, whether Good or Evil, could be changed at any time and a continuous battle raged at each. Eventually, they changed and were only able to be tuned one way or the other once a year.  Durring the time known as [[Ethian]]'s crossing (which lasted the full month of [[months|Sarapin]]), completing the quests associated with the Landmarks would result in their alignment shifting toward one side or the other. At a certian threshhold, they would change their alignment. Depending on the number of Landmarks in the good or evil alignment, Necromancers and Devotion users would recieve a differing amount of Essence and Devotion, respectively.
:''This page is about the method of travel. For other uses, please see [[Landmarks (disambiguation)]].''


The Landmarks were destroyed durring the [[Reflection Incident]] and later completely dissolved during the birth of [[makali|Lady Makali]]
'''Landmarks''' are common areas known to all [[adventurers]] by the time they reach age 18. One may WALK TO a landmark as long as they are within 100 steps of the location, and not in a [[:Category:Subdivisions|subdivision]] or on the [[wilderness]] map.


The Landmarks were (in Good/Evil alignments):<br>
General landmark types include:
*[[Cave landmark|The Crystal Cave/The Cave of Golgotha]] (later destroyed by Sartan when the Occultists rejected Necromancy)<br>
;City:[[Arena]], [[Bank]], Barracks, [[gambling|Casino]], [[house estates|House Estates]], Exit, Feature, [[Forge]], [[Humgii]], [[Laboratory]] (in cities which allow [[Alchemists]]), [[Library]], [[News]], [[post office|Post Office]], [[rats|Ratman]], Religious, [[:Category:Restaurants|Restaurant]], [[mounts|Stables]], [[:Category:Subdivisions|Subdivision]], [[Tutor]]
*[[Valley landmark|The Radiant Valley/The Valley of Shadows]]<br>
;Common:[[Aerinewild]], [[Aureliana|Aureliana Forest]], [[Black Forest]], [[Brass Lantern Inn]], [[Chapel of All Gods]], [[Vundamere Fishing Shed]], [[Flame of Yggdrasil]], the [[falcons|hatchery]] in the [[Mhojave Desert]], [[Kavaya]], [[North of New Thera]], [[Seasone]], [[Two Arts|Three Moons Glade]], and the [[Western Ithmia]] forest
*[[Mirror landmark|The Angel Mirror/The Demon Mirror]]<br>
;Newbie: [[Mount Gheladan]], [[gnomes]] in the village of [[Gorshire]], [[imps]] in the [[Ember Tower]], [[kobolds]] in the [[Libra Dungeon]], [[Minia]], [[pixies]] in the [[Pixie Village]], and [[wildcats]]
*[[Totem landmark|The Living Totem/The Stygian Totem]]<br>
;Village: [[Actar Valley]], [[Bagwar's Copse]], [[Bitterfork]], [[Caer Witrin]], [[Delos]], [[Enverren Marsh]], [[Genji]], [[Great Rock]], [[Jaru]], [[Manara]], [[Moghedu]], [[New Hope]], [[New Thera]], [[Petra]], [[Shastaan]], [[Tasur'ke]], the [[Thraasi Foothills]], [[Tir Murann]], and [[Tomacula]]
*[[Tree landmark|The Gaian Tree and The Great Oak/Thoth's Bough]] (The Gaian Tree became the Great Oak after releasing its essence to save the forests after Gaia's departure)<br>
;Personal:Adventurers can designate personal landmarks across the lands. Each adventurer starts with 15 marks, but may expand on this capability at the cost of 100 [[lessons]] per additional mark (up to a grand total of 45 additional marks).
*[[Garden landmark|The Garden of Rapture/The Garden of Midnight]]<br>
*[[Falls landmark|The Celestial Falls/The Blood Falls]]<br>
*[[Pillars landmark|The Pillars of Maya/The Fist of Sartan (originally Dameron)]]<br>
*[[Sphinx landmark|The Sapphire Sphinx/The Ruby Sphinx]]<br>


;Walking to Denizens and Adventurers
Adventurers can walk to any denizen that isn't owned by another player, i.e. loyal steeds and pets. Whenever possible, it's best to use a denizen's name when walking to them. If there's more than one denizen with the same name, such as pixies or goblins, then [[gambling]] adventurers may find the results of walking to them a bit unpredictable at times.


[[Category:History]]
An added benefit of joining a house or city is the ability to WALK TO <members> of those organisations. Adventurers with the [[traits|Beloved trait]] may also walk to their [[friends|mutual friends]].
 
Finally, adventurers can use the distance ability in the skill of [[:Category:Survival|Survival]] to sense the distance to a given landmark or another adventurer, but not denizens.
 
[[Category:Travel]]

Latest revision as of 19:23, 9 February 2016

This page is about the method of travel. For other uses, please see Landmarks (disambiguation).

Landmarks are common areas known to all adventurers by the time they reach age 18. One may WALK TO a landmark as long as they are within 100 steps of the location, and not in a subdivision or on the wilderness map.

General landmark types include:

City
Arena, Bank, Barracks, Casino, House Estates, Exit, Feature, Forge, Humgii, Laboratory (in cities which allow Alchemists), Library, News, Post Office, Ratman, Religious, Restaurant, Stables, Subdivision, Tutor
Common
Aerinewild, Aureliana Forest, Black Forest, Brass Lantern Inn, Chapel of All Gods, Vundamere Fishing Shed, Flame of Yggdrasil, the hatchery in the Mhojave Desert, Kavaya, North of New Thera, Seasone, Three Moons Glade, and the Western Ithmia forest
Newbie
Mount Gheladan, gnomes in the village of Gorshire, imps in the Ember Tower, kobolds in the Libra Dungeon, Minia, pixies in the Pixie Village, and wildcats
Village
Actar Valley, Bagwar's Copse, Bitterfork, Caer Witrin, Delos, Enverren Marsh, Genji, Great Rock, Jaru, Manara, Moghedu, New Hope, New Thera, Petra, Shastaan, Tasur'ke, the Thraasi Foothills, Tir Murann, and Tomacula
Personal
Adventurers can designate personal landmarks across the lands. Each adventurer starts with 15 marks, but may expand on this capability at the cost of 100 lessons per additional mark (up to a grand total of 45 additional marks).
Walking to Denizens and Adventurers

Adventurers can walk to any denizen that isn't owned by another player, i.e. loyal steeds and pets. Whenever possible, it's best to use a denizen's name when walking to them. If there's more than one denizen with the same name, such as pixies or goblins, then gambling adventurers may find the results of walking to them a bit unpredictable at times.

An added benefit of joining a house or city is the ability to WALK TO <members> of those organisations. Adventurers with the Beloved trait may also walk to their mutual friends.

Finally, adventurers can use the distance ability in the skill of Survival to sense the distance to a given landmark or another adventurer, but not denizens.