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]][[Category:Landmarks]]
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]]
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