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Fallen
09-13-2007, 02:47 PM
Here is a rough draft of the room descriptions of each of the major resting spots I and others have identified throughout the major Elanthian Towns. I am trying to flesh out the information on these rooms, as well as add any major resting locations I may have missed. Useful information is whether the room is a natural sanctuary, if it is an earth node (Spirit/Mana/EXP regen), and whether it is a known location for healing and/or Locksmithing.

The towns will be listed in the following order: Wehnimer's Landing, Icemule Trace, Solhaven, Ta'Illistim, Ta'Vaalor, Teras Isle, River's Rest, and Zul Logoth

NOTE: Some room descriptions vary slightly depending on time of day (for example: sunlight vs moonlight, etc.)

***Feel Free to Correct me, offer information, or additional Resting spots***

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-WEHNIMER'S LANDING- Small Park/Garden Niche, East Tower (picking), Raging Thrak Inn-(Trophy room, Party Room, Front Desk), Cul-de-sac, Town Square, Town Well - (Various Rooms), Wayside Inn -(Chamber and Garret), Hearthstone Courtyard/Porch, Voln Courtyard
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[Town Square, Small Park] - No sanctuary, mass spells, Confirmed Earth Node
A small, shaded park fills an old vacant lot behind a row of buildings, the bright lamplight from the square filtering through the passage to the north to illuminate the area with a soft glow. A weatherworn grey marble statue of a stocky human in pioneer's clothing overlooks the park, his stone hat encrusted by the gifts of decades of passing birds and his right hand half-upraised as if it once held some now-missing object. You also see some ornate wrought-iron benches.
Obvious paths: north, south, west

[Town Square, Garden Niche] - No Sanctuary, Confirmed Earth Node
This small niche between two buildings has been neatly landscaped into a tiny moonlit garden, its careful mosaic of flagstones interspersed with patches of trimmed grass. A low stone bench rests along one vine-covered wall, and a patch of colorful violets surrounds a painted wooden barrel in one corner.
Obvious paths: east

[Land Tower East, Office] - Locksmithing, No Sanctuary, (Node?)
The ground floor of this guard tower appears to be some kind of office. A single guard sits behind one of the desks reviewing some paperwork. A small wood stove in the corner provides heat to the room. You also see some wooden steps.
Obvious exits: out

[Raging Thrak Inn, Party Room] - No Sanctuary
This room is festive and cheery compared to the rest of the Thrak. Decorations of foil and brightly colored parchment adorn the walls, and streamers hang from the large wrought iron chandelier. Tables and trays laden with good victuals, fine drinks and novel items fill the room. The clamour of rambunctious, good-spirited adventurers echoes through the chamber. You also see a simple wooden wastebasket and a doorway.
Obvious exits: none

[Raging Thrak Inn, Trophy Room] - Sanctuary
The charred form of a fireplace occasionally billows small clouds of dust from a spot away from the crowd in the tavern. Charred animal skins lie before the hearth, flanked on either side by clawed and raggedly ripped couches. Broken and blackened trophies of forgotten hunts line the burnt and stained walls. You also see a simple wooden wastebasket and a thrak hide curtain.
Obvious exits: northeast, east

[Raging Thrak Inn, Front Desk] - Sanctuary, can CHECK IN here
A polished wooden desk sits to the side of the staircase, and bears the placard of the Thrak's proprietor. At the top of the creaky wooden stairs are the establishment's guest rooms. You also see a handpainted placard and a freshly-painted sign.
Obvious exits: north

[Wehnimer's, Cul-de-Sac] - Sanctuary
Broken bottles, discarded rubbish, and uneasy feelings pervade this dank, ill-lit dead end. Several unsavory-looking citizens seem to be lurking here and there in the shadows for want of anything better to do, and the scratching of rats can be heard from within the nearby walls. A pile of old crates is stacked against the back wall of the alley. You also see an empty wooden crate.
Obvious paths: north

[Town Square Central] - Sanctuary!!!, Confirmed Earth Node, Healing
This is the heart of the main square of Wehnimer's Landing. The impromptu shops of the bazaar are clustered around this central gathering place, where townsfolk, travellers, and adventurers meet to talk, conspire or raise expeditions to the far-flung reaches of Elanith. At the north end, an old well, with moss-covered stones and a craggy roof, is shaded from the moonlight by a strong, robust tree. The oak is tall and straight, and it is apparent that the roots run deep. You also see some stone benches with some stuff on it.
Obvious paths: northeast, east, southeast, southwest, west, northwest

[Town Well] - Sanctuary, Confirmed Earth Node
The old well is made of flat stones built up around a circular opening. A slate roof overhangs the opening, keeping the drinking water clear and refreshing. Several skin water buckets, with long ropes attached, are scattered on the hard-packed earth surrounding the well. You also see a stout rope hanging over the rim of the well.
Obvious paths: northeast, south, northwest

[Town Well] - No Sanctuary, Confirmed Earth Node
Sunlight streaming through a gap in the great oak's branches casts a bright spot on the flagstone court around the old well. A few flowering weeds thrive in the shadow of the well, adding a splash of color to the city corner.
Obvious paths: northeast, southeast

[Town Well] - No Sanctuary, Confirmed Earth Node
An old wooden bench rests in the shade next to the well, nearly covered by a low-hanging oak branch. A few townspeople and merchants relax and chat in the cool night air, taking a break in their errands or simply wasting time.
Obvious paths: southeast, southwest

[Town Well] - No Sanctuary, Confirmed Earth Node
The rough flagstone court winds around the old stone well, shaded by the overhanging branches of the nearby oak. Tufts of grass sprout between the stones, fed by the moisture from below.
Obvious paths: southwest, northwest

[Wayside Inn, Garret] - No Sanctuary
Quiet laughter and subdued conversation punctuate the otherwise peaceful atmosphere of this little room tucked beneath the garret of the inn. The smoke-blackened wooden beams meet at an angle, cradling a brass fixture with candles that bathe the room in a soothing glow. You also see a fireplace, a steep stair, a simple modwir wastebasket and a soft fur throw.
Obvious exits: none

[Wayside Inn, Chamber] - Sanctuary
Tables and chairs of all shapes, sizes and states of disrepair fill this large, undecorated chamber. Seated at many of the tables are groups intent on serious card games. From the far side of the room you hear the noisy cheers of a ragtag group of spectators rooting for the underdog in a wristwrestling match between the local blacksmith and an overfed member of the Wehnimer's Citizens' Militia.
Obvious exits: north

[Hearthstone, Courtyard] - No Sanctuary
Before you stands a grand old manor, framed by huge willows to the east and west. The elegant trees sway gently in the moonlight, dappling the cobblestone courtyard with ever-shifting patterns of light and dark. Snippets of conversation drift away from the long porch stretching along the full width of the great old house, as several guests enjoy the hospitality and ambience of this fine hideaway. You also see a hollow tree stump and the porch steps.
Obvious paths: south

[Hearthstone, Front Porch] - No Sanctuary
Airy and open, the porch is enclosed by smooth, freshly painted white modwir up to a height of about four feet. As you ponder the sky-blue color of the ceiling and a lacework of deep green ivy that crisscrosses the open space between posts, the hubbub of the world beyond quickly fades away. Rocking chairs of various sizes are an inviting sight, and an elegant green marble arch provides a tantalizing view of the splendors inside the old manor. You also see a wheeled brass serving cart with some stuff on it, the porch steps, a doorman and a long oak sideboard with some stuff on it.
Obvious paths: none

[Courtyard] - *VOLN* Healing, ressurection
A well maintained and healthy garden occupies the entirety of the courtyard. The air here is cool and crisp, but the bulk of the monastery shelters you from wind and makes the air bracing instead of chilling. In the center of the garden is a natural spring bubbling up several inches above the surface of the encircling pool of crystal clear water. A large stone and iron gate blocks the entrance to the monastery flanked by a statue of a woman carrying a crystal staff and a set of crystalline keys facing a second statue of a kneeling young man bedecked in battle-worn black chain armor. You also see a polished marble bench and a large fel tree.
Obvious paths: west

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ICEMULE TRACE - Town Square(Healing), and The well(Locksmithing)
-----
[Icemule Trace, Town Center] - No Sanctuary, Healing
The bustling town comes together in this square. Halflings dressed in varying fashions stand about, some chattering happily, others reclining on cloaks laid on the ground. One ancient halfling leans against the base of the large ice statue of a mule, snoring blissfully. A feeling of community pervades the area, putting you immediately at ease. You also see a blanket of snow and a carved ice bench.
Obvious paths: north, east, south, west

[Tavern Burrow, Ale Street] - No Sanctuary, Locksmithing
Stucco seems the preferred building material of the Tavern Burrow residents. The street has been newly cobbled, and the rough edges cause several people to nearly trip as they hurry along. A stucco well attracts a group of children, who drop stones into it, then hoot with glee at the muffled splash. You also see a blanket of snow and an old beer barrel.
Obvious paths: north, south, northwest

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SOLHAVEN - Market Square, Broken Tower
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[Solhaven, North Market] - No Sanctuary, healing, Roleplaying
The crush of the crowd is almost overwhelming here in the center of the market. Peddlers wheeling small carts push their way through, shouting loudly. Nearby, a group of dwarves argue heatedly with a local merchant. You also see the Kysari disk, a wooden bench with some stuff on it, the Muffinsmith's stall with a large hand-written sign on it, the Small Blades stand, the Belts booth, an old barrel and a squalid canvas pavilion.
Obvious paths: north, northeast, east, southeast, south, southwest, west

[Solhaven, North Market East] - Confirmed Earth Node, Locksmithing
A brown awning stretches across the front of the large stone building here. Hanging above the entrance is a metal
breastplate, rusted from exposure to the salty sea air. Two giantmen, deeply engrossed in conversation, lean casually
against the building. You also see an old barrel and a small ivy-covered cottage with a sign affixed next to the door.
Obvious paths: north, east, south, west

[Solhaven, North Market SE] - Confirmed Earth Node, Spellcasting
Sooty smoke belches from a chimney precariously perched atop a stone building. An old man leans against the outer wall, slowly sharpening his blade with a coarse whetstone. An engraved imflass sign hangs from a metal bar mounted above the entrance.
Obvious paths: north, east, southeast, west, northwest

[Vornavis, Broken Tower] - No Sanctuary, healing, lockpicking
Inside the tower, the floor is still sturdy and strong. The walls have cracked and crumbled, but still stand nearly two stories high in some places. To the west, a large doorway leads outward to a cobblestone road. The width of the ring of remains indicates that the tower was once very tall, possibly a watchtower capable of viewing the countryside for miles around. You also see a breach in the ruined tower wall, a large granite block and a dark crevice.
Obvious paths: none

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TA'ILLISTIM - Briarstone Fountain/Court, The Dais, and Beneath the Pine
----
[Ta'Illistim, BriarStone Court] - Sanctuary, Confirmed Earth Node
This corner of the court is dominated by a round marble fountain. A few couples stroll hand-in-hand around the wide edge, occasionally stopping to toss a coin inside and murmur a wish, as they look lovingly into each others' eyes. The water descends from a tall center column, producing a musical burble that obscures the lovers' words. You also see a wooden barrel.
Obvious paths: east, southeast, south, northwest

[Ta'Illistim, BriarStone Court] - Sanctuary
A mordant odor descends from the smoking chimney of a sturdy little building on the east side of the court. From the deeply recessed windows, it appears that the walls of the building have been constructed out of a double layer of heavy granite blocks, though for what purpose you cannot imagine. A tarnished brass sign is set into the iron-banded thanot doors leading into the establishment.
Obvious paths: south, southwest, west

[Ta'Illistim, BriarStone Court] - No Sanctuary
Ringed by stone buildings, the view afforded is one of the bustling heart of Ta'Illistim. The center of the court is a bustle of activity, as throngs of citizenry and travellers pass through the western center of the city on their way to various destinations. You also see a wooden barrel.
Obvious paths: north, northeast, east, southeast, south, southwest, west, northwest

[Ta'Illistim, Hanging Gardens] - AKA The Dais, No Sanctuary, Confirmed Earth Node, Locksmithing, Healing
Although the floating platform is suspended well above the ground below, it overflows with abundant plant life. The edges of the dais are brimming with delicate white queen's lace, dark lavender, fragrant rosemary and a variety of other colorful flora. Thick grass underfoot provides an enticingly peaceful resting spot. A thin silk canopy is rolled back to permit an unobstructed view of the starry night sky. You also see a glaesine arch, a richly finished wooden bench and a large faenor-chased barrel.
Obvious paths: out

[Seethe Naedal, Beneath the Pine] - Sanctuary, Confirmed Earth Node
The heavy boughs of the pine droop low as they fan out from the tree trunk. The dense fur of pine needles creates a raincoat for the sheltering pine. Stray beams of moonlight filter through the needles. A ring of stones surround some blackened ground while a thick matting of fallen pine needles provides a comfortable bed for the weary traveller. You also see a gap in the branches.
Obvious exits: none

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TA'VAALOR - Victory Court, Kai's Statue, Dock, Amaranth Court, Garden of The Ancients, Voln Forecourt
----
[Ta'Vaalor, Victory Court] - Sanctuary
A small cluster of trees stands near the edge of the court, providing a shady spot and a chance for a brief respite from the bustle of the city. Several elven guards stand beneath a nearby tree, chatting quietly amongst themselves as they scan the crowded court. You also see a darkly stained wooden bench and a wooden barrel.
Obvious paths: north, east, south, west

[Ta'Vaalor, Victory Court] - AKA Kai's Statue, No Sanctuary, No Stealing, Spellups
An immense white marble fountain occupies the center of the court. Perched in its center, a towering statue of Kai stands, holding his sword aloft. His features have been painted onto the marble surface with pigments and artistry so lifelike, he appears ready to step from the fountain.
Obvious paths: north, east, south, west

[Ta'Vaalor, Victory Court] - AKA The docks, Locksmithing, No Sanctuary, No Stealing
Through an opening in the city's fortifying walls, a large dock extends out over the Mistydeep. The lights from the city shimmer across the dark water of the river as it undulates gently on its course. You also see a wooden barrel.
Obvious paths: north

[Ta'Vaalor, Amaranth Court] - Sanctuary
A small garden has been cultivated near the exterior wall of Guardian Keep. Thick towering maoral trees provide shade to a thick carpet of grass surrounded by an abundance of flora. Fragrant herbs mingle with outrageously colorful flowers, bringing a serenity and cheer to the otherwise austere court.
Obvious paths: north

[Ta'Vaalor, Garden of Ancients] - Sanctuary, Confirmed Earth Node
A small niche has been carved into the high city wall, providing a resting place for a small statue of an elven woman. Thick ferns cluster about the foot of the wall and the bases of the nearby trees. A small stone bench provides a resting place for quiet contemplation.
Obvious paths: north, south

[Voln Forecourt] - Sanctuary, Confirmed Earth Node
Several cast iron park benches back against a swiftly moving stream that reflects the moonlight as it flows along one side of the courtyard. A cobbled walkway extends through the courtyard's center and continues over a small bridge which spans the moat, connecting the forecourt to the gated entryway of a large fortress. Opposite the flowing water lies a narrow knot garden with a meadow beyond. You also see a polished granite block with some stuff on it and a robed guard.
Obvious paths: south

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TERAS ISLE - The Statue, Ghorsa Isle - (Under Bridge, Tower), The Asylum
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[Dragonspine and Krodera] - No Sanctuary, Confirmed Earth Node, Healing?
The street widens into a circular plaza several hundred feet across. Dwarves and giantmen lounge on stone benches by a massive granite fountain in the center. The burbling of the waters, the low mumblings of the dwarves and the booming laughter of the giants somehow blend together into a vibrant harmony. You also see a mutilated red granite statue, a wrought iron sign and a lava tube.
Obvious paths: north, east, south, west

[Ghorsa Isle, Under The Bridge] - No Sanctuary
It is cool and dark under the bridge, and the rushing river drowns out the sounds of the city above. Something twitches in the darkness, where the bare earth meets the stone. Off to one side, a small group of grimy, shabbily-dressed dwarves sits in a circle, mumbling quietly at one another.
Obvious paths: up

[Ghorsa Isle, Tower] - No Sanctuary
The view from the tower is spectacular. The city is spread out before you, huddled in a valley beneath the great mountain Stormbrow. Far to the northeast, beyond the walls, the sky is lit with a dim, red glow. To the northwest, you see only mist. A white glaes statue of a dwarf stands tall on a podium, gazing over the town. You also see a marble ledge and a wooden charity bin.
Obvious paths: none

[Lunatic Asylum] - No Sanctuary
A single, flickering lantern provides a gloomy light that dances off the rusty iron cell-doors lining the dark stone walls. The air is warm, and uncomfortably moist in this cramped chamber. A fetid stink of rotting garbage, unwashed bodies and worse assaults you like a slap in the face. Rustlings, babblings, gibberings, groans and the occasional hysterical scream come from inside the darkened cells. You also see a dusty sign, a large wheel and a trapdoor.
Obvious exits: none

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RIVER'S REST - Town Commons, Sanctuary
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[River's Rest, Town Commons] - No Sanctuary, Confirmed Earth Node, Locksmithing, Healing
Fresh green grass, green as the greenest emerald, is soft underfoot and a pleasing foreground for a weathered wooden bench resting in the shade of a graceful willow tree. Chirping crickets fill the air and mingle with the voices of folk who stroll through the commons, and on occasion stop to exchange a tale or two with friends they meet along their way. A dusty path to the south and a riverstone walkway to the north are joined by a tall evergreen hedge which borders the edges of the lawn. You also see a large wooden barrel.
Obvious paths: none

[River's Rest, Sanctuary] - Sanctuary
Deep in the forest rests a small shrine lovingly carved of the silvery haon wood that surrounds you. Crickets chirping and the gentle rustling of leaves fill the air with a strong sense of life. From somewhere nearby the gentle sound of running water completes the quiet symphony. Little else disturbs the peace save for an occasional muted voice drifting on the breeze.
Obvious paths: southeast

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Zul logoth - Crystalline Cavern
----
[Zul Logoth, Crystalline Cavern]
A huge monument dominates the center of this donut-shaped confluence of avenues. Several dwarven warriors, rendered in gleaming white marble, battle a dozen orcs, depicted in black obsidian. Several stone benches rest around the monument, facing outward in a circular pattern, while other benches sit on the outer edges of the circle, facing the monument. Wide streets lead in from the north, south, east and west, and each thoroughfare is lined with luminescent toadstools in wide stone large stone pots.
Obvious exits: north, east, south, west


AGAIN, Anyone feel free to make more suggestions, Corrections, or provide additional info.

Things2Come
09-13-2007, 03:06 PM
Landing - Raging Thrak Inn, Trophy Room - Sanctuary/Node

Celephais
09-13-2007, 03:11 PM
Teras Isle - there is a courtyard on the western side of the bridge... forget the name of it. Sometimes the North gate or asylum can be popular.

Landing - not sure if the north gate really counts anymore... and the cul-de-sac gets non-rat hunters resting/gathering on occasion.

Not sure exactly where the cutoff point is so... hope that was helpful.

Goretawn
09-13-2007, 03:12 PM
Ta'Vaalor -

Kai's Statue - Sanctuary, nodes

Amaranth Courth - Sanctuary, nodes

Dock (picking spot) - Sanctuary, not nodes.

Celephais
09-13-2007, 03:13 PM
to exclude Inns/Tables.


Landing - Raging Thrak Inn, Trophy Room - Sanctuary/Node
LTR

Some Rogue
09-13-2007, 03:21 PM
Zul Logoth used to be at the trash barrel in the middle of town. One west and one south of the bank I think it is.

River's Rest is the commons and the sanctuary.

Goretawn
09-13-2007, 03:23 PM
Zul Logoth used to be at the trash barrel in the middle of town. One west and one south of the bank I think it is.
That is, when there is more then 1 person in town.

Some Rogue
09-13-2007, 03:38 PM
That is, when there is more then 1 person in town.

Hehe, yeah, when my warrior was levelling up years ago, it had a decent population. Now it's just a ghost town when I pass through.

Khariz
09-13-2007, 03:44 PM
Landing- Town Well.

First room is a sanctuary. Other three are not. All are mana/exp/spirit nodes.

Dwarven Empath
09-13-2007, 04:36 PM
Landing - the garden niche, one west of the small park..sanct

Khariz
09-13-2007, 04:38 PM
Also, last I checked, Landing Town Square Central was indeed a sanctuary.

Stretch
09-13-2007, 04:44 PM
Exp node in Hobgoblins -- from the boulder:

s, s, g trail, sw, climb slope, se, ne, e, se

Latrinsorm
09-13-2007, 09:03 PM
Small Park, West Tower (picking), and Town Square. None are sanctuares. TSC is permasancted (2x).

Asha
09-13-2007, 09:47 PM
Ledge near Pookas is Sancted and mana-node.

ELO
09-13-2007, 09:54 PM
Is The Point in River's Rest a node?

Stuck up Elf
09-14-2007, 12:45 AM
Ta'Vaalor

[Hall of the Arkati, Altar]

Sancted. Pretty sure its exp node. Possible spirit and mana as well. Its where people who decay show up. Its also a Paladin Aid the fallen anchor spot.

Sthrockmorton
09-14-2007, 01:25 AM
Might want to include the Volns

Teavangelical
09-14-2007, 02:44 AM
Is the tree haven in Teorainn Valley a node? I used to be able to sit and meditate in there.

Fallen
09-14-2007, 08:50 AM
I appreciate the information, all. I will try to be less lazy tonight in organizing the data.

Stanley Burrell
09-14-2007, 08:58 AM
I want to say one room in the Golden Helm Inn on Teras, as well as the Annex rooms in the Adventurer's Rest.

Fallen
09-17-2007, 12:20 AM
Updated with room descriptions and room information as best I could figure. If anyone had anything to add, do post it hear. I am looking for Earth node confirmations, along with any mistakes I might have made.

mgoddess
09-17-2007, 01:04 AM
I'm pretty sure the East Tower in the Landing is at least exp-noded. I remarked on that to my husband earlier today, while waiting for boxes to be picked... (I was pulling in 80-something exp per pulse, when I'd normally get 50/60-something on a non-node.)

Latrinsorm
09-17-2007, 10:41 AM
TSC is definitely permasancted. I've had my emapth in there for 2+ hours without a sanct falling.

Fallen
09-17-2007, 10:47 AM
Odd. My researcher appears to be mentally deficient. Boo.

Fallen
09-17-2007, 10:49 AM
So, everything else looks alright to people? I am thinking to pretty it up by Re-posting and asking the mod to make it a sticky. Anything anyone would like to see added?

Fallen
09-17-2007, 10:50 AM
Landing- Town Well.

First room is a sanctuary. Other three are not. All are mana/exp/spirit nodes. >>>>

Khariz, are you sure on this? Which of the rooms listed is the sanctuary? I will update all of them as earth nodes.

Khariz
09-17-2007, 11:27 AM
This room is the sanctuary:

[Town Well]
The old well is made of flat stones built up around a circular opening. A slate roof overhangs the opening, keeping the drinking water clear and refreshing. Several skin water buckets, with long ropes attached, are scattered on the hard-packed earth surrounding the well. You also see a stout rope hanging over the rim of the well.
Also here: Elestor who is lying down
Obvious paths: northeast, south, northwest


These rooms are not:

[Town Well]
Sunlight streaming through a gap in the great oak's branches casts a bright spot on the flagstone court around the old well. A few flowering weeds thrive in the shadow of the well, adding a splash of color to the city corner.
Obvious paths: northeast, southeast

[Town Well]
An old wooden bench rests in the shade next to the well, nearly covered by a low-hanging oak branch. A few townspeople and merchants relax and chat in the cool, shaded air, taking a break in their errands or simply wasting time.
Obvious paths: southeast, southwest

[Town Well]
The rough flagstone court winds around the old stone well, shaded by the overhanging branches of the nearby oak. Tufts of grass sprout between the stones, fed by the moisture from below.
Also here: Adac who is sitting
Obvious paths: southwest, northwest

Fallen
09-17-2007, 11:45 AM
Updated, Thanks.

Fallen
09-18-2007, 02:30 AM
I updated some of the Ta'Vaalor rooms. Apparently I had a few missing, and a few that aren't really populated. Once I get down the wacky system they have in Solhaven for the North Market, the Krakiipedia-izing will begin.

Stuck up Elf
09-18-2007, 08:23 PM
I updated some of the Ta'Vaalor rooms.

You left out...

[Hall of the Arkati, Altar]
Silvery moonlight filters into the chamber from a diamond-paned glaesine skylight high above. Raw silk carpets cover the floor and the pale undecorated walls have the smooth ivory gleam of aged lime plaster. A carved haon altar sits upon a small dais. Atop the altar, a lone white candle burns steadily.
Obvious exits: east

Sancted, mana node (getting 22 a pulse) and Paladin anchor.

Fallen
09-18-2007, 08:45 PM
I removed it as apparently no one rests there.

Stuck up Elf
09-18-2007, 09:20 PM
I removed it as apparently no one rests there.

Well, not 24/7...

Deathravin
09-19-2007, 01:58 PM
How long ago was it that they changed TSC from being a node? It was, then they changed it to not noded (along with the north gate), and according to ya'll it's a node again (but they left north gate un-noded).

It would be nice if somebody could prod Tsoran to update his maps to show sanct/node/not critters... As it is now, it seems like a bunch of rooms are 'blue grated' as 'safe zones'. But I get there and see it's not noded - so what's the point?

Jolena
09-19-2007, 02:16 PM
Well 'safe zone' to me implies that no creatures will come in to attack, assuming that these 'safe zones' are in a hunting/wilderness area.

Fallen
09-19-2007, 02:47 PM
Hopefully my finished guide will help with finding reliable resting places. If Tsoran wants to use my info to updates his maps, I would frankly be honored. A lot of what is posted here is widely known by older players, though.

Deathravin
09-19-2007, 02:51 PM
Well when Tsoran puts a hatch pattern in a room, it usually denotes anything special with that room; sometimes it's because you can get into a shop/guild/etc, or because its critter-safe, a node, or even just because that room is different - like the mud rooms on the way to Illistim. The problem is while I do care that no critters can get in there, It's MUCH more informative to me to see if it's a node and/or sancted.

Insodus
09-19-2007, 07:49 PM
I confirmed Wehnimers TSC, Park, and Garden Niche are all noded.

TSC is sancted, other two are not.

Fallen
09-19-2007, 09:08 PM
Thank you.

Fallen
09-21-2007, 12:51 AM
Updated for Solhaven. Should start the Krakiipedia.com conversion either tomorrow, or this weekend.

Anyone care to give it a final look over?

Goretawn
09-21-2007, 01:29 AM
Since I was sitting in here, and usually see plenty of people in the past, thought I would add the crypt in the graveyard in the landing:

[Graveyard, Crypt]
The entry foyer to this enormous granite crypt is stark, adorned only with grisly friezes sculpted in low relief into the walls. Bands of bluish-green ahnver are inlaid into the stone in thin strips just below the ceiling throughout the entire structure, bathing the rooms in a subtle light. A shadowy arch curves overhead and leads deeper into the inner sanctum of the sepulcher. You also see a cracked urn.
Obvious exits: out

Elvenlady
09-21-2007, 05:46 AM
Landing Hall Garden just east of the Moot Hall, isn't that a node too?

Fallen
09-21-2007, 08:33 AM
The GY Crypt is certainly a good addition.

Fallen
11-21-2007, 05:24 PM
http://www.krakiipedia.org/wiki/List_of_popular_resting_locations

I've put the information into a rough draft on Krakiipedia, and would like the help of any willing to give it a once over and tell me what they would like added, changed, or corrected.

Of key interest to me is if there are any Room Lighting guides out there already I can use and/or link to in order to flesh out the rest of my guide. Also, if you are SURE a room I have listed as only a node, and not an Earth node has a higher Mana and Spirit regenerate rate, do let me know and I will update the room's node status from node to Earth Node. If you see any rooms that should be added, do let me know either here in this thread, via GS4Evarin@gmail.com, or edit the site yourself to add the room and the information provided. This is a Wiki article and not a guide, so it is free to be updated by any and all editors.
Finally, I am considering adding ALL of the super nodes to the list. However, I believe many will still go largely unused. However, if you do believe a Super Node to be an active spot, let me know and I will update it right away.

A big thanks to Debia's player for helping me gather room data and put it up on Krakiipedia, and to Virilneus and Gremnity websites, for providing the Terrain and Climate information on the rooms listed. Thanks goes out as well to all those who helped here by posting information and suggestions, and to those who do in the future.

- Evarin's player

B2
11-21-2007, 05:44 PM
The Garden of the Ancients in Ta'Vaalor is Temperate, Cultivated.

I think adding the Super Nodes to the list is a good thing, to remind us that they are.

~Becca

Fallen
11-21-2007, 05:52 PM
Thanks, I will update that immediately. I will likely update all of the Super Node locations as well. I will just put Seldom if I think no one actually goes there.

Fallen
11-21-2007, 06:14 PM
A big thanks to Xandalf's player for pointing out I didn't have the Rift or Pinefar. Both have been included. Keep those comments coming.

http://www.krakiipedia.org/wiki/List_of_popular_resting_locations

Fallen
11-21-2007, 06:36 PM
Added Four Winds Isle's Gardenia Commons. Going to hold off on the Front Porch. I don't think I have EVER seen anyone there outside of the time a merchant did feature alterations there, hence the mirror.

Question: For those of you (If any) that hang out at Helga's, do you stay in the Barroom or the Pub Room? The Pub room is the Super node, but if no one is there, I don't want to list it.

Mighty Nikkisaurus
11-21-2007, 06:56 PM
Added Four Winds Isle's Gardenia Commons. Going to hold off on the Front Porch. I don't think I have EVER seen anyone there outside of the time a merchant did feature alterations there, hence the mirror.

Question: For those of you (If any) that hang out at Helga's, do you stay in the Barroom or the Pub Room? The Pub room is the Super node, but if no one is there, I don't want to list it.

My healer hangs out in the pub room regularly when absorbing, usually there's a good handful or so.

Fallen
11-21-2007, 07:02 PM
Thank you. I will add the room.

Xiandrena
11-22-2007, 12:26 PM
Did you get the Ice Garden (Voln) that's in Icemule Trace? I know it's sancted, not sure about the node.

Fallen
11-22-2007, 12:29 PM
I don't believe so. Have you a shot of the room? If not, I can likely get in time.

Xiandrena
11-22-2007, 12:41 PM
[Icemule Trace, Ice Garden]
Alpine flowerbeds ring this tucked-away courtyard, their bright colors a feast for the eyes in comparison to the white of all the snow that lies beyond the gate. Tamped snow paths keep footsteps soft in this small haven as travellers make their way to and from the chambers north of here. Centered in a bed of white edelweiss and aromatic purple-flowered calamintha is an ice fountain, its watery spray frozen in a sparkling plume. You also see a blanket of snow and a wrought-iron gate.
Obvious paths: north







here you go!

Fallen
11-22-2007, 12:49 PM
Thanks, I will put that up. You don't have room brief on you, do you? Also, is this a voln fog landing location? Does anyone have a guide that lists all of the voln fog landing locations? That would be useful information to include on a room by room basis.

Xiandrena
11-22-2007, 01:07 PM
If you fog in Icemule (and nightmare gorge) you'll land in the Ice Garden, yes. There is a Voln in Pinefar too, dunno about the node or sanctuary there. And for us complete newbs, what is room brief?

Fallen
11-22-2007, 01:27 PM
It is some crappy setting that cuts down on what you see in each room, making my work harder. One of the many flags you can set. Type flag IG for more details.

Xiandrena
11-22-2007, 09:43 PM
That isn't the briefed message, it's the full one. If there are any other room captures you need in and around Icemule Trace let me know and I can get those for you as well.

Fallen
11-22-2007, 11:17 PM
I appreciate the offer, thanks.

Fallen
12-06-2007, 09:40 PM
Aside from a few minor additions, I consider the work to be in final draft form. Thanks once again to all who helped contribute information and ideas.

http://www.krakiipedia.org/wiki/List_of_popular_resting_locations