Difference between revisions of "Continents"

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(fleshed out article considerably, removed WIP scaffolds and deleted redundant information)
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Comments, suggestions and contributions would be welcome since I am not entirely sure where to go with this but do think content in this area would be helpful. --[[User:Tritus|Tritus]] 04:35, 26 September 2008 (CDT)
 
 
I may have miscategorised this page. It is intended as a brief intro and overview of the server structures leading to descriptions of the player built projects and structures.
 
 
 
= Continental Overview =
 
= Continental Overview =
  
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[[:Category:Jenn-Kellon_home_settlements | Settlements]]
 
[[:Category:Jenn-Kellon_home_settlements | Settlements]]
  
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JK Home is the new starting area for all new players beginning their life in Wurm - as starting in any other server requires the player to purchase premium before they are able to use the account. Home's atmosphere facilitates crafting and indepth discovery of the game's mechanics, offering a safe environment for players to explore the world around them. Animals on JK Home are marginally weaker than the same types on Wild, allowing a player to skill up to survive much easier in the harsher environments of the Wilds.
  
The [[Jenn-Kellon]] Home continent (JKH) is the server which most people start playing on and which is currently the most populated.
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All Home servers are restricted to medium-grade ore (50 quality cap) and as such are often fairly reliant on the Wild server to provide the ore for higher level crafting.
 
 
Not all accounts on this server are basic accounts but all basic accounts must be here.
 
  
 
== Wild ==
 
== Wild ==
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[[:Category:Mol-Rehan_wild_settlements | MR Settlements]]
 
[[:Category:Mol-Rehan_wild_settlements | MR Settlements]]
  
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Wild is a premium account only continent that is physically west of JKH. It is possible, as mentioned, to swim or sail from the west coast of JKH to the east coast of Wild. The Wilds house the White and Black lights, both of which are used to align characters to further their ascent with the gods - known respectively as [[Priest | priesthood]] and [[Champion | championhood]].
  
Wild is a premium account only continent that is physically west of JKH. It is possible, as mentioned, to swim or sail from the west coast of JKH to the east coast of Wild.
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Wild is, in many ways, the place for the most experienced and highly skilled characters. The best crafting is often undertaken here under the risk of being attacked by characters from other kingdoms. Animals on the Wild server are almost twice as strong of Home server creatures of equal condition and age (See [[Animal conditions]]).
 
 
Wild is, in many ways, the place for the most experienced and highly skilled characters. The best crafting is often undertaken here under the risk of being attacked by characters from other kingdoms.
 
  
 
There are three kingdoms present on the Wild continent. [[Jenn-Kellon]] (JK), [[Mol-Rehan]] (MR) and Horde of the Summoned (HOTS).
 
There are three kingdoms present on the Wild continent. [[Jenn-Kellon]] (JK), [[Mol-Rehan]] (MR) and Horde of the Summoned (HOTS).
  
These kingdoms occupy geographical areas on the Wild continent.
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Jenn-Kellon is situated mostly in the north/northeast of the continent. HOTS territory extends outwards from the south/southeastern end of the continent, while Mol-Rehan extends outwards from the north/northwestern side of the continent.
  
 
== [[Mol-Rehan]] ==
 
== [[Mol-Rehan]] ==
  
 
[[:Category:Mol-Rehan_home_settlements | Settlements]]
 
[[:Category:Mol-Rehan_home_settlements | Settlements]]
 
  
 
The [[Mol-Rehan]] Home (MRH) continent is another premium server, further west of Wild and, again, it is possible to swim or sail from the west coast of Wild to the east coast of MR.
 
The [[Mol-Rehan]] Home (MRH) continent is another premium server, further west of Wild and, again, it is possible to swim or sail from the west coast of Wild to the east coast of MR.
  
MRH is currently more or less terra incognita. There are several settlements but very little of the continent has actually been explored or developed and there are no major roads or canals yet --.
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For the pioneer, MRH is the ideal continent, almost entirely virgin territory with great scope for development and lots of work to be done whether on a homestead or in one of the developing villages. MRH is primarily heavily mountainous terrain plastered with hostile animal spawns and precious drops and ditches which make it among one of the more difficult servers to colonize. Come to MRH prepared with proper digging equipment, as the dirt layer is very thick. Much of MRH is still very much unexplored - while the coastline has been mapped and most mountains scaled and named, there is a multitude of valleys in which many things could hide. It is rumored that among the last members of dragonkind (See [[Dragon]]) reside within MRH's mountainous sanctuary.
 
 
For the pioneer, MRH is the ideal continent, almost entirely virgin territory with great scope for development and lots of work to be done whether on a homestead or in one of the developing villages.
 
 
 
Logically, MRH is the server for people who have decided that they want to play Wurm with premium accounts with full scope to develop their character but without the risk of battle with players of other kingdoms.
 
 
 
=== Getting to MRH ===
 
 
 
==== from Jenn-Kellon Home ====
 
 
 
If you started your character on JKH, ie on a basic account, then you should travel to the west coast of JKH and then swim west until you cross the boundary to the Wild continent.
 
 
 
After you cross the boundary type '''/gomolrehan'''.
 
 
 
Your character will be converted to MR allegience and you will be teleported to the sea just east of the MRH boundary.
 
  
From there swim west until you cross into MRH and then swim west again (15-20 mins) until you meet land.
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Logically, MRH is the server for people who have decided that they want to play Wurm with premium accounts with full scope to develop their character but without the risk of battle with players of other kingdoms. MRH is also ideal for people who enjoy building in small groups and wish to avoid the clutter and bustle of the Jenn-Kellon home server.
  
==== as a New character ====
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=== Getting to Mol-Rehan Home ===
  
If you are starting a new character from scratch then you should sellect the Mol Rehan server on the character creation page and follow the instructions from there.
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==== From Jenn-Kellon Home ====
  
'''''Can someone please flesh out the process of creating a character for MRH please?'''''
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If you started your character on JKH, ie on a basic account, then you should travel to the west coast of JKH and then swim west until you cross the boundary to the Wild continent. You need to have a premium account in order to traverse the seas between Home and Wild.
  
You will enter the MRH continent at [[Alchemist Bay]], which is currently an undeveloped area of the world.
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==== From Wild ====
  
You should be prepared to start life in a continent with no roads and little guidance except as advice from other players and the Chat Moderators.
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<strike>After you cross the boundary type '''/gomolrehan'''.</strike>
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('''Shortly after the introduction of MR Home, gomolrehan was disabled and is a redundant command.''')
  
It would help you to have either arranged a place in an established village or to have bought 5 silver of ingame money with which to buy a homestead deed.
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You will need to organize a place to stop along the north/west coast in order to get a convert to the Mol-Rehan kingdom, otherwise you cannot enter home. Once this has been arranged, bear west along the north coast and do not change your course. Depending on where you left, the journey will take anywhere from 20 minutes to 2 hours. Taking a boat is advisable, especially during ideal wind conditions (gale from the east, etc).

Revision as of 09:54, 29 September 2008

Continental Overview

There are currently three continents in the game of Wurm. Each continent is more or less separate from the others but Wurm has the unique and beautiful feature that you can swim or sail from one Wild to the other, much like travelling from one continent to another.

Jenn-Kellon

Settlements

JK Home is the new starting area for all new players beginning their life in Wurm - as starting in any other server requires the player to purchase premium before they are able to use the account. Home's atmosphere facilitates crafting and indepth discovery of the game's mechanics, offering a safe environment for players to explore the world around them. Animals on JK Home are marginally weaker than the same types on Wild, allowing a player to skill up to survive much easier in the harsher environments of the Wilds.

All Home servers are restricted to medium-grade ore (50 quality cap) and as such are often fairly reliant on the Wild server to provide the ore for higher level crafting.

Wild

HOTS Settlemets

JK Settlements

MR Settlements

Wild is a premium account only continent that is physically west of JKH. It is possible, as mentioned, to swim or sail from the west coast of JKH to the east coast of Wild. The Wilds house the White and Black lights, both of which are used to align characters to further their ascent with the gods - known respectively as priesthood and championhood.

Wild is, in many ways, the place for the most experienced and highly skilled characters. The best crafting is often undertaken here under the risk of being attacked by characters from other kingdoms. Animals on the Wild server are almost twice as strong of Home server creatures of equal condition and age (See Animal conditions).

There are three kingdoms present on the Wild continent. Jenn-Kellon (JK), Mol-Rehan (MR) and Horde of the Summoned (HOTS).

Jenn-Kellon is situated mostly in the north/northeast of the continent. HOTS territory extends outwards from the south/southeastern end of the continent, while Mol-Rehan extends outwards from the north/northwestern side of the continent.

Mol-Rehan

Settlements

The Mol-Rehan Home (MRH) continent is another premium server, further west of Wild and, again, it is possible to swim or sail from the west coast of Wild to the east coast of MR.

For the pioneer, MRH is the ideal continent, almost entirely virgin territory with great scope for development and lots of work to be done whether on a homestead or in one of the developing villages. MRH is primarily heavily mountainous terrain plastered with hostile animal spawns and precious drops and ditches which make it among one of the more difficult servers to colonize. Come to MRH prepared with proper digging equipment, as the dirt layer is very thick. Much of MRH is still very much unexplored - while the coastline has been mapped and most mountains scaled and named, there is a multitude of valleys in which many things could hide. It is rumored that among the last members of dragonkind (See Dragon) reside within MRH's mountainous sanctuary.

Logically, MRH is the server for people who have decided that they want to play Wurm with premium accounts with full scope to develop their character but without the risk of battle with players of other kingdoms. MRH is also ideal for people who enjoy building in small groups and wish to avoid the clutter and bustle of the Jenn-Kellon home server.

Getting to Mol-Rehan Home

From Jenn-Kellon Home

If you started your character on JKH, ie on a basic account, then you should travel to the west coast of JKH and then swim west until you cross the boundary to the Wild continent. You need to have a premium account in order to traverse the seas between Home and Wild.

From Wild

After you cross the boundary type /gomolrehan. (Shortly after the introduction of MR Home, gomolrehan was disabled and is a redundant command.)

You will need to organize a place to stop along the north/west coast in order to get a convert to the Mol-Rehan kingdom, otherwise you cannot enter home. Once this has been arranged, bear west along the north coast and do not change your course. Depending on where you left, the journey will take anywhere from 20 minutes to 2 hours. Taking a boat is advisable, especially during ideal wind conditions (gale from the east, etc).