Difference between revisions of "Continents"

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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 [[server|Wild]] to the other, much like travelling from one continent to another.
 
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 [[server|Wild]] to the other, much like travelling from one continent to another.
 
 
[[http://img231.imageshack.us/img231/6991/wurmwj7.jpg Wurm Continents (image)]]
 
 
 
  
 
== [[Jenn-Kellon]] ==
 
== [[Jenn-Kellon]] ==
 
 
[[:Category:Jenn-Kellon_home_settlements | Settlements]]
 
[[:Category:Jenn-Kellon_home_settlements | Settlements]]
  
JK Home is the starting area for all players beginning their life with a basic account in Wurm. (Starting on any other server requires the player to purchase premium before they are able to use the account.)
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JK-H is the first continent widely colonized by Wurmians, and as such, is the most populated one in the game. However, the portals to JK-H recently malfunctioned, forcing new arrivals to visit the Golden Valley before they can continue onwards into this server. As with all home servers, JK-H sports weaker monsters, ore caps and an atmosphere facilitating discovery of the game's mechanics without fear of repercussion.  
 
 
 
 
 
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.
 
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.
 
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.
 
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.
  
 
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== The Wilds ==
== Wild ==
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[[:Category:Horde_of_the_Summoned_wild_settlements | HOTS Settlements]]
 
 
[[:Category:Horde_of_the_Summoned_wild_settlements | HOTS Settlemets]]
 
 
 
 
[[:Category:Jenn-Kellon_wild_settlements | JK Settlements]]
 
[[:Category:Jenn-Kellon_wild_settlements | JK Settlements]]
 
 
[[:Category:Mol-Rehan_wild_settlements | MR Settlements]]
 
[[:Category:Mol-Rehan_wild_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.
 
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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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, 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]]).
 
 
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, 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).
 
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]] ==
 
== [[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.
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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.
 
 
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 precarious 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.
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MRH is primarily heavily mountainous terrain plastered with hostile animal spawns and precarious 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 draconic heritage (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 account and with full scope to develop their character but without the risk of battle with players of other kingdoms.  
 
 
 
 
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 draconic heritage (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 account and 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.
 
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 ==
 
== Getting to Mol-Rehan Home ==
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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.
 
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).
 
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).
 
[[Category:Babel/C]].
 
[[Category:Babel/C]].

Revision as of 07:08, 17 January 2009

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-H is the first continent widely colonized by Wurmians, and as such, is the most populated one in the game. However, the portals to JK-H recently malfunctioned, forcing new arrivals to visit the Golden Valley before they can continue onwards into this server. As with all home servers, JK-H sports weaker monsters, ore caps and an atmosphere facilitating discovery of the game's mechanics without fear of repercussion. 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.

The Wilds

HOTS Settlements 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).

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 precarious 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 draconic heritage (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 account and 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

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)..