The world of Abandoned Realms is made up of five different "realms", or in other words, planes of existence. Most of your time will be spent in Serin (the realm of mortals), but there is also "Acadia" (the realm of faeries), the "Material Abyss" (the realm of demons) and "Winter" (a highly dangerous prison realm). Immortals live on a separate plane known as "Limbo", which is the source of all magic. There is also a realm known as "Ether" which surrounds all others. This is where ghosts walk, it is entirely devoid of any life because it is roamed by powerful chaos demons that sense and immediately hunt aggressively any lifeforms.
While playing, you can use the command AREA to see which one you are in. AREA LIST can be used to see all areas with their recommended levels.
Filters
Legend
GOLD areas are hometowns
GREEN areas are newbie-oriented
YELLOW areas are challenging, difficult to solo
RED areas require a well-equipped and experienced group
Clicking on an area name will retrieve its Codex entry, and there may sometimes be a detailed map available.
Several general commands and features are provided to assist with wayfinding.
Commands:
mm = ascii map of localized area, uses line of sight. Can be added to your room desc.
map = ASCII map of the entire zone. Also lists any exits to/from that area.
worldmap = overview map of the realm. Approximate location is denoted with a @.
target = marks the mob with a ! on the ascii map, e.g. target nymph. Feel elite again.
where <target> = marks the minimap with the shortest path to the mob. Must be same area. MOB only.
wayfind = use this command at any town guard to request directions to an area within its known range
Note: If you have to find your corpse, the where command will help lead you directly to it, from any area.
Features:
nexus - a fast travel system that allows transport across the realm. These are hinted in areas.
caravans - (e.g. the eastern road checkpoint), allows you to buy a ride someplace instead of walking it. Slow but sure.
signposts / fingerposts - placed strategically around to help with navigation
newbie chat/discord - let the helpful community assist you with directions
If you are looking to play a class that is very good for exploring, it is advised to pick something
durable with at least one of identify spell, recall spell, faerie fog. Good to also have are pass door,
teleport, and pick lock. A shaman (evil) or healer (good) conservatively checks most of the boxes here. If you are
feeling more bold, an illusionist sacrifices durability for a lot of convenience.
Low level areas
Inexperienced adventurers will find the following areas to be helpful for gaining experience. The
recommend level range may change depending on whether the player character is a warrior or
sorcerer, use your best judgement and stay longer in an area if you feel its working better.
Level
Area
Directions
1-4:
Academy of Learning
Walk down where available, near your hometown temple. RECALL will put
you back in your temple.
3-10:
The Mausoleum
Slightly south and east from Seringale's South Square. This forgotten
graveyard houses some aggressive creatures, so BE CAREFUL!!
5-10:
Goblin Village
Exit the south gate of Seringale, and bear east into the caves. The
vile goblins are a source of cheap starting items for all alignments.
5-10:
Sylvan Vale
Exit the north gate of Seringale, and head northwest to the overlook.
The kind elves in the valley are less hospitable to shadowspawns.
10-45:
Drkshtyre Wood
Exit the west gate of Seringale, continue west, and then north of the
colossal tree. Evil has malformed the creatures of this dark place. Oozes
and spiders are of interest here.
10-50:
Emerald Forest
West of the goblin village, a fog-shrouded trail leads up into the
natural habitat of many joyful creatures of the Light. For evil, there
is no easier place to rank, although it is dangerously close to Seringale.
15-20:
The Orc Mountains
North of Seringale, and then east in the plains of the north. There
is a small pool someplace, and the mountain trail begins north of that.
When you feel ready, this place has sizeable equipment upgrades.
Quick catch-up guide for returning veterans
Here we present some old maps of the game to help acquaint you with the changed areas over the last decade or two.
First age / Early second age (Odoacer years)
Renames / skins (superficial differences):
Forest of Haon Dor was renamed to Mystic Forest, no other changes.
Olympus was reskinned, now called Liberty and is avians (not OOC greek imms)
Valley of the Elves was reskinned to Sylvan Vale.
Shadar Logoth was renamed to Shaldun Dalghul to drop OOC wheel of time references.
Minor refurbishments (mob stats intact, some layout difference):
Mob factory became Mausoleum (same layout, new rooms added, mobs reskinned)
High Tower of Sorcery has been modernised, still has the cat and spiked collars!
Mahn-tor got a new map.
Area moves / other info:
Valour never actually existed in First Age. Valour is at the west exit of River Wood (where the sea dragon is).
Avian Colony also never existed.
Shasarazade city also never existed.
Winter was never north of Moria, it is near Mahn-tor like it always was.
Dragon Tower was moved to the void, addressing the position of Wyvern Tower in its future.
The dwarven daycare center was moved to south of Valour to make room for Gwidry.
Major refurbishments (we promise, we made it better)
New Thalos became Timaran. Basically a new area.
Solace was expanded (the levelling mobs are shoppies still near the start of the area)
Dragon Sea became an actual area instead of 5 rooms of Darkhaven, links off south bridge of Timaran.
Moria became Tenebria.
The Graveyard (i.e. south of New Thalos) was entirely rewrote. Its dangerous in there.
Drow City became the Unlit City
Shire became Mudfall (mobs reskinned, fair layout difference)
Second agers (Avindus years)
Renames / skins (superficial differences):
Forest of Haon Dor was renamed to Mystic Forest, no other changes.
Olympus was reskinned, now called Liberty and is avians (not OOC greek imms)
Valley of the Elves was reskinned to Sylvan Vale.
Shadar Logoth was renamed to Shaldun Dalghul to drop OOC wheel of time references.
Minor refurbishments (mob stats intact, some layout difference):
High Tower of Sorcery has been modernised, still has the cat and spiked collars!
Mahn-tor got a new map.
Area moves / other info:
Tainted Valley moved to north of the Outerlimits
Braem Wood moved to inside Emerald Forest
Haterl Road moved to connect gwidry to holy grove
Valour moved to west of River Wood
The Graveyard (i.e. south of New Thalos) was entirely rewrote. Its dangerous in there.
Drow City became the Unlit City
Escismir E'gal moved to inside the void, addressing the position of the Black Pyramid in its future.
Dragon Tower was moved to the void, addressing the position of Wyvern Tower in its future.
The dwarven daycare center was moved to south of Valour to make room for Gwidry.
Veredal was deleted
Temple of Sreyb was deleted
Treetops was deleted
Pyramids was replaced with the Black Pyramid
Major refurbishments (we promise, we made it better)
Drunken Scribe became Mockers Tavern inside Seringale
High Tower of Sorcery has been modernised, still has the cat and spiked collars!
Shire became Mudfall (mobs reskinned, fair layout difference)