Ye Atlas of the Realms

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.

____ Tainted Mansion of __ Shadun----/ \ Mount Mountain Armageddon --\ Valley the Malevolent \ Dalghul \--Rainer Trail _____Sanctuary \__ | \--- Standing | Mount \ Ofcol / \---\ \ Exile _Fortress Cloud | Saidian | \ | __/ Unsiliel Dankbark \ \_____/ | Castle | | | __/----- Tenebria ---Redhorne__ __/ /---Wood----/ Forest \ Outer | / Great Sylvan | | / | \ / | \_ \_____Limits _Demea ----- Drkshtyre Wood / Ring Vale -- Plains of__/ / ** The Void ** \/ \ \_Gasteride / / Bay \_|__ | / the North |--Gwidry / SOLACE Clearwater | | \ + - Mudfall | ___Maelstrom \ Holy Grove \--- Lake | | | | | / | | | | | High Tower Arachnos \ | |/ | | | | Forest of of Sorcery | ---- Mystic Forest ---- SERINGALE ---------- Along the Eastern Road ----------- TIMARAN -- DARKHAVEN Illusion | \/ | | / | \ | | | / / | Galaxy -- ** Shadow ** ----/ | Troll | / | The River Adelon---+- | +------- / / | ** Grove ** | Den _|____ Sewers | Mausoleum | \ Gnome | \ / / \ | ___ Marsh-/ / \/ | | | Village Graveyard Dragon | \______ | Tyr/ __/ Braem \ |-- River __/ \ ___/ |____ Sea | \ Murmuring --Unguld / Wood \ | Adelon / \ \ | Mists / | \ The | Battlezone -- Underworld \ | | | River/ Emerald -- Common Thalos -- Dwarf -- / \ Enthema Storm Hill --- VALOUR -----====== Wood / Forest | \ Ruins Forest \/ Wyvern Ogre Black \ / \ | Zodiac _| \ | \ \_____Tower Village Pyramid The Unlit__ / \ \ Island _____/ Goblin | \___ | | City__/ \ |____/\ Dwarven ____- / Village / Barren ----- Sands of Sorrow | Encampment ---/ ---- Ford ----- Elemental Manor --Highlands Keep of Canyon | Dal Kadar Plains of Winter | The Keep ** The Void ** (travel back in time) of Mahn-Tor Grand Thalos, Escismir, Grimforge, Dragon Tower

Please be aware that the world changes sometimes, and that this page is a bit behind.

Hometowns

Choosing a hometown will determine where your temple is for recalling and dying purposes.

Wayfnding

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.
LevelAreaDirections
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)

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