Tayalardian Rangelands

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  • General: 8e, 2se, s, 4se, 2s, sw, w, sw, 2s, 3se, sw, 2w, sw, 5w, 3n
  • zMUD: #8 e;#2 se;s;#4 se;s;s;sw;w;sw;s;s;#3 se;sw;w;w;sw;#5 w;#3 n
  • MUSHClient: #8e 2(se) s 4(se) 2s (sw) w (sw) 2s 3(se) (sw) 2w (sw) 5w 3n



So, on a slow afternoon, a dwarven ranger came into the shop,
furtive and wanting to sell some information about a new land
in the Realms. Only after a large infusion of gold did the
ranger describe a vast and circular impenetrable white barrier
of light. Her beardedness dubbed the place "the Tayalardian
Rangelands" from a translated rock carving. She hadn't the
faintest idea where the place had come from. Its arrival was
violent and sudden, and her sources told her that the astral 
plane was shaken. However, the disturbance quickly settled
down and since then the Rangelands have quietly existed,
peacefully obscure and mysterious. I couldn't wrangle the
exact location from her, but she hinted that it was somewhere
south of Darkhaven. It'd probably be an interesting place
for one to wander around provided you found a way inside.

- A story told by Bodschek while drinking at The Grim Smile.


Most mobs require characters level 45 or below to pop their pop items. 46 and above will fail to pop anything.


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