| Post/Author/DateTime | Post |
|---|---|
| Host of Angels05-31-05, 08:29 AM | I am trying to run a game set at least in part in Sharn and need to get my hands on some city maps - with the districts marked in. I could download the maps from WOTC and labouriously mark in each district myself, but I was wondering if someone had done this already and if so where could I get my grubby little hands on these maps.... |
| Hideous Phidias05-31-05, 03:11 PM | Buy the book it has all you need to know to run a game out of Sharn. |
| Gurv05-31-05, 03:59 PM | I have the book, but if someone has done as Host of Angels has requested, I would love to get my hands on it myself. Sharn: CoT is an awesome resource for running games in Sharn, but I find it to be very poorly laid out. Sharn is complex, divided both horizontally and vertically. The maps show the city level by level, but the descriptions are done plateau by plateau. That means that you can see that Deniyas on Menthis Plateau is across from Skysedge Park on Central Plateau by looking at the Upper Wards map, but have to look each location up in separate places in the book. On the other hand, all the information on Menthis Plateau is on pages 66-78, but you need 3 maps (on pages 37, 43, and 49) to see them. Sharn is supposed to be a complex city that is easy to get lost in, but that should be a factor of roleplaying and description, not something caused by the layout of the sourcebook. I think the ideal thing to do if one planned on running a true in-Sharn game would be to scan and enlarge each map ward by ward so that they are each big enough to actually draw on and make some use of. |
| Host of Angels06-02-05, 12:25 PM | Gurv has hit the nail on the head. I have the book, but in play find it almost useless. I need to show the players a map and be able to say "you are here, the House Denieth enclave is here and the bad guy lives here". But without a printable map this just isn't possible. The maps in the book are fine, but are too dark and the colours all wrong to photocopy. They are also in stupid places in the book. To be honest without labelled, printable maps AND the index produced by Keith Baker this book is pretty useless. Guess I will do it myself. I will post when I'm done and can e-mail those that want the results. |
| Raddu06-03-05, 10:08 PM | I Think I have what you need...e-mail me. EDIT: I don't have access to the maps anymore...my drive died. :-( |
| Gurv06-03-05, 11:57 PM | Raddu's maps aren't half bad. I haven't printed them out yet, but anything is better than trying to photocopy them myself. As I said, I will eventually take the time to enlarge the map and create seperate, ward by ward maps. Then I'll be better capable of detailing a single area in Sharn at a time, instead of jumping around the city constantly. One of the coolest things about a city that large is that you don't have to travel all around it all the time to get what you need because you know your local area. Which makes other areas more "away", even though they really aren't. |
| Hideous Phidias06-04-05, 02:14 AM | How about sharing the maps, those of us who are also trying to run a campaign oout of Sharn could uses those maps too. I know I am having the same problem you are with the maps I just start trying to set up info on the maps. But I started on the lower levels of Sharn first. That is Right I started to do the crazy thhing make a useable map of the Cogs and the Depths. |
| Raddu06-04-05, 04:18 AM | BTW...did anyone notice how Little Plains and Smoky Towers are missing from the map? I fixed it, replacing The Platinate and Denyias respectively in the Middle Wards of Menthis Plateau. |
| Host of Angels06-08-05, 04:06 AM | Raddu's maps are just dandy and an enormous help - thanks dude.... |
| drunkenewok06-08-05, 10:42 AM | I've been re-reading CoT the last few days in preparation for a campaign, and had an interesting thought: having a 3-D representation of Sharn would be handy for conveying what the city looks like. With the right program, you could render views from a variety of different areas, and (hopefully) have lots of nifty handouts you can show the players. The images in my head are reminiscient of the establishing shots of Barad'Dur and Orthanc from the LotR Trilogy. Having a bit of modeling skill and a couple free programs, I've thought about taking the time to do it, but if anyone knows of a similar project underway, I'd rather contribute to that than start from scratch. If anyone else thinks this might be useful, let me know. It'll help overcome inertia and bump the project higher on my to-do list. ;) |
| getyourspotusa06-09-05, 01:17 PM | I vote YES for that! That would be great! |
| Gurv06-09-05, 01:40 PM | Have another vote for that! |
| Hideous Phidias06-09-05, 03:24 PM | yeah me too |
| longreach06-10-05, 09:49 AM | Another vote from me. I am building big parts of sharn with the paper scenery from worldworksgames and start on the dragon eyes district. My players have made the broken anvil inn as a home base between adventures. I have almost finished making the inn and start on the bloody bridge soon. A 3d map would be very very handy for getting my bearings. :D |
| Vasarius06-10-05, 09:59 AM | Crikey, a 3D map would probably be the BEST thing I've ever seen. Please, please attempt this! |
| drunkenewok06-10-05, 12:52 PM | Consider it officially bumped to the top of my to-do list. It'll probably be a few weeks before I'll have anything useful finished, but I'll try to keep y'all apprised of progress. If anyone else has modelling experience and wants to help out (or run the project, since my own skills are of a decidedly amateurish nature), let me know. |
| GameAvatar06-10-05, 06:45 PM | I'm interested in any (all) maps you guys have done for Sharn. We've kicked off a new campaign with the Forgotten Forge adventure and I'm dying to get my hands on any map of the city. As many of you have pointed out the maps in Sharn: City Of Towers leave a lot to be desired. Thanks! GameAvatar |
| ragboy06-13-05, 09:17 PM | This has been my only gripe with the setting is the distinct lack of maps. Anyone know if there's a mapbook in the works? I'd love to have a detailed Sharn map (similar to the Sigil map in Planescape) and a detailed Eberron map (like every other setting known to man). |
| drunkenewok06-14-05, 09:37 AM | Well, I'm pretty sure that the upcoming Eberron DM Screen has a map of Khorvaire included, but I haven't heard any official plans for a map of Sharn. As for my building project, I'm not sure how useful as a DM tracking resource it will be. My initial plans are for creating a large-scale (and correspondingly relatively low-res) model for the city and surrounding geography as a whole. I'm planning to work on some animations of two approach shots (by lightning rail and airship), and from there (assuming I still have the time and energy) I'll work on making better models of the individual neighborhoods and the occasional set piece. I'm open to suggestions on other ideas and I'll do my best to implement as time allows. I'm doing my work in the open-source Blender (http://www.blender.org/) rendering system, so if anyone else has aspirations of being a 3D graphic artist, the only entry cost is time. :) |
| Kwai06-30-06, 11:37 PM | Well, I seem to be a bit behind the times, but has there been any updates on this sharn map issue? I search, but still all I find is the map gallery. A map like that from the planescape box sets of Sigil would be AWESOME but way beyond my limited computer skills. |
| Nerdicus07-01-06, 09:57 AM | I'm adding my typed words to the collective voice of those who would love to see a detailed map of Sharn like this!! If this is still something that is happening let us know here so we can get this map from you , then give you mad props here on the site, and add you to the annuls of greatness!! |
| Amaril07-08-06, 07:11 PM | I'm desperate for printable maps of Sharn. When I saw the city maps designed for Ptolus, I became very jealous very quickly. Having the maps of the levels and distributing the content by each of the plateaus is a bad design. They could have at least placed the maps sequentially together in a single section of the book; then it would appear as layers as you flip through those pages. I hope eventually they'll release high-resolution maps with labels that are adequate for printing. A PDF with layers would be ideal. |
| Nerdicus07-09-06, 10:50 AM | WotC should commision the construction of a large scale Lego model of Sharn. It would slay on so many levels. |
| Tarionz_Cousin07-11-06, 01:01 AM | I have made some of these for my personal use. Try this: http://i21.photobucket.com/albums/b278/valinnmonsta/M1SharnOverview_Namedcopy.jpg http://i21.photobucket.com/albums/b278/valinnmonsta/M4-MiddleWards-Named1.gif http://i21.photobucket.com/albums/b278/valinnmonsta/M5LowerWardsNamed.jpg I haven't got any other wards done and won't anytime soon. Mods, if this is wrong, please delete this entry. |
| ChaoticGood08-09-06, 01:15 AM | What is the state of the 3-D Sharn Map project? ( :bump: ) |
| Tarionz_Cousin08-11-06, 08:53 PM | What is the state of the 3-D Sharn Map project? We've got the robot working on the Lego version: http://www.mono211.com/content/ars-electronica/000907lego.jpg :rimshot: --Just kidding. I was also wondering about the 3D project. |
| Wrathamon08-18-06, 07:43 PM | If you guys are serious about the 3d version... I would suggest checking out SKETCHUP 5.0 (http://sketchup.google.com/) it is very easy to use and it's free! |
| Amaril10-04-06, 10:48 PM | :bump: |
| Magnus Magus10-05-06, 07:34 AM | I'm more than happy to bump this too. I'm starting a Sharn campaign and I think it would be incredibly helpful for better maps. |
| Magnus Magus10-07-06, 10:37 PM | I'm forcing myself to get used to Freehand again and I am tracing scans of the three main ward pages. It's a long-term project that will eventually be transferred into Flash so I can switch between wards and zoom in and zoom out at will. It's not quite 3-D, but it would be helpful for me. One of the things that confuses me is the disparity between maps. The Lower Wards and the Middle Wards make a lot of sense - the hundreds of buildings merge at the bases to form mega-structures, just as described in the S:CoT book. The thing that really confuses me are the changes in the maps from the middle wards to the upper wards. While I understand that many of the buildings merge as they ascend upward there are buildings where there are none below, there are larger buildings than the bases could possibly support and many other anomolies. I also wonder why there isn't a scale on any of the maps. |
| CannibalSmith10-08-06, 08:55 AM | About scales. (http://boards1.wizards.com/showthread.php?t=708393) |
| UliahHafengrim10-10-06, 04:36 PM | I've got an Eberron campaign currently on hiatus that started with The Forgotten Forge and is primarily Sharn-based (last we played, we wrapped of Shadows of the Last War and were moving into my own custom campaign material). I was also frustrated with the Sharn: City of Towers layout. I retyped most of the book into Word in order to manipulate it and reorganize it in a way that made sense to me. Later, after my group developed a wiki as a campaign aid, I quickly added my previously-typed Eberron resources. Included are formatted versions of all of TheFireballedMage's Dragonmarked house write-ups and labeled maps from Sharn: City of Towers, arranged by Upper/Middle/Lower wards, with intuitive navigation between them (you start at the top and navigate 'downwards' through the city), along with page references and descriptions for each district in the ward. While having a supermap (ala Waterdeep) could be useful, I've found that I don't really need to know the exact layout of the intersection of Bear's Rest Street and Bull's Run Avenue. Encounters themselves need a layout (especially if you use minis or figs of some kind) and there are plenty of generic city resources out there--some can be found in S:CoT--that can provide drop-in streets, buildings, etc. For those interested, email me ( uliah_hafengrim at ml1.net ) and I can provide a link to my campaign wiki. |
| yossarius10-10-06, 05:27 PM | WotC should commision the construction of a large scale Lego model of Sharn. It would slay on so many levels. Amazing. I was thinking the exact same thing before I ever saw this thread. I briefly considered trying it myself, but quickly realized that I don't have near enough legos, nor am I up on lego aarchitecture. I'm sure such a kit would be prohibitively expensive, but would still be kewl. |
| yossarius10-14-06, 01:01 PM | I've started redrawing Sharn in Campaign Cartographer 2, starting with the Lower Wards (http://www.geocities.com/yossarius/lowerwards.pdf). I'll update it as time allows. Comments welcome. |
| AlHazred02-12-07, 10:40 PM | Bump! |
| Seghan03-08-07, 11:48 PM | By popular demand :bump: |
| Nimrud03-10-07, 08:42 AM | A 3D map would be great. 3 maps is just insufficient to address a vertical city four times the height of the Empire State. |
| eRaz0r03-20-07, 06:59 PM | I agree that one doesn't need the level of detail for each street, i.e. whether it's 1 mile to the tavern or 3, or whether this street meets up with that street. But that's really not the problem. As a previous poster points out - the maps represent each level, and the book is divided by district name - which means flipping back and forth. Furthermore, there are quite a few interesting NPC side-bars in the book, but with NO way of knowing where they usually hang out. You have to be reading about the district they're from to see them mentioned, and THEN hunt for them in the side-bars (and not all of them are detailed, so if the NPC you're interested in has no side-bar, you need to flip through most of the book to be sure of that.) What I'd really like is the ability to link the map to the text and vice-versa. I think a GoogleMaps API CustomMap hooked to a wiki should cover it. You could use Markers of different types for NPCs / Services/ Residences etc. You could use overlays for the different layers of the city, and you could add markers for events or adventures that link out to the Wiki as you go along (either ones that have happened, or ones that you plan for in the future). The Sharn Map isn't fully detailed down to street level, and I don't want it to be. I just want to be able to Search for "Blacksmiths" and come up with some locations near the PCs, or search for an NPC and find out where they live. Or Search for all the taverns that are near the PCs and find one that's cheap enough for them to stay in .. The sort of thing that an actual index would have helped with (the kind of thing that appears to be too expensive for Wizards to add to their books). |
| Amaril03-20-07, 07:15 PM | The Sharn Map isn't fully detailed down to street level, and I don't want it to be. I just want to be able to Search for "Blacksmiths" and come up with some locations near the PCs, or search for an NPC and find out where they live. Or Search for all the taverns that are near the PCs and find one that's cheap enough for them to stay in .. The sort of thing that an actual index would have helped with (the kind of thing that appears to be too expensive for Wizards to add to their books). If you need and index, Keith has provided one for us. http://www.bossythecow.com/sharnindex.htm The index only does so much, though. I think what we really need is a "yellow pages" for Sharn. Look up the type of business you need, and find a listing of names and locations. |
| fil kearney03-21-07, 02:20 AM | whoopidy doo... an index. It's been years... when is WotC gonna provide some tech support for their flagship campaign setting? you got the cartographers.. do it. |
| Just_some_Evil_Wizard09-29-07, 06:11 AM | /animate dead thread A new map would be awesome. Might be something for Sharn: City of Fourth Edition. As our gamemaster and game comes to a crashing halt whenever he tries to find something in S:CoT, and none of our players got any understanding of where anything in Sharn is located, I tried to make a poster map myself... hopeless. A 3-D-map on a 2-D-medium is kinda hard anyway, but this awfully disorganized source book made me quit the project. Asides from mapping problems, the city layout, pictures, maps and statitics just don't fit together, I think. The pictures show a very few really huge towers, but the map seems to indicate much more. There are way too few people for a city that large. Or is it supposed to be mostly empty? Finally, after reading the descriptions several times and a two-hour-discussion with my group, I still don't know if Sharn is supposed to be a large "dungeon"-like indoor setting, or regular houses inside really large towers, or regular houses outside really large towers, or a blah-blah-mixture of all three. I suppose that an answer can be found somewhere in this chaotic book, but heck, getting an impression of the city design shouldn't be a matter of research. In my opinion, a redesign would be in order. |
| UliahHafengrim09-29-07, 11:56 AM | There's a wide spectrum of player needs. Some want every single shop and point of interest spelled out on a map with more square footage than your average room (Waterdeep: City of Splendors boxset I'm looking at you), while others just need the basic descriptions and an idea of relative distances and positions of city districts (Sharn: CoT hardcover). The spirit of its design seems to embody the idea that "All roads lead to Sharn." You can find anything and everything in the city. As such, you can design any kind of tower, any kind of topography, any kind of encounter and it will fit in somewhere perfectly. Reading Keith's novel Sharn: City of Towers will go a long way in helping get a feel for the city. It took me a long time to wrap my mind around the geography and layout of the city. I had to read through the sourcebook a lot and also create a layer-by-layer map and guide to really get it. The upper wards of the city will tend to be far less dense. Towers have narrowed in diameter, there is more space from one tower to the next, and there is a lot more natural light. A good part of the city is outdoors and there are more bridges that span from one tower to another. Any thoroughfares that run through towers will be very wide, have high ceilings, and probably vendors and small shops in the middle. Think of these streets like walking through an outdoor or indoor mall--very wide open spaces, lots of planters, trees, fountains, statues, shops and doorways on all sides, etc. (link to google images of a fancy Southern California outdoor mall (http://images.google.com/images?hl=en&q=fashion+island&um=1&ie=UTF-8&sa=N&tab=wi)) The middle wards are kind of like strip malls jammed together (link to google image search of strip mall (http://images.google.com/images?hl=en&q=strip+mall&um=1&ie=UTF-8&sa=N&tab=wi)), to continue the mall analogy. There's a lot less decoration, things are packed in a little more tightly. There are still sections that are open to the outside, but more than half of all the locations are inside one tower or another. The space between towers is much narrower than in the upper wards--bridges tend to be smaller in width and length and less decorative and fanciful. The lower wards are similar to underground cities and malls found throughout the world (only a lot dingier and poorer--picture most underground subway complexes). At this point in the city, tower diameters are much larger and space between the towers is negligible. Natural light is a rare occurrence. Ceilings will tend to be lower and everything will be much more cramped. There are nice, open areas to be found however. Not all of Lower Sharn is like Lower Dura. Once you get below this level you're pretty much in a dungeon. Undersharn ftw! Also, for those interested, please contact me at uliah_hafengrim at ml1.net and I'll send you a link to my Eberron/Sharn wiki. Feel free to pull anything and everything you want from there, just do not link to it from a public source. |
| mosaic09-29-07, 07:11 PM | I haven't read any of the Eberron novels, so I may be completely off on some of this, but my wife and I were talking about Sharn in the car a few days agao and what it would look like if it grew organically. Being from LA and having lived in Mexico City, we imagined several medium towers (5-10 stories) being built a good distance from each other. As these towers grew too small for their owners' needs, they would have built larger towers AROUND the first ones. So the first 5-10 stories of the new tower would be ring shaped, and then the new floors - say 11-20 - would be more like a standard tower. The windows of the old tower would have to be blocked up, and old external doors would now lead to rooms in the newer portion. Some years later, the towers would again be too small for the needs of the owner, his/her family, their business, whatever. So they build another layer around the towers, adding another 10 floors. The bottom 10 would now have three rings, the next 10 would have two rings, and the newest top 10 would just be regular circular towers. [What were imagining is something very much like a tree, where you could estimate the age of a tower by the number of rings at its base. This "rings of growth" idea isn't as far fetched as it may sound; this is how most Aztec pyramids were built - on top of and around older pyramids that had grown too small for the Aztec's needs.] Again, older windows and doors are sealed or lead into new, interior rooms. But as the owners have grown wealthy, they'd like to live in the larger, more spacious apartments at the top of the tower, now 30 stories tall. So very few doors in the inner tower connect to new, outer tower. Instead, a hallway/alley cuts through the outer ring at about street level and leads to what was formerly the front door of the old tower [You sometimes see this in Venice, Italy]. The rooms of the old tower are converted to small, dark apartments - a tenement basically. What is evolving here is social stratification where the wealthy live higher up the towers or at least on the outside where they can get light and fresh air, and the poor live deep inside in dark, dank ghettos at the end of a maze of hallways and alleys. This pattern of growth really helps me envision what the interior of these towers would look like. Imagine the changes in architecture and style as travel deeper into a tower. It also means that the bases of the towers would be pretty thick. I remember seeing a map or a drawing of a tower once and thinking, "That's WAY too skinny! There's no way that thing goes up a mile in the air, even in a manifest zone. It's going to look like spaghetti!" Now the towers are more like huge, growing stone and mortar trees. Once these things get really big, like 100+ stories tall (maybe even sooner), things get interesting. People at the top aren't going to want to go down just to go up another tower, so they start building bridges to other towers, and these bridges will eventually get built upon too [I think of the Rialto in Venice or the Ponte Vecchio in Florence]. They'll also build platforms that jut off the sides of the towers to have some outdoor space. And as the really big towers get wider, their bases will start running up against smaller towers. Some of these small towers will be torn down, but most will just be incorporated into the new layer. Because tower walls are not entirely perpendicular and taper slightly as they rise, like trees that have grown together, old towers may just out the sides of new towers. Eventually they may disappear completely, but the floorplan would reflect the history. [This is where LA and Mexico City come in. Both cities were once a collection of towns that grew and grew until they ran into one another. There are colonial neighborhoods in Mexico City, with cobblestone streets and historic buildings, surrounded by glass and steel towers because the little "neighborhood" was once a town until the modern city grew and oozed around it like mud or lava.]. Then things get really funky. Keeping with the tree metaphor, sometimes the heart of the tower would die; the original tower(s) would collapse or be torn down, leaving a huge, open shaft down the middle of the tower. It could be dark and empty, almost like an cavern reaching 1000 feet above the ground, or maybe there are openings to the outside letting light and fresh air in. There might even be a revival [think gentrification] as suddenly the interior becomes desirable again. Hanging gardens, interior balconies, like the atrium of some big hotel or mall. And like big cities have buses and trolleys, maybe the shaft has lifts that rise and descend on fixed schedules [the 10:15 serving floors 135-198]. Outside, thinks at ground level would be a mess. Certainly crowded, but imagine all the refuse and debris that would fall from above. I imagine piles of detritus a story or two tall. Shanties built of scrap built against the sides of soaring towers [images from some time I spent in Manilla]. Smoke everywhere. Most "civilized" folk would take care of business at least a few stories up. Here the balconies from one tower would extend almost to the balconies of the other towers, almost - or entirely - sealing off the "ground" below. Most towers would probably have balconies that partially encircle them every few floors because apartments and shops only extend a few rings in; interior access would consist mostly of alleys and back doors. The really big balconies might have traditional, free-standing structures built on the (or at least leaning on the tower), and some of these might pile up 3 or 4 stories themselves. [I'll add more later when I get a chance, but this is our "organic" imagining of Sharn. Enjoy, Mosaic] |
| OctaviusIII09-29-07, 09:49 PM | *snip* That... is really quite awesome. I hadn't thought about all of that beforehand, but it makes sense. It also makes me think of Çatal Hüyük (http://en.wikipedia.org/wiki/%C3%87atalh%C3%B6y%C3%BCk) - a collection of houses that are built directly onto each other (http://www.earlyfarmers.net/catal/2.jpg), with the entrances to the houses on the roofs: The inhabitants lived in mud-brick houses which were crammed together in an agglutinative manner. No footpaths or streets were used between the dwellings, which were clustered in a honeycomb-like maze. Most were accessed by holes in the ceiling, which were reached by interior and exterior ladders. Thus, their rooftops were their streets. The predilection towards towers rather than caves or sprawl in Sharn means that there was probably some sort of cultural significance to height, probably thanks to the manifest zone. |
| OctaviusIII09-29-07, 09:54 PM | *double post* |
| mosaic09-30-07, 01:47 AM | Thanks Octavius. Hey all, I found a thread called "Sharn buildings: in or out" that I think is a better place for my post. I re-posted there (sorry if that is poor etiquette) so as not to sidetrack the discussions of mapping Sharn in this thread. But, yeah, I'd love to see some really detailed Sharn maps too. |
| CannibalSmith09-30-07, 03:02 AM | Link, please. |
| Just_some_Evil_Wizard10-01-07, 01:57 AM | There you go: http://forums.gleemax.com/showthread.php?t=906543 About the buildings of Sharn http://forums.gleemax.com/showthread.php?t=931231 About the size of Sharn |
| Amaril10-01-07, 06:55 AM | There's also a post from Hellcow somewhere about Sharn's skybridges. |
| Amaril10-01-07, 01:11 PM | Here it is: http://forums.gleemax.com/wotc_archive/index.php/t-691445 The Triangle (These are three different sets of bridges, but the area is generally refered to as the Triangle -- so you have the Lower Triangle, Middle Triangle, etc.) Terminus (LTL) to Boldrei's Hearth (LC) Terminus (LTL) to North Market (LNE) Boldrei's Hearth (LC) to North Market (LNE) Tavick's Market (MTL) to Sovereign Towers (MC) Tavick's Market (MTL) to Holdfast (MNE) Sovereign Towers (MC) to Holdfast (MNE) Silvergate (UTL) to Koran-Thiven (UC) Silvergate (UTL) to Crystal Bridge (UNE) Koran'Thiven (UC) to Crystal Bridge (UNE) Center Bridge Black Arch (LTL) to Center Bridge (LM) Center Bridge (LM) to Granite Halls (LC) Little Barrington (MTL) to Everbright (MM) Everbright (MM) to Dragon Towers (MC) Ocean View (UTL) to University (UM) University (UM) to Highest Towers (UC) Bridge of Lights Dragoneyes (LTL) to Firelight (LM) Torchlight (LNE) to Olladra's Kitchen (LC) Cassan Bridge Cassan Bridge (MM) to Kenton (MTL) Griffon's Bridge Daggerwatch (UD) to Highest Towers (UC) Horizontal Lifts These are similar to the magical lifts that travel up the towers, but move back and forth horizontally; essentially they are large skycoaches that operate on a fixed path. These can be shut down by any of the watch commanders or the Knight-Commander of the Citadel, allowing Central Plateau to be isolated from Dura. Dava Gate (MC) to The Bazaar (MD) Tradefair (MC) to Hareth's Folly (MD) Deniyas (UM) to Twelve Pillars (UTL) Clifftop (UD) to Shae Lias (UNE) Crystal Bridge (UNE) to Pinnacle (UTL) Korranath (UC) to Redstone (UD) |