Locations

Oceanica has a lot of places to explore. There are six main capitols for each of the major factions, plus major towns and villages scattered throughout the world. The larger the town, the more resources it's likely to have. Some cities and towns will have vendors that sell rare items that can't be found elsewhere.

All major towns and cities (and some other special locations) are set up so that players can only be in Adventure mode and not Survival. Outside of these areas, all players will revert back to Survival mode.

### The Known World

"The Known World" or "Known Realm" consists of the main scope of Oceanica and contains all its major factions, cities, quests, etc. Players start in the northeast area of the Known World.

### Nube Island

A mid-sized island where all players start. It's regional difficulty is 1, so the only mobs you should ever face are spiders and zombies (unless the weather is inclement) (there is a known bug here where slightly harder mobs will still spawn nearby). The island is designed to help players get used to how Oceanica works and has 3 main locations: the Starting Area, Nubeville, and Nubeville Docks. As Nube Island is all difficulty 1 and 2, there is no PvP on the island.

### The Starting Area

All players start in the starting area (obviously), on the southern side of Nube Island. Here, players can find a simple questline that walks you through some of the basics of surviving in a Minecraft world. Odds are you'll already be aware of these basics and you *can* avoid this quest, but completing it will net you some coin to get you started. You can also receive a very basic kit (sword, pickaxe, etc) that will also help get you started. Keep an eye out for message blocks (blocks embedded into the ground with "" marks on them). They will give you important information throughout the game, and in certain areas, help with quests.

Players generally cannot die in the Starting Area unless they try really really hard to do so. Players that are no longer considered beginners (determined by the player's combat level) are blocked from re-entering the Starting Area. There is also no PvP inside the Starting Area.

### Nubeville

A small village on the northwest corner of Nube Island. There are some simple vendors here and a few more instructive message blocks.

### Nubeville Docks

Players can catch a transport (skiff) from here to Cartisport to the east-southeast. It costs only 1 silver (or 10 copper) coins. If you wish to not spend any money to leave Nube Island, you can either build your own boat or swim.

### Cartisport

The capitol of Centralia. Players should make this their next stop, as you can pick up the start of the main questline in the game. The town also has tons of vendors selling various useful goods. You can also purchase property within the town, which allows you to customize a small part of Cartisport to your liking. **It is recommended to maintain some semblance to the theme of Oceanica**. Anything profane, offensive, or otherwise clashes with the general game theme may be removed. These parcels of land also have a maximum height build limit, usually somewhere between 7 and 12 meters.

Cartisport also hosts one of the first commodity exchanges players may come across. It can be found on the south side of the city. There are also two places where players can hire skiffs to explore the rest of the known world, one of which is on the north side of town, and the other (larger) one just outside of the commodity exchange on the south side of town. Cartisport also has a flying mount station on the north side of town, hosted by the Sisters of Beirah. Automated flying mounts have much fewer destinations than the skiffs, and are more expensive, but players are less likely to be attacked by sea creatures or other mobs while on a flying mount.

North of the city is a special PvP area. Players can either go there to beat the crap out of each other, or--if it's running--play a treasure-hunting minigame. The PvP area also has a few specific mobs in there just to keep things interesting.

### Ramshackle

A small pirate base located off the eastern coast of the Centralia mainland. It hosts a few amenities as well as a shadow exchange broker.

### Vondoria

Vondoria is a Vellistian (elven) town on the north side of the continent that Cartisport occupies. It is approximately 2 days' journey on foot through forests that contain fairly difficult mobs, such as bandits. It also has a commodity exchange. New-ish players who want to start trying out the trading system can easily trade between Cartisport and Vondoria, even just on foot; though having mounts (horse/donkey/llama) help a lot.

### Southeby

Southeby (the NPCs prefer you pronounce it "SOTH-bee") is a town on the southeast corner of Centralia's main continent, and is southeast of Cartisport. The only notable thing there is it has 2 skiffs that will take people to Fort Jensen (a Centralia fortification) and Chengdu (the Testifia capitol).

### Fort/Port Jensen

A small fortification devoted to being a base of operations for campaigns against Draxin (frost elves). Located at the northernmost point of the Draxin continent, it sits on the edge of a snow-covered forest. There is also a commodity exchange here.

### Exjed Crossing

A major battlefield where forces of Centralia fight almost nonstop against Draxin soldiers. It is at the northernmost tip of a long no-mans-land, long since cleared of trees. It can be found south of Fort Jensen

### Syrixia

The capitol of the Draxin frost elves. It's located at the western edge of the main Draxin continent, and west-southwest of Fort Jensen. It has a separate exchange with a docking area for skiffs, which allow traders from lands unfriendly with Draxin to enter the exchange unmolested by Syrixia's town guards.

### Xarxis

A large training base located on its own mid-sized island, far to the southeast of the Draxin mainland. It also has an exchange and skiff docking area specially separated from the main town to keep players from being killed by the guards there.

### The Tempest

A section of ocean spreading from the easternmost point of the Testifian homeland (Tempest Point) towards Xarxis. The weather there is always hostile, and there are the occasional whirlpools that can force a player out of their boat and fling them into the ocean. A dungeon portal leading to a boss encounter can be found near the western edge of the Tempest.

### Chengdu

The capitol of the Testifian Empire. The Testifian mainland is separated by a narrow channel from the Draxin homeland to the north. Chengdu is located a short ways south-east of Tempest Point. Chengdu also has two docking areas for skiffs, the largest of which is at the exchange on the south edge of town. This exchange is also separated from the rest of the city, just in case a player is considered hostile. Any players hostile to Testifia that take a skiff to the other docking area on the north side of town is encouraged to bail out of the skiff before it docks and swim to the exchange to the south.

### William's Respite

A pirate base near the southern edge of the Known Realms, a ways south of Chengdu. There is a shadow exchange there where players can sell stolen goods to a fence, or trade in illicit goods.

### Hidden Valley

A small town located west-southwest of Chengdu. It is nestled in the mountains and is primarily a mining town. Since it is located fairly well inland, there is no water transport to this village. There is a village on the west edge of the main section of the Testifian homeland that does have a dock, but otherwise the town is accessed by road. It has an exchange on the north side of town.

### The Great Exchange

The Great Exchange is the "capitol" of the Exchange faction. Two main trading boards occupy the main hall, where traders can at a glance see where goods might sell at the highest price. There is also a hotel here and a couple other services. It is located on the smaller section of the Testifian homeland, in the southern area, in the middle of a swamp.

### Jasper's Cove

Found in a small cove at the southern end of a volcanic island, players can find Jasper's Cove. It has a few amenities and a shadow exchange. The volcanic island is west-southwest of Syrixia and just off the coast of Highmoor.

### Kharazad

One of the largest--if not *the* largest--city in the Known Reams is the dwarven city of Kharazad, the capitol of Stornin. The capitol can be found due west of the Testifian homeland, on the eastern shore of Stornin. Kharazad is divided into four subdivisions:

* Kharazad Harbor - This area hosts a blacksmith, an inn, a docking area for skiffs, and a commodity exchange.
* The Canal - The Canal links Kharazad Harbor to Kharazad Docks to the north. It can allow ships of up to 21m in height to pass.
* Kharazad Docks - The main port of Kharazad. It is located underground in a highland region of the Stornin mainland. Several amenities exist here, including a flying mount station. The northern part of the docks contains the magic quarter, where potions, enchants and wands can be purchased.
* Kharazad - Under the Kharazad Docks is Kharazad itself. Some of the finest armor and weaponry can be purchased here. High King Thunderhand has his palace north of the main area.

### Highmoor

A day's journey by foot to the northeast of Kharazad lies Highmoor. A few amenities can be found here, plus a commodity exchange. It also hosts the scene of a dragon attack from a short time ago. On the lower level is the exchange, the piers, and a docking area for skiffs.

### Helfing Downs

Three days' journey by foot to the west lies Helfing Downs, a more advanced Testificate village not associated with Testifia. They are instead a protectorate of Stornin, seeing that Testifia has had its eyes on the town for its own benefit. Helfing Downs hosts a commodity exchange on a hill on the northwest corner of town. The town itself is on the northwest region of Helfing, a land of extensive farming and a few other smaller Testificate villages protected by Stornin forces. Helfing Downs is landlocked, so there is no water transportation; but there is a flying mount station just outside of town.

### The Stornin-Wesitia Border

Wesitia and Stornin share the same large continent and have an uneasy truce. Separating the two nations is a frontier, spanning from shore to shore, east to west. Stornin occupies the southern portion of the continent, while Wesitia claims the northern part.

### Alpion

Alpion is a small fishing village located far to the north of Kharazad (on the same very large continent) and far to the west of Cartisport (across a wide ocean). It has an extensive mooring location for ships, as it is the "finish line" for one of the few sailing race courses in Oceanica. It also has a couple spots for skiffs to dock, a commodity exchange, a flying mount station, and a secret. It is technically a neutral village, but still protected by Wesitian guards. Anyone on unfriendly terms with Wesitia would be wise to stay by the exchange or the piers.

### Esteby

Esteby is the capitol of Wesitia, located on the northwest shore of the continent. It is the counterpart to Cartisport, far to the east. The town hosts mostly the same facilities that can be found in all other capitols. The exchange, flying mount station, and skiff docking area can be found on the southern edge of town.

### Barreport

Located on a small continent on the very western edge of the Known Realms is Barreport, a town belonging to Wesitia. It hosts a few amenities, a skiff docking area, and a commodity exchange.

Barre Tram Spire

One of the tallest structures in all of the Known Realms is the Barre Tram Spire. Players can utilize the tram, found at the top, to get access to the Peykollorrian Plateau, even further to the west. The tram is manually operated, so the tram may or may not be there at any given time. Alternate routes exist to get to Peykollorr.

### Peykollorr

The land of giants. Peykollorr hosts many massive structures to accommodate those living up there; but a few amenities have been included for smaller folk. Places of note within Peykollorr consist of:

* The Peykollorr Exchange and Tram Station: The other end of the tram link that starts at Barre Tram Spire. It, of course, also hosts a commodity exchange.
* The Great Stairs: An ancient stairway that leads from Peykollorr up above to the frozen desert plains below. Ladders have been installed to allow players access to the plateau, and there is a waystation halfway up where players can buy refreshments and a couple special items that will help with exploring Peykollorr.
* The House of Law: A gigantic building that houses Peykollorr's government and court house.
* The Justicar Lift: An alternate way to get to Peykollorr from the lowlands. Access to the lift is available by road or sea. Follow the frozen high plateau from Barreport, going along the northeastern shoreline. If a player travels by land, (or even by boat), it would be wise to be well-geared. Hostile and difficult mobs patrol the area.
* Vynklyggyr: A giant vine growing up from the lands below. Players can climb this to get up to the western side of the Peykollorrian plateau, but beware! It can be a treacherous climb.

### Vellistia

Vellistia is the elven capitol of Vellis. It is located on the southern shore of the Vellis island, far to the north of Cartisport, and in the northernmost reaches of the Known World. Players can reach Vellistia via skiff from Vondoria, or by flying mount.

### Crag Keep

Crag Keep is essentially a long-lost county of Stornin. It is located a very long way south of Kharazad. Channel markers line the way to Crag Keep. Players can use a skiff in Kharazad Harbor to get there with more ease. The town itself is inhabited by people best described as "chilly" and it's rumored that ordinary folk should not wander the streets at night.

### Dungeons

Six primary dungeons exist, each with its own boss encounter. See the Bosses page for more information on each encounter.

* Desolation of Pyrix: Located on the far western end of the Vellistian island. Fiery guards patrol the area. There is a small inn nearby where players can prepare for the encounter.
* Jones' Ruin: This encounter can be found underwater, at the top of an ocean monument, just west of Tempest Point. The area is guarded by underwater mobs, and there is a whirlpool nearby that players in boats need to be careful of.
* Tovirokk: The entrance to the Underworld is found in craggy terrain, far (and we mean *far*) to the south of the Stornin mainland, outside of the Known Realms. Players can access a trail to Tovirokk from Crag Keep. A skiff can be chartered out of Kharazad Harbor to take players to Crag Keep.
* Valhavn: Entering Valhavn is ...challenging, to say the least. It is essentially a chunk of land torn out of the world itself, hovering above a crater. Valhavn can be found southwest of Helfing Downs, in the western region of Stornin. Helfing Downs can be reached by sea (chartered skiff to Helfing Pier), over land, or by air (flight point on the east edge of the upper level of Kharazad itself).
* Varlonn: Varlonn is the home of Varis, the Mad Beast. The entrance lies far to the north of Vellistia. There are no channel markers as the land has been long abandoned by the elves. It is rumored to be due north of the Wesitian country. Players can leave from either Esteby or Alpion by boat and travel north until they discover the entrance. There is no chartered skiff there yet.
* Delphi (**currently inoperable**): Delphi is a large rotating airship, hovering far above the ocean, northeast of the Known Realms. There is transport available to players once certain requirements are met (found on the top of the wizard's tower next to Cartis Castle in Cartisport). The current final boss of the game is found within Delphi.

Note that Tovirokk, Varlonn and Delphi are far from the center of the Known Realms. As such, access to them may take a while; and the land surrounding these dungeon entrances will therefore have more difficult mobs.

### Other Locations

There are many other locations both inside and outside the Known Realm not listed here; but it's encouraged for players to go find them. Most unlisted locations *are* within the Known Realm, but some are not. Clues can be found to help guide players to these locations. Happy Exploring!