The home of the delemgan and Glanfathan druids, within the Reach lies Teir Evron, one of the only towers of the Builders still in perfect condition. Two great elm trees twine around it, protected by two delemgan sisters who predate even the Engwithans. The Hall of Warriors also stands at the other end of the district. Elms' Reach is also where the druids keep their halls. There are the Ovates of the Golden Grove and the Ethik Nôl of Blood Sands.
- The Hall of Warriors, where the Three-Tusk Stelgaer nest, is in the northwest, bordered by a palisade.
- The entrance to the Blood Sands, temple of the Ethik Nôl, is in the cliff in the north.
- Teir Evron is in the northeast, guarded by a pair of delemgan spirits, Sîdha and Rîhenwn. Approaching the bridge will trigger another vision of Thaos, this time requesting the Watcher's aid in taking down Iovara, luring her away from Creitum to Ossionus.
- The Golden Grove, headquarters of the Ovates of the Golden Grove, is in the southeast.
- Hall of Warriors
- Golden Grove
- Iswld, involved in A Servant of Death
- Bledha, involved in Sacrificial Bloodlines, sells potions and ingredients
- Tamrwn, involved in True to Form
- Teir Evron
These are the quests and tasks which start in this district:
- Starlit Garb: Hidden under the carpet of the Glanfathan home nearest the Hall of Warriors.
- Tiny Sporeling: Sold by Bledha in the Golden Grove.
|“||Elms' Reach was first called Twin Elms in honor of the giant trees that give this glanfathan city its name. The area was laid out by Bobby Null, the lead designer of the team, and Hector Espinosa, our lead environment artist, did an amazing job with the 3D render and bringing it to life.
At its bottom right corner, you'll notice perhaps a cool archway made by roots from one of the elms. This led to an area that we had to cut, a mystical forest called the Weald of Fates where you'd be sent to speak with the ancestor stones, a collection of souls of glanfathan leaders, whose wisdom is revered by the tribes. The catch was of course that you could only do so by ingesting hallucinogenic mushrooms that would lead your "vision quest" towards its stones. The realities of game development sometimes result in awesome things like this having to get cut so that you can focus polish into something else, some other areas of the game. The lesson for aspiring designers is: structure areas, stories, and quests in a modular way so that you can, if need be, take things out without affecting other aspects of the game.
|~ Jorge Salgado, Designer