Andell
It has a predominantly grassy landscape with a moderate amount of impassable mountain ranges or forests. Passability factor 1, no movement penalties. There are gravel roads between player cities and game buildings, seaports with an increased cross-country coefficient of 1.5.
Buildings and playing areas found on the territory: all city buildings in a single or a certain number together in the form of settlements or checkpoints with the exception of the “portal of glory”, the location of which is in one sacred place. Also, additionally encountered buildings can be: arenas, mills, refugee camps, dungeons, bastions, dungeon entrances, prisons, traps, robber settlements, etc.
There are no permanent terrain generation zones on the territory of Andel.
Neutral creatures encountered on the territory: refugees, robbers, deserters, level 1-3 creatures of third-party factions of good and neutral factions, alone and in groups.
Tarrin
It has a predominantly grassy landscape with a huge amount of walkable, ever-changing living forests, and a small number of mountain ranges. Passability coefficient on grass surface 1; in flatter areas 0.75. There are more mud roads with an increased cross-country coefficient of 1.25, and fewer gravel roads between player cities.
Buildings and play areas found on the territory: all city buildings in single or some quantities together in the form of settlements or checkpoints with the exception of the “Dragon Rocks” found in the recesses of mountain ranges.
The constant generation zone is Tarrin's forest, which is a living forest; all the trees in the forest are “Dendroid” creatures. The modification is constant; the roads passing through the forests do not change.
Neutral creatures encountered on the territory: refugees, robbers, deserters, hostile settlements of “Dendroids”, level 1-3 creatures of third-party good and neutral factions, both individually and in groups.
Desken, Varrock, Orgrimmar
The territory of factions having a common habitat, strewn with endless, constantly changing deserts, with a low probability of generating oases, and also a large number of impassable mountain ranges. The cross-country coefficient is 0.75, there are a small number of gravel roads between player cities with a cross-country coefficient of 1.5.
Buildings and play areas found on the territory: checkpoints or hostile settlements of creatures together or separately from levels 1 to 4; creatures from levels 5 to 7 only in mountainous areas, with settlements of creatures of level 5 both individually and in groups, settlements of creatures 6 and 7 only individually.
The zone of constant generation is the desert. The modification is permanent; roads passing through the desert may disappear for a short time.
Neutral creatures encountered on the territory: marauders, robbers, nomadic creatures of levels 1-4 of the local faction alone and in groups, hostile creatures of level 6 of the Asura faction (very rare).
Elros
It has a predominantly swampy landscape, with an equal number of passable and impassable swamps, and to a lesser extent has a mountain range (extremely rare). The cross-country coefficient is 0.5, there are plenty of mud roads with a cross-country coefficient of 1.25 between player cities, buildings and game areas.
Buildings and play areas found on the territory: checkpoints with creatures of levels 1 and 2; settlements of creatures from levels 3 to 7, both hostile and neutral.
The zone of constant generation is the swamp. Modifications - loyal or less often global, roads passing through swamps may disappear for a long time.
Neutral creatures encountered on the territory: robbers, marauders, creatures from level 3 to 7 individually, creatures of level 7 densely populate all bodies of water in the location, creatures of level 1-3 from third-party good and neutral factions.
Asura
It has a predominantly avalanche, ashen, incinerated landscape with impassable mountainous terrain around the faction with the nth number of entrances with checkpoints. Walkability factor 1, there are plenty of paved roads with travel factor 1.5.
Buildings and play areas found on the territory: city buildings from level 1 to 5 everywhere in most locations, level 6 buildings only on lava, level 7 buildings only in the heart of the faction in extremely small quantities, checkpoints with creatures 1,2,4,5 level; settlements of creatures from level 1 to 6.
The zone of constant generation is lava. Modifications are rare or extremely rare; roads passing through swamps may disappear for a long time.
Neutral creatures encountered on the territory: marauders, level 1 creatures in large groups everywhere, level 6 creatures in avalanche locations, level 1-3 wandering creatures of third-party factions (extremely rare).
Xehvink
It has a predominantly snowy landscape with partially passable terrain around the faction. The coefficient of cross-country ability on snow is 0.5; there are very few magical paved roads with a coefficient of movement of 2.0.
Buildings and playing areas found on the territory: all city buildings in single or certain quantities together in the form of settlements or checkpoints.
There are no permanent terrain generation zones on the territory of Xehvink.
Neutral creatures encountered on the territory: creatures from levels 1 to 7 alone or in groups, wandering creatures of levels 1-3 from factions of the forces of good.
Necromor
The area located or adjacent to the faction is covered with haze, the faction is underground, the landscape is underground. The traffic coefficient is 1, there are a normal number of paved and mud roads with a traffic coefficient of 1.5 and 1.25, respectively.
Buildings and playing areas found on the territory: all city buildings in single or certain quantities together in the form of settlements or checkpoints.
There are no permanent terrain generation zones on the territory of Necromor.
Neutral creatures found on the territory: creatures from levels 1 to 3 in very large quantities everywhere, creatures from levels 4 to 7 in their habitats.
Shaole
The faction is located in the dungeon, the landscape is underground. The traffic coefficient is 1, there are a normal number of paved and mud roads with a traffic coefficient of 1.5 and 1.25, respectively.
Buildings and playing areas found on the territory: all city buildings in single or certain quantities together in the form of settlements or checkpoints.
There are no permanent terrain generation zones on the territory of Shaole.
Neutral creatures found on the territory: creatures from levels 1 to 7 everywhere and in settlement areas.
Neutral territories
They are generated taking into account nearby factional landscapes.
Buildings and play areas found on the territory: various urban and non-urban buildings in single or certain quantities in the form of small and/or large settlements and checkpoints.
Zones of constant generation depending on the type of surrounding area with identical features.
Neutral creatures encountered in the territory: creatures from all factions wandering or in settlements with the corresponding type of terrain, both neutral and hostile.
Additional buildings and play areas found on the territory: crypts, treasuries, stables, sanctuaries, forts, altars, arenas, etc.