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Accessible only after completing The Underground Pass quest, Tirannwn is the home of the elven population and is the scene of the Regicide quest, the fourth in the ongoing series to solve the mystery of King Tyras and his twin brother Lathas. Little is known about this country except that it is strewn with traps and seems to have been doing very well on its own until Tyras barged in.
The only permanent settlements in this elfin land are the city of Prifdinnas and the village of Lletya. Prifddinas is as yet inaccessible to humans (the elf guarding the gates claims that the city will be barred to humans while the rebels are at large), whereas travellers will visit Lletya during the Mourning's Ends Pt I quest. The forces of the elven Lord Iorwerth have an encampment just to the south of Prifddinas.
The majority of the land is covered in extremely dense woodland (Isafdar). Bring food when going here, because there are lots of dangers (including tripwires that poison you and pitfalls that can reduce your health considerably). Some form of teleportation is essential, as the journey out can be extremely tedious (and hazardous) on foot.
Several games handle their world composition differently. Games like EverQuest, Anarchy Online and Final Fantasy XI are composed of regional zones. Transition from one part of the world to the next requires a process known to players as zoning, where data is effectively loaded for that one particular "zone". As a result of zoning, monsters can not follow players into the next zone. In addition, immersion of the game is broken during this waiting period.
Other games decide to make their world continuous (or "seamless"). Games like Asheron's Call, Ultima Online, World of Warcraft, and The Matrix Online make it possible to travel from one point of the gaming world to the other without the transition of zones, although in many of these games certain cases (e.g. going into a dungeon, travelling to different continents) exist where you must go through a loading period.
Both have their technical limitations, mostly in regard to memory requirements for the game client, bandwidth usage by the client computer, as well as how the world is managed by the game servers.
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