These are the regions of Aberoth in the suggested order a player should visit them in-game. Many have been mapped.
The orcish prison is the area where every new player starts. It contains the cell in which new players find themselves imprisoned in, a single orc and a bat. The only exit from this area leads to the meadow. Once the player leaves this area it is impossible to return there.
This area serves as a central hub for players to trade, chat, manage their loot, and be generally unproductive. It is also where the majority of the NPCs can be found. This area is completely safe from enemies, but other players can still attack you.
The entrance to the bat cave can be found in the southwestern corner of the starting field. It is inhabited by bats, and they will spawn there even during the day. It is a good place for new players to learn to fight, as bats are aggressive but very weak. The bat cave also hides a secret...
Found just outside of town, the Grassy Field is the first real training area for new players. It is still relatively safe, but rogues and thieves to the west can be dangerous for new players.
The entrance to the rogue den is to the west of town. Rogues and thieves find their home here, defending their leader, Ratingar. This is the first place where careless new players may run into serious trouble.
Found behind a locked door within the Rogue Den. Lots of thieves call this area home, it has many hidden passages. You need the thieves key to enter.
The forest can be found to the east of the grassy field. Dangerous wolves roam between the densely packed trees. New players must be well prepared before they can venture into the forest. Luckily, the penalty for death is low since wolves will not pick up any gear on death. In the very heart of the forest live the hidden satyrs. These foes should be avoided at all costs by inexperienced champions.
This region can be found to the southwest of the grassy field. Players must pass through the stony field in order to enter the orc cave, often encountering several camps of orcs that lie in wait.
This cave is located just north from the entrance to the stony field. It houses many black bats which are more difficult to kill than regular bats. During new moons, vampire bats will spawn in this cave. The friendly orc Gurun has opened his shop here next to the Orb room.
The entrance to this cave is in the western side of the stony field, and great dangers can be found inside. The master alchemist, shaman, disciples and Ourik, king of the orcs, wait for daring players. Toughest of all is the Grand Shaman.
This is an extremely dangerous location in Aberoth. The entrance to the maze is locked up tight and Wodon will only give keys to adventurers who have proven their worth. With deadly disease, skilled thieves, and the dreaded Minotaur, nobody is safe in this winding labyrinth. Even the most powerful adventurers must be well prepared before attempting to explore the maze.
This sand dune-covered area can be reached by traveling along the southeast corridor of the maze. Players venturing into the desert can expect to encounter skeletons and rattle snakes that inhabit this region. They should be prepared with potions or beer to counteract deadly thirst during the daytime.
The entrance to this deadly area can be found in the desert, which requires a Skeleton Key to be opened. The desert tomb contains Skeletons, Skeleton Wolves, and Skaldor the undead king, as well as the Crypt, inhabited by Skeleton Rats and the Lich, Skaldor's undead sorcerer. Enter at your own risk...