New Frontiers® has a keep and tower system. The design intent behind the keep and towers is to give keep warfare different options, so that besieging one area is not like besieging all the others. Doors are located in different places on different keeps, walls can be destroyed, and you can see the relative strength of a keep or tower just by looking at it.
Enter From Your Homeland's Border Keeps
There are a total of six border keeps that protect the homelands of each realm. When you approach the border keep from your homeland, you will need to click on the switch in the wall and pass through the great double gates. They are many guards keeping watch, protecting the homeland from invaders. There are also merchants selling various wares, and if you listen closely you may overhear a rumor or two. Pay close attention, for there may be some truth to them.
Opposite the gates you entered through are another set of gates, heavily fortified with a portcullis. The Frontier lies beyond those gates. Prepare yourself well before you pass through them. A powerful magic has been placed upon these doors, and they do not swing open. You simply walk into the gates and zone through to the other side.
Once on the other side, there are several things of which to take note. One is the Hastener. This important member of your realm knows that you need to reach the front lines of the battle swiftly, and he will gladly cast a spell upon you to aid you in your journey. Also here you will find a Frontier Portal Stone. You can click on it and the Realm War Map will open for you which may aid you in your travels. See the transportation section for more details.
To reenter the Frontier Keep and zone, you must click on the switch.
The six Frontier Border Keeps for the realms are:
- Albion: Castle Sauvage and Snowdonia Fortress
- Hibernia: Druim Cain and Druim Ligen
- Midgard: Vindsaul Faste and Svasud Faste
Level 1-10 characters have the option of speaking to an NPC in the various main cities of their respective realms for a free teleport to some border keeps, so that they may begin their RvR adventures in the Battlegrounds (more on those below):
- Albion: Camelot - Minstrel Lucaris and Minstrel Olias; Gothwaite Harbor - Minstrel Trinnon
- Midgard: Jordheim - Skald Seisill and Skald Rumdall; Aegirhamn - Skald Velder
- Hibernia: Tir na Nog - Bard Eltonos and Bard Medrend; Grove of Domnann - Bard Selveren
Once you leave the border keep, your main concern is to defend your realm and drive back the invaders. Open your Realm War Map, and see what keep needs your aid by using the /rw command.