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PostPosted: Wed Oct 18, 2006 11:40 am 
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Isn't Dalnir the dungeon off the that zone from the FoB (not kaesora, but the other way..) ugh.... the entrance is underwater or something like that...I should really look this up...

Edit: Yup. Crypt of Dalnir is off WW, IIRC. Zin took me there and did very bad things to me when I was younger. :shock:

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PostPosted: Wed Oct 18, 2006 12:15 pm 
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Bah! I guess that makes it pretty obvious that I haven't played a Kunark (Iksar) character. :P

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PostPosted: Wed Oct 18, 2006 5:33 pm 
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Nikolai wrote:
Bah! I guess that makes it pretty obvious that I haven't played a Kunark (Iksar) character. :P


I played a dark elf, and I hung out in Dalnir for a while ... in fact, have a nice shot of me standing over the Kly Overseer's corpse at the very bottom ... course, I had help ... but still, nice place. :) In fact, I think there are lots of druid drops there ... or maybe monk ... either way, they didn't help ME, but still... :)

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PostPosted: Thu Oct 19, 2006 2:05 pm 
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Dalnir is fun. It can be tricky for level-appropriate groups in that the zone-outs are nowhere near the zone-in (so bring a druid or wizard) but there are good drops and fun stuff.

Najena also can be a blast (and has a very nice experience modifier, iirc).

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PostPosted: Fri Oct 27, 2006 4:49 pm 
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[I found my Wayfarer's Guide to Velious. Here it is.]

Wayfarer's Guide: Velious
I. Introduction

EverQuest is a vast game, and it keeps getting bigger - each expansion brings new zones to explore, new places to go and new things to see - not to mention new things to kill and new stuff to take. Even between expansions, only a priveleged few have learned the game well enough to get to and master the out-of-the-way endgame zones. Sleeper's Tomb requires a drop from named, Velious dragons; Vex Thal requires spending time in ten different zones on Luclin; reaching the Plane of Time requires having gone through virtually all of Planes of Power.

My ambition with this paper is to lay out the geography of EverQuest in the most intuitive manner possible.

The Velious expansion, in contrast to Kunark, was designed with a few major goals in mind. The first was to put the faction system in the forefront of the player's mind; the second was to provide a set of high-end, questable armor for players who had outgrown the Old Planes and Kunark.

Third, and not least, was to give raid-capable players more than was offered with Kunark, which offered as raid targets Venril Sathir, Trakanon, a few Kunark dragons and Veeshan's Peak; in short, all bosses up until Kunark had 32,000 hit points or less. The high-end of Velious, Western Wastes, Temple of Veeshan, and Sleeper's Tomb (recently renamed Kerafyrm's Lair) offered many more challenges and rewards for raiding players.

From the Complete Wayfarer's Guide, Part I:

Velious is dominated by the Giant, Dragon and Dwarf factions, the Kromzek, the Claws of Veeshan and the Coldain respectively. Coldain and Giants battle over Iceclad Ocean, East Wastes and Great Divide; Dragons and Giants contend for the Wakening Lands; and the Claws of Veeshan control the area from Skyshrine westward. The Giants are thus at war with both the Dragons and the Dwarves, but the Dwarves and Dragons are not allied.

Alliance with any particular faction gives access to the cities and quests of that faction; each faction has a set of questable armor for each class, Dwarves being the least of the three, Giants and Dragons roughly equal with one another. This armor is appropriate for approximately levels 50-62. An example is the Warlord's Breastplate.

I will add here that the comparitive weakness of the Thurgadin armor quests is offset by the rewards of the Coldain Ring and Coldain Shawl quests, which are excellent rewards, for most players, even today.
II. Travel Across Velious

In the first part of the Wayfarer's Guide, I said that Velious' icy zones are a linear progression. I can now do little better than to repeat what was said there, in terms of the simple layout of the zones. However, I will elaborate on the features and attractions of each, and their relation in the great scheme. For a brief outline, I can do no better than I did in that place:

...their order is Iceclad Ocean, Eastern Wastes, Kael Drakkel, Wakening Lands, Skyshrine, Cobalt Scar, Siren's Grotto, Western Wastes, progressing Westward from Iceclad Ocean. Great Divide, which has both a book and Nexus Spires, is a cul-de-sac - to progress deeper one must zone to East Wastes and go through Kael.

There are three main accesses to Velious from without: the first, by way of the Gnomish Icebreaker ship, which launches from the shores of the Northern Desert of Ro (a convenient and short run from Freeport) and lands at Iceclad Ocean; the second, by way of the Nexus spires, which teleport one into the Great Divide, a short distance from Thurgadin; and Druid and Wizard teleport spells, which can take one as deep as Cobalt Scar.

There are Wizard / Druid portals, called Dragon Circles for their design, in Iceclad Ocean, Eastern Wastes, Great Divide, Wakening Lands, and Cobalt Scar.

I will assume that the adventurer is entering Velious by way of Iceclad Ocean. Iceclad is broken into three major islands, called "Icy Fingers." At the dock, the first group one meets is the gnomish pirates who are apparently stranded here (and, apparently, unable to engage in piracy). This island is largely overrun by snow cougars (approx. level 25), and is connected, by way of an ice floe, to the second island, which is dominated by the imposing Tower of Frozen Shadow, lair of the vampiress Tserinna. At the western edge of this second "Finger" is yet another ice floe to the West, frequented by an unassuming tribe of ice gnolls, and the third of the Icy Fingers. Here, in addition to cougars and "Snow Dervishes," whirling piles of ice and refuse, from whichthere are giant scouts from Kael Drakkel, and the "Dragon Bridge," featuring the skull of a long dead dragon as a warning to would-be interlopers, from the Iceclad Ocean to the East Wastes.

The East Wastes are, essentially, what they sound like - a vast, hilly, empty white wasteland populated mostly by animals, such as rhinoceri and mammoths, which have adapted to the sub-zero conditions of the continent. In the center of the Eastern Wastes is a large fortress of snow-orcs called the Ry`Gorr; to the North of this fortress is an encampment of Coldain dwarves (see Thurgadin) under the leadership of Garadain Glacierbane, a great Coldain hero. Along the Western edge of the East Wastes are passages to the Great Divide on the one hand, and the Storm Giant citadel of Kael Drakkel on the other. Here, also, we find the entrance to Kerafyrm's Lair, called formerly - before the awakening of the Great Prismatic Dragon from his Sleep and Imprisonment - the Sleeper's Tomb.

The Great Divide, a dead-end, is a harsh mountain range, named after the deep canyon leading from the Eastern Wastes, past a mysterious set of Combine spires, to the Coldain city of Thurgadin. The Coldain maintain, of course, a major presence in this area - one knows one is approaching the city when one finds towers guarded by the dwarves; the city itself is burrowed into the Northern wall of the area. The Daggerfall river runs North-South through the area. In the center is a great mountain cave, guarded by the wurms of Velious. The Kromzek of Kael maintain a "small" (by Giant standards) fort to the immediate south of the Combine spires, but, despite the occasional skirmish, the giants are in no position to make a move against Thurgadin - yet. Along the Eastern edge of the mountain range may be found Velketor's Labyrinth.

Returning to the Western wall of the East Wastes, we find the massive walls of Kael Drakkel, home city of the Kromrif giants, and the elite Kromzek under the leadership of King Tormax, to which we shall return in the appropriate place. For now, let us be content to realize that one must pass through the Giant city to reach the verdant Wakening Lands. Invisibility is essential in this for those who do not have the goodwill of the Kromrif.

The Wakening Lands are an amomaly on the otherwise frosty continent of Velious. Far from the inhospitable ice which characterizes the rest of the continent, the Wakening Lands are a lush, verdant - almost tropical - forest. The reason for this otherwise inexplicable phenomenon of microgeography is the existence, at the exact center of the jungle, of a portal to the Plane of Growth where Tunare (Nature) Herself resides. This proximity accounts for the unnatural fecundity of the area. This place, lying between the Giant fortress Kael Drakkel and the citadel of the draconic Claws of Veeshan, Skyshrine, is the most hotly contested area in all of Velious, and both sides maintain a heavy presence here. It is worth noting that the green dragon Wuoshi guards the Dragon Ring in this area, and - unless he has been killed in the interim - he does not permit those who may intend harm against the Claws of Veeshan to pass.

To continue into Velious, we must pass through the great Skyshrine to reach Cobalt Scar. It must be noted that virtually all of Velious on this side of the 'shrine is controlled by the dragons and dragon-kin of the Claws of Veeshan; therefore, it is to the traveller's great advantage to earn their trust. Now, Cobalt Scar is really a thin crescent of land bordered by a great sea; to gain passage through here to our ultimate goal, the Western Wastes, we must pass through the Sirens' Grotto, which is submerged under the sea, along the Western wall.

The Sirens' Grotto is a dangerous place, an ice-cave full of beautiful, enchanting - and wholly evil - Sirens and their dominated thralls. We will return to this place in a later section; for now, it is our concern to make it through here to the Western Wastes. The easiest way of doing this - and the only way which really comes with my recommendation - is by magical Succor. It is possible, with invisibility, to make it through here without fighting; however, it is extremely dangerous even for the most experienced adventurers.

Coming through Sirens' Grotto, we reach - eventually - the Western Wastes. It is here that the mighty dragons of the Claws of Veeshan make there home, and here where may be found the great Temple of Veeshan. The creatures - velium hounds, enormous ice burrower-worms, and others - are a challenge for the most powerful.
III. Cities of Velious

General notes: As mentioned above, Velious is divided, essentially, into three factions: the Coldain dwarves of Thurgadin; the Kromzek and Kromrimf giants of Kael Drakkel; and the Dragons and Dragon-kin (wyverns, wurms, drakes, and so on) of Skyshrine.

III.1. Thurgadin. The city of the ice-dwarves called the Coldain, Thurgadin is burrowed into the side of the Great Divide, and is protected from the proximate giants of Kael Drakkel by an illusiory waterfall.

Like most dwarves, the Coldain worship their creator, Brell Serillis, Lord of the Underfoot. The Coldain city is divided into two zones - Thurgadin city proper, housing a bank, the butcher shop Mordin's Meats, and several other vendors in the "ring" called the commerce district. Thurgadin city is also home to the Coldain residences. The dwellings and other structures here are built for a dwarf's stature - taller races, particularly Ogres, may have a hard time getting around here, even if they have gained the goodwill of the dwarves.

Deeper within the undermountain, past a fortification teeming with Coldain crossbowmen, lies Icewall Keep. Here Dain Frostreaver IV, king of the Coldain, makes his abode. Icewall Keep is made entirely of Velium, the dense, forgable ice from which Velious takes its name. Those adventurers wishing to make a name with King Tormax of Kael Drakkel may kill the defenders of Icewall; the Royal Frosted Velium armor which they wear is an excellent upgrade for many adventurers, even those who have much experience.

III.2. Kael Drakkel. This is the city of the Frost and Storm giants of Velious. Accessed through an enormous, fortified courtyard in the Eastern Wastes, Kael Drakkel, as may be expected, is constructed on a truly massive scale. The paths of Kael are fairly intricate, but divide into three major areas: the City, or main part of Kael, where may be found the bank and vendors, as well as giant Commoners and Nobles; the Arena and Temple, where the comparitively powerful Kromzek Adjutants, priests of Rallos, Tallon and Vallon Zek, may be found (and where much of the sought-after Corroded armor, used in the Thurgadin Class Armor Quests, may be had); and the Palace, home of King Tormax himself.

III.3. Skyshrine. This is the home citadel of the dragon-kin of the Claws of Veeshan and their crystalline golem defenders. Wyverns, drakes and - in the upper reaches of the Shrine - wurms and dragons all make their homes here. Hsarga, the wife of Lord Yelinak of the First Brood, leader of the Claws in Skyshrine, was slain ages ago in the eternal war between the Giants and Dragons.

The lower part of the Skyshrine, which a person enters from the Wakening Lands or from Cobalt Scar, is the city proper, and is more or less open to outsiders. Common vendors and the bank may be found in this area. As one progresses up the Shrine, into the "Forbidden" area, the passages widen to allow the passage of great wurms and dragons. One passes a maze of teleporters to reach the area of the Skyshrine armor quests; beyond this, in the very topmost reaches of Skyshrine, are the lairs of Lord Yelinak himself and his draconic assistant-Generals.

Note that, though one may be allied with the Claws of Veehsan, Lord Yelinak is on his own, seperate faction, which must be raised seperately. The main reason for increasing one's faction with Yelinak is that Lord Yelinak will pay dearly for the head of his rival, King Tormax, on a platter.
IV. Dungeons of Velious.

IV.1. Tower of Frozen Shadow. A massive and imposing structure on the middle of Iceclad Ocean's "Icy Fingers." The Tower, seven stories tall, is ruled by Tserrina, a vampiress. To progress from one floor to the next require sucessive keys; only one member per group needs to have a key, provided the whole group is in proximity to the mirrors which transport from one floor to the next. The keys are carried by rare floor bosses.

This is an excellent zone for moderately powerful adventurers, from level 35-50, with many nice drops, such as the Student's Homework, Teacher's Syllabus, and Tserrina's Symbol, Tserrina's Whip, and Tserrina's Robes.

IV.2. Crystal Caverns. Crysatal Caverns opens into the Ry`Gorr fortress in the Eastern Wastes, and is the Orcs' Velium mine. Here, also, is a Coldain settlement which long ago lost contact with Thurgadin city. The great draw of the zone is the abundance of raw Velium, which is usable by virtually all tradeskillers in one form or another, including Small Pieces of Velium, which may be used to craft a Vial of Velium Vapors (aka Thurgadin Gate Potions), one of the few Gate options for melee who cannot afford Gate Potions or attain the Small Clockwork Talisman.

This is also the origin of many pieces of "twink" gear, including the Blackened Crystalline Robes.

IV.3. Velketor's Labyrinth. The icy residence of the great outcaste Storm Giant sorceror, Velketor. The lower levels of this area consist of slick ice-paths, populated by the wooly ice-spiders of Velious. In the upper reaches of the Labyrinth may be found Velketor himself.

IV.4. Siren's Grotto. Siren's Grotto exits into Cobalt Scar on the one hand and Western Wastes on the other. It is important, to begin, to note that the Succor-point of the zone is near the Western Wastes zoneline; therefore, the easiest mode of passing through Siren's Grotto, from Cobalt Scar to West Wastes, is simply to Succor from the Cobalt Scar zoneline.

IV.5. Dragon Necropolis. The Dragon Necropolis is where dragons go to die. Situated off the Western Wastes and accessed by a portal, guarded from those who would desecrate the burial grounds by Klandicar, a dragon of the First Brood, the Necropolis is a large system of caves and caverns. The large outer cave is populated by Phase Spiders, extraplanar spiders with the ability to stun a tank for long periods of time. Also to be found here are the Chetari, rat-men of similar stock to those which populate the Hole.

The outcast dragon Zlandicar, a black of the First Brood, makes his abode deep within the Necropolis. He is a cannibal, an eater of dragons, and the Claws of Veeshan want nothing to do with him.

IV.6. Temple of Veeshan. This is the most sacred shrine of dragonkind, home of the most ancient and powerful Wyrms on Norrath. Sontalak of the First Brood stands at the entrance way, ready to stop those unworthy of passage. The Temple of Veeshan is open only to such as are tolerable to the Claws of Veeshan - and that only to the "south wing" and entrance hub of the temple.

The other three wings - West, East, and North - are off-limits to adventurers. In the West Wing, or Halls of Testing, are found the Guardians of Veeshan, who guard the desirable armor which can be quested in the Skyshrine. (Should you decide to hunt here, the rules to be followed are: do not allow the door to open while combat is happening, and do not drag corpses except while Feigning Death.) In the East Wing, also, are Guardians of Veeshan, as well as the blue dragon Lendidaria; here may be found armor which, for those allied with King Tormax, can be quested in Kael Drakkel.

The North Wing of the Temple of Veeshan ("North ToV") contains the innermost sacred Shrine of the dragons, which is strictly off-limits to all who are not dragons. Woe, woe, woe to he who enters the North Wing of the Temple of Veeshan, who is not surrounded by powerful companions. The great and mysterious Vulak`Aerr, Master of Dragonkind, is not to be seen except under unusual circumstances - legend has it that he will not return to the Temple except in its hour of greatest possible need. Lord Vyemm, a powerful red dragon, watches over the Temple of Veeshan in his stead.

IV.7. Kerafyrm's Lair. The story of Kerafyrm, the Prismatic Dragon, is long and twisted. I will give an abstracted version of it here - for those interested, it can be further studied with the dragons guarding Lord Yelinak of Skyshrine.

Briefly - before the rise of the Second Generation, the children of Veeshan formed a compact, a group which called itself the Claws of Veeshan. This group made, as a rule of order among dragonkind, the fiat that no dragons of different colors should mate, for the result of such a pairing could only be a Prismatic Dragon. To make a long story short, two dragons, acting against the Claws of Veeshan, did so, and thus was born the great and terrible Kerafyrm - the first and only prismatic dragon to walk Norrath.

Kerafyrm would grow to become the most powerful creature on the planet, and was not loyal to the Claws of Veeshan, who determined that he should be stopped. The Claws determined that, since they could not destroy the prismatic outright without heavy losses in the combat, they would lure him into permanent stasis, at the bottom of a specially constructed Tomb in the Eastern Wastes. With difficulty this was done, and four Warders, powerful representatives of dragonkind, were set to guard against Kerafyrm's ever awakening again. Eventually, however, after the passing of countless millenia, a band of greedy, evil and ruthless, though powerful [edit: Hi, Legacy of Sorrow], adventurers unwittingly awakened Kerafyrm and released him from his force-bubble. They were the first to die as after his awakening Kerafyrm raged through Velious. Eventually, the Prismatic Dragon made his way to Lord Yelinak of Skyshrine, who barely escaped the battle with his life; Kerafyrm, it is rumoured, left Norrath to challenge Veeshan herself for control of the universe.

The Sleeper's Tomb is populated, now, by the massive Velium golems which were set to maintain the tomb against the ages; when a golem breaks or otherwise needs to be removed from duty, it is always replaced by the Progenitor, a massive golem. In the tomb itself, at the bottom of a long descent from the East Wastes, now stand the four generals who, ages ago, stood with Kerafyrm against the Claws of Veeshan. They are extraordinarily powerful, and not to be trifled with.
V. End Notes

This ends the Wayfarer's Guide to Velious, a continuation of my guide to navigating Norrath and its environs, the Complete Wayfarer's Guide. Please do not forget to check out the Complete Wayfarer's Guide, Parts I-VI at http://www.rpgexpert.com/. Thank you!

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 Post subject: South and West Antonica
PostPosted: Fri Oct 27, 2006 5:03 pm 
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The Complete Wayfarer's Guide to Norrath
Part VI: Western and Southern Antonica.

Contents:

I. Introduction

II. Travel Across Western and Southern Antonica.

III. Cities of Western and Southern Antonica

IV. Dungeons of Western and Southern Antonica

V. Afterwords.
0. Introduction.

EverQuest is a vast game, and it keeps getting bigger - each expansion brings new zones to explore, new places to go and new things to see - not to mention new things to kill and new stuff to take. Even between expansions, only a priveleged few have learned the game well enough to get to and master the out-of-the-way endgame zones. Sleeper's Tomb requires a drop from named, Velious dragons; Vex Thal requires spending time in ten different zones on Luclin; reaching the Plane of Time requires having gone through virtually all of Planes of Power.

My ambition with this paper is to lay out the geography of EverQuest in the most intuitive manner possible. Those who have been playing for awhile, who have many characters of higher or lower level, and have a lot of play time, will know how to get around. This guide is for all those who have had the experience of being invited somewhere by a friend and been forced to decline; for everyone who has died on his way to a raid; or experienced any of the many pitfalls that can befall the solo traveller in EverQuest.

This Part VI will finish off our examination of EverQuest's Old World with Southern and Western Antonica, from EverFrost to East Karana, including the area from Lake Rathe to Innothule swamp. This area is dominated by the vast Plains of Karana, which span four unusually large zones; the Lake Rathe and Rathe Mountains; and Southern Antonica, containing the Innothule Swamp and the Feerrott.
I. Travelling through Western Antonica.

Everfrost, which contails Halas the Barbarian city, may be regarded as the "Westmost" city in Antonica; if it is not this, it is at least the furthest in number of zones, from any part of Eastern Antonica. Here we will start our investigation of Western Antonica, and work our way Eastward to the South Desert of Ro on the one hand, and East Karana and High Pass on the other.

The EverFrost peaks, an icy area half maze-like peaks in its Western half and its Eastern half an open tundra, is the place the Barbarians call home. On the far Eastern wall of the Peaks is the entrance to PermaFrost caverns, home of Lady Vox the white dragon. Although she is an object of terror for all life in EverFrost, nobody knows what her ambitions and goals are; however it is assumed that if they are not outright hostile to most other forms of life, they are at least incompatible. We will speak more of Lady Vox in Chapter III.

EverFrost contains both a Wayfarer's Camp in the middle of the tundra, and a Plane of Knowledge Book outside of Halas itself.

The one pass through the EverFrost peaks to the outside world is through the gnoll lair of Blackburrow; however, the gnolls themselves are not tough or skilled enough to present much of a challenge to a seasoned adventurer, and don't catch on to invisibility, so passing to and from EverFrost to the Qeynos Hills on the other side of the Blackburrow is rarely much of a challenge. The Blackburrow also opens into the gnoll-caves of Jaggedpine forest - but the Gnolls of the forest are of a different stock than those of the 'Burrow, and the two should not be confused. I will speak more of Jaggedpine in a moment.

Even with the presence of patrols from Qeynos, there are constant skirmishes between the guards and the Blackburrow gnolls.

The Qeynos hills, which separate the human city of Qeynos from the Plains of Karana to the East, are well defended by the human city. The Qeynos hills house Surefall Glade, also known as the Qeynos Ranger Guild, a place of protected nature, at the foot of the Jaggedpine forest. Jaggedpine in turn is a place of almost untouched nature, where snakes and great cats, largely unaffected by any barriers to evolution, have become quite powerful and vicious. It is a place for druids to test their command over animals, and for necromancers to show their contempt.

I feel a moment of trepidation in attempting to describe the Plains of Karana generally; this is because the most immediate and true descriptions of them are "vast" and "featureless." However, this will not do for a travellogue such as I am attempting to construct; and so I will give the real mnemonic for the Karanas is that they form a passage from West to East, from Qeynos to High Pass. From North Karana, travelling due south through South Karana leads to Lake Rathetear.

From Qeynos Hills and the zone to West Karana, travel due East to reach North Karana, which contains a Combine Spire for travel to Luclin in the south; this is the only such spire on Antonica. From North Karana, travelling due East and crossing a wood bridge brings to you Eastern Karana; turning South, following the river, and crossing the stone bridge brings you to South Karana.

From East Karana, travelling due East will bring you to High Pass, the gateway to Eastern Antonica across the Snakespine Mountains. Travelling North and then East, along the wall, leads to the Gorge of King Xorbb and eventually to Rivervale, which areas are considered in the Wayfarer's Guide, Part V. Returning to South Karana, to the far south, past Infected Paw (formerly "Split Paw") and the famous Aviak roost, is Lake Rathetear.

The Karanas (as they are commonly known) have few real waypoints, save the farms and the bandit camps that dot them. The major points of interest are the farm in the southern part of West Karana; the Wizard Spires and Druid Circle in North Karana; and Infected Paw and the Aviak roost in South Karana. I am honestly unable to think of any waypoints of interest in the Eastern Plains of Karana; when travelling through here, the only reason to leave the path is for the sake of excitement. Except to note the variety of animal life (lions, elephants, giant spiders and scarabs, great cats and wolves, etc.) and the number of things to kill for experience or, as it were, taxidermy, I have said about all I am going to on the Karanas.

Lake Rathetear is a mountian lake which forms something of a watery pass from South Karana, to the Rathe mountains in the East. Rathetear is best known for its camps of Aviak guards and, in the days of way back when, often formed a proving grounds for both the Human and half-elven adventurers from Qeynos and the Trolls and Ogres to the South. To the West of Lake Rathetear, through a short tunnel, is the Lake Rathetear Arena, a massive colossium for Player vs. Player combat.

The Rathe Mountains is a varied area, much like Butcherblock (see Wayfarer's Guide, Part III). Briefly, it is an outdoor mountain maze, dotted here and there with camps of varied life-forms - Ogres, Trolls, human gypsies and, for the first time, the tribal Norrathian lizard-men. The best manner of navigation here, given the many dead-ends of the mountain walls, is simply to use the map. To the North is the Feerrott-Innothule passage to South Ro, and thence to Eastern Antonica.

At one time this was a favorite area for druids to come and farm hill-giants for platinum pieces. However, the drops rates of plat from these giants have recently been "nerfed;" while the maximum possible drop is still high, the average giant now drops only 4 or 5 plat per kill.

At the foot of the Rathe Mountains, to the North, is the Feerrott, a fairly dense jungle, and the real home of the Tae Ew lizard-men. Trisected by a river-delta along the Western edge, this is the location of the infamous Temple of Cazic Thule; at the heart of the temple is a portal from the Plane of Fear to Norrath. The entrance to the Plane of Fear is also here, hidden in the South-Eastern corner of the forest. To the North of this, past the Feerrott, is the Innothule Swamp and the Froglok cities of Guk and Gukta; and to the North of Innothule Swamp is the Southern Desert of Ro, which connects the Southern and Eastern parts of Antonica.


II. Cities of Western Antonica:

II.1. Oggok is the city, if it can be called that, of the Ogres. It is really a collection of huts made of enormous slabs of solid granite and occupied natural caverns in the sides of nearby cliffs; these are surrounded by stone walls and a defensive fortress. Ah, what to say about Ogres? That they are big, dumb, powerful, evil humanoids covers the essential ground. The Ogres are very territorial, and even the Trolls who used to occupy nearby Grobb could rarely gain entrance; but since the invasion of Gukta this has been more rarely an issue.

II.2. Gukta, formerly known as Grobb, was "liberated" by a Froglok force from its former Trollish occupants around the time Broken Skull Rock was discovered. Carved from a small valley to the South-east of Innothule Swamp, mosquitos and spiderlings live here undisturbed among the Frogloks of Gukta. The city takes a more-or-less straightforward path from the zoneline, across the river, past tradeskill vendors and the Mercantile to the "Valley of Training" and the Council of Elders. Taking a right at the Mercantile past the forges (coming from the zoneline) brings one to the Gukta barracks.

Frogloks who have taken their initiation into the Guktan army will know this city intimately right from the start. This results in the Guktan Initiate's Soulstone as a souvenier of the experience.

II.3. Qeynos is the largest city in Western Antonica, and the third largest city in the Old World, after Freeport and Neriak; it is under the rule, currently, of Antonius Bayle III. There is a lot to see and do here.

Proceeding from the gate, the first right takes one to the courtyard containing x, the main selling point in Qeynos for newbie-yard rat fur; Crow's Tavern, a place of more-or-less ill repute, and the Monk guild. Returning to the Main street, the next left brings one to the Temple of Quellious and its "U.F.O.," a sight in itself worth seeing. Returning one again to the main street and past a few tradeskill vendors takes us to South Qeynos.

South Qeynos is the larger area of the city, and is constructed in a more haphazard manner than is North Qeynos. Here is the dock also, where you can catch the ship bound to Odus; although this is actually accomplished nowadays by the services of a Translocator of the Freeport Academy of Arcane Science.

Upon entering South Qeynos, the first thing one runs across is the Clock Tower, which serves as a landmark. To reach the bank, turn left at the Clock Tower and then right at the Lion's Mane Inn, which is within eyeshot of the Dock. Take again the first right turn, and, passing Firepride's Forge, cross the small bridge on your left. Continuing past the bank takes one to the Hall of Sorcery. The Hall of Steel, or Warriors' guild, can be found by simply making another right at Firepride's and entering the gates of the Arena.

Qeynos Aqueducts are the sewers of Qeynos - it has been somewhat overrun by low-level scavengers, rats and small snakes, and the occasional Gelatinous Cube, such as the infamous Cubert. This is also the home of the Bloodsabres, a cadre of Bertoxxulous Shadow Knights, Necromancers and Clerics.

II.4. Halas is the Barbarian city to the North of Qeynos, through Blackburrow and the EverFrost peaks; it, like EverFrost, is perpetually snow-covered. Crossing the defensive moat and reaching the gates of the city proper, one finds the Bound Mermaid bait shop. Inside the gate proper, the city is constructed, essentially, in a circle. To the left one finds the Bank (under the auspices of the White Rose rogues' guild), the Church of the Tribunal, and the Beastlord trainers.

To the right of the gate, one finds a number of tradeskill vendors and, a little further North, the "Pit of Doom" - I'm not making that up - and the Warrior Guild.
III. Dungeons of Western Antonica.

III.1. Permafrost is a goblin lair at the far Eastern end of the EverFrost Peaks. The Ice Goblins here, while numerous, act as servants to the white dragon Lady Vox, though more out of fear than loyalty. The deepest caverns, closest to Lady Vox herself, are guarded by Ice Giants and Tentacle Terrors. It is rumored that Lady Vox wants to mate with the red dragon, Lord Nagafen, of Lavastorm - but those in a position to know are not in a position to talk.

III.2. Upper Guk is the home of a tribe of primitive froglok, different from the more sophisticated Guktan Frogloks. Upper Guk is a maze of slimy underground passageways, dotted and streaked with seepage-water from the Swamp above. The frogloks here are more or less peaceful and keep to themselves; however, they are devoted followers of Marr, and they take their ideology very seriously - Necromancers and Shadow Knights will be challenged by the Paladins and Shamans who form the upper end of the froglok social scale.



Having said that, the frogloks of Guk have never acquired very much in the way of power; it is not sure how they repel the undead frogloks below, unless the Froglok Shin Lord and his Ghoulbane are consistently at the front of the line.

III.3. Lower Guk is, I will venture, the most famous dungeon in all of Norrath. Accessed through a passageway from Upper Guk, Lower Guk is where the more powerful of the Antonican frogloks reside. It is divided into two halves - the castle of the Froglok King and defensive passageways of the Live Side and the depths of the dungeon, the Dead Side, under the command of the Froglok Ghoul Lord.

The Frogloks of the Live Side have, frankly, very little worth killing them for, and it is very little worth destroying your faction with them. A much better proving ground, and formerly one of the best "farms" in the whole game, is the Dead Side, ruled over by a being known as The Ghoul Lord. The ghoul warriors, knights, and shamans range from around level 36 to 41. The many named undead frogloks are well known to all, as are their drops: a sample would include the Frenzied Ghoul and his Flowing Black Silk Sash; the Ghoul Arch Magus, a wizard, and his Shining Metallic Robes; the Ghoul Cavalier and the Adamantite Epaulets; and The Ghoul Lord himself, with his Short Sword of the Ykesha.

Lower Guk has recently been overrun by people trying to improve their faction with the Frogloks of Guk (aka "Live Frogs") in persuit of the Crown of Deceit. This is a warning to players who would otherwise be playing in the zone for experience.

III.4. The Blackburrow Lair is the traditional home of the Blackburrow clan of gnolls, a hyena-like race of humanoids. They are hostile to the human city of Qeynos - however, they do not have enough power to make an overt attempt to invade the city; if they had, they probably would be regarded as more of a threat to the inhabitants of Halas and Qeynos. In the "Waterfall Room" is an entrance to Jaggedpine Forest, represented by a red ball on a pedastal. Blackburrow is connected to EverFrost Peaks on one side, and Qeynos hills on the other, by way of the topmost layer of the 'Burrow.

III.5. Infected Paw was formerly known as the Split Paw Lair. Situated near the center of South Karana, Infceted Paw is the home, unsurprisingly, of the Infected Paw Gnolls, the most powerful clan of gnolls on Antonica. This is not saying much when their closest competitors are the Blackburrow clan! Nonetheless, Infected Paw is a challenge for seasoned adventurers, as the gnolls here are very social and comparitively strong. The Split Paw Hide Tunic and Split Paw Gloves are sometimes sought after as twink gear for Monks and Druids, but the real draw here is the famous Gnoll-hide Lariat, which procs Stun and thus makes a cheap and excellent pet weapon. I find that, despite being easy to acquire, these are not commonly available in the Bazaar.
IV. Afterwords.

This concludes the Complete Wayfarer's Guide to Norrath Part VI, final part of our look at navigating the Old World. Part I covered everything one needs to know about travel on and around Norrath; Part II concerned the various modes of travel, from the Plane of Knowledge books to the Luclin spires. Part III covered Faydwer, Part IV covered Odus, and Parts V and VI covered the whole continent of Antonica and ended our look at the Old World. If these have been well recieved, Wayfarer's Guides to Kunark and Velious will appear shortly to round out our coverage of the EverQuest Trilogy.

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Aktolo, 13 Gnome Paladin of Al`Kabor
35 Sense Heading!~


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 Post subject: Really nice info
PostPosted: Tue Oct 09, 2007 6:31 am 
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This is really nice info for players new to Everquest.

I wonder if all the segments of the Wayfarers Guide could be linked back-to-back and moved to the Al'Kabort Tactics section?

I really think that folder, Al'Kabor Tactics" should renamed something like "Guides and Info of Al'Kabor" or something like that. Al'Kabor Tactics sounds only like approaches (the tactics) to defeat certain mobs, and not like a compliation of useful info about Al'Kabor.


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 Post subject:
PostPosted: Wed Jan 28, 2009 7:43 am 
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Awesome guide. Nice to read about some zones I had forgotten about (like Unrest). Makes me want to go back and revisit some of these places.


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 Post subject:
PostPosted: Sat May 09, 2009 2:54 pm 
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No Wayfarer's Guide to Kunark yet? :(

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Human wizard from Qeynos (Garrickk)


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