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Ama
07-30-2006, 06:09 AM
<DIV>There alot of big question revolving around the land we know as Norrath.  Right now huge things are amassing with the coming of the 9 prophets spreading information about particular gods/godesses.  However I must ask about some of the little lesser mysteries of norrath that i'm kinda interested in right now. </DIV> <DIV> </DIV> <DIV>First mystery i'm wondering about is a little quirp I saw Dragoon K'Naae talking about when I did the Shiny Brass Halberd quest on my Assassin.  He talked about the Bloodied War of Kithicor and I must ask does this mean my beloved home of my character is now destroyed?  This is a little detail I want to know about because I want to work it into my character's story/background I will put in the traveler's tales section.</DIV> <DIV> </DIV> <DIV>Second entails the occurences that produce the current Camp Leeot we see today.  It appears to be a small little outpost but now lies ravaged with a few little command posts still there.  The area now seems to be rampant with ghoul activities which I think maybe the possible inhabitants that once resided there.  Course what happend there to cause its destruction in the first place?</DIV> <DIV> </DIV> <DIV>A third and somewhat plagueing question are the meteor fragments that plumeted to Norrath.  I believe they are fragments of Luclin that fell to Norrath when Luclin was destroyed however there is one part that i'm wondering about.  Do these fragments contain special magical/mystical properties within them?  A strange part is there is a fragment that lies within the City of Qeynos and does nothing but sit there below the aquaduct.  But there is a fragment that lies outside the gates which seems to have corrupted the wildlife around it producing some nasty critters. </DIV> <DIV> </DIV> <DIV>Another case of this can be seen within the Sinking Sands of the Desert Land.  There are two chunks of Luclin that appear within that land that I have come across.  These fragments are surrounded by skeleton cobras with powerful alpha/leader Cobras atop the very top part of the meteor fragments. </DIV> <DIV> </DIV> <DIV> </DIV> <DIV>So my fellow loreists and historians can you help me get some information about these things?</DIV>

DreamerClou
07-30-2006, 06:21 AM
<P>The Bloodied War of Kithicor refers to the live event in EQ1 that brought about the opening of the Plane of Hate I believe.  It involved the daughter of Innoruuk and caused the zone of Kithicor to be infested with undead at night.  I'll leave it to someone else who is more affluent in the way of lore to describe it more thouroughly.</P> <P>The second question might be described in a lore book I think.  Is that the camp of ghost halflings in Nek forest?</P> <P>The third question I'd be interested in as well.  What are the properties of those pieces of Luclin??  Obviously that chunk in the Qeynos water supply corrupted the population of Qeynos into the mindless drones they are today <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /></P>

Cusashorn
07-30-2006, 06:24 AM
<BR> <BLOCKQUOTE> <HR> Amana wrote:<BR> <DIV>There alot of big question revolving around the land we know as Norrath.  Right now huge things are amassing with the coming of the 9 prophets spreading information about particular gods/godesses.  However I must ask about some of the little lesser mysteries of norrath that i'm kinda interested in right now. </DIV> <DIV> </DIV> <DIV>First mystery i'm wondering about is a little quirp I saw Dragoon K'Naae talking about when I did the Shiny Brass Halberd quest on my Assassin.  He talked about the Bloodied War of Kithicor and I must ask does this mean my beloved home of my character is now destroyed?  This is a little detail I want to know about because I want to work it into my character's story/background I will put in the traveler's tales section.</DIV> <DIV> </DIV> <DIV>Second entails the occurences that produce the current Camp Leeot we see today.  It appears to be a small little outpost but now lies ravaged with a few little command posts still there.  The area now seems to be rampant with ghoul activities which I think maybe the possible inhabitants that once resided there.  Course what happend there to cause its destruction in the first place?</DIV> <DIV> </DIV> <DIV>A third and somewhat plagueing question are the meteor fragments that plumeted to Norrath.  I believe they are fragments of Luclin that fell to Norrath when Luclin was destroyed however there is one part that i'm wondering about.  Do these fragments contain special magical/mystical properties within them?  A strange part is there is a fragment that lies within the City of Qeynos and does nothing but sit there below the aquaduct.  But there is a fragment that lies outside the gates which seems to have corrupted the wildlife around it producing some nasty critters. </DIV> <DIV> </DIV> <DIV>Another case of this can be seen within the Sinking Sands of the Desert Land.  There are two chunks of Luclin that appear within that land that I have come across.  These fragments are surrounded by skeleton cobras with powerful alpha/leader Cobras atop the very top part of the meteor fragments. </DIV> <DIV> </DIV> <DIV> </DIV> <DIV>So my fellow loreists and historians can you help me get some information about these things?</DIV><BR> <HR> </BLOCKQUOTE> <P><BR>The Battle of Bloody Kithicor occured on October 30th, 1999. The armies of Neriak, lead by Lanys T'Vyl, Demi-Goddess of Strife (read, MORTAL) battled with the armies of Firiona Vie in Kithicor Forest.</P> <P>The cause of this battle was a simple blue stone that a Picklaw goblin dug up in the mines beneath Highkeep Hold. This rock was soon discovered to have attuned properties to Hate itself. Firiona Vie could not allow Lanys to get her hands on that rock.</P> <P>Many people from both armies lost thier lives on that night. Being the Daughter of Innoruuk, Inny himself could not stand to see the sight of her army losing.</P> <P>A rift from the Plane of Hate opened up, and Innoruuk's hand came out and took Lanys into the Plane of Hate for her own safety... along with the stone. What happened afterwards ended up permanently changing Kithicor forest forever. </P> <P>"RUN! RUN AWAY! FORGET ABOUT FIGHTING AND GET OUT OF THE FOREST IF YOU VALUE YOUR LIFE!"</P> <P>Firiona Vie shouted as she realized what was about to happen.</P> <P> </P> <P>A giant wave of Hatred spread out from the rift. Anyone and everyone who got caught in it was instantly killed... and brought back to life as the eternal undead. Even the slain soldiers were brought back to unlife.</P> <P> </P> <P> </P> <P>From that day on, the Plane of Hate was the 2nd plane to be added into the game.</P> <P> </P> <P> </P> <P>As for the chunks of Luclin... Yes. Luclin is a magical ore that seems to be showing more than unusual effects on most of the things that come near it. The piece in North Qeynos' aquaduct is rather unusual.</P>

RaphaNissi
07-30-2006, 06:30 AM
Here are some links to the Bloody Kithicor books found in the game.  Enjoy reading!<a href="http://lorenorrath.free.fr/read.php?link=bloodykithicor1" target=_blank>Bloody Kithicor: Nurgal's Stone Vol. I-V</a><a href="http://lorenorrath.free.fr/read.php?link=bloodykithicor1" target=_blank> </a><a href="http://lorenorrath.free.fr/read.php?link=bloodykithicor2" target=_blank><b>Bloody Kithicor: The Council Vol. I-II</b></a><a href="http://lorenorrath.free.fr/read.php?link=bloodykithicor3" target=_blank><b>Bloody Kithicor: The Final Battle Vol. I-IV</b></a><div></div>

Cusashorn
07-30-2006, 06:34 AM
<BR> <BLOCKQUOTE> <HR> RaphaNissi wrote:<BR>Here are some links to the Bloody Kithicor books found in the game.  Enjoy reading!<BR><BR><A href="http://lorenorrath.free.fr/read.php?link=bloodykithicor1" target=_blank>Bloody Kithicor: Nurgal's Stone Vol. I-V</A><A href="http://lorenorrath.free.fr/read.php?link=bloodykithicor1" target=_blank> </A><BR><BR><A href="http://lorenorrath.free.fr/read.php?link=bloodykithicor2" target=_blank><B>Bloody Kithicor: The Council Vol. I-II</B></A><BR><A href="http://lorenorrath.free.fr/read.php?link=bloodykithicor3" target=_blank><BR><B>Bloody Kithicor: The Final Battle Vol. I-IV</B></A><BR> <BR> <HR> </BLOCKQUOTE><BR>Excellent. Good to see they have these stories. These 3 stories were originally found on the Everquest.com website back in 1999-2001, but have seen been more or less lost into obscurity when they removed it.

Mirander_1
07-30-2006, 09:33 AM
<div></div>As for the Luclin meteors, what effect they have is probably dependent on what part of Luclin it is from.  A simple chunk of the surface of Luclin likely wouldn't cause any strange happenings.  On the other hand, a peice of, say, the Nexus would certainly have a strange effect on the surounding land<div></div>

Ama
07-30-2006, 05:48 PM
<BR> <BLOCKQUOTE> <HR> Mirander wrote:<BR> As for the Luclin meteors, what effect they have is probably dependent on what part of Luclin it is from.  A simple chunk of the surface of Luclin likely wouldn't cause any strange happenings.  On the other hand, a peice of, say, the Nexus would certainly have a strange effect on the surounding land<BR> <BR> <HR> </BLOCKQUOTE> <P><BR>Then we may have a bit of a clue right there.  Maybe the chunk inside Qeynos is nothing more than a part of the surface however the chunk in Antonica as well as the two in the Sinking Sands might hold properties.  These properties corrupting the wildlife around it aka the antonican rats or drawing magical creatures to them like the skeleton cobras. </P> <P>I'm truely wondering though about the piece in Qeynos because it seems to be the same stuff as the other pieces in the other areas.  If that is the case there would be 4 distinct pieces that exist so far within the realm of Norrath.  I'm tempted to put forth a small little theory about the rock but i'm gonna wait a bit.</P>

Zabjade
07-30-2006, 06:21 PM
<font color="#66ff00"><font size="2"><font face="Comic Sans MS">Luclin Fragment in Qeynos Aquaducts: Has no apparent effect, BUT a guard with a dog is posted near it Twenty-four/ Seven which means that it is likely not forgotten. For all we know it is continously studies by the Mages and Clerics of the city as a control. Antonica Fragment/Commonlands Fragment's landing site: Waters are poisonious to humans , and yet the fish there (probably seeded in there to study the effects) swim around unharmed. Elephants Hyenas and Gnolls seem interested in the waters as well. Thundering Steppes fragments are rather small after after impact so they might have a more diffuse effect (Note that it <b>no longer really rains</b> on the Thundering Stepps I wonder if the static weather patterns are a symptom <span>:smileywink:</span>  ) possibly in abnormal weather or in the spike in numbers of undead, then of course thaght might also have to do with the RIVER of bones as well. The Isle Of Ro: There are two decent sized fragments of Luclin in the Sinking sands Undead animals seem to gather there, YET plant life sprouts around them like an oasis, Almost as if the stones gather the humidity from the air and concentrate enough to keep the ground moist. Oddly enough the Isle of Ro also suffers from unusal weather patterns, aside from dust devils wind elementals and Tornadoes it is surrouned by a perpetual sandstorm and if it wasn't for the remnants of the original Tunnel of the Shady Swashbuckler  we would have never been able to find the Isle of Ro. BTW The only real diffrence in Qeynosians and Freeportians is one tries to make the best of a bad situation the other the worst of a bad situation both sides have opportunist. Although those wandering around Freeport saying it's a good day for evil to flourish sound like posers to my Shadowknight. After all not many people see themselves as evil  just as doing what needs to be done. </font></font></font><div></div>

Ama
08-01-2006, 05:47 AM
<DIV>Actually while strolling around throughout the game today I came upon another little mystery that has been tuggin on my mind lately.</DIV> <DIV> </DIV> <DIV>In many various places we can see these strange unique structures that serve little to no prupose at all right now.  These structures that I speak of are the druidic rings that can be found so far in the Common Lands, Zek, and Feerrott.  Right now the only purpose I have seen these structures serve was in one instance with the poor woman on the docks of Zek.  As a kind gesture you venture to the druidic ring to say a little kind word in honor of her brother *if I remember correctly* and so far that is the only use I have seen for them.</DIV> <DIV> </DIV> <DIV>The only use for these rings that stands out in my mind was when my toon Amana was back in his home of EQOA 500 years before the original EQ1.  He was granted several spells that teleported him to these "Druidic Circles" one being based in his home of kithicor.  So naturally i'm a bit curious and must ask will these druidic rings serve a greater purpose later on such as teleport points? Or are they mearly the left over remains of something that we once had that now is lost to us?</DIV>

Evilcow
08-01-2006, 05:57 AM
<BR> <BLOCKQUOTE> <HR> Amana wrote:<BR> <DIV>Actually while strolling around throughout the game today I came upon another little mystery that has been tuggin on my mind lately.</DIV> <DIV> </DIV> <DIV>In many various places we can see these strange unique structures that serve little to no prupose at all right now.  These structures that I speak of are the druidic rings that can be found so far in the Common Lands, Zek, and Feerrott.  Right now the only purpose I have seen these structures serve was in one instance with the poor woman on the docks of Zek.  As a kind gesture you venture to the druidic ring to say a little kind word in honor of her brother *if I remember correctly* and so far that is the only use I have seen for them.</DIV> <DIV> </DIV> <DIV>The only use for these rings that stands out in my mind was when my toon Amana was back in his home of EQOA 500 years before the original EQ1.  He was granted several spells that teleported him to these "Druidic Circles" one being based in his home of kithicor.  So naturally i'm a bit curious and must ask will these druidic rings serve a greater purpose later on such as teleport points? Or are they mearly the left over remains of something that we once had that now is lost to us?</DIV><BR> <HR> </BLOCKQUOTE><BR>well i think tunare created theese druid rings and more than likely if she came back so will the druid rings

Cusashorn
08-01-2006, 06:08 AM
<DIV>The druid rings were used for teleportation in EQlive as well, but in order for them to return as teleportation devices in EQ2, they'd have to put one in every zone, which there isn't. The one in Feerrott is destroyed. The one in Zek is being investigated by orcs. There isn't one in Antonica or Thundering Steppes at all..</DIV>

Ordate
08-01-2006, 07:29 AM
<DIV>Why would there have to be one in every zone?  By far back in EQlive they werent in every zone but helped cut the time off some trips.  Now this world is set up different so travel isnt the same issue but could be something they add just as a small perk/flavor.</DIV> <DIV>Though I THINK that part of their traveling was linked to the nexus.  When the gods cut off mortals ability to travel I always assumed what they did in the nexus affected the rings as well.</DIV> <DIV> </DIV>

Cusashorn
08-01-2006, 07:32 AM
<BR> <BLOCKQUOTE> <HR> Ordate wrote:<BR> <DIV>Why would there have to be one in every zone?  By far back in EQlive they werent in every zone but helped cut the time off some trips.  Now this world is set up different so travel isnt the same issue but could be something they add just as a small perk/flavor.</DIV> <DIV>Though I THINK that part of their traveling was linked to the nexus.  When the gods cut off mortals ability to travel I always assumed what they did in the nexus affected the rings as well.</DIV> <DIV> </DIV><BR> <HR> </BLOCKQUOTE><BR>To have one ONLY in Commonlands, Nektulos, Zek, Feerrott, and Mara isn't exactly fair to Qeynosians, is it? They have to twice 3 times as far to get to a druid ring than any Freeportian.

Ordate
08-01-2006, 07:39 AM
<DIV>Were not talking about travel times like EQ1 where you had to wait on boats without ports etc.  (well until that was removed) As I see it, if they gave the ability even if they added it all over they place it would be more fluff then anything.</DIV> <DIV> </DIV>

Cusashorn
08-01-2006, 08:04 AM
<DIV>I think we're both talking about two different things. I'm talking about an unfair balance towards Freeport about using Druid Spires as a mode of transportation.</DIV>

Thax
08-01-2006, 08:09 AM
I think what he's referring to is the exteme ease in travel already versus pre-PoP EQ1.  Anyone who spends some time doing a few quests can port to Steppes (Splitpaw), home city, and Maj'Dul.  From the city, you can insta-click to any of the major zones (non-dungeons/instances and KoS).  Add in that you respawn in the zone you died in and travel in general is really quite trivial.  Adding in druid ring transports, even unfairly balanced towards one city, doesn't really make a humongous difference.

Cusashorn
08-01-2006, 08:11 AM
<DIV>.... what does EQlive have to do with anything with what I'm refering to?</DIV> <DIV> </DIV> <DIV> </DIV> <DIV>Oh nevermind. I"m too confused.</DIV>

KniteShayd
08-01-2006, 10:05 PM
<BR> <BLOCKQUOTE> <HR> Cusashorn wrote:<BR> <DIV>The druid rings were used for teleportation in EQlive as well, but in order for them to return as teleportation devices in EQ2, they'd have to put one in every zone, which there isn't. The one in Feerrott is destroyed. The one in Zek is being investigated by orcs. There isn't one in Antonica or Thundering Steppes at all..</DIV><BR> <HR> </BLOCKQUOTE> <P><BR>I don't recall a druid ring in plains of Karana in EQlive.  there were spires there though. </P> <P>There never was a ring in Ant (then Qeynos Hills) either, it was in Surefall Glade, which Ant does have one in the Vale of the Shattering, which we all know the debate about that being Surefall...</P> <P>Keep in mind there were only some here and there in the old world.  now the 'here and there' are much different than they were.  they are thier own land masses.</P> <P>Cusa is right about them being used for travel, druids in EQlive were paid by other players to "port" them to different places.  A druid port was much like evac and/or Call of [ _ ], where it could be cast anywhere and you'd pop in the ring of where you were going.</P> <P>I theorize we may see thier use coming back to travel to Faydwer.</P>

RaphaNissi
08-01-2006, 10:14 PM
<div><blockquote><hr>KniteShayd wrote:<div> </div> <p>I don't recall a druid ring in plains of Karana in EQlive.  there were spires there though. </p> <p>There never was a ring in Ant (then Qeynos Hills) either, it was in Surefall Glade, which Ant does have one in the Vale of the Shattering, which we all know the debate about that being Surefall...</p> I theorize we may see thier use coming back to travel to Faydwer.<hr></blockquote>There were some in North and East Karana.  The ones in North were fairly close to the EK rings.  The ones in Surefall weren't even added till the game was out for quite a while.  Before that, the closest ones were the NK Druid Rings.  So in the beginning, Qeynosians were at a great disadvantage concerning the rings just like if they reactive them in EQ2 for transportation reasons.  That never did make sense since the druids would start on the Qeynos side of the world.  I would agree with you and not be surprised if they used them once again for transportation. </div>

Sartredes
08-01-2006, 10:19 PM
<DIV>In EQLive, there is a druid ring in North Karana and in East Karana. Now, whether they were active porting locations, I don't recall.</DIV>

KniteShayd
08-01-2006, 10:20 PM
<BR> <BLOCKQUOTE> <HR> RaphaNissi wrote:<BR> <DIV><BR> <BLOCKQUOTE> <HR> KniteShayd wrote:<BR> <DIV><BR> </DIV> <P>I don't recall a druid ring in plains of Karana in EQlive.  there were spires there though. </P> <P>There never was a ring in Ant (then Qeynos Hills) either, it was in Surefall Glade, which Ant does have one in the Vale of the Shattering, which we all know the debate about that being Surefall...</P>I theorize we may see thier use coming back to travel to Faydwer.<BR> <HR> </BLOCKQUOTE>There were some in North and East Karana.  The ones in North were fairly close to the EK rings.  The ones in Surefall weren't even added till the game was out for quite a while.  Before that, the closest ones were the NK Druid Rings.  So in the beginning, Qeynosians were at a great disadvantage concerning the rings just like if they reactive them in EQ2 for transportation reasons.  That never did make sense since the druids would start on the Qeynos side of the world.  I would agree with you and not be surprised if they used them once again for transportation. <BR></DIV><BR> <HR> </BLOCKQUOTE> <P><BR>AH, ok, didn't spend much time in the Karanas. </P> <P> I do remember picking up those annoying Plains Pebbles though.  /sigh how i miss <EM>Forage</EM>.</P>

Tanatz
08-01-2006, 10:24 PM
The ring in E Karana was a a Succor ( evac ) spell if I'm not mistaken.<div></div>

Coccinea_Maga
08-01-2006, 11:12 PM
There was also a desecrated set of Druid rings in South Karana.

Mirander_1
08-02-2006, 03:28 AM
It wouldn't be that hard to make the Vale of the Shattering ring available for teleportation. The devs just need to make another, possibly non-instanced, version of the zone that's been taken over by druids where people could teleport to

Punkbr
08-02-2006, 04:24 AM
<div><blockquote><hr>KniteShayd wrote:<div></div> <blockquote> <hr> Cusashorn wrote: <div>The druid rings were used for teleportation in EQlive as well, but in order for them to return as teleportation devices in EQ2, they'd have to put one in every zone, which there isn't. The one in Feerrott is destroyed. The one in Zek is being investigated by orcs. There isn't one in Antonica or Thundering Steppes at all..</div> <hr> </blockquote> <p>I don't recall a druid ring in plains of Karana in EQlive.  there were spires there though. </p> <p>There never was a ring in Ant (then Qeynos Hills) either, it was in Surefall Glade, which Ant does have one in the Vale of the Shattering, which we all know the debate about that being Surefall...</p> <p>Keep in mind there were only some here and there in the old world.  now the 'here and there' are much different than they were.  they are thier own land masses.</p> <p>Cusa is right about them being used for travel, druids in EQlive were paid by other players to "port" them to different places.  A druid port was much like evac and/or Call of [ _ ], where it could be cast anywhere and you'd pop in the ring of where you were going.</p> <p>I theorize we may see thier use coming back to travel to Faydwer.</p><hr></blockquote>Actually, there are no rings in SFG.  You get ported into the giant tree where the guildmaster resides.  There are also no rings in Stonebrundt, Emerald Jungle, Skyfire Mountains, and more than a few other expansion zones.  But Druids could port to them without rings.</div>

Cusashorn
08-02-2006, 04:42 AM
<BR> <BLOCKQUOTE> <HR> Mirander wrote:<BR>It wouldn't be that hard to make the Vale of the Shattering ring available for teleportation. The devs just need to make another, possibly non-instanced, version of the zone that's been taken over by druids where people could teleport to<BR> <HR> </BLOCKQUOTE><BR>Vale of the Shattering is an INSTANCED zone used for many numerous occasions. In order to be a teleport ring, they'd have to make it a permanent part of Antonica.

Ordate
08-02-2006, 07:47 AM
What I and the other person was saying is that travel time in EQ2 is not a big deal.  In EQ1 ports were huge pre-pop.  The reason was because the travel times were massive.  It could easily take a half hour or more to reach a destination without a port.  Now in EQ2 you can reach pretty much any destination in less then 10 minutes.  Most in less then 5.  As such if they added ports it would not be something where balance between the two different cities wouldnt be much of a concern as they really are fluff.  Aka not something that would be asked for/used.

Cusashorn
08-02-2006, 07:51 AM
<BR> <BLOCKQUOTE> <HR> Ordate wrote:<BR> What I and the other person was saying is that travel time in EQ2 is not a big deal.  In EQ1 ports were huge pre-pop.  The reason was because the travel times were massive.  It could easily take a half hour or more to reach a destination without a port.  Now in EQ2 you can reach pretty much any destination in less then 10 minutes.  Most in less then 5.  As such if they added ports it would not be something where balance between the two different cities wouldnt be much of a concern as they really are fluff.  Aka not something that would be asked for/used.<BR> <HR> </BLOCKQUOTE> <P><BR>And people keep demanding more and more instant gratification and want to travel even faster still..</P> <P> </P> <P>its pathetic really.</P>

Ama
08-02-2006, 05:42 PM
<BR> <BLOCKQUOTE> <HR> Cusashorn wrote:<BR> <BR> <BLOCKQUOTE> <HR> Ordate wrote:<BR> What I and the other person was saying is that travel time in EQ2 is not a big deal.  In EQ1 ports were huge pre-pop.  The reason was because the travel times were massive.  It could easily take a half hour or more to reach a destination without a port.  Now in EQ2 you can reach pretty much any destination in less then 10 minutes.  Most in less then 5.  As such if they added ports it would not be something where balance between the two different cities wouldnt be much of a concern as they really are fluff.  Aka not something that would be asked for/used.<BR> <HR> </BLOCKQUOTE> <P><BR>And people keep demanding more and more instant gratification and want to travel even faster still..</P> <P> </P> <P>its pathetic really.</P><BR> <HR> </BLOCKQUOTE> <P><BR>No no its for the good of the Majority of the Masses Cusashorn and its not pathetic.  The correct and proper term for this is "Streamlining" or as some call it "Dumbing Down" the system. :smileywink:</P> <P>I do have to wonder though what ever happened to those turtle people that existed within EQOA in that weird fortress they constructed on Arcaydin or as you all know it Erudin.</P>

Cusashorn
08-02-2006, 05:54 PM
<DIV>The kappas? They never left EQOA.</DIV> <DIV> </DIV> <DIV>And yes, it *IS* pathetic that players in this day and age continue to whine that they can't run around the world fast enough and reach thier locations, so they want faster and faster mounts and more griffon towers and everything like that.</DIV>

Zabjade
08-02-2006, 06:30 PM
<font color="#66ff00"><font size="2"><font face="Comic Sans MS">Perhaps it is time that Surefall Glade be refound. Perhaps the area it used to be will rise from the waves for EoF.  Perhaps turn the glade into a swampy (Water up to knees most places) mess with older corpse/ghost trees, new plantings(I smell quest) and the Druid Tree magicly alive (vs the salt water) even some ruins Somewhat off topic (Or is it?) IMO  Elddar Grove used to be the newbie yards of old Qeynos (meaning that the continent did some major twisting  around the city during the shattering including a [hot?] spring sprouting in the middle  of the old zone)  I come to this conclusion due to not only the old North Qeynos wall dividing the section of the city but that area where the sellers of App2 scrolls used to be was once the well hidden by illusion. now filled in. </font></font></font><div></div>

Ama
08-03-2006, 02:25 AM
<BR> <BLOCKQUOTE> <HR> Zabjade wrote:<BR><FONT color=#66ff00><FONT size=2><FONT face="Comic Sans MS">Perhaps it is time that Surefall Glade be refound. Perhaps the area it used to be will rise from the waves for EoF.  Perhaps turn the glade into a swampy (Water up to knees most places) mess with older corpse/ghost trees, new plantings(I smell quest) and the Druid Tree magicly alive (vs the salt water) even some ruins<BR><BR>Somewhat off topic (Or is it?) IMO  Elddar Grove used to be the newbie yards of old Qeynos (meaning that the continent did some major twisting  around the city during the shattering including a [hot?] spring sprouting in the middle  of the old zone)  I come to this conclusion due to not only the old North Qeynos wall dividing the section of the city but that area where the sellers of App2 scrolls used to be was once the well hidden by illusion. now filled in.<BR></FONT></FONT></FONT> <BR> <HR> </BLOCKQUOTE> <P>I don't know Zab and I mean from the way that dark elf talked about the bloodied war of kithicor even if it were found it would be trashed.  It could even be trashed to the point it would be the new Island of Dread or in this case the Lair of Dread if "You Know Who" unleashed a terrible wave upon that land ravaging its once pristine beauty. </P> <P>I do say in character my warden Amana being through what he has gone will be sad if it turns out his once peaceful home of surefall galde is nothing more but trash. <BR></P>

troodon
08-03-2006, 02:56 AM
<DIV>Kithicor wasn't really trashed after the battle, the wood was intact, it just had very mean residents at night.</DIV>

Cusashorn
08-03-2006, 04:37 AM
<DIV>Aye. I was part of the Battle of Bloody Kithicor. I saw everything with my own eyes. nothing about the zone changed. It just ment that level 40 Undead roamed the forest from 6 PM to 6 AM game time.</DIV>

Mirander_1
08-03-2006, 06:05 AM
<blockquote><hr>Cusashorn wrote:<div></div><blockquote><hr>Mirander wrote:It wouldn't be that hard to make the Vale of the Shattering ring available for teleportation. The devs just need to make another, possibly non-instanced, version of the zone that's been taken over by druids where people could teleport to<hr></blockquote>Vale of the Shattering is an INSTANCED zone used for many numerous occasions. In order to be a teleport ring, they'd have to make it a permanent part of Antonica.<hr></blockquote>Yes, but the devs would be able to make a new version of this zone that is suitable for acting as a teleport location. That version doesn't even need to be instanced. They've made instanced and non-instanced versions of the same zone before. There's no reason why a person couldn't teleport and then zone out into Antonica

Cusashorn
08-03-2006, 06:28 AM
<DIV>but the point is to teleport to Antonica, not to a zone connected to Antonica.</DIV>

Punkbr
08-03-2006, 07:39 AM
<div><blockquote><hr>Cusashorn wrote:<div>but the point is to teleport to Antonica, not to a zone connected to Antonica.</div><hr></blockquote>And I say again, druids in EQLive didnt NEED druid rings in order to port around. =P Stonebrundt, Emerald Jungle, Skyfire, Surefall Glade, at least two of the Velious ports...no druid rings in sight, and yet you could port to them.</div>

DreamerClou
08-03-2006, 07:45 AM
Great point Punkbrad.

Cusashorn
08-03-2006, 08:23 AM
<BR> <BLOCKQUOTE> <HR> Punkbrad wrote:<BR> <DIV><BR> <BLOCKQUOTE> <HR> Cusashorn wrote:<BR> <DIV>but the point is to teleport to Antonica, not to a zone connected to Antonica.</DIV><BR> <HR> </BLOCKQUOTE>And I say again, druids in EQLive didnt NEED druid rings in order to port around. =P Stonebrundt, Emerald Jungle, Skyfire, Surefall Glade, at least two of the Velious ports...no druid rings in sight, and yet you could port to them.<BR></DIV><BR> <HR> </BLOCKQUOTE> <P><BR>all of which were spells added in AFTER the content was released.</P> <P> </P> <P>Show me just where a druid would teleport to within Antonica then if there are no druid rings.</P>

Ordate
08-03-2006, 08:38 AM
<DIV>Ok, so theoretically druid ports are put in after the content is released in this case also... I really don't see your point Cusa.</DIV> <DIV> </DIV> <DIV>As to where?  The devs could close their eyes and point to a spot on the map for all that it matters.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV>Ordate, Devout mystic of Mike, God of Big Rocks.</DIV><p>Message Edited by Ordate on <span class=date_text>08-02-2006</span> <span class=time_text>09:38 PM</span>

Cusashorn
08-03-2006, 08:52 AM
<DIV>all I'm saying is that if they didn't put in a druid ring into Antonica (which they can't be built. Natural magic doesn't work that way), then where do you think would be the best likely place?</DIV>

Thax
08-03-2006, 09:14 AM
<P>Archer's Woods.</P> <P>Not gonna happen anyway, though.</P>

Ordate
08-03-2006, 01:24 PM
<P>Because of the lore surrounding the area I would say there would be a high chance it would be put around windstalker village.  Now all this is a bunch of hypotheticals and doesn't really matter as I stated before if they were to put a TP spot lacking druid rings for all it really matters they could close their eyes and point to a place on the map.  This is also assuming they add druid TPs thought that is something I doubt as well because of my fore mentioned arguments on why it wouldnt matter if they were "unbalanced" in location.</P> <P> </P> <P>Ordate, Devout mystic of Mike, God of Big Rocks.</P>

Zabjade
08-03-2006, 05:40 PM
<blockquote><hr>Amana wrote:<div></div> <blockquote> <hr> Zabjade wrote:<font color="#66ff00"><font size="2"><font face="Comic Sans MS">Perhaps it is time that Surefall Glade be refound. Perhaps the area it used to be will rise from the waves for EoF.  Perhaps turn the glade into a swampy (Water up to knees most places) mess with older corpse/ghost trees, new plantings(I smell quest) and the Druid Tree magicly alive (vs the salt water) even some ruinsSomewhat off topic (Or is it?) IMO  Elddar Grove used to be the newbie yards of old Qeynos (meaning that the continent did some major twisting  around the city during the shattering including a [hot?] spring sprouting in the middle  of the old zone)  I come to this conclusion due to not only the old North Qeynos wall dividing the section of the city but that area where the sellers of App2 scrolls used to be was once the well hidden by illusion. now filled in.</font></font></font> <div></div> <hr> </blockquote> <p>I don't know Zab and I mean from the way that dark elf talked about the bloodied war of kithicor even if it were found it would be trashed.  It could even be trashed to the point it would be the new Island of Dread or in this case the Lair of Dread if "You Know Who" unleashed a terrible wave upon that land ravaging its once pristine beauty. </p> <p>I do say in character my warden Amana being through what he has gone will be sad if it turns out his once peaceful home of surefall galde is nothing more but trash. </p><hr></blockquote><font color="#66ff00"><font size="2"><font face="Comic Sans MS">Um I'm refering to Surefall Gade just North of Qeynos, not the Kithicor which would be Southeast of the Enchanted  Lands. I had the idea for dead and ghost trees because if it was risen from the sea the trees that were in surefall would surely be dead with the possible exception of the large hollowed out druid tree which might have been magicly preserved. Unless it was an island that was closely guarded by the Royal Guard that the FSTC couldn't get close.  In wich case it will likely be added to the current bell system in Qeynos. but that would make it and exclusive teleport unlike the Commonlands/Zek/Feerrot/Nektlos Forrest  rings. </font></font></font><div></div>

Ama
08-03-2006, 05:47 PM
<BR> <BLOCKQUOTE> <HR> Zabjade wrote:<BR><BR> <BLOCKQUOTE> <HR> Amana wrote:<BR> <BR> <BLOCKQUOTE> <HR> Zabjade wrote:<BR><FONT color=#66ff00><FONT size=2><FONT face="Comic Sans MS">Perhaps it is time that Surefall Glade be refound. Perhaps the area it used to be will rise from the waves for EoF.  Perhaps turn the glade into a swampy (Water up to knees most places) mess with older corpse/ghost trees, new plantings(I smell quest) and the Druid Tree magicly alive (vs the salt water) even some ruins<BR><BR>Somewhat off topic (Or is it?) IMO  Elddar Grove used to be the newbie yards of old Qeynos (meaning that the continent did some major twisting  around the city during the shattering including a [hot?] spring sprouting in the middle  of the old zone)  I come to this conclusion due to not only the old North Qeynos wall dividing the section of the city but that area where the sellers of App2 scrolls used to be was once the well hidden by illusion. now filled in.<BR></FONT></FONT></FONT> <BR> <HR> </BLOCKQUOTE> <P>I don't know Zab and I mean from the way that dark elf talked about the bloodied war of kithicor even if it were found it would be trashed.  It could even be trashed to the point it would be the new Island of Dread or in this case the Lair of Dread if "You Know Who" unleashed a terrible wave upon that land ravaging its once pristine beauty. </P> <P>I do say in character my warden Amana being through what he has gone will be sad if it turns out his once peaceful home of surefall galde is nothing more but trash. <BR></P><BR> <HR> </BLOCKQUOTE><FONT color=#66ff00><FONT size=2><FONT face="Comic Sans MS">Um I'm refering to Surefall Gade just North of Qeynos, not the Kithicor which would be Southeast of the Enchanted  Lands.<BR><BR>I had the idea for dead and ghost trees because if it was risen from the sea the trees that were in surefall would surely be dead with the possible exception of the large hollowed out druid tree which might have been magicly preserved.<BR><BR>Unless it was an island that was closely guarded by the Royal Guard that the FSTC couldn't get close.  In wich case it will likely be added to the current bell system in Qeynos. but that would make it and exclusive teleport unlike the Commonlands/Zek/Feerrot/Nektlos Forrest  rings.<BR></FONT></FONT></FONT> <BR> <HR> </BLOCKQUOTE> <P>Yup in EQOA everything was pretty knew with races starting to trust each other here and there.  Surefall Glade wasn't directly N of Qeynos in EQOA but it was NE if I remember my map pretty well.  The area was also pretty weird because it was like a summer retreat with it being inside a mountainous area. </P> <P>It was a completely hollowed out cratter if I had to say anything with 1 way in as well as 1 way out.  I do miss the open areas of EQOA a times but we all have to move on. :smileywink:<BR></P>

Zabjade
08-03-2006, 06:11 PM
<font color="#66ff00"><font size="2"><font face="Comic Sans MS">I refer to EQ1 or EQlive <span>:smileywink:</span> </font></font></font><div></div>

Nocturnal Aby
08-04-2006, 12:02 AM
<P>*sighs* So much stuff.</P> <P>It DOES look like Elddar Grove is the area right outside the North Qeynos of Old, you you pointed out with the invisible wall being where the melee trainers are, simply the design of the walls, I'd say there's a lot of evidence for it.  That being said, Surefall glade was directly North of Qeynos in EQ (the game world where it all began, I don't even want to start with the inconsistencies EQOA brought up).  This was a deep valley with a nice waterfall and a bunch of tree hugging hippies (no offense to any tree hugging hippies out there).  This would place Surefall Glade in EQ2....about 50 feet underwater.  In fact, technically, you might be able to swim over the remnants of Surefall Glade, though in reality, the mountain range in which the Glade once sat is probably the ocean floor that separates Antonica from Zek (what was  once the Jaggedpine Forest). Look at the old maps of EQ, you'll see what I mean.</P> <P>Another semi-related note, the EQ2 Atlas describes the Peat Bog (now on the northern part of the Island of Qeynos) as "a remnant of the unkempt forest that had grown southward over the span of 300 years.  The proximity to the city of Qeynos and the western shores of Antonica contributed to the decay of this ancient primordial woodland.  As vegetation began to die en masse over the centuries, the peat bog formed."  I bring this up, because, as many of you may recall, the Unkempt Wood was North of Surefall Glade, north of even the Jaggedpine Forest (now the island of Zek),  So in 300 years following the Age of Turmoil, the Unkempt Wood did some major traveling, and there were some very nasty critters in Unkempt who practiced very strict isolationism.  So what?  Well, if the territory of these fierce isolationists expanded into the Glade...then I would assume that they were given the option to join the settlement of wild beings known as the Unkempt Druids (the REAL ones, not the ones you found around various druid rings in EQ, those were actually all posers), or they simply would have been slaughtered by the bear and wolf creatures.  (I know EQOA has this big were-animal thing that stems from the Unkempt, but, I'm sorry, there is almost no lore or evidence to support such freakish happenings in ANY of the other EQ venues, and I am going off of in game sources from EQ.  Lets face it, the were-animal thing EQOA was just plain silly)</P> <P>As others have pointed out, they could easily make the Shattered Vale an offshoot zone of Antonica, and though you keep saying "But it wouldn't be Antonica"...so what?  You'd be 20 seconds away from zoning to Antonica.  Or, if they wanted to pick some points, they could pick the Glade of the Coven, as there are some remnants of the poser Unkempt I mentioned earlier (btw, if you want more info on them, please send me a message, and I'll see if I can find that information again).  Or, they could even make it smack dab in Elddar Grove, right where the Prophet of Growth is, at the base of the great Elddar Tree (surely that thing must have some magic properties, no?)</P> <P>In truth, I think the whole argument is somewhat moot, since the most probable reason for the activity around the Commonlands druid ring is that it will be used as a portal to Faydwer, and only Faydwer, kind of like the spires, though I am more hoping it wizards at the docks, where there will be a druid there, and you can just walk up and hail them, and ask to go to Faydwer.</P> <P>For argument's sake, however, old world druid ring locations (just off the top of my head, so may miss one or two).  The ones that are <STRIKE>strike through</STRIKE> were original world for EQ, but are not <STRONG>yet </STRONG>in game, so we don't have to argue about them.</P> <P>Active: West Commonlands, North Karana, East Karana, Misty Thicket, Feerrott, Southern Desert of Ro, Lavastorm, <STRIKE>Butcherblock Mountains, Steamfont Mountains, Toxxulia Forest</STRIKE>.</P> <P>Inactive: Nektulos Forest, <STRIKE>Greater Faydark/Kelethin, Lesser Faydark</STRIKE>, Rathetear Mountains, and I want to say North Ro, but the more I think about it, the less I'm sure.</P> <P>One in EQ2:  Zek (old world Jaggedpine), the Commonlands, Nektulos, Feerrott, Shattered Vale (I don't care if it's instanced, it's still there), and now Mara</P> <P>Could just be me, but it looks like we're short a few druid rings!  Massive earth quakes and stuff will do that, though.</P> <P>From the lack of activity at the other existing druid rings, I think it is possible that the others will not be used as the one in Commonlands is.  This also indicates that the Commonlands ring is probably going to be used as a gateway to Faydwer.  Not saying that's absolute, just simply looking at the evidence and making an educated guess.</P> <P> </P> <P> </P>

Mirander_1
08-04-2006, 01:33 AM
<blockquote><hr>Nocturnal Abyss wrote:<div></div><p>From the lack of activity at the other existing druid rings, I think it is possible that the others will not be used as the one in Commonlands is.  This also indicates that the Commonlands ring is probably going to be used as a gateway to Faydwer.  Not saying that's absolute, just simply looking at the evidence and making an educated guess.</p><hr></blockquote>Keep in mind though, some of the zones with rings in them haven't had a zone revamp like the Commonlands has. So far the Commonlands one has caused a spurt of growth in the surrounding land, and the one in Nektulos has strangely become a focal point for those halfling ghosts; in Eqlive halflings could become druids, so it's possible that there's some sort of strange connection there. It's possible that we could have zone revamps of Zek and the Feerrott before Faydwer is released and have teleportation added with the expansion

Nocturnal Aby
08-04-2006, 01:46 AM
<P>Very good point, Mira, but you also pointed out how out of the two that have been revamped, the Commonlands is the only one that has any sign of reactivation!  It actually makes perfect sense to have halfling ghosts at the rings now, since halflings were at the same druid rings over 500 years ago!  There were also halflings at some sort of monolith, too!  I remember killing the named that would spawn there because he occasionally dropped a steel short sword, which was an easy couple gold, since I was passing though.</P> <P> </P> <P> </P>

Cusashorn
08-04-2006, 02:41 AM
<DIV>I always remembered a bunch of undead and waiting-to-die dark elves that waited around the druid rings in Nektulos. Hmm.</DIV>

Thax
08-04-2006, 03:10 AM
I think the population around the Nek druid rings changed when they put in the newbie armor quests in EQ1.

Cusashorn
08-04-2006, 03:18 AM
<DIV><BR> <BLOCKQUOTE> <HR> Thax wrote:<BR> I think the population around the Nek druid rings changed when they put in the newbie armor quests in EQ1.<BR> <HR> </BLOCKQUOTE><BR>yeah they did, but I still never remembered seeing any halflings before that... Then again, I never paid any attention to look.</DIV>

DreamerClou
08-05-2006, 08:09 AM
The mangled druid rings in Nek Forest did have little pecks (halflings) around them.  The undead were near that monolith stone thing near the commonlands zone line.  Coming from West Commons it would be on your right.  Also near the spire/pyramid were those highelf mages/wizards  for the newbie armor quests.

Ama
08-05-2006, 08:54 PM
<BR> <BLOCKQUOTE> <HR> DreamerCloud9 wrote:<BR> The mangled druid rings in Nek Forest did have little pecks (halflings) around them.  The undead were near that monolith stone thing near the commonlands zone line.  Coming from West Commons it would be on your right.  Also near the spire/pyramid were those highelf mages/wizards  for the newbie armor quests.<BR> <HR> </BLOCKQUOTE>I wonder since the gods are returning if the druid rings will serve as worshiping areas for the goddess of growth Tunare *Sp/Check*.  So far it seems that with the gods returning the druidic ring in CL has become "Active" if you really think about it.  I also wonder if the other druidic rings become activated if some sort of "safe havens/life enriched" areas will come about like CL. <BR>