View Full Version : The Coldain in New Halas
Thrads
04-03-2010, 02:20 AM
<p>Sadly, the new lore preview mentions the original Halas was completely destroyed. Alas, something we shall never see in EQ2. However, it also mentions that the Coldain are inhabitants of the iceberg, made of ice and velium, that Mithaniel places New Halas on, and that the city on the iceberg was the original home of the Coldain.</p><p>Could this be Thurgadin? Does this mean Velious is still around, and largely refrozen? With the void storyline being wrapped up, Kerafyrm absorbing Enoxus and Aeteok's powers, the Order of Rime showing up a while back, and now Coldain randomly popping up, the stage seems to be set.</p><p>I don't know about you guys, but I'm ready to hop on the Icebreaker again and go explore the greatest continent on the face of Norrath. Tower of Frozen Shadows, Icy Fingers, Velketor's Labrynth, Kael Drakkel, Wakening Lands, Cobalt Scar, and Skyshrine, here I come!</p>
Zabjade
04-03-2010, 03:14 AM
<p><span style="color: #00cc00;">No, Thurgadin was more then a few huts, probably just a group of survivors from one of the melts. Apparently Barbarians and Froglocks can also start threre so I imagine there are NPC's of both. I do wonder if this means the Dwarves will be given Coldain Pallets for their skintones. </span></p><p><span style="color: #00cc00;">I seem to remember them mentioning changes to TS for Halas, makes me wonder if it comes to rest off the coast? I was hoping for more solid land though my dreams of Halas having Natural Hotsprings is dashed. <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /> Ah well! Maybe we will find out more about the Rime as well.</span></p><p><span style="color: #00cc00;">Also hope that we can swim UNDER the icecap.</span></p><p><span style="color: #00cc00;">As for Lore I wonder if Mithanial placed Erolissi's Statue there as a sort of batery to draw in prayer to rez his sister? Maybe we will find out next Febuary</span></p>
Meirril
04-03-2010, 04:19 AM
<p><cite>Thrads wrote:</cite></p><blockquote><p>Sadly, the new lore preview mentions the original Halas was completely destroyed. Alas, something we shall never see in EQ2. However, it also mentions that the Coldain are inhabitants of the iceberg, made of ice and velium, that Mithaniel places New Halas on, and that the city on the iceberg was the original home of the Coldain.</p><p>Could this be Thurgadin? Does this mean Velious is still around, and largely refrozen? With the void storyline being wrapped up, Kerafyrm absorbing Enoxus and Aeteok's powers, the Order of Rime showing up a while back, and now Coldain randomly popping up, the stage seems to be set.</p><p>I don't know about you guys, but I'm ready to hop on the Icebreaker again and go explore the greatest continent on the face of Norrath. Tower of Frozen Shadows, Icy Fingers, Velketor's Labrynth, Kael Drakkel, Wakening Lands, Cobalt Scar, and Skyshrine, here I come!</p></blockquote><p>Definately not Thurgadin. Thurgadin was the newest safe haven for the coldain. Crystal Caverns came before Thurgadin and still had a cut off fragment of the coldain living in it that survived the orc invasion of the upper tunnels. I think there was at least one more stronghold before crystal caverns that the coldain abandoned after being attacked by giants but its been a long time since I dug around velious lore and I could be mistaken.</p><p>Too bad it wasn't an iceburg populated with Icepaw Gnolls. The Icepaws were friendly to adventurers and would of made an excellent new race. Or Othmir. <3 Othmir.</p>
Xalmat
04-03-2010, 04:22 AM
<p>A few things.</p><p>If you ask me, this is a strong hint that the next expansion might involve the continent of Velious.</p><p>New Halas is a Good aligned city so good and neutral classes & races will be able to start there (to mirror Gorowyn). A recent gameplay mechanic changed it so that the only race restrictions for starting citys is alignment (Frogloks can now start in Kelethin, Dark Elves in Gorowyn, for example).</p><p><a href="http://everquest.allakhazam.com/db/zones.html?zstrat=102" target="_blank">Thurgadin was an underground city</a>, most likely created out of a velium mine. In fact the entire city is basically made of velium, ice, and stone. Thurgadin maintained various outposts throughout Velious, including several on icebergs in the Eastern Wastes.</p><p>Considering that Mithaniel Marr is the patron saint of Frogloks, it's no surprise that a city blessed by him would attract Frogloks. It does make me wonder how they tolerate the cold temperatures.</p><p>It looks like Halas was not only destroyed by the Cataclysms, but by the destruction of Luclin (from the article, " Halas, the city of the northmen was no more, having been rent asunder by the fiery balls of lunar rock that rained down upon the world."). This suggests that Halas was only recently destroyed in the last couple decades.</p><p>I do have to say, with the exception of Anashti Sul, this is perhaps the first direct divine intervention of a Norrathian God in quite a long time. Though Rhoen Theer is threatening, Mithaniel Marr is not letting the Godslayer prevent him from taking actions.</p><p>(Correction: I forgot about the Greenmist heritage quest where Cazic Thule himself directs you to perform actions on his behalf, the Avatar of Below during the Brewday festivals, and of course the Grand Prankster during Bristlebane Day. However this is definitely divine intervention on a large scale)</p>
Meirril
04-03-2010, 04:48 AM
<p>Wait...wait...what?</p><p>Divine Intervention during the Shattering?!? While the gods were "away"?</p><p>/sigh Bad lore devs, bad! No biscuit! </p>
Xalmat
04-03-2010, 04:52 AM
<p>The Shattering has long since been over. Mithaniel Marr's divine intervention with the Coldain happened within the last year (it hasn't even been that long since the Shard of Love was introduced).</p>
Meirril
04-03-2010, 05:02 AM
<p><cite>Meirril wrote:</cite></p><blockquote><p>Wait...wait...what?</p><p>Divine Intervention during the Shattering?!? While the gods were "away"?</p><p>/sigh Bad lore devs, bad! No biscuit! </p></blockquote><p>Ok, went out and actually found the artical for myself. New Halas has nothing to do with the old Halas.</p><p>Good read though!</p><p><a href="http://eq2players.station.sony.com/news/read/current/3508">http://eq2players.station.sony.com/...ad/current/3508</a></p>
ke'la
04-03-2010, 11:37 PM
<p>We where told that Old Halas was gone atleast as far back as last Fan Faire when they first talked about New Halas. I think even V'halen said something about that way back when he was still here.</p><p>As for this being "PROOF" that the next expainsion is Velinous, while I know you really, really, really, want that to be the next addtion, but... um... I seriously doupt it.</p><p>First, it is WAY to early* for the devs to start dropping clues like this.</p><p>Second, {looks at Fens near Kern's Tower} just because something is made of Ice and Velium does not mean it has anything to do with Velinous.</p><p>Third, Halas was a Northern City on Antonica, so even IF it was a clue about the next expainsion* it would more likly point to adding another one of the mission Shadderlands Islands to the map, and not a content located at the opposit pole.</p><p>Fourth, it is almost certain that Velinous would come with a level cap increase, and as the pattern has been sence KoS alternating Cap increases with horizontal expainsion, that would make the next expainsion one without a cap increase.</p><p>Fith, lorewise it makes the most sence for us to take on Kelifrim on Vellinos, and sence he just know showed back up on the stage, I doupt we will be taking him on directly in the next expainsion pack, first we need to find out why he took the powers of the swords, and what his other plans are.</p><p>::EDIT::to make the format easer to read and to add the astriked info I forgot to add.</p><p>*remember Halas was INTENDED to be released at the same time as SF, so if the lore in Halas had to do with ANY expainsion it is far more likly that it has to do with the current one, then some future one.</p>
Rainmare
04-04-2010, 12:24 AM
<p>I'd prefer it be Velious becuase if it's not...well there's really no place left in Norrath to go to. We've 'rediscovered' all the other continents now. so unless they make up some totally new place, ala Taleosia...or we go offworld, ala Kuua or Luclin...there's really no place left to go.</p><p>We got some places we ahven't 'found' but now about....the dead isle, the straights of the twelve, highpass hold...but really not a lot. Velious is pretty much all that's left of norrath to find.</p>
Mirander_1
04-04-2010, 12:43 AM
<p><cite>Rainmare@Oasis wrote:</cite></p><blockquote><p>I'd prefer it be Velious becuase if it's not...well there's really no place left in Norrath to go to. We've 'rediscovered' all the other continents now. so unless they make up some totally new place, ala Taleosia...or we go offworld, ala Kuua or Luclin...there's really no place left to go.</p><p>We got some places we ahven't 'found' but now about....the dead isle, the straights of the twelve, highpass hold...but really not a lot. Velious is pretty much all that's left of norrath to find.</p></blockquote><p>Oh, there are certainly places to go other than Velious. There's at least four more islands in the Shattered Lands (and considering the content of DoF and TSO, these could just as easily be done as four separate expansions, or combined into one), the Underfoot, Taleosia, that continent on the other side of the world, or even other parts of the Overrealm.</p><p>That said, all signs are pointing to Velious, so that's where I'd place my money.</p>
Zabjade
04-04-2010, 12:49 AM
<p><span style="color: #009900;">There are still parts of the Shattered Lands that have not been opened to adventurers. The Isle of Kithacor, Highpass (aka Far Seas Headquarters) Higuard, the Straits of Twelve, And a few others not to mention What might be left of Odus and Erud's Crossing. (The part that went extradimensiojnal is probably a vortex in the middle of a ocean possibly with large shards of Luclin sticking out of the water.)</span></p>
Vanisher123
04-04-2010, 01:16 AM
<p><cite>Thrads wrote:</cite></p><blockquote> With the void storyline being wrapped up, <strong>Kerafyrm absorbing Enoxus and Aeteok's powers</strong>, the Order of Rime showing up a while back, and now Coldain randomly popping up, the stage seems to be set.</blockquote><p>Uh, got a link to a wrap up? I've somehow missed this fact O.O</p><p>On the note of Velinous, i agree sounds like it could be, but if it is it's likly not dragon oriented (just going off the thing mentioned about the dragons having a smaller part)</p><p>Also, if its canon, don't forget the frostfell dragon.</p><p>Eitherway, theres an icy pattern in the background (remember when the shadowmen were background?)</p>
Xalmat
04-04-2010, 02:17 AM
<p><cite>Vanisher123 wrote:</cite></p><blockquote><p><cite>Thrads wrote:</cite></p><blockquote> With the void storyline being wrapped up, <strong>Kerafyrm absorbing Enoxus and Aeteok's powers</strong>, the Order of Rime showing up a while back, and now Coldain randomly popping up, the stage seems to be set.</blockquote><p>Uh, got a link to a wrap up? I've somehow missed this fact O.O</p></blockquote><p><a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=471789" target="_blank">In Search of Lucan</a> discussion.</p>
ke'la
04-04-2010, 03:29 AM
<p><cite>Vanisher123 wrote:</cite></p><blockquote><p><cite>Thrads wrote:</cite></p><blockquote> With the void storyline being wrapped up, <strong>Kerafyrm absorbing Enoxus and Aeteok's powers</strong>, the Order of Rime showing up a while back, and now Coldain randomly popping up, the stage seems to be set.</blockquote><p>Uh, got a link to a wrap up? I've somehow missed this fact O.O</p><p>On the note of Velinous, i agree sounds like it could be, but if it is it's likly not dragon oriented (just going off the thing mentioned about the dragons having a smaller part)</p><p>Also, if its canon, don't forget the frostfell dragon.</p><p>Eitherway, theres an icy pattern in the background (remember when the shadowmen were background?)</p></blockquote><p>The void story is over and done with SF, HOWEVER, the end of the Void Story is just the and of the first Act of the End of Days story arc, that includeds the reseading importaince of the dragons, Naggy's Clutch of Prismatic Eggs, the new Ice Dragon from Frostfell, and then now that Theer's powers are in Kryfrm's hands what are the Gods doing about it.</p><p>There is just too much going on for the next expainsion being Valinous. Remember everyone talking about Rime "popling up" means that SF "Has to be" Velinous.</p><p>All say it again, an addtion that was supposed to be added AT THE SAME TIME as SF, is hardly where the first "clue" of the next expainsion is going to be comming from.</p><p>On top of that, the fight was going on UP NORTH just like where the Rime guys came from...last I checked Velinous was in the south.</p><p>As for remembering when Shaddow Men where back ground...yeah I do, and it took from launch to Expainsion 5 befor they became in the for front of the game.</p>
Rainmare
04-04-2010, 06:09 AM
<p><cite>Zabjade wrote:</cite></p><blockquote><p><span style="color: #009900;">There are still parts of the Shattered Lands that have not been opened to adventurers. The Isle of Kithacor, Highpass (aka Far Seas Headquarters) Higuard, the Straits of Twelve, And a few others not to mention What might be left of Odus and Erud's Crossing. (The part that went extradimensiojnal is probably a vortex in the middle of a ocean possibly with large shards of Luclin sticking out of the water.)</span></p></blockquote><p>This is what I mean. right now, according to the lore, we're never going to Highpass. the Isle of Kithicor either. becuase the FSTCo keeps both locations a secret, kithicor for our safety, and Highpass for thiers.</p><p>the straights of the twelve..I can't see much being done here. there wasn't much in the Rathe Mountains to begin with, and having only 12 mountian peaks left doesn't bode well.</p><p>and from what I understand ALL of Odus is in Ultera. not part of it, the whole thing.</p><p>So what's really left. Taelosia they can ignore, it was post time split. I can't even think of very many spots of Antonica we don't have. Thundering Steppes is basically the Karanas. We got the commonlands and Ro. we got Qeynos Hills. Highpass is there but hidden as the HQ of the FSTCo. they also keep Kithicor secret. we got lavastorm and everfrost. we got innothule swamp and the feerott. we got the misty thicket and rivervale, Nek forest/darklight woods.</p><p>Rathe Mountains is gone, it became the Straights of the Twelve. just water and twelves mountain tops.</p><p>adn there's potentially that spit of land in erud's crossing that had pretty much nothing on it, Sister Isle, which we know is there and the Sisterhood of Erollisi come from there. but again...not much there at all.</p><p>even if you combined all the places of antonica we know of but haven't 'found yet' you prolly wouldn't even get as much landmass as Odus with all them combined.</p><p>and frankly we NEED velious. we need another huge place like Kunark to go running around in again. someplace that'll have lots of things to do. cause Odus didn't cut it...but I wasn't expecting much out of odus. it was a spit of land in EQ1 that had almost nothing on it, adn it's the same in EQ2.</p>
Jaranna
04-04-2010, 09:09 AM
<p><cite>Rainmare@Oasis wrote:</cite></p><blockquote><p>Taelosia they can ignore, it was post time split. </p></blockquote><p>Taelosia didn't just pop up after the time split. It was there, on the other side of the globe. Not to mention that Taelosia was a tiny island compared to the massive continent that's on that side of the world. There's an entire hemisphere of Norrath that's been undiscovered in this timeline. That makes for a lot of potential content.</p>
Tyrus Dracofire
04-04-2010, 12:25 PM
<p>ah, Order of Rime just been revealed, these are survivors of Velious or what left of that faction.</p><p>since no one knows where they from, and it is still mystery, but Devs gave us hint years ago with Kunark's cutscene in frozen land area in Fen of Nasthir, i barely explored little of Jasarth Wasteland's coldiest area.</p>
ke'la
04-04-2010, 06:10 PM
<p><cite>Rainmare@Oasis wrote:</cite></p><blockquote><p><cite>Zabjade wrote:</cite></p><blockquote><p><span style="color: #009900;">There are still parts of the Shattered Lands that have not been opened to adventurers. The Isle of Kithacor, Highpass (aka Far Seas Headquarters) Higuard, the Straits of Twelve, And a few others not to mention What might be left of Odus and Erud's Crossing. (The part that went extradimensiojnal is probably a vortex in the middle of a ocean possibly with large shards of Luclin sticking out of the water.)</span></p></blockquote><p>This is what I mean. right now, according to the lore, we're never going to Highpass. the Isle of Kithicor either. becuase the FSTCo keeps both locations a secret, kithicor for our safety, and Highpass for thiers.</p><p><span style="color: #ff0000;">Just because they don't want us there NOW, does not mean they will never want us there, If for exsample thier Island is discovered by say the Rime, they almost certainly will open it up to get our help defeating them. As for Kithicor, again, things can change, what if say the only place to find info out about what Kyfrm is upto is on Kithicor, or what if we just go around them, like we did with Moors, and not use the Knowage of the FSTC at all?</span></p><p>the straights of the twelve..I can't see much being done here. there wasn't much in the Rathe Mountains to begin with, and having only 12 mountian peaks left doesn't bode well.</p><p><span style="color: #ff0000;">Mountain peaks can be of verious sizes, they could be big enough to hold a Moors size expainsion, or they could be coupled with say Kithicor.</span></p><p>and from what I understand ALL of Odus is in Ultera. not part of it, the whole thing.</p><p><span style="color: #ff0000;">Yes, but there must be something in its place of some type, be it just a rift. So they could come up with something to put there.</span></p><p>So what's really left. Taelosia they can ignore, it was post time split.</p><p><span style="color: #ff0000;">Except, its lore goes back befor the time split, as it didn't just pop-up out of nowhere, that said EVERYTHING about that land mass and its lore can be completly differant.</span></p><p>I can't even think of very many spots of Antonica we don't have. Thundering Steppes is basically the Karanas. We got the commonlands and Ro. we got Qeynos Hills. Highpass is there but hidden as the HQ of the FSTCo. they also keep Kithicor secret. we got lavastorm and everfrost. we got innothule swamp and the feerott. we got the misty thicket and rivervale, Nek forest/darklight woods.</p><p>Rathe Mountains is gone, it became the Straights of the Twelve. just water and twelves mountain tops.</p><p><span style="color: #ff0000;">There is Highborn, Kithicor, Serpant's Fang, the North Desert of Ro</span></p><p>adn there's potentially that spit of land in erud's crossing that had pretty much nothing on it, Sister Isle, which we know is there and the Sisterhood of Erollisi come from there. but again...not much there at all.</p><p><span style="color: #ff0000;">The sister isle could potentally be Isle of Maria in size, so couple that with Serpants Fang and you got enough land.</span></p><p>even if you combined all the places of antonica we know of but haven't 'found yet' you prolly wouldn't even get as much landmass as Odus with all them combined.</p><p><span style="color: #ff0000;">Probly not, as Odus is a contenent and the remaining Islands are just that.</span></p><p>and frankly we NEED velious. we need another huge place like Kunark to go running around in again. someplace that'll have lots of things to do. cause Odus didn't cut it...but I wasn't expecting much out of odus. it was a spit of land in EQ1 that had almost nothing on it, adn it's the same in EQ2.</p><p><span style="color: #ff0000;">Need and Want are two differant things, you WANT another Kunark, that does not mean you accually need it. Besides once you hit the level cap how much wandering around Kunark(that wasn't walking to dungons) did you really do?</span></p></blockquote><p>One addtional place you left out was the large whole in the map at the north end of the Kunark map that we can't currently get to. That also could be a non-level Increase expainsion.</p><p>Face it, the next expainsion will NOT be one that raises the level cap, for a couple of reasons first we need to find out what Kryfrm is upto befor we face him, Second we only get a level increase when the lore leads us to face a Greater threat then we face in the current expainsion, Ashanti wasn't really a greater threat then we faced in Kunark, Theer was, and we just beat him, I doupt another threat greater then Theer will show up in the next expainsion...especally with Kryfrm on the horizon.</p><p>Sence we very likly won't be getting a lvl increase we won't need a huge land mass to level in, we will instead get something like Looping Planes/Lesser Faydwar or Moors in size, wich would fit one of the remaining Islands perfectly. Velinous will be an expainsion that raises the level cap, cause it is one of the only two remaining places that could be large enough to host a full level range.</p><p>Plus with the Huge Geological shifts that came from the rending, it is VERY possable that NEW landmasses have shown up as well.</p>
ke'la
04-04-2010, 06:12 PM
<p><cite>Tyrus@Butcherblock wrote:</cite></p><blockquote><p>ah, Order of Rime just been revealed, these are survivors of Velious or what left of that faction.</p><p>since no one knows where they from, and it is still mystery, but Devs gave us hint years ago with Kunark's cutscene in frozen land area in Fen of Nasthir, i barely explored little of Jasarth Wasteland's coldiest area.</p></blockquote><p>Just been revealed where? Link please.</p><p>Because the In-game cutscean and all the In-game lore referances them comming out of the NORTH, and Velious is in the SOUTH.</p>
Homeskillet
04-04-2010, 08:02 PM
<p>The cut scene had the "cold wind of the north" part removed after many of us pointed it out, therefore removing the specifics of where they came from and only leaving us knowing they are a "kill or convert" band of marauders.</p>
Ascanius
04-04-2010, 11:14 PM
<p>What im about to say may seem far fetch and just base of what I would do if I was Kryfrm . I just got god slaying power so i know that no god will mess with my plans. so i steal all the prismatic eggs cause they may not be of the same blood/brood as me, but in all essents they are like me and will be more willing to join me in the fight . I would take over the skyfire shrine in Veliuos use this as my base of operations anydragon that join me i would take them and have them help take over the rest of veliuos. Once that is done I would start to hatch the prismatic eggs, so I can start the true army I will need to take over the world. once I have all of norrath under my claws I would find and kill veeshan.</p><p>please keep in mind this is base of what he tried in the past and what new information we have.</p>
Cusashorn
04-05-2010, 12:36 AM
<p><cite>Zabjade wrote:</cite></p><blockquote><p><span style="color: #00cc00;">I do wonder if this means the Dwarves will be given Coldain Pallets for their skintones. </span></p></blockquote><p>The NPC's probably will look like the Coldain of EQlive. It was established that they had been drinking water on Velious for so long that the Velium minerals inhabited their bodies enough to turn them an icy white color. If New Halas has Velium around it, then that might be the case.</p><p>If you're wondering whether players will get that option... well, just look at the Erudites.</p><p><cite>Xalmat wrote:</cite></p><blockquote><p>The Shattering has long since been over. Mithaniel Marr's divine intervention with the Coldain happened within the last year (it hasn't even been that long since the Shard of Love was introduced).</p></blockquote><p>Correct. The Shattering happened 50 years ago and ended 15. When TSO came out, the game even acknowledged that at least 1 year had passed since the Gods returned to Norrath.</p><p><cite>Jaranna wrote:</cite></p><blockquote><p><cite>Rainmare@Oasis wrote:</cite></p><blockquote><p>Taelosia they can ignore, it was post time split. </p></blockquote><p>Taelosia didn't just pop up after the time split. It was there, on the other side of the globe. Not to mention that Taelosia was a tiny island compared to the massive continent that's on that side of the world. There's an entire hemisphere of Norrath that's been undiscovered in this timeline. That makes for a lot of potential content.</p></blockquote><p>Right. Taelosia by name was revealed to EQlore long before Gates of Discord came out. It wasn't until that expansion that we found out that it was just a dinky little island located west of Odus. The name can (and IMO, SHOULD) be used for the gigantic continent on the opposite side of Norrath. A continent that dwarfed Antonica when it was still one large continent.</p><p><cite>Tyrus@Butcherblock wrote:</cite></p><blockquote><p>ah, Order of Rime just been revealed, these are survivors of Velious or what left of that faction.</p><p>since no one knows where they from, and it is still mystery, but Devs gave us hint years ago with Kunark's cutscene in frozen land area in Fen of Nasthir, i barely explored little of Jasarth Wasteland's coldiest area.</p></blockquote><p>It wasn't years ago. It was only a few months. On the Test server, that cutscene revealed they came from the North. It was changed when it went live to say they came from regions unknown.</p><p>BTW: The continent is V-E-L-I-O-U-S. Not Velinous. No N.</p>
LordPazuzu
04-05-2010, 01:08 AM
<p><cite>Cusashorn wrote:</cite></p><blockquote><p>BTW: The continent is V-E-L-I-O-U-S. Not Velinous. No N.</p></blockquote><p>Thank you, that was driving me crazy too.</p>
Meirril
04-05-2010, 05:42 AM
<p>I'd place bets that the next expansion is going to be a content-driven expansion more like TSO than Kunark. Lots of instances, and a new overland zone or two. Maybe a dungeon, maybe not.</p><p>The story could take us to Highhold Keep and the headquarters of the Far Seas Trading Company if Kerafyrm raids their vaults looking for artifacts that he needs to complete his plans. Things stolen from the Temple of Veeshan long ago by adventurers. This leads us to delve into the Cult of the Awakened once again and explore revamped versions of the old KoS dungeons. The Dijiin Master is involved somehow and by invading his sanctum once again we pressure from him how he is connected to Kerafyrm's new plot. Our search leads us back to Fadewyr and into the waters below the Estate of Unrest. Unknown to adventurers, Phingle Atropos survived the cataclysims and now holds clues to the upcomming apocolypse in his underwater castle.</p><p>Finally, the adventurers are lured into a chamber where Kerafyrm has several crystals that hold information on secret meetings. Each of the crystals shows Kerafyrm in disguise meeting in secret with each major leader. Lucan, Crystannos, Antonia, Veniril, Rille, Mayong, and many others. The conversations arn't always friendly but a constant undertone is the question: If Kerafyrm eliminates all of the gods, would they be willing to take the gods place and acknowledge Kerafyrm as their king?</p>
Morghus
04-05-2010, 07:55 AM
<p><cite>Meirril wrote:</cite></p><blockquote><p>I'd place bets that the next expansion is going to be a content-driven expansion more like TSO than Kunark. Lots of instances, and a new overland zone or two. Maybe a dungeon, maybe not.</p><p>The story could take us to Highhold Keep and the headquarters of the Far Seas Trading Company if Kerafyrm raids their vaults looking for artifacts that he needs to complete his plans. Things stolen from the Temple of Veeshan long ago by adventurers. This leads us to delve into the Cult of the Awakened once again and explore revamped versions of the old KoS dungeons. The Dijiin Master is involved somehow and by invading his sanctum once again we pressure from him how he is connected to Kerafyrm's new plot. Our search leads us back to Fadewyr and into the waters below the Estate of Unrest. Unknown to adventurers, Phingle Atropos survived the cataclysims and now holds clues to the upcomming apocolypse in his underwater castle.</p><p>Finally, the adventurers are lured into a chamber where Kerafyrm has several crystals that hold information on secret meetings. Each of the crystals shows Kerafyrm in disguise meeting in secret with each major leader. Lucan, Crystannos, Antonia, Veniril, Rille, Mayong, and many others. The conversations arn't always friendly but a constant undertone is the question: If Kerafyrm eliminates all of the gods, would they be willing to take the gods place and acknowledge Kerafyrm as their king?</p></blockquote><p>Sadly, this sounds far more interesting than what the actual plot/expansion may give us. Especially if past indicators are taken as any sort of sign. What lore there is tends to be heavily skewed toward certain specific events or individuals those in charge have already decided to elaborate on, while anything and everything else up to and including individual NPCS in raid/heroic dungeons, regardless of wether they were major characters in eqlive, is generally ignored and they are kicked aside once killed like Trakanon, Wuoshi, and Opal Darkbriar, unless their name happens to be Mayong, Lucan, or Antonia. If they are an entirely new NPC, also expect for them to have almost 0 lore or history explained like Waansu, Sara Greenheart, Zarrakon etc.</p>
Kaitheel
04-05-2010, 02:15 PM
<p><cite>Homeskillet wrote:</cite></p><blockquote><p>The cut scene had the "cold wind of the north" part removed after many of us pointed it out, therefore removing the specifics of where they came from and only leaving us knowing they are a "kill or convert" band of marauders.</p></blockquote><p>Actually, the words were changed because they were being misinterpreted to indicate the direction from which the Order originated, as opposed to a general phrase meaning "cold wind" which was intended.</p><p>~Kaitheel</p>
Rainmare
04-05-2010, 06:37 PM
<p>ah so 'cold wind from the north' simply meant 'north' in relation to Kunark. So the Order coudl very well have originated in Velious, the route they took just happened to put them up on the northern side of Kunark?</p><p>and honestly, I never heard any mention of Taelosia before the GoD expansion. which was also after the split. adn people mentioning the Serpent Spine Mountains....again, after split that anything was there. (they didn't delve into the serpents spine until they introduced the Drakklin) and Ro is all there.</p><p>and some npcs don't need big histories atached to them. Sara Greenheart, adn the Hooluk ghost, to me are just researchers, assistants that just got caught in the labs after Perah locked it down and were killed/died from his experiments. either being one or being killed by them.</p><p>Now Zarrakon, and Woushi I would love to know more about. and Waansu. and we know what happened to Opal. she was assassinated on the way to Neriak. that event in the Assassin epic is official. Cristanos made mention of it on one of thier lore updates. not much more you can do with a dead Opal. or Trakanon. Woushi though I'd want to know what happened to the Bloom after his 'death' or did Tunare not allow him to die.</p><p>and the same thing happened in EQ1 to. like for example, does anyone know anything signifigant about any of Fironia's companions other then Al'Kabor? how about Kane Bayle other then his involvement with the Bloodsabers? Opal Darkbriar was never talked about in EQ1, heck players were the ones to figure out she was playing both a leader in the dismal Rage and the Academy becuase they noticed she was a human chanter and a de wizard/necro I think.</p><p>people that aren't major to the storyline yes probably do get sidelined to flesh out those that are.</p>
Xalmat
04-05-2010, 07:45 PM
<p>Kane Bayle recently attempted to assassinate Antonia Bayle (see: Will of the Tyrant live events).</p>
Nevao
04-05-2010, 08:22 PM
<p><span style="color: #ff9900;">Something to think about. It took how many expansions before things become completely Void centered? </span></p><ol><li><span style="color: #ff9900;">At launch we had vague hints in Obelisk of Lost Souls.</span></li><li><span style="color: #ff9900;">With DoF we were introduced to Anashti Sol, though we had no idea of how big a deal she would become,</span></li><li><span style="color: #ff9900;">In KoS we had our first hints of El'Arad and that Odus was potentially back in play and learned a good deal about the Qeynos Claymore. All of this on top of the more pressing (at the time) news that Kerafyrm was still active if not present.</span></li><li><span style="color: #ff9900;">In EoF we got more direct void hints with the Obelisk of Blight, but more importantly learned more about Soulfire</span></li><li><span style="color: #ff9900;">RoK introduced to "End of Days" or at least made it more prominent and had a few more brief Void touches (Oh Fiddy where art thou?)</span></li><li><span style="color: #ff9900;">TSO slammed the gauntlet down bringing the void front and center and tied Anashti back in, then gave us our first inkling of Theer. In the background we learn about the Order of Rime (which we still have no idea how or if they tie in)</span></li><li><span style="color: #ff9900;">SF now pulls Odus, Theer, the Void, the Swords of Destiny and Kerafyrm together, but we're given the impression that this only the closing of the opening act for "End of Days".</span></li></ol><p><span style="color: #ff9900;">I'm sure I missed a few things but my point in this is that it took 5 expansions (or 6 "story sets" depending on your point of view) just to lay the ground work for the close of Act 1 in expansion 6/story 7. If Velious is intended to be the show down with Kerafyrm (which I think is what many want) then it could easily be two to three years away given the pace of events. Or it could just as easily be next year. My bet is that they are going to keep drawing out the story in the same fashion as above, which once I see how everything ties together I think is pretty cool and would not mind. We definitely have a lot road left in front of us, and I just don't see Velious being the next off ramp.</span></p>
Maergoth
04-05-2010, 08:38 PM
<p>Even for a good while after launch the quest dialog said they were from the north.. as well as the little cut scene. I'd find it believable that the coldain originated outside of Velious.. but the blatant sloshing together of the everfrost area and the continent of velious into a grey mass of confusion is both annoying and scatterbrained.</p><p>I understand wanting to maintain a certain level of suspense.. they can't say what's next this early in the expansion. However, they can't flip flop until launch day next year either.</p><p>I also don't understand why New Halas would be in a completely different continent than old Halas, but I guess it will all fall together.</p>
Morghus
04-05-2010, 08:39 PM
<p><cite>Rainmare@Oasis wrote:</cite></p><blockquote><p>Now Zarrakon, and Woushi I would love to know more about. and Waansu. and we know what happened to Opal. she was assassinated on the way to Neriak. that event in the Assassin epic is official. Cristanos made mention of it on one of thier lore updates. not much more you can do with a dead Opal. or Trakanon. Woushi though I'd want to know what happened to the Bloom after his 'death' or did Tunare not allow him to die.</p><p>and the same thing happened in EQ1 to. like for example, does anyone know anything signifigant about any of Fironia's companions other then Al'Kabor? how about Kane Bayle other then his involvement with the Bloodsabers? Opal Darkbriar was never talked about in EQ1, heck players were the ones to figure out she was playing both a leader in the dismal Rage and the Academy becuase they noticed she was a human chanter and a de wizard/necro I think.</p><p><strong>people that aren't major to the storyline yes probably do get sidelined to flesh out those that are</strong>.</p></blockquote><p>Thereign lies my gripe. During the time of the expansion, when RoK was current, who was in all honestly more important to the story than Trakanon, Venril, and Selrach at the time? All of those three are the leaders of their respective factions, all three had lore and backstory from eqlive, all three have had interesting if unexplained developments over the years, and all three were side-lined.</p><p>Venril raises his sons to rule as figueheads so to speak, and takes control of the majority of the continent while reclaiming Sebilis from Trakanon. We never learn how any of this happens.</p><p>Selrach supplants his father Bathezid and becomes Overking of the Di'zok while finding a way to turn himself into some kind of conglomeration of Di'zok and Gorwish Sarnak. We never learn how.</p><p>Trakanon goes from being more or less rotting and undead, to living and healthy. He takes over the entire Ring of scale as their new king, and has Phara Dar locked in a cell near his lair along with a "Khalan Dar". We never learn how any of this happened, let alone who Khalan was as he/she did not exist in eqlive.</p><p>I know a bard friend from eqlive was saddened that there was no Sionachie's partisan, and no developments or mention of her or any of the others from Firiona's band.</p><p>Wuoshi is an entirely other issue right there. The initial EoF lore painted him as scheming against Tunare in the long run, yet in-game when you speak to him for the deity quest he appears to be rather angry, but still faithful to her, and the quest dialog regarding the turning in of his heart and his trophy both imply that killing him was not such a noble thing to do. Overall once again nothing is learned about him.</p><p>Zarrakon and Waansu, are both new characters who did not exist and are given little to no lore since they are essentially a "oh look a dragon to raid and kill", no lore attatched, not that that has stopped them from skimping on the dragons that do have potential for lore or expanding an existing background.</p>
Homeskillet
04-05-2010, 09:34 PM
<p><cite>Kaitheel wrote:</cite></p><blockquote><p><cite>Homeskillet wrote:</cite></p><blockquote><p>The cut scene had the "cold wind of the north" part removed after many of us pointed it out, therefore removing the specifics of where they came from and only leaving us knowing they are a "kill or convert" band of marauders.</p></blockquote><p>Actually, the words were changed because they were being misinterpreted to indicate the direction from which the Order originated, as opposed to a general phrase meaning "cold wind" which was intended.</p><p>~Kaitheel</p></blockquote><p>Well yeah see, cold winds can come from other directions...I think the player base assumed ya'll knew that, as we tend to investigate the general ambiguity of much of the lore we get.</p>
Meirril
04-05-2010, 09:37 PM
<p><cite>Maergoth wrote:</cite></p><blockquote><p>Even for a good while after launch the quest dialog said they were from the north.. as well as the little cut scene. I'd find it believable that the coldain originated outside of Velious.. but the blatant sloshing together of the everfrost area and the continent of velious into a grey mass of confusion is both annoying and scatterbrained.</p><p>I understand wanting to maintain a certain level of suspense.. they can't say what's next this early in the expansion. However, they can't flip flop until launch day next year either.</p><p>I also don't understand why New Halas would be in a completely different continent than old Halas, but I guess it will all fall together.</p></blockquote><p>Umm...according to the lore story, New Halas is on an iceburg. It isn't even an island. It isn't even stationary...it could litterally be anywhere in Norrath. Maybe Mithanial Marr's blessing will stabalize its location but the point is even if that chunk of velium and ice started in velious, it could actually be north of everfrost now...</p>
Meirril
04-05-2010, 09:40 PM
<p><cite>Rainmare@Oasis wrote:</cite></p><blockquote><p>ah so 'cold wind from the north' simply meant 'north' in relation to Kunark. So the Order coudl very well have originated in Velious, the route they took just happened to put them up on the northern side of Kunark?</p></blockquote><p>How did you get this wrong? Go back to Kaitheel's post and read it again please. The phrase was intended to simply mean cold wind!</p>
ke'la
04-05-2010, 11:19 PM
<p><cite>Rainmare@Oasis wrote:</cite></p><blockquote><p>ah so 'cold wind from the north' simply meant 'north' in relation to Kunark. So the Order coudl very well have originated in Velious, the route they took just happened to put them up on the northern side of Kunark?</p><p><span style="color: #ff0000;">and honestly, I never heard any mention of Taelosia before the GoD expansion. which was also after the split. adn people mentioning the Serpent Spine Mountains....again, after split that anything was there. (they didn't delve into the serpents spine until they introduced the Drakklin) and Ro is all there.</span></p><p>and some npcs don't need big histories atached to them. Sara Greenheart, adn the Hooluk ghost, to me are just researchers, assistants that just got caught in the labs after Perah locked it down and were killed/died from his experiments. either being one or being killed by them.</p><p>Now Zarrakon, and Woushi I would love to know more about. and Waansu. and we know what happened to Opal. she was assassinated on the way to Neriak. that event in the Assassin epic is official. Cristanos made mention of it on one of thier lore updates. not much more you can do with a dead Opal. or Trakanon. Woushi though I'd want to know what happened to the Bloom after his 'death' or did Tunare not allow him to die.</p><p>and the same thing happened in EQ1 to. like for example, does anyone know anything signifigant about any of Fironia's companions other then Al'Kabor? how about Kane Bayle other then his involvement with the Bloodsabers? Opal Darkbriar was never talked about in EQ1, heck players were the ones to figure out she was playing both a leader in the dismal Rage and the Academy becuase they noticed she was a human chanter and a de wizard/necro I think.</p><p>people that aren't major to the storyline yes probably do get sidelined to flesh out those that are.</p></blockquote><p>Um land masses don't just suddenly appear out of no where, they are either always there or some MAJOR caticysim must happen to produce them, Taelosia and Serpent Spine where both thier PRIOR to the time split, heck there is Talk of that range in the Ethernaughts Lore.</p><p>Also just because it takes place after the time split does not mean the devs can't or wont include it, all it means is they have the OPTION not to include it.</p><p>That said again both Taelosia and the Serpent Spine Mountains exsited on ingame maps PRIOR to the time split, and therefor they exist(unless destroyed by the caticysims) after the time split.</p><p>Also my info about the Serpent Spine Mountains(now islands) came from the EQ2 Pen and Paper map that had a number of missing Islands on it, including Ro, Moors, Kithicor, Highhold and Serpents Spine. So while that Cannon of thier exsistance is not YET certain, the possablity of them showing up is definate.</p>
Cusashorn
04-06-2010, 12:33 AM
<p>If I remember correctly, the Isles of Refuge are what are left of the Serpentspine Mountains.</p><p>Also, why the heck would Kerafyrm want to raid the vaults of the Far Seas Trading Company? What the heck could they have that he would want? I know they withhold information on the locations of various islands for *OUR* protection, but it's not like they have a security force that could prevent him from walking right in and taking whatever he wanted. He needed our help to fight off a God slayer, which is understandable, but he probably would have already obtained anything they had that was worth hording if he needed it.</p><p>I'm not saying no to Highpass. I want it put in the game just as much as the rest of us on this board, but I'm just saying that putting in Highpass because Kerafyrm needs us to raid it's vaults makes no sense.</p>
ke'la
04-06-2010, 01:02 AM
<p><cite>Cusashorn wrote:</cite></p><blockquote><p>If I remember correctly, the Isles of Refuge are what are left of the Serpentspine Mountains.</p><p>Also, why the heck would Kerafyrm want to raid the vaults of the Far Seas Trading Company? What the heck could they have that he would want? I know they withhold information on the locations of various islands for *OUR* protection, but it's not like they have a security force that could prevent him from walking right in and taking whatever he wanted. He needed our help to fight off a God slayer, which is understandable, but he probably would have already obtained anything they had that was worth hording if he needed it.</p><p>I'm not saying no to Highpass. I want it put in the game just as much as the rest of us on this board, but I'm just saying that putting in Highpass because Kerafyrm needs us to raid it's vaults makes no sense.</p></blockquote><p>I think you got it backwards, I think the poster was saying was that Kerafrm Attacked and took relcs from the FSTC and it is them, not him that need our help. Kinda a play on my they are being raided by Pirates theame. FSTC sees not revealing thier location to us as a greater risk to the company, then maintaining the status quo.</p><p>As far as the Serpant Spine mountain goes, I am baising it off of islands cut off of that P&P map that was for a time posted on these boards, I can't find the original but the Serpant Spine mountain(islands) where pasted in seperatly from the Isle of Refuge.</p><p>::EDIT::</p><p><a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=353923" target="_blank">This is the topic </a>where I found the cut and paste map, again the person that posted the original seems to have deleted it.</p><p>Also while looking for that topic again, I came across these tidbits...</p><p><cite>Vhalen wrote:</cite></p><blockquote><p>The Isles of Refuge were established by the Far Seas Trading Company. For the most part they are a collection of islands resting in the large central body of water in the Shattered Lands, the Tranquil Sea. It is from these islands that the Far Seas Trading Company can best base their trade routes out of. There are numerous islands in the Tranquil Sea, not just the Isles of Refuge. These islands are diverse in resources, keeping the Far Seas Trading Company very busy and their mysterious leaders very rich.</p><p>One of the most important resources that the Far Seas Trading Company found were the many refugees that had been marooned on any number of isles throughout the Tranquil Sea. All the islands in the Tranquil Sea were once part of the large continent of Antonica. During the Age of Cataclysms the undercontinent below Antonica, Subtunaria, erupted in violent quakes. Much of Subtunaria collapsed and this brought down large sections of Antonica, helping to create the vast Tranquil Sea and its many islands. Marooned out on these shards of a once great continent were a great many villagers, clans, tribes and adventurers.</p><p>Not all islanders are seeking refuge within the great and mighty cities of man, but for those that do there are the trade boats of the Far Seas Trading Company. Those cargo ships visit many islands to collect resources to be sold in various markets. Far Seas Trading Posts pop up on many small isles. Not all of those trading posts are public knowledge. Many are secret ports that the Far Seas will share with no nation. I am sure we will discover more islands of the Tranquil Sea in the future, with or without the permission of the Far Seas Trading Company.</p></blockquote><p>Lookes like there might be more isles to vist, possably a whole chain of them, near the location of the Isle of Refuge. That in itself MIGHT be enough for an expainsion.</p><p>Then there is this:</p><p><cite>Vhalen wrote:</cite></p><blockquote> <p>The Shattered Lands took the greatest damage from Underfoot "sinkholes." There are many areas under the surface world and the greatest collections of these massive caverns create "under" continents, Subtunaria being the one beneath the Shattered Lands. Another great under-continent is known to some scholars of Norrath as Stormhold. Yes, Stormhold the dungeon was named after the tales of this Underfoot location.</p> <p>If you step back and look at Norrath in adventuring levels, you will find three. There is the Surface world, the Underfoot and the newly discovered Overrealm. There is much in this world that has yet to be discovered.</p></blockquote><p>There is still all of the underfoot, including the bits of Subtunaria that remain, as well as Stormhold(not the Fortress Dungon). And I am sure there are more even then that.</p>
Deadeyes
04-06-2010, 03:46 AM
<p>((NOT really Off-Topic since were talking about the rending, what happened, zones etc))</p><p>I would <strong>LOVE</strong> some information on some of my favorite EQOA zones. What ever happened to Forkwatch, Zentars Keep, Gentar Mines, etc?</p><p><a href="http://www.crypticsouls.ca/maptunaria.htm" target="_blank">EQOA Zone Map</a></p>
Rainmare
04-06-2010, 04:39 AM
<p>I personally don't want to go to Highpass. someplaces should remain secrets. I do want to go to Kithicor. what's left of the Serpent's Spine I think we found in Ro...probably the Pillars of Flame and the Rujarkian clefts are what's left of it. the serpent's spine was what created the Ro desert, after all.</p><p>maybe Jaggedpine Forest wouldn't be bad to see...but I certainly don't want to go back to taelosia...not unless it looks nothing at all like it did in Eqlive...including the taelosian's themselves. stunted albino elves didn't impress me.</p><p>now if they come up with other things, that's fine...I'll deal with it, and adventure there...just like I dealt with Odus being all by itself. have I mentioned how much I dislike Odus and the Erudites?</p><p>I'd just rather 'rediscover' all the major continents before we delve into the 'things that we know exist from eq1 but they don't have to put in EQ2 due to time split' land yet.</p>
ke'la
04-06-2010, 05:20 AM
<p><cite>Rainmare@Oasis wrote:</cite></p><blockquote><p>I personally don't want to go to Highpass. someplaces should remain secrets. I do want to go to Kithicor. what's left of the Serpent's Spine I think we found in Ro...probably the Pillars of Flame and the Rujarkian clefts are what's left of it. the serpent's spine was what created the Ro desert, after all.</p><p>maybe Jaggedpine Forest wouldn't be bad to see...but I certainly don't want to go back to taelosia...not unless it looks nothing at all like it did in Eqlive...including the taelosian's themselves. stunted albino elves didn't impress me.</p><p>now if they come up with other things, that's fine...I'll deal with it, and adventure there...just like I dealt with Odus being all by itself. have I mentioned how much I dislike Odus and the Erudites?</p><p>I'd just rather 'rediscover' all the major continents before we delve into the 'things that we know exist from eq1 but they don't have to put in EQ2 due to time split' land yet.</p></blockquote><p>There is also a large bit of the Isle of Ro, that we as players can't get to, it is about 1/3 of the total island, and in the thread I linked it showss a place on the P&P map called The Serpant's Fang, wich seems to be the remainder of the Serpant's Spine Mountains.</p>
Meirril
04-06-2010, 06:59 AM
<p><cite>Cusashorn wrote:</cite></p><blockquote><p>If I remember correctly, the Isles of Refuge are what are left of the Serpentspine Mountains.</p><p>Also, why the heck would Kerafyrm want to raid the vaults of the Far Seas Trading Company? What the heck could they have that he would want? I know they withhold information on the locations of various islands for *OUR* protection, but it's not like they have a security force that could prevent him from walking right in and taking whatever he wanted. He needed our help to fight off a God slayer, which is understandable, but he probably would have already obtained anything they had that was worth hording if he needed it.</p><p>I'm not saying no to Highpass. I want it put in the game just as much as the rest of us on this board, but I'm just saying that putting in Highpass because Kerafyrm needs us to raid it's vaults makes no sense.</p></blockquote><p>I was implying that the Far Seas Trading Company might ask for our help because Kerafyrm raided them already and stole things they thought were best locked away for everybody's welfare.</p>
Meirril
04-06-2010, 07:05 AM
<p><cite>Rainmare@Oasis wrote:</cite></p><blockquote><p>I personally don't want to go to Highpass. someplaces should remain secrets. I do want to go to Kithicor. what's left of the Serpent's Spine I think we found in Ro...probably the Pillars of Flame and the Rujarkian clefts are what's left of it. the serpent's spine was what created the Ro desert, after all.</p><p>maybe Jaggedpine Forest wouldn't be bad to see...but I certainly don't want to go back to taelosia...not unless it looks nothing at all like it did in Eqlive...including the taelosian's themselves. stunted albino elves didn't impress me.</p><p>now if they come up with other things, that's fine...I'll deal with it, and adventure there...just like I dealt with Odus being all by itself. have I mentioned how much I dislike Odus and the Erudites?</p><p>I'd just rather 'rediscover' all the major continents before we delve into the 'things that we know exist from eq1 but they don't have to put in EQ2 due to time split' land yet.</p></blockquote><p>Sol Ro created the desert of Ro. He didn't raise a mountain range to change the natural pattern of weather and deny the Tunaria forest rain. He exerted his influence as god of fire and the sun to slowly cause the entire forest to dry up and turn to a desert except for the small oasis his son spared out of mercy!</p><p>I assume you've been to Jaggedpine forest already. That would either be part of Zek or just off the coast of Zek. Back before the Orcs move into the island it use to be heavly forested. What remains of Surefall Glade/Jaggedpine makes up Zek.</p>
Meirril
04-06-2010, 07:12 AM
<p><cite>kela wrote:</cite></p><blockquote><p>Um land masses don't just suddenly appear out of no where, they are either always there or some MAJOR caticysim must happen to produce them, Taelosia and Serpent Spine where both thier PRIOR to the time split, heck there is Talk of that range in the Ethernaughts Lore.</p><p>Also just because it takes place after the time split does not mean the devs can't or wont include it, all it means is they have the OPTION not to include it.</p><p>That said again both Taelosia and the Serpent Spine Mountains exsited on ingame maps PRIOR to the time split, and therefor they exist(unless destroyed by the caticysims) after the time split.</p><p>Also my info about the Serpent Spine Mountains(now islands) came from the EQ2 Pen and Paper map that had a number of missing Islands on it, including Ro, Moors, Kithicor, Highhold and Serpents Spine. So while that Cannon of thier exsistance is not YET certain, the possablity of them showing up is definate.</p></blockquote><p>While the Serpent Spine Mountains certainly existed in EQ1 before the time split (they were displayed on several maps from the launch of EQ1 onward) Taelosia is arguably ignorable. First, nothing named the island the GoD expansion was based on before the expansion went live. Second, that island wasn't on Norrathian maps before the GoD expansion went live! So if the devs want to ignore the island, or give it a different name and everything else that's fine. There is no lore in EQ2's cannon that says Taelosia has to exist.</p>
erimus
04-06-2010, 09:28 AM
<p><cite>Cusashorn wrote:</cite></p><blockquote><p>Right. Taelosia by name was revealed to EQlore long before Gates of Discord came out. It wasn't until that expansion that we found out that it was just a dinky little island located west of Odus. The name can (and IMO, SHOULD) be used for the gigantic continent on the opposite side of Norrath. A continent that dwarfed Antonica when it was still one large continent.</p></blockquote><p>What is this "Gigantic continent on the opposite side of Norrath" that you guys have been hinting at? Tried doing a search...but the info seems a little vague to find anything <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /> lol</p>
Mary the Prophetess
04-06-2010, 09:38 AM
<p><span style="color: #ff9900;">Here are some of the notes I have from a well known Bard concerning some of the seas and islands yet to be found on Norrath after the Rending and the Shattering:</span></p><p>Good day fellow Norrathians. I couldn't help but notice that a few mentions on this thread. There are mysteries that exist within the Shattered Lands. The Far Seas Trading Company, and the orcs, have some of the most detailed and accurate navigational charts for the Shattered Lands, but I hear rumors that they do not share all of this information. The Far Seas Trading Company keeps a lot fo secrets, like most of the large organization that have defied the forces of the Ages of War and Cataclysms. But I have heard a few things I can share with you. Take them as tales told by groggy sailors in the darkest and most out of the way makeshift taverns.</p><p>1. Within the great Tranquil Sea can be seen the steep cliffs of an isle with no known access to the secrets that hide high atop the lush isle. All that can be seen are the treetops of majestic redwoods that peek out above the rocky ridges of the coastline. Druids tell tales that this is the portion of the Jaggedpine Forest once called the Unkempt Woods and that access can only be attained via the druid rings or a spell lost to time, if not both.</p><p>2. Veiled by the constant downpour of the sea known as the Phantom Sea, rests a little isle feared by those who are unfortunate enough to know of its existence. This isle is known by seafarers and avoided for the countless fears that rest on the isle. A dense woodland that swallows this forest isle shields what lies within and only one end offers access to those who dare step foot upon the land. Seafaring tales hint at what may rest inside the thicket. Some tales say that during the day it would seem to be a lifeless land. The land is uneven and trails are like mazes between clearings. Some say a fort of rangers long dead exists far to the end of the isle. It would take nearly a day to trek to and from the fort if one was lucky to correctly navigate the trails. Trees are now long dead and those that have leaves offer little color to the environment. No birds are heard chirping. No deer are seen galloping. It is dead. In the evening this becomes even truer. At night the ground is breached by hands of bone of two undead armies rising again to do battle under the moonlight. It is during this time that no one wishes to be caught upon this little isle of horror.</p><p>3. This last one is a bit of babble about a little known isle called The Serpent's Fang. Jutting up from the center of the vast Tranquil Sea is what remains of the mammoth Serpent’s Spine mountain range, or at least its greatest remnants. This portion of the sea is quite dangerous for sea travel. Hulls of the greatest ships have been known to rip apart as they barely scrape the tops of the jagged sea mounts lurking just below the surface and in between the jagged isles of this area. Most of what one sees as they near this location are tall spires of eroding rock. The spires of rock are too steep and sheer to scale in any way and have little flat ground to support even a single shack. Many spires contain nests of the behemoth birds of prey called Rukhs. The Serpent’s Fang is the largest remnant of the Serpent’s Spine Mountains. What lies in the cloud covered spires crown is unknown. But some say there are those that walk amongst us that do know... quite well.</p><p>Tearfall was fortunate to survive the Age of Cataclysms unscathed. It was when the seas calmed just enough to allow passage to and form the Shattered Lands that her dying mothers last words were to seek out the Kingdom of Qeynos and take with her a scroll that has been passed down to her from mother to daughter for ages. There she would present the scroll to the House of Bayle. So with a small contingent of warriors Shirrana began her voyage to the Kingdom of Qeynos.</p><p>I think some of you may recall the Sisterhood of Erollisi. There is more to her story, but that may give a bit more insight about the queen of Qeynos. On a side not, Qeynosians have started a bad habit of calling her Queen Antonia Bayle. The title king or queen was never meant to be used by Qeynosian rulers, but this seems to be changing in the Age of Destiny.</p><p>While looking through old documents on Erud's Crossing, I came across my little writeup on the Chain of Tears, the islands in OOT. There I found this bit about Antonia's home. Hope you like it:</p><p>The Isle of Erollisi</p><p>This is the largest of the islands and also contains the highest mountain peak compared to the other islands. Unlike other peaks, this one is too steep to climb and even has ice forming at the highest point. It truly towers over all in the region. A stream flows and falls from the frozen peak and runs into the sea. Hidden behind the trees and waterfall is the hidden entrance to the Sisterhood village called Tearfall. A dock is built along the Southwest corner of the island for frequent stops by sailing vessels. Goods from the village of Tearfall are sold by the Sisterhood in a tiny outpost. Dugout rentals are also available for long and difficult trips to other islands that the ships do not anchor near. All creatures on this island are docile and protected by the Sisterhood of Erollisi.</p><p>Tearfall</p><p>Tearfall is the private sanctum of the Sisterhood of Erollisi. It is accessed via a hidden pass located behind a waterfall. The pass opens up into a crater like valley. The village is where the sisters train and hold contests. At first, only Elvenkind were allowed in this sect formerly from the Greater Faydark Feir’Dal Empire. Now females from around the globe who have heard of this sect seek out this place and dare to challenge the sisters in combat for a chance to become one with them. Men are not welcome within this sanctum, other than those invited or the Dwarven forge masters sworn to the service of the sisters. The village is small but contains all facilities needed by the sisters including a shrine to the great goddess of passion, Erollisi. A beautiful and towering statue has been carved into the face one of the inner cliffs by the Dwarven forge masters.</p><p><span style="text-decoration: underline;">ERUD'S CROSSING:</span><p>This island actually exists as part of a grouping of isles known as the Isles of Ebb. I will try and send you some lore on the whole island chain some time, but here is a bit about the island in question. This is a small blurb from early design, enjoy:</p><p>o Talysra’s Paw</p><p>This is the largest island of the chain. A small volcano mount sits on the island. This island has a bumpy wide sand bar running along the north half of it. The sand bar’s four high points are always above water and give the island the appearance of a massive cat’s paw. The Kerran’s who have come to inhabit this island are a secluded sect of the Kerran society. They have named the island after their newly found cat god, Talysra. They have also built a small village called Talys on the island. The densest woods of Aqua Palms appear here as do the regional flower and coconut trees. A small fissure in the side of the small volcanic mount has a tiny trickling floe of lava that seeps down to the northeast corner of the island where it runs into the water and creates vapor.</p><p>Oh wow, and here is a bit about the actual village on the island. Some of this lore may never be seen, but I hope you enjoy the original write up:</p><p>o Talys</p><p>This is the only village in the sea and is a frequent stop of sailing vessels. The village is inhabited by a secluded sub tribe of Kerran’s calling themselves the Laahr. These Kerrans have come to study their roots and unlike the Kerrans of Kerra Ridge, they worship a new found deity known to few Kerrans. The village is small but has adequate facilities for any traveler. There is an inn located across a bamboo bridge and on one of the islands sand bar isles. A gnome from the Academy of Arcane Science, Professor R.J. Skittlewit, has come to Talys to challenge his wits of engineering by providing the natives with contraptions made out of the natural materials and employing natural resources. Machines exist such as a mill made of bamboo and reeds powered by the steam vent of the volcanic fissure. There is a vault also created by the gnome for adventurers to store supplies, allow for banking and store export goods. The Laahr have built a dock and supply outriggers for rent.</p><p>It may be a bit more than you see in the Age of Turmoil, but here it is:</p><p>o Isle of the Dead</p><p>Long ago, in secrecy, the --------- placed the crypts of the most evil mortals of the time on this island. The island appears as a rocky island surrounded by jagged rocks. The topdown view of the island is that of a skull. Massive stone totems were placed on the shoreline to ward away the curious and keep in any evil spirits. There is an ancient mortuary and tomb for five ------- and -------. A small temple was eventually built on the island. This temple hides the -----------. The entrance is sealed by magic placed upon a massive stone disc that must be rolled aside before one can gain entry. There is one long wide passage that tells the story of the island through images. There is a center chamber with ----------. There is ------ in the middle that is used to ---------. There are many ------ in -----. Each passage tells the history of the vile acts committed by the mortal whose tomb lies at the end of the passage. Many -------- guard the inside of the tomb. The topside of the island is guarded by evil itself, evil specters and apparitions to repel any who wish to gain entry into the tombs.</p></p>
Mary the Prophetess
04-06-2010, 09:39 AM
<p><span style="text-decoration: underline;">OCEANS:</span></p><p>The Isles of Refuge were established by the Far Seas Trading Company. For the most part they are a collection of islands resting in the large central body of water in the Shattered Lands, the Tranquil Sea. It is from these islands that the Far Seas Trading Company can best base their trade routes out of. There are numerous islands in the Tranquil Sea, not just the Isles of Refuge. These islands are diverse in resources, keeping the Far Seas Trading Company very busy and their mysterious leaders very rich.</p><p>One of the most important resources that the Far Seas Trading Company found were the many refugees that had been marooned on any number of isles throughout the Tranquil Sea. All the islands in the Tranquil Sea were once part of the large continent of Antonica. During the Age of Cataclysms the undercontinent below Antonica, Subtunaria, erupted in violent quakes. Much of Subtunaria collapsed and this brought down large sections of Antonica, helping to create the vast Tranquil Sea and its many islands. Marooned out on these shards of a once great continent were a great many villagers, clans, tribes and adventurers.</p><p>Not all islanders are seeking refuge within the great and mighty cities of man, but for those that do there are the trade boats of the Far Seas Trading Company. Those cargo ships visit many islands to collect resources to be sold in various markets. Far Seas Trading Posts pop up on many small isles. Not all of those trading posts are public knowledge. Many are secret ports that the Far Seas will share with no nation. I am sure we will discover more islands of the Tranquil Sea in the future, with or without the permission of the Far Seas Trading Company.</p><p>There are many oceans and seas on Norrath that have yet to be rediscovered by adventurers or even the FSTC. It will be quite some time until we visit theses oceans to find if any changes have occurred on the surface or below the waves. But we do have a decent chart of the seas resting within the Shattered Lands.</p><p>The Shattered Lands has numerous seas dividing its islands. Most of these seas were formed in the recent rending of Old Antonica, what the Shattered Lands used to be. Most of the waterways are dangerous for both the extreme conditions as well as the dangerous denizens that inhabit the water of the air of a given sea. Here are the known seas within the Shattered Lands as charted by the Far Seas Trading Company.</p><p>The Coldwind Coast Relative Island: New Antonica in Karan This is a cold temperate sea. It has strong winds and choppy waves. It is a great territory for sailing, but only within a ship worthy of ocean travel. Birds of many sizes glide with the currents. Beneath the waters lurk dangers such as sharks and aqua goblins.</p><p>The Tranquil Sea Relative Island: All This sea is nearly always sunny and with clear skies. It is the largest sea in the Shattered Lands and nearly all islands have direct access to it. The waves here are gentle and allow ships to skim across them with little resistance. This would be a wonderful place to sail if it were not for the lack of wind current. The winds blow far too gently in this sea. Many great ships must employ rows of oars and even magic to provide locomotion for their great hulking vessels that must pass through this sea to reach the Trade City of Freeport located in the Commonlands.</p><p>The Neriuss Flow Relative Island: Nektulos in D’Lere This is a sea of dark waters. Ash floats above the waves creating a dense black fog. The ash floats in from the northern territory of Lavastorm. It shields many of the lurking beasts within the water as well as occasional Kheklok raiders, a relative race of the frogloks that exists within the ocean depths.</p><p>The Sea of Mist Relative Island: The Enchanted LandsThis is a sea of gently rolling waves and wind currents. It is most known for forming an odd mist during the early hours of dawn. That mist flows with the current to enter the shores of the Enchanted Lands.</p><p>The Sea of Crossed Swords Relative Island: Zek This is a sea located near the orc island of Zek. The waves here are tall and they create slow navigation, something undesired to any mariners who sail this sea. There are numerous orc patrols sailing these waters and even deep sea orc war galleys passing through to perform raids in adjacent waterways. This sea is considered the territory of the Deathfist Empire.</p><p>The Seafury Relative Island: The Thundering Steppes in Karan The Seafury is a sea notorious for violent storms and extreme ocean conditions. It is almost always stormy in this region and the waves here dwarf any other sea. Visibility is nearly cut to a minimum and only the largest and strongest creatures can survive in the harsh environment. Aviak air raiders also stalk the winds in search of ships to plunder and sink.</p><p>The Sea of Sand Relative Island: Ro This sea is like a wall of sandstorms that races around the island of Ro. Any ships that dare sail into this maelstrom is soon to be sandblasted and its crew most certainly with it. There is no known passage through this anomaly. What sort of creatures could exist in this sea is unknown. Rumors abound that the massive sandstorm that comprises this region is actually a sentient being. Such babble is usually scoffed at.</p><p>The Gunthak Flow Relative Island: Ykesha The Gunthak Flow is a sea of many small uncharted isles. These isles have a great number of lost pirate booty and ruins of old troll fortresses. It exists in a tropical environment. The seas are warm and humid as is the gentle breeze. The breeze occasionally gives way to fierce hurricanes, but that is not a common occurrence.</p><p>The Blackwater Relative Island: The Feerrott This is a sea of countless naval battles. Ages ago this sea was controlled by the second coming of the Rallosian Empire, a brutal ogre militaristic empire that ruled with an iron fist. There are often many shipwrecks to be found in this sea as well as an occasional floating hulk of what was once a formidable ogre War Galley. Numerous stories of ghostly ships abound and cause many mariners to shun this body of water.</p><p>The Fanged Sea Relative Island: Everfrost This is a sea filled with icebergs and chilling cold winds. A chilly haze fills the sea, cutting visibility down to dangerous levels. Naval vessels will often need to avoid smaller bergs or take damage upon collision. Many ships have had their hulls cut open as easily as a knife cuts through butter jum. Ice storms are frequent in this region.</p><p>Freewater Channel Relative Island: The Commonlands in D’Lere This is a sea of rolling waves and an equally gentle breeze, but a breeze of cutting chill. The water is thick with brine and islands of seaweed float along the surface. There is a gentle uneasy calm about this sea. It is well known for the frequent aqua goblin assaults upon nearly any ship that dare cross it. Some sailors report that their ships were boarded by pirates in aqua goblin costumes or even members of the Seafury Buccaneers. The Seafury Buccaneer piracy reports are quickly dismissed since they are part of the Freeportian armed forces and would never return to their days of high seas raids. The sky of this sea is filled with a canopy of gloomy gray clouds that shower down gentle drizzle. The water’s extreme saline content makes it difficult for even normal salt water denizens to exist for long periods of time.</p><p>The Cauldron Relative Island: Lavastorm The Cauldron sits in a locale with an extremely large number of geothermal vents beneath the waves. The sea boils and large bubbles may form that can actually cause damage to a ship’s hull should they collide. Whirlpools are a common sight in this sea. Some portions of the Cauldron can only be navigated by ships reinforced by great magic or technology to survive the boiling sea and searing winds.</p><p>The Straits of Twelve Relative Island: Highbourne Nestled by the tempest of the Seafury in the north and the Blackwater to the south, this sea can be found. This sea is filled with jagged spires of rock with no accessible land. The spires are the tips of the shattered peaks of the once great Rathe Mountains. The majestic mountain range dropped into the ocean when a massive collapse of the Underfoot occurred beneath it. What land exists is rocky and barren of vegetation. Most spires are too steep to offer level ground to set foot upon. One great danger of this sea is its shallow and jagged basin. Much of the once mountain range sits below the tides and many a ship have had their hulls gutted by unseen daggers of rock stretched towards the surface, but never breaking through. The grandest sight in this sea is the twelve peaks of the Rathe Mountains that jut high above the waves. Their odd and almost lifelike appearance recounts the tales of these twelve mountains actually being titanic beings of earth and rock defeated ages ago by a legendary ogre champion.</p><p>The Dead Calm Relative Island: Unknown if any exists The Dead Calm is a waterway no seafarer ventures no matter how brave they may be. But there are those who are foolish and it is from tales of these foolish mariners that we get what little information of this sea. All wind and all tides completely cease when you encounter the boundary of this sea. The foolhardy that trudge onward by oars slowly begin to loose energy and become extremely lethargic. As they row onward, their faces and bodies appear to loose fullness as it appears that the life is being sucked out of them. By the time they realize their mistake to enter this sea, it is impossible to retreat to safe waters. The foolish seafarers become part of the derelict graveyard of ships and floating islands of bones that drift in the sea. No mariner has ever been able to survive in this sea to explore the horizon and discover any isle that may hide at the heart of the Dead Calm. A hint of an island at the center of the sea is sometimes reported.</p><p>The Shattered Lands sustained astronomical damage when most of the Underfoot collapsed beneath, what was, Old Antonica. Due to that damage, there are many small isles that exist within the seas, especially the Tranquil Sea. The Isles of Refuge are comprised of a number of adjacent isles, not just one. There is more out there than you will see on any map. I am sure the Far Seas Trading Company prefers it that way.</p><p>The Shattered Lands took the greatest damage from Underfoot "sinkholes." There are many areas under the surface world and the greatest collections of these massive caverns create "under" continents, Subtunaria being the one beneath the Shattered Lands. Another great under-continent is known to some scholars of Norrath as Stormhold. Yes, Stormhold the dungeon was named after the tales of this Underfoot location.</p><p>If you step back and look at Norrath in adventuring levels, you will find three. There is the Surface world, the Underfoot and the newly discovered Overrealm. There is much in this world that has yet to be discovered.</p><p>I noticed a few remarks about Queen Thayilia and thought some of you might like to know more about where she and her people migrated from. Here is a bit about her homeland.</p><p>Topsy Turvy Woods is a subterranean forest realm located in the under-continent called Subtunaria. The wood is actually a descending tunnel of vast proportions. This underworld wood is home to many unique flora and fauna. Some of the most impressive features of the zone are the massive Spiral Redwoods, titanic trees that are rooted to the environment on the top and the bottom of their massive trunks. Living amidst the branches of the spiral redwoods are a fairiefolke known to most as dragonfly fairies. The luminescent dwellings of the dragonfly fairies provide a dim light to the underworld timberland. Small streams flow and wind through this large descent into the underworld. Most streams are no more than knee deep with little life other than bioluminescent fish. Few surface dwellers have seen this forest, although it does act as one of the few primary corridors between Subtunaria and a hidden gorge on the surface of Norrath.</p>
Cusashorn
04-06-2010, 11:48 AM
<p><cite>erimus wrote:</cite></p><blockquote><p><cite>Cusashorn wrote:</cite></p><blockquote><p>Right. Taelosia by name was revealed to EQlore long before Gates of Discord came out. It wasn't until that expansion that we found out that it was just a dinky little island located west of Odus. The name can (and IMO, SHOULD) be used for the gigantic continent on the opposite side of Norrath. A continent that dwarfed Antonica when it was still one large continent.</p></blockquote><p>What is this "Gigantic continent on the opposite side of Norrath" that you guys have been hinting at? Tried doing a search...but the info seems a little vague to find anything <img src="/eq2/images/smilies/69934afc394145350659cd7add244ca9.gif" border="0" /> lol</p></blockquote><p><a href="http://forums.station.sony.com/eq2/posts/list.m?start=0&topic_id=433468&#top" target="_blank">Here's the globe of Norrath from Skyfire in Kunark.</a> You can see Antonica, Kunark, and Faydwer in the first pic, 3 islands west of Odus in the 2nd one, which Taelosia ended up being one of them when Gates of Discord came out, and a Super Continent on the opposite side of Norrath in the 3rd picture.</p><p>That super continent was never used or it's name revealed to us.</p>
Saroc_Luclin
04-06-2010, 04:52 PM
<p>And for what it's worth, I believe the EQLive Devs have confirmed that, despite what was originally thought at times, Taelosia is NOT that supercontinent, and the super continent is something else. (And on a side note, it is rather curious that Brell's map of Norrath in Pellucid Grotto in EQLive does not include the super continent nor Taelosia)</p><p>Reading the article on New Halas though, I am curious about the following:</p><p><em>"In fact, if the ancient tales were to be believed, they had once even worked together to defeat some rather nasty creatures that had been released upon Norrath. "</em></p><p>Any idea which events they may be talking about here? I can't recall anywhere in the EQ Lore (pre and post split) that has the Marrs and Brells working together specifically. Marr did work in the PoP era of course, but Brell stood well apart from the Plane of Time events, and even during the Discord invasion he didn't do much. And while he would've been involved (tangentally; it was his Plane that was breached) with the Hole, Marr and his creations didn't have anything to do with that.</p>
Rezikai
04-06-2010, 10:00 PM
<p><cite>Deadeyes wrote:</cite></p><blockquote><p>((NOT really Off-Topic since were talking about the rending, what happened, zones etc))</p><p>I would <strong>LOVE</strong> some information on some of my favorite EQOA zones. What ever happened to Forkwatch, Zentars Keep, Gentar Mines, etc?</p><p><a href="http://www.crypticsouls.ca/maptunaria.htm" target="_blank">EQOA Zone Map</a></p></blockquote><p>Hmmm Gentar's mine/Kelinor i dont know what happened to, nor Zentar's keep... i dont think either exist in EQ1..</p><p>However Forkwatch survived into EQ1 .. so to speak.. Vhalen even commented on how a fortress arose at those spires in EQ1 it became <a href="http://forums.station.sony.com/eq2/posts/list.m?start=0&topic_id=367537" target="_blank">"Bridge Keep".</a> Basically one would assume that Forkwatche's castle went into ruins and eventually the soldiers migrated down to the bridge keep that was already there in EQoA and they reinforced it and made it bigger by the time the age of turmoil comes around.</p>
Rainmare
04-07-2010, 01:20 PM
<p>I was wondering about that too. I can't think of any even either were Brell adn Mith Marr worked together against something unleashed on norrath...only thing I can even think of might have been paladins of Brell/Mithaniel working against the first undead that Anashti created.</p>
ke'la
04-07-2010, 02:03 PM
<p><cite>Rainmare@Oasis wrote:</cite></p><blockquote><p>I was wondering about that too. I can't think of any even either were Brell adn Mith Marr worked together against something unleashed on norrath...only thing I can even think of might have been paladins of Brell/Mithaniel working against the first undead that Anashti created.</p></blockquote><p>It is also possable, though not likly that they where assisting the Dragons with thier little prismatic problem. <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></p>
Cusashorn
04-07-2010, 04:22 PM
<p><cite>Rezikai wrote:</cite></p><blockquote><p><cite>Deadeyes wrote:</cite></p><blockquote><p>((NOT really Off-Topic since were talking about the rending, what happened, zones etc))</p><p>I would <strong>LOVE</strong> some information on some of my favorite EQOA zones. What ever happened to Forkwatch, Zentars Keep, Gentar Mines, etc?</p><p><a href="http://www.crypticsouls.ca/maptunaria.htm" target="_blank">EQOA Zone Map</a></p></blockquote><p>Hmmm Gentar's mine/Kelinor i dont know what happened to, nor Zentar's keep... i dont think either exist in EQ1..</p><p>However Forkwatch survived into EQ1 .. so to speak.. Vhalen even commented on how a fortress arose at those spires in EQ1 it became <a href="http://forums.station.sony.com/eq2/posts/list.m?start=0&topic_id=367537" target="_blank">"Bridge Keep".</a> Basically one would assume that Forkwatche's castle went into ruins and eventually the soldiers migrated down to the bridge keep that was already there in EQoA and they reinforced it and made it bigger by the time the age of turmoil comes around.</p></blockquote><p>None of those areas from EQOA existed in EQlive. It wasn't until after EQ2 came out that Vhalen pointed out that the Bridge and guard station located next to the spires in North Karana (which lead to South Karana), was suppose to represent a checkpoint that encompassed the Spires themselves. There was no mention of a "Bridge Keep" in EQlive by name.</p>
Meirril
04-07-2010, 06:34 PM
<p><cite>Cusashorn wrote:</cite></p><blockquote><p><cite>Rezikai wrote:</cite></p><blockquote><p><cite>Deadeyes wrote:</cite></p><blockquote><p>((NOT really Off-Topic since were talking about the rending, what happened, zones etc))</p><p>I would <strong>LOVE</strong> some information on some of my favorite EQOA zones. What ever happened to Forkwatch, Zentars Keep, Gentar Mines, etc?</p><p><a href="http://www.crypticsouls.ca/maptunaria.htm" target="_blank">EQOA Zone Map</a></p></blockquote><p>Hmmm Gentar's mine/Kelinor i dont know what happened to, nor Zentar's keep... i dont think either exist in EQ1..</p><p>However Forkwatch survived into EQ1 .. so to speak.. Vhalen even commented on how a fortress arose at those spires in EQ1 it became <a href="http://forums.station.sony.com/eq2/posts/list.m?start=0&topic_id=367537" target="_blank">"Bridge Keep".</a> Basically one would assume that Forkwatche's castle went into ruins and eventually the soldiers migrated down to the bridge keep that was already there in EQoA and they reinforced it and made it bigger by the time the age of turmoil comes around.</p></blockquote><p>None of those areas from EQOA existed in EQlive. It wasn't until after EQ2 came out that Vhalen pointed out that the Bridge and guard station located next to the spires in North Karana (which lead to South Karana), was suppose to represent a checkpoint that encompassed the Spires themselves. There was no mention of a "Bridge Keep" in EQlive by name.</p></blockquote><p>I'm just thinking about how messed up the translation from EQ1 to EQ2 maps is. EQ1 to get from Qeynos to the North Karana Spire you ran out of the Qeynos gates straight into Qeynos hills, take a right turn (east) and head to the West Karanas. Keep going straight and you'll eventually get to North Karana. Follow the water to the south until you get to the bridge and spire. There was a keep at the bridge within sight of the spire.</p><p>In EQ2 you have to take a left turn out of the gate or go straight out and veer slightly to the right/west. Now I know the shattering and the rending are suppose to be huge events that shook up the world...but honestly a 180 degree change of direction? Really? Also no bridge, spire, or ruins of a bridge and keep near the spire in Thundering Stepps. Now admittedly this is a ulterian spire and not the combine spire that was in the Karanas.</p><p>Which brings me to a different thought. Even though it clearly states that the area near Ruins of Varsoon has something to do with Karana...is this the Plains of Karana? This is 180 degrees in the wrong direction...</p><p>Is there a combine spire sitting either on its own little island, or underwater? What ever happened to that keep? The bridges out in the Karanas were massive. Honestly, they rivaled the spires for size and grandure. I think the bridges were easily 3 wagons wide. Much wider than the dirt roads...if you even want to call them roads. More like well worn animal trails.</p>
Cusashorn
04-07-2010, 09:31 PM
<p><cite>Meirril wrote:</cite></p><blockquote><p><cite>Cusashorn wrote:</cite></p><blockquote><p><cite>Rezikai wrote:</cite></p><blockquote><p><cite>Deadeyes wrote:</cite></p><blockquote><p>((NOT really Off-Topic since were talking about the rending, what happened, zones etc))</p><p>I would <strong>LOVE</strong> some information on some of my favorite EQOA zones. What ever happened to Forkwatch, Zentars Keep, Gentar Mines, etc?</p><p><a href="http://www.crypticsouls.ca/maptunaria.htm" target="_blank">EQOA Zone Map</a></p></blockquote><p>Hmmm Gentar's mine/Kelinor i dont know what happened to, nor Zentar's keep... i dont think either exist in EQ1..</p><p>However Forkwatch survived into EQ1 .. so to speak.. Vhalen even commented on how a fortress arose at those spires in EQ1 it became <a href="http://forums.station.sony.com/eq2/posts/list.m?start=0&topic_id=367537" target="_blank">"Bridge Keep".</a> Basically one would assume that Forkwatche's castle went into ruins and eventually the soldiers migrated down to the bridge keep that was already there in EQoA and they reinforced it and made it bigger by the time the age of turmoil comes around.</p></blockquote><p>None of those areas from EQOA existed in EQlive. It wasn't until after EQ2 came out that Vhalen pointed out that the Bridge and guard station located next to the spires in North Karana (which lead to South Karana), was suppose to represent a checkpoint that encompassed the Spires themselves. There was no mention of a "Bridge Keep" in EQlive by name.</p></blockquote><p>I'm just thinking about how messed up the translation from EQ1 to EQ2 maps is. EQ1 to get from Qeynos to the North Karana Spire you ran out of the Qeynos gates straight into Qeynos hills, take a right turn (east) and head to the West Karanas. Keep going straight and you'll eventually get to North Karana. Follow the water to the south until you get to the bridge and spire. There was a keep at the bridge within sight of the spire.</p><p>In EQ2 you have to take a left turn out of the gate or go straight out and veer slightly to the right/west. Now I know the shattering and the rending are suppose to be huge events that shook up the world...but honestly a 180 degree change of direction? Really? Also no bridge, spire, or ruins of a bridge and keep near the spire in Thundering Stepps. Now admittedly this is a ulterian spire and not the combine spire that was in the Karanas.</p><p>Which brings me to a different thought. Even though it clearly states that the area near Ruins of Varsoon has something to do with Karana...is this the Plains of Karana? This is 180 degrees in the wrong direction...</p><p>Is there a combine spire sitting either on its own little island, or underwater? What ever happened to that keep? The bridges out in the Karanas were massive. Honestly, they rivaled the spires for size and grandure. I think the bridges were easily 3 wagons wide. Much wider than the dirt roads...if you even want to call them roads. More like well worn animal trails.</p></blockquote><p>I'm not able to make sense of your directions for EQ2, but the entire part of the continent that Qeynos, Antonica, and Thundering Steppes are located on shifted nearly 90 degrees. Just look at the location of the old North Qeynos gate in Elddar Forest.</p>
Trevalon
04-07-2010, 09:34 PM
<p><cite>Meirril wrote:</cite></p><blockquote><p><cite>Cusashorn wrote:</cite></p><blockquote><p><cite>Rezikai wrote:</cite></p><blockquote><p><cite>Deadeyes wrote:</cite></p><blockquote><p>((NOT really Off-Topic since were talking about the rending, what happened, zones etc))</p><p>I would <strong>LOVE</strong> some information on some of my favorite EQOA zones. What ever happened to Forkwatch, Zentars Keep, Gentar Mines, etc?</p><p><a href="http://www.crypticsouls.ca/maptunaria.htm" target="_blank">EQOA Zone Map</a></p></blockquote><p>Hmmm Gentar's mine/Kelinor i dont know what happened to, nor Zentar's keep... i dont think either exist in EQ1..</p><p>However Forkwatch survived into EQ1 .. so to speak.. Vhalen even commented on how a fortress arose at those spires in EQ1 it became <a href="http://forums.station.sony.com/eq2/posts/list.m?start=0&topic_id=367537" target="_blank">"Bridge Keep".</a> Basically one would assume that Forkwatche's castle went into ruins and eventually the soldiers migrated down to the bridge keep that was already there in EQoA and they reinforced it and made it bigger by the time the age of turmoil comes around.</p></blockquote><p>None of those areas from EQOA existed in EQlive. It wasn't until after EQ2 came out that Vhalen pointed out that the Bridge and guard station located next to the spires in North Karana (which lead to South Karana), was suppose to represent a checkpoint that encompassed the Spires themselves. There was no mention of a "Bridge Keep" in EQlive by name.</p></blockquote><p>I'm just thinking about how messed up the translation from EQ1 to EQ2 maps is. EQ1 to get from Qeynos to the North Karana Spire you ran out of the Qeynos gates straight into Qeynos hills, take a right turn (east) and head to the West Karanas. Keep going straight and you'll eventually get to North Karana. Follow the water to the south until you get to the bridge and spire. There was a keep at the bridge within sight of the spire.</p><p>In EQ2 you have to take a left turn out of the gate or go straight out and veer slightly to the right/west. Now I know the shattering and the rending are suppose to be huge events that shook up the world...but honestly a 180 degree change of direction? Really? Also no bridge, spire, or ruins of a bridge and keep near the spire in Thundering Stepps. Now admittedly this is a ulterian spire and not the combine spire that was in the Karanas.</p><p>Which brings me to a different thought. Even though it clearly states that the area near Ruins of Varsoon has something to do with Karana...is this the Plains of Karana? This is 180 degrees in the wrong direction...</p><p>Is there a combine spire sitting either on its own little island, or underwater? What ever happened to that keep? The bridges out in the Karanas were massive. Honestly, they rivaled the spires for size and grandure. I think the bridges were easily 3 wagons wide. Much wider than the dirt roads...if you even want to call them roads. More like well worn animal trails.</p></blockquote><p>I agree with this post and I think that it represents, imo, one of the biggest problems I have with EQ2. Overall I really like EQ2, its a fun, deep, and thoroughly enjoyable MMO that I have spent alot of time with, but its not perfect.</p><p>Anyway, as this post points out my biggest gripe about EQ2 is that it is so far removed from EQ1. This reason alone is why I liked Kunark better than any of the other xpacs because at least, for once, the devs TRIED to make the game at least somewhat resemble EQ1.</p><p>The simple fact is, I know the whole rending/cataclysm/moon blowing up/earthquakes happening/velious supposedly melting/any other obscure catastrophe you can think is supposed to explain why the world is different but I honestly just think it is nothing more than the EQ2 devs being too lazy to try and stay closer to the source material by just arbitrarily saying: "Well its different cause of the rending!" Sounds like a very convenient excuse to me.</p><p>I am really hoping that once we actually make it to Velious that it has at least some resemblance to how Velious was in EQ1 similar to Kunark. Kunark wasn't a copy of EQ1 but at least I could walk around and see something and was like: "Oh wow, now THAT is Norrath!"</p>
BleemTeam
04-07-2010, 09:52 PM
<p>Cuz people in 500 years will walk through new york and say now THATS nyc!</p><p>Just take it at face value, the past 500... 500....thats a lot of years for a "human" let alone a structure. The grandest "buildings" in the world are only a few hundred years old, and thats if someone cares enough to keep it restored.</p><p>So again, just go with it...wood and stone structures in eq1 dont have to be there, actually i'm glad they aren't.</p>
KniteShayd
04-08-2010, 07:00 AM
<p><cite>Cusashorn wrote:</cite></p><blockquote><p><cite>Meirril wrote:</cite></p><blockquote><p><cite>Cusashorn wrote:</cite></p><blockquote><p><cite>Rezikai wrote:</cite></p><blockquote><p><cite>Deadeyes wrote:</cite></p><blockquote><p>((NOT really Off-Topic since were talking about the rending, what happened, zones etc))</p><p>I would <strong>LOVE</strong> some information on some of my favorite EQOA zones. What ever happened to Forkwatch, Zentars Keep, Gentar Mines, etc?</p><p><a href="http://www.crypticsouls.ca/maptunaria.htm" target="_blank">EQOA Zone Map</a></p></blockquote><p>Hmmm Gentar's mine/Kelinor i dont know what happened to, nor Zentar's keep... i dont think either exist in EQ1..</p><p>However Forkwatch survived into EQ1 .. so to speak.. Vhalen even commented on how a fortress arose at those spires in EQ1 it became <a href="http://forums.station.sony.com/eq2/posts/list.m?start=0&topic_id=367537" target="_blank">"Bridge Keep".</a> Basically one would assume that Forkwatche's castle went into ruins and eventually the soldiers migrated down to the bridge keep that was already there in EQoA and they reinforced it and made it bigger by the time the age of turmoil comes around.</p></blockquote><p>None of those areas from EQOA existed in EQlive. It wasn't until after EQ2 came out that Vhalen pointed out that the Bridge and guard station located next to the spires in North Karana (which lead to South Karana), was suppose to represent a checkpoint that encompassed the Spires themselves. There was no mention of a "Bridge Keep" in EQlive by name.</p></blockquote><p>I'm just thinking about how messed up the translation from EQ1 to EQ2 maps is. EQ1 to get from Qeynos to the North Karana Spire you ran out of the Qeynos gates straight into Qeynos hills, take a right turn (east) and head to the West Karanas. Keep going straight and you'll eventually get to North Karana. Follow the water to the south until you get to the bridge and spire. There was a keep at the bridge within sight of the spire.</p><p>In EQ2 you have to take a left turn out of the gate or go straight out and veer slightly to the right/west. Now I know the shattering and the rending are suppose to be huge events that shook up the world...but honestly a 180 degree change of direction? Really? Also no bridge, spire, or ruins of a bridge and keep near the spire in Thundering Stepps. Now admittedly this is a ulterian spire and not the combine spire that was in the Karanas.</p><p>Which brings me to a different thought. Even though it clearly states that the area near Ruins of Varsoon has something to do with Karana...is this the Plains of Karana? This is 180 degrees in the wrong direction...</p><p>Is there a combine spire sitting either on its own little island, or underwater? What ever happened to that keep? The bridges out in the Karanas were massive. Honestly, they rivaled the spires for size and grandure. I think the bridges were easily 3 wagons wide. Much wider than the dirt roads...if you even want to call them roads. More like well worn animal trails.</p></blockquote><p>I'm not able to make sense of your directions for EQ2, but the entire part of the continent that Qeynos, Antonica, and Thundering Steppes are located on shifted nearly 90 degrees. Just look at the location of the old North Qeynos gate in Elddar Forest.</p></blockquote><p>Correct. This was discussed in a previous thread, some years ago. It was stated by myself, that there was a shift in the orientation of the continent, due to the location of the exit from NQ into Ant(Qeynos Hills).</p><p>The current location of BB is correct in correspondance to NQ gate, But going directly out from the gate, we no longer run into what would have been left of Surefall Glade. SFG was lost when the continent broke, and if you look at the map, you see Zek (Jaggedpine Forest) is in it's correct spot(North of Qeynos). We also know that BB was rebuilt after the continent broke; which is why it is now at, where it is.</p>
KniteShayd
04-08-2010, 07:33 AM
<p>Now, I believe that there is room for a lateral expansion with the isles that have not been visited. (Kithicor, Serpen'ts Fang, Highbourne, and Forbidden Forest. With/without Isle of Erollisi is debatable.)</p><p>I think we are 2 expansions away from Velious, but all these goins on are leading up to it. I <em>hope</em> when Velious <em>does</em> comw out, Erollisi is reborn (or someone has taken her place) and they release Prexus and Veeshaan as the final dieties to round out the rest of the gods that need to be returned to Norrath.</p><p>In regards to the big continent in the old Norrath map/globe, Perhaps the devs were waiting to release it as an exp in EQ Live if/when the lore got stagnant. And/or here as well in EQ2.</p><p>Sadly, with Vhalen gone and mum devs, I don't think we'll hear about any possible new huge continent until both games get their ducks in a row with eachother.</p><p>I would like to see Taelosia brought in, but redone into something really cool and epic. That way it isn't just a dinky side note place to go. Although, it could end up getting put in the game as pacifying content until the next big expansion release, and still be a dinky side note...</p>
Banditman
04-08-2010, 10:16 AM
<p>The old Karana Spires (from EQ1) are *not* the same Spires you find in Antonica in EQ2. Thus there is no reason they should be in a geographically similar position.</p><p>The Karana Spires took you to Luclin, and were (I believe) referred to as Combine Spires. They are similar in design to the Spires you find in Greater Faydark in EQ2. These spires were built in antiquity.</p><p>The Antonica Spires are a newer design, built by or at least designed by the Erudites after the old Spires stopped working.</p>
Cusashorn
04-08-2010, 12:48 PM
<p>NM.</p>
Tyrus Dracofire
04-08-2010, 12:52 PM
<p>i am just asking, there is few good sized islands i saw on eq2 Map in game.</p><p>i saw a speck of dot of island in between Karana(Antonica/TS), De'Lere(Nek forest/CL), and south-west of Enchanted Land and that is assumed "Colony Island" as old training ground, aka Hightower. correct?</p><p>now there another set of islands as seen on map near North-west of Enchanted Lands, then what was that islands, it is not Mara which was farther down south. i am not sure if that islands near enchanted lands were one of one-shot quest where we defeat some pirates and never seen it again? or whole new "undiscovered" island with "outdated" map?</p>
Cusashorn
04-08-2010, 01:52 PM
<p><cite>Tyrus@Butcherblock wrote:</cite></p><blockquote><p>i am just asking, there is few good sized islands i saw on eq2 Map in game.</p><p>i saw a speck of dot of island in between Karana(Antonica/TS), De'Lere(Nek forest/CL), and south-west of Enchanted Land and that is assumed "Colony Island" as old training ground, aka Hightower. correct?</p><p>now there another set of islands as seen on map near North-west of Enchanted Lands, then what was that islands, it is not Mara which was farther down south. i am not sure if that islands near enchanted lands were one of one-shot quest where we defeat some pirates and never seen it again? or whole new "undiscovered" island with "outdated" map?</p></blockquote><p>There is no "Colony Island". There is no "Hightower". Where did you hear of such names? They're called the Isles of Refuge, which is what they are.</p>
kelvmor
04-08-2010, 11:24 PM
<p>I think that the creatures Brell and Marr worked together to help destroy was the Void.</p>
Meirril
04-09-2010, 02:37 AM
<p><cite>kelvmor wrote:</cite></p><blockquote><p>I think that the creatures Brell and Marr worked together to help destroy was the Void.</p></blockquote><p>What do you mean by "the void"? The void commonly refers to the plane of (non-)existance where the shadowmen, void walkers, Theer and Anashti Sul were. Also, before all this void nonsense started in EQ2 it was suppose to be the home of the Nameless. The only assumption I can make here is the part where all the solid matter swirls around and disappears is where the Nameless is...or that *is* the Nameless. Why does the Nameless allow his own avatar to be trapped in the void? In creating Theer he has apparently done something...so why allow his creation to be banished to his own home plane?</p><p>/shrug</p><p>Internal consistancy has never been a strong point when talking about the Nameless and his(its?) motivations and actions (or non-actions as the case may be).</p>
caminaara
04-09-2010, 10:33 AM
<p><cite>Brailyn@Befallen wrote:</cite></p><blockquote><p>Cuz people in 500 years will walk through new york and say now THATS nyc!</p><p>Just take it at face value, the past 500... 500....thats a lot of years for a "human" let alone a structure. The grandest "buildings" in the world are only a few hundred years old, and thats if someone cares enough to keep it restored.</p><p>So again, just go with it...wood and stone structures in eq1 dont have to be there, actually i'm glad they aren't.</p></blockquote><p>[1] In 500 years, people may walk through what was New York, and be able to see artefacts of what we know New York to be now, and make that exclaimation.</p><p>[2] Can I remind you of The Pyramids, The Taj Mahal, The Parthenon, the great Hindu Temples of India.</p><p> All of those buildings are more than "a few hundred years old"</p><p>[3] While buildings [most pertinantly stone buildings, given wood decays quickly [magical buildings [of wood] excepted], seeing even the ruins of </p><p> what we knew and recognised in Eq1 demonstrates a sense of continuity and a link to previous adventures. If this wasn't intentional to some degree, then the entire premise of the game is broken given it's name.</p><p>Imacollata L'Haine.</p><p>Necromancer.</p><p><Liberation></p><p>RunnyEye Server.</p>
Anestacia
04-09-2010, 12:16 PM
<p>It seems in the beggining, they tried to seperate themselves from EQ1 in a lot of ways. It still held its lore but it was like they had a mission to make this game all new and imo thats what hurt it at first (amongst other things). I still to this day dont know how Fallen Gate is in Neriak and what Nektulous Forrest is since Darklight woods is the EQ1 Nek Forrest. But that aside, after the nostalgic feeling of Echoes of Faydwer and the sucess that it proved to be, they found that the more refrences to EQ1 they could do the more people gravitate to it. Kunark was never my favorite in EQ1 and it isnt in EQ2 either, but there are many similarities that bring back nice memories for me. </p><p>However, like someone said earlier; its been 500 years. In those 500 years the world has seen a few devestating wars, years long earthquakes and other natural disasters and huge bits of the moon crashing into things. If everything looked the same it would be more unrealistic than the way it is now, tbh. The EQ2 team is put in a rock and hard place situation. Have to please the new people who knew nothing about EQ1 as well as pleasing the ones that did and for many is the only reason they stuck with EQ2. They have to weave in new content so they dont repeat the same, stale storylines from the past while also keeping enough of the old flavor to make it realisitic. </p><p>It seems Velious is next....but it seemed that way a year ago as well. Perhaps were still 2 expansions from it and this is just a long build up. Personally, I hope its next as that was my favorite time period in the past 10 years of my EQ life but I want it to be GOOD...[Removed for Content] good. So they should take all the time they need on it but when its released make it worth the wait!!</p>
Rezikai
04-09-2010, 11:52 PM
<p><cite>Anestacia wrote:</cite></p><blockquote><p><span style="text-decoration: underline;"><strong>It seems in the beggining, they tried to seperate themselves from EQ1 in a lot of ways. It still held its lore but it was like they had a mission to make this game all new and imo thats what hurt it at first (amongst other things). </strong></span> I still to this day dont know how Fallen Gate is in Neriak and what Nektulous Forrest is since Darklight woods is the EQ1 Nek Forrest. But that aside, after the nostalgic feeling of Echoes of Faydwer and the sucess that it proved to be, they found that the more refrences to EQ1 they could do the more people gravitate to it. Kunark was never my favorite in EQ1 and it isnt in EQ2 either, but there are many similarities that bring back nice memories for me. </p><p>However, like someone said earlier; its been 500 years. In those 500 years the world has seen a few devestating wars, years long earthquakes and other natural disasters and huge bits of the moon crashing into things. If everything looked the same it would be more unrealistic than the way it is now, tbh. The EQ2 team is put in a rock and hard place situation. Have to please the new people who knew nothing about EQ1 as well as pleasing the ones that did and for many is the only reason they stuck with EQ2. They have to weave in new content so they dont repeat the same, stale storylines from the past while also keeping enough of the old flavor to make it realisitic. </p><p>It seems Velious is next....but it seemed that way a year ago as well. Perhaps were still 2 expansions from it and this is just a long build up. Personally, I hope its next as that was my favorite time period in the past 10 years of my EQ life but I want it to be GOOD...[Removed for Content] good. So they should take all the time they need on it but when its released make it worth the wait!!</p></blockquote><p>The bolded above cannot be overstated. I always felt this was a mistake marketing made in the direction for EQ2. They had an award winning MMO that while it had alot of faults drew alot of people to it. And... decided to take the sequel... away... from that. To be honest, if they had left Antonica intact and just had the moon blow up and kept things like the Karana plains or the correct location for stuff it I think the initial release would have been taken alot better,.. but back then we were too anxious and in the /eq2iscomingomgbbq!~ stage and didnt care that stuff was so mini-sized in zones and the overused in pixels... but those problems in marketing and lead-design members who shall remain namless aside I did enjoy it.</p><p>ahem...</p><p>That said, I hope they do take their time and spend the extra few dollars to make Vellious good weather it be the next expac or after. Eq2 is entering its 6th year so im not expecting alot of money to be thrown at EQ2's development anymore but you dont need alot of changes and revamps ... spend some time and some well thought out storylines, and maybe an occasional appearance by some legendary characters. (tbh it sounds alot like SF currently i know) and I can accept it.</p><p>So far the lore in SF has been ... ok. We've gotten a nice play during a quest to and started to learn the fates of the power players of Odus and even had Freeport go into Chaos.. lets hope we can keep the story up and keep it interesting.</p><p>*fist pump for good lore*</p>
Mary the Prophetess
04-10-2010, 01:59 AM
<p>Well I figure that the Ocean of Tears warrants a Game Update, and (maybe) Erud's Crossing as well, though I won't hold my breath. </p><p>Still missing Ranthok's Ridge, the Hills of Shade, and Lake Elizerian in Faydwer, but I doubt we will see them. </p><p>There are still a few missing places on Antonica, but being as it suffered greatly from the Rending, I don't forsee many new islands popping up any time soon.</p><p>Odus is, well, somewhere else, and it is still missing a few bits, so:</p><p>That pretty much leaves Velious and the Underfoot.</p><p>My bet is that the Underfoot will be next year's expansion rather than Velious. The designers will pretty much have carte blanche for that as there is (was) no EQ Live equivalent.</p><p>All the rest of the bits and pieces are small (probably too small for a Game Update)</p><p>Telosia, Luclin, The Planes, The 'Dark Continent", all are anyone's guess, but very far off (if ever).</p>
kelvmor
04-10-2010, 09:28 PM
<p><cite>caminaara wrote:</cite></p><blockquote><p><cite>Brailyn@Befallen wrote:</cite></p><blockquote><p>Cuz people in 500 years will walk through new york and say now THATS nyc!</p><p>Just take it at face value, the past 500... 500....thats a lot of years for a "human" let alone a structure. The grandest "buildings" in the world are only a few hundred years old, and thats if someone cares enough to keep it restored.</p><p>So again, just go with it...wood and stone structures in eq1 dont have to be there, actually i'm glad they aren't.</p></blockquote><p>[1] In 500 years, people may walk through what was New York, and be able to see artefacts of what we know New York to be now, and make that exclaimation.</p><p>[2] Can I remind you of The Pyramids, The Taj Mahal, The Parthenon, the great Hindu Temples of India.</p><p> All of those buildings are more than "a few hundred years old"</p><p>[3] While buildings [most pertinantly stone buildings, given wood decays quickly [magical buildings [of wood] excepted], seeing even the ruins of </p><p> what we knew and recognised in Eq1 demonstrates a sense of continuity and a link to previous adventures. If this wasn't intentional to some degree, then the entire premise of the game is broken given it's name.</p><p>Imacollata L'Haine.</p><p>Necromancer.</p><p>RunnyEye Server.</p></blockquote><p>Void -creatures-.</p>
ke'la
04-11-2010, 04:59 AM
<p><cite>Mary the Prophetess wrote:</cite></p><blockquote><p>Well I figure that the Ocean of Tears warrants a Game Update, and (maybe) Erud's Crossing as well, though I won't hold my breath. </p><p>Still missing Ranthok's Ridge, the Hills of Shade, and Lake Elizerian in Faydwer, but I doubt we will see them. </p><p>There are still a few missing places on Antonica, but being as it suffered greatly from the Rending, I don't forsee many new islands popping up any time soon.</p><p>Odus is, well, somewhere else, and it is still missing a few bits, so:</p><p>That pretty much leaves Velious and the Underfoot.</p><p>My bet is that the Underfoot will be next year's expansion rather than Velious. The designers will pretty much have carte blanche for that as there is (was) no EQ Live equivalent.</p><p>All the rest of the bits and pieces are small (probably too small for a Game Update)</p><p>Telosia, Luclin, The Planes, The 'Dark Continent", all are anyone's guess, but very far off (if ever).</p></blockquote><p>There are atleast 3 confirmed missing major pieces of Old Antonica left, that could be added in an expainsion, like Moors and Ro where added. There is also the fact that the "Isles of Refuge" contains a LOT more islands then just the 3 we visit. Darathar's, Queen's, and Overlord. Also there is talk of shutting down QC and IoO, as part of the "golden pathway" thing, It could be that they want to reuse them as new areas being added with the rest of that island chain, and that could be a full sideways expainsion.</p><p>IMO, Both the Underfoot and Velious are going to be reserved for Cap Increase expainsions, cause they have the Size to allow for a full level range, unlike the Shadderlands Islands.</p><p>As for not being like EQL, and EQ2 being a Sequel, the first is 100% correct the devs SPECIFICALLY desided to distance it from EQL, and that was a DEV desision not Marketing. The Second is 100% INCORRECT, EQ2 was never ment to be a "Sequel" but just another game in the Everquest Universe. Smed himself stated very early on that the biggest mistake he made with Everquest 2 was calling it Everquest 2, as it implide that it was a Sequel when it very much was NOT one.</p>
Trevalon
04-11-2010, 12:26 PM
<p><cite>Mary the Prophetess wrote:</cite></p><blockquote><p>Telosia, Luclin, <strong>The Planes</strong>, The 'Dark Continent", all are anyone's guess, but very far off (if ever).</p></blockquote><p>I dont think a Planes of Power xpac is really that far off, and to be honest I could see it coming right around the corner. The fact that the gods have all been coming back in mass over the last couple xpacs as well as not just manifestations anymore but the actual gods showing themselves leads me to believe that they are setting up a PoPish xpac.</p><p>Add to that the whole Kerafyrm, God Slayer, and two swords deal with killing gods and I think were gonna see a PoP like xpac wdealing with Kerafyrm and the gods.</p><p>Honestly I dont see Underfoot coming soon seeing as it is pretty obscure for EQ1 as it JUST became an xpac back in November.</p>
Cusashorn
04-11-2010, 12:57 PM
<p><cite>Trevalon wrote:</cite></p><blockquote><p><cite>Mary the Prophetess wrote:</cite></p><blockquote><p>Telosia, Luclin, <strong>The Planes</strong>, The 'Dark Continent", all are anyone's guess, but very far off (if ever).</p></blockquote><p>I dont think a Planes of Power xpac is really that far off, and to be honest I could see it coming right around the corner. The fact that the gods have all been coming back in mass over the last couple xpacs as well as not just manifestations anymore but the actual gods showing themselves leads me to believe that they are setting up a PoPish xpac.</p><p>Add to that the whole Kerafyrm, God Slayer, and two swords deal with killing gods and I think were gonna see a PoP like xpac wdealing with Kerafyrm and the gods.</p><p>Honestly I dont see Underfoot coming soon seeing as it is pretty obscure for EQ1 as it JUST became an xpac back in November.</p></blockquote><p>The gods have not forgotten what we did to them in the past. They're not gonna let us repeat history and ravage thier planes again. Planes like the Plane of Fear and Plane of Hate have always been unique exceptions to the rule, since they're not connected to the Planes of Power directly, and even then, we don't fight the gods who live in them.</p><p>The Underfoot on the other hand, plays a stronger role in the lore of Norrath in EQ2 than it does in EQlive. The continent of Sub-Tunaria has the potential for a very LARGE expansion pack.</p>
ke'la
04-11-2010, 04:17 PM
<p><cite>Cusashorn wrote:</cite></p><blockquote><p><cite>Trevalon wrote:</cite></p><blockquote><p><cite>Mary the Prophetess wrote:</cite></p><blockquote><p>Telosia, Luclin, <strong>The Planes</strong>, The 'Dark Continent", all are anyone's guess, but very far off (if ever).</p></blockquote><p>I dont think a Planes of Power xpac is really that far off, and to be honest I could see it coming right around the corner. The fact that the gods have all been coming back in mass over the last couple xpacs as well as not just manifestations anymore but the actual gods showing themselves leads me to believe that they are setting up a PoPish xpac.</p><p>Add to that the whole Kerafyrm, God Slayer, and two swords deal with killing gods and I think were gonna see a PoP like xpac wdealing with Kerafyrm and the gods.</p><p>Honestly I dont see Underfoot coming soon seeing as it is pretty obscure for EQ1 as it JUST became an xpac back in November.</p></blockquote><p>The gods have not forgotten what we did to them in the past. They're not gonna let us repeat history and ravage thier planes again. Planes like the Plane of Fear and Plane of Hate have always been unique exceptions to the rule, since they're not connected to the Planes of Power directly, and even then, we don't fight the gods who live in them.</p><p>The Underfoot on the other hand, plays a stronger role in the lore of Norrath in EQ2 than it does in EQlive. The continent of Sub-Tunaria has the potential for a very LARGE expansion pack.</p></blockquote><p>Also if anything Theer's apperance and Kerafyrm absorbing his powers would only make the Gods more protective of thier plains not less, especally consitering they still are not in the best of shape, as atleast a few of them have broken into Shards. Remember it is Shard of Hat and Shard of Fear, not the full plain, just as it is the Shard of Love, so even with a "dead" god most of the plain is sealed off against us.</p>
Trevalon
04-11-2010, 04:54 PM
<p><cite>Cusashorn wrote:</cite></p><blockquote><p><cite>Trevalon wrote:</cite></p><blockquote><p><cite>Mary the Prophetess wrote:</cite></p><blockquote><p>Telosia, Luclin, <strong>The Planes</strong>, The 'Dark Continent", all are anyone's guess, but very far off (if ever).</p></blockquote><p>I dont think a Planes of Power xpac is really that far off, and to be honest I could see it coming right around the corner. The fact that the gods have all been coming back in mass over the last couple xpacs as well as not just manifestations anymore but the actual gods showing themselves leads me to believe that they are setting up a PoPish xpac.</p><p>Add to that the whole Kerafyrm, God Slayer, and two swords deal with killing gods and I think were gonna see a PoP like xpac wdealing with Kerafyrm and the gods.</p><p>Honestly I dont see Underfoot coming soon seeing as it is pretty obscure for EQ1 as it JUST became an xpac back in November.</p></blockquote><p>The gods have not forgotten what we did to them in the past. They're not gonna let us repeat history and ravage thier planes again. Planes like the Plane of Fear and Plane of Hate have always been unique exceptions to the rule, since they're not connected to the Planes of Power directly, and even then, we don't fight the gods who live in them.</p><p>The Underfoot on the other hand, plays a stronger role in the lore of Norrath in EQ2 than it does in EQlive. The continent of Sub-Tunaria has the potential for a very LARGE expansion pack.</p></blockquote><p>Thats the point though - I could see us going to the planes in order to HELP the gods instead of harm them this time around. I mean with Kerafyrm wanting to have the power of the swords or in essence to slay gods then that would imply he may actually have plans to, I dunno, slay some gods. What would happen if there were a PoP xpac where instead of fighting the gods we actually help them in destroying the forces of Kerafyrm and eventually killing Kerafyrm for the gods before he kills em off.</p><p>I dunno maybe im crazy but it would be an interesting storyline for us to go back to the planes to help the gods. I mean helping Quellious, Tunare, Karana, etc is very logical as they are "good" gods, but imagine if we had to help Rallos or Solusek what might our motivations be or theirs, then imagine further us helping Bertox, Cazic, or even Innoruuk. I could definitely see some crazy twisting plots behind the idea of mortals helping the gods safe from Kerafyrm and whatever armies he amasses.</p>
Rezikai
04-11-2010, 07:15 PM
<p><cite>kela wrote:</cite></p><p><span ><p><em><strong>There are atleast 3 confirmed missing major pieces of Old Antonica left, </strong></em>that could be added in an expainsion, like Moors and Ro where added. There is also the fact that the "Isles of Refuge" contains a LOT more islands then just the 3 we visit. Darathar's, Queen's, and Overlord. Also there is talk of shutting down QC and IoO, as part of the "golden pathway" thing, It could be that they want to reuse them as new areas being added with the rest of that island chain, and that could be a full sideways expainsion.</p><p>IMO, Both the Underfoot and Velious are going to be reserved for Cap Increase expainsions, cause they have the Size to allow for a full level range, unlike the Shadderlands Islands.</p><p><span style="color: #ff00ff;">Indeed and more, as there are the Deadcalm sea(dead hills), the Forbidden Forest(unkempt wood), the Phantom Sea(kithicor), the FSTC HQ isle(s) (highhold), The Serpents Fang(serpent spine mnts), and iirc the Straights of Twelve,.. just to name a few of Antonica's remaining isles/areas for adventurers to discover. So even if we never leave Antonica's isles we have entire areas to go back to, not to mention how many places in Kunark/Faydwer we stillhavent redisco/discovered yet.</span></p><p>As for not being like EQL, and EQ2 being a Sequel, the first is 100% correct the devs SPECIFICALLY desided to distance it from EQL, and that was a DEV desision not Marketing. The Second is 100% INCORRECT, EQ2 was never ment to be a "Sequel" but just another game in the Everquest Universe. Smed himself stated very early on that the biggest mistake he made with Everquest 2 was calling it Everquest 2, as it implide that it was a Sequel when it very much was NOT one.</p><p><span style="color: #ff00ff;">Actually this isn't correct either, marketing has a huge influence on things and call alot of shots of any MMO of a decent size. Saying it was a Dev decision isnt telling half the tale, but I'm not going to argue off-topic things people have asked me not to, you believe what you wish. I'll trust those that have ranted to me about having their hands tied. </span></p><p><span style="color: #ff00ff;">Where they go next I hope they put more time and effort into it, SF is OK so far story wise, we've learned a bit... excluding the BG-isues seeing as thats more technichal rather then story/lore based. Velious would be awesome as a "back-end" Expac without having a Level cap increase and making alot of zones lower levels to accomidate so if we dont get it as the next expac I hope they wait 2 more before releasing it. Doing so would allow them more time/effort and into top level content and then focus alot on tweaking/working with it, this was the case with Faydwer and TSO, and Faydwer is possibly (imo) the best expac we've had considering the time/effort/constriction it was working with. TsO had it shares of problems but in it we got some nice events/story on the lore side. </span></p><p><span style="color: #ff00ff;">Scott was onto something when he bolstered himself to get off the 6month rotation of expacs (as dof/kos were) and go to a 9mo-1yr cycle to get things a bit smoother cram more in story and lore wise. I think it's helped craft the stories a bit better as from what I'm the devs have to work A TON, so much that making interlacing story arcs and making sure it all lines up correctly sometimes has to take a backseat to make sure combat mechanics and zone/coding/quest/item issues work correctly.</span></p></span> </p>
ke'la
04-12-2010, 03:51 AM
<p><cite>Rezikai wrote:</cite></p><blockquote><p><cite>kela wrote:</cite></p><p><span><p><em><strong>There are atleast 3 confirmed missing major pieces of Old Antonica left, </strong></em>that could be added in an expainsion, like Moors and Ro where added. There is also the fact that the "Isles of Refuge" contains a LOT more islands then just the 3 we visit. Darathar's, Queen's, and Overlord. Also there is talk of shutting down QC and IoO, as part of the "golden pathway" thing, It could be that they want to reuse them as new areas being added with the rest of that island chain, and that could be a full sideways expainsion.</p><p>IMO, Both the Underfoot and Velious are going to be reserved for Cap Increase expainsions, cause they have the Size to allow for a full level range, unlike the Shadderlands Islands.</p><p><span style="color: #ff00ff;">Indeed and more, as there are the Deadcalm sea(dead hills), the Forbidden Forest(unkempt wood), the Phantom Sea(kithicor), the FSTC HQ isle(s) (highhold), The Serpents Fang(serpent spine mnts), and iirc the Straights of Twelve,.. just to name a few of Antonica's remaining isles/areas for adventurers to discover. So even if we never leave Antonica's isles we have entire areas to go back to, not to mention how many places in Kunark/Faydwer we stillhavent redisco/discovered yet.</span></p><p>As for not being like EQL, and EQ2 being a Sequel, the first is 100% correct the devs SPECIFICALLY desided to distance it from EQL, and that was a DEV desision not Marketing. The Second is 100% INCORRECT, EQ2 was never ment to be a "Sequel" but just another game in the Everquest Universe. Smed himself stated very early on that the biggest mistake he made with Everquest 2 was calling it Everquest 2, as it implide that it was a Sequel when it very much was NOT one.</p><p><span style="color: #ff00ff;">Actually this isn't correct either, marketing has a huge influence on things and call alot of shots of any MMO of a decent size. Saying it was a Dev decision isnt telling half the tale, but I'm not going to argue off-topic things people have asked me not to, you believe what you wish. I'll trust those that have ranted to me about having their hands tied. </span></p></span></p><p><span style="color: #00ff00;">Just to be clear on this point, when I say "Dev" in this case what I really mean is Smed, and Froech, those giving the orders at the time, and while Marketing has imput(just like V'halin etc.) the final desision on direction is in the hands of the Sr. Producer and Smed, who infact had said it was his desision to not make it a Sequel. Just as he has stated his biggest mistake was calling this game EQ2.</span></p><p><p><span style="color: #ff00ff;">Where they go next I hope they put more time and effort into it, SF is OK so far story wise, we've learned a bit... excluding the BG-isues seeing as thats more technichal rather then story/lore based. Velious would be awesome as a "back-end" Expac without having a Level cap increase and making alot of zones lower levels to accomidate so if we dont get it as the next expac I hope they wait 2 more before releasing it. Doing so would allow them more time/effort and into top level content and then focus alot on tweaking/working with it, this was the case with Faydwer and TSO, and Faydwer is possibly (imo) the best expac we've had considering the time/effort/constriction it was working with. TsO had it shares of problems but in it we got some nice events/story on the lore side. </span></p><p><span style="color: #ff00ff;">Scott was onto something when he bolstered himself to get off the 6month rotation of expacs (as dof/kos were) and go to a 9mo-1yr cycle to get things a bit smoother cram more in story and lore wise. I think it's helped craft the stories a bit better as from what I'm the devs have to work A TON, so much that making interlacing story arcs and making sure it all lines up correctly sometimes has to take a backseat to make sure combat mechanics and zone/coding/quest/item issues work correctly.</span></p></p></blockquote>
Rainmare
04-12-2010, 06:26 AM
<p>and what we know of the Serpent's Fang and the Straights of the Twelve, is that there nothing but big pillars of rock. there's no place to dock, there's no place for settlements, nothing. at best the situation would be like the aqua golcings on those couple rocks in Ocean of Tears in Eq1.</p><p>yes Kithicor can be reached. the FSTCo HQ could be reached. the unkempt wood is blocked off...resting basically on a plateau of rock with no way up into the forest, unless there's a druid ring or a spire there.</p><p>the dead sea/dead hills from what you read on it can't be crossed. much like the dead hills, the ocean about it drains your will to live as much as it drains your life. And the FSTCo keep it's location secret to protect us from being foolish adn dying to it's effects, as much as they hide thier own location to portect themselves from raiding adventures and pirates.</p><p>so while they probably could do it, they most likely won't. maybe as a game update they'll add highpass/kithicor, but I doubt they'll make an expansion based on all thos elittle tiny peices left over.</p><p>thought the coldain on an iceberg of velium does set an idea that Velious could be 2 expansions. expansion 1 being Eastern Wastes, Great Divide, Cobalt Scar..and added areas like the area around the Tower of Frozen Shadow. a second level increasing expansion could be Wakening Lands, Wester Wastes, Siren's Grotto.</p><p>the first half of velious as an expansion is us learnign Kera's plans, helping the coldain fight off against the increasingly more powerful Rygorr orcs...and possibly defending against or fending of Tserrina and the undead coming from teh Tower since after the Rending she had plenty of bodies to forge an undead 'empire' of her own.</p><p>the second Velious expansion is facing Kera in the Temple, that he has claimed as his seat of power, and dealing with the Giants of Kael Drakkel or Skyshrine...both which hate eachother, but now have a common enemy in Kera...not to mention the very real danger of an encroaching and out of control 'sentient' Wakening Land...the after effect of the 'sentience' given it by the Bloom, free of Tunare's control with the Bloom's movement to Faydwer.</p><p>in the first expansion of Velious for planes you could put Mithaniel's Valor shard, in the second half we'd have Growth, and Mischief.</p><p>and the very mark the wurmqueen left could be the catalyst since those three clawmarks did go straight down to the water level, that the Rending could have torn the land in all manner of configuration from the alreayd huge gouges in it.</p>
Tyrus Dracofire
04-12-2010, 01:16 PM
<p>Isle of Refugee/Queen's Colony, or Darathur raid zone are all same island, same for Overlord's, they share same island model, "Was" once called as Hightower.</p><p>original version, that we were all started on same island until "Latter Dev team" decide to overhaul and split up for evil and good. original version had 2 ships, 1 go to Qeynos and other ship heading for Freeport if you are evil.</p><p>that whole remade colony "Island of Refugee" doesnt make sense, and took out original starting ship story and tutoring quest on the ship. there was an old post locked away in unsearchable archived topic, "Hightower" was mentioned once by old devs years ago.</p><p>that not what i am asking for, that was an island in between Q/FP mainlands, i know it is Island of Refugee.</p><p>the one i did ask for, that chains of islands as seen on "in-game" map dotted on North-west of Enchanted Lands, so, what are those islands?.</p><p>unless if current dev team have to explain to confusions with island's updates and changes for new characters, and if "Hightower" was something else.</p>
ke'la
04-12-2010, 06:12 PM
<p><cite>Rainmare@Oasis wrote:</cite></p><blockquote><p>and what we know of the Serpent's Fang and the Straights of the Twelve, is that there nothing but big pillars of rock. there's no place to dock, there's no place for settlements, nothing. at best the situation would be like the aqua golcings on those couple rocks in Ocean of Tears in Eq1.</p><p><span style="color: #00ff00;">Accually if you look at the discriptions of Serpent's Fang, from V'halen, that are quoted in this thread, he talks about one cloud strouded peak that has a large platue at the top, also just because the other islands are steep does not mean they can't have trails and caves and stuff to get around on/in them. Same holds true(about caves and trails and such for Straits of the Twelve)</span></p><p>yes Kithicor can be reached. the FSTCo HQ could be reached. the unkempt wood is blocked off...resting basically on a plateau of rock with no way up into the forest, unless there's a druid ring or a spire there.</p><p><span style="color: #00ff00;">We can get to Unkept Wood, the same way we get to Moors, Via airship, who says we need the FTC for that? and again the discriptions of Unkept Wood is the "only" access is via currently Druid Rings, or the lost art of Teleportation. Ofcourse that discription predates EoF when both Druid Rings and Teleportaion magic started working again. However, the fact that it was at the time the only way to get there means that it does have both a Spire and Druid Ring on the island, so the contruction troops can build an airship landing pad in anticipation of our arrival.</span></p><p>the dead sea/dead hills from what you read on it can't be crossed. much like the dead hills, the ocean about it drains your will to live as much as it drains your life. And the FSTCo keep it's location secret to protect us from being foolish adn dying to it's effects, as much as they hide thier own location to portect themselves from raiding adventures and pirates.</p><p><span style="color: #00ff00;">We could gain access to this area by first learning a counter to the magic of the area, OR by the magic of the area weakening do to the influance of .</span></p><p>so while they probably could do it, they most likely won't. maybe as a game update they'll add highpass/kithicor, but I doubt they'll make an expansion based on all thos elittle tiny peices left over.</p><p><span style="color: #00ff00;">Just like people doupted they would create an expainsion on that tiny little island Moors of Yakesha, or the Island of Ro. It not only is possable, those islands where specifically set aside FOR expainsions.</span></p><p>thought the coldain on an iceberg of velium does set an idea that Velious could be 2 expansions. expansion 1 being Eastern Wastes, Great Divide, Cobalt Scar..and added areas like the area around the Tower of Frozen Shadow. a second level increasing expansion could be Wakening Lands, Wester Wastes, Siren's Grotto.</p><p>the first half of velious as an expansion is us learnign Kera's plans, helping the coldain fight off against the increasingly more powerful Rygorr orcs...and possibly defending against or fending of Tserrina and the undead coming from teh Tower since after the Rending she had plenty of bodies to forge an undead 'empire' of her own.</p><p>the second Velious expansion is facing Kera in the Temple, that he has claimed as his seat of power, and dealing with the Giants of Kael Drakkel or Skyshrine...both which hate eachother, but now have a common enemy in Kera...not to mention the very real danger of an encroaching and out of control 'sentient' Wakening Land...the after effect of the 'sentience' given it by the Bloom, free of Tunare's control with the Bloom's movement to Faydwer.</p><p>in the first expansion of Velious for planes you could put Mithaniel's Valor shard, in the second half we'd have Growth, and Mischief.</p><p>and the very mark the wurmqueen left could be the catalyst since those three clawmarks did go straight down to the water level, that the Rending could have torn the land in all manner of configuration from the alreayd huge gouges in it.</p><p><span style="color: #00ff00;">It could be, and likly will be, just like the land of Kunark is unfinished,the map north of the Lake of Ill Omin is currently unreachable. However, I seriously doupt it would be put in in back to back expainsions, and the first expainsion would consist of the vast majority of the contenant.</span></p></blockquote><p><cite>Tyrus@Butcherblock wrote:</cite></p><blockquote><p>Isle of Refugee/Queen's Colony, or Darathur raid zone are all same island, same for Overlord's, they share same island model, "Was" once called as Hightower.</p><p><span style="color: #00ff00;">Accually the IsleS of Refuge have always been an Island chain, we visted one of them befor heading off to either Freeport or Qeynos. Granted originally we all went to Hightower(Darathurs's Island). When the new Starting islands opened up the lore stated that FP and Qeynos both started up thier own "proving grounds" on islands remarkably similar to Hightower, in the same chain. However they are infact seperate islands.</span></p><p>original version, that we were all started on same island until "Latter Dev team" decide to overhaul and split up for evil and good. original version had 2 ships, 1 go to Qeynos and other ship heading for Freeport if you are evil.</p><p><span style="color: #00ff00;">This was how it was in beta, however even from very early on the Evil toons and Good toons didn't accually start on the same "island" they where at the time full on carbon copies, but an evil toon could not group with or speak in /say or /ooc to a good toon as they where in seperate zones, where the bell to the opposit city was removed. I think this was do to bugs with both cities starting together on the same "island".</span></p><p>that whole remade colony "Island of Refugee" doesnt make sense, and took out original starting ship story and tutoring quest on the ship. there was an old post locked away in unsearchable archived topic, "Hightower" was mentioned once by old devs years ago.</p><p><span style="color: #00ff00;">Again, time has progress and both Antonia and Lucan have moved thier starting area's Off of "Hightower" to thier own seperate islands of remarkably similar shape, in the same island chain as "Hightower" among many of the other islands in the chain of islands known as the IsleS of Refuge</span>.</p><p>that not what i am asking for, that was an island in between Q/FP mainlands, i know it is Island of Refugee.</p><p>the one i did ask for, that chains of islands as seen on "in-game" map dotted on North-west of Enchanted Lands, so, what are those islands?.</p><p><span style="color: #00ff00;">I am not sure what those islands are, though it could be inpart atleast where the island that contains Tearfall(or is that in IoR's chain) is located. The large "island" between Kerran and De'lure is the location of the island chain knowen as the Isles of Refuge. Look at Maria on the map then back at the "island of refuge" and you will see they look like they that IoR is slightly less then half the size of Mara on the world map, but in reality is maybe 1/4 its size if that.</span></p><p>unless if current dev team have to explain to confusions with island's updates and changes for new characters, and if "Hightower" was something else.</p></blockquote><p><span style="color: #00ff00;">There is also a farly large expaince of water between Zek, Everfrost and Lavastorm. While all the other waterways are appearing to get smaller(though that could just be a matter of scale) that one most definatly got bigger, there is atleast enough room there for a Moor's Size island if not two. Also I was wrong about the Isle of Ro, after looking at the map nearly Half of the map is not currently accessable, that could be added in an expainsion all by itself, as again it is almost as big as Moors.</span></p><p><span style="color: #00ff00;">::EDIT 2::</span></p><p><span style="color: #00ff00;">Redid the map showing possable expainsion locations, the two addtional Moors between Zek, EF, & LS are just for sizing, obviously the islands would be differant shapes, and Frostfang could put a small squeeze on one of them, but not much of one(see the Size of TD near Kunark). </span></p><p><span style="color: #00ff00;">Also if you want to see the close ups of the maps that I baised the lines off of here is <a href="http://i109.photobucket.com/albums/n65/kela_012/Forum/Faydarkholes.jpg" target="_blank">Faydark</a>, <a href="http://i109.photobucket.com/albums/n65/kela_012/Forum/KunarkHoles.jpg" target="_blank">Kunark</a>, and <a href="http://i109.photobucket.com/albums/n65/kela_012/Forum/DesertofRoholes.jpg" target="_blank">Desert of Ro.</a></span></p><p><span style="color: #00ff00;">BTW, I did not play with the scaling or anything just cropped it, copied Moors and added zone lables. By my count there is room in exsisting Map holes for 7 expainsions with a land mass around Moors or LP(remember this was the only cap zone in EoF). Also while it definatly isn't big enough for an expainsion(by itself) there is a good part of <a href="http://i109.photobucket.com/albums/n65/kela_012/Forum/EQ2_000007.jpg" target="_blank">Everfrost</a> we haven't got access to either. </span></p><p><img src="http://i109.photobucket.com/albums/n65/kela_012/Forum/PossableExpainsionlocations-1.gif" width="1154" height="909" /></p><p> BTW, Just because I numbered seven areas, does not mean I think each area would nessicarally have its own expainsion, nor do I think that all those areas will nessicarally EVER get an expainsion. I am mearly pointing out holes in the current map that COULD possably contain an Expainsion, wiether its grouped with other holes or standing on its own would be upto the devs and what they could squeeze in there.</p><p><span style="color: #00ff00;">::EDIT 1::</span></p><p><span style="color: #00ff00;">Changed paragraph to fit new image old paragraph below highlight to see:</span></p><p><span style="color: #000000;">Added places on the current map below where there is room for a Moors Size expainsion, without moving anything around, like they repeatally have, as the map has become "more accurate". I choose Moors as it is the last horizotal expainsion, so I would expect others of the same type to be about the same size. I did not resize Moors whe I moved it I just copy/Pasted or Rotated it. As for Ro, if you zoom in you can see the zone lines on the map, I just put the Pink lines over those lines to give them some emphisis. Same with the Green lines for Moors. Obviously the islands wouldn't be shaped like Moors, but they would be similar in Size. Also the reason I cut off a bit of Moors in the Ro overlay is because again if you look at it you can see the areas you can reach on the map, and that far north area is unreach able, so IMO doesn't really count. Also it is not as ovious but that northern area of Kunark is also around the same size as well. I may change the map to refect this. Not sure.</span></p><p>here></p>
KniteShayd
04-13-2010, 04:42 AM
<p><cite>Rainmare@Oasis wrote:</cite></p><blockquote><p>and what we know of the Serpent's Fang and the Straights of the Twelve, is that there nothing but big pillars of rock. there's no place to dock, there's no place for settlements, nothing. at best the situation would be like the aqua golcings on those couple rocks in Ocean of Tears in Eq1.</p></blockquote><p>No one said the big pillars were spire-like, which is what it sounds like you are thinking them to be. Also, these too could be top access only just like MoY.</p><p>For all we know, the islands can be hollow, and everything is inside, only leading us to think they aren't inhabited.</p><p>There's alot that can be played around with the vague description Vhalen gave. And now that he isn't here, the devs can do whatever they would like to do with the rest of what we haven't found yet. Not saying they will, but they can...</p><p>And who knows, Perhaps with the rending and the exposed lands shifting, maybe there are new archepelagos and small land masses to discover that weren't in EQ Live.</p><p>There is also always the possibility of expanding the shards to be the 'new PoP', by making them larger and more indepth. There are alot of shards we can still go to; Storms, Justice, War, Fire, Water, Tranquility, Disease, Health... I know Cusa-pants won't care to read it, but you never can rule out a '<em>Shards of Power'</em> expac :p</p>
Cusashorn
04-13-2010, 12:29 PM
<p><cite>Euri@Antonia Bayle wrote:</cite></p><blockquote><p> but you never can rule out a '<em>Shards of Power'</em> expac :p</p></blockquote><p>Sure you can. I'm denying it's possibility right now as I type this message. I have no power to enforce it, but I still rule out the possibility.</p>
Rainmare
04-13-2010, 06:27 PM
<p>I have to agree with Cusa and think that you can rule out a 'shards of power' xpac. There are certain dieties that left access to thier planes in EQ1 behind. out of those, the only 2 we haven't 'rediscovered' is Mischief, and Growth...though some can probably claim that the 'emerald halls' was growth. I'm hoping not.</p><p>shard of love was us getting in ourselves, yes. But I really doubt that Fennin/Xegony/the Rathe/the Triumverate are going to give us that opportunity. and certainly not gods like Rallos or Sol Ro, who wanted us all wiped out in the first place.</p><p>Gods aren't stupid. Petty, vain....but not stupid. They know what happened the last time, and they aren't going to let that happen again.</p>
Trevalon
04-13-2010, 11:15 PM
<p>All I have to say is if you seriously believe that there is no way there will ever be a Planes of Poweresque xpac in the future then you must be the most dilusional person ever.</p><p>The simple fact is PoP was considered by many to be one of if not the best xpac EQ1 ever created and to think that Sony will never introduce something along those lines in EQ2 is completely asinine and shortsighted.</p><p>It will happen one day, maybe not next year, 2 years, or 4 years from now, but it will happen one day...</p>
Cusashorn
04-13-2010, 11:28 PM
<p><cite>Trevalon wrote:</cite></p><blockquote><p>The simple fact is PoP was considered by many to be one of if not the best xpac EQ1 ever created and to think that Sony will never introduce something along those lines in EQ2 is completely asinine and shortsighted.</p></blockquote><p>It was fun, but far from perfect for most play styles. In fact, it devolved into raiding as a mandatory requirement to progress through the different tiers of planes. You had to kill a raid mob just to access new group content, which would lead to more raid mobs to kill to reach MORE group content.</p><p>Most of the playerbase, or at least the more vocal players on these boards, consider Velious to be the best expansion.</p>
Meirril
04-14-2010, 04:31 AM
<p><cite>Rainmare@Oasis wrote:</cite></p><blockquote><p>I have to agree with Cusa and think that you can rule out a 'shards of power' xpac. There are certain dieties that left access to thier planes in EQ1 behind. out of those, the only 2 we haven't 'rediscovered' is Mischief, and Growth...though some can probably claim that the 'emerald halls' was growth. I'm hoping not.</p><p>shard of love was us getting in ourselves, yes. But I really doubt that Fennin/Xegony/the Rathe/the Triumverate are going to give us that opportunity. and certainly not gods like Rallos or Sol Ro, who wanted us all wiped out in the first place.</p><p>Gods aren't stupid. Petty, vain....but not stupid. They know what happened the last time, and they aren't going to let that happen again.</p></blockquote><p>Or they could actually...you know...invoke a holy war.</p><p>If your ally with the diety, your non-KoS with his minions. Killing 1 minion gives you a -10k faction hit. The only way to increase faction is to crush items for faction on your altar at home or do grinding missions at one of that dietie's temples on Norrath. Access to the plane is generally either something you obtain a right to (a call style spell that only works while you have ally faction), or are given the temporary ability to do from another diety (i.e. for a raid).</p><p>Each religion gives missions to wreck havoc with their enemies or help allies. They have individual, group and raid goals. Each religion offers their own unique and generic rewards. Mostly in the form of adornments, armor, and short term blessings.</p><p>Now your not just raiding a diety to steal his things, your out to support your own diety. While you could only worship one, you could actually become ally with a few of them by doing quests (+faction with diety, - faction with all enemies).</p><p>People that want to raid all the gods will have to piggyback in with others who have access through missions, and will miss out on some of the raid loot because you need to be ally with a diety to buy their stuff.</p>
Rainmare
04-14-2010, 04:57 AM
<p><cite>Meirril wrote:</cite></p><blockquote><p>Or they could actually...you know...invoke a holy war.</p><p>If your ally with the diety, your non-KoS with his minions. Killing 1 minion gives you a -10k faction hit. The only way to increase faction is to crush items for faction on your altar at home or do grinding missions at one of that dietie's temples on Norrath. Access to the plane is generally either something you obtain a right to (a call style spell that only works while you have ally faction), or are given the temporary ability to do from another diety (i.e. for a raid).</p><p>Each religion gives missions to wreck havoc with their enemies or help allies. They have individual, group and raid goals. Each religion offers their own unique and generic rewards. Mostly in the form of adornments, armor, and short term blessings.</p><p>Now your not just raiding a diety to steal his things, your out to support your own diety. While you could only worship one, you could actually become ally with a few of them by doing quests (+faction with diety, - faction with all enemies).</p><p>People that want to raid all the gods will have to piggyback in with others who have access through missions, and will miss out on some of the raid loot because you need to be ally with a diety to buy their stuff.</p></blockquote><p>Interesting in the theory, but some big flaws. 1 being the insane amount of B*tching people will do if they find they can't raid all the gods whenever they want for whatever reason or thier god has the uber 'archtype' item and they don't want to raid thier own deity. eg Rodcet having the best healer items, Sol Ro the best caster stuff, Mithainel having some uber paladin 1 hander....things like that.</p><p>then you have the neutral gods. the whole idea comes to a standstill with them. Bristlbane has no allies or enemies, neither does Sol Ro, among the pantheon. Brell doesn't really have an allies or enemies either. then you got Rallos, who really is everyone's enemy. he just wants to beat the hell out of whomever is willing to get in the way of his ideas and he'll ally with whomever will work with him. Anashti Sul is another. she's not anone's ally or enemy...save Rodcet and Bertox as enemies.</p><p>and that's just influence gods. the Elemental gods are the same. they are no ones allies or enemies.there's examples in EQ1 and eq2 of the Elemental gods really not bothering with the affairs of lesser gods, even thier own 'children'. Tarew obviously didn't come to E.Marr's aid, and in eq1 Fennin left Soluesk to fend for himself even though he was losing, to Mayong.</p><p>oh another one with no allies or enemies. the Tribunal. Especially them, as they are supposed be the comic 'supreme court'...who would they even want to incite a 'holy war' against?</p>
Lodrelhai
04-14-2010, 05:17 AM
<p>Not to mention the suggestion that if you kill your god's representatives, you completely bork your faction with that god has already been raised - and bypassed. Back in EoF beta, when the avatars of the gods were first seen, plenty of us suggested it. And plenty of others didn't like it. I think we can see which side of the argument the devs decided to enact.</p>
Maergoth
04-14-2010, 01:22 PM
<p>I could see a gradual phasing in of more shard zones. Shard of Mischief with velious would be something interesting to look forward to, especially with the EQ2 engine.</p><p>I firmly believe that shard zones are "Abandoned" planes. They have no diety link to them and are falling apart. With the broken hourglass in Shard of Fear and the utter absence of any greater diety watching over them, it makes perfect sense to believe they just made new planes which mortals hadn't forced their way into, opposed to trying to just seal the plane back up. Just because they are planar locations doesn't mean they don't actually occupy some sort of space. It may not be as simple as "erasing" the plane and starting over.</p><p>Take a look at the Plane of Sky.. it's been gradually decaying since Veeshan abandoned it. It's lost enough power now to be located physically above Norrath, and not in some planar realm. It's not outside belief to think that the same would happen to other planes which had their link to their respective gods broken.</p><p>As for Planes of Power being a bad expansion, you'd have to be an idiot to try to justify that claim. The expansion was amazing. It had the most epic feel of any of the EQ1 expansions, the most fruitful progression path and being one click away from a lot of "obsolete" zones made them much more reasonable to travel to, at least for fun.</p><p>The problem with Planes of Power: It came out too soon. It would fit much better as the 10th or 15th expansion, instead of 4th or 5th.</p>
unknwon
04-14-2010, 01:57 PM
<p>Since we throwing out ideas about how POP could be the next expansion. </p><p>How`s this, since <span >Kerafyrm now has both God slaying swords. He goes God hunting, causing the God`s to recall all their power reserve`s, which means they drop the block aides that are currently stopping us from getting access to the Planes and the nexus?</span></p><p>I love to see us storming the Planes again, but i`d also love the the DEV`s to come up with something complete new too..</p>
Cusashorn
04-14-2010, 03:26 PM
<p>The problem with that scenario is that it leaves only two main storylines that us players could follow.</p><p>If we go with the theory of Kerafyrm's armies invading the planes, and the gods asking us for assitance, then that means that *EVERY* God would be asking us for help.</p><p>Do you really truely believe that Innoruuk or Cazic Thule would ask us for help? I could see Rallos Zek recruiting us into his armies, but the expansion in whole would just be "We're too powerless to stop them in our own planes! Please help us!"</p><p>The alternative to this would be that we as players would always be one step too late. We ward off the armies in each plane, but not before Kerafyrm obtains what he wanted by possibly killing the god or almost killing them off with them barely escaping and taking refuge in another plane.</p><p>This would lead us to raid through all the planes, always being one step behind every time, until we reach the elemental planes or the Plane of Time where we finally make the final stand, with who knows how many gods became casualties in the process.</p><p>Again, the main problem with PoP was that you had to Raid in order to access group content further in. EQ2 has developed into Soloing, Grouping, and THEN raiding. Solo content may or may not lead into group content, which may or may not lead into raiding. Either way, Raiding comes at the end of the storyline, not at the begining, the mid-point, the 3/4ths point, and then the end.</p>
Rezikai
04-14-2010, 05:10 PM
<p><cite>Maergoth wrote:</cite></p><blockquote><p>I could see a gradual phasing in of more shard zones. Shard of Mischief with velious would be something interesting to look forward to, especially with the EQ2 engine.</p><p>I firmly believe that shard zones are "Abandoned" planes. They have no diety link to them and are falling apart. With the broken hourglass in Shard of Fear and the utter absence of any greater diety watching over them, it makes perfect sense to believe they just made new planes which mortals hadn't forced their way into, opposed to trying to just seal the plane back up. Just because they are planar locations doesn't mean they don't actually occupy some sort of space. It may not be as simple as "erasing" the plane and starting over.</p><p>Take a look at the Plane of Sky.. it's been gradually decaying since Veeshan abandoned it. It's lost enough power now to be located physically above Norrath, and not in some planar realm. It's not outside belief to think that the same would happen to other planes which had their link to their respective gods broken.</p><p>As for Planes of Power being a bad expansion, you'd have to be an idiot to try to justify that claim. The expansion was amazing. It had the most epic feel of any of the EQ1 expansions, the most fruitful progression path and being one click away from a lot of "obsolete" zones made them much more reasonable to travel to, at least for fun.</p><p>The problem with Planes of Power: It came out too soon. It would fit much better as the 10th or 15th expansion, instead of 4th or 5th.</p></blockquote><p>Just wanted to comment, while I to would like to see the different planes again I'd be kind of iffy on seeing it here in EQ2 as the resources and time/effort/devs to make it really worthy I dont think could be accomplished.</p><p>However as for the comment about the abandoned shards your correct, if i rememebr correctly Nostrolo said that a shard was part of the plane that wasnt re-absorbed into its custodian god, and it decayed and/or was left open by a powerfull being of each remnant "shard" of the planes former self, Terror in Shard of Fear, and Byzola in Hate, and Mith Marr in Love.</p><p>The oddball one that doesnt really fit into that mold is Sky,.. which is kind of a theme as Veeshan was an odd-ball god never returning to Norrath as far as we know.</p>
Meirril
04-15-2010, 02:26 AM
<p><cite>Rainmare@Oasis wrote:</cite></p><blockquote><p><cite>Meirril wrote:</cite></p><blockquote><p>Or they could actually...you know...invoke a holy war.</p><p>If your ally with the diety, your non-KoS with his minions. Killing 1 minion gives you a -10k faction hit. The only way to increase faction is to crush items for faction on your altar at home or do grinding missions at one of that dietie's temples on Norrath. Access to the plane is generally either something you obtain a right to (a call style spell that only works while you have ally faction), or are given the temporary ability to do from another diety (i.e. for a raid).</p><p>Each religion gives missions to wreck havoc with their enemies or help allies. They have individual, group and raid goals. Each religion offers their own unique and generic rewards. Mostly in the form of adornments, armor, and short term blessings.</p><p>Now your not just raiding a diety to steal his things, your out to support your own diety. While you could only worship one, you could actually become ally with a few of them by doing quests (+faction with diety, - faction with all enemies).</p><p>People that want to raid all the gods will have to piggyback in with others who have access through missions, and will miss out on some of the raid loot because you need to be ally with a diety to buy their stuff.</p></blockquote><p>Interesting in the theory, but some big flaws. 1 being the insane amount of B*tching people will do if they find they can't raid all the gods whenever they want for whatever reason or thier god has the uber 'archtype' item and they don't want to raid thier own deity. eg Rodcet having the best healer items, Sol Ro the best caster stuff, Mithainel having some uber paladin 1 hander....things like that.</p><p>then you have the neutral gods. the whole idea comes to a standstill with them. Bristlbane has no allies or enemies, neither does Sol Ro, among the pantheon. Brell doesn't really have an allies or enemies either. then you got Rallos, who really is everyone's enemy. he just wants to beat the hell out of whomever is willing to get in the way of his ideas and he'll ally with whomever will work with him. Anashti Sul is another. she's not anone's ally or enemy...save Rodcet and Bertox as enemies.</p><p>and that's just influence gods. the Elemental gods are the same. they are no ones allies or enemies.there's examples in EQ1 and eq2 of the Elemental gods really not bothering with the affairs of lesser gods, even thier own 'children'. Tarew obviously didn't come to E.Marr's aid, and in eq1 Fennin left Soluesk to fend for himself even though he was losing, to Mayong.</p><p>oh another one with no allies or enemies. the Tribunal. Especially them, as they are supposed be the comic 'supreme court'...who would they even want to incite a 'holy war' against?</p></blockquote><p>They easy answer is that not every diety needs to be represented. Also, if your really itching to get ahold of Mithanial's sword...do it the EQ1 way. Either forsake all dieties and live with it or join a different diety for a while till you get what you want from Mithanial and then rejoin his followers and fix your broken faction the hard way. I'd like you to get severly punished if you actually joined a raid for the diety your currently worshiping. Something along the lines that mobs on your dietie's faction get whatever buffs and heals that you do if your in combat with them.</p>
Rainmare
04-15-2010, 08:55 AM
<p>I would never, ever, betray Tunare. That's an intergral part of my characters make up. and I suspect most who come to these boards, who play classes like Paladins/shadowknights/clerics are the same.While my paladin has no love for Mithaniel, there's still no reason for me to go after him as he is Tunare's ally.</p><p>The Planes of Power was considered for many to be the deathknell of EQ. becuase believe it or not, the majority of players don't particularly care for raiding....and being locked out of 90% of the content if you didn't want to raid to kill the lower 'tier' Gods left a bad taste in m many mouths.</p><p>I enjoy it, and my raiding guild enjoyed it, but I lost more then a fair share of friends to PoP becuase they didn't like raiding, didn't care for it, and hated that outside of one or two zones, they were basically locked out of the entire expansion.</p>
KniteShayd
04-15-2010, 10:07 AM
<p>Ok, what all you naysayers are failing to realize is that a PoP/SoP expac would <strong>Never </strong><em>have to be</em> like PoP was in EQ Live. <strong>NEVER EVER.</strong></p><p>Get it out of your heads that <em>we want it to be like the old expansion</em>. Get it out of your heads that it <em>would be like the old expansion</em>. It does not have to be a remake of PoP!!!!</p><p>"well the reason that it did'nt work...", "the reason people hated it"... So what?! that was EQ Live; and if it was done here (whether bad or good) it would be done without regard to your personal, subjective perspective.</p><p>/scream</p><p>All I'm saying, and have said, is that it is possible to do one. The possibility exists. Whether it happens is up to them.</p>
Amphibia
04-24-2010, 07:38 AM
<p>Confirmed that New Halas is full of froggies, Coldain dwarves and of course, barbarians. Those 3 races make up the NPC population, from what I could tell.</p><p>The island is just south west of Everfrost, and named Erollis. There is actually a statue of Erollisi in the center of the city, but she looks like a human now, and not a barbarian as one might expect. Why that is, I am not sure.</p>
ke'la
04-24-2010, 01:11 PM
<p>One other thing that goes against a PoP type expainsion was another big mistake SMED said he made was letting players kill the gods, cause once you do that how can you say this new enemy is more powerful. FYI, they built in a weakness to mortals in Theer.</p><p>Also it is far more likly that Planiar relms would be added as shards in Live Updates, as they expaind the stories, as apposed to a single major update. Especally consitering it is thier breaking down that gives us access to them, therefor they wouldn't all break down at once.</p><p>Lastly, why do a Planiar expainsion when you already got tons of landmasses that you haven't utilized yet.</p>
Cusashorn
04-24-2010, 01:45 PM
<p><cite>Saroc_Luclin wrote:</cite></p><blockquote><p>And for what it's worth, I believe the EQLive Devs have confirmed that, despite what was originally thought at times, Taelosia is NOT that supercontinent, and the super continent is something else.</p></blockquote><p>Only *AFTER* they released Taelosia...</p>
Xalmat
04-24-2010, 06:53 PM
<p>I didn't get an exact transcript, but the general jist of Erollis is that a group of Coldain were in the Icelclad Ocean (or perhaps the Eastern Wastes) hunting orcs, when off in the distance over the horizon there was a giant flash, and a gigantic rock fell from the sky and cracked the ice in half, sending Erollis and its outlying icebergs out to sea. In doing so it trapped the Coldain and the Orcs on the iceberg, separating them from mainland Velious forever.</p><p>This event happened <em>very</em> recently, according to the NPC that told this story.</p><p>Reading more into it, that big chuck of rock is a gigantic Shard of Luclin.</p><p>So as recently as the Shattering, Velious still existed in some form (or so it seems), although if it still exists now it's been severely damaged by the Cataclysms and the Shattering.</p>
Cusashorn
04-24-2010, 09:21 PM
<p><cite>Xalmat wrote:</cite></p><blockquote><p>I didn't get an exact transcript, but the general jist of Erollis is that a group of Coldain were in the Icelclad Ocean (or perhaps the Eastern Wastes) hunting orcs, when off in the distance over the horizon there was a giant flash, and a gigantic rock fell from the sky and cracked the ice in half, sending Erollis and its outlying icebergs out to sea. In doing so it trapped the Coldain and the Orcs on the iceberg, separating them from mainland Velious forever.</p><p>This event happened <em>very</em> recently, according to the NPC that told this story.</p><p>Reading more into it, that big chuck of rock is a gigantic Shard of Luclin.</p><p>So as recently as the Shattering, Velious still existed in some form (or so it seems), although if it still exists now it's been severely damaged by the Cataclysms and the Shattering.</p></blockquote><p>Well, just remember, the Shattering happened 50 years ago and didn't end until 15. How "Recent" that was depends on the race saying it. New Halas seems to be just as old as the Gorowynian Sarnaks themselves- that is, 50 years.</p>
Trevalon
04-25-2010, 03:24 PM
<p>I may be wrong, but in the Lore story that they released recently didn't it say that what STARTED New Halas was that Erollisi Died, then the statue was made, then Mith found a place to put that statue (This Island) so that a new city could be founded in his sisters name?</p><p>This would indicate that the founding of New Halas happened as recently as AFTER Erollisi had died. Which means this clearly is not something founded 50 years ago, but just what a year or so?</p><p>And Velious is still intact as of at LEAST 50 years ago, if not much sooner.</p>
Xalmat
04-25-2010, 04:08 PM
<p><cite>Trevalon wrote:</cite></p><blockquote><p>This would indicate that the founding of New Halas happened as recently as AFTER Erollisi had died. Which means this clearly is not something founded 50 years ago, but just what a year or so?</p></blockquote><p>Correct. New Halas was founded under a year ago.</p>
Rainmare
04-25-2010, 08:52 PM
<p>New Halas was founded a year ago, but the iceburg was cut off from velious way before then. if was the Colain's valor against the orcs, and the general location, that got them Mithaniel's attention and his blessing/help/memorial statue there and founding New Halas.</p>
Anestacia
04-30-2010, 02:15 PM
<p>I wonder how the iceberg floated so far north. If its part of Velious, which we've been told it is, its travelled a LONG way from the southern tip of the world to the Northern tip (right next to Everfrost). Seems a bit unlikely that it made it that far without melting but in addition to that, what has made it stop in order not to crash into Everfrost? Have I missed something?</p>
Mirander_1
04-30-2010, 02:58 PM
<p><cite>Anestacia wrote:</cite></p><blockquote><p>I wonder how the iceberg floated so far north. If its part of Velious, which we've been told it is, its travelled a LONG way from the southern tip of the world to the Northern tip (right next to Everfrost). Seems a bit unlikely that it made it that far without melting but in addition to that, what has made it stop in order not to crash into Everfrost? Have I missed something?</p></blockquote><p>Well, it didn't melt because the iceberg is made of Velium, which is essentially un-meltable. The regular ice and snow could've melted, but then would have come back once it got in the vicinity of Everfrost.</p><p>As for why it went where it did and stopped where it did; no clue. There's probably no greater reason to it than "it fits with the story". </p>
Jhanos
04-30-2010, 07:42 PM
<p>The problem with POP, was they you fought the gods and then..........lvl 80+ bears in expansions afterword. If you plan on any expansions that increase the level cap after a god killing type expansion, trash mobs are going to be higher lvl than the gods and their servants, and what sense does that make lorewise, gamewise or in any way shape or form? Sure didn't make sense to me back in eq1 days, and I left soon after. </p>
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