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View Full Version : Odd holy symbols in Qeynos catacombs


LordPazuzu
09-24-2011, 01:34 AM
<p>I've always wondered about this, but never really tried to find out.  In EQ1, the cult of Bertoxxulous in Qeynos was based in the Qeynos Catacombs.  In EQ2 I've noticed holy symbols of Bristlebane and Innoruuk down there.  Just curious as to the lore behind this.  The human Cult of Innoruuk was based in Freeport in EQ1.</p><p>Basically, is there a lore reason for these symbols or are they simply the byproduct of prelaunch zone rearrangement like Stormhold? </p>

Cusashorn
09-24-2011, 01:38 AM
Got some pictures to show what you're talking about? I never recognized any diety symbols down in the sewer zones below Qeynos. I'm aware of all the symbols that lined the walls in the catacombs in EQlive though.

LordPazuzu
09-24-2011, 02:08 AM
<p><img src="http://www.tampametalradio.com/inny.png" width="960" height="540" /></p><p>Innoruuk</p><p><img src="http://www.tampametalradio.com/bristlebane.png" width="960" height="540" /></p><p>Bristlebane</p>

LordPazuzu
09-24-2011, 02:15 AM
<p>I'm half convinced they swapped the Q and FP sewer zones sometime before launch.  Edgewater has always reminded me of the EQ1 Qeynos Catacombs with all of the blue tilework.  Even the mobs seem wrong.  Qeynos has "Ire Warlocks" and dark elves.  Freeport has pirhanas, sharks, and an undead boss named "Pestilence".</p>

Cusashorn
09-24-2011, 02:48 AM
Sure enough, that is Bristlebane's symbol, but that isn't Innoruuk's. Maybe it's just how tunnels were named, kinda like streets.

LordPazuzu
09-24-2011, 03:00 AM
<p><cite>Cusashorn wrote:</cite></p><blockquote>Sure enough, that is Bristlebane's symbol, but that isn't Innoruuk's. Maybe it's just how tunnels were named, kinda like streets.</blockquote><p>It may be an older symbol no longer used, but that's definitely Innoruuk. It's his head profile. </p><p>They're on every arch.  Bristlebane in Down Below and Innoruuk in Vermin's Snye and Crypt of Betrayal.</p><p><img src="http://www.tampametalradio.com/innoruuk.jpg" width="800" height="600" /></p>

KniteShayd
09-29-2011, 04:30 AM
<p>If memory serves, I actually recall a symbol item of Inny's head. It too is red in appearance and looks just like the symbol. I've noticed it too, but never really looked at it to realize it was Inny up there.</p>

Velenda
10-07-2011, 09:23 PM
<p><cite>Meaghan@Lucan DLere wrote:</cite></p><blockquote><p><img src="http://www.tampametalradio.com/inny.png" width="960" height="540" /></p><p>Innoruuk</p></blockquote><p>So that's what that is....All this time I thought it was a glowing flower. o_O</p><p>I'm going to be so sad when qeynos gets a re-vamp....I just hope that the devs keep the catacombs intact. There is so much to see and explore down there...it's an adventure in and of it'self.</p>

Meirril
10-08-2011, 12:40 PM
<p>Hopefully the catacombs get a total revamp. Even back in the day it wasn't rewarding to hang out down there. Compaired to any other content the rewards are sub-par, the mobs are too densly packed, and you spend forever trying to farm up any named mobs you need for a quest.</p><p>I do like the lore involved with the quests down there, but making progress on those quests is mind numbingly tedious. Just about everything involved with the sewers is like doing a book quest without the book reward. Less grindy, more exploration I would think is a good solution to what ails the quests for this zone.</p>

Cusashorn
10-08-2011, 12:49 PM
Aren't they only consolidating the 4 inner city zones together into one giant zone, getting rid of the villages except for quest purposes, and not touching the sewer zones? I mean, they're technically seperate zones from Qeynos, and not part of the city proper. Just dungeon zones underneath the city.

Velenda
10-09-2011, 11:30 PM
<p><cite>Cusashorn wrote:</cite></p><blockquote>Aren't they only consolidating the 4 inner city zones together into one giant zone, getting rid of the villages except for quest purposes, and not touching the sewer zones? I mean, they're technically seperate zones from Qeynos, and not part of the city proper. Just dungeon zones underneath the city.</blockquote><p>What? Will the zones still be named? </p><p>I have characicters with nice cozy houses in The Willow Wood, and<span style="font-family: Helvetica, Arial, sans-serif;"><span style="line-height: 23px;"><span style="font-size: x-small;"><span style="font-size: xx-small;"> </span><span style="color: #3a3a3a;"><span style="font-size: small;"><span style="color: #ffffff;">Castleview Hamlet.</span></span></span></span></span></span></p>

Eugam
10-10-2011, 09:48 AM
<p><cite>Cusashorn wrote:</cite></p><blockquote>Aren't they only consolidating the 4 inner city zones together into one giant zone, getting rid of the villages except for quest purposes, and not touching the sewer zones? I mean, they're technically seperate zones from Qeynos, and not part of the city proper. Just dungeon zones underneath the city.</blockquote><p>Lookup SJ posts. He said its city and sewers.</p><p>I am not sure what they are about, but my best guess is that they will then appear in the DF.</p><p>I like those zones. No, i think they are some of the best zones of all mmorpg out there. They already got butchered by making them solo. Also the lightning changed imho (A torch and some bravery is all that you need <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" />) and wasnt there specular and bumb mapping in the old days ? I remember rainy nights in Antonica. Couldnt see anything without a torch and my wet leather armor was shining due to specular mapping.  Anyone remembering The Plaque ?</p><p>I replayed them in the last few weeks. May they do to them whaterver they think is appropriate, i ll keep them in memory as they have been.</p><p>On topic: There was a time without EQ2Map. Those symbols helped to navigate. It was about chain killing placeholders for example Ire Mignons and to have a clue where you have been. To find your soulshard was easier as well <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /> At least this was what i was told back then.</p>

Arbreth
10-11-2011, 11:30 AM
<p>I honestly hope they do not change the Qeynos sewers.  This set of zones has, in my opinion, the best ambiance, details, graphics in the game.  Even on a lower resolution the detail and color are amazing, this does not even start on the sounds that can be found down there or the lighting.  Someone poured a lot of love and talent into these areas.</p><p>Now, granted, the quests and such may need an over haul, but the zones themselves are fine.</p>

Velenda
10-15-2011, 12:57 PM
<p>The zone has some amazing sights....</p><p><img src="http://i1121.photobucket.com/albums/l514/Ayane778/EverQuest%202/EQ2_000023.png" width="1024" height="546" /></p><p>Really amazing...</p><p><img src="http://i1121.photobucket.com/albums/l514/Ayane778/EverQuest%202/EQ2_000000z7.png" width="1024" height="546" /></p><p>It's like every corner, and every little nook, tells a story. Really it's one of the little 'hidden gems' of the game. I level locked my pally and I tried to do every quiest that I could down there...heck he still quests down there from time to time...grey or not it's still a fun adventure.</p>

mixx
10-16-2011, 12:08 AM
<p><cite>Velenda wrote:</cite></p><blockquote><p><cite>Meaghan@Lucan DLere wrote:</cite></p><blockquote><p><img src="http://www.tampametalradio.com/inny.png" width="960" height="540" /></p><p>Innoruuk</p></blockquote><p>So that's what that is....All this time I thought it was a glowing flower. o_O</p><p>I'm going to be so sad when qeynos gets a re-vamp....I just hope that the devs keep the catacombs intact. There is so much to see and explore down there...it's an adventure in and of it'self.</p></blockquote><p>This reminds me alot of the symbols on the walls of the spires of innoruuk in neriak on eq1</p><p><img src="http://loreofnorrath.files.wordpress.com/2011/10/spiresofinnoruk.png" width="829" height="749" /></p>

Rijacki
10-16-2011, 08:30 PM
<p><cite>Velenda wrote:</cite></p><blockquote><p>The zone has some amazing sights....</p><p>Really amazing...</p><p>It's like every corner, and every little nook, tells a story. Really it's one of the little 'hidden gems' of the game. I level locked my pally and I tried to do every quiest that I could down there...heck he still quests down there from time to time...grey or not it's still a fun adventure.</p></blockquote><p>The Freeport sewer is likewise absolutely amazing with details, hidden gems. It is a shame so many never see the undergrounds of the cities.</p><p><img src="http://www.eq2alchemy.com/Quania/FreeportSewer/GnomeGlobe.png" width="803" height="410" /></p><p><img src="http://www.eq2alchemy.com/Quania/FreeportSewer/blowingUp.png" width="768" height="480" /></p><p><img src="http://www.eq2alchemy.com/Quania/FreeportSewer/SkullFlame.png" width="843" height="412" /></p><p>There are more like these and, rusty or not, I think they're incredible.</p>

Hammieee
10-17-2011, 01:53 AM
<p>TBH the next expansion should be a huge Qeynos VS. Freeport expansion, the raid zones are your raid force going through the catacombs to get into the city. You kill guards as nameds and trash, tbh this would be THE expac as far as apperance of zones goes. In the end you make it into to castle and face Lucan/ Antonia</p>

Meirril
10-17-2011, 10:52 PM
<p><cite>Wordon@Butcherblock wrote:</cite></p><blockquote><p>TBH the next expansion should be a huge Qeynos VS. Freeport expansion, the raid zones are your raid force going through the catacombs to get into the city. You kill guards as nameds and trash, tbh this would be THE expac as far as apperance of zones goes. In the end you make it into to castle and face Lucan/ Antonia</p></blockquote><p>In Lore terms that is a horrible idea. Facing and killing both rulers in such a situation can't be excused as a non-cannon "but they lived" unless the natural conclusion is the adventurers always fail. Honestly, the only way that would be workable would be for the adventurers to gather as defenders and save Lucan/Antonia from an invading force. That way you could say failures are non-cannon and the adventurers always save their ruler.</p>

Hammieee
10-19-2011, 07:54 PM
<p><cite>Meirril wrote:</cite></p><blockquote><p><cite>Wordon@Butcherblock wrote:</cite></p><blockquote><p>TBH the next expansion should be a huge Qeynos VS. Freeport expansion, the raid zones are your raid force going through the catacombs to get into the city. You kill guards as nameds and trash, tbh this would be THE expac as far as apperance of zones goes. In the end you make it into to castle and face Lucan/ Antonia</p></blockquote><p>In Lore terms that is a horrible idea. Facing and killing both rulers in such a situation can't be excused as a non-cannon "but they lived" unless the natural conclusion is the adventurers always fail. Honestly, the only way that would be workable would be for the adventurers to gather as defenders and save Lucan/Antonia from an invading force. That way you could say failures are non-cannon and the adventurers always save their ruler.</p></blockquote><p>its not like lore hasnt been followed in this game before. Hey flying squirells? BAM there,</p>

KrescentWolf
10-20-2011, 01:16 PM
<p>Flying Squirrels can be excused as they aren't an incredibly important force vying for supremacy over the land. Lucan And Antonia, on the other hand, are basically the basis for all the adventures that we adventurers are going on.</p><p>Killing Lucan and Antonia might be doable in a 'Mayong Mistmoore' in that he's not really dead even after you kill him... but honestly, that would be much harder to do with the two rulers.</p><p>Having 'war' raids, however, is an awesome idea. Fighting against qeynosian armies or freeportian legions sounds like an interesting raid.</p>

Meirril
10-20-2011, 06:14 PM
<p><cite>Masamune@Butcherblock wrote:</cite></p><blockquote><p>Flying Squirrels can be excused as they aren't an incredibly important force vying for supremacy over the land. Lucan And Antonia, on the other hand, are basically the basis for all the adventures that we adventurers are going on.</p><p>Killing Lucan and Antonia might be doable in a 'Mayong Mistmoore' in that he's not really dead even after you kill him... but honestly, that would be much harder to do with the two rulers.</p><p>Having 'war' raids, however, is an awesome idea. Fighting against qeynosian armies or freeportian legions sounds like an interesting raid.</p></blockquote><p>It would be easier to explain as a proxy war. Set up something for them to fight over somewhere else, then have the different cities/alliances gain advantages based on how well the war is going.</p><p>For instance, lets just say that Impacted Lucinite becomes a really important resource. Maybe it becomes the new token armor. Not only do you get it from doing instances in the new areas, but you also earn tokens from doing the overland wars. Think PvP PQs. Depending on the results of the last 10 PQs the price of the token armor varies. If your faction is winning, the prices are cheaper. If your faction is loosing, you get charged more.</p><p>Now this is totally abusable, but it would give a feel for something important going on that you can personally affect without letting a single faction totall dominate since the winning side can be totally reversed in 5 hours.</p>

Wilin
10-30-2011, 01:08 PM
<p><cite>Meirril wrote:</cite></p><blockquote><p><cite>Wordon@Butcherblock wrote:</cite></p><blockquote><p>TBH the next expansion should be a huge Qeynos VS. Freeport expansion, the raid zones are your raid force going through the catacombs to get into the city. You kill guards as nameds and trash, tbh this would be THE expac as far as apperance of zones goes. In the end you make it into to castle and face Lucan/ Antonia</p></blockquote><p>In Lore terms that is a horrible idea. Facing and killing both rulers in such a situation can't be excused as a non-cannon "but they lived" unless the natural conclusion is the adventurers always fail. Honestly, the only way that would be workable would be for the adventurers to gather as defenders and save Lucan/Antonia from an invading force. That way you could say failures are non-cannon and the adventurers always save their ruler.</p></blockquote><p>They could script it similar to the gods in Drunder. Sullon Zek runs away at 20%, Tallon Zek sends a champion and leaves if you kill the champion, etc.</p>

Hammieee
10-30-2011, 11:50 PM
<p><cite>Masamune@Butcherblock wrote:</cite></p><blockquote><p>Flying Squirrels can be excused as they aren't an incredibly important force vying for supremacy over the land.<strong><span style="text-decoration: underline;"> Lucan And Antonia, on the other hand, are basically the basis for all the adventures that we adventurers are going on.</span></strong></p><p>Killing Lucan and Antonia might be doable in a 'Mayong Mistmoore' in that he's not really dead even after you kill him... but honestly, that would be much harder to do with the two rulers.</p><p>Having 'war' raids, however, is an awesome idea. Fighting against qeynosian armies or freeportian legions sounds like an interesting raid.</p></blockquote><p>LAWL no. I say we kill them and done they are dead forever, War raids are just warfields, already in game</p>

Katz
10-31-2011, 08:56 AM
<p>I'm very apprehensive about the zone revamps in both cities.  I hope that the unique features aren't merged into some simplified boring zone.   If you compare Freeport and Qeynos to say Kelethin, Gorowyn, and Halas..... there is nothing in any of the later three areas that encourages me to explore.  To be honest, I could live with them messing up Freeport (even though I have 5 toons living there) more than with Qeynos.   I love to just explore Qeynos.  It's beautiful and interesting. I just hope they keep its character.</p><p>Back to the topic:</p><p>I had not recognized those symbols before, I just thought they were decorative touches.  It's interesting now to speculate why those specific two symbols.</p>

Mistymorn
10-31-2011, 09:57 AM
<p>I  remember  the Qeynos catacombs as the scariest and most challenging area of my young  Norrathians  life. I couldn't wait  to outgrow them, and they are now  some of my fondest recollections in game. Thank-you  all for the fun and true adventure.</p><div><a class="icon_reply_sm" rel="nofollow" href="http://forums.station.sony.com/eq2/posts/insert.m?topicId=507319&forumId=91&start=15"><img src="http://forums.station.sony.com/eq2/images/transp.gif" /></a> <a class="icon_quote" rel="nofollow" href="http://forums.station.sony.com/eq2/posts/quote.m?postId=5651038&start=15"><img src="http://forums.station.sony.com/eq2/images/transp.gif" /></a> <a class="nav" href="http://forums.station.sony.com/eq2/posts/#top"><img src="http://forums.station.sony.com/eq2/styles/EQ2/eq2_classic/images/common/icon_up.gif" /></a></div>

Halo of G4
11-04-2011, 06:26 AM
<p>Eh, i always felt they were a little too generic. The sewers that is.</p>

Eugam
11-04-2011, 10:44 AM
<p><cite>Halo of G4 wrote:</cite></p><blockquote><p>Eh, i always felt they were a little too generic. The sewers that is.</p></blockquote><p>Yeah. 3rd floor of Freeport sewers is/was a heroic underwater zone. Very generic. Pulling back then was an art and those zones have been an unmatched challange.</p><p>I still remember the citizen quests. At the end the NPC was telling that there are sewers for the brave adventurers. It was just awesome after being a castaway regarding immersion. Dont know about Freeport back then, but Crypt of Betrayal was my personal nightmare. I had to go there to become a warden and i died frist time and my group had to fight me back all the way. I was so happy there was no lock-out. It was embarrassing enough <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> I dreamed that night of laughing skellies <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" />  It was my first real social lesson however. Everyone neeeded someone for something <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>