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#1 |
Loremaster
Join Date: Dec 2004
Location: Temple of Terror, Cabilis
Posts: 1,098
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![]() A Tour of Norrath During the Age of Turmoil, Vol. III: Kunark By: Tortona Troodont, Crusader of Greenmist Dedicated to: Nutta and the Guilds of the Underfoot Nation
Kunark:Introduction: Our home of Kunark is, by some considerable margin, the most dangerous, the most brutal, and the most savage of the known lands of Norrath. No where else on the globe can be found a place at such a heightened state of perpetual total war. Among the mountains and forests of Kunark countless factions battle for supremacy against not only their enemies but also against the land itself. The legends of our people tell how we once ruled all of these lands, save for the mountain lairs of the Dragons. Monumental reminders of our former glory can be found in even the most hostile territories, sobering evidence to any who might doubt the stories of our ancestors.The Tour: Cabilis - The capital of our young empire, Cabilis has become the heart of Iksar knowledge and culture. Our city is dominated by canals, which are frequently fished by locals in search of food or recreation. In the Western part of town, high in their looming Tower of Death, the Brood of Kotiz continues its ageless tradition of experimentation in the hopes of giving us the edge over our innumerable enemies. South of the tower we find the gauntlet, where young warriors are free to participate in willing blood sport. On the other end of town Fortress Talishan stands vigil over the city’s border with the Swamp of No Hope. The luxurious home of the Haggle Baron is located near Cabilis’ main market, while nearby the Swifttail Monks of the Court of Pain practice their sophisticated combat arts. To the North, near the entrance to the Field of Bone, can be found the Temple of Terror. The Temple is home to the Hierophants of Cabilis as well as the Crusaders of Greenmist. The Field of Bone - The northern edge of Cabilis borders the Field of Bone, a common hunting place for young Iksar adventurers. Though the city itself is well-protected from the dangers of the field, any who choose to wander down its roads take their life into their own hands. Rancid undead are the most common danger just outside the city walls, but they are far from your only worry. Scorpions and young scaled wolves also roam this area in search of prey or carrion hiding amongst the fallen pillars. North of the coastline here are the Broken Teeth chain of islands which sport ruins fiercely guarded by a brute known as the Tangrin to the locals. In the center of the field lies an enormous pit filled with scorpions, undead, and Burynai. The pit is a dangerous place, filled with death and horror, not to be explored by any but a seasoned aventurer. Within the pit can be found the remains of the great Dragon Jaled Dar, slayer of Ganak. Forgotten tombs of wealthy Iksar can be found in the hills surrounding the pit. Many of these tombs have been invaded by vermin of various sorts who desecrate the contents within. On the Northern edge of the central pit looms Kurn’s Tower, once a powerful symbol of Iksar might turned into a haven for tortured Iksar souls. The ruins of the ancient city of Kaesora can be found East of the pit, hiding a much more powerful evil than exists in the field itself. Kurn’s Tower - Once a stronghold for Rile’s empire named after his warlord Kurn Machta, this tower has been overrun by skeletal Iksar. Though the wall decorations found throughout the structure harken back to the glory days of the Iksar it is obvious by the state of things that Kurn’s has been out of our control for some time. Deep in the basement of the tower Burynai have managed to dig into the foundation of Kurn’s and seem to be establishing a foothold against the undead hordes. Kaesora - A massive temple complex that once served the Iksar people, Kaesora now languishes in dust, darkness, and undeath. Descending below the surface we soon come across the lairs of enchanted spiders, ever hungry for their next blood-filled meal. Deeper within we find ravenous gnawers and the skeletal minions of the resident lord, Xalgoz. The pawns of this creature consist of not only of fallen Sarnak and Iksar but even the tormented souls of those who once lived in this place. Deep within the ruins, beyond its magnificent library and battered towers, we find the keep of Xalgoz, a wretched vampiric Sarnak. The Emerald Jungle - Near the ruins of Kaesora lies the Western edge of the Emerald Jungle. A very large cliff separates the jungle from most of Kunark allowing travelers an excellent view of the jungle’s upper canopy. A massive set of stairs, built on a scale seldom seen on or off Kunark, connect the upper plateau to the forest floor. Tigers and Trakaraptors are the most plentiful danger in these damp woods, but the native gorillas (and their strangely undead counterparts) have also been known to be aggressive and to waylay wandering treasure hunters. The jungle is full of ancient Iksar ruins hidden behind vines and trees. In the heart of the forest can be found the fallen city of Torsis, long abandoned by the living.
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#2 |
Loremaster
Join Date: Dec 2004
Location: Temple of Terror, Cabilis
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The City of Mist - Once a great trade city, Torsis was long ago swallowed up by darkness and undeath. Mighty golems guard the haunted ruins of this town as skeletal and ghostly undead endure their eternal torment. In certain parts of the city rambling humans have somehow arrived in the city and taken it upon themselves to preach their particular madness to the resident ghosts and golems. Mobile goos, a tragically common occurrence in the lands of Kunark, spread their slime across the abandoned streets of Torsis. Vacant temples and monster-infested public buildings are easily found within the city walls. Trakanon’s Teeth - In the Southern reaches of the Emerald Jungle, where it borders the Swamp of No hope, the environment becomes considerably marshier and more hilly. Frogloks have a strong presence in the region, competing mostly with ghosts and skeletons for control of the local ruins. The Dragon Drool Lake is a hub of activity for the wild animals in the area as cockatrices and saber-toothed cats prowl the shoreline for food. Trakanasaurs are the top predators in this part of the jungle and one is wise to avoid them at all cost. A very large Iksar mausoleum can be found in the hills to the east; guarded by the ghosts of fallen warriors, the central burial chamber holds the soul of one of our greatest ancient leaders. A massive single aqueduct can be traced from Dragon Drool Lake, miles through the jungle, to the ruins of a fallen city. Deep within these ruins is a secret portal, guarded by Draconic magic, that leads to the buried parts of the city otherwise inaccessible from the surface. Old Sebilis - Close investigation reveals that these magnificent ruins are in fact those of Sebilis, the forgotten capital of our once great empire. Frogloks have infested the halls of our former capital and seem to be everywhere when exploring the depths of the city. Giant animated golems stand guard at important junctions while undead Iksar, fallen during the sacking of the city, continue to hold on to existence in their haunted crypts. A colony of fungus men live within the dark caverns beyond the city. Through these caverns one eventually comes across an enormous open cavern, reputed to be the residence of Sebilis’ new lord, the great Dragon Trakanon, when the chooses to visit his treasure horde. Swamp of No Hope - The marshes of the Swamp of No Hope are renowned for swallowing up all trace of their countless victims. Nothing, not even our race’s ancient monuments, can escape the growing decay of the swamp. Massive leeches and man-eating plants lurk in the mud and filth of the swamp, ambushing any breathing creature who gets too close. Deadly giant mosquitoes fill the air in some places, capable of sucking the life out of any unprotected creature. The swamp is so gloomy and filled with infuriating creatures that even the most capable of travelers will go to great lengths to avoid the swamp. The Swamp of No Hope is considered the worst possible duty for members of the Legion, and moral here is understandably low. Deep in the swamp is the Froglok village of Krup, home of the largest known population of Frogloks on Kunark. The city is semi-arboreal and has a style of architecture not seen anywhere else, even among Antonican Frogloks. Black gnawers and Iksar bandits are the main inhabitants of the swamp’s few bedrock caves. Firiona Vie - Beyond the Swamp of No Hope, on an island off the cliffs of Southern Kunark, is Firiona Vie. Named for a princess of theirs the island has become a stronghold for the Elven invaders recently arrived on our shores. Drixies are the most interesting denizens of this corner of Kunark, while the Drolvargs may be considered the most dangerous. Goblins, as they are wont to do, have taken over many ancient ruins near the coast though the glory these monuments signify always seems to shine through their filth. The remains of many of our Iksar ancestors buried in the region have become animated, presumably as an act of defiance against the Dal interlopers. A massive river flows downstream through this territory from a source higher in up the hills. Lake of Ill Omen - The largest body of water in the known world, Ill Omen is a place fabled for its danger and importance in history. The lake is fed by a magical stream, renowned for its ability to flow downstream in two directions, and is inhabited by the Bloodgill clan of Aqua Goblins. The Goblins reside mostly on the beaches and outskirts of the ruins of the sunken city of Veksar, rumored to be the home of drowned Iksar and the spirit of the Dragon who destroyed the town. Near the shores of the lake stands a massive Sarnak fort built as a forward defense against any potential Iksar campaign into their territory. The towers of the fort are menacing and the Sarnak recruits inside prove to be formidable warriors despite their lack of training. Within the fort’s keep the Chancellor of Di’Zok occasionally makes a visit, checking the preparedness of the citadel’s garrison. A large windmill, apparently of Iksar construction, lies hidden within a valley near the lake. The shores of Ill Omen are littered with Iksar ruins, many of which have been taken over by our enemies. Cabilis herself is located near the eastern shore of the lake; the guards at this gate have a terrible time keeping the saber-tooth kittens in the area from gnawing on the local merchants. Farther to the North one finds and intricate network of caves inhabited by the Mountain Death clan Goblins.
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#3 |
Loremaster
Join Date: Dec 2004
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Warslik’s Woods - The Northernmost of Kunark’s forest, the woods separate the Field of Bone from the Overthere. The Mountain Death Goblins have a very strong presence in Warslik’s and have claimed a former Iksar fort along the cliffs to the North as their own. A river flows through the woods and carves out a massive canyon before emptying into the Timorous Deep. Before reaching our silent guardians the river flows passed a Forest Giant fort protected by its stalwart, if dim, residents. Massive brutes live in these woods and are known for tearing Goblins and other victims limb-from-limb. Deep in the forest is a small series of caves that eventually leads to a buried crypt. Crypt of Dalnir - The final resting place of the Haggle Baron Dalnir turns out to be not as quiet a location as one would expect. In the upper levels coerced thralls and monsters of various sorts keep a cautious eye out for lurking adventurers or grave robbers. Through the caves one eventually arrives at the mausoleum, containing a very empty coffin of Dalnir. Close inspection reveals a secret passage through the coffin into a lower level of catacombs. Whether this part of the crypt was constructed before Dalnir’s time or as a part of his own tomb is unclear; what is clear is that the coffins down here are very much in use. Sarnak inhabit a considerable portion of these lower levels, raiding the tomb of knowledge and using it rooms as laboratories for their own crude experiments. The former Haggle Baron can be found down here, trapped in his decayed corpse, forced to labor over the forge that made him his fortune in life. The Sarnak appear to be devout followers of an entity known as the Kly, an enchanting menace I have yet to experience the pleasure of meeting. The Overthere - To the West of Warslik’s Woods lies the barren wasteland referred to on maps simply as The Overthere. The region has little that bares mentioning. Animated cacti are known to wander across the landscape in search of sink holes. Rhinoceros and cockatrices scrape out a living in the dry environment, constantly hunted by starving saber-tooth cats. Iksar monuments are fairly rare here, but those that can be found must be considered among the most amazing in all of our fallen empire. An enormous gorge snakes its way across the terrain, filled with dangerous Skorpikis every bit as terrifying as the stories about them say. Along the coast here is a naval base operated by some of the evil races of Antonica. Protected by powerful necromancy and gnomish engineering the fort may prove later on to be an unfortunate thorn in the side of our new kingdom. The Sarnak have a weak foothold in the Southern part of The Overthere. Statues warn travelers of the dangers of leaving this place for the Skyfire Mountains to the South-West. Charasis - Otherwise known as the Howling Stones, Charasis is the remains of the tomb Venril Sathir built for his wife Drusella after her death. Fearsome golems and the undead spirits of those who built the tomb savagely protect the contents within. Deep inside the halls of Charasis the remains of Drusella storm about her crypt in a chaotic frenzy of self-loathing. Timorous Deep - Off of Kunark’s Northern coast, separating our continent from the lands of Antonica and Faydwer, is a large sea known as the Timorous Deep. This ocean contains several islands all hosting their own particular dangers. Spirocs, a breed of parrot-like Aviak, have a tentative hold on the Westernmost island in the chain, competing with a forsaken band of Ogres for control over the beaches. Not surprisingly, Iksar ruins are plentiful in these islands. A peculiar frozen island, perhaps suffering from some elemental enchantment, is home to an isolated tribe of voracious Yetis. Shrunken Trakaraptors are also to be found on some islands, rending them uninhabitable by peaceful folk. The Elves have a fortified set of docks on one of the islands in theTimorous Deep, presumably the very base from which they launched their invasion of our Southern shores. In the middle of this sea, between islands, can be found a massive collection of wrecked ships. This appears to be a base of operations for pirates operating among the islands of the Deep. In a remote corner of this sea, barely rising above the surface of the water, is a massive set of aquatic Combine Spires. Buried beneath the spires is a large room filled with firepots of different designs. The firepots are enchanted with the ability to teleport the traveler to the largest cities on Norrath. In another part of the sea, in the middle of a labyrinthine island of volcanic rock is a small inn built above a pond. The residents of the inn are very secretive, and rather worried about word of their existence getting out. Frontier Mountains - These mountains have quite a fitting name, as they mark the boundary between the relatively safe Northern regions and the deadlier and more highly contested parts of South-Western Kunark. Mountain Giants are native to this region and have a massive fort which guards their largest mining complex. On a lone mountain peak near the fort stand three particularly inspiring statues; one ready for battle, one in locked in combat, and one celebrating glorious triumph. The Burynai and Goblins also maintain large mines, extracting raw deathsteel ore from the rocks of the mountains. The Burynai digmasters are heavily-armored to protect against cave in and flying debris while their cenobites rely on more arcane forms of protection. In contrast the Goblins use replaceable slave labor, driven hard at the end of a whip, for their more dangerous mining activities.
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#4 |
Loremaster
Join Date: Dec 2004
Location: Temple of Terror, Cabilis
Posts: 1,098
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Temple of Droga - Unlike most other races, the Goblins make little if any architectural distinction between their mines and their cities, and their massive Temple of Droga is a fine example of this. The structures in these caverns are understandably primitive, consisting only of wooden beams and crude stone blocks. Even the throne room of King Dronan, ruler of the Cleaving Tooth clan, has surprisingly little décor. Mines of Nurga - In another part of the Frontier Mountains the Mines of Nurga bustle with Goblin activity. Slave masters drive their thralls to the point of breaking in order to maximize output. In order to protect their investment the Goblins have assigned a significant portion of their best warriors to guard the tunnels of Nurga. The Dreadlands - The regions of the Dreadlands are often discussed as a single unit due to their danger rather than due to any similarity in environment or population. In the eastern reaches of the Dreadlands we see mostly an extension of the flora of the Frontier Mountains on hilly but far less-mountainous terrain. Drachnids, bizarre creatures half Teir’Dal and half spider, are capable of taking over whole sections of the forest with their webbed lairs. Cockatrices, even larger than those found in the Overthere, make their nests in the ruins of this part of the Dreadlands. Drolvargs are the most organized of the Dreadlands’ dangers, operating in packs out of the mouth of Karnor’s Castle. The ice Dragon Gorenaire frequently wanders the area around Karnor’s in search of Iksar or other interlopers considers an enemy to the Ring. As one moves West the landscape becomes more barren and cold until one eventually reaches a blank sheet of permafrost. Mountain Giants think of the snowy regions as their own, and have somehow managed to build a mighty fort between the frozen mountains. Alpine Yetis inhabit the icy caverns that honeycomb the mountains, trapping local game and chasing travelers till they collapse from fatigue or injury. One of these caves winds on for miles beneath the surface until it finally surfaces on the other side of the mountain range, into a bright lost valley in the farthest West of Kunark. Inside this valley can be found a druid ring and set of Combine spires seemingly identical to those found on the other continents. More amazingly is a giant platform and spire complex nestled within the center of the valley. Several pyramid spires, like those found on Antonica, and sets of small Combine spires cover the platform leading me to believe the area must be some sort of teleportation center. Overshadowing the entire teleportation platfrom is an enormous set of Combine spires, larger than anything else I have ever seen in my life. The size of these spires cannot be exaggerated, and one feels a great sense of awe merely by catching a glimpse of them. The faint of heart are well advised not to climb to the tops of the individual spires. Karnor’s Castle - This former Iksar stronghold has been completely overrun Drolvargs and their coerced undead. The Drolvargs are highly protective of their fortified home and their guardians occasionally rush the entrance of the castle to surprise any would-be invaders who might be planning an attack. Animated giant hands are among the castle’s powerful defenders and may be the forces behind the ghostly and skeletal sentinels found throughout the keep. Many of the statues in the castle have been defaced, presumably by the Drolvargs or one of the many previous hostile occupiers of the castle. In a surprising turn of events, it appears that the Drolvargs are merely pawns to the true rulers of the castle: the Cult of the Arisen, and their undead leader Venril Sathir the Heretic. Burning Wood - The original name for this forest has long been forgotten and replaced with a name obviously coined within the last generation. Enormous craters created by the crashing of meteorites dot the landscape and huge wildfires have resulted in the charring of huge sections of the Burning Wood. Dead trees radiate out from these craters, hurled to the earth by the force of the impact. Wurms prowl between the trees picking off anything that looks particularly tasty or dangerous. The Forest Giants who live in the wood have constructed forts over some of the larger craters, presumably as an added defensive measure against hostile Sarnak. Marauding hordes of the Di’Zok collective emanate out of the Sarnak capital of Chardok, hidden in a dark corner of the forest. Undead apes, like those seen in the Emerald Jungle, limp their scorched flesh across the ashen soil of the Burning Wood. Large hornets are plentiful in the area leading me to think that they must have a massive hive somewhere in the forest.
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#5 |
Loremaster
Join Date: Dec 2004
Location: Temple of Terror, Cabilis
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Chardok - Little is known of the largest Sarnak city due to its tight security. Heavily armed guards and trained chokidai stand vigil at their main gate, ever alert to any who may try and sneak into the city. The Sarnak are wholly different from our Goblin or Burynai enemies in that they share our love for cleanliness and order in their cities. Their buildings are well-maintained and proudly display the forsaken emblem of their race. Much of Sarnak society is patterned after ours due to their years of slavery and their study of our stolen libraries. As a consequence, not only do the Sarnak have their own royal family but they even mimic our tradition of having a Haggle Baron. The Di’Zok have chosen to employ enormous golems to help protect their capital, much in the same way our ancestors protected theirs. Skyfire Mountains - The domain of the Dragons since the beginning of recorded history, the Skyfire Mountains are considered no-man’s land for all but the most capable and resourceful Iksar (or any other sort of adventurer, for that matter). Magma bubbles up from Norrath’s middle Wurm and Wyvern scouts patrol the shattered landscape for the protection of their Dragon lords; overseeing the protection of the Ring’s territory is the fire Dragon Talendor. Aside from their guardians the Chromodracs, unique to this particular region of Kunark, seem to be the only other creatures the Ring of Scale will allow in their domain. An enormous Dragon graveyard lies within Skyfire, as do several ancient Draconic monuments. One of these monuments displays a giant globe showing all of Norrath, including the five known continents and one giant, as-yet undiscovered continent on the other side of the world. Veeshan’s Peak - The home of the Ring of Scale, Veeshan’s Peak is the one part of Kunark that has never truly been threatened by Iksar arms. The eldest Wurms and Drakes stand guard near the entrance with their vicious racnar pets. Most of the Dragons who are members of the Ring appear to live here, under the guidance of Phara Dar, daughter of the ancient Jaled Dar.
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#6 |
Loremaster
Join Date: Dec 2004
Location: Temple of Terror, Cabilis
Posts: 1,098
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Finished, please report any broken links or missing bits. If you have any ideas for additions please post or PM them. I put in a link to a mediocre youtube video of me walking through Cabilis under the Cabilis section. I plan on going back and doing that for each of the starting cities in my previous 'Tour' posts.A link to the previous Tour posts, in case you missed them.
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#7 |
Loremaster
Join Date: Dec 2004
Location: Cheeseland, USA
Posts: 14,919
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![]() Kaesora - Sources say that this was once a citadel of the Vampire warlord Chosooth; though these ruins are at present most certainly the home to a Vampire, I do not know the true history behind this haunted place. Descending below the surface we soon come across the lairs of enchanted spiders, ever hungry for their next blood-filled meal. Deeper within we find ravenous gnawers and the skeletal minions of the resident lord, Xalgoz. The pawns of this creature consist of not only of fallen Sarnak and Iksar but even the tormented souls of those who once lived in this place. Deep within the ruins, beyond its magnificent library and battered towers, we find the keep of Xalgoz, a wretched vampiric Sarnak. I still don't know where this story of Chosooth came from. He's not mentioned in EQlive or the EQatlas. Kaesora used to be a large city of the former Iksar Empier. It was marked by 5 giant towers of equal height that formed a circle around a great temple of religious worship. The Towers of Teraaz, as they were called. |
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#8 |
General
Join Date: Nov 2004
Posts: 581
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![]() As I've mentioned elsewhere, you can find Chosooth mentioned in the owners manual for Ruins of Kunark, however, his I haven't heard any reference to Chosooth's control over Kaesora either. We do know Kaesora was probably a religious mecca, as the most prominant structure was the temple, and it's Five Towers of Teraaz. Other than that, not a lot is known of the old iksar city. Perhaps someone might feel inclined to ask Rile if they see him. He's be the authority on Chosooth, since the Vampire Lord (chosooth) was one of Rile's Warlords. Also, it seems like the majority of this is now out of date..it looks like Kunark has changed much of the past 500 years, and I certainly look forward to exploring it, and unlocking its ancient mysteries!
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#9 |
Server: Antonia Bayle
Guild: Gentis Lacerta
Rank: Clan Novice
Defender
Join Date: May 2007
Posts: 12
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Ok, to clear some things up here it goes. this parchment is taken from the old Maps of Myrist which was released just after Planes of Power, Enjoy."The Old city of Kaesora rests at the center of the wasteland known as the field of bone, and is now ruled by a powerful sarnak vampire lord named Xalgoz."End of... i dont see any Choosoth or any mention of him either.
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#10 |
Loremaster
Join Date: Dec 2004
Location: Temple of Terror, Cabilis
Posts: 1,098
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I had never heard of it before either, but both allakhazam and eqatlas mentioned the fact so I figured I had missed something. That's why I put in the "sources say" bit, because I couldn't confirm it. You think I should drop that?
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#11 |
Loremaster
Join Date: Dec 2004
Location: Temple of Terror, Cabilis
Posts: 1,098
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Nocturnal Abyss wrote:
That's the whole point..................
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#12 |
Developer
Join Date: Nov 2004
Posts: 254
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![]() Chosooth is an iksar vampire that was appointed commander of Kurn's Tower. Emperor Rile was the iksar ruler that placed Chosooth in charge of that tower of torment during the Elder Age. However, this does not mean that Chosooth was a creation of Rile. Most vampires that exist within the Iksar Empire are the result of Venril Sathir's foray into the necromantic arts. Kaesora was an ancient temple built in the Field of Bone in the early ages of the Iksar Empire. Xalgoz, a sarnak vampire and Sathir loyalist, would not inhabit the ruins of the ancient temple until the Age of Turmoil. It must also be mentioned that, although Kurn's Tower was named after the then existing warlord Kurn Machata, he did not oversee its operations. Kurn Machata was based in Warslik's Wood where he led an extremely sadistic and bloody campaign against the giants. Chosooth was placed charge of all operations of a second tower that would duplicate the terror of the Warslik's Wood tower. The second tower of torture was originally referred to as, simply, the Kurn. This became confusing to historians. Many placed Kurn Machata in Kurn's Tower and Chosooth in Kaesora. Evidence of Chosooth would be found within the palace of the temple city Kaesora. He no doubt spent time there since it was adjacent to the Kurn.
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#13 |
Loremaster
Join Date: Dec 2004
Location: Temple of Terror, Cabilis
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Thank you very much for the details, I'll go back to those sections and touch them up.Oh my gosh, you actually placed Rile's rule into one of the ages! I've never seen that before
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#14 |
Loremaster
Join Date: Nov 2004
Posts: 1,125
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You mention Veksar, but there's no tour of that zone? You covered all of the others, but not that one? I THOUGHT it was its own zone, though I'll admit I can't remember if I was ever in it or not.Otherwise, outstanding job.
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