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Unread 02-19-2005, 01:34 PM   #1
Quas

 
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I never played EQ1, but I've heard a lot about this continent from various lore online as well as many references in EQ2. There are many things I was wondering about this continent:What does "Faydwer" mean? I know Antonica was named for Antonius Bayle, and it's previous name "Tunaria" was for Tunare.And about the geography (as it were, since I'm going by a map I saw):Steamfont: Aside from being the same name as the server I play on, what was Steamfont? Just a gnome newbieland?Loping Plains: I heard somewhere in game that the Tier'dal invaders fled here in there retreat after the invasion failed. Aside from Mistmoore Castle was there anything special about this place?Faydark: Perhaps my viewpoint has been thrown off by having lived in Willow Wood, but this forest seems to be the highlight of Faydwer. Is there any lore to indicate what may have happened here after the Teir'Dal invasion?Felwithe: Maybe I musinderstood that one NPC in Castleview, but he described it as a city in the clouds. What was Felwithe like?Crushbone: As I understand, this tribe of orcs lived on Faydwer and were allies of Tier'Dal. How would they compare to the Deathfist Empire and other orcs in EQ2?Unrest Estate: I've heard many people talk about it, and there's a server named for it. What was this place, and was it linked to Mistmoore?Dagnor's Cauldron: The map depicted it as a lake, yet the name implies a volcano. Who is "Dagnor?"I hope the first expansion is in Faydwer, so I can see the place for myself (in whatever state it may be).
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Unread 02-19-2005, 07:47 PM   #2
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Being an EQ1 player I can only answer some of this, and the rest of the answers I'd be interested in finding out myself.
 
Not sure what Faydwer means.  This probably has a deeper meaning that spreads farther than EQ, just because of the "fay" part.  Some roleplayers might be able to assist in this, please do.
Steamfont was an area just outside the city of Ak'Anon, hilly/mountainous area with some steam activity going on.
The Loping Plains...this wasnt a game area....to the best of my knowledge it resides only in lore.  I only heard of it a couple days ago.  From what I understand it's actually the plane of the underfoot, someone please correct me if i'm wrong.
Faydark was the big forest on faydwer.  In EQ1 it was seperated in the greater and lesser forests.  Both the cities of Kelethin and Felwithe were in this forest, as well as the famed crushbone.   Concerning what happened AFTER the invasion, that I do not know.  The NPCs in game don't really say, and I haven't found any books regarding it.
Felwithe was the high elven city.  It wasn't in the clouds, though the high elves may describe it so.  A city build of marble and stone in the hills, very elegant for the elegant beings who lived there.
Crushbone and the Crushbone orcs.  This area was just a newbie zone, and the "empire" here didn't rise to too much power.  The deathfist seem to have a much bigger hold on the world, as they've spread throughout all of the commonlandsl.
Unrest Estate was a very popular place for alot of people.  Though it wasn't close to anything, it remained a favorite.  It's been a while since I heard the story of the estate, but it's basically a mansion...off of a place called dagnor's cauldron.  Something went wrong here and now the place is haunted with undead.  (Nektropos castle anyone?). 
As far as Dagnor's Cauldron, I haven't heard or seen anything of a volcano, but it's basically a giant lake, with an island in the middle.  Skeletons and goblins ruled this area but the real trick was under the sea, where the kedge have their place.
 
And I'm second on that.  I want faydwer back just as bad, to see it in a whole new light.
 
I'm not very good with details on some of this so hopefully someone will add in some specifics, but there ya go.  Faydwer from the past. SMILEY
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Unread 02-19-2005, 09:54 PM   #3
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Kelethin was also where the wood elves lived at that time. It was a city built in the trees.
 
The loping plains were above ground im pretty sure, just never added as an actual zone (there are several places like this).
 
Unrest. Well, the main ghost of unrest was Garanel Rucksif, but we know him to be in a much different place these days.  Something horrible happened in this mansion and everyone inside turned to undead, as well as other monsters appearing there. (This was one of my all time fave dungeons in EQL).
 
There was a pretty high level zone off from Dagnor's Cauldron, which was completely underwater. This was Kedge keep (another one of my fave zones, heh). The Kedge were a race created by Prexus a long time ago, but their civilization fell. The last Kedge could be found inside this place.
 
((Here is actually a story someone posted, I dont know how true it is as I dont have the book he is talking about. UNREST: A dwarf named Garanel Rucksif went insane and killed his family.  While escaping, he happened upon a mansion on the shores of Dagnor's Cauldron that belonged to a family of faithful worshippers of Quellious. Well, he snuck up on them while they were praying in the mansion's chapel dedicated to worship of Quellious and slaughtered them all. This heinous act outraged Quellious to the point that the Goddess of Peace actually lost her temper and killed Garanel on the spot, instantly transforming him into a tormented ghost. Some years later, an erudite necromancer happened upon the mansion and found Garanel, who attacked him. The necro managed to subdue Garanel, but before the dwarven apparition could be destroyed, he offered told the heretic of the family he had killed and the curse put on him by Quellious. Intrigued and seeing an opportunity to gain favor with his master, Cazic-Thule, the heretic found the decaying bodies of the family and restored their tormented souls to the corpses, sacrificing his own life in the process. Cazic-Thule watched with pride and, claiming the estate as his own, unleashed a horde of undead upon the property. This cursed mansion became known as the Estate of Unrest.  I found this story in the Everquest Atlas: the Maps of Myrist.))

 

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Unread 02-21-2005, 01:29 AM   #4
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Butcherblock Mountains were where the Dwarven city of Kaladim was, also the port where the ships from Freeport and the Ocean of Tears would sail to, as well as ships from the city of Firiona Vie on Kunark. Faydark (Greater and Lesser) was the home of both elves, fairies, pixies, brownies, orcs, unicorns, etc. Mistmoore Castle was well where Mayong Mistmoore used to reside. Loping Plains, I heard some lore about a clan of Gnolls who lived in the Loping Plains as well as it being inhabited by Dark Elves following Mayong Mistmoore.
 
Crushbone, home of the Crushbone Clan of Orcs, much different than Deathfist or Snowfist orcs. These orcs were dark blue (almost black, like dark elves) and had giant tusks. They were lead by King Crushbone and he had a castle within the zone. Felwithe wasnt in the clouds, but it was a majestic city with ivory pillars and very royal feel to it. Kelethin was a tree dwelling city that required elevator lifts to access.
 
Steamfont was a mountainous region (some volcanic activity but not like Lavastorm) and was home to many drakes, windmilles, and Minotaurs as well as many of the clockwork creations of the Gnoms who resided in Ak'Anon.
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Unread 02-21-2005, 12:31 PM   #5
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Even though everyone else has answered, I'm gunna answer anyways :smileyhappy:


Quasar wrote:
I never played EQ1, but I've heard a lot about this continent from various lore online as well as many references in EQ2. There are many things I was wondering about this continent:

What does "Faydwer" mean? I know Antonica was named for Antonius Bayle, and it's previous name "Tunaria" was for Tunare.

I have no idea what it means.



Steamfont: Aside from being the same name as the server I play on, what was Steamfont? Just a gnome newbieland?

Steamfont was a mountainous region in the far Eastern part of the continent.  It was inhabited not only by the Gnomes (who lived in the underground, mechanical city of Ak'anon) but by Grikbar clan Kobolds who lived near the region's druid ring and Minotaurs that lived in a cave complex.  To the north one could also find crazed elemental creatures and harpies that flew around and killed newbie Gnomes.



Loping Plains: I heard somewhere in game that the Tier'dal invaders fled here in there retreat after the invasion failed. Aside from Mistmoore Castle was there anything special about this place?

Loping Plains was not in the game so I cannot give much info on it.  Mistmoore Castle could be reached by going through the Lesser Faydark.



Faydark: Perhaps my viewpoint has been thrown off by having lived in Willow Wood, but this forest seems to be the highlight of Faydwer. Is there any lore to indicate what may have happened here after the Teir'Dal invasion?

Faydark was the huge, magical forest in the continent's center.  It was divided into the Lesser part (inhabited by Crushbone Orcs, brownies, and a very nasty unicorn) and the Greater part (home to Kelethin, Felwithe, and Crushbone).  I would assume that the Crushbone Orcs chopped down a bunch more trees during the invasion (the forest had some cut down already in EQ1) but other than that I have no idea what happened to it.


Felwithe: Maybe I musinderstood that one NPC in Castleview, but he described it as a city in the clouds. What was Felwithe like?

Felwithe was very fairy tale-like.  Not floating but very magestic and very tall.  It looked like a castle from outside.



Crushbone: As I understand, this tribe of orcs lived on Faydwer and were allies of Tier'Dal. How would they compare to the Deathfist Empire and other orcs in EQ2?

Compared to the Deathfists in EQ2 Clan Crushbone seems to have been quite weak.  Really the only Orcs that can compare to EQ2's Deathfists are the Rujarkian Orcs that live in the Rujarkian Hills on Antonica; and they didn't appear until the LDoN expansion.



Unrest Estate: I've heard many people talk about it, and there's a server named for it. What was this place, and was it linked to Mistmoore?

Unreast was filled with undead and diseased rats and killer scarecrows and stuff.  Festering Hags, AHHH!!!  It was a cool mansion with a hedge maze and werewolves.  As far as I can tell it had nothing at all to do with Mistmoore.


Dagnor's Cauldron: The map depicted it as a lake, yet the name implies a volcano. Who is "Dagnor?"

One story says that Dagnor was an Ogre general from when they used to live on Faydark.  Since every bit of evidence indicates that the Ogres never frickin' lived on Faydark we can discount that story.  I believe there's another that attributes the name to an Orc, although I would ask to never be quoted on that :smileywink:


I hope the first expansion is in Faydwer, so I can see the place for myself (in whatever state it may be).

I hope Kunark is in the first expansion.  If you think Faydwer is cooler than Kunark then you just haven't read enough about Kunark! 

Iksar, Sarnak, and Dragons, oh my!

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Unread 02-21-2005, 03:02 PM   #6
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Here's a summary of everything I've learned about Faydwer over the past half a decade or so:
 
Basically Faydwer (i'm sure its elvish for something, but not entirely sure what) is the typical Tolkenesque fantasy setting: dwarves, elves, gnomes, vampires, minotaurs, goblins, orcs, fairies, etc.  There is something for everyone in Faydwer, ancient underwater dungeons, vampire infested castles, ghostly lakeside manors, marble elven cities, stone orcish forts, and gnomish clockwork marvels just to name a few.  Now to get to the real meat of the matter...the lore.
 
Butcherblock Mountains:  This is the first zone that you enter upon crossing the Ocean of Tears.  It is home to goblin camps, wandering ogres, a lifesize chess board (fit with undead pieces), and of course dwarves.  The dwarven city is actually carved deep into the mountains and is called Kaladim.  Kaladim is ruled by a dwarven king and is home to all manner of dwarves from rogues to clerics and everything in between.  The dwarves are a strong and wise people, created by the god of the underfoot Brell Serilis, who they are completely devoted to.  Some time ago before the ogres were cursed by the gods for their heretical sins, they roamed in armies across the face of Norrath, one such army happened upon the dwarves of Butcherblock.  While the details are not certain, and the history books don't accurately catalogue who "threw the first punch" so to speak, a war broke out between the two races.  Much to the ogres surprise these stout little people were quite strong, tactical, and resilient defeating wave after wave of ogre warriors.  I'm not entirely sure who Dragnor was, but he was obviously a key figure during this wartime to have a desolate crater named after him.  While the dwarves were able to send the ogres packing, not all of them left and a few wandering greenbloods can still be found in the countryside.  Constructed above the entrance to Kaladim is a HUGE statue of a dwarven legend, his name escapes me at the moment, but there has been quite an uproar by the dwarven community about a group of Aviaks using the statue as a perch and outhouse.  There are also a few goblin camps spread along the coastal areas of the mtns as well as the occasional Orc Runner, that can be found along the path to the Greater Faydark.
 
Dagnors Cauldron:  Speaking of this unusual tract of land, it is definitely a place every adventurer will remember.  While it is unknown exactly why this area is shaped the way it is, something definitely doesn't seem natural about it.  The land is composed entirely of jagged and uneven rocks, forming cliffs down to the body of water it is named after.  To tread this land at high speeds can prove fatal if you take the wrong path and find your self at the bottom of a one of these rocky chasms.  There are a few oddities that inhabit this area, the first one you'll likely notice is a band of heroic adventurers that have set up a camp on the south side of the cauldron to protect those that would pass through the area.  As you travel around the ring of the cauldron you will find several sporatic camps of Crushbone Orcs, which can easily catch a wandering traveler off guard as they weave their way across the rocky moss covered terrain.  Other creatures include the ever present aqua goblins that usually inhabit the water but have also been found annoyingly on shore as well.  The cauldron is also littered with the usual fair of undead, rats, and snakes.  Connected to this zone are two very important areas of the continent, the estate of Unrest and the legendary Kedge Keep.
 
Estate of Unrest: Everyone has a different theory of what exactly happened at this small manor as well.  The estate itself is located in a small clearing surrounded by mountains that is actually reached through a tunnel in the mountain walls.  It is very secluded, and well laid out.  Upon leaving the tunnel you will come upon a courtyard area with a walkway leading up to the estate.  Pools adorn the sides of the walkway as well as an elaborate hedge maze on each side.  Following the walkway leads to the front door of this luxurious estate, there is also a side door to the left and a gazebo of to the right.  Following around to the back of the manor you will find a small back door as well as an interesting waterfall carved out of the mountain walls that flows into a small canal at the base.  This place would be a perfect bed and breakfast or summer home, if it wasn't for all the pesky undead :smileywink:.  The main creatures to be concerned of are found within the estate itself, it has two stories, a basement, and a hidden underground tunnel system.  In the deepest, most secluded part of this zone is Granif Rucksif, an undead dwarf thats just too mean to die.  Throughout the rest of the manor is an interesting array of undead, zombie witches, werebats, undead knights, undead nobles, undead bartenders, ghouls, skeletons, etc.  The outside of the manor is not much better off, vicious scarecrows in the hedge maze, various rotting zombies in the courtyards, and swarms of beetles on every square foot of lawn.  This was a very memorable place for many due to such a wide array of undead targets, even after distant lands were discovered.
 
Kedge Keep: When the gods first laid claim to Norrath and created mortal creatures to inhabit its various landscapes, Prexus The Ocean Lord created the Kedge.  The Kedge were a very powerful aquatic race, powerful in magic, strong in combat, and masters of the sea.  One powerful Kedge, however, became greedy.  While his intentions were pure, his actions were devastating.  Phinegal Autotrops was a powerful kedge wizard, like many wizards however, he wasn't powerful enough.  After years of research he discovered a way to use the divine power of Prexus himself to amplify his control over magic.  He set out to a powerful shrine of Prexus, deep in Kedge Keep and began an arcane ritual.  This ritual sent ripples and shockwaves throughout the ocean as he began to control this incredible power that was unfolding before him, alas despite his great knowledge and understanding he was unable to control the magical anomally.  While the exact details are unclear of what happened next, the result was catastrophic.  As the magical vortex began to spin out of control, Phinegal fell unconcious within the shrine as the very life force of every Kedge in existence was sapped from their bodies.  When he awoke, he was the last Kedge on Norrath.  Kedge Keep is now the ruins of the great Kedge city.  Completely underwater and infested with every manner of predatory sea life, sharks, pirahna, etc.  If you journey deep enough into the ruins you will eventually stumble upon the lair of the insane surviving Kedge and his seahorse guardians.  Although he is quite ancient, Phinegal is incredibly powerful and easily capable of destroying entire groups of adventurers that would be so bold as to disturb him.
 
Stay tuned, more to come as we venture into the Faydark!
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Unread 02-21-2005, 03:02 PM   #7
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Here's a summary of everything I've learned about Faydwer over the past half a decade or so:
 
Basically Faydwer (i'm sure its elvish for something, but not entirely sure what) is the typical Tolkenesque fantasy setting: dwarves, elves, gnomes, vampires, minotaurs, goblins, orcs, fairies, etc.  There is something for everyone in Faydwer, ancient underwater dungeons, vampire infested castles, ghostly lakeside manors, marble elven cities, stone orcish forts, and gnomish clockwork marvels just to name a few.  Now to get to the real meat of the matter...the lore.
 
Butcherblock Mountains:  This is the first zone that you enter upon crossing the Ocean of Tears.  It is home to goblin camps, wandering ogres, a lifesize chess board (fit with undead pieces), and of course dwarves.  The dwarven city is actually carved deep into the mountains and is called Kaladim.  Kaladim is ruled by a dwarven king and is home to all manner of dwarves from rogues to clerics and everything in between.  The dwarves are a strong and wise people, created by the god of the underfoot Brell Serilis, who they are completely devoted to.  Some time ago before the ogres were cursed by the gods for their heretical sins, they roamed in armies across the face of Norrath, one such army happened upon the dwarves of Butcherblock.  While the details are not certain, and the history books don't accurately catalogue who "threw the first punch" so to speak, a war broke out between the two races.  Much to the ogres surprise these stout little people were quite strong, tactical, and resilient defeating wave after wave of ogre warriors.  I'm not entirely sure who Dragnor was, but he was obviously a key figure during this wartime to have a desolate crater named after him.  While the dwarves were able to send the ogres packing, not all of them left and a few wandering greenbloods can still be found in the countryside.  Constructed above the entrance to Kaladim is a HUGE statue of a dwarven legend, his name escapes me at the moment, but there has been quite an uproar by the dwarven community about a group of Aviaks using the statue as a perch and outhouse.  There are also a few goblin camps spread along the coastal areas of the mtns as well as the occasional Orc Runner, that can be found along the path to the Greater Faydark.
 
Dagnors Cauldron:  Speaking of this unusual tract of land, it is definitely a place every adventurer will remember.  While it is unknown exactly why this area is shaped the way it is, something definitely doesn't seem natural about it.  The land is composed entirely of jagged and uneven rocks, forming cliffs down to the body of water it is named after.  To tread this land at high speeds can prove fatal if you take the wrong path and find your self at the bottom of a one of these rocky chasms.  There are a few oddities that inhabit this area, the first one you'll likely notice is a band of heroic adventurers that have set up a camp on the south side of the cauldron to protect those that would pass through the area.  As you travel around the ring of the cauldron you will find several sporatic camps of Crushbone Orcs, which can easily catch a wandering traveler off guard as they weave their way across the rocky moss covered terrain.  Other creatures include the ever present aqua goblins that usually inhabit the water but have also been found annoyingly on shore as well.  The cauldron is also littered with the usual fair of undead, rats, and snakes.  Connected to this zone are two very important areas of the continent, the estate of Unrest and the legendary Kedge Keep.
 
Estate of Unrest: Everyone has a different theory of what exactly happened at this small manor as well.  The estate itself is located in a small clearing surrounded by mountains that is actually reached through a tunnel in the mountain walls.  It is very secluded, and well laid out.  Upon leaving the tunnel you will come upon a courtyard area with a walkway leading up to the estate.  Pools adorn the sides of the walkway as well as an elaborate hedge maze on each side.  Following the walkway leads to the front door of this luxurious estate, there is also a side door to the left and a gazebo of to the right.  Following around to the back of the manor you will find a small back door as well as an interesting waterfall carved out of the mountain walls that flows into a small canal at the base.  This place would be a perfect bed and breakfast or summer home, if it wasn't for all the pesky undead :smileywink:.  The main creatures to be concerned of are found within the estate itself, it has two stories, a basement, and a hidden underground tunnel system.  In the deepest, most secluded part of this zone is Granif Rucksif, an undead dwarf thats just too mean to die.  Throughout the rest of the manor is an interesting array of undead, zombie witches, werebats, undead knights, undead nobles, undead bartenders, ghouls, skeletons, etc.  The outside of the manor is not much better off, vicious scarecrows in the hedge maze, various rotting zombies in the courtyards, and swarms of beetles on every square foot of lawn.  This was a very memorable place for many due to such a wide array of undead targets, even after distant lands were discovered.
 
Kedge Keep: When the gods first laid claim to Norrath and created mortal creatures to inhabit its various landscapes, Prexus The Ocean Lord created the Kedge.  The Kedge were a very powerful aquatic race, powerful in magic, strong in combat, and masters of the sea.  One powerful Kedge, however, became greedy.  While his intentions were pure, his actions were devastating.  Phinegal Autotrops was a powerful kedge wizard, like many wizards however, he wasn't powerful enough.  After years of research he discovered a way to use the divine power of Prexus himself to amplify his control over magic.  He set out to a powerful shrine of Prexus, deep in Kedge Keep and began an arcane ritual.  This ritual sent ripples and shockwaves throughout the ocean as he began to control this incredible power that was unfolding before him, alas despite his great knowledge and understanding he was unable to control the magical anomally.  While the exact details are unclear of what happened next, the result was catastrophic.  As the magical vortex began to spin out of control, Phinegal fell unconcious within the shrine as the very life force of every Kedge in existence was sapped from their bodies.  When he awoke, he was the last Kedge on Norrath.  Kedge Keep is now the ruins of the great Kedge city.  Completely underwater and infested with every manner of predatory sea life, sharks, pirahna, etc.  If you journey deep enough into the ruins you will eventually stumble upon the lair of the insane surviving Kedge and his seahorse guardians.  Although he is quite ancient, Phinegal is incredibly powerful and easily capable of destroying entire groups of adventurers that would be so bold as to disturb him.
 
Stay tuned, more to come as we venture into the Faydark!
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Unread 02-21-2005, 11:10 PM   #8
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Dagnor was a Dwarven General who fought off the invading Rallosian Army (the first round of the Ogre Empire) and the giant lake is named after him, because the biggest battle of the Ogre vs. Dwarves was fought in this area.
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Unread 02-22-2005, 12:48 AM   #9
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Lol! :smileyvery-happy:
 
Faydwer was the continent all these places were on!
 
 
As an EQ1 Wood Elf Ranger you bet your bottom dagnor's caldron I better know what this stuff is. :smileyvery-happy:
 
It's sad to see this information lost to so many people. With the creation of the Plane of Knowledge and the removal of boat rides, places and continents truely lost their meaning. Everything just became a "zone".
 
Good to see some people still have interest and keep track of the old lands. :smileyhappy:
 
 

Message Edited by TD_13 on 02-21-2005 11:51 AM

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Unread 02-22-2005, 10:02 AM   #10
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The Loping Plains did exist on Faydwer, It is South of Lesser Faydark, and East of Dagnor's Cauldron. It was not a playable zone in EQL. In addition to Loping Plains, a few other named regions of Faydwer tha twere never in the game are:Ranthok's Ridge, Wayunder Lake, Hills of Shade, Elizerain Lake, Dragonscale Hills.It was sadly a limitation of the EQL game engine at release. There were hard limits to zone sizes and boundaries. Though in my opinion the ssaddest thing was they never bothered to bring out expansions utilizing all the unsued land of the existing continents. instead they went off to new ones and a hidden moon and the planes. There are examples of this kind of free space all ove rthe original EQL map.
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Unread 02-22-2005, 01:53 PM   #11
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Quasar wrote:
I know Antonica was named for Antonius Bayle, and it's previous name "Tunaria" was for Tunare.

Is it?

Antonica was there 500 years ago.

Old Antonica was a continent including all islands in EQ2.

My guess....

New Antonica = Qeynos Hills + West Karana
Thunderring Steppes = N,E,S Karana ( splitpaw is here)

Am i wrong?
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Unread 02-22-2005, 02:45 PM   #12
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It was called Tunaria a really long time ago, then it was renamed Antonica, then it was rendered, and then the smaller subcontinent that Qeynos lies on kept the name Antonica while the other islands were renamed.
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Unread 02-22-2005, 03:58 PM   #13
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Trodoon, Ogres did in fact live on Faydwer, there was a small tribe of them, in fact in eqlive if you run around butcherblock there are several ogres freely roaming around still.
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Unread 02-22-2005, 07:22 PM   #14
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The Ogres on Faydwer are what is left over after the first Rallosian Army invasion.
 
 
And that map sure brings back memories, before Luclin, before Planes, before Discords and stuff......that is the last truly great EQ Map and Expansion right there. That is what I base EQ on I intentionally forget everything post Luclin (minus LoY and LDoN)

Message Edited by BLOODkane on 02-22-2005 06:25 AM

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Unread 02-22-2005, 08:12 PM   #15
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Quasar wrote:

Dagnor's Cauldron: The map depicted it as a lake, yet the name implies a volcano. Who is "Dagnor?"



NOTE:  The following was distributed DURING BETA of EQ1, as such, it was pretty much scrapped before the game went live, but still an interesting read:
 
The First Ogre - Dwarven War

Of the Rakthokian Kingdom and general Dagnor:

For centuries while the elven empire grew to the east, the dwarves and ogres had thrived in the mountains to the west, surrounding the forest presently known as "Lesser Faydark." The dwarves settled into the jagged cliffs of what is known as the butcherblok mountains and there had established their golden kingdom of Kaladim, "The forge of Norrath." The ogres were able to wrestle control of nearby lands from the orcan hordes of Faedwer after a decade of warfare and established the first ogreian kingdom in the nearby Rakthokian ridge mountain range, named after the first ogre leader "Rakthok the Warlord." There in the Faydark west the dwarves and ogres lived in an uneasy peace.

While the immense empire of the elves could have easily crushed either one of the kingdoms, the ogres saw the dwarves as a primary concern. Raised in a culture where only the strength in your arms and the size of your weapon mattered, the ogres of the kingdom of Rakthok considered only the dwarves to be their equal and thus a very large threat. The ogres were also greedy of the gold-rich mountain mines and the stone cutting skill of the Kaladim kingdom, and to make matters worse, the friendly disposition of the dwarves did not agree with the savage and chaotic tendencies of the Rakthokian ogres. What resulted was an intense racial hatred and many small fights between the two kingdoms.

In the beginning of the second age, when the elven rebels against the god Innoruk began to surface, Dagnor the Butcher was chosen as the 5th warlord of the Rakthokian Kingdom. Clearly the most ambitious of all the previous Rakthokian kings, Dagnor was the first to realize that the small skurmishes between dwarves and ogres would never solve anything and that for the ogres to gain anything substantial, the dwarves would have to be completely overcome or slaughtered. He saw the mines of Kaladim as an infinite source of limitless wealth and power. Almost immediately after he seized the throne Dagnor began to assemble the largest combined army of ogres since the orcan clans had been overthrown. Dagnor was held in check for a long time, however, because Kaladim was a chief source of gold and weapons for the elven empire and the dwarves would find the elves a strong ally if war broke out. The ogre king was smart enough to realize that his kingdom could not survive an attack from both sides and so he did not advance and the dwarves did not regard him as much of a threat. While the indomitable elven empire loomed over western Faedwer, war was not an option for either the dwarves or the ogres.

Of the attacks on Northern Kaladim:

Dagnor is sometimes referred to as the destroyer of two empires. When he began his campaign against the dwarven kingdom of Kaladim he began the fall of his own kingdom of Rakthok, but also he stopped the dwarves from giving aid to the elven empire against the ever increasing elven rebel armies. Many historians surmise that if the dwarves had not been pulled into war with the ogres, their help would have caused the downfall of the rebel army and the old elven empire would still be in existence.

In any case, with the war of the broken crown raging to the east, Dagnor knew the elves could not afford to lend aid to the dwarves and he took the opportunity to launch his own campaign against the kingdom of Kaladim. The warlord knew that the key to beating the dwarves was through the less guarded lands of northern area Kaladim where the dwarves had primarily established trading centers and peaceful mining villages. So in the middle of the second age, the 5th warlord of the Rakthokian kingdom marched his army of ogres and orcan slaves west across the hills of shade directly to northern Kaladim without fear of elven intervention.

Old dwarves still tell the horrible tales of the first ogre attacks. Ill prepared to meet such an invasion force, the peaceful cities of northern Kaladim were swept over with tremendous speed. Ogre warriors burned everything they could put a torch to and killed every dwarf they saw be it man, woman, or child. In little less then a week the forces of Dagnor had surprised Kaladim and caused the deaths of hundreds of dwarves. The warlord had found the weakness in the impenetrable kingdom of Kaladim and now marched directly for the capital.

Of king Grimmly Fireforge, and the battle on the hills of shade:

It was Dagnor's unnecessary need to stop and make sure everything was dead in the wake of his army that gave the time the dwarves needed to prepare. Word reached the capital city of Kaladim days before the ogres arrived. Hearing the startling news of the advancing army, the 12th dwarven king Grimmly Fireforge, an excellent fighter and brilliant military tactician, began to assemble a defensive force. Dagnor also did not anticipate the speed by which the dwarves could gather into a force large enough to repel his own. It was the warlord's first mistake.

When the army of ogres reached the Crakthorn ridge, just one mile from the capital city of Kaladim, they were met by an equally large force of dwarves lead by king Grimmly. The fighting on the ridge was savage and brutal, but being less skilled at fighting in tight tunnels and with low light then the dwarves, the ogres were forced to flee. Dagnor ordered his army into the hills of shade where the dwarves and ogres could fight on equal ground.

Day and night the battle raged across the hills of shade above the lesser faydark and the grass was bleached red with the blood of the fallen. Both armies were fueled by soldiers from their respective kingdoms and soon the war had ground into a stalemate.

Of the orcan betrayal and the battle of the shattered spear:

Thinking that the war would either be won or lost on the hills of shade, Dagnor ordered his southern most forces guarding the forest of lesser Faydark to move north and add more strength to the army in the hills. He left instead a handful of ogre soldiers and mostly a host of orcan slaves. It was Dagnor's second and most fatal mistake.

For the first time in history dwarves and orcs came to an agreement and entered in on an alliance. The dwarves promised the orcan slaves of the defeated orcan clans their freedom if they would not interfere in the war in favor of both sides. Completely in favor with the plan, which gave the orcs freedom but did not require them to fight, the orcan slaves retreated from lesser faydark to the east, deserting the armies of Dagnor and leaving the southern hills wide open. King Grimmly took this opportunity to assemble a second force to the south and then attacked Dagnor's army from both the front and the undefended flank. The ogre forces on the hills of shade were demolished. Dagnor fled with few others and the Rakthokian kingdom was now completely vulnerable. Grimmly gathered his remaining forces and headed straight for the ogre capital, leveling any fortresses he came to and burning Rakthok to the ground. The Rakthokian army had been broken.

The last official battle took place beneath the forest of lesser Faydark as the remaining ogre forces, lead by Dagnor, attempted to flee to the south. They were met there by a small force of vengeful dwarven soldiers who were able to hold them off until the arrival of the main dwarven host. When King Grimmly and his army arrived, the forces of Dagnor fought viciously and were able to kill many, but were ultimately defeated. A story tells that Grimmly and Dagnor met eachother face to face on the shores of a lake to the south of lesser faydark during one of these fights, and that Grimmly stabbed Dagnor with a spear with such intensity and ferociousness that the weapon shattered into thousands of pieces even as it cut straight through the ogre lord's chest. The story goes on to say that the warlord fell to his death immediately in that same lake and that the evil in his blood made the water boil and turn red. Thus the dwarves mockingly renamed the lake Dagnor's Cauldron and thus the final battle of the ogre-dwarven war was called "the battle of the shattered spear."

Of the trail of blood and the new kingdom of Oggok:

Barely more then three hundred ogres had survived from a host of thousands and, saying their prays of forgiveness to their god Rallos Zek for loosing the war, the survivors hastily retreated to the south-west. For two weeks the ogres fled and the forces of king Grimmly hounded them at every step, killing all those they could catch up with. The ogres plundered every small city they came to, even the shattered ruins of the elven capital of Caerthiel where they found ships and supplies they could use. Finally fleeing all the way across the Loping Plains, they set sail across the eastern oceans and away from the closing dwarves. The first Ogre-Dwarven war had officially ended.

The ogres: beaten, wounded, and without a leader, reached the then barren continent of Antonica a month after setting sail from Faedwer. Day and night the forces of a once great Rakthokian Kingdom marched tirelessly through the endless desert of Ro and soon to the empty mountain range of what is now known as the serpent's spine. Wanting some time to rebuild and recuperate, the ogres found the mountain's natural geography a good advantage over any invasion force. Here they started the foundations of a new ogre capital, guarded on all sides by two rivers, a desert, a lake, jagged mountains, and a thick jungle, where they could start to assemble again and build a new army for the second ogre-dwarven war. They called their new kingdom "Oggok" which in ogreish means "Revenge."

The second age ended in war and death with the promise of a new beginning. The petty squabbling of the elder races on the continent of Faydwer had ended tragically and none of the kingdoms would ever fully recover. The seeds for revenge had been sewn and the entire world had changed for all the elder races. With the immigration of the dark elves to Neriak on Antonica and of the ogres to Oggok, new lands had been discovered and none of the elder races had the power anymore to stop the kingdoms of the gnomes and halflings of expanding nor did they have the strength to control the ever increasing population of the humans. The second age was a time of death, sadness, and change for Norrath.

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Unread 02-22-2005, 09:08 PM   #16
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I already explained who Dagnor was but yeah that's a better one SMILEY
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Unread 02-22-2005, 09:49 PM   #17
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To see what’s become of the famed dwarven ghost of unrest, do the “These boots were made for walking” heritage quest from Hwal Rucksif at the Keep of the Ardent Needle.  In the middle of lots of harvesting and named camping you are tasked to put Hwal’s ancestor to rest.  I played EQ1 and spent a fair share of time in the dwarven ghost’s room beneath the Estate of Unrest and the significance of Hwal’s last name didn’t hit me until I came face to face with Garanel Rucksif (the name the ghost had in EQ1 as well).  As to how the ghost was uprooted from Unrest and found himself haunting a room beneath the tower of vhalen… Must have been trying to get his boots back.

I’m looking forward to seeing Faydwer and Odus since I spent the most time in those places.  I’m thinking they may shake things up and send us to Velious first though, or invent some new areas entirely.

So far I think the devs are doing a great job of making EQ2 its own game while tying in the lore from EQ1.

Message Edited by bagrada on 02-22-2005 10:49 AM

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Unread 02-22-2005, 09:54 PM   #18
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Oh and it may be interesting to note the 3 mage towers of the high elf city of Felwithe (one for magician, one for enchanter, one for wizard) all floated freely over a lake similar to the floating building in Freeport.
 
The mage tower in Freeport was more like the tower currently in Qeynos, with a teleporter to gain entry and multiple levels.
 
The mages guild in Qeynos was a series of flat rooms in normal buildings near the inn (despite the presence of a crumbled mage tower in Forest Ruins).
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Unread 02-22-2005, 10:55 PM   #19
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TreblaBB wrote:

**snip**


That's the story I was talking about and, as you said, it is false.  It talks about the War of the Broken Crown which never happened.  It says that the Elves were already living on Faydwer when they didn't move there until after the destruction of the Elddar Forest which happened some time later.  In fact, it says that Antonica is barren which completely ignores the Takish'Hiz Empire.  It says it happened in the beginning of the Elder Age which is before the Rallosian War and pre-curse Ogres would have kicked the crap out of the Dwarves regardless of anything.  The Ogres did not live on Faydwer, they were always based out of Tunaria and, as can be read quite clearly from a book in the Plane of Knowledge, Oggok was not their capital until after the 1st Rallosian War when survivors retreated to its citadel.

It didn't happen, Dagnor's Cauldron was named after someone else.  End of story.

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Unread 02-23-2005, 09:25 AM   #20
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troodon311 wrote:


TreblaBB wrote:

**snip**


That's the story I was talking about and, as you said, it is false.  It talks about the War of the Broken Crown which never happened.  It says that the Elves were already living on Faydwer when they didn't move there until after the destruction of the Elddar Forest which happened some time later.  In fact, it says that Antonica is barren which completely ignores the Takish'Hiz Empire.  It says it happened in the beginning of the Elder Age which is before the Rallosian War and pre-curse Ogres would have kicked the crap out of the Dwarves regardless of anything.  The Ogres did not live on Faydwer, they were always based out of Tunaria and, as can be read quite clearly from a book in the Plane of Knowledge, Oggok was not their capital until after the 1st Rallosian War when survivors retreated to its citadel.

It didn't happen, Dagnor's Cauldron was named after someone else.  End of story.




No, I take this as canon over the crap they've put out with EQOA and such.

 

It never said the Elves WERENT on Antonica, just some elves were on Faydwer...

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Unread 02-23-2005, 09:56 AM   #21
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BLOODkane wrote:

No, I take this as canon over the crap they've put out with EQOA and such.


So would I, but that doesn't say much :smileywink: 

Trust me, I really wish that some of this stuff was legit canon.  The Troll Migration story is awesome... but the truth is that it never happened, if anything at all it's simply myth and legend like the Troll creation story you get in the History of the Trolls tome in EQ2; not history.

 


It never said the Elves WERENT on Antonica, just some elves were on Faydwer...

Firstly it states quite clearly that the Elven Empire (you know, that one that worshipped Innoruuk and was based out of Caerthiel) was on Faydwer (or "Faedwer" as it's spelled in the story), not Tunaria.  It also says that the Dark Elves fled to Tunaria from Faydwer rather than being placed there after being specially created.  Read these:

"The ogres: beaten, wounded, and without a leader, reached the then barren continent of Antonica"

It wouldn't have been barren if the Elves lived there.  Also:

"Day and night the forces of a once great Rakthokian Kingdom marched tirelessly through the endless desert of Ro and soon to the empty mountain range of what is now known as the serpent's spine.... Here they started the foundations of a new ogre capital, guarded on all sides by two rivers, a desert, a lake, jagged mountains, and a thick jungle"

The Serpent's Spine and the Desert of Ro did not exist during the Elder Age since the Elddar Forest still stood.

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Unread 02-23-2005, 10:51 PM   #22
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caerthiel and stuff is nice lore, but it was debunked with the entrance of takish'hiz and stuff.
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Unread 02-25-2005, 09:26 AM   #23
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Vyrance wrote:
caerthiel and stuff is nice lore, but it was debunked with the entrance of takish'hiz and stuff.

Takish'hiz?
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Unread 02-25-2005, 01:31 PM   #24
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Quasar wrote:


Takish'hiz?

Takish'Hiz was the Elven capital inside the Elddar Forest before Solusek Ro raised the Serpent's Spine mountains and scorched it into a desert.

Caerthiel was the Elven capital in the now debunked lore from when EQ1 was in Beta.  It was supposed to have been the loyalist capital before the rebels (the High Elves) threw the loyalists (Dark Elves) out and forced them to seek refuge in Antonica. Caerthiel never existed as far as EQ1 and 2 are concerned.

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Unread 02-25-2005, 04:14 PM   #25
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troodon311 wrote:

Quasar wrote:Takish'hiz?

Takish'Hiz was the Elven capital inside the Elddar Forest before Solusek Ro raised the Serpent's Spine mountains and scorched it into a desert.

Caerthiel was the Elven capital in the now debunked lore from when EQ1 was in Beta. It was supposed to have been the loyalist capital before the rebels (the High Elves) threw the loyalists (Dark Elves) out and forced them to seek refuge in Antonica. Caerthiel never existed as far as EQ1 and 2 are concerned.


So.....where was Takish'hiz on the old Antonica map (pre-shattering)?And what is the "Fayspire(s)" I heard about from that one High Elf (Sir...something) in Castleview? He made it seem like some sort of ancient elven city or something to that effect.Edit: Oh...and why did Solusek Ro scorch it? Just being a *******? SMILEY

Message Edited by Quasar on 02-25-2005 06:15 AM

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Unread 02-25-2005, 09:01 PM   #26
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Quasar wrote:

troodon311 wrote:

Quasar wrote:Takish'hiz?

Takish'Hiz was the Elven capital inside the Elddar Forest before Solusek Ro raised the Serpent's Spine mountains and scorched it into a desert.

Caerthiel was the Elven capital in the now debunked lore from when EQ1 was in Beta. It was supposed to have been the loyalist capital before the rebels (the High Elves) threw the loyalists (Dark Elves) out and forced them to seek refuge in Antonica. Caerthiel never existed as far as EQ1 and 2 are concerned.


So.....where was Takish'hiz on the old Antonica map (pre-shattering)?And what is the "Fayspire(s)" I heard about from that one High Elf (Sir...something) in Castleview? He made it seem like some sort of ancient elven city or something to that effect.Edit: Oh...and why did Solusek Ro scorch it? Just being a *******? SMILEY

Message Edited by Quasar on 02-25-2005 06:15 AM


Takish'hiz was located in the desert of Ro area of eq1. In eq2 think south of the commonlands. Also Fayspire is the EQOA city for the high elves. EQOA is the playstation eq that took place 500 years before eq1. It is said to be the city they built before they left for faydwer. Just keep in mind though what is in EQOA will not always make sence, but with mention of in all over eq2 its part of its history. Find odd they would think Fayspire would be ancient yes its 1000 years in the past but most human city 1000 years are well documented. Also since High Elves live for close to that long its weird most Elves dunno about since there fathers and mothers of eq1 times would have lived there. See the confusion, but like i said it offical but makes no sence.Also solusek scorched because he didn't like Tunare the goddess of growth that created the elves and in some rage of jealously he arched the serpent MTs makeing the eldar forest into a a desert.

Message Edited by iceriven2 on 02-25-2005 08:06 AM

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Unread 02-27-2005, 01:20 PM   #27
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Sorry if some of this has been posted already, but I'm am seeing a lot of these wonderful comparisons of how EQ2 is different from (or similar to) Everquest 1. So, I'm going to ramble a bit about some of the interesting things I've seen so far.
 
Qeynos and locale
 
In Everquest 1, Qeynos Hills was small and was north of Qeynos City.  Also, as a city it was quite a bit smaller.  the Temple of Rodcet Nife, the spinny UFO in NQ is quite similar.  The Harbour area was also to the west side of Qeynos, they got that right in EQ2.  but the palace and arena (palace wasn't in EQ1) was sort of more north if I remember correctly.
 
moving out to Qeynos hills we had blackburrow to the East, and firther east than Black burrow was the Karanas. My impression is that parts of Thundering Steppes are what was to the East of South Karana.  while the northern parts of Thunderings Steppes are closer to West Karana, especially with the undead farmers; West Karana and North Karana had a lot of farmers.  I'm not sure if there is a connection with the ruined spires in EQ2 to the EQ spires, however, there is ruined ones in TS, Antonica and I'm nto sure where else. 
 
Blackburrow has a remarkable similarity to the original, with 3 levels and very similar design, but better graphics and no blasted Blackburrow Cask, thank the gods (anyone who camped these in EQ1 knows how painful that was).  You can even see the caved in tunnels to Everfrost.
 
I've noticed that Strmhold has a vague similarity to Befallen, but geographically, that would make no sense, however they seem to share a similar history.
 
I think the Isle of refuge is kind of near where Rivervale was (Kithicor area?) but I'm not sure
 
Qeynos did nto have a mage tower per se.. more of a large tent.  Erudin did have a large tower also, with a seperate *toewr* for each school, Magician, Chanter, Wizard. Freeport also had a floating Arcane toewr, called the School of the Arcane Sciences I think it was. it was floating over a pool not unlike Qeynos Paladin guild.   Freeport had an extensive tunnel system created by the rogues, nceros and SK's, at least they do share them.  Qeynos had an extensive sewer system which had it's own alter to Bertoxxulous, the god of death and decay, and a small army of Blood sabres, which thrive to this day.
 
Only thinsg I've noticed really missing are lots of spiders and aviaks in the steppes (Karanas), and a sudden influx of birds, bandits, and our ever famous and loved Pegasus, Quillmane
 
I haven't seen much beyond this yet, I jsut stepped into Nektulos and haven't seen much there yet, and have not played a Freeport toon yet. 
 
 
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Unread 02-27-2005, 09:11 PM   #28
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Qeynos was rebuilt north of it eq1 location. City was somewhat destroyed in the age of catalsym.
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Unread 03-01-2005, 07:33 AM   #29
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So why did the Feir'Dal and Koada'Dal move to Faydwer? Was it because of the destruction of the Elddar Forest, or was it because of the Teir'Dal? And what led them to the continent of Faydwer itself? (as oppposed to, for instance, Kunark)And what of gnomes & dwarves? Where they the natives?
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Unread 03-02-2005, 09:22 PM   #30
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Quasar wrote:So why did the Feir'Dal and Koada'Dal move to Faydwer? Was it because of the destruction of the Elddar Forest, or was it because of the Teir'Dal? And what led them to the continent of Faydwer itself? (as oppposed to, for instance, Kunark)And what of gnomes & dwarves? Where they the natives?
As far as EQ1 goes, The elves moved to the Faydark after the Eldaar forests died and became the Desert of Ro.Dwarves and Gnomes were natives to Faydwer
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