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Unread 04-26-2007, 09:39 PM   #61
Kryussius

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Velshara wrote:
So... my question is.... is that big giant entrance near the Necromancer's Lair in the Thexian Camp supposed to be the main entrance to Neriak, or was it at least supposed to be?
Necromancer's Lair?
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Unread 04-26-2007, 10:32 PM   #62
Themaginator

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Kryussius@Lucan DLere wrote:
Velshara wrote:
So... my question is.... is that big giant entrance near the Necromancer's Lair in the Thexian Camp supposed to be the main entrance to Neriak, or was it at least supposed to be?
Necromancer's Lair?
a loe level solo instance
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Unread 04-26-2007, 10:46 PM   #63
Kryussius

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Gotcha.  For all I've run around in EQ2, there's still a ton of areas I've missed, even at the low levels.  SMILEY
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Unread 04-27-2007, 01:40 PM   #64
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Kryussius@Lucan DLere wrote:
Didn't Lavastorm used to have an access quest?  If so, it's less a matter of "because I say so" as it is one of someone not getting around to update the area.  It's lame to not just remove the big yokel and activate that entrance, or remove both the guardian and the spot on the map, but given the SOE San Diego team works alot better and more efficiently than their Austin team does, I'm willing to give a grudging benefit of the doubt that it's just not high on the priority level.  I know there's still an access quest to the Feerrott that you can pick up at the EFP docks, even though you don't need an access quest for any place outside of maybe AP zones anymore. Getting worked up because of the travel time between Fallen Gate's entrance and the old location of the Foreign Quarter is still dumb.  As I pointed out, I'm failing to see the threads bemoaning the fact that, if judged by travel time, every single boat dock (save those going to Butcherblock) should be with in the range of a single horizontal leap from one another; maybe two if you have to do a boat hop.  Yet no one is yelling about how ludicrous that is.  My only issue with things is that whomever was put on the lore behind the world either hasn't had time or just didn't think about reasoning behind small details like this, when a simple solution that doesn't involve massive geographical movements or whims of the gods is readily available. If you look where the entrance to Fallen Gate is, which if I understand the lore correctly is an excavated tunnel entrance, you'll see it falls in what would have been the old West Commonlands, not far from the entrance to Kithicor Forest, which bordered Rivervale - of course, the well known home of the wretched half-pints. The story goes that while the brave and valiant Teir'Dal were over on Faydwer showing their uppity cousins just what a forest fire is supposed to look like, the halflings took advantage of the matter, rallied, and attacked.  The Queen either collapsed First Gate in order to block off the invaders, or jumped at the chance to be rid of the King once and for all, and the rest, as they say, is history. My question is, how would an entire army of halflings and allies have made it all the way to the First Gate in such a surprising manner that would not have set off or been reported by advanced Teir'Dal scouts in time to find a different way of defending Neriak?  To head off some early "but but but!!" junk, yes I'm making this up, no I do not have lore or official backup for what I am about to theorize, no I have nothing concrete to prove any of it outside of some very very scant in-game facts and a bit of strategic logic. Hokay. Start with the assumption that West Commonlands would have been a place in and of itself that the Teir'Dal would want to keep an eye on after Lanys T'vyl's last couple of appearances (for the uninitiated into old EQ1 lore, she was the Daughter of Innoruuk and had at one time turned Befallen into her base of operations).  Strategically, you would want to keep an eye on such a place in case she made another appearance.  Also, the proximity to the halfling homelands would be something to keep an eye on, given the advanced halfling scouting units within Nektulos Forest. What's the best way past scouts on the surface?  Contract some gnomes to help you tunnel under and past them.  Several tunnels to be exact.  Send the armies into tunnels that will come up into Nektulos Forest near the city's entrance, while tunnelling directly into the objective with a small force - just enough to break the gates open, and let the full force in.  You gain surprise and force an unwary Queen to do one of three things - surrender (something the Teir'Dal are not likely to do out of arrogance), be destroyed (something the Queen is not likely to do, again out of arrogance), or set off an emergency measure that will collapse a large portion of the outer district of the city to prevent them from getting any futher (both sealing yourself off from danger, and delivering the enemy a crushing blow - no pun intended - in the process). Centuries pass and people start to peek out of the Freeport gates again to see what's been happening after all the cataclysms and wars, etc.  The Commonlands is still ringed by mountains, but the old passes have collapsed.  A tunnel is dug and a gate set up back into Nektulos Forest, possibly by the Teir'Dal trying to get back home.  Others go excavating looking for what kinds of minerals and treasures that the upheaval has unearthed. One such excavation team near what was once the border into Kithicor breaks through an inner wall within the mountain of one of these old tunnels that's managed to survive more or less intact from the time of the War of the Fay.   Through several miles of digging through collapsed bits and shoring the place up, the tunnel is followed to its end point which ends up being the remains of First Gate. So, entrance to the tunnel leading into the Fallen Gate would begin in the Commonlands.  Why has nothing closer been created so that there's a tunnel entrance from Nektulos itself?  Can't answer that one.  Maybe a history of cave-ins due to the unstable nature of the mountain around them caused too many deaths to be profitable, so Freeportian miners / excavators / adventurers stuck with the one way in they knew wouldn't come down on their heads. So, once you enter into the doorway to Fallen Gate, it actually takes a decent amount of time to get to the actual cavern where First Gate is.  Your travel time is shortened by a game mechanic, just like sailing from Nektulos Forest to Thundering Steppes is.
Leatherfoot Tales: The Houndslayer, a book quest telling us what's going on about FG.
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Unread 04-27-2007, 03:09 PM   #65
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Those books are good, but there isn't any accounts of the events in FG that are written from the PoV of the Queens people. Until then, we have no way of knowing what really happened.
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Unread 04-28-2007, 07:46 AM   #66
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Although I do remember someone saying that the commonland's enterance was not the original enterance but a long tunnle that reaches deep into Nek forrest and connects to the old entednace tunnel we just skip over it while zoning.
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Unread 04-29-2007, 01:07 PM   #67
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How long has the Lair of the Necromancer been freely visible? Ah did the quest some months ago and don't remember seeing the entrance until after the front door to Neriak was discovered
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Unread 04-29-2007, 02:18 PM   #68
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DrkVsr wrote:
How long has the Lair of the Necromancer been freely visible? Ah did the quest some months ago and don't remember seeing the entrance until after the front door to Neriak was discovered
About  a year in a half i believe
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Unread 04-29-2007, 02:18 PM   #69
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DrkVsr wrote:
How long has the Lair of the Necromancer been freely visible? Ah did the quest some months ago and don't remember seeing the entrance until after the front door to Neriak was discovered
It's been there since around Summer of 2005.
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Unread 04-30-2007, 07:15 AM   #70
DrkVsr

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Much thanks. Like ah said, when ah did the Lair quest a couple months ago ah didn't see the entrance or the 'guards' standing around it
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V`Wak N`Ron: Teir`Dassin of the 56th Order, Gods of Najena
Htaed Ybdehcuotnu: Gnecro of the 40th Order, Gods of Najena
Phoendi Phyres: Eru-Din of the 28th Order, Gods of Najena
Kilitty: Kemplar of the 30th Order, Gods of Najena
Zabisuto Zyhopic: Guktassin of 27th Order, Spirits of Glencoe on Butcherblock
Tralgarth: Trollsionist of the 28th Order, SoG on Butcherblock {2nd on Server}
Blacqphlag Killzphast: Arserker of the 20th Order, Spirits of Glencoe on Butcherblock
Hwalgren N`Gareen: Faeden of the 20th Order, Spirits of Glencoe on Butcherblock
Reynes: Wooden Mule of the 7th Order, Spirits of Glencoe on Butcherblock

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Unread 04-30-2007, 02:12 PM   #71
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Nektulos Forest, according to the maps of Antonica in EQ, is a big place. To surmise that the zone in EQ comprises the whole of the forest is presumptuous. Comparing Nektulos forest between the two games is a pointless endeavor. The forest of EQ2 has grown to fill the confines of the environment. The Nektulos in EQ is not the entirety of the forest shown on the continental maps. The Nektulos in EQ2 is the entirety of the forest shown on the continental maps. The zones of EQ are not meant to be the entirety of the areas depicted, but representative. In EQ2 the outdoor zones do seem to be intended to be the entirety of the area they represent on the map (though scale is still compressed I would imagine). With that in mind, there is little point is comparing specific landmarks between games except in relation to each other. Looking back at the Nektulos of EQ there is not a single landmark that made it into EQ2. The Combine pyramid and it's mini-spires are nowhere to be found (not to be confused with the Ulteran spires that we are now so familiar with).  No fallen log, no monolith ring, no orc camps. The Nektulos that we were familiar with in EQ is no more. When Neriak returns to Nektulos (either directly or indirectly via an intervening zone) then we might have one specific point of reference. It now seems that Neriak is coming to EQ2 in some form, so time will tell. The Commonlands suffers from the same lack of definite, lasting landmarks. The landmarks of the Commonlands in EQ (Combine mini-spires, villages, orc camps, Ro tunnel, Befallen) are all gone, with only the druid ring surviving. The EQ2 landmarks didn't exist in EQ (Lucan's Mount, the Crossroads, Bloodskull Valley, Ruins of Val'marr, Yapping Maze, Zarvonn's Tower, Ulteran spires). If you want to talk about a place that has some serious geographical changes between games, take a look at the Greater Faydark. While Felwithe (New Tunaria) and the Combine spires seem to be in about the same places, Kelethin and Crushbone are in very different relative locations. Crushbone is now closer to Felwith than Kelethin!  SMILEY  Now that's some serious topographical change!
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Unread 04-30-2007, 03:04 PM   #72
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I seem to recall a small village in the commonlands, that was similiar to the Commonlands we have today..
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