Myserties of EQ (Piestro)

************** SPOILER ALERT *******************

Stop reading if you don’t want to know.

Ok, so let’s get started. 🙂

Fiery Avenger:

When the Fiery Avenger Quest 1.0 (never completed) was put in, it wasn’t every fully functional. Pieces of the quest did go in however, and were discovered by the players. The sphinxes found in Rathe Mountains were originally part of this quest.

Quoting from Brad McQuaid in his post on the EQ forums on this topic recently:

“The first quest involved talking to several sphinx and figuring out their riddles. This was begun, but then devs were distracted with other priorities. So you couldn’t finish the quest (or even get far on it), but we announced it worked. When later we realized it didn’t work, we ended up throwing the whole initial quest idea out and put a quest in that actually worked.”

Mayong Mistmoore:

Mayong was not in the game initially. He was specifically left out to create a sense of mystery and hint at a larger story. Because he became a subject that players were curious about, he was a frequent topic of early GM quests and those done by the Quest Troop. The first few times they featured Mayong, they didn’t actually have a model for him and had to use a dark elf model. There were a number of GM quests that did involve Mayong, helping to lend some credence to the idea that he did spawn.

Brad mentioned this in the above mentioned thread as well, worth a read for you guys if you are interested.


Unfortunately this one is complete urban legend. There was never a Kracken in the OOT. There was a giant shark planned for Lake Rathe, but he was probably removed at one point because water monsters are hard to implement.

Other Super Rare Spawns:

There are a ton of other super rare spawns in the original EQ zones. The most famous of these was bilge farfathom, who inspired the Bilge Hunter website.

These spawns are crazy rare, for example Prince Kyrmt Keroppi may not have spawned this year. Or last. It’s pretty unlikely unless people are actively killing in those zones all the time. There were a number of obscenely rare evil eyes as well, and they were the inspiration behind the Xorbb zone in the most recent expansion. I think spawns like these with incredibly low chances are what give rise to credibility for the above mentioned Kracken.

The King of Ak’Anon;

The King of Ak’anon is a clockwork stand in. The real king is in Dragonscale Hills I believe, and featured in some quests there. There is a very complicated Gnomish reason for all this, but it confuses me since I haven’t fully played through that quest line.

I think the other reason for many of these mysteries is that Devs are clever folks. Or at least they have a low animal cunning. When they build things they frequently add hooks where future content can be inserted, or areas where zones can be attached. While the early devs didn’t have any idea of the potential longevity for EQ, or the massive amount of people that would be attracted to Norrath, they still were gamers at heart. They did thing like write out long timelines, and note potential areas for future expansion.

Nowdays the devs are very cognizant of this, and frequently do these sorts of things in a much more knowing manner. They aren’t above planting fake clues buried deep in game files either to throw off those who try and find out what is not yet meant to be seen. Of course sometimes those clues grow in the retelling, and devs actually end up implementing what was originally intended to be something to throw players off the scent.

And never forget repurposing. In early Beta there was a system for evil characters to be able to travel around Norrath as there was significant concern that it would be too difficult for those individuals to go from one location to another. As the game developed it became clear that this wouldn’t be necessary, and so it was scrapped for the time being. But the firepot in Neriak’s third gate is still clickable. I wouldn’t put it past the Devs to use this sometime in the future.

Some of the Devs are more fond of the mysterious content than others. I know Dzarn who is on the team currently still adds in the occasional quest with no bracketed keywords immediately available. It’s always interesting to see how quickly the players pick up on those sorts of things and still solve the quests.

Hope that answers a few questions at least. 🙂


Dorn B’Dynn

A tall and well-formed dark elf, Dorn B’Dynn is in self-imposed exile in the Desert of Ro, and hates every moment of it. Raised a member of the Cauldron of Hate, the guild of warriors in Neriak, B’Dynn has never been satisified with his position in Teir’Dal society. He has spent his long life plotting to increase his prestige, seeking the status that comes with personal power. B’Dynn took up the study of necromancy, but discovered that even that did not meet his needs. When teh guildmaster of the Cauldron of Hate decided he neded a trusted warrior to maintain a present in the Desert of Ro, B’Dynn saw great opportunity to gain a reputation, so he volunteered.

B’Dynn’s main duty is to ensure various smuggled goods shipped from Faydwer and Kunark are delivered safely to the Dismal Rage in Freeport. He also spies on other forces within Ro and the Oasis of Marr, mtains diplomatic ties to the Scorchfist Orcs, and arranges safe passage of trolls out of Grobb (a service that requires the trolls to serve a Teir’Dal master for several years – a source of many troll guards for the dark elves).

B’Dynn has gone far beyond his stated duties, however. He has forme da close alliance with the dervishes of the desert, and plans to bring them fully under his control in teh decades to come. He hopes to make them the core of his own army, with which he will claim control of all the lands from Freeport to Innothule Swamp. He then intends to take control of the troll lands as well, bolstering his army further. Once he has this level of mastery he plans to make a conerted effort to raid the remains of Takish’Hiz, and any other old elven ruin, regardless of how many dervishes and trolls he has to kill in the effort. He sees the gypsies as his primary opposition in this effort, and never misses an opportunity to make their lives difficult.

Quest: Seakillers’ Heads
Faction: Cauldron of Hate (-1 rank)
NPC: Dorn B’Dynn
CR: 17
Reward: +1 faction rank with the Cauldron of Hate and the Coalition of Tradefolk Underground (maximum +3 each from this quest). 10d10 platinum pieces
Consequences: -1 faction rank with the Gypsies and the Knights of Truth
Quest Summary:
A trio of 3 seafury cyclops brothers called Malquar, Heferus and Querl Seakiller have discovered one of the routes used by the smugglers who support the Teir’Dal, and have been stealing supplies and destroying ships. Dorn B’Dynn has discovered they have a lair in the southern Desert of Ro, but is unwilling to risk himself to find their exact location or to attack them himself. He is more than happy to allow a band of adventurers trying to gain acceptannce with the dark elves to risk their lives in solving his problem.
B’Dynn doesn’t care about the stolen goods or the destroyed ships and their crews, as such losses are inevitable in a smuggling operation, but if the Seakillers aren’t elminated the losses may become too great for him to hide from his masters in Neriak. What he needs is the heads of the three brothers brought to him as proof they are no longer a threat to his operations.
The quest can be rerun with different foes, such as sand giants, Quag Maelstrom and even Cazel

Karnors Castle (Vhalen)

As with most Sebilisian strongholds, Karnor’s was named after a hero of the first iksar empire. I cannot say for certain whom this Karnor is. Perhaps I need to delve deeper into my archives. Here is a bit I can tell you.
Fortress Karnor is an ancient iksarian stronghold. It was most likely constructed around 825 A.G. by order of Emperor Venril Sathir. It was during this time that the Sebilisian Empire was involved in a vast campaign of slaughter and subjugation. This was known as the First Slaves’ War, a war to enslave the Kromdul and frogloks. Fortress Karnor was built to contain the iksar army in the southwest territory of Kunark. It was there that the iksar crushed and enslaved the Kromdul, hill and forest giants. It was often called the Karnor by iksar officers. It was designed to withstand the pummeling of hurled boulders that you might find departing from the hands of an enraged giant. All aspects of the Karnor were designed to either withstand or contain the Kromdul.
Although the Karnor was one of the most formidable fortresses in Kunark, it would eventually be toppled by the might of the Kromdul who had been integrated into a massive giant army commanded by the giant hero, Warslik. But the Karnor would not remain in ruins forever. Hundreds of years would pass and Venril Sathir would return to occupy the fortress to yet again plague the giants with his evil.
What condition could such a formidable stronghold be in now? Who now dwells in the halls of Karnor’s Castle?

Fall of an Empire

This raid task is made available after completing the three previous monster missions in the series, One Shall Rule Them All, To Raise the King, and Zebuxoruk’s Pact.

In this monster mission, you play frogloks, dragons, and sarnak in a raid on Sebilis (which is under the control of Iksars).

Sebilis is a city under siege! The froglok and sarnak slaves have revolted, threatening their captors. Trakanon and his dragon allies have burst free from their 600 year imprisonment. The combined forces are tearing the Iksar city inside out, annihilating everything in their path. Retrace the footsteps of Trakanon and look for the ancient book of the dead.

You say, ‘Hail, a forgotten noble’

A forgotten noble says, ‘You have done well, mortal. I can see now that the ancient book of the dead resided in Sebilis during the fall. Do you know [what happened] on that fateful day?’

You say, ‘what happened’

A forgotten noble says, ‘The slaves revolted in Sebilis. Chaos and bloodshed ensued, blood-curdling screams of the fallen emanating from every room, every corner. The final destructive attack on our people came when Trakanon and his Dragon allies descended on what was left of the city and reduced it to ruins. The grand Sebilisan Empire was no more. Let us look back together. Allow me to [show] you.’

You say, ‘show’

A forgotten noble says, ‘From the eyes of our enemies you will witness the final death rattle of the Sebilisian Empire. Do not forget the task at hand. You may become caught up in the moment, enthralled by the vicious bloodshed and slaughter, but always remember your true purpose, searching for the book. Tell me when you are [ready].’

You have been assigned the task ‘Fall of an Empire’.

Say “ready” to zonein after selecting a monster shroud.

Task stages:

Fend off the Council’s legions of undead servants 0/80 Sebilis
Rise up and annihilate the oppressive Iksar slavers 0/80 Sebilis
Slay the Iksar slavemaster 0/1 Sebilis
Retrieve the head of the slavemaster 0/1 Sebilis
Slay the Iksar champion 0/1 Sebilis
Retrieve the head of the champion 0/1 Sebilis
Deliver the slavemaster’s head to the Council Leader 0/1 Sebilis
Deliver the champion’s head to the Council Leader 0/1 Sebilis
Defeat the High Council 0/1 Sebilis

The raid is divided into potentially 3 locations. Four people can select dragon shrouds (Gorenaire, Talendor, Trakanon, and Severilious) and will spawn in the Trakanon lair area. Up to 12 people can select various froglok shrouds (3 Clerics/Warriors/Rogues/Enchanters) and will spawn at the regular entrance to Sebilis. And up to 12 people can select various Sarnak shrouds (3 Clerics/Warriors/Rogues/Enchanters) and will spawn a bit east of the “Disco” area in the upper levels.

NOTE: You have the option of having everyone (except the Dragons) go either Frogloks or Sarnaks in order to keep the raid together if doing this with smaller forces, though beating the later parts of the mission with less than 20 players is unlikely to succeed.

The four dragons are essentially stuck in Trakanon’s Lair area where you can observe the Iksar Council (which are currently inactive). Periodically waves of skeletons will spawn and roam up to the council which the players controlling the dragon shrouds are responsible for killing. Usage of dragon AEs and Fears make this part of the mission essentially trivial.

The Sarnak and Froglok forces need to clear a large section of the upper levels of Sebilis. The Iksar Slavemaster spawns near where the frogloks start and the Iksar Champion spawns near where the Sarnak start. In addition to killing these two named NPCs and looting their heads, the froglok and sarnak forces will want to kill around 60 to 70 Iksar-type NPCs as few spawn on the lower levels and you must kill 80 altogether to advance to the final stage of the task.

Enemies in the zone have a chance to drop an assortment of weapons/shields that have good stats for the frogloks/sarnaks to wear.

Once enough Iksar Slavers have been slain in the upper levels the frogloks and sarnaks can head towards the Trakanon Lair section of sebilis to meet up with the dragons. If you want to avoid clearing you can “train” the dragons and allow them to just AE everything to make it a bit simpler.

After everyone has formed up in Trakanon’s Lair and 80 undead servants/iksar slavers have been killed you can turn in the Slavemaster and Champion heads in to Council Leader Sisarik to begin the final phase of the task, fighting the council themselves.

NOTE: The council members will not respawn once killed and there is no failure mechanic for the dragons or sarnak/frogloks dying. Expect to wipe quite a bit in this next part.

The council are MUCH stronger than anything else in the zone, and frankly, overtuned. The first “wave” will be TWO council members simultaneously. These hit for up to 1500 and have a LOT of HP. They are also aggro linked and will leash if you attempt to pull them too far past the bridge, their aggro range is also quite large.

Wave 2 will be THREE council members simultaneously which behave the same as wave 1, the extra council member just makes the fight quite a bit harder.

Wave 3 will be the Council General and Council Leader which are even stronger than the council members. Each can hit for up to 2500 and the General can Flurry and Wild Rampage.

Unknown what happens after this point but presumably a chest will spawn with some loot.

One drop is the Timeworn Moss Agate Band, which can transmute into: ???? (level 1-10), ???? (level 11-20), ???? (level 21-30), ???? (level 31-40), ???? (level 41-50), ???? (level 51-60), ???? (level 61-70).

(need all further information for this task: rewards, NPCs involved, quest items, dialogues, task stages, all other pertinent information.)

Child of Innoruuk

You say, ‘Hail Zyrria I`Vanres’

Zyrria I`Vanres narrows her eyes as she briefly but carefully studies the Wolf Elemental before her. A look of irritation crosses her features as she exhales slowly in a faint growl. ‘Yes? State your business, Kaylorn . One such as I has not the time for idle and pointless conversation. There are much more [meaningful tasks] to which of my esteemed position and power of skills must attend.’

You say, ‘What about meaningful tasks’

Zyrria I`Vanres raises her brow sharply, her beautiful features twisting in disgust and surprise. ‘Are you to say that you do not recognize who and what I am? I am Zyrria I`Vanres of the Ebon Mask, sent here by my master, Tani N`Mar. Within Neriak, I am second to only him in rank and power, although I chose not to dabble in the political affairs that have abound in our city, thus why I am not widely recognized. My place lies elsewhere – in the shadows. I am a rogue, after all; a keeper of secrets and a bargainer with chance. Despite this location, tainted with the disgusting stench of the Fier`Dal, Tani has made quite an intelligent decision in sending me here to [observe]. It is most pleasing to have one recognize my talents and put them to an important use.’

You say, ‘What about observe’

Zyrria I`Vanres says ‘The forest, not to dodge the most abase of answers. Much of [great interest] to the Ebon Mask has occurred here in these past days. In fact, so interesting that I believe I might be so lucky as to gain council with the [Child of Innoruuk] regarding my reports here.

You say, ‘what about great interest’

Zyrria I`Vanres says ‘Not too long ago, the powers of The Faceless touched these lands. In his wake, he left behind some… things of interest. Alterations to the frail nature of this area, if you will. All of which seems rather trivial for a divine power of his stature and following, but amusing none the less. What has been done to the [precious maiden unicorn] is by far the most pleasing news I have had in many years.

You say, ‘what about precious maiden unicorn’

Zyrria I`Vanres smiles wickedly as her eyes light with a sadistic amusement. Equestrielle, a creature that was said to be closest to Tunare in its creation and existence. A being that represents purity, faith, honor, and life. No more does she show such things, as she is now a being of Cazic-Thule’s will. How marvelous, is it not? There are some I know who find it most tragic. A forest filled with sobbing fair elves! Hahaha! And to think, this greatest wonder came from the hand of Firiona Vie herself! It is a pity that one cannot obtain the horn as the champion carries it with her, but I believe I could make do without. Bring me two hides of a blighted mare and two enchanted platinum bars. They may not be Equestrielle herself, but they are steeds of The Faceless’s creation.

When you turn in the two blighted mare hides + 2 bars of enchanted plat you get a pack that has 30% weight reduction and holds medium items. Here is the text that follows…

Zyrria I`Vanres says ‘Excellent… oh, wait, damn. I can’t use these. The properties I was searching for seemed to have vanished in the death of the creature, although they are not entirely useless. I cannot let you go without reward, it would be a foolish loss of investment. Here, at least these hides should be of some use to someone. It is truly a pity that I cannot obtain Equestrielle’s horn. What glorious perversions we could create in furthering its corruption and pushing Tunare farther away from these lands/ Unfortunately for us, this is Cazic-Thule’s territory, and so [his minions] have come to lay claim to such spectacular finds.

Your faction standing with EbonMask got better.
Your faction standing with GuardsofQeynos got worse.
Your faction standing with WolvesoftheNorth got worse.
Your faction standing with GuardiansoftheVale gotworse.
Your faction standing with CarsonMcCabe got
You gain experience!!

You say, ‘what aboout his minions’

Zyrria I`Vanres says ‘There is one called Ytharisth Nerishar, an Iksar and supposed officer of the Cult of the Arisen. I have made attempts several times to make peace with him and bargain for researching territory, but he seems adamant about keeping all of this for himself and his people. Perhaps… no, no I would be asking too much of one as yourself, and although you have proven yourself worthy of being my loyal dog, I do not think you are quite the type to perform any acts of diplomacy.

A compendium of EQOA lore, Everquest lore, Everquest 2 lore and EQ RPG Lore