Category Archives: Erud’s Crossing

Places of Norrath: Qeynos


Overview of Qeynos

The free city of Qeynos controls most of the plains to the west of the Serpent’s Spine Mountains. The city is ruled by the firm yet just hand of Antonius Bayle IV. Qeynos represents the pinnacle of human achievement and is a haven from the fierce wilderness of Norrath. Bayle is a well-liked and respected leader, but the seeds of corruption are being sown by the Circle of the Unseen Hand and their allies in the city guard.

Qeynos is set atop small cliffs that run along the coastline to the west. Due to their composition of eroding sandstone and rock, climbing them is virtually impossible. The cliffs act as a natural barrier, making Qeynos impenetrable to attacks from the west or from the ocean. At a low point in the cliffs, the people of Qeynos have built a treat pier, protected in a harbor naturally formed form the stone and a bend of in the coastline.

The ocean is a deep, dark blue. The waters are usually fairly calm, although waves crash roughly against the cliff base. Many ships safely come and go daily from Qeynos’ harbor. These include naval, fishing, trading, and transport vessels from Erudin. Adventurers and tradesmen will often been see at the docks, awaiting one of the two vessels that travel between the two coastal cities through the oceanic pass known as Erud’s Crossing.

Northern Qeynos
Northern Qeynos is, in fact, the original City of Qeynos. During an invasion of the city a surprise night attack that started a war many years ago, the southern and eastern walls took heavy damage. Some of the buildings in these areas were destroyed but the militia and able-bodied citizen fought the invasion and saved much of the city including the palace. Later, instead of fixing the old castle wall, it was decided to expand the city of Qeynos by building a new one further out.

Most of the buildings in Northern Qeynos are very old looking, but a few have been remodeled or rebuilt. Made mostly of gray stone blocks and brown bricks, the houses and shops in this area are now showing their age. The paint is worn away and dark vertical trails have formed from rain water erosion. These buildings are sturdy and have been around for ages, but were obviously built for function over style during Qeynos’ early years when the kingdom was small and poor. From the towers and some of the outer walls of the city hang cloth flags and banners, displaying the colors and insignia of the kingdom of Qeynos.

A local tribe of gnolls, the Darkpaw has become a stubborn and enduring threat to Northern Qeynos, striking terror in the civilian population due to their constant raiding. While the city guardsmen have valiantly fended off the assaults, the have failed to stop them outright. At their wits end, the frustrated citizens have taken to offering adventurers a bounty in return for the delivery of gnoll teeth an fangs

Southern Qeynos
Southern Qeynos holds in it the main docks for passage between Antonica and Odus. This is a bustling area full of people transporting their wares between the two continents. Also on the ships logs are adventurers seeking new wealth and new fame that can be found in the different lands.

The Southern District of Qeynos also houses the bank that is heavily guarded by barbarian warriors. Near the bank lies the Ground of Fate. This is an area where combatants can prove their skill in combat with one another. The ringing sounds of sword melee can often be heard throughout the entire city.

Many guildhalls lie in South Qeynos where they can train young students interested in their art. Though Qeynos is a grand city, beggars and rats can often be found in dark corners.

Qeynos Catacombs, the Qeynos Aqueduct System
Located in the sewers below the human city of Qeynos, the Qeynos Catacombs is a large system of aqueducts. At first glance the sewers seem to be a normal rat infested dungeon with a variety of colorful graffiti written on the walls. But there is a dark secret hidden in the catacombs. Minions of the dark god Bertoxxulous, the Plague Bringer, have set up a secret shrine and base of operations within the catacombs. Entrance into the catacombs can found in the northern and southern sections of Qeynos; some hidden and some not so hidden.

Minions of Bertoxxulous roam the hidden passages; all not allied with his minions should avoid the secret tunnels. The rest of the catacombs are fairly safe for most adventurers.

The Lineage of Antonius Bayle
After the fall of the Combine Empire, the majority of humankind spread out and occupied the center of what was then called Tunaria. These humans lived in small villages upon the fertile plains of Karana. Over time the villages prospered and grew into small towns. Two of these towns were so successful as to grow into full-fledged cities. On the eastern coast, Freeport grew as a dangerous and bustling port of call frequented by those braving the journey across the Ocean of Tears. To the west, the city of Qeynos grew under the noble rule of law under a man named Antonius Bayle.

Humanity continued to prosper and grew strong. Much to the disdain of the elder races, the humans chose to rename the continent after one of their own, rather than a god. From that point forth, the continent was known as Antonica, in honor of all Antonius had done for the people of the races who lived there.

Antonius I was successful in incorporating the lawful city of Qeynos. He was given the role of ruler around the age of 25. For his success in bringing together the humans of the Plains of Karana and for founding the city of Qeynos, he was named “The Great Unifier.”

Antonius Bayle II became ruler of Qeynos when he was around 36 years of age. He led the movement to rename the continent of Tunaria to Antonica, ostensibly after his father. Of course, there were those who noted that he also shared the name of his father. During the period of his reign, the heretic Erudite necromancers revolted and left Erudin. Shortly thereafter, the disaster which formed The Hole occurred. Thus began what is known as the “Age of Turmoil.” Antonius II became known as “The Great Defender.”

Antonius Bayle III grew up during the beginning of this Age of Turmoil. During his childhood, he witnessed the construction of the heretic city of Paineel and saw Sir Lucan take control of the city of Freeport. When he came to power at the age of 26, he did his best to remain neutral and, as such, was named “The Great Diplomat.” Antonius Bayle III, for reasons unknown, chose to break tradition and name his first son Kyle rather than Antonius. In an attempt to establish a new seat of power in Antonica and extend his lands southward, Antonius III charged his eldest son Kyle with the expansion. Kyle left with a cadre of men to find a suitable location and to begin building.

A great deal of time passed without hearing any word or report of progress on this project. Antonius Bayle III sent a series of scouts to investigate but none ever returned. Kyle, his men and those sent to investigate were never heard from again. Roughly 25 years after the mysterious disappearance of Kyle, Antonius Bayle III had another son. This one he chose to name Antonius and he became Antonius Bayle IV. At the age of 24, Antonius Bayle IV was installed as the ruler of Qeynos, which he remains to this day.

It is believe that it will one day become tradition for the ruling leader of the Bayle line changes his/her name to a variation of Antonius upon taking the throne in honor of the first Antonius Bayle.

Antonius Bayle IV
Antonius Bayle IV is a highly devout Paladin of Karana. Though still relatively young, he is about as righteous, lawful and goodly as they come. He rules the city of Qeynos and its territories with a firm, but just hand.

He is simply referred to as “ruler”. Though some citizens may call mistakenly call him Your Honor, Grace and even Your Majesty, he does not expect to be referred to as such. He prefers to be called “Lord” if any title must be used. In his humility, he finds himself mildly embarrassed when referred to by any of the more lavish titles bandied about by those citizens who view him in awe – even as king – but know no better.

He considers himself a citizen in service to the city and views his role as the benevolent protector of Qeynos and the surrounding area. The government of Qeynos consists of the Circle of Ten, which is comprised of the heads of each of the guilds, including the Merchants of Qeynos, the Captain of the Guard (Kane Bayle) and a few of the more influential lords of the city.

Antonius Bayle holds veto power over the council and only Antonius may declare war or enter into treaties on behalf of Qeynos. The council may remove Antonius by unanimous vote, in which case a new ruler would be selected by popular election.

The Bayle line is by no means a hereditary monarchy. It is possible that some day a non-Bayle could rule Qeynos. In the simplest terms, the Bayles are very wealthy landowners who have a long history intimately attached to the city of Qeynos. Antonius IV is an incredibly popular, well-loved and respected ruler. This is due in part to his selfless personality, humility and devotion to his duties to the city and its people. It is also due to the trust the people have put in the Bayle lineage for producing skilled, trustworthy and reliable leaders.

The city of Qeynos oversees and protects most of the land west of the Serpent’s Spine, which includes the Plains of Karana. Qeynos represents the pinnacle of human achievement in the eyes of many. Though Antonius thinks of the Plains of Karana as his own, these feelings are best described as protective rather than possessive. He would also never state these feelings out loud for fear of angering one of his constituents.

The Bayle family tends to have children later in life. In fact, Antonius IV was born a full 35 years after the disappearance of Antonius III’s first son, Kyle Bayle. Kane Bayle was born two years after Antonius IV.

Antonius IV never knew Kyle. All he knows of his older brother is what was learned through stories told by his elders. Though he does occasionally wonder about what happened to him, he is too focused and dedicated to his duties as ruler to consider spending the time and resources that would be needed to search for the answers. This is a purely personal concern and he would not feel right about using city resources for such a selfish, wistful and sentimental reason. And thus, he seldom, if ever, discusses the matter.

Antonius is also an unparalleled swordsman. His closest rival in armed combat is his younger brother Kane Bayle, who himself has only been bested in combat by Antonius and Ebon Strongbear.

As a youth, Antonius IV spent much time escaping into the Jaggedpine Forest where he befriended another youth called Frenway Marthank. He still maintains a strong bond with his childhood friend. It was during their days as youths that Antonius came to appreciate the wonders of the forest and eventually do more than any other ruler to protect the forest ecosystem.

Ebon Strongbear, with whom he has a strong relationship, trained Antonius IV as a youngster in the Hall of Steel. Bayle then went on to the Temple of Thunder as most local aspiring paladins would in Qeynos.

While in the Hall of Steel, Antonius and Kane made great friends with Milea Clothspinner of the prestigious Clothspinners of Qeynos, one of the wealthiest families in the realm of Qeynos. Milea is currently an adventurer, a fact of which her family disapproves.

Later, Antonius IV went on an epic quest with the Qeynos Claymore at his side. This was before he became ruler and after he was a full fledged paladin. His father knew of the quest and its importance and allowed Antonius to wield the Qeynos Claymore for the purpose.

The Qeynos Claymore is what the city is named after and dates back to a time when the humans were living in small communities. Qeynos is an old sort of slang Combine word roughly translating to “manifest destiny for humanity”. The sword is magical and sentient.

The warrior Milea Clothspinner, who often uses a different last name when adventuring, accompanied Antonius IV on this quest. The ranger Frenway Marthank and the bard Vhalen Nostrolo also began the quest with Antonius, but Vhalen left before its completion. Along the way, the high elf Lady Shae of Felwithe joined them. There was also a halfling that assisted Antonius in this quest as well and there are rumors that say that this halfling was none other than Mayor Gubbin of Rivervale. The purpose of the quest was mostly unknown save that it was very important. Though he may speak wistfully of his old friends and adventure, the quest itself and its outcome are something personal and private to Antonius. Thus he does not discuss it other then to say that it was something he had to do in the past.

Antonius IV became romantically involved with Lady Shae after the completion of his quest. However, the Circle of Ten and the Felwithe ruling houses eventually caused the relationship to be broken off. As of right now, Antonius is not married or romantically involved in a public manner with anyone, and as yet has no heir. Milea, ever the adventurer, has been seen in the Plains of Karana lately. She is closer to Kane than Antonius and has put her total trust in the younger Bayle, asking him to watch over her little sister for her. She does not know of Kane’s corrupt soul.

Vhalen is still about in the Karanas and is currently despondent over the disappearance of his love, Metalla. And of course, Mayor Gubbin is the richest halfling around and the current mayor of Rivervale. For reasons known only to him, the mayor does not want the “exploits” of his youth known publicly. Antonius respects his friend’s wish, though he may drop a vague hint now and then. Frenway still lives in Surefall Glade. The recent death of his son in Mammoth Cave has left him in a state of severe grief.

Another of Antonius’ close and trusted friends is Vegalys Keldrane. Vegalys is a paladin of Rodcet Nife and is a few years younger than Antonius. Vegalys acts as advisor and confidant to Antonius Bayle and is also a public servant acting as Lord Magistrate for the city of Qeynos. Vegalys generally concerns himself with investigations into such things as organized crime though he is not directly involved with law enforcement, which is a duty that falls to the Qeynos City Guard.

Kane Bayle
Kane Bayle is Antonius’ younger brother, by two years. Kane acts as Captain of the Guard in times of peace; however, in times of war, Antonius himself assumes direct control of the Guard and the armies of Qeynos. Kane secretly wants to overthrow his older brother and take control of Qeynos, a fact of which Antonius is blissfully unaware. If Antonius ever heard talk of such a thing, he would be certain to set the record straight that he and his brother have a close relationship and such things are the ranting of drunkards and madmen.

Kane has been lulled into an alliance with the Bloodsabers and has begun to turn toward the ways of Bertoxxulous, the Plaguebringer.

Guildmasters
The guildmasters in Qeynos are based on deity worship. There is a guildmaster for each class that is available to humans and half elves with the exception of Druids and Rangers guilds which are in Surefall Glade instead. Spell and tome merchants are also available for each class. Here is a list of the main guildmasters:

Good and Neutral
Belious Naliedin – (Bard, Agnostic, Karana, Rallos Zek, Rodcet Nife)
Renic Losaren – (Cleric, Karana)
Runethar Hamest – (Paladin, Karana)
Priestess Jahnda – (Cleric, Rodcet Nife)
Camlend Serbold – (Paladin, Rodcet Nife)
Mespha Tevalian – (Enchanter, Agnostic, Karana, Rodcet Nife)
Kinloc Flamepaw – (Magician, Agnostic, Karana, Rodcet Nife)
LuSun – (Monk, Agnostic, Quellious)
Ebon Strongbear – (Warrior, Agnostic, Karana, Rallos Zek, Rodcet Nife)
Gahlith Wrannstad – (Wizard, Agnostic, Karana, Rodcet Nife)
Hanns Krieghor – (Rogue, Agnostic, Bristlebane, Karana, Rodcet Nife)

Evil
Lyris Moonbane – (Necromancer, Bertoxxulous)
Sragg Bloodheart – (Shadow Knight, Bertoxxulous)
Xeture Demiagar – (Clerics, Bertoxxulous)
Perkon Malok – (Magician, Bertoxxulous)
Reania Jukle – (Enchanter, Bertoxxulous)
Tranon Callust – (Wizard, Bertoxxulous)
Rocthar Bekesena – (Warrior, Bertoxxulous)
Hanns Krieghor – (Rogue, Bertoxxulous)

City Resources
Qeynos provides the basic necessities of adventuring: Bankers, a Soulbinder, a Tribute Master, Task Masters, augmentation needs, and merchants that sell backpacks, ale, bandages, food, drink, armor, weapons, shields, and fishing gear.

You’ll also find a Priest of Discord, Tradeskill Quest Masters, tradeskill crafting objects, and supply merchants for alchemy, baking, jewelcrafting, pottery, tailoring, and blacksmithing.

Just outside the city gates, adventurers can make use of a Plane of Knowledge portal.

Places of Interest
Northern Qeynos
The Temple of Life
The Temple of Life is where the resident priests and paladins of Rodcet Nife train and worship. The grounds of the temple include buildings, lush grass, shrubs, tress, and a large pool called the Pool of Jahnda. The temple itself is a circular gem-encrusted marble structure that hovers above the pool. A fountain of sparkling holy water flows from within the temple down to pool below. Throughout the temple and its grounds, the structures are made of white granite with marble floors and thick, light colored, velvet curtains.

Priestess Jahnda is the High Priestess of the Temple of Life. She is wise beyond her years, although no one seems to know how old she really is. The pool, over which the Temple of Life hangs, is named in her honor. The Pool of Jahnda is not meant for public use. It is a sacred pool created for the Koalindl. The Koalindl are fish that were a gift to Priestess Jahnda from the Prime Healer. They are said to be magical in nature. It is rumored that, every so often, the Prime Healer visits our plane in the guise of a Koalindl and swims in the pool.

The Silent Fist Clan
The Silent Fist Clan is the order of monks native to Qeynos. The guild hall is located in the northwest corner of the city against the outer wall. It is a medium-sized, light brown colored wooden building that is clean, unworn, and well-kept. Used as a training hall, the main room is a large open space with smooth, hardwood floor and thatch roof. There is a small room attached to the main building that serves as LuSun’s study and the living quarters. LuSun is the powerful teacher of the Silent Fist Clan. He teaches his pupils that their greatest weapon is the power of their spirit.

Crow’s Pub and Casino and the Circle of Unseen Hands
Crow’s is a run down, old, brown brick building that entertains the local hooligans. The establishment offers a fine selection of brews and ales including Crow’s Special Brew. This brew is one of the finest drinks that can be found. It use to be sold only at Crow’s bar, but apparently Crow is allowing it into other bars for a very hefty price.

One of the pub’s bartenders, Hanns Krieghor, frequently holds secret meetings a back room where a secret passageway leads to the rogue guild, the Circle of Unseen Hands. Hanns always has henchmen guarding all entrances to the guild, so unwanted people can’t get in. Hanns looks like a rough and tumble cutthroat when tending bar, but when he dons his black cloak of the Circle of Unseen Hands, he blends into the shadows and darkness and is rarely seen. He can pick almost any lock and is a master pick pocket. However, the Circle frowns upon stealing from Qeynos locals because they don’t want to run the risk of having the guild being discovered.

Ironforge Estate
The Ironforge Estate includes a weapon shop, a jewelry shop and the home of the Ironforge family. Headed by Brohan and his wife Hurrieta, the Ironforge family is one of wealthiest family’s in Qeynos, if not the wealthiest, and produces the finest craftsmanship. Also crafters, the Ironforge children run the shops. The entire estate is well protected, as the Ironforge family has well known close ties with the local officials and the militia.

Ironforge’s Weapon Shop
This weapon shop is run by the Ironforge family. The main room is a large workshop, with a smaller storage room in the back. There are various weapons for sale displayed along the walls and in the counter display case.

Jewel Box
The Jewel Box is a shop that is run by Svena Ironforge. It is made from wood and is attached to the front of a large wooden house, both of which are clean and well kept. The shop has a large wooden display counter, which shows off the gems and jewelry for sale, and there is also a locked set of cabinets, which holds the more valuable items and class specific items. Svena’s father was the town’s previous jeweler; she was fascinated with gems as a young girl, and is now the most reliable source for appraising gems and jewelry, for a small fee.

Sneed Galliway’s Trading Post
Qeynos largest general store, this shop is run by Sneed Galliway. Sneed is friendly, middle-aged man, who runs his shop with his wife and children. They have a wide variety of new and used items for sale, from small knives to torches to bags to clothes to ropes and even food. The lower floor is Sneed’s shop, and it is filled with brass racks and wooden crates and cases, which display the various goods for sale. The second floor is divided into rooms, including the living family’s living quarters.

The Cobbler
This shop is run by craftsman Gerault Takenmaul. Gerault makes and sells shoes, boots, belts, and bags in this small shop, and lives upstairs in a tight, but cozy nook. The shop is a wood and red brick building, with an old, wood shingled roof. The floor is made of wood, but is mostly covered by colorful rugs. Spools of thread, yards of leather, and various tools clutter the floor and workbench of this small shop.

Southern Qeynos
Hall of Steel
The Hall of Steel is the guild hall for the Steel Warriors of Qeynos. It is the training ground for some of the greatest warriors of Antonica. The Steel Warriors’ Guildmaster Ebon Strongbear, Earron Huntlan, and a few others, led the city’s militia to victory against the Sabertooths of Blackburrow, a small gnoll tribe that lives in the nearby forest, and they are now known as local heroes.

The hall is a large, light gray stone building that decorated with banners of the guild’s symbols and colors and is located adjacent to the Grounds of Fate area. The training room has various weapons displayed on the wall, as well as other training equipment. The upstairs has a large open window overlooking the arena, to watch the various events and other warriors competing.

Grounds of Fate
This is an area where combatants can prove their skill in combat with one another. The ringing sounds of sword melee can often be heard throughout the entire city.

The Wind Spirit’s Song
The Wind Spirit’s Song is the bard’s guild of Qeynos. Guildmaster Belious Naliedin use to work as one of the King’s private entertainers, but now he confers his time-earned wisdom and skills on to others, confining his performances to shows at the local tavern. His financial resources are meager, but he is quite content with his lot.

Hall of Sorcery
Within the Hall of Sorcery, Qeynos citizens study the three circles of magic and lend their services to citizens of Qeynos. Master Enchantress Mespha Tevalian oversees the Hall of Sorcery and the Order of Three.

The hall has a few rooms including a large, round room made of tall dark gray slabs of granite. Long colorful banners line the outside walls of the building and represent the three classes of magic studied within – red represents wizard, gold represents enchanter, and blue represents magician. Inside, the back part of the building is partitioned off by a thick black, velvet curtain, behind which is a private study. Along the walls off the main room, there are a few small tables for studying, and in center of the room there is a large stone altar, with a round firepit in the middle of it and various writings around the edges.

Temple of Thunder
The Temple of Thunder is where the Knights of Thunder worship Karana, the Rainkeeper, the Deity of Storms. The paladins and clerics of the Knights of Thunder are well respected in the city. They often assist the Qeynos Tower Guards in the Plains of Karana.

The temple is located to the side of the arena and beyond a few homes. It is surrounded by a stone wall and has a large grassy area attached. This area is where the cleric and paladin of Karana train and practice.

Lord Runethar Hammerfist is the master of the Temple of Thunder. All paladins report to him and all clerics report to High Priest Renic Losaren.

Tin Soldier
Run by Blacksmith Rane Sedder, the Tin Soldier buys, sells, and trades new and used armor. Merchants within offer chain armor, molds for chain and plate armor, and other various blacksmithing supplies.

The first floor of the shop displays various, new and used metal and leather armor pieces that are for sale. The second floor has a store room and the living quarters for Rane’s family.

Fhara’s Leather and Thread<
Shop owner Fhara Semhart makes and sells a variety of clothing and sewn goods made from leather. She also offers various patterns and other tailoring supplies. Fhara’s shop is connected to her home where she lives alone. This small wooden building is filled with bolts of fabrics and spools of thread on the walls, and a counter where Fhara does her work.

Bag & Barrel
Raheim Varshen and his wife Fellesha run this shop together. They sell various types of containers and satchels. The shop also serves as their home. Raheim is a carpenter who makes small water barrels, tinder and jewelry boxes, crates, etc., and Fellesha is a seamstress who crafts various sizes of bags, skins, pouches and backpacks. Inside, the walls are full of merchandise and equipment and in the backyard, they have a pottery wheel and kiln.

Nesiff’s Wooden Weapons
Nesiff Tallaherd is an excellent craftsman and woodworker. He makes walking sticks, bows and arrows, poles, staffs, javelins, halberds, pikes, pole-arms, and boar-spears, all handcrafted from wood from the local forests. Nesiff has been known to import wood from far away lands, to make specially ordered bows, staffs, and ax handles. A merchant stationed outside the shop sells various fletching supplies.

Lion’s Mane Tavern and Inn
The Lion’s Mane Tavern and the Lion’s Mane Inn are located in the Common’s Square section of Qeynos and are run by Earron and Tasya Huntlan. Both buildings are made of sturdy lumber and are kept fairly clean. The Tavern is connected to the Inn, but is only about half the size.

Lion’s Mane Tavern
Earron Huntlan runs the Tavern with an old war buddy, and both are like local heroes who like to trade old war stories with the customers. The outside of the tavern is made from wood and the inside walls are lined with bricks. The entryway has a colorful painting of lions playing poker. Behind the bar counter, rows of shelves are filled with various types of drinks.

The Tavern is usually quiet during the day, but can sometimes get pretty rowdy at night after the locals have had a few too many, but Earron is usually able to force the troublemakers out of his bar with no problems.

Earron seems to think there is something going on in Qeynos. He thinks there is something more than just a few shady characters moving into town. I think it’s just normal progress and growth. Have you ever been to Freeport? Qeynos isn’t nearly as bad as that place yet! The town’s just getting older, that’s all.

Lion’s Mane Inn
Tasya Huntlan runs the Lion’s Mane Inn. It is a large, two story, wooden building, that is attached to the Lion’s Mane Tavern. At the entrance, there is wooden receptionist desk, where Tasya Huntlan greets people with a friendly smile. The Huntlan family lives in the inn. Tasya and her daughter Sissy sell various ales, wine, and other drinks to quench the thirst of weary travelers staying at the inn.

Office of the People
This is a small, wooden building where a list of city events, ordinances, advertisements, and other documents are held. Rucio Divella knows a lot about the city and also is the one to see about buildings for rent. Hansl Bigroon is the office manager and a great engineer. He has designed most of the structures in Qeynos. He has been working with other great engineers from various cities to design some bridge that will span Erud’s Crossing and into Odus itself.

Qeynos Hold
The Qeynos Hold is the main bank of Qeynos and is run by the Copperhold family. Kendall Copperhold is well trusted and has close ties to the city government. The bank is a medium sized, sturdy brick building. The main room is divided in half by a long counter. Behind the counter, there is an inaccessible stairwell that leads down to an underground vault that is behind a locked iron door. The bank is heavily guarded by strong barbarian warriors.

The Herb Jar
A small shop that has changed ownership many times over the years, The Herb Jar is currently run by Caleah Herblender. Caleah is a mysterious gypsy woman, sort of vagabond look to her. She is a former student of Kinloc Flamepaw, and still has close ties with the Hall of Sorcery. This is why she’s allowed to operate her fairly successful business here. Caleah makes a good living, but it doesn’t flaunt it.

The shop has a scent of burning incense and has various books and potions on the shelves. A large, deep blue and purple rug covers most of the badly worn wooden floor.

Mermaid’s Lure
The Mermaid’s Lure is located on the south-side of the docks. The wooden walls are badly worn and the iron bolts and hinges are rusted from the harsh, salty seawater and air. It is adjacent to a dock that extends out into the ocean, where various seagoing craft are tied up.

Captain Rohand runs the Mermaid’s Lure and trades goods with the sea merchants from Odus. He is a rough looking man with tangled dirty beard and hair, and his skin is dark brown and tougher than leather. The Ol’ Captain is more than ready to tell his tales of adventures and legends to anyone willing to listen.

Fishing nets and gear hang on the walls of the shop in addition to the shells of sea creatures. The shop sells all sorts of nautical supplies.

Port Authority
The Port Authority can be found near the southern docks. Ships leave for other cities on a regular basis.

Fish’s Ale
Fish’s Ale is a pub owned by Fish Ranamer. It is located just off the Qeynos Harbor docks. This pub is a rough and tumble mix of drunken warriors and sailors. A night without a fight here is the exception, not the rule. The City Guards pass by as if the pub doesn’t exist, and pay no attention to the drunks or brawls heard from within. Fish himself is an ex-sailor, and runs the pub with some old sea dog partners. Fish serves up brews, in the quiet, private bar in the back of the building, to shady smugglers and people who want to keep a low profile. An open brew barrel can be found inside. There are also a few places for drunken travelers to rest after a long night of drinking fighting.

Voleen’s Fine Baked Goods
Owned by Voleen Tassen, Volee’s Bakery can be found in the southern part of town, just east of the docks and north of Fish’s Ale. The bakery sells bread, pastries, muffins, cookies and baked goods and baking supplies. Brewing supplies are also available. An oven inside is available for use when Voleen and her staff aren’t busy making goods with it.

Firepride’s
Firepride’s is a metalworks shop run by armor smiths Ton and Lanhern Firepride. The shop is an average size wooden building. The main room is separated by a long display counter. The front half of the room displays the pieces of armor that is for sale, and the back half is Lanhern’s workshop, which is cluttered with various tools and there is a small forge in the center of it. Lanhern is hardworking and is known for producing quality goods at a fair price. Ton believes that he is the finest of all blacksmiths.

Source: http://www.everquest.com/places

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EQ2 Maps



The Isles of Refuge were established by the Far Seas Trading Company. For the most part they are a collection of islands resting in the large central body of water in the Shattered Lands, the Tranquil Sea. It is from these islands that the Far Seas Trading Company can best base their trade routes out of. There are numerous islands in the Tranquil Sea, not just the Isles of Refuge. These islands are diverse in resources, keeping the Far Seas Trading Company very busy and their mysterious leaders very rich.

One of the most important resources that the Far Seas Trading Company found were the many refugees that had been marooned on any number of isles throughout the Tranquil Sea. All the islands in the Tranquil Sea were once part of the large continent of Antonica. During the Age of Cataclysms the undercontinent below Antonica, Subtunaria, erupted in violent quakes. Much of Subtunaria collapsed and this brought down large sections of Antonica, helping to create the vast Tranquil Sea and its many islands. Marooned out on these shards of a once great continent were a great many villagers, clans, tribes and adventurers.

Not all islanders are seeking refuge within the great and mighty cities of man, but for those that do there are the trade boats of the Far Seas Trading Company. Those cargo ships visit many islands to collect resources to be sold in various markets. Far Seas Trading Posts pop up on many small isles. Not all of those trading posts are public knowledge. Many are secret ports that the Far Seas will share with no nation. I am sure we will discover more islands of the Tranquil Sea in the future, with or without the permission of the Far Seas Trading Company.

There are many oceans and seas on Norrath that have yet to be rediscovered by adventurers or even the FSTC. It will be quite some time until we visit theses oceans to find if any changes have occurred on the surface or below the waves. But we do have a decent chart of the seas resting within the Shattered Lands.

The Shattered Lands has numerous seas dividing its islands. Most of these seas were formed in the recent rending of Old Antonica, what the Shattered Lands used to be. Most of the waterways are dangerous for both the extreme conditions as well as the dangerous denizens that inhabit the water of the air of a given sea. Here are the known seas within the Shattered Lands as charted by the Far Seas Trading Company.

The Coldwind Coast
Relative Island: New Antonica in Karan
This is a cold temperate sea. It has strong winds and choppy waves. It is a great territory for sailing, but only within a ship worthy of ocean travel. Birds of many sizes glide with the currents. Beneath the waters lurk dangers such as sharks and aqua goblins.

The Tranquil Sea
Relative Island: All
This sea is nearly always sunny and with clear skies. It is the largest sea in the Shattered Lands and nearly all islands have direct access to it. The waves here are gentle and allow ships to skim across them with little resistance. This would be a wonderful place to sail if it were not for the lack of wind current. The winds blow far too gently in this sea. Many great ships must employ rows of oars and even magic to provide locomotion for their great hulking vessels that must pass through this sea to reach the Trade City of Freeport located in the Commonlands.

The Neriuss Flow
Relative Island: Nektulos in D’Lere
This is a sea of dark waters. Ash floats above the waves creating a dense black fog. The ash floats in from the northern territory of Lavastorm. It shields many of the lurking beasts within the water as well as occasional Kheklok raiders, a relative race of the frogloks that exists within the ocean depths.

The Sea of Mist
Relative Island: The Enchanted Lands
This is a sea of gently rolling waves and wind currents. It is most known for forming an odd mist during the early hours of dawn. That mist flows with the current to enter the shores of the Enchanted Lands.

The Sea of Crossed Swords
Relative Island: Zek
This is a sea located near the orc island of Zek. The waves here are tall and they create slow navigation, something undesired to any mariners who sail this sea. There are numerous orc patrols sailing these waters and even deep sea orc war galleys passing through to perform raids in adjacent waterways. This sea is considered the territory of the Deathfist Empire.

The Seafury
Relative Island: The Thundering Steppes in Karan
The Seafury is a sea notorious for violent storms and extreme ocean conditions. It is almost always stormy in this region and the waves here dwarf any other sea. Visibility is nearly cut to a minimum and only the largest and strongest creatures can survive in the harsh environment. Aviak air raiders also stalk the winds in search of ships to plunder and sink.

The Sea of Sand
Relative Island: Ro
This sea is like a wall of sandstorms that races around the island of Ro. Any ships that dare sail into this maelstrom is soon to be sandblasted and its crew most certainly with it. There is no known passage through this anomaly. What sort of creatures could exist in this sea is unknown. Rumors abound that the massive sandstorm that comprises this region is actually a sentient being. Such babble is usually scoffed at.

The Gunthak Flow
Relative Island: Ykesha
The Gunthak Flow is a sea of many small uncharted isles. These isles have a great number of lost pirate booty and ruins of old troll fortresses. It exists in a tropical environment. The seas are warm and humid as is the gentle breeze. The breeze occasionally gives way to fierce hurricanes, but that is not a common occurrence.

The Blackwater
Relative Island: The Feerrott
This is a sea of countless naval battles. Ages ago this sea was controlled by the second coming of the Rallosian Empire, a brutal ogre militaristic empire that ruled with an iron fist. There are often many shipwrecks to be found in this sea as well as an occasional floating hulk of what was once a formidable ogre War Galley. Numerous stories of ghostly ships abound and cause many mariners to shun this body of water.

The Fanged Sea
Relative Island: Everfrost
This is a sea filled with icebergs and chilling cold winds. A chilly haze fills the sea, cutting visibility down to dangerous levels. Naval vessels will often need to avoid smaller bergs or take damage upon collision. Many ships have had their hulls cut open as easily as a knife cuts through butter jum. Ice storms are frequent in this region.

Freewater Channel
Relative Island: The Commonlands in D’Lere
This is a sea of rolling waves and an equally gentle breeze, but a breeze of cutting chill. The water is thick with brine and islands of seaweed float along the surface. There is a gentle uneasy calm about this sea. It is well known for the frequent aqua goblin assaults upon nearly any ship that dare cross it. Some sailors report that their ships were boarded by pirates in aqua goblin costumes or even members of the Seafury Buccaneers. The Seafury Buccaneer piracy reports are quickly dismissed since they are part of the Freeportian armed forces and would never return to their days of high seas raids. The sky of this sea is filled with a canopy of gloomy gray clouds that shower down gentle drizzle. The water’s extreme saline content makes it difficult for even normal salt water denizens to exist for long periods of time.

The Cauldron
Relative Island: Lavastorm
The Cauldron sits in a locale with an extremely large number of geothermal vents beneath the waves. The sea boils and large bubbles may form that can actually cause damage to a ship’s hull should they collide. Whirlpools are a common sight in this sea. Some portions of the Cauldron can only be navigated by ships reinforced by great magic or technology to survive the boiling sea and searing winds.

The Straits of Twelve
Relative Island: Highbourne
Nestled by the tempest of the Seafury in the north and the Blackwater to the south, this sea can be found. This sea is filled with jagged spires of rock with no accessible land. The spires are the tips of the shattered peaks of the once great Rathe Mountains. The majestic mountain range dropped into the ocean when a massive collapse of the Underfoot occurred beneath it. What land exists is rocky and barren of vegetation. Most spires are too steep to offer level ground to set foot upon. One great danger of this sea is its shallow and jagged basin. Much of the once mountain range sits below the tides and many a ship have had their hulls gutted by unseen daggers of rock stretched towards the surface, but never breaking through. The grandest sight in this sea is the twelve peaks of the Rathe Mountains that jut high above the waves. Their odd and almost lifelike appearance recounts the tales of these twelve mountains actually being titanic beings of earth and rock defeated ages ago by a legendary ogre champion.

The Dead Calm
Relative Island: Unknown if any exists
The Dead Calm is a waterway no seafarer ventures no matter how brave they may be. But there are those who are foolish and it is from tales of these foolish mariners that we get what little information of this sea. All wind and all tides completely cease when you encounter the boundary of this sea. The foolhardy that trudge onward by oars slowly begin to loose energy and become extremely lethargic. As they row onward, their faces and bodies appear to loose fullness as it appears that the life is being sucked out of them. By the time they realize their mistake to enter this sea, it is impossible to retreat to safe waters. The foolish seafarers become part of the derelict graveyard of ships and floating islands of bones that drift in the sea. No mariner has ever been able to survive in this sea to explore the horizon and discover any isle that may hide at the heart of the Dead Calm. A hint of an island at the center of the sea is sometimes reported.

Norrathians have returned from the treacherous seas in the northern territories of the Shattered Lands. With them came wondrous tales of sights never seen One of these tales is said to be a glint of light in a deep frozen atoll. The chill of that fills the bowl formed by the steep cliffs of the atoll makes visibility nearly impossible, yet, a ship dared to brave the mist. What they found was deadly to say the least. Only one sailor made it back, the same cannot be said for his sanity. He ended up in the padded cells of the Freeport Infirmary and Asylum. He told a tale of a glint of light shining in the mist. His captain forced the ship into the thick white fog and onward to this glint. They found a frozen tower, an elven tower. This tower seemed to offer no access, but apparently it did withstand a powerful blast of cold wind. This blast froze the tower, made evident by the long thick icicles that stretch off to one side. The sailor said they found a breach within the icy armor of the tower. They all entered, but only one made it out. His mind gone, all he could mutter was the word, “Fayspire”. How such a madman managed to sail that ship out of there is a mystery just like the frozen atoll that cannot be found on any map.

Erud’s Crossing:

This island actually exists as part of a grouping of isles known as the Isles of Ebb. I will try and send you some lore on the whole island chain some time, but here is a bit about the island in question. This is a small blurb from early design, enjoy:

o Talysra’s Paw

This is the largest island of the chain. A small volcano mount sits on the island. This island has a bumpy wide sand bar running along the north half of it. The sand bar’s four high points are always above water and give the island the appearance of a massive cat’s paw. The Kerran’s who have come to inhabit this island are a secluded sect of the Kerran society. They have named the island after their newly found cat god, Talysra. They have also built a small village called Talys on the island. The densest woods of Aqua Palms appear here as do the regional flower and coconut trees. A small fissure in the side of the small volcanic mount has a tiny trickling floe of lava that seeps down to the northeast corner of the island where it runs into the water and creates vapor.

Oh wow, and here is a bit about the actual village on the island. Some of this lore may never be seen, but I hope you enjoy the original write up:

o Talys

This is the only village in the sea and is a frequent stop of sailing vessels. The village is inhabited by a secluded sub tribe of Kerran’s calling themselves the Laahr. These Kerrans have come to study their roots and unlike the Kerrans of Kerra Ridge, they worship a new found deity known to few Kerrans. The village is small but has adequate facilities for any traveler. There is an inn located across a bamboo bridge and on one of the islands sand bar isles. A gnome from the Academy of Arcane Science, Professor R.J. Skittlewit, has come to Talys to challenge his wits of engineering by providing the natives with contraptions made out of the natural materials and employing natural resources. Machines exist such as a mill made of bamboo and reeds powered by the steam vent of the volcanic fissure. There is a vault also created by the gnome for adventurers to store supplies, allow for banking and store export goods. The Laahr have built a dock and supply outriggers for rent.

It may be a bit more than you see in the Age of Turmoil, but here it is:

o Isle of the Dead

Long ago, in secrecy, the ——— placed the crypts of the most evil mortals of the time on this island. The island appears as a rocky island surrounded by jagged rocks. The topdown view of the island is that of a skull. Massive stone totems were placed on the shoreline to ward away the curious and keep in any evil spirits. There is an ancient mortuary and tomb for five ——- and ——-. A small temple was eventually built on the island. This temple hides the ———–. The entrance is sealed by magic placed upon a massive stone disc that must be rolled aside before one can gain entry. There is one long wide passage that tells the story of the island through images. There is a center chamber with ———-. There is —— in the middle that is used to ———. There are many —— in —–. Each passage tells the history of the vile acts committed by the mortal whose tomb lies at the end of the passage. Many ——– guard the inside of the tomb. The topside of the island is guarded by evil itself, evil specters and apparitions to repel any who wish to gain entry into the tombs.

There are numerous islands located in the Shattered Lands. Not all of these islands will be presented in game, but we know they are there. One of these islands happens to contain a chunk of forestland once known as the Unkempt Wood. The Far Seas Trading Company believes that a portion of that woodland is what forms the island that they call The Forbidden Forest. The cliffs of this towering isle are nearly impossible to scale. If one were to begin the long climb along the cliffs they would no doubt encounter one of the many birds of prey that dwell there, many of which are quite large and vicious.

Veiled by the constant downpour of the sea known as the Phantom Sea, rests a little isle feared by those who are unfortunate enough to know of its existence. This isle is known by seafarers and avoided for the countless fears that rest on the isle. A dense woodland that swallows this forest isle shields what lies within and only one end offers access to those who dare step foot upon the land. Seafaring tales hint at what may rest inside the thicket. Some tales say that during the day it would seem to be a lifeless land. The land is uneven and trails are like mazes between clearings. Some say a fort of rangers long dead exists far to the end of the isle. It would take nearly a day to trek to and from the fort if one was lucky to correctly navigate the trails. Trees are now long dead and those that have leaves offer little color to the environment. No birds are heard chirping. No deer are seen galloping. It is dead. In the evening this becomes even truer. At night the ground is breached by hands of bone of two undead armies rising again to do battle under the moonlight. It is during this time that no one wishes to be caught upon this little isle of horror.

This last one is a bit of babble about a little known isle called The Serpent’s Fang. Jutting up from the center of the vast Tranquil Sea is what remains of the mammoth Serpent’s Spine mountain range, or at least its greatest remnants. This portion of the sea is quite dangerous for sea travel. Hulls of the greatest ships have been known to rip apart as they barely scrape the tops of the jagged sea mounts lurking just below the surface and in between the jagged isles of this area. Most of what one sees as they near this location are tall spires of eroding rock. The spires of rock are too steep and sheer to scale in any way and have little flat ground to support even a single shack. Many spires contain nests of the behemoth birds of prey called Rukhs. The Serpent’s Fang is the largest remnant of the Serpent’s Spine Mountains. What lies in the cloud covered spires crown is unknown. But some say there are those that walk amongst us that do know… quite well.