Category Archives: Ak’Anon

Places of Norrath: Ak’Anon


Overview of Ak’Anon

Ak’Anon, home of the gnomes, is a maze of tunnels beneath the Steamfont Mountains on the continent of Faydwer. The entrance is dug into the face of one of the mountains and is guarded by warriors of both clockwork and mortal build. Dark and grand with carvings and jewels, the city is filled with the strange machinery of gnomes, and powered by cold water.

Reclusive by nature, the gnomes wished to remain apart from the raging conflicts of Norrath’s surface dwelling races and were one of Faydwer’s secrets for centuries. The years of seclusion allowed the gnomes to continue their projects and research in relative peace. When the time came for their presence to be discovered, it was a discovery of magnitude and wonder unfathomable by even the most eccentric of the era’s bards.

Now a well known part of Faydwer, the gnomes of Ak’Anon continue to remain as far from the affairs of the continent’s other races as possible. However, their discovery led to their mechanical inventions being unleashed upon the world. Clockwork mechanisms of all sorts made their way across the globe, entrancing and bewildering all of Norrath’s citizens. Some of these mechanisms would eventually escape their crafters into nearby countryside of Steamfont where even today the rogue clockworks can be seen roaming aimlessly.

King Ak’Anon
The city of Ak’Anon is ruled by King Ak’Anon, considered the greatest invention of all gnomish kind. An immortal ruler who represents all that the gnomes have prided themselves upon since their creation – immense creativity and ingenious craftsmanship – King Ak’Anon is a mechanical construction like no other. Although the King is of clockwork construction every bolt, nut, and turning cog of his form has been infused with the original entity of though, emotion, and intelligence.

During the first year of King Ak’Anon’s reign, it is said that he brought great prosperity and peace to his people, delivering them from the depths of an ancient and mysterious conflict where his predecessors had previously failed.

For nearly two hundred years the believed King Ak’Anon presided over his city and loyal people, but he had grown old and weary. As a gift to their most beloved king, the priests and arcane scholars of the city constructed what would be their greatest invention.

King Ak’Anon has presided over his people for nearly five centuries, and not one year of his rule has yielded a hardship that can be compared to those of Norrath’s other civilizations. Strife and war has been all but abolished, giving the gnomes of Ak’Anon room for creativity, research, and celebration – despite their religious persuasions.

Guildmasters
Ak’Anon’s guildmasters are based on factions within the city which are mostly deity related. There is a guildmaster for each class that is available to gnomes. Spell and tome merchants are also available for those classes. Here is a list of the main guildmasters:

Dark Reflection:
Evah Xokez – (Cleric)
Eonis Mournunder – (Necromancer)
Garret Zethkog – (Shadow Knight)
Rilgor Plegnog – (Enchanter)
Vaenor Husga – (Magician)
Kaxon Frennor – (Rogue)
Naygog Miltope – (Warrior)
Velena Corgtec – (Wizard)
Deep Muses:
Iony Gredlong – (Cleric)
Lewis Reldnok – (Paladin)
Welno Tanlonikan – (Rogue)
Eldritch Collective:
Wuggan Azushpere – (Magician)
Tobon Starpyre – (Wizard)
Juline Urncaller – (Enchanter)
Gemchoppers:
Baxok Curhunter – (Warrior)
City Resources
Ak’Anon 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, and fishing gear.

You’ll also find a Priest of Discord, Tradeskill Quest Masters, tradeskill crafting objects, and supply merchants for baking, blacksmithing, fletching, jewelcrafting, pottery, tailoring, and of course tinkering which is unique to Ak’Anon.

One of Ak’Anon’s most renown features is the system of citywide clockwork Guides. These unique clockworks will not only tell you where to find certain points of interest, they will escort you to the location or nearby it. Destinations include:

Ak’Anon Palace
Gemchopper Hall
The Ak’Anon Zoo
The Works
The Great Wheel
Forge of Defiance
Tools of Battle
The Gatehouse
The Scrapyard
Places of Interest

Ak’Anon Palace
Ak’Anon Palace is home to the throne of his majesty, King Ak’Anon. All visitors to the palace must first report to a receptionist. It rests on an island in the center of Lake Tildunk.

The Ak’Anon Zoo
The Ak’Anon Zoo is home to some of the rarest creatures in Norrath. Inside you will find minotaur, tigers and bears, among other creatures. This area is also where you will find the city bank and tavern.

Abbey of Deep Musing
The Abbey of Deep Musing is a small shrine and Abbey dedicated to the worship of Fizzlethorpe Bristlebane and Brell Serilis. These gnomish priests worship one deity or the other but both use the same shrine and cooperate with each other. The head priest for the shrine of Mischief is Lewis Reldnok and the head priest for the Underfoot is Iony Gredlong. The rogue guild is hidden within the lower level of the Abbey. The priests keep this secret from the rest of the city because the rogue guild often works to further the goals of their deities. Welno Tanlonikan is the guildmaster of rogues.

Library Mechanamagica
This elaborate library serves as the guild hall for the Eldritch Collective. There are three wings to the building dedicated to wizards, magicians, and enchanters. Meldrath the Malignant , also known as Meldrath the Mad, once belonged to the Eldritch Collective. Once he began to dabble in the black art of necromancy, his heart and mind soon turned black and evil. He rebelled against the Eldritch Collective and went into the Steamfont Mountains to create a fortress of his own.

Gemchopper Hall
This is the gnome warrior guild, called the Gemchoppers. Here Baxok Curhunter, the Guildmaster, deals with all guild matters, including the training of students in ax wielding, which is his specialty. The Gemchoppers are the policing force of Ak’Anon and are allied with King Ak’Anon.

The Mines of Malfunction
This maze of tunnels is hidden deep within Ak’Anon. The Dark Reflection hides within the Mines of Malfunction. It is said to be all that is left of Meldrath’s followers. These are not insane gnomes, but rather evil twisted and intelligent warriors, rogues, necromancers, shadow knights, and other worshippers of Bertoxxulous.

The Great Wheel
Near the edge of the main cavern of the city is a waterfall that the gnomes have harnessed with a large water wheel. The Great Wheel provides ninety-eight percent of the energy employed in Ak’Anon. It was designed by King Ak’Anon himself. They use this wheel to power the strange machines of their town.

The Works
The Works is the main supplier of all the essentials for venturing into the wilds of the Steamfont Mountains and beyond.

Forge of Defiance
Within the walls of the Forge of Defiance, the finest armor is forged and sold.

Tools of Battle
The Tools of Battle is the finest supplier of weapons on Faydwer.

The Scrapyard
The Scrapyard is where one can discard unwanted refuse, sometimes for a price.

The Gatehouse
The Gatehouse serves as the repair shop for all automations in Ak’Anon. It also the last line of defense.

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

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Into the Depths of: Solusek’s Eye


Overview of the Solusek’s Eye

Located within the great volcano of the Lavastorm Mountains, Solusek’s Eye is a set of caverns with molten lava and precious ores running through it. The depths of these lava-filled caverns are full of gnome miners, vicious kobolds, and fire goblins. The fire goblins and the fire giant – deeper within the caverns – are protectors of the great red dragon, Lord Nagafen.

Background Lore
The Solusek Mining Company, an intrepid group of gnomes, ventured to Solusek’s Eye from their home city of Ak’Anon to mine ore and produce tinkered creations. To aid the excavation of this dangerous s region, the gnomes have brought with them a horde of clockwork miners who can better tolerate the intense heat emanating from the pools and rivers of magna.

Fire goblins also make these caverns home, unaffected by the searing heat. Though the mining company and fire goblin clan are not in direct conflict, they have no love for each other. They do, however, share a hatred for the Solusek kobolds and the fire giants. The fire giants and the fire goblins both serve the great red dragon, Lord Nagafen.
Those that dare to trek too deeply through Solusek’s Eye are advised to be wary of stumbling into the lair, for creatures that lurk there are far more deadly than the goblins and fire elementals of Solusek’s Eye. The lair is accessed through the innermost tunnel system of the complex.

If one is brave enough to endure the suffocating heat of the lava and the constant torment of the goblins, Solusek’s Eye can be a wonderful place to find wealth. The ore mined by the goblins and gnomes can be sold for a handsome price to merchants in various towns. Also, the shamanistic magic of the globins has allowed them to craft simple trinkets with properties that could prove helpful.

Dangers

Solusek’s Eye is not only full of dangerous goblins who would kill anyone entering into their territory, but the lava that flows throughout the caverns can melt through the sturdiest of armor. The ledges and causeways are oftentimes very narrow here and falling into the lava is an ever-present danger.

Fire Goblin King

When the red dragon, Lord Nagafen, descended upon the desolate, fiery peaks of Lavastorm, he compelled the fire goblins who had resided in this region for many generations to construct for him a subterranean lair in the nethermost bowls of the immense volcano. Lord Nagafen was able to impose his will by taking advantage of the Fire Goblin King offering him and his heirs an unchallenged role over his own people, backed personally by the great dragon himself. Dimwitted and eager to please this massive, god-like creature of immense power, the goblins quickly went to work, constructing the tunnels and grand chamber that would house the fire dragon.

The king has presided over his people without opposition or uprising ever since – an occurrence of social stability that is quire rare about the goblins of Norrath. To this he continues to directly oversee the fire goblins of Solusek’s Eye, answering only to Lord Nagafen. It is known that the goblin king and his subjects hold a great contempt for the kobolds and fire giants who protect Nagafen’s lair – a disdain that is borne of jealously and contest for their great fire lords favor.

Source: http://eqplayers.station.sony.com/news_article.vm?id=51038

Steamfont Mountains: Past and Present


The sounds of gnomish cheers and clockwork gears echo throughout the continent of Faydwer as the Steamfont Mountains transforms its appearance. This revamp will be included with the Game Update on Thursday, October 25th. Read part of the lore surrounding this area and view a photo gallery look at the changes that were made.

Background Lore:

Named for the natural geysers and springs found in its rocky peaks, these mountains surround the gnome city of Ak’Anon. It is known that the dragons had once dwelled here, for the fossilized remains of very young dragon can be viewed inside a small valley. The presence of Steamfont’s drakes also indicates that the region may once have had some greater significance to the children of Veeshan. However, that history was lost long before the arrival of the elves or the surfacing of the gnomes.

Today, Steamfont acts as a training ground for young gnomish pupils, as well as for those elves and dwarves that brave the dangerous trek through the Lesser Faydark. Minotaurs from the mines of Meldrath are among the most challenging foes due to their social and cooperative nature.

The mountains of Steamfont are bordered by the Lesser Faydark to the east, and the gates to the glorious subterranean city of Ak’Anon to the far west – gates installed safely within a mountain face and heavily guarded by some of Ak’Anon’s most renown warriors.

Source: http://web.archive.org/web/20071030045712/http://eqplayers.station.sony.com/news_article.vm?id=50634

The Second Colonization


Unwilling to turn a blind eye once more to the risks the hills posed, the rulers of Kelethin, Felwithe, and Ak’Anon agreed to share the cost of a small stronghold to secure the region. An old mining site was chosen for the location of the new city, and gnomish clockwork guards were built and sent to crew the place in order to reduce the cost of shipping in foodstuffs. Called Therege, the small fort soon spawned a small town within its walls. Peopled largely by misfits, adventurers, and scholars (aside from the clockworks), Therege was soon filled with relics that had been recovered from the tombs that various undead and the many earthquakes of the region had brought to the surface. Such finds provided just enough economic stimulus to encourage more civilians to brave the harsh land, and Therege, very slowly, grew. Other elves and gnomes had noticed a new resource within the hills as well. The destruction of so many undead and the opening of so many tombs had left the land rich with bits of skeleton bones, scraps of mummy wrappings, and flakes of zombie skin. Gnome necromancers were likely the first to notice the ease with which such corpse-based material components could be acquired in the hills, but their discovery soon spread to the Teir’Dal of Neriak. Spurred by the desire to gain greater power, Queen Thex of Neriak sent agents to take control of the Hills of Shade. Her agents failed miserably, but they did manage to send back caravans full of necromantic magics and materials. The Queen was angered by her servants’ failures, but was unwilling to remove them from such a useful post. She decreed that the agents could never return to Antonica until they ruled the hills. The agents accepted their exile with what little grace they could muster and established a roving camp for the exploitation of ruins and the mining of corpses. Called Exile, this camp soon became a common stop for necromancers of all races.