The Dreadlands

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Ruins from the Combine Empire in The Dreadlands

Located to the east of Frontier Mountains and west of the elven outpost of Firiona Vie, the Dreadlands comrpise one of the largest areas on Norrath. Wild and broken, this hilly region in the southwest of Kunark hosts almost every climatic scenario from snow-capped peaks to dry and cracked mud-flats.

Level of Monsters: 30-50
Types of Monsters: Tundra Yeti, Glacier Yeti, Mountain Giant Craigs, Steeps, and Braes, Voracious Brute, Plaguebone Skeleton, Greater Spurbone, Petrifier, Stonegazer, and Stoneleer Cockatrices, Drolvarg Growlers, Ragers, Gnashers, and Snarlers, Ravishing Drolvarg, Drachnid Webmasters, Webstranders, Recluses, Silkmistresses, and Widows
Notable NPC's: Gorenaire, Gorgul Paclock, Mountain Giant Patriarch, Treeflayer, Wulfare Lonewolf, Wraithbone Champion
Adjacent Zones: Firiona Vie, The Burning Wood, Frontier Mountains, Karnor's Castle, Nexus
Name in /who: dreadlands
ZEM Value: 1
Type Outdoor
Expansion The Ruins of Kunark

Beautiful autumn trees grow in the farthest borders of this region, while scrub and a variety of wild grasses flourish in limited areas. A large glacier has been inching along, cutting its way across this untamed wilderness for centuries. The forest giants have constructed and fortify a fort upon the flat of the glacier's surface.

Not far from the glacier is a forested area where large drachnids - half Teir`Dal, half spider creations of the Faydwer native vampire lord - weave their webs. Beyond the forest lies a harsh wasteland that surrounds the Castle of Karnor. Most adventurers gain access to the Dreadlands through the Wizard Spires and Druid Rings located at the awesome remnants of the Combine Outpost. The spires are the largest set that has ever been constructed in all of Norrath's known history. This location is one of the few places on Kunark where both wizards and druids may weave their spells of teleportation.

An army of undead has been slowly accumulating in the Dreadlands under the control of an ancient necromancer, a lich-king named Venril Sathir, first ruler of the Iksarian Empire (also known as the Empire of Ik) over two thousand years ago. Now awakened from his slumber, Venril seeks to put right what has been wronged and re-establish a new empire, more terrible than before. He and his necromantic allies have based themselves in the ruins of Fortress Karnor that resides in the center of the Dreadlands. Venril is intently rebuilding the fortress, which will become the epicenter and foundation for his plans of world-scale domination.

Map

Map dreadlands.jpg

The Dreadlands

  • 1. Tundra Yeti Caves (2098, 5050)
  • 2. Mountain Giant Hut
  • 3. Mountain Giant Hut
  • 4. Drachnid Widow Web
  • 5. Haunted Ruins
  • 6. Empty Ruins
  • 7. Glacier Yeti Caves
  • 8. Mountain Giant Outpost with a mountain giant patriarch who drops Giant Sized Monocle (Warrior Epic)
  • 9. Tundra Yeti Caves (-2346, 3502)
  • 10. Mountain Giant Hut
  • 11. Drachnid Widow Web
  • 12. Drachnid Widow Web

Entry to tunnel to FV: 376, -5912.

Map dreadlandsvalley.jpg

The Dreadlands - Lost Valley

  • 1. Wizard Portal Spires
  • 2. Druid Portal Ring
  • 3. Ancient Combine Outpost

Safe/Evac Spot

Information needed.

Dangers

This vast area is inhabited by a large number of aggressive creatures, and these comprise the major danger in travelling through the area. Every creature you see will attack you, and monsters like the drolvargs and giants can see through any invisibility spell or effect, so be prepared.

The glacier area is dangerous because the mountainous terrain makes it difficult to see creatures as you move through the area, so it is possible to come over the crest of a hill directly on top of something not very happy to run into you.

The wooded area further to the east is inhabited by the drachnids, a group of fast-moving, spellcasting, aggressive spiderlike creatures that continually roam the area. The decreased range of vision in this area from the trees and frequent snowstorms make it easy to stumble across them while travelling, and since most of them cast spells, it is advised to not stumble across them.

There is also a powerful dragon that can be found in this area, a frost dragon named Gorenaire. Keep your eyes peeled, because if you stumble across this one unprepared, you will more than likely be killed quicker than you've ever been before.

the frost dragon, Gorenaire roams the snow tundras in the mountains

Benefits

Hunting in this area is actually much safer than in other areas of the continent of Kunark for several reasons. First and foremost is that throughout most of the zone, you have a large area of visibility surrounding you while you hunt. This allows you to see creatures that might interrupt you most rudely during a battle and move out of the way ahead of time. The glacier has good vision, and the blasted area surrounding Karnor's Castle has even better visibility. This is cut down significantly during the frequent snowstorms, but is still quite good, and tends to cheer up the barbarians in the group.

It is also relatively safe because there seem to be fewer monsters walking around to avoid, possibly because of the vastness of the zone, or it may just be an illusion caused by the large amount of visibility.

The Lost Valley bears special mention. This area is an isolated area off of the western edge of the main area of the zone, and contains within it the ancient ruins of an outpost of the Combine Empire. Nearby lie Wizard and Druid portals, and this is where these classes gate into when using spells to arrive in Kunark. The rest of the Lost Valley is not normally inhabited by wandering monsters, although a traveller must be careful because occasionally large creatures from the main area either get trained or disoriented and wind up here. The outpost itself has some relatively strong skeletons that don't wander around, and a skeletal monk of some importance.

Traveling To and From

Wizard Spires, Dreadlands near ruins of the Combine Empire
Karnor's Castle looms straight ahead on approach from the mountains

The Druid and Wizard Teleportation spots are located at 2500, 7725 and 3050, 9650 respectively.

There are many ways to get into the Dreadlands. The zone to Burning Wood is at approximately 3400, -800. This places you at approximately -3500, -800 in the Burning Wood.

The zone to Firiona Vie is at 370, -5920. The tunnel in Firiona Vie opens up at -200, 3590 after following a long passage through the mountains.

Frontier Mountains can be entered through a tunnel located at 2100, -3410 and zones into Frontier Mountains at location -3675, -3330 (at the end of the tunnel).

Karnor's Castle is located at approximately 650, -1845.

Foraged Items

Zone Item Edible Stack Lore Magic Nodrop Comment
All Fruit Y Y N N N can be used in brewing and baking
All Berries Y Y N N N can be used in brewing and baking
All Vegetables Y Y N N N can be used in brewing and baking
All Rabbit Meat Y Y N N N can be used in baking to make a stew
All Roots Y Y N N N can be used in brewing
All Pod of Water Y Y N N N can be used in brewing to make normal flasks of water
All Fishing Grubs N Y N N N Used w/ Fishing Skill
The Dreadlands Drachling Silk N N N N * 2 types can be foraged, see page
The Dreadlands Frost Crystal N Y N N N  
The Dreadlands Honey Berry Y Y N N N  

Garden Variety's Glorious Adventures and Travel Guide

Information needed.

Bestiary

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Items

Found 0 items that drop in The Dreadlands:

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Quests

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