Firiona Vie

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The land of Firiona Vie, named after a High Elf princess, is a very wild forest, and also happens to be the site of a beachhead established long ago by the elves of Faydwer. After being long-abandoned, the elves are now returning to this land to rebuild their fortress.

Firionia Vie Outpost
Level of Monsters: 25 - 35
Types of Monsters: Pilgrims, Venomous Lamprey, Frenzied Leech, Drolvarg Savages, Scavengers, Snarlers, and Growlers, Froglok Ton Knights, Shin Warriors, Shin Knights, Tal Shamans, and Nok Shamans, Goblin Battlecasters, Marauders, Plaguebringers, Pillagers, Adepts, and Raiders, Drachnid Webspinners, Weblurkers, Webstranders, Silkspinners, Silkstranders, and Silklurkers, Firiona Drixie, Forest Giant Arbors and Verdants
Notable NPC's: An Ancient Jarsath, Mister Fizzle, Red Eye Jack, Pirate Destroyer, a pirate cartographer, Sergeant Daelione, Vekis
Adjacent Zones: The Dreadlands, The Swamp of No Hope, Lake of Ill Omen, Timorous Deep, The Plane of Knowledge
Name in /who: firiona
ZEM Value: 1
Type Outdoor
Expansion The Ruins of Kunark

Map

Map firionavie.jpg

Firiona Vie

  • 1. Empty Ruins
  • 2. Empty Camp
  • 3. Ruins
  • 4. "Leech Field" - Ruins with leeches
  • 5. Drolvarg Camp
  • 6. Forest Giant Camp
  • 7. Empty Ruins
  • 8. Empty Ruins
  • 9. Drolvarg Ruins and Camp
  • 10. Underground Tunnel to Building 4 on Firiona Vie Docks
  • 11. Firiona Vie Docks
  • A. To Drolvarg Underground
Map firionaviedocks.jpg

Firiona Vie - Docks

  • 1. Merchant selling Food, Water, Cookbooks, and Mixing Bowl
  • 2. Merchants selling Bags and Boxes
  • 3. Merchants selling Weapons, Medium Plate and Chain Armor, Oven and Forge outside
  • 4. Tunnel inside that leads to west side of the bay
  • 5. Merchants selling Bard Songs, Alcohol, Brewing Supplies and Brew Barrel
  • 6. Merchant selling Monk Weapons
  • 7. Merchant selling Unfinished Bard Instruments
  • 8. Ranger Trainer, Merchants selling All Bow and Arrow Fletching Supplies, High Level Ranger Spells
  • 9. Bank (Front door at -3316, 2683)
  • 10. Merchant selling Medium Leather Armor
  • 11. Underwater Tunnel that opens at area 19, also Warrior Trainer
  • 12. Enchanter, Wizard, and Magician Trainers, Merchants selling Enchanter, Wizard, and Magician Spells
  • 13. Merchants selling Most Jewelry Supplies
  • 14. Rogue Trainer, Merchant selling Poison Supplies
  • 15. Merchants selling Large and Small Sewing Kits and Patterns
  • 16. Merchants selling Magic Stones, Potions, High Level Druid Spells
  • 17. Paladin Trainer, Merchant selling Cleric and Paladin Spells
  • 18. Merchants selling Fishing Supplies, Bows and Arrows, Alchemy Supplies, Bags, and High Level Shaman Spells
  • 19. Underwater Tunnel that opens to area 11
  • 20. Boat to Butcherblock Mountains
  • 21. Empty Building with Tracker Azeal standing outside.

Safe/Evac Spot

-2392, 1440 (Just outside gate to city)

Dangers

This zone is highly dangerous. Virtually every monster in this zone (Firiona Drixies excluded) will attack every creature, no matter what. For that reason, the only "safe" place in this zone is the high elf compound of Firiona Vie, which lends its name to this region (although from a gameplay perspective sitting right along the cliffs is also safe as the wandering mobs will not path near enough to aggro).

Specifically there are two new creatures in this zone that are the bane of every traveller. First are the Drolvarg, a highly aggressive breed of wulfwares that has taken up residence in an abandoned tomb in the eastern part of the woods. These Drolvargs are a constant nuisance to a traveler in that direction, and have very large, fast moving patrols, forcing you to keep your eyes open.

The other, probably more important, creature are the drachnids. These abominations can be seen wandering the whole forest, although they are more frequent in the western part. They are spellcasters that are around 30th level and are highly aggressive. They also have a tendency to pop into appearance, which I'm not sure is that they are hiding, but more likely related to my computer. Nonetheless, watch for these as well while moving through the forest, as they tend to frequent the route travelled by younger adventurers who arrive at the dock and want to go to Lake of Ill Omen.

Also, druids should be careful to not travel to the guards in wolf form, as they will be killed. Evil races should be wary of travelling near the Docks area, and also the caverns that lead from here to the Dreadlands are frequented by high level guards that will attack evils on sight.

Also a note on the Drolvarg tunnel in the eastern part of the zone since it does not appear to be mapped here. The tunnel is relatively long with several spawns both inside and outside the entrance and exit. There are also wandering Drolvargs that path between the entrance/exit and roughly the middle of the tunnel. The tunnel itself opens onto an open outdoor area on the other side which is filled with several ruins and a combination of a lot of Drolvargs and some Goblins (both wandering and static spawns). The Drolvarg spawns can spawn any type of Drolvarg. Overall, I found the open area after the tunnel to be a great EXP spot once I figured out where the safe spots to sit were.

Benefits

This zone provides a large number of creatures to hunt from, and they tend to get more powerful the more easterly you go. It is also safe to pull from either the dock area (although others will hate you) or to the zone by Lake of Ill Omen, although none are super.

Probably the best thing in this zone are the drixies. They may not like you, but they seem to hate everything else in the forest. I doubt you could ever make this work to your advantage, but if you are being chased by something that's going to kill you, run it into a couple of drixies and watch the fun (while you can), knowing that whatever killed you has likely seen its last day as well. Petty, I know... I had the pleasure of watching three drixies drive off two drachnids that had wandered too close. A short time later, I saw a large Drolvarg nearly kill a drixie, only to have two more drixies wander by, heal the injured one, and proceed to beat the crap out of the drolvarg. They may not help you, but they're fun to watch...

Traveling To and From

The boat to Timorous Deep and Butcherblock Mountains arrives at the dock located at -4400, 1400.

To travel to Lake of Ill Omen, follow the stream just west of the ramp to the mainland. This stream will take you into some hills and to the Lake at approximately 1290, 3500. In the Lake the location is 1300, -4300.

There are several zones to the Swamp of No Hope scattered across the northern edge of the forest.

Zone Loc to The Dreadlands is (299,6010) but Tunnel Entrance is (-193,3590)

Zone Loc to Lake of Ill Omen is (1291,3516)

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
Firiona Vie Drachling Silk N N N N Y  
Firiona Vie Dung Crawler Y Y N N N  
Firiona Vie Rose of Firiona N N N N N used in druid/ranger epic quests
Firiona Vie Lichenclover N Y N N N  

Nazwadi's Glorious Adventures and Travel Guide

Firionia Vie Ruins

Factions in this zone

Bestiary

There are a total of 0 documented of 113 known NPC's in Firiona Vie:

{{#dpl: category=Firiona Vie Mobs | includesubpages=false | mode=unordered | ordermethod=title | noresultsheader= }}

Items

Found 0 items that drop in Firiona Vie:

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Quests

There are 24 known quests that start in Firionia Vie (checklist follows):

  1. Beguile Plants Quest
  2. Brain Bite (Good) Quest - requires Karnor's Castle and Trakanon's Teeth access.
  3. Burynai Bundt Cake Quest - not a quest. Simply a storyline.
  4. Cabilis Pale Ale (Firiona Vie) Quest - - not a quest. Simply a storyline.
  5. Cannibalize II (Good) Quest - requires access to KC, and TT.
  6. Captain Nealith's Brother Quest - Bloodsoaked Note is not on Drolvarg scavenger loot table.
  7. Cleric Spells (Good) Quest - higher level zones like HS, Seb, and TT need to be open.
  8. Dragon Scales Quest
  9. Drolvarg Teeth Quest - Captain Nealith does not respond to hails and eats Canines even at Kindly.
  10. Druid Spells Quest - higher level zones like HS, Seb, and TT need to be open.
  11. Enchanter Spells (Good) Quest - higher level zones like HS, Seb and TT need to be open.
  12. Goblin Battlemasters Quest
  13. Goblin Raiders Quest - confirmed on 4/24/2022 with kindly faction. Requires higher than indifferent faction.
  14. Guard of Ik Quest
  15. Handy Shillelagh Quest
  16. Hate Tail Guard Shield Quest - classically broken quest. https://everquest.allakhazam.com/db/quest.html?quest=426
  17. Illusion: Iksar Quest Confirmed working 4/11/2022 (possibly pending restart to fix issue with races)
  18. Kwinn's Quest - confirmed on 4/24/2022.
  19. Magician Spells (Good) Quest - higher level zones like HS, Seb, and TT need to be open.
  20. Odd Items Quest - classically broken quest. https://everquest.allakhazam.com/db/quest.html?quest=423
  21. Rare Coins Quest -
  22. Shaman Spells (Good) Quest - higher level zones HS, Seb, and TT need to be open.
  23. The Loom Quest - classically broken quest. https://everquest.allakhazam.com/db/quest.html?quest=745
  24. Wizard Spells (Good) Quest - higher level zones like HS, Seb, and TT need to be open.


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