The Complete Wayfarer's Guide to Norrath

Part V: Eastern Antonica

Chapter I: Introduction

Chapter II: Travel Across Eastern Antonica

Chapter III: Cities of Eastern Antonica

Chapter IV: Dungeons of Western Antonica

Chapter V: Afterwords

I: Introduction

EverQuest is a vast game, and it keeps getting bigger - each expansion brings new zones to explore, new places to go and new things to see - not to mention new things to kill and new stuff to take. Even between expansions, only a priveleged few have learned the game well enough to get to and master the out-of-the-way endgame zones. Sleeper's Tomb requires a drop from named, Velious dragons; Vex Thal requires spending time in ten different zones on Luclin; reaching the Plane of Time requires having gone through virtually all of Planes of Power.

My ambition with this paper is to lay out the geography of EverQuest in the most intuitive manner possible.  Those who have been playing for awhile, who have many characters of higher or lower level, and have a lot of play time, will know how to get around. This guide is for all those who have had the experience of being invited somewhere by a friend and been forced to decline; for everyone who has died on his way to a raid; or experienced any of the many pitfalls that can befall the solo traveller in EverQuest.

I will examine Antonica in two parts; even to describe Freeport in complete detail would be an exhausting task.  However, insofar as it is possible to cover the entire continent systematically, it is my goal here to do so.  This Part V is a look at Eastern Antonica.  Part VI will include both Southern and Western Antonica.

II: Travel Across Eastern Antonica

The 800-pound geopolitical gorilla of Eastern Antonica is undoubtedly the trade city of Freeport. This city contains the continent's only connection with Faydwer to the East, across the Ocean of Tears.  Surrounding Freeport to the Northwest is the coastal Desert of Ro; on the other the pastures of the Commonlands, which extend West all the way to haunted Kithicor Forest, named for a famous ranger.  To the South of the Commonlands are is Nektulos Forest, which protects Neriak, home of the Tier`dal - the indigo dark elves.  These two forces engage in constant skirmishes with one another.  So far Freeport's presence dominates the Commonlands, but Neriak, underground and well defended, has made Nektulos entirely its own.

The East Commonlands are home to a Wayfarer Camp, where expeditions into the Rujarkian Hills, a Lost Dungeon, may be obtained. (See Wayfarer Camps in Part II.)

To the North of Freeport and the Commonlands is the Northern Desert of Ro, whose shoreline may be followed south to the Oasis of Marr and ultimately to the South Desert of Ro; this is the way to travel to get to the Southern section of Antonica, to be described in a later guide.  Beneath North Ro, it may be mentioned, is the Lost Dungeon of Takish`Hiz.

To the West of Nektulos, where the forest ends, lies Lavastorm, a black and volcanic wasteland where lava wells up in unprotected pools.  The Temple of Solusek Ro, the Burning Lord, may be found here as a somewhat safe haven; the tunnels under the earth - the Sol Dungeons - are home to goblins and kobolds adapted by years of exposure to the close proximity to magma. 

Under the Great Crater here is the dread red dragon Lord Nagafen; whether he is here because of the fire, or the fire is here because of him, is a matter of some debate -  the stories of the sacrifice of virgins to him are legend, more metaphor than reality. The story that he desires to mate with the white dragon Lady Vox of Permafrost - an act which would create a Prismatic Dragon like Kerafyrm the Sleeper - is more likely to be true, for they are both exiles of the Ring of Scale. (See Part III, Ch. III, Mistmoore Castle.)

Kithicor forest at the West edge of the Commonlands was, many years ago, the scene of the event which has come down in legend as "Bloody Kithicor."  On this one night, many years back, every living being in Kithicor forest was slain at the same moment.  The attempt to invade Norrath ultimately failed, but even now the powerful undead - the clerics and knights who gave their lives repelling Innoruuk - "rise at night ready to fight," and this is not fable but well-known fact.  Unless you are a particularly powerful adventurer yourself, it is best to wait until morning to travel through here. (Or follow the South zone wall - see Part I of this Wayfarer's Guide, Chapter I.1, Following the Zone Wall.)

Adjacent south of Kithicor woods is Rivervale, the halfling city, whose homes are nestled out of and into the sides of a pastoral mountain valley.  This is a pleasant pastoral setting, with a pleasant pastoral tune as its constant pleasant, pastoral accompaniment.  The halflings - although as upset by Iksar as anyone else - are very tolerant of outsiders.  Travelling through Rivervale brings one to Misty Thicket, which is precisely what it sounds like.  This is bisected by the Wall, which defends the halflings of Rivervale on the one side from the goblins of "The Liberated Citadel," so-called, of Runnyeye, on the other.

Crossing through Runnyeye brings one to the Gorge of King Xorbb, whose brown stone walls twist upon themselves in a maze, connecting at the other end with the Eastern Plains of Karana. "King Xorbb" is the beholder who nominally controls the gorge.  Beholders, enormous floating eyeballs with awesome magical abilities -  tend to be powerful Enchanters in addition to mean fighters, and a group of beholders do make their lair deep in the gorge.  However, nobody has seen Xorbb himself in quite some time.  The Gorge is otherwise home to muddites, which can be tougher than they look, and minotaurs.

At the far Western end of Kithicor forest is High Pass, a pass through the mountains and past High Hold Keep to West Karana.  The Pass is home not only to human residents and the Guards of High Keep, but also to competing tribes of orcs and gnolls; the Shralok orcs can be found near the entrance to Kithicor, waiting to ambush travellers passing through, while the gnolls control the area between West Karana and High Keep.  High Keep was a standard rest stop for travellers between Qeynos and Freeport, back when travel was done in any way but via the Plane of Knowledge, but nowadays only bounty hunters come to High Keep for the reward on goblin ears.

III. Cities of Eastern Antonica

III.I. Freeport ("The Land of the Free and Home of the Port") is the dominant human city of Eastern Antonica, although members of virtually every race make their home here - even Boomba the Big, an ogre, whose past is mysterious but whose dwarf pickles are tasty.  Despite its cosmopolitan reputation, however, the contest for control of the city is waged by two human parties: the Knights of Truth and the Freeport Militia.

The Freeport Militia, a mercenary band hired to defend the city, dominates East and West Freeport under the leadership of Sir Lucan D`Lere; the Knights of Truth, whose temple is one of the central features of North Freeport, have a free run of that section of town and consider the Freeport Militia to be absolutely corrupt.  The other factions here, such as the Coalition of Tradesfolk and the Arcane Scientists, feature in local politics essentially as pawns of these two contending forces.

III.1.1 West Freeport It is difficult to be systematic when describing a city as vast and varied as Freeport; I will consider as though you are entering West Freeport by way of the East Commonlands. The first structure one encounters is the city's Wall, which surrounds it completely.  Through the gate is a small defensive courtyard lined with a high ramp.  Past this and to the right is the Freeport Barracks; to the left the ramp leading to North Freeport, which I will describe later.  The Academy of Arcane Science can be found by walking due East upon entering Freeport.

Turning South along the street leads to a courtyard, within which are the Hog Caller's Inn and Gurb's Anvil, a pottery shop.  To the South-East of this is the Freeport Arena and the Steel Warriors Guild; to the South-West of this is The Theater of the Tranquil and the Ashen Order, a guild of human Monks.  The main entrance to North Freeport has already been noted; East Freeport may be accessed to the South of the Hog Caller or, alternately, to the South East of the Arcane Science building.

III.1.2 East Freeport is the entrance to Antonica from Faydwer, by way of the Ocean of Tears. Although something of a slum, East Freeport is the business district - where the first line of people to separate a sucker from his money may be found.  The Trader's Holiday is almost a one-stop shop for tradeskill goods in Freeport, and there are many other baking and brewing and smithing vendors. 

Behind Hallard's Resales, a rundown pawnshop, lies the underbelly of Freeport - follow the alley to the Eastside Inn and down the stairs to find yourself in the catacombs, where the Necromancers, Shadow Knights and Rogues have taken their residence for years.

III.1.3 North Freeport is dominated by the Knights of Truth, who are based out of the Temple of Marr.  It is a farly complex zone - rather than a straightforward walkthrough, I will give some major sites of interest.

I am going to assume you are entering North Freeport from the ramp in West Freeport, near Krystin Charcoal.  The building immediately in front of you when you come up the ramp is the Freeport City Hall - following the road to your right takes you to the entrance, as well as to Marsheart's Chords, the Freeport bard guild, and Groflah's Forge.

In the Eastern part of the zone, one will find the Freeport Square and many storefronts, not to mention the Freeport Vault. In the northern part of the zone, one will find the Temple of Marr, seat of power for the Paladins of Marr who oppose the Freeport Militia.  Behind this, further North, is the Freeport Office of Landholders and the Hall of Truth.

III.2 Neriak is the underground city of the Tier`dal,  the "dark elves" of Antonica.  It is divided into three sections - the Neriak Foreign Quarter, where non-dark elves, including the recently disposessed trolls of Grobb nee' Gukta; the Commons, or business district, where the bank, guild-halls and many shops and businesses can be found; and the Third Gate, exclusive residence of Neriak's elite class, the Necromancers of "the Dead."

Neriak's politics are insidious; the King and Queen appear to be, actually, in direct conflict and competition with each other, although the "warfare" between them is of a very subtle and political nature.  Here, it is those magic users who study skills other than Necromancy - Enchanting, Channelling and Summoning - are the underdog class, for Necromancy is the original Dark Elven art form.

III.3 Rivervale is the largest halfling community on Norrath, although it is small compared to Freeport or Qeynos.  It is cut into a valley to the South of Kithicor Forest.  Small wood-and-grass huts have been erected, homes have been dug out of the side of the valley pass.  The halflings will sell trinkets to most anyone but necromancers and Iksar.  The most prominent building here is the Rivervale mayor's office, which, incidentally, also houses the bank.

Passing through Rivervale is usually not a problem except for Iksar, Shadow Knights and Necromancers.  Even then, SKs and Necros can usually make it through without invis, provided they aren't Iksar.  The clerics and paladins will kill SKs and Necros on sight, however.

III.4 High Keep is a fortified human settlement midway between Freeport and Qeynos, in High Pass.  The Guards here, although human and allied with Freeport, are not with the Freeport Militia.  High Keep is very homey once you have made your way past its heavily fortified gates; nobles make their homes here, away from the constant political strife of Freeport and Qeynos, and close to the gambling tables.

Unless you have particular business here there is not much of interest apart from a few general stores; Enchanters may want to note that their pet spells are sold here.  However, the basement has been overrun by goblins from the Pickclaw clan.  As mentioned above, this is one of the few reasons for an adventurer to come here and stick around.

III.5. The Temple of Solusek Ro is carved, like Sol Dungeon and Nagafen's Lair, into the side of the Great Solusek Crater in Lavastorm.  This is exclusively a quest zone; many if not most classes have class-defining quests here, including the Shadow Knight Darkforge Armor, the Magician Focus items, the Wizard Staff of Temperate Flux, the Cleric Armor of the Penitent, and many, many others.  The quests given here tend to be localized within the three continents of the Old World.

IV. Dungeons of Eastern Antonica

Befallen is an ancient mansion, now buried in the side of a hill along the North wall of the Commonlands.  It is entirely overrun by the shambling undead, making it a great place for paladins and necromancers to hone their undead-busting skills.

Befallen is a keyed dungeon, requiring three keys in order to go as deep as possible and get out again; it is not recommended venturing past where the key to the next area drops unless you've already got it.  In this context, bear in mind that skeleton Lrodd's well, on the first level, is the quickest and easiest way to the deepest part of the dungeon; however, if you fall in lacking a key, you will be stuck among relatively powerful undead with no means of escape save death or gating.

The Liberated Citadel of Runnyeye is a goblin haven, recently... um... "wracked" with political troubles, involving the invasion and usurpation of the Runnyeye goblins by Clan Pickclaw of High Keep.  The metallurgy of clan Pickclaw is apparently somewhat in advance of the Clan Runnyeye, for recently the goblins and myconids have been found equipped with Blackened Alloy armor, which seems to be a replacement for the old-style Blackened Iron.  The Blackened Alloy Bastard Sword is an ideal weapon for the up-and coming Knight, and the Black Alloy Medallion, worn by Lord Pickclaw himself, is an excellent necklace for casters even considering where it comes from.

The clan Pickclaw has a mercenary streak, and will trade and bank with adventurers - more often dark than not - who have not gotten on their bad side.

Runnyeye itself is best described as a "goblin warren" dug into the mountain separating Misty Thicket from the Gorge of King Xorbb.  Its upper cavern system, where the whelps are allowed to play "fighting," connect easily with the Gorge.  Below, the Runnyeye goblins have constructed a vast city in what looks like the ruined sewer of some prior civilization - there is some doubt that it is of goblin construction.  There is also a clan of myconids (mushroom-people) who make their way here as miners.

Najena is a strange duck of a dungeon, home to a mad Teir`dal Magicianess named Najena.  The dungeon - a place of jail cells and torture chambers - is home to Najena herself, her Ogre guards, and her Magician apprentices.  Najena herself was apparently given the dungeon laboratory as a base of magical experiments by the Royal Family of Neriak, but very little else is known about her for certain.  This is a good experience zone for characters in their high teens and low twenties.

Sol Dungeon (a) is the third major goblin lair on Antonica, the fiirst being Runnyeye and the second High Keep.  The goblins of the Sol Dungeon, which opens into the Great Crater in Lavastorm and is connected to Nagafen's Lair, make their lives in the lava tunnels, and have adapted very well to the great heat.  Deeper are a group of gnomish mining engineers, called the Solusek Mining Company, and their clockworks.

Nagafen's Lair is a fiery system of lava tunnels, in the side of the Great Crater in Lavastorm mountains. Home to a tribe of Solusek kobolds, as well as to the red dragon Lord Nagafen, who is guarded by the powerful Fire Giants who worship him as a god, led by King Tranix.  The kobolds have collected many interesting and moderately powerful items, the most famous of which is the Runed Mithril BracerThe Kobold King, Priest, and Champion are the most powerful of these kobolds, and have taken many of the best magical treasures for themselves.  The Guano Harvester is ... well, there is a guano harvester, and he sometimes carries a Large Soiled Bag.

The Fire Giants, into whose territory the kobolds do not tread, have their own items of interest, such as the Crown of King Tranix and Rokyl's Channelling Crystaldefeating these on the way to Nagafen may take a raid force.  The dread Nagafen, of course, has amassed many, many ancient treasures; some of which, such as the Gold Plated Koshigatana, are primitive and crude by today's standards, and other of which - such as the famous Cloak of Flames, are desirable even today.  Lord Nagafen will expel any PC above level 52 who gets on his hate list.  See Wayfarer's Guide Part 1 ch. I.7.

V. Afterwords. 

This ends Part V of the Complete Wayfarer's Guide to Norrath.  Part I featured general helps to navigation around Norrath.  Part II contained tabular data on all of the various modes of transportation.  Part III examined Faydwer, Part IV covered Odus, and Part VI covering Western Antonica and rounding out the Old World series, will be finished and posted very soon.  It is my hope that these guides allow a more complete overview of the geography of Norrath and its Environs.  If these have been well recieved, guides to Kunark and Velious may follow shortly.

Once again, thank you for reading!