Underworld

    The entrance to Underworld came to light with the eruption of the volcano on Fire Island. Passing through it leads to the Stygian Abyss, though entry to the abyss is only granted to those who have undertaken a quest, either from the gargoyles, Naxatilor in Ter Mur or from Garamon in Underworld. Close to the entrance, note the stone memorial on the left, ghosts may resurrect here. To the right, on a table, is the first of the dungeon’s stealable artifacts. Beyond the guard station the route ahead leads to Garamon. The dungeon can roughly be considered in […]


Holy City

 Holy city is found on an island at the south east extremity of Ter Mur (160.29’N 22.55’W 997, 3894). The gargoyle population largely avoid contact with outsiders, only three interact with visitors; Farmer Nash, Naxatilor the Seer and a healer found in the next building north of the seer’s home. The last building at the southern end of the city’s main street is the Holy City Museum, while at the far north end is the entrance to Tomb of Kings, with the Shrine of Singularity on the plateau above. The peace of the city is broken during the hours of […]


Tomb of Kings

The entrance to the Tomb of Kings is found at the northern end of the Holy City (165.14’N 22.51’W 998, 3840) It forms an antechamber to the much larger dungeon, The Stygian Abyss, but only those who have undertaken one of the two quests may progress beyond the tomb. The entrance opens into a large room with a large silver serpent image on the floor and twelve levers, six on either side, in banks of three. At the end of this room is a flame and energy field barrier. Naxatilor has informed his questers of the way to pass this […]


The Stygian Abyss

This very large dungeon stretching from Underworld to Tomb of Kings requires adventurers to undergo a quest to enter, a choice of two, one from Britannia, or one from Ter Mur. Originally a peaceful home of Gargoyles, a number of gargoyle flight paths can be found there. The dungeon is the location of several stealable artifacts, a life-giving tree with special seeds, two special house plots, an abandoned and broken gargoyle city and the entrance to two Felucca rules Champion spawns; Primeval Lich and Abyssal Infernal. It is also home to: Thirteen Mini-champ spawns two Peerless Monsters three groups of outcast gargoyles […]


Ophidian Lair

North of Papua in the lost lands desert is the home of the Ophidians from which they launch their offensives against their enemies the Terathans in Terathan keep over the beggar’s gorge to the south west. Those who have earned loyalty to them by killing Terathans may buy from the Ophidian merchants there or earn the recipe to make Blackrock Stew.


The Citadel

This dungeon with hidden entrance, hidden doors and hidden traps is on the Tokuno island of Isamu-Jima. Entry is granted only to those who have taken one of a number of quests. Elder Acob the Wise in Heartwood and Sarakki the Notary in Britain both give such quests. Occupants of the dungeon are elite ninjas, the three sects of the Black Order of ninjas and the peerless changeling, Travesty. The Citadel Route Finder can help travellers navigate through this dungeon. Special items can also be found within the dungeon which, when clicked, initiate a quest dialogue.


Sanctuary

Sanctuary is found in the mountains just off the Britain to Yew road a little north of the Brigand Camp (1.50’S 38.57’W 769, 1645). A mountain pass leads to the entrance of this very busy dungeon where numerous creatures live, not always in harmony, as this picture of the war zone shows. A short way into the dungeon the path runs alongside some derelict buildings. You may find a narrow path through the debris, but the inhabitants appear unable to, not crossing from east to west, or indeed from west to east. Keeping to the right hand path allows the […]


Sorcerers’

South of Valor Shrine in Ilshenar, and on the far bank of the river is Sorcerers dungeon, Terort Skitas (1022.44’N 54.25’W 549, 455). The dungeon has two entrances, though one is atop the mountain, in the temple of knowledge, and only reachable by use of the teleport spell (105,17’N 53.55’W 556, 426). Entering up the stairs into the mountain an adventurer is greeted by skeletons, skeletal knights and lich. Two branching corridors lead to a dinning room with water and acid elementals on the east side and a dormitory with gazer lavae, gazers and greater mongbats to the west. The […]


Prism of Light

  Entry to this “tourist attraction” at the north east point of Nujelm is by ticket only. Luckily Lefty the Ticket Seller will provide one at a price of 10,000gp. Hard cash only please (mark as quest item). The ticket has a duration of 12 hours. Descending the ladder leads to a room with crystals inhabited by wisps and a sign saying the attraction is close for repairs! The doors to the dungeon are hidden by curtains, but not locked. Negotiating the passage behind the doors is only problematical on Siege shard, where some of the occupying wisps are Dark […]


Palace of Paroxysmus

Hidden by rocks by the edge of Beggar’s Gorge in Lost Lands is a noxious pit (8.10’N 39.47’W 5578, 3019). This is the entrance to the Palace of Paroxysmus. To descend into this pit the adventurer needs an acid proof rope, this can either be crafted by a carpenter or bought from Lucius the adventurer, who stands near the entrance, for the modest sum of 5,000gp in hard coin (mark the pile of coins as a quest item) The first thing encountered in the dungeon is the noxious river of acid which runs all through the caverns and possibly an […]