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 […]


Hidden Valley

  Two rivers emerge from mountains close to Trinsic, the southern river is beside the entrance to Painted Caves, the Northern River is at the point where a Volcano Tunnel emerges from the mountain (111.31’S 22.46’E 1647, 2893). This tunnel leads to an enclosed Hidden Valley. The only occupants of the valley are a group of mages selling their goods in, and around, a lonely mage tower. The entrance to the tower is at the top of a flight of steps, the doors may be locked (on some shards). Behind those doors, on Felucca facet but not in Trammel, an […]


Orc Caves

Excavated by the orcs when driven from their homes by the attack of savages from Ilshenar, the orc caves are deep in the Serpent Spine Mountains of Felucca and Trammel; the entrance close to the end of Rat Valley (1.13’N 22.00’W 1010, 1428) is guarded by small groups of orcs, sometimes accompanied by an ettin. Extending from the entrance a long tunnel occupied by orcs, orc lords, orc scouts and orc choppers leads to the first of three large cave areas. A palisade across the opening restricts access while beyond a dire wolf joins the orcs roaming the area. Steps […]


Labyrinth

Labyrinth is a city hidden in a mountain on the remote Isle of the Divide. To reach the isle a crystal on a pedestal near Umbra can be used (40.46’N 28.07’E 1723, 1160). A picture of the pedastal is inset into the map above. A return journey can be achieved through a black moongate, of which a picture is also inset into the map (57.18’N 31.42’E 1774, 972). Stepping through the city’s gates, set into the side of the mountain, reveals the underground city, home to a race of minotaurs, their champion Meraktus the Tormented Minotaur and several Named Creatures […]


Exodus

Exodus Dungeon is found in the Eastern half of Central Ilshenar (74.21’N 34’48’W 828, 778). The area around the entrance is troubled by a spawn of chaos daemons, dopplegangers, arcane daemons, molochs and quagmires while the upper levels of the building contain controllers and golems. The main dungeon is reached by stepping on the star field at the center of the ground level of the building. Inside are found more controllers and golems, enslaved gargoyles and exodus minion lords. The quest creatures, exodus minions and overseers, that must be killed for the Arcanist’s Way quest are found here as are […]


Destard

Located in the Serpent’s Spine mountains on the western side of mainland Britannia, south of Skara Brae farms and north of Destard Swamp, Destard is one of the anti-virtue dungeons, as such hunting there can give virtue artifact drops. The Felucca incarnation of this dungeon is also a valid location for stealing from monsters, though the monsters here may not take too kindly to the attempt. It is also the location of the Cold Blood champion spawn. Destard is the anti-virtue opposed to Valor, the opposite of ‘valor’ being ‘cowardice’. Though with the majority of the inhabitants being dragon-kind it […]


Fire Temple

This sandstone building with broad steps and bloody ankh on top is found within walls and amid fiery lava pits on the Island of Fire on both Trammel and Felucca (171.23’S 129.52’W 4596, 3574). The building and grounds are home to Daemons, drakes, dragons and greater dragons. The room below is equipped with a variety of locked and trapped containers which can be emptied by a hardy lockpicker. On the shard ‘Siege Perilous’ only a moongate is found atop the structure giving access to Underworld.


Wind

Wind An isolated and secretive cross between peaceful town and dungeon, just finding the entrance to Wind is problematical; protected by a series of twisting mountain trails this subterranean city is high in the Serpent’s Spine. Finding the entrance is only the first hurdle. The pentagram teleporter that grants access will only do so for characters and pets having at least 70 points in magery. Non magical pets may not enter unless ridden and magical pets will not follow their owner over the pentagram. To take a magical pet into Wind its owner must command the pet to stay before the […]


Royal City

Royal City Seat of power for the land of Ter Mur and home of its monarch, Queen Zhah, this is a walled city at the center of the land. The city has an abundance of citizens requiring quests to be done, from Queen Zhah herself to humble shop keepers, and even a slightly disreputable inhabitant, Sliem the Fence. The town is also staffed by a pair of Clean Up Officers found close to the public soulforge. There is a public moongate just outside the city, opposite the steps of the south east entrance. Citizens of note are: Agralem the Bladeweaver Axem the […]