Library of Erudin“…for knowledge is the greatest quest of all.”Erud
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EverQuest: You're In Our World Now

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The Great Divide Day 4

Our heroes have had a difficult time traveling lately. It seems they have had to fall back on their Steamfont mountain climbing skills, and improvise a bit. There is a steep and rugged mountain range on Velious which juts up out of the continent, running north and south, virtually dividing its eastern and western portions. Giants wander its foothills seeking the Coldain, whom they apparently despise. The reason for this perilous trek is that the local dwarves are reportedly leading the adventurers to their city within the earth!

Meanwhile, the geography of the mountain range is quite spectacular, as you can see in the images sent back by the party. The dangers abound - from the giants, and from the earth itself. These must be the youngest mountains on Norrath, judging by their sharp crags and steep inclines. the foothills of the mountain range, the explorers noted a Kromrif

(frost giant) military outpost. Taking care not to get too close on the advice of the dwarves, the brave party managed to gather imagery for us. It is amazing to consider how these and other creatures of Velious have adapted to the harsh conditions of the icy tundra.

Another interesting, if deadly, species are the ice wurms � great reptilian beasts of draconic origin who live among the crevasses of the Daggerflow River. The river is more of a glacier, really, which slowly advances toward the Great Scar in the south. One interesting spot of note was what appears to be a ruined temple found just to the south of the steep valley known as the Great Scar.

When the dwarves were chased from their home within the crystal caverns, they knew that they would have to create a fortress that would be not only easily defensible, but as well hidden as possible.

In those days centuries ago, the city was carved out of the very mountains our party now traverses. Once, there were numerous guard towers dotting the mountainsides, camouflaging the two protecting the entrance to Thurgadin, also known as New Froststone.

The intervening centuries and the complacency of the dwarves after such a long period of relative safety led them to abandon the other towers to the ruin of time and weather. Now, there is but one set of towers, the two guarding the entrance to the dwarven city. The security under which the entrance is held prompted our explorers to camp just outside the entrance for the night and wait for morning to enter. As they settled for the night, they spoke the sights they would see in the morning in the cavern city.

Our party�s hosts grew somber at one point, their faces lined with concern, as they described another maze of caverns known to exist beneath the mountains. Known as Velketor�s Labyrinth, the Coldain quickly assured the adventurers that none of them had ever entered that lair of evil. It is apparently known to them, and they indicate it is known to all who reside on the ice continent, as a place from which none return. When asked where the entrance lies, the

Coldain shuddered and refused to answer. One can only hope that none of the party will decide to find out for themselves!

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