Haven
Haven is a neutral underground refuge city for exiles in EQ2, accessible only to those not aligned with any major city.
Overview
Drawn from The Maps of Myrist — zone description.EQ1Primary · official
Centrally located upon Luclin, Shadow Haven is connected directly to The Nexus and The Bazaar. The center of town, or the "Common Grounds", is located in a large cavern. The city has been segregated into four areas, each politically controlled by one of the top Trade Families.
The buildings in Shadow Haven are constructed out of wood and stone, chosen more for practicality than for artistic style. The caverns that connect different parts of the city are worn and show signs of frequent use, as indeed there has been a constant flow of tradesmen and adventurers since the city's foundation. Only the less-traveled and darker areas have a rough stone floor resembling a cave passage.
The Trade Families tightly control the flow of goods in and out of their respective areas, although a opportunistic community of smugglers operate an underground economy beyond their purview.
A trade council regulates the import and export of goods to and from the city as a whole. Each of the Trade Families has two delegates to the council. This trade body sets prices and determines availability for all products, often leading to violent conflicts among the major families. Such upheavals sometimes spill onto the streets and shops of the areas that are heavily affected by questionable price decrees.
The smugglers, who work solo or in small groups, have allegiance only to the size of their wallets. They will do anything in the name of profit, even if it includes killing or backstabbing a fellow smuggler. From time to time, there have been rumblings of a smuggler's alliance forming. But paranoia, distrust, and lust for profit prevents this from actually happening. In addition, the Trade Families see such a potential alliance as a great threat and therefore work to sow deceit and sabotage among the smuggler community.
Map
From the EverQuest Atlas: The Maps of Myrist (SOE, 2002).
Field notes
Adventuring notes from the atlas — what to watch for and what the zone offers. Flavor, not lore.
