Kithicor Forest
A forest that turns deadly at night, haunted by the undead of the Battle of Bloody Kithicor.
Overview
Drawn from kithicor — zone description.EQ1Community article
Kithicor Forest has recently become a much more dangerous, dark place. In days past, it was a quiet woods where an intrepid explorer could find many things of interest, but now it is overrun. It is confusing to travel in only because there aren't too many identifiable waypoints and the range that one can see is limited, but it contains good hunting for two different ranges of adventurers, as well as several unique items.
Dangers ------- Another addendum. Following the opening of the Plane of Hate, this zone has become significantly more dangerous. At night, there are many very high level (level 35+) undead in the zone, which are highly aggressive. These undead can also sometimes be found during the day. In addition, different creatures are now appearing here, such as goblin workers and will-o-wisps, which are relatively high level (low teens). Exercise caution when travelling through here, especially at night.
The shadowed men have recently taken up appearing in this zone with frightening frequency. Their stepped up presence has turned a previously relatively safe zone into a much more dangerous one, as they often can't be seen until close, form into cohesive and deadly groups, and are extremely powerful. Keep your eyes peeled for this new group of inhabitants.
This zone is very dangerous to travel through, whether day or night. At night the powerful undead, which are mostly over 40th level, spawn all over the zone. In the daytime, these undead no longer spawn, but if more powerful characters did not destroy them they will still be walking around. It is only relatively safe to run along the walls, as the monsters can charm you off of the wall. Also, there are now Dark Elf Dragoons that can be seen wandering the zone, causing problems during the daytime hours.
There are other dangers here as well. The first is that the forest itself is very confusing and hard to get around if you don't know what you are doing. All the trees and hills look the same, and there is no sky to see and not many paths to follow if you get lost. If you bite off more than you can chew in terms of a monster, there are no wandering guards to save you (no guards period, actually) and you pretty much have to know where you're headed if you want to zone in time to escape. There also aren't many roaming bands of other players to save you if you need it.
The second is the named Orcs that live in the southwestern corner of this zone. They aren't always out, but apparently to some people they /con as being indifferent to you, although they actually kill on sight. They are also, by far, the toughest monsters in the area (other than maybe Thumper, I never poked him to find out). A large number of players use the southern edge of the zone as their waypoint to find their way from West Commonlands to Highpass Hold, and it brings them perilously close to these guys.
Benefits -------- As I mentioned above, people think that there are few benefits to playing in this area. When playing my ranger, I had to disagree. This area provides some of the best untouched hunting in the game, all readily accessable. It is possible to track around and find any monster you want, and I guarantee you nobody else will be after it. This goes for the newbie area as well as the higher level area that covers most of the southern edge of the zone. As a 10th level ranger, everything in that area /con'ed comfortably blue to me, and lower level groups could hunt their and make good experience. The largest problem with hunting here is the lack of money, as none of the creatures are sentient and carry cash with them. This is still true since the addition of the more powerful monsters, but is much more dangerous.
Overview
No EQ2 source leads this topic — its EQ2 accounts are listed below.
Map
From the EverQuest Atlas: The Maps of Myrist (SOE, 2002).
Official Lore
10Collected official lore pieces, from in-game and out.
Seeds of Destruction: Unfolding the Lore - Part 3
Seeds of Destruction: Unfolding the Lore - Part 3 Bloody Kithicor, Commonlands, Highpass Hold Bloody Kithicor Two great armies converged on the Kithicor Forest for one of the largest and bloodiest battles in Norrath's history.
Read the full sourceThe Battle of Bloody Kithicor: Part 3 – The Final Battle
The Battle of Bloody Kithicor Part 3 - The Final Battle All throughout Antonica, forces prepared for war. Quartermasters scrambled to equip hastily recruited troops. Men both military and mundane trained and practiced diligently for what would surely be a most terrible war.
Read the full sourceChild of Hate: Hate is Born
The Moon of Blood is the most holy night for Innoruuk's followers and occurs once every twenty-seven months. On this heinous night, every follower of Innoruuk must murder a good being to honor his or her god. The dark elves have their own tradition on this night as well. The nobles choose a commoner to mate with and then sacrifice to their dark god.
Read the full sourceBloody Kithicor: Nurgal's Stone
TSSArtifactBook5
Ecology and Evolution -- A Bixie's Tale Preamble: As the Librarian of Crescent Reach, I feel it is my duty to provide a detailed history on the bixies in order to fully understand any threat that may come to Crescent Reach and our drakkin.
Read the full sourcenurglestone5
Tyrana, Grigog, Bgug and the few Teir'Dal escorts brave enough to get close to the human keep stepped into the dark forest of Kithicor. Her head still filled with rage from Laarthik's cold rebuke, Tyrana was taken by surprise as Bgug slumped to the ground, clutching at the arrow in his back.
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Leatherfoot Tales: The Houndslayer, Part One
This book is a retrospective of Leatherfoot Brigade scout Gumpy Nattoo’s earliest adventures during the Age of Turmoil. History is written after something happens and tells future folk about the past. That’s what this is about: the past.
Read the full sourceLeatherfoot Tales: The Houndslayer, Part Two
his part of the Leatherfoot Tales relates how Gumpy Nattoo received the name “Houndslayer” during the Age of Turmoil. After meeting up with the Kithicor ranger in the woods, Gumpy felt his luck had changed. For one thing, the ranger shared his rations generously. For another, they were heading back to Rivervale.
Read the full sourceLeatherfoot Tales: The Last of the Teir’Dal, Part One
The Houndslayer’s adventures continue as he and his comrades make their way through the dangerous regions of Kithicor and Nektulos. Debate rages through history as to the origins of the dark elves, or as they call themselves, the Teir’Dal. Considering how different they look, it’s easy to see why folks might think they’re not elves.
Read the full sourceOKF-Q6Note
The orb is much too dangerous and must be kept hidden. Were it to fall into enemy hands, all our plans and secrets would be compromised. To keep it safe from those who would use it against us, I have locked it away in a chest and sunk it to the bottom of Kithicor Lake. I pray we never have need of its power.
Read the full sourceFurther sources
25Lore that mentions this in passing.
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Community articles
18Fan-written encyclopedia entries — useful overviews, lower authority than the primary sources above.
