EverQuest: The Shadows of Luclin (0)

EverQuest: The Shadows of Luclin
First release date
2001-12-04
Platform
Mac PC
Developer
Verant Interactive Daybreak Games
Publisher
Daybreak Games
Theme
EverQuest
Franchise
EverQuest
Aliases
EQ SoL

Overview

Shadows of Luclin

The Shadows of Luclin was the third expansion released for the franchise. Much like the first expansion, , the third expansion brought content to players of all levels. is one of two moons that revolve around the world of , and this expansion opened the ability to travel to and from this satellite. Among the many additions to the game that Shadows of Luclin brought, these are the most notable:

  • New World: For the first time, players could leave the world of Norrath (not including planar areas). Luclin's geography of 24 zones made it possible to travel one direction completely around the moon and arrive back at your starting point, something not possible on Norrath.
  • New Playable Race: The , a race of noble , have lived on Luclin for several centuries after being blasted here from Norrath during the great war of the on the continent of .
  • New Class: The is a combining the skills of a and a , but with the added skill of commanding a fierce pet, much like a . Only large races can be beastlords.
  • Alternate Advancement: Players above 51 could now have experience pooled into not just their level, but into a separate meter to earn points that could be spent for additional skills and stat bonuses. These new abilities are divided into three sections: General, for abilities available to all class types; Archetype, which are shared among classes of the same basics (fighter, priest, caster, hybrid); and Class, which is exclusive to each individual class. Some abilities cost more than one point, and some can even be leveled up several times.
  • New Graphics: With the introduction of Luclin, EverQuest got an . The moon of Luclin was not constructed with the same "old world" graphics that were seen in the original game and two previous expansions. Even the old world got a facelift with new textures. The most notable new addition though, was the new character models. Gone were the more polygonal looking in-game models and in were more 'realistic' models that included the ability to, at any time, alter their hairstyle, hair color, eye color, facial hair, and other features. Reception of these new models was mixed at best, and many players opted to keep the original models toggled on when playing.
  • : For the first time ever, a zone was established in EverQuest that was devoted solely to buying, selling, and trading goods. It included designated areas (stalls) where once a player was standing there, they could activate a vendor mode in order to sell their wares without actually having to actively do anything. From within this zone, players could also pull up a search function in order to search for all kinds of items by name, stats, level, class, race, armor slot, etc.
  • Horses: For the first time ever in the world of , players could purchase . These came in various colors and levels of speed. Riding a horse offered several benefits. While riding, you cannot be encumbered by any amount of weight you carry, which is a great benefit for traders. Horses are also equipped with an innate ability of at 150, which is great for players who don't have this skill themselves. And most importantly, while seated on a horse, casters and priests indefinitely, meaning that they are regenerating mana as though they were seated on the ground, yet they are still able to cast spells. The only drawback is that food consumption is doubled while on a horse. The horses ranged in price from around 10,000 platinum pieces to over 100,000 for the fastest breeds.

Vah Shir

Vah Shir

The are a large race of noble cat-like people. They have no written language, so their entire history is carried by their through songs and tales. The Vah Shir came to not by choice, by as innocent bystanders in a ferocious war between the of . When the two army's magical power collided, the result was a catastrophic explosion that created what is now known as . Part of the explosion launched a massive chunk of Norrathian soil into space, carrying with it much of the population of Odus. The surviving Kerrans took refuge in small villages and islands around the continent, while those taken from them soon found themselves lost in a brand new world. Through the years they have evolved into the Vah Shir we see today, now appearing in many shades of color, not just the traditional orange and black stripes of their Kerran cousins. All adolescent Vah Shir are required to go through a rite of passage to earn their citizenship before learning a trade. As one would imagine, with their cat-like agility, they make great and . Many Vah Shir have a calling to nature and become . A few take a liking to and become . And of course, there are the bards who carry the tradition of their people. All Vah Shir have the ability to as well as from great heights.

Beastlord

Beastlord

All are accompanied by a life-long companion known as a who will fight along side them. Each race seems to have a natural affinity to one type of animal. The are accompanied by , by , by , by scaled wolves, and by . The beastlords themselves are a with abilities similar to both and . Like monks, they are often more efficient using their in combat rather than a weapon. Beastlords are limited to , , and armor, but what they lack in defense is often overcome by the shaman-like and of course the fact that their warder take some of the damage dealt by enemies. While grouped with other adventurers, beastlords can fill multiple roles, but mainly in a secondary role. They can offer healing, but not on the level of a regular priest class. They can offer buffs, but not often as strong as those from other classes. And they can tank for a short time if the need arises, but would not be a group's first choice in this role. Most often they focus on damage output through their combat skills combined with the help of their loyal warder.

History

Norrath from Luclin

The moon of has been hidden from most Norrathians for longer than anyone can remember. It is tidally locked to , so one half of the moon is always in direct sunlight, while the other side looms in an eternal darkness. The moon is named after the goddess of shadows, a sub-deity. is said to manifest herself as a short, thin woman with solid black skin and short silver hair. Legend states that after scarred the continent of , claiming Norrath as her own, the other followed and took interest in the planet as well. They began dividing up the lands, claiming regions for themselves. While the other gods bickered over Norrath, Luclin claimed the barren, ringed moon for herself. Through sheer will, she infused life into the desolate rock. Luclin then kept her world hidden from the mortals of Norrath via The Veil.

The first to make their way from Norrath to Luclin were the , a race of people who ruthlessly ruled the continent of . They were overthrown by their , the . Rile Sathir and Haggle Baron Dalnir had crafted an ultimate weapon, known as the Greenmist, that proved to be the bane of the Shissar, driving them away in fear. Upon their arrival, the Shissar claimed an area on the light side of the moon called where, conveniently for the Shissar, air does not exist. They believed this would keep them safe from the Greenmist even if the Iksar somehow managed to reach the moon.

Combine Spires of Kunark

Inexplicably, decided to let a certain mortal peer through The Veil. This mortal was Lcea Katta, the wife of the Combine Empire's leader Tsaph Katta. Her husband's life was in danger as a result of a dissenting faction within the Combine. The members who remained loyal to Tsaph, joined the legendary , Grieg Veneficus, on journey to the moon. He was able to use the enormous spires built on each continent to teleport himself and many others to the shadow mistress' world in what would become known as The Exodus. It was immediately obvious that his calculations were off, as the entire party was deposited near the core of the moon, now known as . To make matters worse, it was soon discovered that they had no means of traveling back to .

And then there was the arrival of the , later known as the . These cat-like people were blasted here against their will by the great war between the in which The Hole was created. The Vah Shir rode a massive chunk of Norrathian soil through space, and those that survived the impact had no choice but to begin a new life in the crater on the dark side of .

All of these arrivals have angered the mistress of shadows and her children as well. herself has attempted many times to halt the advancement of other races on her land. And now, powerful known as scions have discovered not only the long lost secrets of to Luclin's moon, but have secured a means of traveling back as well. This now allows any and all races to travel freely back and forth, a fact that only infuriates the goddess of shadow even further.

Geography

Map of Luclin (not to scale)

Acrylia Caverns

Acrylia Caverns

is a locale that is constantly fought over. Its entrance lies along the western edge of the on the dark side of the moon. The marble-like, phosphorescent rock discovered here, known as acrylia, by the allowed them to build their elaborate home city of . Not long after their arrival on the moon, some discovered several veins of the beautiful ore and commissioned a dig site. Whether it was greed or necessity, the search for acrylia led to the unearthing of a primitive, ferocious race of people known as . The Grimlings had lived underground presumably since first touched the moon with life, and the Vah Shir had inadvertently introduced them to the outside world. The Grimlings drove the Vah Shir from the mines, but the acrylia found here is too valuable to ignore, and the Vah Shir often send expeditions to gather more. A great secret is also kept here, unbeknownst to the Vah Shir. For one of the original settlers of Shar Vahl, a hero named Khati Sha, was one of the first to set out and explore . On one such expedition, he was captured by the , who then took him and performed vile experiments on him. The Shissar planned to create a god-like master to govern the daft Grimlings, who were becoming a nuisance to the Shissar. Well, the experiments went horribly wrong, yet still got the job done. Khati Sha the Twisted now reigns over the Grimlings from deep within the caverns. Many Vah Shir have openly wondered why the architecture of the fortress found in the caverns so closely resembles that of Shar Vahl, and this is why. The of Shar Vahl have named their guild in honor of the lost explorer.

Akheva Ruins

Akheva Ruins

lies within the cliffs on the southern edge of the . It was once a great city for the shadows of , a race of malevolent, , four-armed beings known as the Akheva, who were granted life by the Maiden of Shadow. The city was called Ka Vethan and was built of gleaming white marble. Constructed in the twilight region of the moon, the once great city now lies in ruins following a civil war held between warring factions of the Akheva. When the Combine Empire arrived on the moon, they quickly began expanding and built various structures in all regions of . The reigning priestess of the Akheva, Akel Ha Ra, advised her subjects to not interfere in the affairs of these newcomers, and some even met with the Norrathians. Speaking the Common Tongue language of was thought to be below them. This caused dissension among some of the Akhevan people. It is said that a powerful Akhevan priestess named Aten Ha Ra rose to lead this faction in effort to dethrone Akel Ha Ra. Aten Ha Ra summoned a storm referred to as the Maiden's Scar, which demolished much of the area including the city itself. The storm ended the war, but there are those who still remain loyal to the now deceased Akel Ha Ra. The most notable of these devotees is Shei Vinitras. Some say those loyal to Akel Ha Ra hide here in fear of the new ruler, but many believe that they are simply biding their time to amass an army strong enough to seek vengeance on the storm caller. Aten Ha Ra now resides in the new citadel, Vex Thal, where she commands a legion of countless shadows more powerful that anything seen on the moon of Luclin.

The Bazaar

The Bazaar

was built by the citizens of in an attempt to cater to the needs of the influx of adventurers coming to the moon of . The consists primarily of one massive hall with six long rows of canopied stalls which can be utilized by anyone to set up shop to buy and sell goods of all kinds. It is conveniently connected to both and Shadow Haven, and there are several near the each entrance allowing quick access to funds to purchase new wares. An enchantment has been placed on the bazaar that negates any form of encumberance, allowing even a to carry millions of from the bank to a seller. In the center of the bazaar is a building full of vendors employed by the city of Shadow Haven to sell general goods, making this a one stop shop for any need. Along the west wall is a stable where the city sells of varying quality. Scattered throughout the stalls are countless kiosks including , , , and more. At the far north end of the bazaar is a relatively small known as the Palaestra. Unlike the Arena of , the Palaestra is more about display and demonstration rather than fights to the death. It offers salesman a chance to show off their armors, weapons, and other various items in action to entice buyers. The Bazaar is easily the most trafficked area on the moon.

Dawnshroud Peaks

Dawnshroud Peaks

is often the place where newcomers to first see sunlight after emerging from the city of Shadow Haven through the . The rolling hills of Dawnshroud are covered in bright green grass and scattered with with swaying trees and an occasional pond of crystal clear water. To the west lies , the Inquisitor's fortress. Several groups of citizens have set up camps around Dawnshroud finding trade with the new influx of people quite lucrative. To the east lies , leading into the heart of the Akhevan lands. And to the south lies an entrance to where few ever return. Many strange creatures roam the hills as well, including giant known as lightcrawlers, fungus covered , and . In a cave system to the northeast, Galorians, a race of red-skinned , have been evicted from their home by a vicious pack of bipedal reptiles known as rockhoppers. The Galorians offer modest rewards to those who help win their home back. Only then will they once again refer to themselves under their tribal name, the Sambata. In the southwest is a stone building seemingly out of place for this region. It is here that a named Kanthek Ogrebane has set up shop weapons and armor only a master smith of could create. He has forsaken the busy and profitable streets of Shadow Haven, for he has discovered the strength of lightcrawler carapaces. Overall, Dawnshroud Peaks offers a lot for midseasoned adventurers.

The Deep

The Deep

is a system of treacherous caves leading into the heart of . The only entrance into the Deep is from the that neighbor . Much of this dungeon is inhabited by grotesque and ferocious creatures known as thought horrors. They are as intelligent as they are deadly, and often carry powerful spell that casters and priests seek. A ways into The Deep, the cramped tunnels open up into a massive cavern with a seemingly bottomless pit that those who have seen it refer to as the abyss. A magnificent spans across the abyss, but it is simply an . Many unwary adventurers have run full speed in an attempt to escape the thought horrors, only to fall through the bridge on their first step and plummet to their doom. The only way across the abyss is over an just north of the illusion. The first time making it across the abyss is a feat that no explorer will ever forget. But on the other side await even deadlier foes. The path to the right leads to a large cavern full of tiny burrowers. Slaughtering these worms will only lead to larger waves, in number and in size of worm, of them until, finally the burrower beast will enter the fray. The burrower beast is a worm of mammoth proportions, easily swallowing even an in one strike. It is the beast that created these tunnels, and he is now trapped here, unable to escape the abyss. The path to the left leads to the Den of the Thought Horrors, where their master resides. The Thought Horror Overfiend is a powerful who has secretly been investigating the Empire, learning all he can in preparation for an assault on the great pyramid. How can he do this? In his chamber, there is a secret, one-way passage through the rocks into the mines beneath the .

Echo Caverns

Echo Caverns

is unique in the fact that there are two distinct sections which are divided from one another with no passage to get from one side to the other without first returning to and entering from the other side. From Shadow Haven, there are two ways to enter the Echo Caverns. The obvious way is through the district run by the , , and , which is found in the southwest part of town. Not far into the caverns is where many a band of religiously disillusioned gnomes have made their homes. Two brothers battle furiously over whether or not they are ruling the Kingdom of Below, as in below ground, or the Kingdom of Above, as in above . Further in, there is a group of who still serve a slaver known as Taskmaster Torkazh. The truth is that the taskmaster has long since died, and is now controlled by a thought horror from The Deep. From here, it won't take long to reach the end of cave system, which then leads to the much more dangerous area known simply as . The other entrance to Echo Caverns is only accessible through a secret passage near the soulbinder. This passage is hidden because it is the den of , , and who find themselves unwanted in the otherwise all inclusive Shadow Haven. Here, adventurers who hail the dark gods can find refuge, , and goods much like the underground societies found beneath and . Further into the caverns, beyond a steel door guarded by the Shadow Haven guards is a more -like region, which is inhabited by a strange race of short humanoids known as Boglings. They do not welcome trespassers, but it is quite simple to outrun them to the outpost of nearby. That is unless one of the -like plants in the bog roots you to the murky, wet ground.

Fungus Grove

Fungus Grove

is a cesspool of towering , murky waters, and a moldy smell that lingers with adventurers even after they leave. The temperature here is more like a tropical region, with humidity that is suffocating to some. Most adventurers reach the Fungus Grove through the nearby , but there is also a transporter going to and from the , which is directly above the grove. Near the Echo Caverns is a sizable outpost built by the citizens of Shadow Haven. The convenience of a bank and supplies is paramount for the highly experienced adventurers who come here to hunt. The grove is full of , not just the mushrooms, that will wreak havoc on any passers by. The mushrooms have the ability to transform their attackers into mushrooms themselves, forcing them to be rooted to the ground for short periods of time. They also attack in packs, causing frustration for those without the aid of an experienced or . On the eastern side of the main cavern is a village of Galorians known as the Tarmok tribe. The Tarmoks are generally friendly, or at least apathetic, and will invite groups of adventurers to take part in their rituals, which consist of tests of endurance. On the west side of the main cavern is a pond surrounded by dregs. Their strength should not be underestimated, and it would be wise to avoid the pond if at all possible. Deeper into the grove is a second cavern, this one with a large mountain in the center. Within this mountain, and all over it, are a race of semi-intelligent, large called the Shik'Nar. Their innate properties allow them to filter the otherwise poisonous water of the grove, making them immune to the mutations it causes. While large, the Shik'Nar are still insects, and as such, are a popular choice of food for much of the sentient plant life in the grove. They have learned to defend themselves by forming a small military with weapons and novice magic abilities. Atop the Shik'Nar's mountain is a natural bridge to a small cave where a circular red transporter will take adventurers to the Twilight Sea above.

The Grey

The Grey

is a vacuum created by the 's magic. It was once part of the , which lies to the east, but was claimed by the Shissar when they arrived here hundreds of years ago. With their powerful magic they turned the region into a lifeless void, with no breathable air. They did this to ensure that they would be safe from the Greenmist even if the ever found their way to , and it also keeps wanderers away from their home, as they will often suffocate before getting anywhere near the massive . Shissar stalkers roam the dunes of gray sand keeping an eye out for adventurers who employ , , or magical items granting them the ability to breathe here. Most of the area seems devoid of life, but the truth is that the sand and rocks themselves are alive just beneath the feet of unwary explorers. Constructs of stone will often spring to life, attacking those who pass through. Far to the northwest is a small lake guarded by sun revenants who worship , for the sun is always high in the sky here. In the center of The Grey is an enormous pyramid built from a unique blue alloy and marble. As large as it seems from the outside, it is even larger from within, as it delves deep into the soil of the moon. This pyramid is the , home to the Shissar people. It is easily one of the most dangerous places in all of Luclin, which means that many highly experienced adventurers make the trek here seeking fortune in the eyes of almost certain death.

Grieg's End

Grieg's End

is a castle built by an ancient named Grieg Veneficus who served Tsaph Katta, the leader of the Combine Loyalists. It was his research for the Combine Loyalists that opened the passage to using the spires found on continents of . The plan was to escape the assassination attempts on Katta by running to the moon. Grieg was successful on his first attempt in transporting himself and many of the Empire's finest to the moon of Luclin. His calculations were quite a bit off though, for they did not land on the surface of the moon, but near it's core. This is where Shadow Haven was built. It was not long before the people realized that Grieg had not found a way to travel back to Norrath. Many people stayed to establish Shadow Haven as a welcome mat for any others that unwittingly came to Luclin. The Combine Loyalists went to the surface and eventually established Katta Castellum on the dark side of the moon. Grieg remained in along with some of the Combine's best , building The Nexus in an attempt to discover a way back. After many failed attempts, the mages became divided in their strategies. The two factions argued over what should be done until Grieg and his followers left Shadow Haven and settled in the rolling hills north of the . His experiments began to prove promising, and they set forth with building an incredible quadrolith resembling the spires found in the . Construction began in the region known as , which is when the Maiden of Shadows, herself began to notice him. For if Grieg discovered a way back, it would create a virtual road to and from her world, and a massive influx of unwanted visitors. When the moon of Luclin was at its closest to Norrath, Grieg and his mages began a chant, just as they did in the Exodus that brought them to Luclin. The spires began to glow and just when they thought they had succeeded, hundreds of shadows and demons began pouring into the quadrolith. Luclin had divinely intervened in their plan. Grieg and a few others were able to escape back to their compound in the hills, but it was not long before Luclin's minions descended upon them as well. She began to haunt his thoughts and dreams, driving him to . Her shadows have held him prisoner for centuries, turning him into a tormented spirit. Eventually, sent people to investigate what had happened to the mages. Upon reaching Grieg's quarters, they were swarmed and destroyed. A demented Grieg would use their bodies to create his own legions, known as the sun revenants. Many inhabit Grieg's End to this day, as well as Grieg himself, or at least what's left of him.

Grimling Forest

Grimling Forest

consists of a dense population of towering at the base of the on the dark side of the moon. A large river pours in from the mountains to the north, flowing south across the Grimling Forest and into the to the south. On the western edge of the forest is a cave system which used to be controlled by the . It is here where they first discovered acrylia, a metal they would come to use in the creation of a great many things. Their greed led them to dig too deep, which revealed an underground society of a primitive, nasty race of people known as the . The Grimlings quickly poured out of the caves, never knowing of the land that was above them. It was not long before they inhabited almost every inch of the forest. The Vah Shir still hold an outpost in the southeast. It is from here that they send warriors into the hordes of Grimlings to gather much needed acrylia. The Grimlings may seem scrawny and weak, but they attack in packs. There are also other strange creatures to contend with in the forest. lurk throughout the region, as do the sonic wolves more commonly seen in the Tenebrous Mountains. There are even a few bands of who will often take adventage of those lost in the forest, or simply prey on those who narrowly avoid the Grimling and wolf attacks.

Hollowshade Moor

Hollowshade Moor

is a hotly contested wetland just south of the . The river that comes in from the forest empties out into a large, shallow lake full of beaches and sandbars. The entire region is under constant battle between the from the northwest, the sonic wolves from the east, and the from the lake to the south. And that's not even counting the who defend the eastern entrance to from all three factions. To the southwest is a small cave leading to the , the quickest trade route to Shadow Haven. A road of acrylia was built long ago by the showing the way from Shar Vahl to the Grimling Forest, though it is not often used by its citizens anymore. Much like in the Grimling Forest, often attack traders on their way between the Vah Shir city and . WIth the moor being on the dark side of the moon, it offers the best look at available from . The massive planet floating in the eternal night sky is a sight all adventurers will remember. Just don't stargaze too long, for an owlbear, sonic wolf, or Grimling will soon sneak up behind you.

Katta Castellum

Katta Castellum

was the first city established by the Combine Loyalists on . While its appearance is quite gothic and it resides on the dark side of the moon, its people are good-natured and despise those who hail such as or . It is an irony that much discussed by the newcomers to Luclin. The city is built on the cliffs of the high above the , making it easily defendable from their many enemies. The Loyalists followed Tsaph Katta to Luclin to escape the attempts on his life from the Inquisition faction of the Combine Empire. The Loyalists believe in the ideals of the original Combine Empire, that being that all races and cultures be tolerated and respected, save for those who only seek to spread hate and fear. They established a government consisting of several tiers. The top tier are the Concilium Universus, nine officials on an elected council who rule through interpreting the wills of their leader from long ago, Tsaph Katta. Below the Concilium Universus are eighteen governors who carry out the councils orders within the city itself. Then there is the , known as Validus Custodus, who keep the city secure from any of Seru's spies or from the nearby mountains. Lcea Katta, Tsaph Katta's wife (or widow depending on who tells the tale), still resides here. Adventurers allowed within the city will find a multitude of goods and services including class , secrets, , and with exotic wares found nowhere else.

The Maiden's Eye

The Maiden's Eye

lies in the thin twilight region of the moon directly between the and the . It is here that the immortal Akheva, the original inhabitants of the moon, still rule part of . The region consists of miles rolling hills of weeds and dead grass with scattered ruins of the old Akhevan Empire. Along the mountain range to the south lies the , formerly the great citadel known as Ka Vethan. It was destroyed by the Akheva themselves, or at least the ones following the rebel priestess named Aten Ha Ra. She unleashed an almighty storm on this region, not only destroying Ka Vethan, but also seemingly forever removing the land's fertility. To the north is a massive barracks where the Akheva once kept their military, and just east of there is Firegard Lake. Hundreds of Akheva still linger in this area. In the center of the lake is a small building with an eternal flame guarded by who forever worship the . To the southwest is a cemetery where the Akheva would bury their mortal servants. Now the burial grounds are full of the undead thanks to the Coterie, from the . Throughout the Eye are also several camps of Galorians much like the ones in Dawnshroud and . This tribe is known as the Goranga, and they are much more intelligent than their cousins. Near the center of the region is a massive four pronged torch, the relic of the old Akhevan Empire that appears to have no sign of damage from the storm. The Maiden's Eye is quite dangerous for an outdoor area. Highly experienced adventurers often come here to hunt for the many relics that have been found here.

Marus Seru

Marus Seru

is barren wasteland of hardened white sand that is blasted by the sun eternally on the light side of the moon. Most adventurers first get blinded by this region after emerging from the from the east. From here, far to the south lies an entrance to , stronghold of the Inquisition Combine. Throughout Marus Seru are camps of known as The Recuso, who are actually outcasts from Sanctus Seru deemed not worthy of execution. Most of them will attack travelers on site in an act of survival, but there are a few who will converse about the maniacal ways of Seru. The climate here is harsh and honestly, there isn't much else to see. It is mainly just part of the road highly experienced adventurers must travel from Shadow Haven to their raids on the .

Mons Letalis

Mons Letalis

lies just north of and is one of the most difficult regions of to traverse. Its name translates to "lethal mountain" and it's quite obvious why. Mons Letalis consists of endless peaks and valleys making travelling in a straight line impossible. Getting lost in the trenches becomes quite easy when the Shik'Nars and rockhoppers are chasing behind. The deep valleys seem to indicate that water once ran through this area, but the extreme heat of direct sunlight makes that impossible today. A massive sphere rests on the southern edge of Letalis, serving as the passage to Marus Seru to the south. The origins of this enormous granite sphere are completely unknown. Near the center of the mountain range is a gigantic set of spires of Combine Empire design, but they are all but destroyed. It is here where Grieg Veneficus and his followers built this quadrolith in an attempt to secure passage back to . , the goddess of shadows, thwarted this plan by summoning powerful demons of shadow just moments before Grieg redeemed himself. The shadows destroyed all but a few of the mages and many of the powerful still reside here, ensuring that no one else attempts to use the spires. Now, with the power of The Nexus, it appears to be a moot point, but they remain here regardless. Those who are able to make it to the northern end of the mountains may be lucky enough to find the tunnel allowing them to escape to , only to be met with the airless void of the .

Netherbian Lair

Netherbian Lair

was the first expansion that the Combine Empire in an effort to escape from the core of the moon. Today, it is mainly one large corridor supported with elaborate columns and arches. The ground is still rubble, but it is kept safe by Inquisition guards from as well as officers. Taking the main corridor south will lead adventurers to while turning down the western hall will result in emerging from below into 's scorching sands. But the region gets its name due to the alien creatures that lived here long before the arrival of Norrathians. Many have survived, but not nearly at the same levels as when the Combine Empire first arrived. They hide in cave systems off the beat path and generally leave travellers alone unless they are intruded upon. Some tunnels closer to Dawnshroud Peaks are inhabited by Galorians of the most primitive variety known as troglodytes. There is also a substantial population of who can be exceptionally dangerous for young travelers. For the most part, the Netherbian Lair is a highway for adventurers travelling from Shadow Haven and The Nexus to the rest of .

The Nexus

The Nexus

is not very large, but probably has the highest concentration of arcane energy found anywhere in or . Built by Combine Empire design, the Nexus is a hub for travel to and from the moon. It rests deep near the core of Norrath's second moon on top of a mysterious black sphere, and the main chamber is circular with a high arcing domed ceiling. In the center is a raised platform surrounded by four spires similar to those found in , , , , and . Any travelers coming from Norrath via any one of the five Nexus Scions will land here on this platform. The floors are and stairs are made of the finest marble and inlaid with beautiful onyx, silver, and gold, which make The Nexus even more wondrous. Four tunnels lead away from the main chamber, each leading to different Luclin destinations but also containing means to travel back to Norrath. To the west, the tunnel has collapsed and a works feverishly to clear the way to an unknown area of Luclin. Not far from the dwarf is a small set spires monitored by two . These spires are set to automatically transport adventurers back to Norrath. Unlike the other three sets of spires, this one alternates between and . Listening closely to the scions is definitely more important here than the others. To the south is a tunnel leading to as well as the Scion. To the east is a transporter, essentially a shortcut, to Shadow Haven and the Scion. And lastly, to the north is the path to surface of Luclin through the , as well as the Scion. The Nexus is obviously a hub for travel and it has also become a meeting place for many adventurers to plan their expeditions.

Paldual Caverns

Paludal Caverns

is a marsh of fungus and mold that lie directly below the . While some will become nauseous from the musty smell of the place, many younger adventurers find it a great place to hunt. An entrance to the caverns can be found on the south end of town in , making it highly convenient for many newcomers to . The dripping water that seeps in from the moor above has carved dozens of caverns and tunnels over the passed centuries. The largest body of water in Paludal is found close to Shadow Haven and is known as Lake Recondite. It is named after the who have established a village here. Many of the tunnels are teeming with and known as phlarg fiends. The Shik'Nar also have a home here. For reasons unknown, they seem to be guarding a massive fungus man known simply as The Reishicyben. will tell tales of the Reishicyben, citing that he is able to see through flesh and bone straight to the soul of any who come before him. Some believe the Shik'Nar worship him. Pushing north through the tunnels will eventually lead to the surface in the Hollowshade Moor, while heading southbound will also lead to the surface, but in . While the tunnel system may be quite confusing to newcomers, the dozens of tradesmen making their way back and forth between and Shadow Haven should make the ways in and out fairly obvious.

Sanctus Seru

Sanctus Seru

is the city established by the Inquisition Combine after they chased the Loyalist Combine to the moon of . The Combine Empire had a rich history on , but there were those within the Empire that did not agree with many things that their emperor, Tsaph Katta, had done. For one, he allowed to become members of the Combine. One night, Katta had invited ambassadors of every race to a large banquet. It was here that a named Seru attempted to Katta via . When Katta fell during dinner, the banquet was evacuated and a handful of rushed to put him under a spell of stasis to keep him alive long enough to devise a cure. The secured Katta in a safe place while Katta's wife, Lcea, tried to maintain what was left of the Empire. News of Katta's "death" spread like wildfire throughout Norrath, and the Combine Empire fell apart. For unknown reasons, the goddess of shadows, , came to Lcea and allowed her to see through The Veil that kept Norrath's second moon invisible to the planet's people. Lcea knew that Seru's Inquisition would be coming for them, so she decided that the moon of Luclin would be their refuge. Through the knowledge of a powerful named Grieg Veneficus, the Combine Loyalists were able to escape to Luclin, never to be seen again. It was not long until Seru learned of what had been done. His desire to slaughter those who, in his eyes, had ruined the Combine Empire led him to find a way to Luclin as well. WIthin a year, Seru's had discovered the means of to Luclin. This was the last that Norrath would ever see or hear from the once great Combine Empire.

Sanctus Seru

Seru and his Inquisition followers were just as surprised as the Loyalists were when they arrived at the core of Luclin to find that they had no means of returning. Seru ordered many of his mages to remain in what would become known as along with the Loyalists mages who were already there to work on finding a way back. This would be the only joint venture between the two factions. Seru and his people emerged on the light side of the moon and began building their city between the desert and mountains. Sanctus Seru, named after their leader of course, is a police state with a strict code of ethics and rules. Even the architecture of the city appears perfect with its straight lines, symmetry, and organization. They do not tolerate the presence of any races or of the dark persuasion, yet not many would consider Seru's people as good-natured. Seru himself resides in a fortress in the center of the city known as Arx Seru, but he has not been seen in many years. Seru, knowing that he would not likely live to see the end of the Loyalists, had a magical chamber built that itself for its occupants. It is said that months outside are equivalent to just seconds inside. No one is allowed to enter Arx Seru. The city is run by the Praesertum Inquisitors, each of equal rank, who meet in council and are divided into four groups including military, civil, commerce, and a fourth that keeps watch over the other three. Every adult citizen of the city must submit to what is known as The Questions every two years. This consists of what is essentially that can last hours or even days that allows the Praesertum to keep order and maintain power. The heightened sense of suspicion and paranoia within the city leads to many thefts, , and attempts. Although being within the walls of Sanctus Seru can be an uneasy experience, many adventurers stop here to buy, sell, and trade wares with the various vendors. The residential district lies near the back of the city, along with a massive more spectacular than any seen on .

Scarlet Desert

Scarlet Desert

appears to have once been the site of a large river running to the , but now it is a wasteland of red rocks and sand that rests in the twilight region of between the sea and . The dried up riverbed was once known as the Ripflow River, but now it is inhabited by various , lightcrawler , and several tribes of alien humanoids known as Tegi. The Tegi come in various types including water, mud, rock, fire, magma; all of which work together for the greater good of the tribe. Each variant is led by one powerful . A passage through the cliffs to the west leads to the airless void of The Grey, while a passage to the east leads back to the more hospitable Twilight Sea. Along the northern cliffs is an all but hidden entrance to Grieg's End, which rests high in the mountains between here and . The only water left here is a small in the southeast. The most notable feature of the Scarlet Desert though is a towering plateau in the northeast called the Shining Mesa. Atop this plateau is a tribe of sun revenants, believed to be one of Grieg's horrific creations. Only highly skilled adventurers should venture here, for the sun revenants on the Shining Mesa are significantly more powerful than anything else found in the desert.

Shadeweaver's Thicket

Shadeweaver's Thicket

is primarily a training ground for young . The entrance to their great city of lies in the southeastern part of the thicket. The region is divided diagonally from northeast to southwest by a mountain ridge, which keeps the southeastern area relatively safe for the young Vah Shir who learn their first skills. Just outside the city gates is a rather large number of where older Vah Shir offer , goods, and for their younger citizens. A road running north from these tents leads to the being the trade route to . Along the ridge that divides the region, there are several openings to the cave system below it. From under the mountains it is possible to emerge on the northwestern side, which is where the region gets its name as a thicket. The vegetation is much thicker on this side, and so are the dangers. Two tribes of alien humanoids called the Gor Taku and the Shak Dratha are constantly at war here and even in the cave system. A clan known as the Loda'Kai have also set up camps here, and have also been slowly encroaching on the Vah Shir city. Away to the north is a mysterious cavern of fire and lava. A powerful fire named Jynhadar resides here, guarding what appears to be a passage to another part of , but none have dared to swim through the lava and survive to tell what they found.

Shadow Haven

Shadow Haven

is the first city almost every new visitor of comes to after arriving. When the followers of Tsaph Katta realized that they were trapped on the moon, they set forth to establish their city, known as , on the dark side of the moon. They left behind a few hundred people including many of their best to research a way to travel back to . When Seru's inquisition arrived about a year later in search of the loyalists, they too were shocked that they were now trapped here. The commanders of Seru's army met with the people who had been living here at the core, where the people advised that they cared not for the wars of the two factions of the Combine Empire any longer, but only for a way home. The inquisition set a course for the light side of the moon and established Sanctus Seru, but they too left a sizable amount of people behind in an effort to secure a passage back to Norrath. Those left behind established a city of their own, elected officials, and assembled a force to ensure safety. They named their city Fordel Midst. Part of the name was taken from a family who died in the early months of excavation, survived only by one woman. The word Midst was added in honor of a family with a long line of who dedicated their lives to researching the black sphere in . Many people began referring to the city as a haven from the shadows of Luclin that roamed the moon on the surface, and hence the city became commonly referred to as Shadow Haven.

Shadow Haven

Most people arrive in the city via the in The Nexus, which drops travelers off on a platform above a pool in the western part of town. On the same platform is a transporter back to The Nexus. Immediately south of this pool is a large district run by the shorter races of ; , , and . They offer all types of goods to adventurers as well as a . Beyond their district is a passage to . Directly east of the pool is a large building full of vegetation including a tree that, when touched, will one to a hidden grove where offer to , , , and . Continuing down the street east there is a popular called Shandling's Roost. Just a bit further east is a staircase leading down to The Bazaar, which is also owned and operated by the citizens of Shadow Haven. Continuing east past the is the main part of the city. Large homes and have been built in line with the streets. At the far end is the House of Fordel where and can employ training and purchase new and supplies. Just outside of the House of Fordel is the Fordel Hold, offering to keep adventurers prized goods safe while they explore the moon. To the south is the city for the Haven Defenders that police not just the city, but also The Bazaar, The Nexus, and parts of the . Beyond the barracks is a large bridge leading to the Paludal Caverns and the trade route to the city of Shar Vahl. North of the House of Fordel is a bridge to the House of Midst, where , , , and can purchase spells, gear, and training. The citizens of the city, just as they were when Seru's forces arrived, care not for the wars of the world. They are often suspicious of newcomers, but will offer tasks to earn their trust. Simply put, Shadow Haven is a city that offers anything an adventurer could possibly need.

Shar Vahl

Shar Vahl

is the home city of the . The city sits in the center of the massive crater created by the chunk of Norrathian soil that the Vah Shir's ancestors rode in on. Many years ago, there was a great war between the and a rebel faction of their own people they referred to as the Heretics. The Heretics had chosen to study , which was forbidden by the teachings of Erud. The two armies entered battle in the darkness of , and when their magical energies collided, an enormous explosion occurred. This explosion created what is now known as , but it also blasted a large portion of clear off the face of the planet. The are a race of who were simply innocent by standers in the Erudite war. The Vah Shir were nobles of the Kerran society, and some of them survived after crashing into the moon of . Some believe this was by the grace of the herself. The Vah Shir have no written language, for they believe that the cataclysm that led to them being blasted here was in part due to the Erudites' constant study of books and the arcane magics within them. Their history is passed down by word and song by the community's and . The crater itself works quite well as a wall of defense between and . Only two bridges lead to the city itself, one on each side. The Vah Shir are quite happy with the influx of new people to Luclin, as it brings new goods to their city as well as stories from adventurers that not only explain what happened on between the Erudites, but other history as well. The city is built almost entirely out of acrylia, a metal ore found in the Grimling Forest. It gives the city a unique look. On the east side of town is a large arena as well several for and a . On the west side of town is an elaborate castle where King Raja Kerrath resides. For decades now, he has guided his people through relative peace and prosperity.

Ssraeshza Temple

Ssraeshza Temple

is a built by the race of people called . Long ago, the Shissar ruthlessly ruled the entire continent of . Their capital city of Chelsith was located in what is now known as . It is there that they the and explored forgotten evils and dark arts in servitude of , the god of fear. The Shissar rose to power quickly, and drew the attention of the . They learned much from the dragons and used it to their adventage immediately. The Shissar combined the dragons' knowledge with their own love of to create the world's first and blood through brutal experiments on the Iksar. They also found ways to extend their own lives through the dark arts. The Shissar advanced so quickly that their might pushed back even the dragons until there was nothing left of Kunark to conquer. They made their way north to the continents of , (now Antonica), and . It is here they met resistance in the form of the Rallosian Empire led by the mighty , Murdunk. Murdunk met with to form a truce. Murdunk convinced the emperor that war amongst each other was not the answer. The Rallosian army had conquered all of the northern continents and the Shissar the southern continent, so the next step was the astral of the themselves. Ssraeshza agreed. But rather than work together, they attacked on different fronts. The Rallosian Army immediately attacked the elemental Plane of Earth, which ended unsuccessfully and led to the of Zek's children leaving them primitive and unintelligent.

Ssraeshza Temple

The Shissar attacked lesser planes, those of now unknown demigods. Emperor Ssraeshza was successful in his escapades, earning the title of godslayer. This angered , for the Shissar were his creation, and they had turned their backs on him and assaulted the gods. The Faceless granted the , whom he had created as well, with an ultimate weapon that would become known as Greenmist, which they unleashed on the Shissar upon their return to Chelsith. The mist disintegrate all the Shissar who breathed it, tearing their souls into the to be for eternity. The Iksar were unaffected. As the mist approached the heart of the city, the great pyramid of Emperor Ssraeshza rose out of the ground and floated away either to safety or doom depending on who tells the story. Now, upon Norrathians' arrival on the moon of , that it was the Maiden of Shadows, herself, that saved the Shissar from certain doom. For now the pyramid rests in safety in The Grey, a region of Luclin void of air at all, therefore immune to the mist should it find them here. An uprising soon presented itself, led by Vzyh'dra, a powerful who spearheaded the assault on the planes. She and her followers blamed Ssraeshza for their current situation. Ssraeshza, who had been in silence since their arrival on Luclin, put an end to this uprising before it had a chance to get serious. He slaughtered her followers, then raised them in to patrol The Grey for intruders. As for Vzyh'dra, he sealed her with a plane of existence not known to any mortal and built a temple in the basement of the pyramid to seal her there forever. Ssraeshza took credit for the great escape, and his people believed him. He continues to rule the Shissar even to this day, still stronger than even some gods.

Tenebrous Mountains

Tenebrous Mountains

The is a range of peaks in the darkest region of the moon. That being said, most of the inhabitants of this area use sound rather than sight to find their prey, which means that and is almost useless here. The mountains can be reached from the to the south or from the city of to the west. The southern cliffs have several caves where the have moved into the area. The real threat here is the , outcasts from Katta, that have multiple outposts and one towering castle in the northeast. They are led by a powerful winged vampyre named Valdanov Zevfeer. The winged vampyre curse has been a problem for the Combine Loyalists ever since settling in this region. The curse does not affect just people though, as evident of the wolves in the area. Some blame the curse on Valdanov due to the belief that in his experiments, he used the blood of an Akhevan. After escaping Katta Castellum before the could discover what he had become, Valdanov established several coteries through the mountains where he can safely continue his experiments using the blood of 's native inhabitants.

Twilight Sea

Twilight Sea

The is the largest body of water found on . It lies directly between the Scarlet Desert to the west and the towering walls of to the east. Within the sea itself are five islands. The largest island has become known as Elemental Island, for a citizen of Katta Castellum named Vornol Transon was given permission to conduct his research here. He eventually learned the ability to tap into the and summon very powerful servants. He has since enlisted the help of four apprentices and constructed a three story tower where they work. At the top of the tower is a to the , which is located directly beneath the sea. Vornol and his apprentices are friendly to most visitors and even offer quests to fellow . The two islands to the northwest are known as the Alien Islands, for they are inhabited by a tribe of humanoid aliens similar to those found in the . The southernmost island is known as Shadow Island, for several shadow roam back and forth across it keeping a watchful eye on the tower across the way. The final island lies closer to Katta Castellum and consists of several supply vendors and a small dock. Unbeknownst to most, there is a hidden valley north of the sea. A small underwater tunnel along the northern cliffs will take curious adventurers there. The Hidden Glade is home to another tribe of alien people called the Vas Ren. In the northwest corner of the glade is a beautiful waterfall. Behind it is a small camp where the leader of the Vas Ren, Aqualan Deepwater, resides.

Umbral Plains

Umbral Plains

is a hilly grassland shrouded in eternal darkness on the southern hemisphere of . The only way to get here is from to the west. It is said that many battles have been fought here throughout the moon's history. To the south is the entrance to the most dangerous place in all of Luclin, . It is there where what remains of the Akheva Empire make their home. The entrance is guarded by extremely powerful including one larger and stronger than the rest; Rumblecrush. In the forest of the Umbral Plains, some have said to have found the remains of Vah Kerrath, a hero and king. The were once lured here by the Whisperlings in an attempt to keep the Akhevans from rising to their former power. Most of the Vah Shir that came to help, including Vah Kerrath, were slaughtered. Aten Ha Ra, the priestess leader of the Akhevans, reanimated most of the dead, just as she had done with many of Seru's forces before them, to wa