September 2016 EQ Producer's Letter: Let's Talk Expansion
Greetings Norrathians,
Prepare for EverQuest: Empires of Kunark! We’ve got a new look for Sarnaks (perhaps an illusion for some?!), new zones like Scorched Woods, Chardok: War March, Lceanium, Droga, Kor’Sha, new monsters, armor, weapons, items and more!
My pitch for a new expansion would be as follows...
Factions: Quests can be completed for each faction to gain their trust and help. They are all blood enemies of one another, so helping one will often upset the other 3. Choose wisely, they will gift their most powerful artifacts to those loyal.
- The Sarnak: Nationalistic, hierarchical, organized. The Sarnak royal family finally quelled all rebellions, threw out the invaders, and were closed off to the world for a decade. Their God-King Valth Dizok is said to have the blood of Veeshan in his veins. The dominant faction that has been building and rebuilding their empire with great efficiency for the past 15 years. With strict leadership and intense loyalty, they have been able to operate by growing, building, expanding, and thwarting almost all efforts to infiltrate their society. They have an intense hatred of the Iksar, Goblins, Frogloks, and Giants. They believe they are lesser races, only suitable as slaves to build their cities, monuments and Temples. They are fanatically dedicated to their god Veeshan and believe they will ascend to the heavens again one day. Their reach is growing, with major outposts being setup in the Lake of Ill Omen, digging even deeper into the earth of Chardok. Their crown accomplishment is the building of the Ascendant Temple of Veeshan deep within the Burning Woods. This towering temple is said to be the tallest structure in all Norrath. They are an intelligent race, that has mastered the arts Evocation, Enchantment, and the Holy Disciplines. Wizards, Enchanters, Clerics, Paladins, and Magicians are all trained with great skill and efficiency to fill out the ranks of their vast and growing armies.
- The Imperial Order: Order, discipline, and supremacy. Dominant Iksar faction of Kunark. They seek to overthrow their hated enemies, the Sarnak. They have no one leader, but are made up of a militaristic council of Overlords. They see themselves as the second coming of the Sebilisan Empire. They set out in raiding parties all across the continent and return their spoils to their home in the center of the continent, Cabilis. The city has grown and thrived over the years, and repelled countless attacks on its towering walls. Their control on the coastal city of The Overthere is tenuous at best. The Sarnak have targeted it with a day-night cycle of sieges... The Imperial Order says, let them come and throw themselves upon our spears and axes. Monks, Shaman, Warriors, and Beserkers make up their ranks.
- The Uprising: Strength, Chaos, and an unmerciful lust for power. The Uprising is made up of a rebellion faction of Iksar and their Dark Elf alliance. There was an unsuccessful coup attempt on the Imperial Order. While the Uprising lost the battle, many Imperial Order generals and battle commanders were slain. The Uprising's leader, Sliz'ic commands his agents from the shadows. He has never been seen and some rumor he is ghost, rather than flesh and blood. His followers have taken up residence in the Dead City of Mist, bending the undead inhabitants to their will by some evil power. Backed by the City of Neriak and the Tier'Dal, they are a serious threat that grows in strength with each shipment that sneaks past the blockade fleets at the ports of Overthere and Firiona Vie. Shadow Knights, Dark Elf Clerics, Rogues, and Necromancers are all drawn to their promise of power.
- The Goblins, Frogloks, and Giants: Oppressed, shamanistic, fractured. The Goblins, Froglok, and Giants have been under the heel of opposing powers in the land of Kunark for centuries, until a band of outsiders brought them together. A great Ranger, seeing their plight won their trust by defending countless outposts, fledgling towns, and vulnerable villages. Mallory is his name, a Half Elf that knows what is is like to be an outsider. He is joined by his companions Oktok the legendary Ogre Warrior and Urggo the blind Troll High-Shaman who sees the world through spirit sight. By uniting the clans, Mallory has given the lesser races of Kunark a chance at survival. They are hidden in the Deep Wood. Druids, Rangers, Warriors, Bards, and Beastlords make up these feral armies.
Revamped Zones
-The Overthere- Controlled by the Imperial Order, under-siege by the Sarnak, and something nefarious is being plotted by Venril Sathir and his undead hordes. All major factions are vying for power here.
-Cabilis- The Imperial Order has built this into a flourishing metropolis. A tier 2 raid zone for the opposing factions.
-The Dead City of Mist- The Uprising has claimed this city as their own. A tier 2 raid zone for the opposing factions.
-Chardok, The Grand City- The Sarnak dug deep into the earth and created the grandest city on the continent of Kunark. It has only ever been seen by Sarnak eyes. Filled with the royals, their families, and their Red-Cloak Guard. A tier 2 raid zone for the opposing factions.
Tier 1 Zones
-Dragon's Drool- Connected to Trakkanon's Teeth. A land of boiling lakes and mud pots. A wild tribe of red skinned Froglok own these plains. Only they can withstand the heat of the boiling lakes. This is a strategic staging point for any potential moves upon or the defense of Firiona Vie. All four major factions are vying for a foothold here.
-The Broken Teeth- Located north of the Field of Bone. Pirates control The Broken Teeth. They raid and plunder any ships foolish enough to pass too close. With countless jagged rocks jutting out from the sea, it is a harsh land. The weather is severe here, with gale wind storms seeming to appear without warning, pushing boats into the shallows. Who knows what dangers and treasure are hidden with the many ship wrecks scatter the landscape. Beware of the Megalodon, who is known to swallow entire ships whole.
-Sathir's Gamble- Karnor's castle was just a diversion for much grander ploy. Venril Sathir was constructing a much more elaborate city using the undead hordes within Charsis. Sathir's Gamble is dungeon city and located within the cliffs and caves of the Overthere and shares the same passageways with The Howling Stones. Venril and Drussella have once again joined together to raise their own dominant faction, fueled by countless centuries of burial grounds deep within the mountains of Kunark. Nobody knows the true scope and power of their seemingly endless undead hordes. They have already begun to push out of the mountains and have been seen scouting the strategic coastal city of The Overthere.
Tier 2 Zones
-Lake of Dismay- Located east of the Field of Bone. The Imperial Order is the dominant faction here, but only because the others want nothing to do with this forsaken place. The dead lake has a rotting green tint to it. It is said that it swallows all that venture too close, slowly drain their souls from their body. A great Krakken sea monster is rumored to be deep, deep within the depths of the lake. There is also a rumor to be a Nether Temple at the bottom of this dismal place.
-Sebilis Crypts- Located deep below Sebilis, under the royal crypts. Something has awoken the ancient Iksar from their eternal slumber. Grand Emperor Kottl, the first of his name, is awake once again and filled with the rage that any would dare enter his crypt. Traps, pitfalls, and ancient magics protect the burial chambers. There are also rumors of an ancient dragon burial ground.
-Deep Wood- Hidden within the Warslik woods is a massive grove of trees that reach up high enough to touch the clouds. Under their branches is a dark, tangled mess roots and thousands of years of foliage. Vampires have taken refuge here in the darkness along with bloodthirsty wolves and massive spiders. All inhabit and terrorize these woods. The last of the Kunark Giants also to call this dark place home, making their home in the trees. Through an uneasy alliance brokered by Mallory, they have just begun to welcome the Goblin and Froglok to their home in the trees. A tier 2 raid zone for the opposing factions.
Tier 3 Zones
-Cinder Pile- Deep within the Burning Woods, only scorched earth, ash, and dust remain. Here on this blazed landscape, the Sarnak have constructed their Ascendant Temple of Veeshan. Made of pure crystal mined from the depths of Chardok, extending far above the clouds, the height of the tower cannot be seen. This land is sacred and holy, they will defend it with all their might. It is said the top of the tower is where mortal and immortal commune, dragon and man become one.
-The Dead Nether- Darkness and chaos rule this place and not much else is known. Located in the depths of the Lake of Dismay, all who have entered have been swallowed by it and never seen again. The Imperial Order plan to send expeditions and see if they are harness the dark power of this place. The Uprising have been seen suspiciously lurking around the Lake of Dismay of late.
-The Core- Under the lakes of lava in Skyfire was found a cave system. The creatures beneath are believed to have drawn from the power of the Temple of Veeshan and mutated into beings of immense power. Nobody knows the depths of these caves, as the creatures devour all that enter. The Dwarves have setup an outpost here, as they believe it is Brell calling them from the depths.
Make EQ great again.