Everfrost Peaks

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Everfrost is a permanently frozen area of frequent snowfalls and constant snow cover. It is the northernmost zone, and is adjacent to the home of the barbarians, Halas. You will also find the tunnel to the gnoll home of Blackburrow where all must pass if they want to enter the lands surrounding Qeynos. There is also a tunnel to The Permafrost Caverns, a higher level dungeon to the east. Everfrost can be safely divided into two subzones, the canyons and the plains.

The canyons represent the newbie area for Halas. They are a twisting area of high ridges and very few open areas through which the lower level monsters move. This is also where the entrance to both Halas and Blackburrow lie.

The plains are a much more vast, and more dangerous, area. They lie to the east of the canyons and stretch for some distance to the East before ending in the mountains. Here you will find the entrance to Permafrost, guarded by fearsome Ice Giants. A frozen river divides this area into eastern and western halves, and ruins of an ancient civilization are scattered throughout the region.

A view of the entrance to Permafrost.
Level of Monsters: Description needed
Types of Monsters: Description needed
Notable NPC's: Description needed
Adjacent Zones: Halas, Blackburrow, The Permafrost Caverns
Name in /who: blackburrow

Map

Map image needed.

Map everfrost.jpg
  • 1. Merchants selling Sewing Supplies and Goods
  • 2. Ice Goblin Igloos
  • 3. Ice Goblin Igloos
  • 4. Barbarian Guards
  • 5. Bandl McMarrin - Barbarian Guard
  • 6. Ice Goblin Igloos
  • 7. Temple with Barbarian Shaman selling spells
  • 8. North Tower
  • 9. Temple inhabited by Icy Orcs and Redwind
  • 10. Stone Giant Statue
  • 11. South Tower

Safe/Evac Spot

Succor point : (X) 629 (Y) 3139 (Z) -60

Dangers

The dangers can be divided into the two separate areas. The canyons can be dangerous for low level adventurers (less than 4th) as the 1st level monsters (the whelps and pups) are aggressive to you and you can wind up being swarmed by these creatures. It is also dangerous if you are in the business of attacking wolves. There are a trio of vengeful skeletons who appear identical to the normal weak ones. Be careful to /con all the skeletons you will be attacking or fighting near, or have an escape route planned out ahead of time.

The plains are an entirely different matter. The biggest problem here is that some of the most powerful creatures in the zone are also the most aggressive, namely the Orc Shaman and the Icebone Skeleton. The Orc Shaman can cast all manner of spells and can take on groups of level 11-13 characters, even though it is only about level 14-16. The Icebone Skeleton is difficult to see until it is upon you, and then does massive damage and stun attacks, as well as cast spells, and is about 15-16th level and immune to nonmagic attacks.

The other creatures on the plains that are dangerous are not aggressive, and these are the woolly mammoth. There are packs of people lining the western edge of the plains who send out a scout to bring in a mammoth or mammoth calf to kill here, and the only real danger is that they might bring back more than they can handle, and either perish or run to the guards, and bring the mammoths with them. The calves are about 14-16th level and the mamas are even higher (near 25th).

There is also a band of icy orcs that have taken up residence in the temple by the river and the ice giant statue. These creatures are approximately lvl 25, and have as their leader and Shadow Knight named Redwind, who is closer to 28th level or so. There is also a small network of caves off of the end of the northeast branch of the river. It is quite a swim from the nearest ice hole to the opening, with nowhere to breathe in between, so you need some method by which to breathe water.

Benefits

The plains are good for wealth if you are of significantly high level such that you can hunt in a group and take out mammoths. Their tusks are worth quite a bit, and it is quite safe to hunt them the way they do, in a very controlled environment and with guards nearby. Also, a midlevel (5th or 6th) soloist could make quite a living taking out Ice Goblins along the edge, including their little camps. The other benefit to hunting in the deep plains is that there are not a lot of people around, so the monster you spot is more than likely yours. There are also some unique quest items floating around.

Traveling To and From

To the southeast of the canyons lies the entrance to Blackburrow from Everfrost. It can be difficult to find, but is generally safe. Be careful, however, because the Everfrost section of the tunnels has both gnolls and darkness, you need to be able to take them out and see or you'll never reach the other end.

To the East lies the entrance to Permafrost, guarded by Ice Giants. Within lies hordes of Ice Goblins and a fearsome dragon.

To the Northwest you will find the entrance to the Barbarian city of Halas.

Garden Variety's Glorious Adventures and Travel Guide to Everfrost

Despite the constant cold and snow, a variety of animals eek out a living among the sheer walled canyons of the peaks of Everfrost. Barbarians use the area as their hunting ground and as a place to display their bravery since bears and wild beasts are plentiful and dangerous. Barbarians are far from the only race that roams these peaks. If the threat of freezing to death lost in the labyrinth of canyons is not threat enough, snow orcs, ice goblins and ice giants are happy to relieve a lost traveler of his or her life and fortune.

Forageable Items

Bestiary

Quests