From the
Zone
October 4, 2000
Life has strange rhythms, especially in our new
world. I recently took up a new hobby to fill my leisure time between
experiments in alchemy and metallurgy. I began dabbling in the field of
geomancy: the study of the land's magical energies. Little did I know that
my amateur interest would become so central to my research so quickly!
So begins the latest text by Zarea bint Zia, The
Breaking of the Crystal Core. The time for geomancy has never been more
appropriate, as scholars have proven that the menhir rings indeed act as
portals to the recently discovered Vestibule dungeons. And it is only
natural, these scholars say, that the mystic forces of Dereth have chosen to
appear in the form of crystals, long regarded as magical conduits. While the
Fenmalain, Caulnalain, and Shendolain Vestibules truly glimmer, with strange
growths of crystals and wisps of phosphorescent gas, their seeming beauty
belies the utmost danger. Explorers entering the Vestibules unprepared will
find themselves swiftly returned to their respective lifestones.
The adventurers of Dereth should be advised that all three
recently launched Vestibule quests are still very much active. But beware!
In order to fully access the dungeons, players must be fortunate enough to
find those keys dropped upon the death of certain creatures. For the
Fenmalain Vestibule, limited to levels 10-25, these keys can be recovered
from both Shadows and Shadow Children. For the Caulnalain Vestibule, limited
to levels 26-35, Shadow Lieutenants hold the keys. And for players level 36
and higher, keys to the formidable Shendolain Vestibule can only be found
among the Grievvers.
In order to reach the dungeons, players must then find the
appropriate menhir ring portals, located in the southern and northern
mountain ranges, for the Fenmalain and Caulnalain Vestibules respectively,
as well as on the Obsidian Plain, for the Shendolain Vestibule.
Although separated by level, no one quest should be taken
lightly. Soloing is not advised and a coordinated effort by a well-balanced
group highly recommended. Once in the Vestibule dungeons, adventuring
parties should be prepared to face not only the Soul Crystals themselves,
but also deadly arrays of Shadow guards and their undead henchmen. To
continue beyond the latter half of the dungeons, players will require their
keys -- which means that all adventurers who die beyond this point will
require yet another key to return and recover their bodies.
While certain heroes did manage to shatter the original
Soul Crystals within each dungeon, duplicates have reformed in their places.
The destruction of these weaker, re-grown crystals does not generate news of
the same world-spanning import as that of the Soul Crystals . . . yet
valuable shards may still be recovered from their wreckage -- rich gems
highly sought after by the craftsmen of Uziz. Already, successful
adventurers have reported trading the gems for items both rare and wondrous.
Shields, uniquely crafted arrows, even spellcasting orbs seem capable of
being created, with these powerful crystal shards at hand.
Of course, even without the Vestibule keys, players may
wish to test their mettle and explore the upper reaches of these dungeons.
Truly, they are not a sight to be missed. Although, it must also be said:
To proceed hastily is but to invite quick death!
(Update) Following the recent launch of November's
event, Should the Stars Fall, certain aspects of the Vestibules
have been made a little friendlier. The keys to the Fenmalain, Caulnalain,
and Shendolain Vestibules can now be given away. Also, the final reward
items not only weigh less, but are now less likely to be lost upon death.