Expedition Log: Ikisith [Area connection and other spoilers]

Quelian

Dalayan Adventurer
Edit: I got over it. Enjoy the book!

Expedition Logs, Ikisith Continent

High Seeker Quelian Spyralshot

Expedition I:

Day 1: I've made it to shore. Stowing away on a Kaezulian troop transport was not my preferred method of transportation, but we've got to get a foothold on this continent somehow. Shame I lost the poor cabin boy in the waves. Lad deserved better. The others are reassembling into their various mercenary bands. I feel a bit outclassed here. I know few of these folk. They wield weapons and magic that I can't match. Reminds me of my time at the academy. Always was picked last for a game of gnomeball.

Day 2: I have been unable to attach myself to any large group of mercenaries. They seem to have only brought supplies for themselves, and I could not get in touch with any of my normal mage contacts. Not that it matters. Invisibility and levitation need no real resource than my own mind, and I've kept my to my distance training. I'll make do. Viewing the rudimentary maps given to me by the scouts the seekers have obtained and cross-referencing maps I dug up in the Grand Library itself, I believe I've located three plausible exits to the Prophet's Landing. The Spiderkin have not seen through my invisibility wards, so I believe I will explore that route first.

Day 3: Oddly, the spiderkin caves were mostly empty. I did see several recent humanoid tracks. It's likely a band of mercenaries rampaged through there. Regardless, I've been able to cross under the mountains and into what my charts indicate are called The Dreadlands. A large, barren wasteland surrounds a fortress-citadel of immense size. I am attempting to investigate further.

Day 4: Initial exploration of the Citadel of the Claw, as I now know it to be called, revealed only that exploration is futile. Denizens there could plainly see through my invisibility, and likely only refrained from attacking for fear of the consequences of leaving their post. I quickly left.

Day 5: The wasteland has given way to an icy mountain range. Strange creatures burrow within the ice, and huge ape-man creatures stalk the mountainsides. A particularly large ape caught my interest. Unfortunately, I also caught his. I had to use my words of recall to escape certain death. I think I saw the flash of an Iskar standing nearby and chuckling. I'm not sure, but I could swear it was Cyzaine. I fear I will have to brave the seas again. I knew I should have rebound my wards.


Expedition II:

Day 1: Back in the Landing. The Dark elven city claimed by Balkados the Betrayer is clearly hostile. I shall avoid it at all costs.

Day 2: I am making better time. I've already reached the dreadlands. This time, I will follow the northern ridge.

Day 3: I've found a small cave in the northern ridgeline. It appears to be blocked by an obstruction. I shall perhaps check back in later expeditions.

Day 4: I followed a valley north from the dreadlands, only to find a wall of dark forest too thick to pass. Mayhaps the time will open a way where I cannot. For now, my maps indicate a valley to the west, marked only as "Refuge". A lone cave is known to connect the valley to the dreadlands. I shall explore this tomorrow.

Day 4: I had only just begun exploring the cave network when an Iksar warrior came charging at me from deeper inside. I instantly was recalled to the other side of the Dreadlands near the entrance to Prophet's Landing. I do not believe this Iksar to be a member of the Kaezulian Legion. His armor was not marked in the appropriate manners. I am thankful I remember to set my recall enchantments someplace on the continent this time. I do not wish to make that boat ride a repeat trip. Unfortunately, I'll need to resupply. My equipment is sitting under the foot of a particularly guardsman who doesn't appear to enjoy discussion. Perhaps it is time I ventured north.


Expedition III, Summary:

Emerging from the spiderkin caves in Prophet's Landing, I managed to stealthily follow the eastern mountain range until I happened upon a river. I followed the river into the mountains and was shortly surrounded by a horror my people know all too well: Tendrils of the Mist. I immediately activated my recall enchantments. I'll be sure to give the mouth of the river a wide berth in the future.

Expedition IV:

Day 1: I managed to make it out of Prophet's Landing without attracting attention. I have arrived in a dark, swampy region marked only as "The Murk". I shall need to be careful in exploration. I was never fond of stinger's bog, and this land is far too similar for my tastes.

Day 2: I have stumbled across a small froglok village. I believe they call themselves "gruploks". I have noted this area for further study when a method of non-hostile interaction is found.

Day 3: I have found the ruins of an old road. By evading the undead found throughout the region while following this road. I believe I may have located Kaezul's actual stronghold! Kaezul's legions are even more numerous than I expected. I do not know how any one mercenary force we can muster will defeat this army were we to launch a full scale assault. Then again, the mercenary warriors are far better equipped and have many more years fighting experience than I.

Day 4: I was spotted through my invisibility as I left the entrance to what I believe must be New Iklid. I was able to flee on foot. Rule #1 of exploration: Cardio!

Day 5: I have breached a new region. I massive field stretches out before me, with a pit carved in its center. Bones of many animals litter the pit, one set clearly from a dragon so large the beast would have taken up half of the Athican Elven Quarter. I fear I may have found where Kaezul is raising his flesh golem army. Kaezulian Spellcasters appear to be conducting experiments on the remains in the pit, and several flesh golems have been arranged in something suspiciously akin to an assembly line.

Day 6: The Field of Bone is clearly an intensive training ground for young Kaezulian conscripts. Slaves mine various areas, and subterrainian barracks house those not on duty. I have taken refuge in an abandoned underground room for the night, out by the coastline. This is the first shelter I've been able to find on the continent. Unfortunately, my recall enchantments won't take here.

Day 7: Further exploration of the coast confirms my suspicions. I've crossed this continent, and am now on the northern coastline of Ikisith. My maps indicate two remaining paths. West, to the Tears of Elael, or east, to the Emerald Jungle. I'll need to move soon. I've heard some terrifying sounds from the islands off the coast.

Day 8: I've decided to venture west. It seems this woodland was victim to a meteor strike. I cannot say how long ago, but the effects are certainly present. Strange orcs wander this land. I'll not take my chances trusting my invisibility any longer. It has failed me too often in this strange land.

Day 9: I came across a sight I do not think anyone would believe even if I described it here. I shall speak of this no further except to those capable of handling such a matter.

Day 10: I have come across a fort overlooking the woodland. The giants inside seem unfriendly, but perhaps civilized discouse is possible?

Day 11: I was careless. I was spotted by an orc shortly before reaching the fort. The giant outside was no help, and after running into the fort I found his bretheren eager to make a meal of me. I was forced to recall to The Dreadlands. I'll have to restock again.

Expedition V:

Day 6: I've managed to break back into the Tears of Elael. I've come across a meteor strike. Interestingly, the object still pulses with power.

Day 7: Clearly, the Tears are a dangerous place. Possibly the most dangerous I've seen in Ikisith. My recall enchantments activated while I was asleep. I woke up wretching my guts out on the exit of the spiderkin caves in the dreadlands.

Expedition VI:

Day 12: If I am unable to reach the giants in peace today, I shall turn back towar-

Day 13: I'm not exploring the Tears again for some time. East. East must have answers. Perhaps answers requiring less bandages.

Expedition VII:

Day 2: I have followed a river east through The Murk and found myself in an archaeological treasure! The Ruins of Old Iklid lie here, guarded by the dead. These old spirits can likely see through my feeble protections against the undead. I have recieved word that an old friend may be nearby. Perhaps he can be of assistance.

Day 3: Susvain provided an invaluable distraction. He tells me that I was right to wait. The dead here are far stronger than most of the undead on the old and new world.

Day 4: The ruins are far too infested for me to explore further. Another area requiring a mercenary band.

Day 5: Susvain's pet druid believes an old crocodile makes its home nearby. He's decided to track it. I'll not leave the company of good help so lightly.

Day 6: We found the animal. The druid insists that it is an alligator, not a crocodile. Something about the teeth. Suffice it to say that I'm wearing much needed new sandals.

Day 7: I've glimpsed the Emerald Jungle. Shadows pervade the place, in addition to other more natural hazards.

Day 8: I have confirmed the Emerald Jungle contains pathways to both the Field of Bone and the Ruins of Old Ikild. I advise any explorer who has no buisness in the large structure in the west to stay away from it. It knows its own. I am beginning to tire of waking up The Dreadlands. I think when I'm done here I'll return to Athica and spend a few weeks in a safe, comfortable inn.

Day 7: Susvain and I were forced to part ways. I find myself wishing the Iksar monk had stuck around. The local wildlife seems less frightening when you've got a member of the race on top of the food chain around here with you.

Expedition VIII:

Summary: Wild co'dair comes and eats you. Such things occur in the Dreadlands.

Expedition IX:

Day 7: Further exploration of the field of bone has revealed two kaezulian strongholds. A large stone tower to the north, and a ruined tomb in the southeast. Both are heavily guarded. I have been unable to breach the walls.

Day 8: I feel I should remind those following in my travels that useful things can in fact simply show up on the ground in front of you. I'm just not sure how or to whom such things are useful.

Day 9: I have noted an iksar in the field of bone who does not seem hostile. Of course, he's also ignoring my presence. His tribal markings bear resemblance to markings on the ruins of old ikild. Perhaps a connection? He certianly doesn't seem Kaezulian.

Day 10: Scorpions this time. Maybe I should just stay closer to this blasted cave. There are no safe harbors on this continent. None.

Expedition X:

Day 1: I have decided to look at the cave network in the northern mountain range of the dreadlands again. The rocks had shifted slightly, and I have squeezed into a mine of some kind.

Day 2: And I have promptly been forced to recall back out. Something that iksar had on his weapons is lingering in my lungs...

Expedition XI, Summary:

My lungs are bleeding internally. I need medical attention immediately. Breathing is difficult, and eating and drinking all but impossible. The effects of my recall will ensure I cannot gate to an appropriate facility to treat my injuries for some time. Jayla preserve me.

Expedition XII:

Day 1: My lungs have finally healed. I hear one of the mercenary bands is attempting to power through the guards to refuge. I will attempt to use the chance to slip in undetected and begin diplomatic relations.

Day 2: I need to work on my stealth skills. Perhaps another look at the Tears of Elael is in order

Expedition XIII, Summary:

Wild co'dair comes and eats you. These things happen in the Dreadlands.

Expedition XIV:

Day 9. I have finally been able to reach the giant fortress undetected. Unfortunately, I was unable to get more than a grunt out of the Kromtor in the doorway. His friends were less talkative and more smashing prone.

Day 10: I am glad I use standard travel protocols. Attempting to venture into the northwestern valley of the Tears of Elael provoked a magical backlash unlike anything I've seen before, throwing me to the middle of the zone and hundreds of feet in the air. Had I not been in the practice of maintaining levitation, I would not have survived the fall.

Day 11. I have found a massive fortress in the northeastern canyon of the Tears of Elael. Orc unlike any I have ever seen patrol its walls.

Day 12: Spotted by an archer while trying to fly over the walls. I'm glad I don't feel pain after the reconstruction of a recall enchantment.

Expedition XV:

Day 1: I am at a loss. There seems to be no civilized being on this continent willing to speak to me.

Day 2: The search for diplomacy is neverending.

<several entries later>

Day 57: I hear whispers that there may be something worth finding in The Murk.

Expedition XVI:

Day 3: The frogloks of the Murk, known as the Gruploks, are clearly intelligent. If only I could find a way to keep them from murdering me on sight.

Day 45: Still no clues. Everything here wants to kill me. One of the mosquitos, as large as a man, sensed me. Said mosquito was capable of taking many hits from my most potent spells. The same cannot be said of my capability to take hits from its spells.

Expedition XVII:

Day 210: I believe I may have found a Gruplok interested in civilized discourse! I must report my findings!


Hope you've enjoyed the read. I enjoyed exploring the zones.
 
Last edited:
Personally I enjoyed hearing your blurbs. I was watching the whole time and never once saw anyone say anything negative about it. Perhaps the RP channel would have been a more appropriate place, though? I dunno.
 
EDIT: I've been able to more thoroughly explore the areas. It seems the drop zone for ikisith is also one of the most dangerous parts of the continent.

Wizard Ikisith Survival Tips:

Don't come without run 3. Period. You will die. Often.

Keep Invis & Abscond Memmed (unless you have exodus, in which case good for you.)

In the dreadlands and prophet's landing: Keep the best lure you have up. It's more mana efficient than normal nukes. This rule is never broken. Ever. (Hell, stuff can even resist Lures here.) This is the primary issue I have with the expansion. Resisting 50% of my spells isn't "hard", or "scary". It's annoying. Wild Co`dair are scary enough because they pop out of nowhere and eat your face in seconds. Making one in 10 nigh immune to spells is overkill. Highly advised that non 65+ skip this zone and head straight to The Murk.

Be advised that kunark's hilly terrain makes the roamer spawns act as if they're much closer than they seem. You will get adds. You will get LOTS of adds.

If you can load Dissolute, do so. Keep it up at all times. It is the best spell in the game for dealing with ikisith trash. Generally, they're just not worth your time. You will not have the mana to deal with adds unless you just instagib them with a dissolute. This is because the trash in ikisith seems to have 15k+ hp.

There are no kiting lanes. Pull with snare, as many things run faster than you.

Wild Co`dair will come and eat you. No, there's nothing you can do about it. See comments about dissolute. Exterminate with extreme predjudice.
 
Last edited:
I was laughing at the sheer unfriendliness of the continent as well once I bought the tools to handle it.

It's still scary, but now I've got my foothold and a sense of where I fit in during the expansion.
 
Back
Top Bottom