Sunday, August 25, 2019

Dauntless Review


Developer - Phoenix Labs
Publisher - Epic Games
Released - May 21, 2019 for Xbox One, PS4, and PC

This review is of the PC Version

Dauntless is a free to play Action RPG monster hunter game that includes micro-transactions. You can play solo or in a group of  up to 4 players, cross play also exists in the game allowing people to group up with players on the Xbox one or PS4.

I have been playing the game mid way thru season 5 and the game is almost done season 6 which ends August 20, so maybe 2 months. I would like to be a little more accurate but the epic launcher doesn't record play time or any other stats, but that's a post for another time. 

The basic premise of the game  is that you take on the role of a slayer and your job is to hunt behemoths and to protect the people of the shattered isles. 

The game it self does not contain a lot of story, and event called the Upheaval shattered the know world and scattered broken shards of land across the sky creating the Shattered Isles. You star in the town of Ramsgate which is basically the game hub, you can craft new weapons and armor and get the limited quests that the game currently has. These quests are mostly go hunt and kill this behemoth with a few crafting quests thrown in. Other than that most if the game takes place on an instanced isle.

Once you start a hunt you have 30mins to finish which is the amount of fuel the airship that brought you has before it must return to the Ramesgate. 

You can equip 1 of 6 different weapon types, which include Axe, Sword, Chain Blades, War Pike, Hammer and Repeaters, and each weapon type includes a number of different variants that have different elemental powers, perks and Unique effects. 

Your armor, which is made up of 4 pieces, Helm, Chest, Legs and Gloves, also have a number of variants that have different elemental powers, perks and Unique effects. 

You also have a Lantern which will give you an instance and a hold effect that helps in combat, these effects will recharge over time.

Weapons, Armor and Lanterns also have cell slots which will give you addition perks.

Lastly you can equip up to 4 consumable which includes Tonics (healing potions, buffs, ect), Pylons (AOE buff), Grenades, and Misc (Airstrike Beacon is the only available one at this time). You are also limited to the capacity that you can have.

Weapons, Armor and Lanterns are crafted using parts dropped from behemoths along with stones that are a reward at the end of a successful hunt. Consumables are crafted from resources that you can gather while on your hunt.

The island instances of the game are fantastic with a number of different weather and lighting conditions that really work well when hunting different behemoths. The character models remind me of the character models from Landmark with that Disney like look. The town of Ramsgate also gives that Disney like appearance, however it does seem to be a little barren even for a frontier town.

The controls are very straight forward and you can use a keyboard and mouse or a controller. I have only used keyboard and mouse and have not encountered any issues with the default settings, but I think that I will need to remap the emote key so I don't constantly hit it while trying to dodge.

As mentioned at the beginning this game is free to play with micro transactions. These consist for the most part as emotes, appearance items, dyes, supplies, and a few other items that I'll touch on.

These items are bought with platinum which you buy with really currency. 1000 platinum cost $9.99us, why that price and not a straight $10us makes no sense to me.

Weapon skins cost 500 platinum Armor skins cost 1000 platinum
Emotes cost 350-100 platinum
Dyes cost 150-600 platinum
Supplies cost 100-200 platinum (This one doesn't make a lot of sense to me either since you can craft all these items for free)
Transmog stones cost 250 platinum (This allows you to change the appearance of an item)

The Elite Hunt Pass  is another thing that can be bought for 1000 Platinum or 2400 Platinum if you want to also skip the first 15 levels.

The Hunt pass is a reward track that is broken up into 50 levels that require you to collect 100 items to move onto the next level. The Hunt pass comes into 2 version the Basic and the Elite. The basic gives you different rewards  for 29 of the 50 levels and the Elite gives you rewards for all 50 levels.

Rewards includes weapon and armor skins, fireworks, platinum, gold,  crafting items, etc, etc. The best rewards are on the Elite Track.

While the game is fun to play, you may find it becoming a bit tedious and grindy after a while. You will constantly have to kill the same behemoth over and over to get parts and stones to craft new armor and weapons.

Two things I have found that is really annoying. One is that there is now way to leave a hunt other than quitting the game. Which is a real pain when you are the last member of your party and everyone else has disconnected. It would also be nice if there was a penalty if you do disconnect, but that just maybe wishful thinking on my part. The second is there is no health bar on the behemoths so even thou you see damage numbers from your weapons you really have no idea if your doing anything at all.

If you do decide to give Dauntless a try and like the game enough to want to get the Elite Hunt pass, I would suggest to buy the Timely Arrival pack that will give you 1000 platinum for $4.99us. It's a cheap way to try the Elite track and also helps support the game. Also you may notice that you get 500 platinum if you complete the Hunt pass, so if you save your platinum and you buy the $9.99us platinum pack for the next Hunt pass you can get the third season free, so you will only have to buy Platinum packs every other month if you really enjoy the game.

Hopefully as the game grows they will be able to add more content until than its just a fun little time waster.


Monday, August 5, 2019

EverQuest 2 - Unfinished Stories Part 3

This post is going to look back on some of the early History of EQ2 and some questions that have not really been explained and why this has become an unfinished story.

When EverQuest 2 was released a number of short stories were released explaining the events that lead up to the shattering, this and more of the early information on EQ2 can still be found at . Two of these I will post here since they are directly related.

3 - Attack of the Nexus
Ayenden concluded his business in the Bazaar and strolled into the Nexus. The usual crowd of travelers was passing through, and Ayenden thought he might look around for some familiar faces with which to seek adventure. He caught sight of an old friend standing atop the platform. “Enkasha,” he called out. “I didn’t expect to see you here today.”

The tall, serene Erudite saw him and smiled slightly. Ayenden knew this was the extent of the emotion she was likely to show. She walked down the stairs and greeted him.

“You are correct, my friend. I am indeed overdue for the festival. I was exploring the planes with my guild mates, which took far longer than I had anticipated. I am certain to be chided for my tardiness.”

“It sounds like a glorious occasion for your people,” Ayenden said. “Are you sure I can’t convince you to take me along as a guest?”

Enkasha rolled her eyes and sighed, a gesture Ayenden knew to be playful rather than demeaning. “You know full well that the celebration of the anniversary of Erud’s birth is a sacred and private ritual for us. Outsiders are never allowed to attend.”

“Yes, you told me before,” Ayenden muttered. “I hope you will tell me the details later, at least. I’m sure this eighth centennial will be quite an occasion. Who knows, one of you might even tell a joke.”

Enkasha sighed again, but the faintest of grins betrayed her amusement. “It shall indeed be special, though not for the reason you posit. But enough of this chatter; I must see the scion about teleportation to Odus.”

Before he could respond, Ayenden’s attention was drawn to a commotion atop the Nexus platform. The air itself seemed to crackle and sputter as a vortex of energy began to swirl. “What in the name of Tunare is that?”

Enkasha turned and watched, her eyes narrow. “Something is teleporting into this chamber.”

Ayenden shook his head slowly. “That is no ordinary spell. Someone is opening a doorway to this place, and is expending a great amount of energy to do so.” He muttered the beginnings of an incantation, his eyes fixed upon the growing vortex. “I think perhaps you should be visiting that scion now, my friend.”

“Nonsense,” Enkasha protested. “Who else will defend a fragile old wizard like you?” She cast a spell to summon forth a fiery pet and commanded it to stand in front of her. The swirl of energy on the platform above them was expanding rapidly.

“You pick a curious time to develop a sense of humor, milady. Not that I’m ungrateful, but I really must insist that--“ Ayenden gasped as the portal opened and dark, massive beings began to rush through it. “The Diaku!” he shouted in disbelief. “Get back, Enkasha!”

The huge, heavily armored soldiers poured through the opening with weapons drawn. They stormed down the stairway toward the crowds that had gathered and began to attack.

“What are they doing outside the Plane of Tactics?” Enkasha cried out. Instinctively she bolstered her pet and ordered it forward as a soldier charged her. The Nexus was now flooded with adventurers from the Bazaar and Shadowhaven, but more Diaku continued to charge out of the gateway. “There are so many!” she exclaimed. “We cannot stop them.”

“Let me translocate you away, Enkasha,” Ayenden pleaded. “Now is the time for neither jokes nor pride.”

“No, I will stand here and defend this place,” she countered, healing her pet as it fought against a Diaku swordsman. “But you must go and warn others. We need reinforcements.”

“I will not leave you!” Energy bolts flew from his fingertips as more planar invaders kept coming.

“Which of us is being prideful? You must go, and go now. I think something else is coming through the portal.”

From behind the Diaku came tall beings whose very heads seemed to be made of fire, their massive weapons burning with the arcane power of their master.

“By all the gods!” Ayenden hissed. “Those are the servants of Solusek Ro. And they seem to be carrying a massive gem of some sort with them.”

Enkasha was pouring all her strength into her pet, struggling against the assault of the Diaku. “There can be no more delay. We need help, Ayenden. Go now!”

He wanted desperately to stay by her side but knew that she was right. Ayenden cast his gate spell and waited for it to spirit him away. “I’ll be back soon. Stand fast, my friend.” As reality began to shimmer around him, he saw a Diaku archer take aim at Enkasha from atop the platform. He tried to call out to warn her, but before he could utter a sound he was gone.

The familiar scent of the Faydark filled his nostrils, instantly replacing the stench of burning air that had permeated the Nexus just moments before. Teleportation was always vaguely disconcerting, but no more so than this night. He turned and sprinted down the pathways he had learned so well in his youth.

At last he caught sight of the guards outside the grand city of Felwithe. “Sound the alarm!” he shouted. “The Nexus is being attacked!”

Ayenden charged past the various people milling around the open gate and ran inside. He had to tell the paladins to gather their forces. This invasion may take an entire legion of knights to repel.

The captain of the guard walked toward the wizard, flanked by his lieutenant. “What is this attack you speak of? Tell me quickly.”

Ayenden gulped for air as he told the captain what had transpired. The captain considered the wizard's words for a moment, then turned to his lieutenant. “Send word to the king of what is transpiring. Tell him we may need additional reinforcements. I will bring a squadron with me to hold these beings back.”

The lieutenant saluted and marched quickly down the corridor. The captain pointed back toward the city gate. “Meet me outside. I must gather my forces, and then we will need you to take us to the Nexus.”

Ayenden nodded and ran back outside. After what seemed an eternity, the captain and his guard arrived, accompanied by additional wizards.

“Weave your magic and take us to the Nexus,” the captain ordered. Ayenden began to cast immediately, and as he chanted the spell he felt the familiar gathering of energy around him and his passengers. But suddenly the gate collapsed and the spell was broken.

Ayenden cursed to himself and began to cast again. This time his power seemed lessened, despite the fact that he had been meditating for the last several minutes. He looked at the captain and shook his head.

The captain turned to his wizards. “You take us there,” he ordered. They began to cast, but their spells fizzled as well.

“I cannot explain this,” one of them said aloud. The others were just as baffled.

“We must go to the spires. The scion can take us there,” Ayenden pleaded. The captain nodded and ordered his soldiers forward.

This run seemed far longer to Ayenden than the last one had, but finally they reached the gigantic forest spires. He knew something was wrong before they got there. The familiar hum was gone, and the scion stood alone at the center of the spires.

“What is it? What has happened?” Ayenden cried out. “Tell us!”

The scion looked around helplessly. “They’re dead,” he said softly. “The spires are silent.”

Ayenden stood, his mouth agape. He looked up at the sky, feeling more lost than he could ever remember. He thought of his friend so far away.

“I’m sorry, Enkasha,” he whispered to the clinging darkness of the night. “I’m so sorry.”

At this point Norrath is now cut off from porting to the moon of Luclin.

11 - The Shattering
They crept through the shadows and waited for the guard to pass.

"He's gone, Tielya. It's safe."

"The guards should be the least of your concerns," she replied. "If my father ever found out that a human like you would be so bold as to touch a Teir'Dal maiden, he'd have your head on a pike before dawn."

"Good point," he said, pulling her close to him. "And what do you think he'd do if he found out that I'm going to marry you?"

"Impudent human!" she exclaimed, pushing away. "What makes you think a daughter of the house of V'Dreth would consent to such a union?"

"This," he answered, kissing her softly.

She smiled. "Even so, my father will be furious. I'm not joking when I say we have to be careful."

"I know," he answered, "but your father isn't here right now. And if we don't make our way to the docks soon, the guard will be back. Let's go."

He took her hand and led her to the pier. A small boat was tied up below the dock. They climbed down into it and untied the rope, rowing quietly into the harbor.

"Such a beautiful night," Tielya said. "I love the darkness of the new moon. Don't you, Sarven?"

"I love the darkness of your skin more, but the moon is nice, too." He smiled. Her eyes glinted back at him.

They rowed around the edge of the harbor, past the tall ships anchored at the Freeport docks. Their boat glided out of sight of the watchtowers to a deserted spot near the sandy shore. Sarven put down the oars and Tielya leaned back against him. They looked out across the silent water.

"The sea hasn't been this calm for a long time. A good omen, I think," she said to him.

"Indeed. Maybe it's a sign that we should run away from your family and start a new life somewhere else."

"Where could we go that a human and a dark elf would be allowed to live together? The Commonlands are overrun by orcs. If we fled to Nektulos, the fanatical Thexians would eagerly hunt you down. And while you might be able to find a place in Qeynos, I doubt they'd be very welcoming to a Teir'Dal. The oceans are still unsafe to cross. Our options are--"

She stopped when she noticed the sky over the water begin to shimmer and grow brighter.

"What is that?" Sarven asked.

"Some kind of distortion is forming. Whatever it is, it's enormous."

The flickering light coalesced. There, in the sky before them, was a round moon circled by an ephemeral ring.

"By the gods!" Tielya exclaimed. "Can that be Luclin?"

"I read about it growing up, but access to the moon was lost centuries ago. It was said to be hidden behind some kind of veil. Why would it be visible now?"

As he spoke, the moon began to glow brighter. Lines of energy arced across its surface as if the entire sphere crackled with power.

"What is happening?" she asked.

"Tielya, cover your eyes," he told her.

"But it's so beautiful."

"Cover your eyes!"

For an instant the sky flashed as bright as day. Sarven squinted and shielded his eyes with his arm. After a moment the light dimmed, and he looked up to see Luclin broken apart in the sky, a wave of energy carrying chunks of debris rapidly toward Norrath.

"We need to go quickly," he said. I don't know how far away Luclin is, but it looks like pieces of it will be hitting soon."

"Sarven," she said softly, her eyes staring forward.


"I can't see anymore."

"What do we know?" he asked.

"Very little," the informant replied. "Most in Freeport were asleep when it happened, though of course the intensity of the light awoke them."

"Can we even confirm it was Luclin?"

"Some who claim to have been to the Plane of Sky long ago agreed it looked like what they saw there, but who can say for certain? The planes play tricks on the eyes, and nothing may be what it appears. If it was Luclin, it was not as distant as many thought."

"Any idea as to the cause?"

"Just rumors. Luclin has been cut off from us for so long now, many had all but forgotten about it. The priests think its destruction is a portent that the gods will soon return. Others speak of an invasion that happened there long ago and claim this is the result. The ogres blame it on gnome meddling; the humans suspect the ratonga. The Overlord has begun an investigation of his own, but at this point nothing is certain."

"How bad are the casualties?"

"Too many to count. The largest pieces hit first, causing huge impact craters and scorching the lands. The Arcane Scientists claim that debris may be falling for years, perhaps even decades. They simply don't know."

The older Teir'Dal scowled. "I must have answers. Bring him in."

Two guards opened the door and left the room, returning moments later dragging a man between them. He had been beaten badly and couldn't walk on his own. They brought him before their master and held him up.

"Tell me, human, what did you see?"

"I... already told you," he replied weakly.

The dark elf slapped him hard across the face. "Vile wretch! You blind my daughter and now lie to my face! No one may do that to V'Dreth and live!" The Teir'Dal slapped him again.

"We were... on the boat. We saw the flash. I begged her to look away. I would never hurt her."

"Lies!" V'Dreth cried out as he hit Sarven again. "You kidnapped Tielya to hold her for ransom and stole her sight to hide your identity! Now tell me what you saw!" He clenched his fist and prepared to strike him again.

"Enough, father," Tielya called out from the doorway. "Do not hurt the man I love."

V'Dreth cringed. "You do not know what you are saying. He is a filthy human who has cast some spell on your mind. You could not love one such as him!"

She let go of the doorway and walked forward, nearly stumbling when she reached the edge of the table. She felt her way along it until she stood near her father.

"You have asked him over and over again what he saw. Why do you not ask the same of me?"

V'Dreth was silent for a moment. "Alright then, what did you see?"

She smiled faintly as she stared straight ahead with sightless eyes. "The moon was so clear. It was alive with energy flowing through every part of it. Then it was as if something in the center broke loose and leapt outward, like a bird of prey hatching from an egg. I couldn't turn away. It was so beautiful."

He looked down at the ground, then back at his daughter. "Do you really love this human?"

"I do," she said defiantly.

"Then have him," he said, motioning for his guards to drop Sarven on the floor. "Leave now, and never return to my house. I no longer have a daughter."

Her face was stoic as she nodded once, bending down to help Sarven to his feet. "Guide me, my love, and I will carry you," she whispered to him.

V'Dreth watched them go. He turned to the guards. "See that they find a room in an inn, somewhere out of the way. Deliver her things there. Make sure no harm comes to them, but never speak of them to me again. Go."

The guard saluted and walked away. V'Dreth turned back to his informant. "There must be more answers to be had. Find them."

The informant bowed and headed through the door, leaving V'Dreth alone in the dark chamber. The Teir'Dal touched the edge of the table his daughter had followed, then clenched his fist and stared into the shadows.

So for may year this is all we knew of the moon of Luclin we never knew what become of the inhabitants if everyone perished when the moon was shattered or did some survive. Shards of Luclin can be found in a number of areas around Norrath.

In the expansion  Tears of Veeshan in the final confrontation with Kerafyrm, Roheen Theer attacks Kerafyrm directly and while locked in battle Jorlak shots them both to Luclin.

Luclin is now made whole but what is the fate of Roheen Theer and Kerafyrm?

With the release the expansion Altar of Malice we return once again to the Isle of Refuge where our adventure all began.

When we arrive on the isle the tower has been destroyed and we learn that the Far Seas trading company has been searching and finding Shissar Artifacts.

As we work thru the signature line we encounter Grimlings, than the Akheva and finally the Shissar.

Now one thing we must remember from the original Everquest is that these three races were not at all friendly toward one another, but it seems in EQ2 that the Grimlings and Akheva have been conquered by the Shissar.

In our final confrontation with the shissar they are trying to open a portal to allow them to bring an invasion force to Norrath. You thwart their plan, but the question remains are they still on Luclin or are they some place else, and will we encounter them in the future?

With the release of the new expansion Chaos Descending on November 13th, 2018 we get a small insight to will we see the shissar again. During our final confrontation with Najena, in her closing speech before she flees the battle she states who will save Norrath when the Shissar invade.

So we may conclude that Najena has some knowledge of the Shissar and that we may be seeing them again soon, but whether on Norrath, Luclin or another realm entirely we do not know.


Thursday, August 1, 2019

Blaugust 2019

It's been a few months since my last post and with the start of Blaugst I thought  would start this up again.

Couple of reasons for the lapse was a health issue which really took a turn for the worst in January and February and finally had the issue mostly fixed in March, still not 100% but a lot better than what it was. A couple of things I took away from the ordeal was that dehydration really sucks, and I now know what it feels like to get attacked by an Alien facehugger.

Since than I have started going to the gym almost everyday since the beginning of April to regain the lost energy and strength that I lost, and also to help reduce my weight.

Another reason was at the same time I was kicked from the raid for force that I had been with for the last 6 years or so.The reason - I wasn't gearing up fast enough and that was less than a month and a half since the expac had been released. I'll probably have another post about this topic a little later on.

Last reason was work, right after my surgery in March work started to pick up and I was working a lot of overtime, but now August is here and things are slowing down I thought I would once again try blogging and try to make it a regular thing.

As I was writing this and remembering how hard the first part of the year was, I remember a song that I played to the raid force I was part of when I got my Epic 1.0 in EQ2.

The Ride - By Jethal Silverwing

As you might have guessed I do play a ranger in EQ2, and I have been playing a ranger ever since the original EQ was released, because of that I always play a ranger type class in any MMO I may be in.

The one line from the song that made me want to play it for the raid was "Cause if you've chosen this path let me warn you it's a long hard ride."

This is the path I've chosen and I staying for the ride.


Thursday, December 20, 2018

Daybreak Lifetime Memebership

Yes I am still here and I will have a number of posts these weekend but the last little while has been a busy time with the holidays and with the new EQ2 expansion which is what the next 2 Unfinished Stories are about.

I just wanted to talk about the Lifetime Membership Daybreak is currently offering

Daybreak Winter Extravaganza!

Now they are currently offering 4000 Lifetime Memberships at $299.99 US. of which 2000 are sold and I think the last 2000 will sell out in the next couple of days.

I know people are concerned about the company after all the issues with the layoffs that happened a few weeks back, plus the Columbus Nova debacle, etc, etc.

However even after all that I still went and bought the lifetime membership and Ill explain my reasons.

First of all I've been playing EQ/EQ2 since 1999 and have probably paid thousands of dollars with subscription fees, expansions, etc. So getting a lifetime subscription for $300 was a good deal.

Now if you look at the cost $300 sounds like a lot of money up front, but you need to look at it over the long term. A current 1 year subscription cost $120 which is $10 a month so If you do the math you are purchasing a Lifetime subscription for the cost of 2 1/2 years. The other thing to keep in mind is we currently get 500SC every month which amounts to $5 so in the 2 1/2 years you will have received $150 and if you continue to play after 5 years you will have earned your cash back.

Second this is an All Access Subscription so it includes membership in four games, EverQuest, EverQuest II, DCUO and Planetside 2. I have played all of them and still dabble in them from time to time. Also Daybreak has said they are working on other games and these may get added to the all access pass at some point and all 4 of these games use the same ingame currency.

The third thing is that I just enjoy the world of Norrath to much. I have played tons of MMO's and a variety of games, I have all the newest consoles, and no game world has held onto me as much as EverQuest and EverQuest 2. I have collectors editions to MMO's that have come and gone along with a stack of unused time cards. I have made friends and  lost friends, seen the friends I've made  go thru good times and bad times. I've met great people at the past conventions and I have so far not been able to replicate that same type of enjoyment in any other MMO so far, not matter how much I have tried. When EQ and EQ2 finally end I'll be there until they turn off the lights.

Lastly it all comes down to value. When you look at the cost for entertainment $300 is not a large amount, a pair of hockey tickets will cost you that and more for only a couple of hours, and that does not include all the extra costs you incur such as gas, parking, etc, etc. Sure the game will end someday but no one really know when that day will be, it could be a month, a year or years down the road but when it does end I'll know I have gotten the full value.


Friday, October 5, 2018

EverQuest 2 - Unfinished Stories Part 2d

Sorry for the delay in getting this post out, but during the Labour Day Weekend, I spent a lot of time grinding faction in the Hole and got burnt out with how things went that I just needed some time before I finished this post otherwise It would have turned into a mindless rant which is not want I want.

The quest series in the Hole does not really provide a lot of new information on the Roekillik even as you build up faction with the Caertaxian Legion it does not seem to go build upon any type of story.

You know the Caertaxian Legion are trying to escape from the Hole but are thwarted by the Erudites, which only makes sense if you consider the Roekillik in the Sundered Frontier are a different faction than those of the Caertaxian Legion.

In the raid version of the Hole called Underfoot Depths the Roekillik were almost wiped out by the elementals.

At this point we don't know much more about the Roekillik and what has become of them.

On May 31, 2011 Game Update 60 made the Ratonga a neutral Race and new book was released called Out of Necessity.

Out of Necessity

The Quaking had stopped. Those of us that were left took stock as well we could, searching for survivors, and try to regroup. It wasn't enough that we were still hunted by those that branded us traitors, now we had to contend with the terrible aftermath of the apocalyptic shaking. however, we had survived the wrath of our creator, and near genocide of our horrendous cousins - we were determined to survive this as well.

There was an unexpected benefit to the mighty earthquakes, which we only discovered later. cracks had emerged in the walls of the Underfoot, which opened to a new, mysterious place. Those that went through first and returned told stories of a world outside the tunnels, brilliantly bright, covered in new creatures and green plant life. It was daunting to imagine a place like that, but we recognized it as something important. It was a place to escape those that pursued us.

The light was blinding, and hot on our fur. The air was crisp, and full of smells we had never experienced before. It was open and spacious, which is something none of us were used to - it was hard not to feel exposed in vulnerable without the walls of the tunnels around us. It was difficult to get used to being outside like this, but we were quickly able to adapt, moving through the shadows to keep from being seen.

We were surprised to find civilizations living in this new environment, and we took some time to observe them. they seemed industrious, and even thought their cities were devastated, they banded together and began to rebuild. There were also some unique individuals among them, more powerful than the rest, who adventured thought the world, and possessed impressive power.

We knew that the Roekillik would stop at nothing to exterminate us, and ensure that their Dark agenda would come to pass. If there was any hope to stop them, we would need to employ powerful agents to stand against their plan, and these surface dwellers seemed to have the potential that might be needed. After debated among ourselves, we decided to approach them with our warnings.

We chose the city of Qeynos first. The people there seemed just and fair, and we believed they might be welcoming. A few of us were selected to emerge and speak with the people there. To our horror, we were very far off in our assessment of their nature. We were views as vermin, accused of being disease-infested, of sneaking about in the sewers, stealing what little food the city had. Some even attacked us outright. It was clear we were not welcome.

It was a long trek to the city of Freeport, the only other standing city we were able to find. It was more militaristic, being run under the direction of a single leader as opposed to a cooperative. Some of use were wary about speaking with these people, as if we were rejected once again, we might find ourselves once again under the sword of an oppressor. However, we reasoned it wasn't necessary to impress the population as much as it was to impress the one in charge.

A few of us were able to bypass the cities' defenses and enter the chambers of the leader himself. At first, he was quite angry that we intruded and ordered our emissaries imprisoned. After torturous days in the prisons of Freeport, an offer was made to our fellows. The leader, while upset, was still
impressed that we were able to bypass his security so easily. If we were to swear loyalty to him and become scouts for the city, he would spare us and allow us entry.

We attempted, as this point, to explain the danger possessed by the Roekillik, but the leadership of the city was uninterested in our warnings. Perhaps it was the immediacy of their current problems, or their own arrogance, but all we said fell on deaf ears. In the end, it was advantageous for us to remain here. Freeport offered protection and a home, and if the Roekillik were to emerge, they would make a suitable buffer between us and our ancient enemies.

Thus, we came to reside within the city... for now at least. There might come a time when the Roekillik return, and we must choose to flee, or try to rally the races of Norrath to stop them and their Dark Agenda. We will continue to hope that day never comes.

So now we know why the Ratonga ended up in Freeport and not Qenyos.

With Game update 62 released on Dec 6, 2011 Freeport was revamped and a Evil Ratonga Racial Quest was introduced. During the quest you find out that the Roekillik have managed to escape the Underfoot and are now operating in the city of Freeport. Ratonga are disappearing and than coming back changed. We also learn that the Roekillik are working on their Dark Agenda and this is part of the reason some of the Ratonga have moved to Qeynos. The Ratonga start spreading the word of the Roekillik return but they expect that word to go unheaded by the other races.

With Game update 64 released on July 24, 2012 Qeynos was revamped and a Good Ratonga Racial Quest was introduced. This quest has you looking to improve the image of the Ratonga currently living in the city and the early history of the city and the ratonga. During the quest you discover that even thou the Ratonga were initially rejected by the city some Ratonga stayed in the city because they felt a kinship with its citizens. You eventualy find out that the Ratonga that stayed were used as scouts by the Sydwen family who promised to represent them to the king, however the Sydwens kept delaying their promise and eventually the ratonga died out and their help was covered up.

So after four posts lets recap the history in point form.

The roekillik are created by Brell.

They are than almost wiped out and the survivors are imprisoned in the Vault of Serilis.

Brell than created the Ratonga with the help of Bristlebane and originally named them Roekillik as well.

The Ratonga were also imprisoned in the Vault for disobeying Brell

In the Vault the Roekillik almost wipe out the Ratonga and enslaved the survivors.

During the age of Blood some Erudites opened the Vaults and released the Ratonga into the Underfoot.

A schism occurred in the Ratonga race with one group staying loyal to their Roekillik masters and another group fleeing from them.

After the cataclysm when the gods left Norrath the Ratonga became citizens of Freeport after being rejected by Qeynos.

The Roekillik have returned to Norrath with the rediscovery of Odus.

Queen Antonia has recently allowed Ratonga to become citizens of Qeynos.

So there we have what we currently now of the history of the Ratonga but a few mysteries remain.

Who was Belaska?

Where do the Ratillik fit into this History?

What has happened to the Caertaxian Legion? Are they the ones operating in the vicinity of Freeoprt or is it another faction of Roekillik?

How far along are the Roekillik on their Dark Agenda?

These questions are just a small part of why the Ratonga are an unfinished story.


Sunday, August 26, 2018

EverQuest 2: Unfinished Stories Part 2c

Well this is taking more work than I thought, but I'm going to continue it to the end, the faction grind is slowing me down a bit.

However back to the Ratonga History

The next time we get an update to the Ratonga History is with the release of the expansion Sentinel's Fate. We return to the continent of Odus which has been transported to Ultera when the Erudites tried to reconnect the Ulterian spires.

When we get to the Sundered Frontier one of the quests you get is to take care of some vermin, these vermin look very similar to ratonga, and as you go further in the quest you find they are actually the Roekillik.

When you do the Lore and Legend quest for the Roekillik the book you are given give a lot of insite not only to the roekillik but to the ratonga as well.

An Agenda to Carry Out

I write this for you, the young ones of the pack.

The lesser-ones, yes, the bane-touched creations given our name – As if they could ever replace us! HA! They were to carry out the Agenda. They knew enough of the plan to carry it out, say the pack elders. They were to be used. Tools to our ascension, discarded when done. But now we are cut off from them. You don’t think they could be messing it all up or worse, they could be fulfilling it, and reaping the rewards for themselves!? To even think of those pathetic no-claws conquering and spreading disease throughout the world when they only deserve to serve us, the true roekillik!

I was not there, nor was my sire, or his, or my greatsire, but oh, I know the lesser ones’ place and history! Even if they do not! We came first, carved out of the Clay of Cosgrove, by Brell Serilis, that miserable excuse for a deity! But then he didn’t like us. He attacked us, his own creations, when he learned of my ancestor’s campaign of dominating and purifying the Underfoot! What else were we to do?! We have always been good at killing! It is said that we had successfully brought about the eradication of several inferior beings within the Underfoot. Even then we knew it was our destiny to conquer all of Norrath. We are superior!

His divine wrath crushed and cut down a great many of us! The true roekillik were all but destroyed. Smote by our own creator! Unwilling or able to annihilate all of us, he imprisoned the few survivors within the Vaults of Serilis. Guess he didn’t have the spine for eradication! There my ancestors languished, unable to dig their way out, despite their teeth and claws, the very instruments bestowed upon us by Brell for burrowing through the stone of the Underfoot. Then to find that he went back to his pile of clay and created them, the lesser-ones!

Our jailer and creator tried to recreate us, but this time he employed the help of Bristlebane. Good ‘ole ‘Bane boy! A touch of mirth was to be added to these new creatures, with the intention of replacing the “darkness” that he claimed dwelled with us. At first, the plan seemed to work and Brell smiled upon our imitations. But his mockery didn’t stop there! He named them roekillik too! His creativity must have hit bedrock! Disfigured and crippled imitations, they had inferior teeth and hardly any claws to speak of. But what they lacked in menace they made up for in deception! To our glee, the King of Thieves had given them this talent in secret.

They began to spread out from the lowest reaches of the Underfoot, rebelling against Brell’s wishes, and venturing into the higher levels of the plane. Oh, how they grow up! Once there, they began stealing the riches of the Underfoot, hoarding and amassing treasures. And oh, when daddy Brell discovered this was he furious! Although, he went rather easy on them, if you ask me. Rather than decimating the no-claws, he merely imprisoned them within the Vaults, confining them within his fortress, alongside the true roekillik.

Brell’s arrogance and foolishness made our foresires livid! He had created us, and we were superior to all that existed! How dare he attempt to “improve” upon us with these new ones, and then say these lesser-ones were worthy of life, while we were not!? The battle that occurred within the Vaults of Serilis was devastating! Their pack out numbered ours, but they were no match for the deranged ferocity and wicked cunning of the true roekillik. We are superior! Before the sentries of Brell were able to separate them, nearly all of the pitiful no-claws were slaughtered, with the survivors quickly enslaved by our foresires. We were their ascendants in more ways than one!

These lesser-ones lived within the bonds of servitude, manipulated from afar by our mental prowess, for countless seasons. Pulling on their strings! During the age called “Blood” by surface-worlders, a band of dark men entered the Vaults of Serilis and met the no-claws. Using their skills of trickery and guile, they were able to convince the dark men to facilitate their escape from their divinely-imposed imprisonment. Don’t be impressed, man is stupid! This was to our advantage, for although they had not released us, the lesser-ones returned to the Underfoot, where they continued to perform nefarious deeds on our behalf, still calling themselves roekillik.

That is, most of them did -those that knew better! The majority of the freed lesser-ones were still loyal to their masters – their rightful masters! They knew their place and were prepared to carry out their part of the Agenda. The details of the Agenda did not matter to them. They wouldn’t have understood them, anyway! But our foresires heard of an uprising amongst the freed no-claws. A select few of incompetent lesser-ones were attempting to leave the pack, and break their bonds of servitude. Maybe a few of them had spines after all, but not for long! They were slain for being pathetic traitors, forcing those who agreed with them to think again, or flee.

Those who skittered away were merely putting off the inevitable. They would be slaughtered without the protection of the pack! They were doomed to meet their horrific end within the harsh world of the Underfoot before they would ever reach the surface world. Squish! Rock in the brain pan! We shouldn’t even give thought to the possibility that they survived and continued to besmirch our good name by spreading themselves upon the surface. Those that knew their place continued to carry out their part of the Agenda. They courted Bertoxxulous, the Plaguebringer! Our foresires had long admired the god of disease, and his tenacious lust for decay. A god with a kindred spirit! His help was the cornerstone of the Agenda.

I wouldn’t state here the details of the Agenda, in case this tome was to ever find its way into the wrong hands. In fact, I may have told too much as it is! But you’re one of our own. I will say that the lesser-ones were eager to please their ages-old masters, even when it meant self-sacrifice. How useful! They were to be carriers, using the caverns of the Underfoot as their means of travel. This ensured that there would be no place on Norrath that they could not reach. The world would be left a cursed cesspit of disease for everyone to wallow in, and the true roekillik would reign!

The Agenda was certain to succeed if it had not been for the damned actions of our wretched creator! Spoil sport. He sealed the Underfoot off from the rest of Norrath when he withdrew from mortal contact. Run away squeamish one! We could no longer communicate with our servants, and they help the gift bestowed upon us by the Plaguebringer! We had no idea what was happening outside the sealed realm. It was of little consequence that his absence gave us the opportunity to escape the Vaults of Serilis, for we could still not leave the Underfoot! Then came the intoxicating day of magic!

Our foresires had no idea what triggered it or what had happened outside the of Underfoot. They only knew that there was a great hum as loud as any horn, and suddenly the world felt penetrable, and their eyes were blinded by the brightest of light to have ever reached the dark recesses of Norrath! Arcane powers flowed through their veins, overwhelming them with exquisite pleasure. When they woke from the experience my ancestors could see nothing different, but they felt it. An immeasurable arcane experience had occurred, and they survived it!

It has been years since that day.Oh, how time flies when you’re killing! And a myriad of ways to escape the confines of the Vault of Living Stone have been found. Called by the abundant (and addictive) kaborite deposits within Odus, we now take refuge within the Hole, and any of the caverns and tunnels of the deep. It was not easy, but we will never be deterred! Let this be a lesson those damned lesser-ones learn! The day will come when we are no longer imprisoned! There is talk now of a magic system of travel being explored by the grey men. Could they finally be of use? Just a teensy bit? If they give us the key to our freedom, maybe their deaths should be quick. Right, young one?

Then we will fulfill the Dark Agenda!

After reading this a number of questions have been answered, the Ratonga were not only created by Brell but also with the help of Bristlebane. They ancestors of the ratonga escaped from the Vault of Serilis with help from Erudites and after there escape an uprising took place between the ratonga that continued to serve the roekillik and those that wanted to throw off the shackles of the roekillik.

So the Ratonga we see today are the decedents of those that escaped from the Roekillik.

Now as we continue along the time line we find that the Roekillik are also a divided race.

When you enter the zone called Demitrik's Bastion you encounter Pushu-ken of the Caertaxian Legion who want you to stop Demitrik from unleashing his version of the Dark Agenda because it inferior.

You of course kill Demitrik stopping his plan but who is Caertaxian and what is his Dark Agenda.

I'm going to leave it there because the grind for faction in The Hole is taking me longer than I thought, and I really want to impart my own experience and impressions rather than just taking someone else's posts and combining them.


Wednesday, August 15, 2018

EverQuest 2: Unfinshed Stories Part2b

This is my continuation of Ratonga History

After the Roekillik are introduced no new information is released about either races, but when Echoes of Faydwar is released on November 13th, 2006 a new group of rat like creatures are introduced and they are called the Ratillik.

The Ratillik can be found in Kaladim in the Butcherblock Mountains. There is no difference between them and ratonga's in appearance. I have included the lore about Kaladim to give some us some backround

Before the Age of Cataclysms, a gnomish construct came to Kaladim, city of the Dwarves, with an image of The Vaults of Serilis, a temple built by Brell Serilis himself in the deepest reaches of Norrath. Most dwarves, including the army, left Kaladim on a pilgrimage to find the Vaults, leaving behind only civilians.

When the Cataclysm struck, Kaladim suffered a severe cave-in, trapping many dwarves inside. The dwarves that had been outside mounted a rescue expedition, aided by the trapped dwarves working from the inside at first. Before the cave-in was cleared, all sounds from within Kaladim had ceased. Finally breaking in, the dwarves had found that the Cataclysm had not only caused the cave-in, but opened a path for the Horde of Serilis to leave the Underfoot and invade Norrath. The Horde of Serilis slaughtered the dwarves remaining in Kaladim and set it up as their new home.

Now this piece of lore is significant in that it mentions the Horde of Serilis and the Underfoot. The Plane of Underfoot is home to the god Brell Serilis.

Brell Serilis was the first to come to Norrath during The Age of Scale, and from his Plane of Underfoot, a dark realm of vast caves and endless tunnels, he quietly created a magical portal to a cavern deep in the belly of Norrath. Through this portal the Duke of Underfoot seeded the depths of Norrath with all manner of creatures. Brell then returned home, sealing his portal within a labyrinthine chamber of mystical Living Stone. During The Elder Age, he created the Dwarves as part of the gods' plan to keep watch over the dominant dragonkind.

Later, Brell returned to create the Gnomes, resembling Dwarves to some extent, yet more wiry and gnarled, consumed with tinkering with devices more so than their cousins.

Followers of Brell Serilis believe that the surface world is a waste of space. They find true happiness in the caves, caverns, and tunnels that perforate the belly of Norrath. But this is one of few points that all followers of Brell can agree upon. There are many different factions who wall worship Brell. The Runnyeye Clan of Goblins claim he is their father much to the disgust of the Dwarves of Kaladim who know that the Dwarves are the true children of Serilis. But the vicious Gnolls of Splitpaw disagree entirely. For was it not Brell who sculpted them out of the sacred Clay of Cosgrove? Followers of Brell Serilis in one form or another can be found nearly anywhere you enter the Underfoot of Norrath.​

So at this point we need to assume that the Ratonga, Ratillik and the Roekillik are members of the same race and they are simply different factions of that race, we also have to assume that they were  created by Brell.

A few other indicators of the Ratonga coming from the underfoot and being created by Brell is that there are Ratillik priests in the Underfoot Cathedral in Kaladim as well as Ratillik Serilian Knights.

One other fact is the Serilian Language Quest that starts in Steamfont Mountains sounds similar to the Language of the Ratonga, and  Ratonga characters can automatically get the language without having to do the quest.

So now we know a bit more history of the Ratonga, we know who created them and where they came from, what we still don't know at this point is what happened in the early history of the Ratonga that split them into different factions or who Belaska was.

I'll end this post here since the next bit of information will make this post quite long.