A collected list of non-cloned adventure zones and associated lore in release order (Giant Spoiler)

Discussion in 'New Player Welcome' started by Hunter Rose, Sep 8, 2016.

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  1. Hunter Rose

    Hunter Rose Avatar

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    I produced this list recently for guildmates who joined SoTA after persistence who kept bugging me for what to do and thinking everything was "too many cloned zones". My response,'go read the release announcements'. To help, I pulled this list together from the "Story Section" of each release, modified only slightly where polish updates changed information (for example, the final entrance locations to Rise).

    I do understand some players will consider this a spoiler so be warned, there are many elements of the story lines throughout the context that many may prefer to experience by playing the game. However, if you are like us, who enjoy the exploration aspect of these games (I am definitely that type from Raph Koster's essay on who plays these games) you may want to "get current". This helped immensely in figuring out where to explore, perhaps it will serve you as well.

    I do recommend using sotamap.com do determine the overall difficulty of the zone and it's location.

    Happy exploring !

    Release Zone Notes, Lore


    4 The Hidden Vale 10 Scenes, Ravensmoor Dungeon, Clink (1st 3 releases towns Owls Head, Kingsport and Braemer)

    5 Kingsport Sewers

    7 Graff Gems Mine Teleport to mine, no entrance

    8 Ferig’s Battle Camp This new map on the mainland is the battle camp of Ferig, who is the son of the Titan Grannus. Ferig, along with his brother Demig can often be found around the Norguard Territories engaging Kobold armies that regularly pour out of Skrrekk the cavern empire of the Kobold King Korabar (this was recently updated in Release 30)

    10 Vertas Pass Excerpt from Arabella’s Journals: “Novia was shattered, as was most all parts of New Britannia, with the fall of the moons. Some regions were laid low, while others rose up, in the mighty cataclysm that reshaped the world. Mountain ranges now segregate wide swaths of Novia, where commerce once traveled easily. Today the few mountain passes that cross these mountains often become places of ambush or battle, as control of these areas often implies control of the surrounding regions. One such pass which citizens struggle to keep clear is Vertas Pass. Dark Elves, remnants of the Obsidian Wars, feel this pass is within THEIR territory, and bar it from ANY other race. Woe be it to the traveling explorer or merchant, who needs to cross these mountains, when the flag of the Dark Elves flies over the high fortress!”

    Challenge Dungeon Braemer Graveyard – take buddies

    11 Solace Bridge

    12 Veiled Swamp/ToSE TheTower of the Shuttered Eye appeared in the swamps of southeast Novia not long ago. No one saw it being built, because few ventured into the swamps other than those in search of rare reagents from time to time. As soon as it was known to be there, rumors began to arise about its inhabitants and their activities. Some visitors find the tower empty, filled only with cobwebs and rats, yet others, who visit on dark and stormy nights see hooded figures going in and out by torch light, often followed by lightning and thunder emanating from the top of the tower. Today, most avoid these swamps altogether, even those who seek rare reagents usually seek elsewhere!

    13 Wynton’s Folly 1st Desert biomone

    14 Brightbone Pass This dangerous control point sits high atop the Brightbone Mountains near the Necropolis, city of the undead. Hordes of undead haunt this ancient fortress and block all who would venture through.

    Grunvald Shardfall (PvP) The Continent of Novia will have a number of these Shardfall areas, where the Blessings of the Oracle do not hold sway and all who venture in are at risk of conflict (open PVP). With that risk, though, there is rumor of even greater reward, for the Shardfall both generates and exposes more resources than anywhere else in Novia. This particular shardfall is located near the desert town of Desolis and is our first example of a scene built in the shardfall biome.

    Wyrmsands This desert in the southwest corner of the Vale is also known as the graveyard of dragons. No one knows why these beasts came here to die in such large numbers. Some say those same dragons left behind great treasures upon their death, but few have dared to venture too far in these wastes to find out.

    15 Verdamtis Shardfall 2nd PvP zone

    Restless Woods Release 15 was the big Unity 5 / Perennial Coast release and was expanded in rel 16. No lore was offered with the release of these zones.

    West Perennial Trail

    N Celestial Wetlands

    S Celestial Wetlands

    West Veiled Swamp

    East Veiled Swamp

    Solace Woods

    S Brightbone Woods

    N Brightbone Woods

    16 East Perennial Trail

    Southern Grunvald Barrens

    Northern Grunvald Barrens

    Savrenoc Timberland

    Deep Savrenoc Timberland

    Savrenoc Stronghold

    Necropolis Entrance

    Adoris, Soltown, Solania: Sewers

    18 Spectral Foothills


    19 Whitguard Foothills Visitors to this new area in the Whiteguard mountains should keep their coin purses hidden. Savage wolves and bears are bad enough, but now rumors are spreading of highwaymen waylaying merchant caravans traveling through these foothills.


    Etceter Crag Mines Our first scene in Quel is a source of many a tale. Long ago, when Etceter was nothing more than a collection of prospector shacks and tents hugging the coast of the Bay of Storms at the mouth of the Barren River, the Etceter Crag Mines were being dug deep into the nearby mountainous hills known as the Crags. At first the miners were sure their fortunes were made. The deeper they dug, the richer the veins of gold ore seemed to be. However, the stories say they became too greedy, and they braved the trembling depths of the world too deeply. Perhaps the view of distant volcanic islands should have warned them of the dangers they were about to unearth. After a horrifying tragedy, the mine was abandoned, and terrible tales of chasms that opened up into Hell itself and fiery demons emerging to slay all in their path began to emerge. The lower levels of the mine were supposedly sealed in an enormous cave-in, with barely half the terrified miners emerging to tell the tale of what really happened. Venture deep within the tunnels, breaking through walls and floors, but be careful you don’t unearth your doom! There is also a new puzzle involving the anguished ghosts of deceased miners that are being tortured by a Lich.


    20 Crag Foothills Entrance to Etceter Crag Mines


    Spectral Mountains


    Eastreach Gap This newest control point (see more about Control Points below) can be found at the eastern end of the Spectral Peaks mountain chain and controls travel between the Perennial Coast and Grunvald. Zombies and Ghosts control this ruined high desert fort, so beware! You can fight your way through the gates, or try to find the rumored secret paths that allow you to drop down into the middle of the fight.


    21 Desolis This town of former nomads sits on top of the ruins of an ancient Obsidian Order city. It is dominated by a captured Obsidian shard and the ancient Obsidian Order fortress known as the Epitaph. The locals use the old fortress as a prison and death sentence.


    The Epitaph Aka “The Chamber of Souls” This vast underground complex was the heart of the Obsidian Order’s power. It was where they used the power of the Obsidian shards to create the Elves, Satyrs, Kobolds, and Trolls. Remnants of these experiments still roam the halls and eat unwary adventurers as well as those poor souls sent here as prisoners. It is also the location of the Chamber of Souls, where a key element of our story unfolds.


    The Desolate Hills The Desolate Hills of the Perennial Coast have been reduced to a ruined graveyard in the North, an abandoned settlement in the South, and a Shrine to a mysterious Obsidian Lord in the East. It is truly an inhospitable place for travelers, overrun with undead and wolves scavenging the bodies of the defeated.


    22 Isle of Storms Long ago, incredible magical forces crafted this island on shards of the shattered moons where it still floats high above New Britannia. Arabella greets new avatars coming from Earth and guides them with a series of questions that will determine which path they start down: Truth, Love, or Courage. These paths not only determine which plot thread you begin with, they also determine what your starting abilities are and what equipment you have. Building this scene required some new solutions for terrain to allow us to show the island floating in space.


    Blood River Massacre Long ago, incredible magical forces crafted this island on shards of the shattered moons where it still floats high above New Britannia. Arabella greets new avatars coming from Earth and guides them with a series of questions that will determine which path they start down: Truth, Love, or Courage. These paths not only determine which plot thread you begin with, they also determine what your starting abilities are and what equipment you have.


    Blood River Settlement When players return to the Blood River map later in the game, they find that native wildlife and bandits have taken over the former thriving settlement, despite periodic attempts by the Vertas elves to reclaim it.


    23 The Battle for Highvale This marks the third starting map and sends you on the Courage quest line. Highvale is a fortified garrison located just south of Resolute, nestled between mountainous peaks and surrounded by wooded pine. Tensions have been on the rise as recent expansions by the Paladins of Resolute into the northern ends of the Forsaken Vale have not gone unnoticed by the Verdantis Elves. In a retaliatory raid, the Verdantis Elves mounted an all-out siege on the garrison in defense, with both sides suffering heavy casualties.


    Highvale This is the multiplayer version of Highvale that you return to later in the game.


    24 Nightshade Pass Within the Blackblade Mountains, between South Paladis to the west and Midmaer to the east, is the narrow cleft of Nightshade Pass. At its center the winding pass opens up into a bowl-shaped canyon in which rests a shimmering lake fed by icy water flowing down from glaciers hidden higher in the mountains to the north. On the south end of this valley can be seen the tall volcanic mountain of Hilt that gives this region its name. According to legend, before the Fall of the shards of the shattered moon, there was a great battle between the Gods of Man and the Avatars. It raged all across the face of the world. One of the Avatars saw that they could not win and so, rather than fight the gods, he plunged his blade into the world, desiring to kill that thing which the gods loved most; their creation. The edge of the sword tore through the fertile lands of the world, opening a great and terrible wound which became known as Hellfire Rift. It was here, then, that the gods in their wrath stopped the Avatar and cast him back into the Abyss from which he came. But the damage had been done and the gods, in their wisdom, left the hilt of the blade exposed until such time as some legendary hero from some other legend were to come along and heal the world. That’s what that southernmost peak is supposed to be; the hilt. It's on the north end of the canyon, however, that the area's most interesting feature can be found. Built over two hundred years ago by the Obsidian general Karpasic (during the time depicted in Blade of the Avatar), the fortress at Hilt was created as a conceit for the glory of the Obsidian military power (which didn't please the Cabal of the Obsidian Sorcerers). Furthermore, according to legend it was where the military discovered, deep below the earth, the wondrous obsidian forges. During its time, however, the excuse of its building was to further fortify and secure Nightshade Pass itself, since enemy armies could not easily travel through the valley pass without using the bridged ford located between the lower walls of the fortress, exposing them to fire from soldiers and mages stationed on the battlements above.


    Mariah Overlook Nestled in the Mariah Mountains, Mariah Overlook once hosted an entertainers’ commune, with actors, singers, animal trainers, clowns, and more. The shows were frequent and diverse. Each year, tens of thousands of visitors enjoyed the region’s nightly improvisations, weekly shows, monthly extravaganzas, and the annual Mummers’ Festival…but no longer. Now, the Mummers’ Parade is a ghost of its former glory. Brutal Satyrs now patrol the aged streets, the cages that were once home to trained animals now imprison slaves waiting to be sold to the highest bidders, and wild beasts slaughter any visitor to the once-grand Amphitheater.


    Brittany Outlander Graveyard The Avatars now flooding the land are not the first Outlanders who have visited Novia. An earlier wave of Outlanders appeared in Novia, but did not share the immortality of the current visitors. When they eventually met their demise, they were interred in this massive graveyard on the outskirts of Brittany where most had made their homes. Most Outlanders were buried in this separate graveyard from other Novians due to the inherent distrust most Novians harbor towards Outlanders. In a future release, these gravestones will contain the names that Ancestorand above backers choose to represent their “ancestors”, but for now these gravestones are blank.


    25 Hilt Fortress Within the Blackblade Mountains, between South Paladis to the west and Midmaer to the east, is the narrow cleft of Nightshade Pass. At its center, the winding pass opens up into a bowl-shaped canyon in which rests a shimmering lake fed by icy water flowing down from glaciers hidden higher in the mountains to the north. On the south end of this valley can be seen the tall volcanic mountain of Hilt that gives this region its name. It's on the north end of the canyon, however, that the area's most interesting feature can be found. It is now over 200 years ago (during the time depicted in the Blade of the Avatar book) that the Obsidian general Karpasic ordered the building of the fortress at Hilt. It was created as a conceit for the glory of the Obsidian military power... something which didn't please the Cabal of the Obsidian Sorcerers. Furthermore, according to legend, it was where the military discovered, deep below the earth, the wondrous Obsidian Forge. During its time, however, the excuse of its building was to further fortify and secure Nightshade Pass itself, since enemy armies could not easily travel through the valley pass without using the bridged ford located between the lower walls of the fortress, exposing them to fire from soldiers and mages stationed on the battlements above. These days, 200 years after the fall of the Obsidians, the abandoned fortress has been overrun by wild animals and even darker creatures that either wish to make a lair of this ancient edifice, seek the treasure buried within, or desire the power offered by the Obsidian Forge (if the ancient legends hold any truth). But travelers beware! Bandits haunt the shadowed trails of Nightshade Pass, trolls and kobolds have been seen wandering the ruins, the undead of the ancient armies poses a constant threat, and the terrible might of the volcanic mountain of Hilt is a constant reminder of the elemental fury of nature itself. NOTE: In R25, this scene is in and includes creatures to fight but the Obsidian Forge is not yet functioning.


    South Varisalla Foothills For centuries, the Varisalla Mountain Range has been a highly spiritual place. A large temple resides in the foothills that was once a beautiful retreat, dutifully managed by its elven caretakers. For generations, the temple was a home of thoughtful contemplation for scholars and pilgrims of all races. Decades ago, internal strife among the elves came to the center. Peaceful elves quarreled with their warmongering brothers. Disharmony turned to violent conflict, which eventually erupted into a brutal civil war. The center was overrun by the warmongering elves, who slaughtered every other temple resident in a virtually one-sided battle. The victors vandalized the structures and looted or destroyed the intellectual and spiritual treasures within. The institution never recovered. There are rumors that a handful of scholars escaped with precious tomes and works of art and hid them in the hills before being caught and killed. Scavengers still remain in the area, including human freebooters and warmongering elves.


    North Naryad Pinelands For as long as anyone can remember, the Pinelands have been the primary source of lumber for Harvest and other nearby communities. Scores of dedicated workers have enjoyed good, fulfilling lives among the trees...until recently. A lumber company took a first step toward exploring mining opportunities in the area and accidentally released something horrible. It's not yet clear what's happened, but all the workers are dead or missing and bandits are already picking through the now-abandoned operation.


    26 North Varisalla Foothills This adventuring area in the Varisalla foothills was once rich in copper and other ores, but a massive Satyr-run mining operation in the area effectively stripped the land bare over several decades. The miners, primarily Faun slaves, were forced to work daily shifts of 12 hours or more, even after it became apparent that the ore in the area had been over mined. Even after productivity had hit bottom, the Satyrs refused to abandon the mines in the belief that a “motherlode” was still to be found. Over the decades, the entire area became honeycombed with an interconnected network of tunnels. Several years ago, a poorly reinforced mine shaft was constructed very close to an underground lake. The shaft’s wall was breached and the lake water quickly filled it and all connected tunnels. Hundreds of miners and their overseers were killed. The mining operation was finished, but rumors still inspired Kobolds and other scavengers to search the area for the never-found motherlode.


    Sanctus Spine This control point is located on the mountainous border of where South Paladis meets North Paladis and controls traffic flowing between the two regions. Recently, Kobolds have seized control of this important landmark and seek to stop any humans moving through the narrow pass.



    Dysborg Ruins (PVP) Rumours say that Dysborg was once a great city of valiant fighters loyal to Lord British and his ancient Virtues. Sadly, Dysborg fell in ancient times. It is not known if Dysborg was overtaken by the Obsidian Cabal that rose 200 years ago, or crumbled on its own, under the corrupting power of the Obsidian Shards still seen within its walls. The Dysborg ruins remain a place of ruin and strife, generally avoided in modern times by those who fear falling prey to its corrupting influence.


    27 Artifice As most travelers and pilgrims to Xenos know—across the rolling plains of the island Elysium, several day's journey beyond the River Fall, and perched in a crook of the craggy northern arm of the aptly-named Rumor Peaks—lay the mysterious and legendary destination known as Artifice. Though there are a variety of tales that claim to know the truth behind why it was created, and by whom, the only rumors that draw hopeful visitors from across the world to gather with needy abandon in the halls of Xenos are the stories told of the dreams and wishes that can come true for those lucky enough to win the lottery granting permission to enter Artifice's secluded depths. The Halls of Artifice below will appear in a later release.


    Paladis Shardfall (PVP)


    Opalis Ruins (PVP)


    Superstition Canyon This control point between Forsaken Vale and South Paladis


    28 The Shores of Malice and Malice This ancient underground cavern on the shores of Stormwater Lake has long been used to inter the dead, but now the dead march forth from it. The Path of Love has led you to this final confrontation with the undead legions you have been fighting against ever since your arrival in Solace Bridge. A one-player instance, adventurers who brave the halls of Malice will discover much about their enemies… and their friends. Something, or someone is being held in its depths, and that threatens Ardoris and all of Novia  – can you discover what secrets the dead hide?


    Skrekk and The Caverns of Skrekk While the Courage storyline does not yet take you to the kingdom of the Kobolds you can still visit this underground mechanical marvel in northwest Norgard. The Kobolds are the most adventuresome when it comes to technology in Novia and are the source of almost every advancement we see in the land today. These advancements have only accelerated with the onslaught of Outlanders and it is only the constant hostilities between humans and Kobolds that prevent true leaps forward in matters of science and industry. Humans brave enough to venture into the depths of Skrekk will be met with hatred and contempt but rewarded with incredible sights. The Caverns of Skrekk is a one-player instance and though you can talk to a few kobolds that are not immediately trying to kill you, in general the story content is not yet implemented for this scene.

    Midras Ruins (PvP) This is another ancient ruined city, corrupted by shards of obsidian. The dungeons beneath the ruins, which are the last remaining scene to be implemented in the Path of Love, have not yet been added.


    The Rise This new dungeon is the largest dungeon to date under the Forsaken Vale in Verdantis with access points in Superstition Canyon, North Varisalla Foothills, Verdantis Mines, and Resolute Sewers. The Rise is the first of the main hubs in the underworld and connects multiple dungeon maps (see below). While simple passage through the massive dungeon for travel purposes only takes a few minutes once mastered, those fearless adventurers brave enough to take a deeper dive will find multiple hours of exploration ahead of them. The Rise is NOT for the unskilled adventurer, the faint of heart, or those who lose their way easily. It includes seemingly endless passages, dozens of chambers, multiple skill-based challenges, a half-dozen unique player experiences, and several encounters targeted at groups of skilled players. The Rise is old school, hardcore dungeon crawling at its finest. Bring friends you trust, plenty of supplies, and maybe even some graph paper!


    29 Crypt of the Avatar The ancient Crypt of the Avatar, as found by Aren and Syenna in "Blade of the Avatar," is open for exploration by those who have fought their way through the halls of Necropolis. Much can be learned here of the danger facing Ardoris and Novia… NOTE: This is a single-player instance.


    The Underground Network To date, we have added underground areas (dungeons, sewers, mines, etc) as mostly stand-alone scenes, seemingly filled with random resources and randomly connecting to other underground scenes. As of this release, the randomness begins to go away as we start embracing a "grand underground plan." The core elements of the plan include:


    Travel Within the Underground Sectors:All shared, general-purpose underground areas will be grouped in "small" sectors. Many underground areas within a sector will connect to other areas within the same sector. Travel across these connections is free and uninhibited.


    Travel Across the Underground Sectors:Connection passages between sectors are rare and always behind a locked door. Each door can only be opened by a key obtained from a single "key bearer" located somewhere else in the scene. Note that these keys are currently reusable, but they will eventually become single-use objects.


    Cross-Sector Connection Passages: Connection passages will be underground scenes all their own. Although moderately sized, each will have a bounty of resources.


    Smarter Resources:Distribution of harvestable resources is important, and resources that are common in some regions will be rare in others. This is true for both surface and underground areas.


    Spindrift Passage and Paladis Passages As part of the Underground Network plan (above), two cross-sector connection passages are being added to the game: Spindrift Passage and Paladis Passage. More such passages will be added in future releases.


    30 Ferig’s and Demig’s Battlecamps: The wayward sons of Grannus wage an ill-fated war against the Kobolds from their Battlecamps which have been updated with story content for the Path of Courage.


    Quel Passage Quel Passage is part of the continuing expansion of the Underground Network. The Forsaken Hewer lurks within Etceter Crag Mines with the key that allows entry. An exit from Quel Passage to Kiln Cistern is planned but not yet implemented.


    Equitas Passage Equitas Passage is another addition to the Underground Network. Take the key from the Loathsome Trafficker to gain access from the Serpent’s Spine Mines, or enter from the Hilt Fortress if you have the key from the Deplorable Archmage therein.


    31 Kiln Cistern This new underground area beneath the town of Kiln is filled with puzzles, danger, and plenty of water. It also bridges a significant gap in the Underground Network, connecting to Blackblade Pass to Etceter Crag Mines via Quel Passage, and Spectral Mines via the new Midmaer Passage.


    Midmaer Passage Midmaer Passage allows underground travel between Kiln Cistern and Spectral Mines. Defeat the Raging Water Elemental in Kiln Cistern or the Ghastly Deadeye in Spectral Mines to get their key and unlock this passage.


    Brittany Sewers Begin exploring the treacherous underside of Brittany in this new underground area. Currently accessible from central Brittany and Brittany Alleys, additional entry points will be added to this scene in a future release.
     
    Last edited: Sep 9, 2016
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  2. Bow Vale

    Bow Vale Avatar

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    These are excellent notes. I will use myself thank.

    There is an exit there now to Kiln Cistern, but my key doesn't work on the way back through, i likely need another from somewhere.
     
  3. Sixclicks

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    You need to loot the key to get back into the Quell Passage from one of the water elementals in the Kiln Cistern.
     
  4. Pepsy

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    This is wonderful!! Thank you!
     
  5. Mata

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    Thank you Hunter Rose!
     
  6. moko

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    Thank you for sharing with us! This is most useful :)
     
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  7. Hunter Rose

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    All very welcome! glad you are finding it useful!
     
    Last edited: Sep 10, 2016
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  8. blacksheepboy

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    This is super helpful. As a new player it is a great guide to know where to look for finished content!
     
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  9. Ben_Hroth

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  10. blacksheepboy

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    Very cool @hroth I also compiled a list of the non-cloned adventure scenes (still need to update it for the latest release) on a forum post here.
     
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  11. Ben_Hroth

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    Thanks for pointing that out!
     
  12. mhalemd

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    I just found this. It's awesome. Thank you for doing this (last year). I wonder if the devs might consider putting the non-spoiler info into a little pop-up that you could see (or check out voluntarily) when entering the zone?
     
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