NecroGnomicon

Far below the surface of the Timorous Deep, an ancient relic of the Combine still stands. The full purpose of the ruin may never be known; however, even in its dormant state it retains the ability to send one across the world.

There's a Hole in the Bottom of the Sea

Timorous Deep (-12250, 4370) Before you marvel at the wonders of this wizardly ruin, you need to get there. While any gnome with a well-crafted map will easily find the place, the lesser races may wish to follow these simple instructions.
  • Board the Bloated Belly from the dock in the Overthere. While you're waiting for the "ship" (to use the term loosely) to arrive, you may wish to prepare yourself for sea travel. I recommend Breath of the Dead or, preferably, Dead Man Floating.
  • As soon as the Bloated Belly enters the Timorous Deep, leave the "ship" and head southwest. You'll soon arrive at an island.
  • Once there, head to the westernmost shore of the island, a large outcropping of rock.
  • Go south. Keep going south. Go south some more. You'll pass by an island to the east – ignore it. Continue south until you see the four spire tips rising over the waters.
  • Head to the center of the spires, then dive straight down. You'll see a tunnel in the ocean floor; swim down and through it. The water ends at the entrance in the ceiling of the main chamber.
  • Plummet to your doom. Alternatively, descend in safety with Dead Man Floating. You could also Harmshield right before you leave the water. Particularly tough necromancers could survive the fall without magical assistance, but it still hurts.

And there you are! Ready to bend the power of the Combine to your necromantic purposes.

Chariot-Pots of Fire

Too late to turn back. Once inside the chamber, there are no obvious exits. The watery tunnel high in the ceiling is out of reach, and there are no doors or passageways. The central flame burns bright, and three fire sources line each of the four walls.

The power of the ruins is contained in the various torches, lanterns, and other light sources collectively known as firepots. Simply touch one of the firepots and you will be instantly transported to a distant city. (Falling into them also triggers the magic, so watch your step.) Which city you arrive in can be deduced from the particular style of the light or by its position in the chamber.

  Grobb Oggok Erudin  
Rivervale   North   Neriak
Ak'Anon West Blue Flame East Kelethin
Kaladim   South   Felwithe
  Cabilis Freeport Halas  

Since each firepot is keyed to a single location in a single city, you'll always arrive in the same spot. Depending on who your friends are, that spot may or may not be safe. Since the use of a firepot does not break invisibility, it may be wise to gather yourself in shadows before appearing suddenly in an unfriendly town...

Ak'Anon

Obviously superior technology at work. The extra-large "flameless lantern" is a welcome sight to any gnome.
You arrive in the corridor to Steamfont, which may give larger folk some immediate discomfort. Clockwork guardians watch the entrance for signs of intrusion. Ak'Anon (47, -35)

Cabilis

I fell into a burning ring of fire... The symbol on this flaming urn should be familiar to any who have spent much time in the ruins of Kunark.
You arrive in one of West Cabilis' entry passages, steps away from the Lake of Ill Omen. Iksar troopers guard the entrance to the city. West Cabilis (-783, 767)

Erudin

On the whole, a well-made pot. The marking common to many Erudite structures adorns this fiery cauldron.
You arrive in front of the main Erudin gate, within sight of the docks. Several guards stand nearby, doing whatever it is guards do to pass time. Erudin (0, 0)

Felwithe

Only an elf would build a firepot out of wood. I'm sure the markings on this thing mean something to an elf.
You arrive in Northern Felwithe at the end of the tunnel to Greater Faydark. The bridge to the main section of the city is nearby, along with a selection of choice meats. Northern Felwithe (-25, 94)

Freeport

A dark pot for a dark city. This fire may reflect the future of Freeport itself.
You arrive directly on the East Freeport dock, which is handy if you need a quick fishing spot. A solitary member of the Freeport Militia patrols the wharf. East Freeport (-14, -950)

Grobb

Fire. Hot. Trolls have many uses for large cooking fires such as this one.
You arrive in Grobb in the tunnel to the Innothule Swamp. Only a Priest of Discord seems to be nearby, but beware: a single Basher likes to linger in the tunnel and may catch you unaware. Grobb (-100, 0)

Halas

Pretty fancy for a bunch of barbarians. The sturdy bowl and solid table reflect passable northern workmanship.
You arrive in Halas at the main entrance to the city, surrounded by barbarians. You can't imagine the smell. Halas (0, 0)

Kaladim

Built dwarf tough. This stonecrafted cauldron marks the passage to the dwarven city.
You arrive at the end of the tunnel to the Butcherblock Mountains. Guards watch from the battlements. The dead barbarian is purely ornamental. South Kaladim (-18, -2)

Kelethin

Fire and wood, together again. Elves never learn. The passage to the city in the treetops is aptly marked by a bird.
You arrive near one of the well-guarded lifts to the city. Patrols are infrequent but pass close by. Greater Faydark (-20, 10)

Neriak

Devil bunnies! The portal to Neriak is unmistakeable.
You arrive just inside the Neriak Commons, within sight of the waterfall. While there are no guards anywhere nearby, the adjacent passage leads to the Neriak Foreign Quarter, which must be traversed before reaching Nektulos Forest. Neriak Commons (3, -500)

Oggok

The pot is fat and heavy. Coincidence? The Oggok firepot bears a strong resemblance to the Kaladim firepot – don't get them confused or you might be in for a rude surprise. Think of the firepots as dwarves: In Kaladim, they have legs. In Oggok, they don't.
You arrive right at the entrance to Oggok, in the middle of the tunnel and mere steps away from the Feerott. There are no guards nearby, and the tunnel itself is fairly featureless. Safe and secure, if you don't move too far. Oggok (-345, -99)

Rivervale

The dimmest of the lot. Rivervale lighting designers are convinced that this "minimalist" fire will catch on quickly. I'm convinced that these Rivervale lighting designers will quickly catch on fire.
You arrive in Rivervale at the opening of the passage to Misty Thicket. The bank is close, and deputies linger nearby. Rivervale (0, 0)

An Ominous Warning

There are rumors that the powerful dragon Faydedar makes a rare appearance in or near this chamber, devouring anyone caught within. Over the course of time I've made extensive and frequent use of these devices, and I have yet to see a dragon anywhere near.

Heed the Cursed Traveler! The risk, of course, is yours to take.
"You fall in the fire, you stay in the fire."
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