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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
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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
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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.
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
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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. |
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Cabilis
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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. |
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Erudin
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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. |
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Felwithe
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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. |
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Freeport
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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. |
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Grobb
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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. |
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Halas
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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. |
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Kaladim
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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. |
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Kelethin
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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. |
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Neriak
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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. |
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Oggok
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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. |
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Rivervale
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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. |
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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.
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The risk, of course, is yours to take. |
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