Cabilis
General Zone Info | Description | Surrounding Areas | Travel To/From | Local Color |
Adjacent Zones: Field of Bone, Swamp of No Hope, Lake of Ill Omen, Warsliks Woods |
|
|
General Zone info
Guilds: | Beastlord, Monk, Necromancer, Shadow Knight, Shaman, Warrior |
---|---|
Tradeskill facilities: | All facilities are available |
Notable NPC's: | |
ZEM: | 100 (133%) |
Indoor/Outdoor: | Indoor |
Dungeon: | No |
Bindability (Self/Others) : | Yes/Yes |
Succor point : | X (-417) Y (1362) Z (8) - East Cabilis - X (767) Y (-783) Z (8) - West Cabilis |
COTH possible : | Yes |
Can summon corpses : | Yes |
Ground Spawns: | |
Foraged items: | Berries, Fishing Grubs, Fruit, Pod of Water, Rabbit Meat, Roots, Vegetables |
Description
Cabilis, or New Sebilis, as it is often called, is the new heart of the Iksar Empire. The Iksar recaptured the city long ago and have since made it their new home. Their is an ongoing effort to tame the surrounding areas to ensure the safety of the city.
Surrounding Areas
The Iksar have, for centuries now, focused internally on rebuilding their culture and society, to be stronger and to be able to face the outside world again. That time has come, and the Iksar are now pushing back into the lands where they once ruled supreme. There are four areas immediately surrounding the city that are of intense interest to the Iksar. First is the Field of Bone, a barren area that contains the ancient remains of Kurn's Tower and Kaesora. The Iksar are focusing many of their broodlings in this area in order to tame it. The Swamp of No Hope is an area that the Iksar currently are letting run wild, despite maintaining a small outpost to protect their walls. Warsliks Wood is similar, as the Iksar have met much resistance from both the goblins and the forest giants within during their attempts to control the area. There is also a strong outcast presence there. The Lake of Ill Omen, however, is another area that the Iksar are very focused on regaining control over. A new enemy, the Sarnak, have established a fortress within this region and are expanding their range slowly, coming into conflict with the residents of Cabilis and also the goblins of the region.
To the south of the city lies Firiona Vie, the forest that held the elven outpost named after their queen. This is an area of intense interest, as there are rumors filtering into Cabilis that the elves have returned, and have brought with them many other softflesh beings that had never been seen before...
Travelling To and From Cabilis
Cabilis can be reached from four separate directions. To the northeast lies the Field of Bone. South of that lies the Swamp of No Hope. East Cabilis holds the gates to these regions.
To the northwest lies Warsliks Woods. South of that is the Lake of Ill Omen. The entrances to these areas lie within West Cabilis under jurisdiction of the infamous Tower of Death.
Local Color
Places
Cabilis is divided into two segments. East Cabilis is the cultural center of the town. Within East Cabilis lie the guild halls for all but the necromancers. It is also where the military leaders of the Iksar reside. The Haggle Baron also works out of this region, in control of all the merchants in this area.
West Cabilis is an entirely different world. The most prominent feature of West Cabilis is the Tower of Death, the stronghold of the necromancers of the Iksar people. All other Iksar fear the necromancers and leave them alone, an arrangement that the necromancers are very happy with. Within their tower they perform experiments and strengthen their Art and, through that, all Iksar. Merchants in this area owe fealty to the Tower and not to the Haggle Baron, so it is possible to find items here that the Haggle Baron doesn't believe in.
In each of the surrounding areas, there are small outposts. These exist in the ruins of ancient bazaars of the Iksar, now all but destroyed. These areas are patrolled by the Crusaders and Troopers of the city, and provide some degree of safety and law in these wild lands.
People
The Iksar, although united in a common cause, show their history in their leaders. All of the leaders of the various guilds are powerful personalities, and constantly struggle between themselves for dominance in the city. The Warlord of the Warrior Guild provides Troopers for the city guard, and has developed a loose and uncertain alliance with the leaders of the Tower of Death, whose silent presence provides him with more power. The Lords of Pain and their Crusaders of Greenmist provide the other arm to the defense of the city, and are allied to the Scaled Mystics through their religion.
In the center of all this, Grand Master Glox sits, quietly, looking within. His silence unnerves the other leaders, but they all realize that, when he awakens, him and his Swifttails will likely lead their kind to retake their ancient empire.