Shar Vahl

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General Zone Info | Description | Surrounding Areas | Travel To/From | Local Color
Adjacent Zones: Hollowshade Moor, Shadeweaver's Thicket
Sharvahlupper.jpg
  • 1 Merchants selling Ore/Stone/Smithing Hammers, forges
  • 2 Food and other goods, Baking supplies, shoes, food and other goods, cooking books, shield/parrying dagger
  • 3 Alcohol
  • 4 Castle, Bard Trainer and Bard spells on roof
  • 5 Library
  • 6 Library
  • 7 Blacksmithing molds
  • 8 Brewing supplies, metals/gems, 2nd floor: sewing supplies, sewing kit
  • 9 Pottery supplies, instruments, pottery sketches, clay/ore/smithing hammer, Kilns, pottery wheels
  • 10 Arena
  • 11 Royal Stand
  • 12 Alcohol and food, brewing supplies, brew barrel, oven
  • 13 Alchemy supplies, potions/magic stones, Shaman Spells
  • 14 Tax Collector, Bank
  • 15 Merchants selling alcohol, fletching and bowmaking supplies, poison supplies
  • 16 Merchants selling food, bags, wooden practice weapons, alcohol, ovens, Registrar, chainmail patterns
  • 17 Merchants selling alcohol, pottery supplies, pottery wheel, fishing supplies
Sharvahllower.jpg
  • 1 empty
  • 2 empty
  • 3 Throne Room, Soulbinder just outside
  • 4 empty
  • 5 Cooking books and supplies, oven
  • 6 Beastmaster Trainer
  • 7 Shaman, Beastmaster spells
  • 8 Shaman Trainer, Alchemy supplies
  • 9 Rogue Trainer
  • 10 Arena
  • 11 Weapons, Warrior Trainer

General Zone info[edit]

Guilds: Bard, Beastlord, Rogue, Shaman, Warrior
Tradeskill facilities: Pottery Wheel, Kiln, Forge, Brew Barrel, Oven, Sewing Kit
Level of Monsters: 1-5
Types of Monsters: Grimling Skeletons, Rhino Beetle Hatchlings, Rock Hoppers, Scorpions, Whiptail Scorpions, Xakra Larva
Notable NPC's: Stingtail
ZEM: 75 (100%)
Indoor/Outdoor: Indoor
Dungeon: No
Bindability (Self/Others) : Yes/Yes
Succor point : X (85) Y (-1135) Z (-188) -- (Near tunnel to Shadowweaver's Thicket zone line)
COTH possible : Yes
Can summon corpses : Yes
Ground Spawns:
Foraged items: Ancient Tarnished Coin, Mushroom, Pod of Water, Roots

Description[edit]

Shar Vahl is the city that the Vah Shir call home. The Vah Shir originally lived on Norrath on the continent of Odus, but during a great battle, the blast that created the Hole on that continent sent a huge chunk of rock from the planet, which came to rest on the moon of Luclin. The Vah Shir decided to build their home on the crater this created, using the new crater walls as a natural defense, and adapted quickly to the planet that they now reside on.

Surrounding Areas[edit]

Shar Vahl is surrounded by Hollowshade Moor, which leads to the mines of acrylia in the north, and by Shadeweaver's Thicket, the location of the trade route to Shadow Haven, now becoming much more important.

Travelling To and From Shar Vahl[edit]

Shar Vahl can be reached by either passing through Shadeweaver's or Hollowshade Moor.

Local Color[edit]

Places[edit]

The city is fabricated from acrylia found in the Tenebrous Mountain range to the north. This acrylia gives this city a unique look compared to Norrath and other places on Luclin itself. It is also a highly defensible place, with a large crater surrounding the city and two bridges the only mode of access into the city itself. The pit around the city is filled with mildly dangerous creatures, which the new Vah Shir trainees often hunt to get practice.

People[edit]

The Vah Shir are a proud race who have taken to Luclin well. They reside here in their seat of power, safe from most of the outside forces that could destroy them. They are generally pleased that the portal through the Nexus is now open, bringing outsiders onto Luclin and different trade goods with them. They are also interested in hearing how they came to be on this planet, piecing together bits of legend from history coming from Norrath.