An ode to the Commonlands
This is about Everquest 2's Commonlands not Everquest 1.
In the prior game they were two zones, East and West but I believe they've since been merged.
Sunset between the towers
I have a love affair with this zone. This is where Sony got it right with zone design. Later levels in EQ2 follow the same pattern - large convoluted areas cordoned off by super-high cliffs. Compare this to the Moors of Ykesha, which is an island suspended on an 8000 feet cliff! That's how they all are now - vast cliffs everywhere. In contrast, the Commonlands is a huge plain, easily traversable. It's perfect. That's not to say there's no variety - there is. It has it all, canals, ponds, streams, bridges, docks, ruins, deserts, gorges, villages, caves and even a few graveyards to spice things up. It lacks a forest, but if you really need that, go next door to Nektulos Forest.
Highlights of the zone include: the Crossroads in the central eastern past, which is a quest hub for lowbie evil characters. Wailing Caves in the north-east, which is a lowbie dungeon. Farther west, there's the Dog Trapper lake and the entrance to Darklight Woods. The wizard spires are in this vicinity too. To the south is the realm of the Bloodskull orcs, farther west is the Ruins of Val'Marr with its resident High Priest, and the Lady Anyanka Polevshi, a ghost. Lions and wisps live north of here, at the Druid Rings and just north of that is the Tower of Zarvonn. Something for everyone and it manages to be both logically laid and out and well-spread and not divided by mountain walls like other zones are. It's all good.
Another glorious sunset. Check out those soaring mountains
Page last modified: February 24 2016 12:24:31.