| Aerlinthe/Lady Aerfalle - Part 0.0 - getting there and the quest lore |
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| Written by Arcus Maximus | |||||||||
| Monday, 11 September 2006 | |||||||||
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Aerlinthe/Lady Aerfalle - Part 0.0 - getting there and the quest lore
Getting to Aerlinthe can be difficult the first couple of times, but luckily there is a Aerlinthe recall scroll if one is successful in killing the Lady so return trips are much easier. Of course it does require getting there the hard way at least once, or for the unfortunate many times more! Lacking a quick recall to Candeth Keep, the expensive route is running through Slysfear Dungeon and exiting to the Direlands Lifestone just east of Candeth Keep.
Then heading West to three bunker buildings you run into the emissary Garaenal, who when given a D note will summon you a portal to Aerlinthe Isle. The arrival should be safe unless someone has dragged monsters up the hill. The rotting woman inclines her head stiffly, and a disembodied voice seeps across your mind like oil.
You give Garaena the Emissary Trade Note (100,000). The voice in your mind purrs, "You are generous, not to mention strong. Yet honor requires I return the excess." Garaena the Emissary gives you Trade Note (50,000). The voice in your mind purrs,
Note:
The dead man turns and looks down the rotted remains of his nose at you. A cool, aristocratic presence invades your mind, and seems to speak in Roulean.
You give Faladha the Emissary Trade Note (10,000). The voice in your mind sneers,
Back in the old days there were odd routes for getting around the isle based on your willingness to risk it all or not. With the invention of level 7 protection spells, simple running the shortest route is more in vogue. Often yelling neenier, neenier, neenier you can hurt me! With a problem occurring typically only if you get blocked, stuck and die in traffic, then corpse recovery can get hairy. Running around the bay to the west side eventually I came across a destroyed library in a town of undead which still contained one book.
A bit further to the west there appeared a mysterious named relic skeleton
Smith Ejan says,
NOTE: not sure that is all the text Ejan will send you while around him, it was all i listened to before killing him. From Ejan's corpse I recovered an unreadable singed note. Seems a trip to Cragstone for translation will be required if I desire to read the information it contains.
You give Bretself the Translator Charred Book.
Bretself the Translator tells you,
Bretself the Translator gives you Aerlinthe Record. Note: read the 33 pages of the Aerlinthe Record translation. You give Bretself the Translator Singed Note.
Bretself the Translator tells you,
Bretself the Translator gives you Smith's Note. Note: read the 4 pages of the Smith's Note translation.
We know the history of the quest, and some important facts hidden within the translations, time to make preprations to actually perform the quest.
Ag Nar
Pick up of Pyreal Bellows in Crater Cave
NOTES: This part, other the the paths/portals of getting to Aerlinthe island, really isn't necessary as the lore books only provide clues to the various steps in the quest, no rewards. So having read them here there isn't a need to actually fetch/retrieve them yourself. This was the first, and some say the only true, EPIC quest of AC. It arrived and origianally stumped folks. With people collecting information and passing it along via websites it took nearly two months of folks working on 7 world servers (back when the average nightly log ins were 1500-2500) to piece together all the intraciate details of the quest and successfully complete it from start to finish. As compared to today where folks brag of running the quest from start to finish in 34 minutes. Of course I suspect their start point could be a lot different then mine. Several in our allegiance several leaders were willing to take folks upon the quest but to prove their readiness for the quest the person had to solo getting the Pyreal Bellows from Crater dungeon. This was after I was dragged along too early in my development as a mage to successfully survive the quest - being more of a generalist then a specialist (back then) like a lot of the others running the quest. While I was very close in level range to them I was much, much weaker so I died repeatedly on this quest. So I would go on the quest a lot to help out and die gloriously somewhere along the way. I think there was actual betting involved on how far I'd get each trip before kissing the lifestone. Eventually I made it thru the entire quest in a party, but by then I'd come to hate the darn thing as a waste of time. We'd spend lots of time preparing getting stuff and then I'd die and cause them more delay. Back in those days not everyone had all their level 6 spells, mages wore 0AL faran robes & baned them and tinkered weapons weren't even a dream. You know the ole: "5miles to school thru 4 feet of snow, uphill both ways and we liked it like that" situation as compared today's equipment and skills. Some of the stumbling blocks in initially solving the quest were recognizing after turning in item X that it spawned eventually NPC/Monster Y over at Z. Also folks working on doing something in one part could be hampered by folks off killing monsters unrelated to the quest stumbling upon Monster Y and doing it in before the questor's arrived. Over the months this style often lead to 'quest jumping' where some party would camp the hellfire or undead town and hijack the quest after folks had done a lot of the slow/tedious prep work - some dark days in AC's past history. |
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