NORRATH1999

Continent · Gates of Discord, 2004

Taelosia

Taelosia is the stormbound continent the Wayfarers found across the Abysmal Sea: a land of broken stone whose native city lies in ruins under the Legion of Mata Muram. Gates of Discord brought it to EverQuest in February 2004.

Tap a region to open its zone page.

⤢ Open full-size map

Original illustrated map of Taelosia, north up, showing its zones and how they connect; the full list of connections follows the map.
An original illustrated map of Taelosia, drawn from its zones’ written directions, with relative placement checked against the game’s continent maps. Select a linked region to open its zone page. The connections are also listed below.
All 21 connections as a list

Zones by region

The coast

The city of Nihilia

The northern temples

Gates of Discord

Gates of Discord was released on February 10, 2004. It added the Berserker class and a long, hard raid progression across Taelosia that ends in the temples of Txevu and Tacvi. The story behind it is told in Taelosia and Mata Muram.

Taelosia is a land of rock and ruin. Its native city sits on barren, broken ground around the old Hanging Gardens of Barindu, with mountain passes and temple grounds in the north.

Sources: Allakhazam: Progression in Gates of Discord · Library of Erudin: Riwwi

The voyage

The mage Calliav Giniuar saw a dark land across the Abysmal Sea, and an army waiting there. The Wayfarers Brotherhood sailed the Queen of Thorns across, following the Grozmok Stone, and landed on the west coast. The ship stayed at anchor and is now the zone called the Abysmal Sea, reached from Nedaria’s Landing.

From the ship you cross to Natimbi, the Broken Shores, where Morden Rasp first came ashore.

Sources: Allakhazam: Abysmal Sea (zone) · Allakhazam: Natimbi, the Broken Shores (zone)

The city of the nihil

Taminoa Bialu, on the ship, explains that the natives lived in a grand city of four districts. Qinimi was the court, now the legion’s fortified headquarters. Riwwi held the games and is now a fighting pit. Barindu was a lush garden where stone workers were built, now a slave yard and golem works. Ferubi was the central temple, now one of the best-guarded posts on the island.

An earth-shaking blast damaged the whole city. The Muramites turned the ruins into a slave camp and keep most of their captives in Qinimi.

Sources: Library of Erudin: Barindu, Hanging Gardens · Library of Erudin: Riwwi

The temples of the north

North of the city, the temple grounds belong to the Trusik and the legion. Kod’Taz holds the Ikkinz trials, where a resistance network sends you in. Yxtta, the Pulpit of Exiles, hides Uqua, the Ocean God Chantry, below it. Qvic is where two mountain passes meet at the prayer grounds, with the chapel of Inktu’ta in its caves.

North of Qvic is Txevu, the Lair of the Elite, and behind a sealed door in its far west lies Tacvi, Seat of the Slaver, where the Tunat`Muram Cuu Vauax keeps his officers.

Sources: Allakhazam: Kod’Taz, Broken Trial Grounds (zone) · Allakhazam: Yxtta, Pulpit of Exiles (zone) · Allakhazam: Qvic, Prayer Grounds of Calling (zone) · Allakhazam: Txevu, Lair of the Elite (zone) · Allakhazam: Tacvi, Seat of the Slaver (zone)

The instances

Much of Gates of Discord is instanced. From Barindu you enter the Sewers of Nihilia, Vxed in the eastern mountains and Tipt, the Treacherous Crags. Ikkinz opens from Kod’Taz, Uqua from Yxtta, Inktu’ta from Qvic and Tacvi from Txevu. Our map draws every one of them as an icon placed near its entrance, so the continent’s zones stay compact.

Sources: Allakhazam: Progression in Gates of Discord · Allakhazam: Sewers of Nihilia, the Crematory (zone) · Allakhazam: Vxed, the Crumbling Caverns (zone) · Allakhazam: Tipt, Treacherous Crags (zone) · Allakhazam: Ikkinz, Chambers of Destruction (zone)

The legion

The army that holds Taelosia is the Legion of Mata Muram: Muramite officers such as the Pixtt, Ikaav and Zun`Muram, and the slave races they conquered on other worlds, the ukun war-hounds, kyv hunters, mastruq, nocs and aneuk priests. What they want with Taelosia, and with Norrath, is the story that runs on into Omens of War.

Sources: Allakhazam: Qinimi, Court of Nihilia (zone) · Allakhazam: Ferubi, Forgotten Temple of Taelosia (zone) · Allakhazam: Qvic, Prayer Grounds of Calling (zone)

How our map is drawn

Our map follows the in-game Taelosia map for shape and placement: a kidney-shaped continent with Natimbi on a hooked arm to the west, the ship to the south-west, Qinimi, Riwwi and Ferubi west of centre, Barindu at the heart, and the temple grounds of Kod’Taz, Qvic and Yxtta across the north. The zone-line files decide every link. Each Gates of Discord zone file is drawn in that zone’s own frame rather than to continent north, so we turn the exits of Natimbi, Qinimi, Kod’Taz and Qvic by a quarter or half turn before checking them; once turned, every exit faces the neighbour it leads to.

The links to Tipt, Ikkinz and Tacvi have no labelled zone line in the files, so they rest on the zone records alone.

Sources: Brewall’s EverQuest Maps: map files (zone lines)

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