Category:Hinterwilds creatures: Difference between revisions

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[[File:Hinterwild_Map_by_Alosaka.jpg|thumb|400px|Map of the unreleased hunting area The Hinterwilds. Cartography and map by Mnar Akurion.]]
[[File:Hinterwild_Map_by_Alosaka.jpg|thumb|400px|Map of the hunting area The Hinterwilds. Cartography and map by Mnar Akurion.]]


{{not-yet-implemented|hunting ground}} {{TOCright}}
{{TOCright}}


Hinterwilds is a [[Ascension Skill System|challenging]] and large hunting ground with creatures from base levels 96 to 115 located near [[Icemule Trace]], far north of the existing map of [[Elanith]] and located near to [[Elanthia]]'s northern pole. The [[Long Snow]] is a barrier between Icemule Trace and the Hinterwilds. It can be bypassed using the [[Temple of Hope]] caravan system. While the system is on test currently, there are multiple pieces of the hunting ground that are not implemented or are subject to change. '''Report bugs at [https://docs.google.com/forms/d/e/1FAIpQLSeNo9x5iyBtkR0Ty7wkgE1vxePJFxyVJhoqBjkbP1ZeGnh7jw/viewform this Google form].'''
Hinterwilds (abbreviated as "HW" or "HiWi") is a [[Ascension Skill System|challenging]] and large hunting ground with creatures from base levels 96 to 115 located near [[Icemule Trace]], far north of the existing map of [[Elanith]] and located near to [[Elanthia]]'s northern pole. The [[Long Snow]] is a barrier between Icemule Trace and the Hinterwilds. It can be bypassed using the [[Temple of Hope]] caravan system. A separate caravan may be taken from [[Ta'Illistim]], up the trail from the postern gate. These caravans cannot travel between Icemule Trace and Ta'Illistim, and the return journey can only take adventurers to their respective starting locations.


==Story==
==Story==


Hinterwilds came out of the [[:Category:Icemule Trace Storylines|storyline]] [[The Uncertain Times]]. More information will be put here at some point.
Hinterwilds came out of the [[:Category:Icemule Trace storylines|storyline]] [[The Uncertain Times]]. More information will be put here at some point.


The wendigo are halflings who have been transformed by [[Zeban]]'s dark magic.
The wendigo are halflings who have been transformed by [[Zeban]]'s dark magic.


==Transportation==
You can take a caravan to and from the [[Temple of Hope]] to the Hinterwilds.

===From Icemule Trace===

You can take a caravan to and from the [[Temple of Hope]] to the Hinterwilds. (Lich# 23830, {{boldmono|[[INQUIRE]] CONDUCTOR}}).


<pre{{log2}}>You are escorted to your seat by a weathered sylvankind, who hops up into the driver's seat and coaxes the vehicle into motion just in time to keep up with the rest of the caravan.
<pre{{log2}}>You are escorted to your seat by a weathered sylvankind, who hops up into the driver's seat and coaxes the vehicle into motion just in time to keep up with the rest of the caravan.
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The capacious sleigh is one of several traveling swiftly toward Icemule Trace, driven by a weathered sylvankind. Drawn by a pair of ponderous yaks, the sleigh is piled high with supplies. There are also fur blankets that, if a bit musky, provide ample warmth to both driver and riders.
The capacious sleigh is one of several traveling swiftly toward Icemule Trace, driven by a weathered sylvankind. Drawn by a pair of ponderous yaks, the sleigh is piled high with supplies. There are also fur blankets that, if a bit musky, provide ample warmth to both driver and riders.
Obvious paths: none</pre>
Obvious paths: none</pre>

There is also an instant-travel option available in the [[Temple of Hope]] teleportation chamber which requires 4 [[#Gigas artifact fragments|gigas artifact framents]] to operate. (Lich# 31064, {{boldmono|GO SLIVER}}).

===From Ta'Illistim===

In [[Ta'Illistim]], efforts to track a long-lost elven expedition into the mountains resulted in the reopening of a trail over the eastern [[Dragonspine Mountains]]. A caravan gathering point was subsequently set up outside the western postern gate and up the trail. (Lich# 31073, {{boldmono|INQUIRE CONDUCTOR}})

There is also an instant-travel option available directly east of the [[Ta'Illistim]] caravan which requires 4 [[#Gigas artifact fragments|gigas artifact framents]] to operate. (Lich# 31074, {{boldmono|GO SLIVER}}).

===Caravan Return===

The return trip to your point of origin can be made from [[Kalivan's Caravans]]:

<pre{{log2}}>[Kalivan's Caravans, Tent - 29865] (u7503002)
The interior of the tent is redolent with the musk of unwashed bodies and fire-warmed hide. Two huge braziers of plain clay are positioned at the entrance, standing guard against the invading chill, but its shrill screams drown out the crackle of the roaring flames. Behind a spindly modwir desk sits a perfunctory-looking halfling heavily swaddled in furs. The logbook before him is splotched with snowmelt in places and the pages are warped by the damp, but it is mostly legible. You also see a fluffy blue-eyed sled dog.
Obvious exits: out</pre>

[[Hinterwilds/Sparkfinger|Sparkfinger]], the alchemist (Lich# 29876), offers a fast-transport service at the cost of 4 [[#Gigas artifact fragments|gigas artifact framents]] that allows caravan transport to be bypassed. If you arrived in the [[Hinterwilds]] from the [[Temple of Hope]] the teleportation service will return you to the Teleportation Chamber (Lich# 31064) in the temple. If you arrived in the [[Hinterwilds]] from the caravan gathering in [[Ta'Illistim]] the teleportation service will return you to the Seethe Naedal, Tavern (Lich# 31072)


==Areas==
==Areas==
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The design intent was for the Boreal Forest to feel a little more spread out.
The design intent was for the Boreal Forest to feel a little more spread out.


* a stunted halfling bloodspeaker
* a [[bloody halfling cannibal]] (101)
* an [[immense gold-bristled hinterboar]] (102)
* a bloody halfling cannibal (~96)
* a [[stunted halfling bloodspeaker]] (103)
* an immense gold-bristled hinterboar (~98)
* a behemothic gorefrost golem (~102)
* a [[behemothic gorefrost golem]] (104)
* a savage fork-tongued wendigo (~105)
* a [[savage fork-tongued wendigo]] (105)


===Gigas Villages===
===Gigas Villages===
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The design intent was for the Gigas Villages to feel a little more swarmy. These include Eldurhaart, Fjallarhaart, and Ojandhaart.
The design intent was for the Gigas Villages to feel a little more swarmy. These include Eldurhaart, Fjallarhaart, and Ojandhaart.


* a [[heavily armored battle mastodon]] (102)
* a tattooed gigas berserker (~103)
* a grim gigas skald (~105)
* a [[tattooed gigas berserker]] (103)
* a brawny gigas shield-maiden (~106)
* a [[niveous giant warg]] (104)
* a heavily armored battle mastodon (~106)
* a [[grim gigas skald]] (105)
* a niveous giant warg (~109)
* a [[brawny gigas shield-maiden]] (106)


===Angargreft Exterior===
===Angargreft Exterior===
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====Berserker's End====
====Berserker's End====


* a quivering sanguine ooze
* a [[quivering sanguine ooze]] (107)
* a flayed gigas disciple
* a [[flayed gigas disciple]] (113)


====Burrow====
====Burrow====


* a quivering sanguine ooze
* a [[quivering sanguine ooze]] (107)
* a colossal boreal undansormr (~111)
* a [[colossal boreal undansormr]] (111)


====Great Chamber====
====Great Chamber====


* a quivering sanguine ooze
* a [[quivering sanguine ooze]] (107)
* a withered [[shadow-cloaked draugr]] (~106-108 undead)
* a [[withered shadow-cloaked draugr]] (108 undead)
* a shining winged disir (~114 undead)
* a [[flayed gigas disciple]] (113)
* a flayed gigas disciple (~116-118)
* a [[shining winged disir]] (114 undead)


====Hanging Gardens====
====Hanging Gardens====


* a quivering sanguine ooze
* a [[quivering sanguine ooze]] (107)
* a squamous reptilian mutant (~109-110)
* a [[squamous reptilian mutant]] (109)
* an eyeless black valravn (~112 undead)
* an [[eyeless black valravn]] (112 undead)
* a flayed gigas disciple (~113)
* a [[flayed gigas disciple]] (113)


====Sanguine Grove====
====Sanguine Grove====


* a colossal boreal undansormr (~111)
* a [[colossal boreal undansormr]] (111)


===Pits of the Dead===
===Pits of the Dead===
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The Pits of the Dead are the disturbed ancestors and their psychopomps, which are being awakened by Zerroth's corrupted blood. This pit can be located from the Mead Hall in Fjallarhaart or after the pillars in the Great Chamber down the steps at the Maw. They converge at the Nexus within the Pits of the Dead.
The Pits of the Dead are the disturbed ancestors and their psychopomps, which are being awakened by Zerroth's corrupted blood. This pit can be located from the Mead Hall in Fjallarhaart or after the pillars in the Great Chamber down the steps at the Maw. They converge at the Nexus within the Pits of the Dead.


* a withered shadow-cloaked dragur (~106-108 corporeal undead)
* a [[withered shadow-cloaked draugr]] (108 corporeal undead)
* an eyeless black valravn (~112 undead)
* a [[roiling crimson angargeist]] (110 non-corporeal undead)
* a roiling crimson angargeist (~114 non-corporeal undead)
* an [[eyeless black valravn]] (112 undead)


==Loot==
==Loot==

Loot is not being tested at this time and is largely irrelevant on the test server.


===Gems===
===Gems===
<div style="column-count:4;-moz-column-count:4;-webkit-column-count:4;background:#f3f3f9;border-style:solid;border-width:1px">
* [[Amber#a_piece_of_blood_amber|a piece of blood amber]]
* [[Amethyst#a_frosted_pale_violet_amethyst|a frosted pale violet amethyst]]
* [[Aranthium#a_dark_ivory_aranthium-bloom|a dark ivory aranthium-bloom]]
* [[Beryl#a_cylindrical_red_beryl|a cylindrical red beryl]]
* [[Crystal#a_twilight_blue_azurite_crystal|a twilight blue azurite crystal]]
* [[Deathstone#a_misty_grey_deathstone|a misty grey deathstone]]
* [[Diopside#a_teal_chrome_diopside|a teal chrome diopside]]
* [[Duskjewel#a_deep_violet_duskjewel|a deep violet duskjewel]]
* [[Egg#a_fossilized_undansormr_egg|a fossilized undansormr egg]]
* [[Emerald#a_gold-green_auroral_emerald|a gold-green auroral emerald]]
* [[Fang#a_petrified_warg_fang|a petrified warg fang]]
* [[Firedrop#a_lustrous_vermilion_firedrop|a lustrous vermilion firedrop]]
* [[Garnet#a_deep_red-violet_garnet|a deep red-violet garnet]]
* [[Heliodor#a_vibrant_titian_heliodor|a vibrant titian heliodor]]
* [[Jasper#a_mottled_green_jasper|a mottled green jasper]]
* [[Kornerupine#a_blue-violet_chunk_of_kornerupine|a blue-violet chunk of kornerupine]]
* [[Marble#a_chunk_of_pale_marble|a chunk of pale marble]]
* [[Mournstone#a_dull_griseous_mournstone|a dull griseous mournstone]]
* [[Nightstone#an_inky_black_nightstone|an inky black nightstone]]
* [[Nugget#a_silver-white_palladium_nugget|a silver-white palladium nugget]]
* [[Oligoclase#a_piece_of_clear_oligoclase|a piece of clear oligoclase]]
* [[Onyx#a_gold-banded_onyx|a gold-banded onyx]]
* [[Opal#a_silvery_nimbus_opal|a silvery nimbus opal]]
* [[Pearl#a_pastel-hued_winterbite_pearl|a pastel-hued winterbite pearl]]
* [[Quartz#a_lambent_gold_warg.27s_eye_quartz|a lambent gold warg's eye quartz]]
* [[Razern-bloom#a_bluish_black_razern-bloom|a bluish black razern-bloom]]
* [[Ruby#a_vinous_gigasblood_ruby|a vinous gigasblood ruby]]
* [[Sapphire#a_faceted_wyrm.27s-heart_sapphire|a faceted wyrm's-heart sapphire]]
* [[Sapphire#a_piece_of_dusky_blue_sapphire|a piece of dusky blue sapphire]]
* [[Shard#a_nival_everfrost_shard|a nival everfrost shard]]
* [[Shard#a_rainbowed_ammolite_shard|a rainbowed ammolite shard]]
* [[Shard#a_virescent_nephrite_shard|a virescent nephrite shard]]
* [[Snowstone#a_stark_white_snowstone|a stark white snowstone]]
* [[Spectrolite#a_shard_of_streaked_blue_spectrolite|a shard of streaked blue spectrolite]]
* [[Spinel#a_vivid_cobalt_blue_spinel|a vivid cobalt blue spinel]]
* [[Stone#a_grey-streaked_malachite_stone|a grey-streaked malachite stone]]
* [[Stone#a_saffron-hued_danburite_stone|a saffron-hued danburite stone]]
* [[Teardrop#a_carved_basalt_teardrop|a carved basalt teardrop]]
* [[Titanite#a_piece_of_coppery_titanite|a piece of coppery titanite]]
* [[Topaz#a_royal_blue_boreal_topaz|a royal blue boreal topaz]]
* [[Tourmaline#a_rutilated_twilight_tourmaline|a rutilated twilight tourmaline]]
* [[Zoisite#a_green_and_pink_zoisite|a green and pink zoisite]]
</div>


===Gigas artifact fragments===
Appraisal values shown below are from characters with 2x Trading, but the gems have not been purified.

;a blue lace agate

<pre{{log2}}>Bands of delicate violets, periwinkle, and blue sweep across the icy whiteness of the agate like twilight shadows on wind-driven dunes of snow.

You peer intently at the blue lace agate as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the blue lace agate is of very poor quality and worth approximately 75 silvers.</pre>

;a piece of blood amber

<pre{{log2}}>The bead of amber is infused with a swirl of deeper, redder hue, as if a single droplet of blood had fallen into a flow of fresh honey. A small mite is trapped within the gem, its delicate wings and spindly shape preserved by its enduring prison.

You peer intently at the blood amber as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the blood amber is of above average quality and worth approximately 1900 silvers.</pre>

;a frosted pale violet amethyst

<pre{{log2}}>Though predominantly a rich purple in hue, the cluster of amethyst's color fades toward the extremes of its crystalline structures. This makes it appear that it is dusted with the faintest coating of glistening frost.

You peer intently at the pale violet amethyst as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the pale violet amethyst is of average quality and worth approximately 275 silvers.</pre>

;a dark ivory aranthium-bloom

<pre{{log2}}>Threading through the surrounding chunk of marble, the blossoming of cream-colored aranthium is stark against the paler stone. Hints of other colors--golds and blues and greens--occasionally thrum through the untamed metal as it reacts with the surrounding air.

You peer intently at the ivory aranthium-bloom as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the ivory aranthium-bloom is of average quality and worth approximately 5100 silvers.</pre>

;a cylindrical red beryl

<pre{{log2}}>So light a red as to lean toward magenta in places, the uncut cylinder of beryl has rough edges and small fractures that thread through its surface like a network of arteries. The unfinished edges of the stone do little to conceal its natural beauty and distinctive hue.

You peer intently at the red beryl as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the red beryl is of below average quality and worth approximately 2400 silvers.</pre>

;a twilight blue azurite crystal

<pre{{log2}}>Peacock blue and sea green in places, the chunk of azurite crystal is dense and dark at its core. The uncut gem is possessed of a glassy luster, and its facets are rippled like the surface of a wind-blown pond.

You peer intently at the azurite crystal as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the azurite crystal is of very cheap quality and worth approximately 1600 silvers.</pre>

;a misty grey deathstone

<pre{{log2}}>The small, opaque stone seems to drink the ambient light, its polished surface evidencing only the dimmest of reflections. Through its predominant hue is the grey of a dense evening fog, there are streaks of black so deep that the stone looks otherworldly in nature.

You peer intently at the grey deathstone as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the grey deathstone is of average quality and worth approximately 3300 silvers.</pre>

;a teal chrome diopside

<pre{{log2}}>Impurities within the chrome diopside tinge its natural green color a vibrant teal. Uncut, the gem is a solid cluster with multitudinous facets. The color of the crystal is so richly intense that it is nearly opaque in places.

You peer intently at the chrome diopside as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the chrome diopside is of poor quality and worth approximately 50 silvers.</pre>

;a deep violet duskjewel

<pre{{log2}}>The multifaceted gemstone's color is both darker and more complex than an amethyst's, resembling a night's sky touched by only the faintest memory of a fading sunset. Toward its core, it pales toward a purple-tinged grey like the petals of a mournbloom.

You peer intently at the violet duskjewel as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the violet duskjewel is of very poor quality and worth approximately 4500 silvers.</pre>

;a fossilized undansormr egg

<pre{{log2}}>Larger than a giantman's fist, the ancient egg bears an unusual pattern of interlocking hexagonal scales that have been little obscured by petrification. Though predominantly pale, a veritable rainbow of pale colors sparks and shimmers just beneath the shell's semitranslucent surface.

You peer intently at the undandsormr egg as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the undandsormr egg is of below average quality and worth approximately 8300 silvers.</pre>

;a gold-green auroral emerald

<pre{{log2}}>Impurities within the structure of the emerald have lent it a brighter hue, which manifests in greater concentrations of the intrusive mineral as bands of sunny gold. Square-cut, the emerald's brilliant facets lend it a haunting fire.

You peer intently at the auroral emerald as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the auroral emerald is of very poor quality and worth approximately 4400 silvers.</pre>

;a petrified warg fang

<pre{{log2}}>Large enough to fill the palm of a full-grown human, the canine is old enough to have become a simulacrum of hard stone. Scratches and nicks, preserved through petrification, hint at a predator whose tastes and ambitions sometimes exceeded its physical capabilities.

You peer intently at the warg fang as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the warg fang is of average quality and worth approximately 25 silvers.</pre>

;a lustrous vermilion firedrop

<pre{{log2}}>Naturally shaped in a way that resembles a trilliant cut, the firedrop's hue is bright vermilion that lightens toward a sunny yellow at its core. Devoid of cracks or imperfections, the jewel resembles a candleflame trapped in crystal.

You peer intently at the vermilion firedrop as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the vermilion firedrop is of average quality and worth approximately 3900 silvers.</pre>

;a deep red-violet garnet

<pre{{log2}}>Though small, the garnet is a striking display of vivid hue and shine. Though predominantly possessed of a lush incarnadine color, the gem shades toward a blushed violet at its core, the colors clashing in a way that is both beautiful and strange.

You peer intently at the red-violet garnet as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the red-violet garnet is of average quality and worth approximately 750 silvers.</pre>

;a vibrant titian heliodor

<pre{{log2}}>Deeper and more complex in hue than most heliodors, the gemstone is a scintillating red-orange that makes it look as if it were plucked from the heart of a raging inferno. Though uncut, the stone's shine is brilliant, ambient light winking from its natural facets in fiery hues.

You peer intently at the titian heliodor as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the titian heliodor is of average quality and worth approximately 750 silvers.</pre>

;a piece of polished ivory

<pre{{log2}}>Apparently a fragment of a large creature's tusk, this chunk of ivory has been polished to a high gloss; whether by nature or man, you cannot tell.

You peer intently at the polished ivory as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the polished ivory is of average quality and worth approximately 850 silvers.</pre>

;a mottled green jasper

<pre{{log2}}>The cabochon jasper is predominantly a hearty, verdant green, but strident oranges and sparking golds form whorls that complicate the darker color. Along one side, an especially large whorl resembles a large, unblinking eye.

You peer intently at the green jasper as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the green jasper is of average quality and worth approximately 250 silvers.</pre>

;a blue-violet chunk of kornerupine

<pre{{log2}}>Aurora-green and richly vibrant toward its edges, the jewel deepens in hue toward a sedate storm blue toward its core. Its glinting facets enhance its unusual luster, catching and magnifying the gem's multicolored fire.

You peer intently at the chunk of kornerupine as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the chunk of kornerupine is of fair quality and worth approximately 1250 silvers.</pre>

;a chunk of pale marble

<pre{{log2}}>Snowy cream in hue, the chunk of unpolished marble is rough to the touch. Faint, feathered veins of grey and gold entwine just under its surface, awaiting the skills of a gemcutter to bring them vibrantly to the fore.

You peer intently at the pale marble as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the pale marble is of below average quality and worth approximately 200 silvers.</pre>

;a dull griseous mournstone

<pre{{log2}}>Opaque and rounded, the cream-colored stone bears mottled marks like those on a robin's egg. It looks as if it has been worn smooth, though it is not clear whether the rounding is the result of the elements or the touch of many hands.

You peer intently at the griseous mournstone as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the griseous mournstone is of very cheap quality and worth approximately 35 silvers.</pre>

;an inky black nightstone

<pre{{log2}}>Singularly black, the nightstone appears to absorb the ambient light, leaving it in a pall of permanent shadow. The gem's facets are difficult to discern, but here and there, the faintest glints of livid violet glisten from within its depths.

You peer intently at the black nightstone as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the black nightstone is of poor quality and worth approximately 4100 silvers.</pre>

;a silver-white palladium nugget

<pre{{log2}}>Warped and twisted by the volcanic pressures that birthed it, the palladium nugget is composed of pale white-grey metal. Though small, the nugget is dense and looks to be mostly pure.

You peer intently at the palladium nugget as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the palladium nugget is of poor quality and worth approximately 1200 silvers.</pre>

;a piece of clear oligoclase

<pre{{log2}}>The piece of olgicoclase is pale and possessed of a faint green hue too bland to compete with even the lightest jades. Crystals cluster together to form the boxy chunk. One plane is flat enough to evidence faint, blue-green adularescence in the ambient light.

You peer intently at the clear oligoclase as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the clear oligoclase is of average quality and worth approximately 20 silvers.</pre>

;a gold-banded onyx

<pre{{log2}}>The onyx is smooth, sleek, and black save for a bright band of gold at the center. Thin and bright, the aureate streak is like a falling star's tail gleaming against the fabric of night.

You peer intently at the gold-banded onyx as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the gold-banded onyx is of very poor quality and worth approximately 50 silvers.</pre>

;a silvery nimbus opal

<pre{{log2}}>The small chunk of opal is a serene grey like morning mist. In place of typical opalescence, it flashes with monochromatic glints in the ambient light: stark whites, moonlit silvers, and lustrous greys.

You peer intently at the nimbus opal as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the nimbus opal is of fair quality and worth approximately 1900 silvers.</pre>

;a pastel-hued winterbite pearl

<pre{{log2}}>Tiny, gilded circles wildly stipple a textured pattern across the smooth curvatures of the oversized pearl like effervescent bubbles rising in freshly poured spirits. The creamy white surface is starkly pale, but quickened by subtle blushes of petal pink, clover green, and sky blue tints.

You peer intently at the wintersbite pearl as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the wintersbite pearl is of above average quality and worth approximately 10100 silvers.</pre>

;a lambent gold warg's eye quartz

<pre{{log2}}>Dark golden in hue, the spherule of quartz is possessed of a velveteen shine. Ambient light gathers on its surface, reflecting in a spindle shape reminiscent of a slitted pupil.

You peer intently at the warg's eye quartz as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the warg's eye quartz is of above average quality and worth approximately 275 silvers.</pre>

;a bluish black razern-bloom

<pre{{log2}}>Wickedly sharp at the edges, the inky black cluster sprouts into a fan of thin crystalline blades that are as perilous as they are fragile. Insidious threads of cerulean hue wind through the crystals' structures.

You peer intently at the black razern-bloom as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the black razern-bloom is of fine quality and worth approximately 2500 silvers.</pre>

;a vinous gigasblood ruby

<pre{{log2}}>Roughly the size of a giantman's fist, the ruby is a deep red of fine wine. Though its hue is surpassingly dark, the jewel is surprisingly clear, its facets collecting ambient light to suffuse its core with incarnadine fire.

You peer intently at the gigasblood ruby as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the gigasblood ruby is of below average quality and worth approximately 4900 silvers.</pre>

;a faceted wyrm's-heart sapphire

<pre{{log2}}>Brilliantly blue in the manner of a still lake reflecting a daylit sky, the large sapphire is roughly shaped like a heart. Within its depths, exotic minerals lend it flashes of violet and teal that bring complexity to its exquisite color.

You peer intently at the wyrm's heart sapphire as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the wyrm's heart sapphire is of average quality and worth approximately 6600 silvers.</pre>

;a piece of dusky blue sapphire

<pre{{log2}}>The shard of sapphire has a dusky color to it like the sky on a cloudy day. Pale impurities within the jewel swirl in a riotous constellation reminiscent of a driving snowstorm.

You peer intently at the dusky blue sapphire as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the dusky blue sapphire is of poor quality and worth approximately 2700 silvers.</pre>

;a nival everfrost shard

<pre{{log2}}>The shard is pale and clear, but fingers of frost clinging to its surface suggest that it is no mere diamond, but a chunk of crystallized rhimar. The jewel radiates intense cold, causing the air around it to puff into faint wisps of mist. A blizzard of frigid blue and glacial green glints wink across its jagged facets.

You peer intently at the everfrost shard as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the everfrost shard is of above average quality and worth approximately 9800 silvers.</pre>

;a rainbowed ammolite shard

<pre{{log2}}>A rainbow plays along the surface of the ammolite shard, the surface of which is ridged in a pattern reminiscent of a great lizard's scales. Colors all along the spectrum, from vivid indigo to crisp red and with greens and yellows and oranges in between, scintillate over the fossil.

You peer intently at the ammolite shard as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the ammolite shard is of below average quality and worth approximately 1250 silvers.</pre>

;a virescent nephrite shard

<pre{{log2}}>Uneven in hue, the shard of nephrite transitions from a pallid lime to a richer forest green, with a snowstorm of white specks trapped just under the surface. The clash of hues is reminiscent of a forest lazing beneath a fall of snowflakes.

You peer intently at the nephrite shard as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the nephrite shard is of very poor quality and worth approximately 175 silvers.</pre>

;a stark white snowstone

<pre{{log2}}>Utterly devoid of color, the snowstone boasts a splendorous display of tiny facets, each of which winks and glitters in the ambient light. It is almost clear at its extremities, but its heart is a niveous white.

You peer intently at the white snowstone as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the white snowstone is of fair quality and worth approximately 3000 silvers.</pre>

;a shard of streaked blue spectrolite

<pre{{log2}}>The spectrolite is a lump of dark stone with a smooth, glossy texture. Fluorescent blues and oranges shimmer under the surface of the smooth stone, a stark contrast to its overall dark hue.

You peer intently at the streaked blue spectrolite as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the streaked blue spectrolite is of average quality and worth approximately 650 silvers.</pre>

;a vivid cobalt blue spinel

<pre{{log2}}>Deep cobalt blue in color, the spinel is a spindle of unsullied crystal with darker depths. Although it has not been worked by a jeweler's hand, the spinel's natural facets flatter its shine.

You peer intently at the cobalt blue spinel as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the cobalt blue spinel is of above average quality and worth approximately 5200 silvers.</pre>

;a green alexandrite stone

<pre{{log2}}>At first glance, it would be easy to mistake this gemstone for a simple chrysoberyl, but a sudden shift in the light causes the stone to transform from green to an intense red.

You peer intently at the alexandrite stone as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the alexandrite stone is of average quality and worth approximately 2600 silvers.</pre>

;a grey-streaked malachite stone

<pre{{log2}}>Swirls of darker grey ripple through the sedate green surface of the malachite, taking on more jagged forms here and there. In places, the occlusions resemble a storm of dark grey feathers spiraling across the semiprecious stone's surface.

You peer intently at the malachite stone as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the malachite stone is of average quality and worth approximately 600 silvers.</pre>

;a saffron-hued danburite stone

<pre{{log2}}>The long, striated spar of danburite is imbued with a hue like fresh-plucked saffron. Chipped and cracked in places, the gemstone is nonetheless dazzling in its color and clarity.

You peer intently at the danburite stone as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the danburite stone is of very poor quality and worth approximately 150 silvers.</pre>

;a carved basalt teardrop

<pre{{log2}}>The teardrop is carved from dense black basalt by an unskilled hand, its shape blocky and coarse. Weathered by years of exposure to brutal elements, the outer columnar formations forming the rock have yielded to a perfectly smooth, mirror-like finish within their valleys.

You peer intently at the basalt teardrop as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the basalt teardrop is of average quality and worth approximately 25 silvers.</pre>

;a piece of coppery titanite

<pre{{log2}}>The wedge-shaped jewel is a rich yellow at its extremes, but favors a gleaming copper color throughout. Lustrous, smaller crystals sprout from its base in a fringe reminiscent of the froth atop a dark ale.

You peer intently at the coppery titanite as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the coppery titanite is of above average quality and worth approximately 650 silvers.</pre>

;a royal blue boreal topaz

<pre{{log2}}>The topaz's hue is the intense, dark blue of the night just before dawn. Its shine is cold fire, winking ceruleans and striking teals blazing like trapped starlight in the heart of the gem.

You peer intently at the boreal topaz as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the boreal topaz is of very poor quality and worth approximately 500 silvers.</pre>

;a rutilated twilight tourmaline

<pre{{log2}}>The tourmaline is a deep midnight blue in hue, with hints of bruise purple and sunset orange toward its core. Bright copper rutilations streak across the surface of the gem, the streaks like falling stars against a dying sky.

You peer intently at the twilight tourmaline as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the twilight tourmaline is of average quality and worth approximately 750 silvers.</pre>

;a green and pink zoisite

<pre{{log2}}>Darker specks freckle the smooth surface of the oblong, egg-shaped zoisite, which is predominantly green but shades abruptly toward a watermelon pink in places. The opaque stone is rounded, its edges worn smooth by the passage of years.


While looting creatures in the Hinterwilds, adventurers may come upon gigas artifact fragments. They are relatively common but each adventurer can only hold up to 20 at a time. The currently held amount is shown via {{boldmono|[[WEALTH]]}}. The fragments can be traded to the alchemist in the village for various benefits, including temporary immunity to hypothermia, temporary alchemical fire flares, and quick return trip teleportation service. Temporary effects provided by the alchemist only function inside the Hinterwilds, though the effects remain for the intended duration if you leave and return. Artifact fragments can also be used in specific places for quick transport to the Hinterwilds, bypassing the [[:Category:Hinterwilds_creatures#Transportation|caravan trips]].
You peer intently at the pink zoisite as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the pink zoisite is of average quality and worth approximately 300 silvers.</pre>


==Mechanics==
==Mechanics==


This hunting ground has Spell Sever which allows a character to cast spells they know as well as up to two outside spells. There is also a Divergence feature where certain spells behave differently. There is a cold environmental effect called Hypothermia, and there are ice patches you can slip on (whether in the open or [[sneak]]ing). Creatures have sheer fear and some variable damage immunity. There are no planned teleport restrictions [https://discord.com/channels/226045346399256576/892754010925305876/892788443808145489 APM Estild].
This hunting ground has [[Spell Sever]] which allows a character to cast spells they know as well as up to two outside spells. There is a cold environmental effect called Hypothermia, and there are ice patches you can slip on (whether in the open or [[sneak]]ing). Creatures have sheer fear and some variable damage immunity. There are no planned teleport restrictions according to [https://discord.com/channels/226045346399256576/892754010925305876/892788443808145489 APM Estild].


===Divergence===
===Spell sever===
{{#section:Spell sever|description}}
{{:Divergence}}


===Hypothermia===
===Hypothermia===


You can increase your Hypothermia tolerance with [[Physical Fitness]], [[Survival]], and Resist Elements. The baseline expectation to combat the wind is 1x Survival. The damage is increased by being wet and by the duration of time you stay outside. Swimming in the Issenflow River applies a Frigid Waters debuff that increases Hypothermia accrual to 2x. You can go into an "inside" room to reduce the environmental effect. Tip: Inside rooms will say "Obvious exits" instead of "Obvious paths." You can use [[campfire]]s to reduce the environmental effect or possibly go visit a [[fireplace]] such as in the Tavern. Eventually there may be an alchemy shop with a wind protection boost.
You can increase your Hypothermia tolerance with [[Physical Fitness]], [[Survival]], and Resist Elements. The baseline expectation to combat the wind is 1x Survival. The damage is increased by being wet and by the duration of time you stay outside. Swimming in the Issenflow River applies a Frigid Waters debuff that increases Hypothermia accrual to 2x. You can go into an "inside" room to reduce the environmental effect. Tip: Inside rooms will say "Obvious exits" instead of "Obvious paths." You can use [[campfire]]s to reduce the environmental effect or possibly go visit a [[fireplace]] such as in the Tavern.


Both Hypothermia and the Frigid Waters debuff from the Issenflow River will show up in the Debuff window and do show up under {{boldmono|SPELL ACTIVE}}.
Both Hypothermia and the Frigid Waters debuff from the Issenflow River will show up in the Debuff window and do show up under {{boldmono|SPELL ACTIVE}}.

Frostling warding provides temporary protection from Hypothermia. [[Hinterwilds/Sparkfinger|Sparkfinger]], the alchemist (Lich# 29876), will apply 15 minutes worth of frostling warding when you order a flask of frostling slush at the price of 5 gigas artifact fragments. The duration of frostling warding does not stack, however it is possible to obtain a full hour of protection by solving an intermittent puzzle in the Boreal Forest.



;Wind messaging
;Wind messaging
Line 405: Line 204:


==Behind the Scenes==
==Behind the Scenes==
Hinterwilds was released on the [[test server]] on September 29, 2021. It was originally announced at the OOC Icemule Trace meeting on March 17, 2021.
Hinterwilds was released on the [[test server]] on September 29, 2021. It was originally announced at the OOC Icemule Trace meeting on March 17, 2021. It was released on prime on May 4, 2022.


===Credits===
===Credits===
Line 413: Line 212:
* [[Hinterwilds/saved_posts|Saved posts]]
* [[Hinterwilds/saved_posts|Saved posts]]
* [https://docs.google.com/forms/d/e/1FAIpQLSeNo9x5iyBtkR0Ty7wkgE1vxePJFxyVJhoqBjkbP1ZeGnh7jw/viewform Submit bug reports while on test here.]
* [https://docs.google.com/forms/d/e/1FAIpQLSeNo9x5iyBtkR0Ty7wkgE1vxePJFxyVJhoqBjkbP1ZeGnh7jw/viewform Submit bug reports while on test here.]
* [https://townsquarecentral.libsyn.com/scandalous-hoar-giants Town Square Central Podcast Episode - Scandalous Hoar Giants (Milax and GM Auchand)]


[[Category:Icemule Trace Hunting Areas]][[Category:The Uncertain Times]]
[[Category:Icemule Trace Hunting Areas]][[Category:The Uncertain Times]]

Latest revision as of 08:59, 14 February 2024

Map of the hunting area The Hinterwilds. Cartography and map by Mnar Akurion.

Hinterwilds (abbreviated as "HW" or "HiWi") is a challenging and large hunting ground with creatures from base levels 96 to 115 located near Icemule Trace, far north of the existing map of Elanith and located near to Elanthia's northern pole. The Long Snow is a barrier between Icemule Trace and the Hinterwilds. It can be bypassed using the Temple of Hope caravan system. A separate caravan may be taken from Ta'Illistim, up the trail from the postern gate. These caravans cannot travel between Icemule Trace and Ta'Illistim, and the return journey can only take adventurers to their respective starting locations.

Story

Hinterwilds came out of the storyline The Uncertain Times. More information will be put here at some point.

The wendigo are halflings who have been transformed by Zeban's dark magic.

Transportation

From Icemule Trace

You can take a caravan to and from the Temple of Hope to the Hinterwilds. (Lich# 23830, INQUIRE CONDUCTOR).

You are escorted to your seat by a weathered sylvankind, who hops up into the driver's seat and coaxes the vehicle into motion just in time to keep up with the rest of the caravan.

[Hinterwilds Caravan, Sleigh]
The capacious sleigh is one of several traveling swiftly toward Icemule Trace, driven by a weathered sylvankind.  Drawn by a pair of ponderous yaks, the sleigh is piled high with supplies.  There are also fur blankets that, if a bit musky, provide ample warmth to both driver and riders.
Obvious paths: none

There is also an instant-travel option available in the Temple of Hope teleportation chamber which requires 4 gigas artifact framents to operate. (Lich# 31064, GO SLIVER).

From Ta'Illistim

In Ta'Illistim, efforts to track a long-lost elven expedition into the mountains resulted in the reopening of a trail over the eastern Dragonspine Mountains. A caravan gathering point was subsequently set up outside the western postern gate and up the trail. (Lich# 31073, INQUIRE CONDUCTOR)

There is also an instant-travel option available directly east of the Ta'Illistim caravan which requires 4 gigas artifact framents to operate. (Lich# 31074, GO SLIVER).

Caravan Return

The return trip to your point of origin can be made from Kalivan's Caravans:

[Kalivan's Caravans, Tent - 29865] (u7503002)
The interior of the tent is redolent with the musk of unwashed bodies and fire-warmed hide.  Two huge braziers of plain clay are positioned at the entrance, standing guard against the invading chill, but its shrill screams drown out the crackle of the roaring flames.  Behind a spindly modwir desk sits a perfunctory-looking halfling heavily swaddled in furs.  The logbook before him is splotched with snowmelt in places and the pages are warped by the damp, but it is mostly legible.  You also see a fluffy blue-eyed sled dog.
Obvious exits: out

Sparkfinger, the alchemist (Lich# 29876), offers a fast-transport service at the cost of 4 gigas artifact framents that allows caravan transport to be bypassed. If you arrived in the Hinterwilds from the Temple of Hope the teleportation service will return you to the Teleportation Chamber (Lich# 31064) in the temple. If you arrived in the Hinterwilds from the caravan gathering in Ta'Illistim the teleportation service will return you to the Seethe Naedal, Tavern (Lich# 31072)

Areas

There are four distinct hunting areas which also feature some different geographic locations such as the Issenflow River.

Boreal Forest

The design intent was for the Boreal Forest to feel a little more spread out.

Gigas Villages

The design intent was for the Gigas Villages to feel a little more swarmy. These include Eldurhaart, Fjallarhaart, and Ojandhaart.

Angargreft Exterior

The design intent was for Angargreft to feel a little more spread out.

Berserker's End

Burrow

Great Chamber

Hanging Gardens

Sanguine Grove

Pits of the Dead

The Pits of the Dead are the disturbed ancestors and their psychopomps, which are being awakened by Zerroth's corrupted blood. This pit can be located from the Mead Hall in Fjallarhaart or after the pillars in the Great Chamber down the steps at the Maw. They converge at the Nexus within the Pits of the Dead.

Loot

Gems

Gigas artifact fragments

While looting creatures in the Hinterwilds, adventurers may come upon gigas artifact fragments. They are relatively common but each adventurer can only hold up to 20 at a time. The currently held amount is shown via WEALTH. The fragments can be traded to the alchemist in the village for various benefits, including temporary immunity to hypothermia, temporary alchemical fire flares, and quick return trip teleportation service. Temporary effects provided by the alchemist only function inside the Hinterwilds, though the effects remain for the intended duration if you leave and return. Artifact fragments can also be used in specific places for quick transport to the Hinterwilds, bypassing the caravan trips.

Mechanics

This hunting ground has Spell Sever which allows a character to cast spells they know as well as up to two outside spells. There is a cold environmental effect called Hypothermia, and there are ice patches you can slip on (whether in the open or sneaking). Creatures have sheer fear and some variable damage immunity. There are no planned teleport restrictions according to APM Estild.

Spell sever

Spell sever is a balancing mechanic for hunting areas to manage the amount of outside spells a character can wear in the affected areas. Spell sever will strip any beneficial spells that a character does not know over a maximum allowed limit per area. The order in which the spells are stripped is in random order.

Spells in the Arcane circle(such as Spirit Guard (1712)) are not removed or counted by Spell sever.


Hypothermia

You can increase your Hypothermia tolerance with Physical Fitness, Survival, and Resist Elements. The baseline expectation to combat the wind is 1x Survival. The damage is increased by being wet and by the duration of time you stay outside. Swimming in the Issenflow River applies a Frigid Waters debuff that increases Hypothermia accrual to 2x. You can go into an "inside" room to reduce the environmental effect. Tip: Inside rooms will say "Obvious exits" instead of "Obvious paths." You can use campfires to reduce the environmental effect or possibly go visit a fireplace such as in the Tavern.

Both Hypothermia and the Frigid Waters debuff from the Issenflow River will show up in the Debuff window and do show up under SPELL ACTIVE.

Frostling warding provides temporary protection from Hypothermia. Sparkfinger, the alchemist (Lich# 29876), will apply 15 minutes worth of frostling warding when you order a flask of frostling slush at the price of 5 gigas artifact fragments. The duration of frostling warding does not stack, however it is possible to obtain a full hour of protection by solving an intermittent puzzle in the Boreal Forest.


Wind messaging
Wind screeches through the area, cold as steel and sharp as a knife's edge.  It gleefully slices at your exposed flesh!
The howling wind drives you out of hiding.
You shiver uncontrollably as the freezing air slices at your skin!
   ... 15 points of damage!
   The icy blast tears into your stomach!
   You are stunned for 1 round!
Bitter polar winds whip around you with a hateful screech!
You shiver uncontrollably as the freezing air slices at your skin!
   ... 1 point of damage!
   My!  You'll surely be stiff in the morning!  Better ice down the bruises!
A brief lull in the cutting wind heralds a sudden, cruel gust that sends the temperature plummeting!
You shiver uncontrollably as the freezing air slices at your skin!
   ... 30 points of damage!
   Pain penetrates your being as your right ankle shatters from the icy blast.
   You are knocked to the ground!
   You are stunned for 6 rounds!
The freezing cold winds shriek all around you, numbing your extremities.
You shiver uncontrollably as the freezing air slices at your skin!
   ... 1 point of damage!
   My!  You'll surely be stiff in the morning!  Better ice down the bruises!
Hypothermia recovery messaging
A semblance of warmth returns to your body as the bitter cold of the Hinterwilds retreats.

Behind the Scenes

Hinterwilds was released on the test server on September 29, 2021. It was originally announced at the OOC Icemule Trace meeting on March 17, 2021. It was released on prime on May 4, 2022.

Credits

GameMaster Auchand wrote and designed the Hinterwilds with help from the Development Team including APM Estild, ASGM Naijin, and GM Mestys.

Resources