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Reference: Atlas: Redraven the Drow's Guide to Unseelie Castle
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Redraven the Drow's Guide to Unseelie Castle

First off I know what you are thinking. What is a drow of all beings doing writing a guide to the home of the Queen of the Feys? Well to set your mind at ease, this drow has spent a lot of time leveling and exploring in the Unseelie castle. I first started coming to the faerie plane when I was just a second classer and even now as a Hero I spend some time here when ever I need some extra cash as the gold the mobs give up are excellent. So take this guide for what it is worth, but take it as coming from someone who has been there. Enjoy and happy adventuring in the home of the fey race.

Unseelie castle is home of Queen Tirona, the monarch of the Feys. If you are a fey, this is where you want to head to when you have the misfortune to die. As the queen is anxious to have you doing her work and will quickly repopulate you. If you are wandering the halls of Unseelie alive, you need to avoid Tirona unless you are ready to head back to the physical plane because she will send you packing. Queen Tirona normally hangs out in her extravagant hall and throne room located in northwest corner of the third floor, but more about the queen later.

So you want to explore Unseelie castle. This will give you the information you need to find what you need. First where is Unseelie castle, it is located on an 'island' in the void of the Faerie plane in south west corner, the coordinates for the west gate are 431,293 and coordinates for the south gate are 438,299. Remember those are Faerie Plane coordinates not physical plane.

Lets begin our tour at the south gate. As you enter you will likely be greeted by at least one castle guard, these guards carry lances (level 50 with the special attribute of vampiric). As you proceed north you will enter a Worn path this path winds throughout the town area of the castle. Heading northwest on the path brings you to a small hut, which houses the Cold Room, this is the town butcher shop run by Safage. This average fey really gets in to his work and offers a fair selection of meats at decent costs. Following the zigzagging path to the north brings you to another hut on the west side of the path this is the Messenger's Office of the castle and serves as a post office, the disinterested courier's name is Svindite and despite appearances the mail does get delivered to and from here safely. Following the path east brings you to an intersection to the northeast lays the entrance to the castle proper and southeast heads back towards the town and some more shops, so going southeast brings you to Susrita's hut she runs a small clothing/armor shop. Following the path south brings you to the medicine shop, normally you will not find anyone here, unless the fey pharmacist has been defeated recently on the physical plane. In this case if you are able to defeat the pharmacist she has some very fine equipment to give. Traveling further south brings you to an intersection with a couple of huts; to the south east is a path that leads to an access to the wall, to the northeast is a destroyed shop and to the south is Zirix's shop. Zirix sells thrown weapons and some thieves' tools. Moving to the west you find the Faerie Plane Bank on the north side of the path with Dredent waiting to serve your every banking need, the next shop to the west is Varlov's, this is the magic shop of the castle. The inventory includes all types of reagents, some scrolls, spell books and potions. The most exciting scroll is the textured indigo scroll; this scroll has the spell word of recall and can be very helpful in several places around Alyria. The path then completes the circuit heading south to the gate or northwest to the Cold Room.

Following the path east-northeast winds around into a sloping tunnel and brings you to the Entrance to the Castle. More guards are stationed here. This then leads into a foyer, continuing west out of the foyer the path heads toward the west gate and back out into the Rystain plains. From the foyer the hallway winds north and then west, first past a couple of guest rooms and then at the point that it heads back to the south lies the kitchen. In the southeast corner look for an entrance to a servants' hall to get you to third floor feast room quickly. Continuing southward in the hall you find a circular room. This is the only safe room in the castle, so if you are in a pk clan then this is a good place to find. Usually found in the vicinity of this room, but he does wander; you can find the Devious Fey Trainer. If you are fey he can train you in various skills that only feys have and in some cases only he can train you in them.

Following the hallway further south brings you to an intersection to the northeast you will find the stairs to the second floor. (This is the point where the guide will start from when it starts to discuss second floor.) Continuing south you come to a door going northeast this leads into the armory. In here go to the east and find Arezius, he is a member of the Fey military and also the black market for weapons, check out his stock. Also in the armory is a blacksmith and weapons master, neither are currently open for business but maybe in the future.

The hallway continues east from the armory and as it curves back north a door leads to the Unseelie castle dungeon, then the hallway bends back to the northwest. The hall goes past a door to the barracks and then the northern door into the armory. At the next intersection the hall goes northwest towards stairs to second floor and eastward back to foyer. As the hallway meets back up with the foyer you see the northern door into the guard barracks.

Now heading into the dungeon you follow the corridor and at the first intersection you find a door heading northeast, this door leads into the guard hall where you will find several castle guards taking there break and also the warden of unseelie castle. The warden is a fairly tough fey, but the rewards in terms of gold and experience are worth it also he has the shirt of ears. A full stat shirt of ears is torso armor it has alignment of -950 and is made of flesh with armor resistance of 29,27,29,28 and affects personality by -2 and hit points by +25. Not to shabby. Also with in the dungeon you can find Yhith, the dungeon chief of Unseelie. Yhith has a Maul of Mess, a high level maul for those brave and strong enough to take it from the dungeon chief. Down from Yhith lives the pit horror, my advise on this guy is don't mess with him. Not much to offer but an acid bath and lost equipment in this humble drow's opinion. The dungeon proper is a twisting maze of tunnels, which I have not properly mapped, I generally rely on the old track sense to find Yhith, then to find my way back out. The other mobs in the dungeon with the exception of the land octopi offer good gold and are in the middle range of hard for mid third classers. That is the first floor Unseelie Castle. Mobs include gate guards (lances), young fey (twigs (earth-reagent)), old hag (thin cloak), old servant (hat shaped hat), thief (blow guns) all these and more are evil so is a good place to raise alignment. Only good mobs are the tiny kittens, but beware they are one of the tougher mobs in the castle.

On to the second floor, from the stairway mentioned before. The most interesting room with the most productive mob is two spaces northeast of the stairs and is the conference room. In this room you will find General Hesieno and two of his officers. The general is a tough old fey but he has two important items on him one is a rusted key. This key is to the towers spiraling up from the third floor and lead to some pk areas both npk and cpk. The other item is general stripes these level 150 arm armor have the following full stats. Alignment -500 made of cloth with armor resistance or 35,33,31,30 and give +1 to courage and knowledge. The rest of the second floor consists of the hallway and couple of large rooms with castle guests in them. The stairs to the third floor are at either end of the long winding hallway.

Entering the third floor from the southwesterly set of stairs you are at a bend in the hallway the hallway goes northwest and southwest with doors to the northeast and southeast. The southeast door heads up one of the spiraling castle towers into npk and cpk. In this tower lives the Knucklavee. The knucklavee is a high level aggressive mob in the cpk room at the top. His treasure even I do not know because I have not been able to defeat him. The northeast door leads into the dance hall, the dancers give up shoes that add to personality. Heading southwest down the path brings you to the hatch to the wall. Heading northwest brings you to a fork; northwest from there again leads to a hatch up to the roof and northeast leads toward the training room and the throne room of Queen Tirona. At the two doors, east leads into a gigantic room where you can find a trainer to help you with some of your proficiencies. The door to the north leads into the queen's extravagant hall and her throne. You need to be careful in here lest she sends you back to the physical plane. The hidden life forms you sense in here are secret guards and the queen's patrons give up an unseelie history text for you to read.

The doorways behind the throne lead to a small passageway where you will find a young man in waiting. This mob is aggressive if you are not invisible and is quite tough. He gives up a time bomb a throw able explosive that does fair damage. Then also in this passageway are two doors that lead to spiraling towers, in these towers reside the seers they have jars of fireflies that provide light and boost stats, but beware the towers are cpk at the top. Back into the throne room and out the door to the east is back into a hallway at the intersection the north passageway heads to a hatch up and the door to the northeast leads into the feast room that the servants' secret hallway leads to from the first floor kitchen. Following the hall southward you pass several small guest rooms, another tower with a knucklavee in it and a short hallway leading west to the southern entrance of the large room with the trainer in it. At the extreme southern end of this hallway is yet another hatch to the top of the wall.

The top of the wall is a straight square pathway around the outer perimeter. Up on the wall you will find sentinels and mercenaries these mobs provide throwing spears and stars for those with those proficiencies.