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Rift Zone:Realm of the Fae  

This dungeon is meant for levels 17-19 and is located in the northern part of Silverwood, the first zone for new Guardian characters. There are three quests associated with this dungeon and two are given inside the zone. As with all dungeons, the first quest is the automatic dungeon quest, the second is given to you by an NPC at the entrance and third is given from an NPC in Sanctum.

Instance Information

How to get to Realm of the Fae

Northern Silverwood, in the maze of vines and leaves (Hedgerow Court), there is a portal in the ground which will teleport the player into the instance. When in a group the first person to zone in triggers an option for the rest of the part to zone in as well, no matter how far or close they are to the actual entrance. If you have been near enough to the entrance, it will show on your map as a green gem.

History

In Silverwood, in Hedgerow Court, there is an old wishing well. Anyone who falls down the well lands in a maze of high hedges, where the air is sweet and still and faeries flutter overhead. Most never find their way out, but the truly unfortunate wander through the labyrinth and into a stolen world of madness and torment.

The faeries have ripped away a piece of Telara, bending it to their will in every aspect, from its physics to its weather. This kidnapped land is the Fae Lord Twyl’s playground and stronghold, and he calls it the Realm of the Fae.

A cackling trickster guards the hedge maze’s exit. Those who get past his daggers find themselves at the foot of a path winding up a mountain, a path that defies all logic. It suits Twyl’s whim to divide the Realm of the Fae into four terraces, each locked forever in a mockery of Telara’s seasons, each haunted by one of his lunatic retainers.

Those who survive the challenges of spring, summer, and autumn find that the path breaks free of the mountain altogether, anchoring a series of glacial islands that float free in the swirling ether. From here, Twyl watches over his own tiny universe, needing no more protection against the cold than an artist needs protection from his work.

The Good Neighbors

The Kindly Folk, the Wee Men, the Good Neighbors. Calling a faerie an unkind word might get the horrid little creature’s attention. Natives of the Plane of Life, faeries epitomize the heartless caprice of the wild. They have childlike bodies and elfin features. Their skin shimmers, their laughter intoxicates, and their eyes are black and dead. Despite their playful veneer, faeries love to manipulate mortals in cruel pageants, or tear their limbs off for sport.

Faeries range through all four seasons of their Realm, though each season hosts unique and terrible denizens of its own. Shamblers appear to be innocuous mounds of autumn leaves, but sport blubbery arms and froglike mouths that can swallow prey whole. Treants stride along the path, eager to shatter bones with knotted fists. Satyrs throw their crazed bacchanals in the autumn terrace, fighting, carousing, disemboweling all those who do not join the revel.

Heroes who climb to the winter terrace face the elite guard of the Fae Lord Twyl. Long the favorite of Greenscale, this aristocrat commands not only the Realm’s natives, but the Realm itself. His twisted thoughts shape the hedge maze, and his fractured mind split the Realm of the Fae into its four seasons. Those who fight through his prancing minions must face Twyl himself, and the Fae Lord can weave illusions to unmake the stoutest mind.

Call to adventure: a pocket of madness

No one knows why Twyl has isolated himself in the Realm of the Fae. It was he who tempted Prince Hylas of the Elf clan Aelfwar to join in Greenscale’s cause. After such a coup, the local defenders assumed Twyl would be active and aggressive, only to find him retreating into his own pocket dimension.

Shyla Starhearth, Pentarch of the Vigil, wishes to know why Twyl has hidden himself away, and has promised rich rewards to any Guardians who can bring back proof of his motivation, or even slay the Fae Lord outright to end a major threat to Silverwood. Perhaps it is possible to wrest this land away from the faeries, restoring it to its proper place in Telara.

The Realm of the Fae teems with magic, in everything from its impossible plants to the very air of its shattered seasons. Adventurers might find uses for all of these, and for glittering faer weapons coated with sweet-smelling, deadly poison. For all its danger, riches and glory await any Ascended willing to dive down the magic well, navigate the hedge maze, and fight their way through the Realm of the Fae.

Loot of Interest

Item name Item type Source
Algae-Coated Buckler Shield, Off Hand Luggodhan
Belt of Stolen Rings Chain armor Trickster Maelow
Bile-Stained Boots Plate armor Luggodhan
Faecraft Gauntlets Plate armor Trickster Maelow
Fae Lord's Justice Weapon, Two Handed, Axe Fae Lord Twyl
Faestrike Longbow Weapon, Ranged, Bow Fae Lord Twyl
Gloves of Drunken Rage Plate armor Battlemaster Atrophinius
Mead-Sticky Handwraps Leather armor Battlemaster Atrophinius
Mostly Digested Cord Cloth armor Luggodhan
Prod of Atrophinius Weapon, Ranged, Fire Wand Battlemaster Atrophinius
Satyr's Foe-Cleaver Weapon, One Hand, Sword Fae Lord Twyl
Trickster's Cinch Leather armor Trickster Maelow
Twyl's Icy Slippers Cloth armor Fae Lord Twyl

Achievements Description Faction
Achiever: Realm of the Fae Complete all Realm of the Fae achievements listed below. Both
Bring the Heat to the Chill Defeat Chillblains Winterfrost without allowing more than 10 Frozen Vortexes to be summoned on expert difficulty. Both
Conqueror: Realm of the Fae Complete All of the Realm of the Fae achievements listed below. Both
Everybody Freeze Defeat Chillblains Winterfrost without allowing him to leave his peninsula on expert difficulty. Both
Expert: Realm of the Fae Defeat the bosses of the Realm of the Fae on expert difficulty level. Both
Keep It Moving Defeat Fae Lord Tywl without taking any damage from a Fae Tempest and without dying on expert difficulty. Both
Rapid Assault: Realm of the Fae Defeat all Realm of the Fae bosses on expert difficulty within 35 minutes of first combat. Both
Realm of the Fae Defeat the bosses of Realm of the Fae on any difficulty level. Both
Sluggo the Luggo Defeat Luggodahn within 90 seconds on expert difficulty. Both
Songs of War Defeat Grand Apiarist Orban with both Nectar Hordes still alive on expert difficulty. Both
Stunning! On separate visits to the Realm of the Fae, defeat Trickster Maelow with each of his minions still alive on expert difficulty. Both
Taming the Fae Defeat Trickster Maelow after killing Lifeward Brae and Lifeward Celoah within 10 seconds of each other on expert difficulty. Both
This Might Sting Defeat Grand Apiarist Orban with both Nectar Hordes still alive on expert difficulty. Both
Ticking Slime Bomb Defeat Luggodahn without party members taking more than 15 ticks of damage from Corrosive Ooze on expert difficulty. Both

Zone Wide Drops

Screenshot

This page last modified 2011-03-19 21:32:25.