Category:Rim
At the farthest known reaches of the ocean, at the very edge of mortal endurance, there is said to be a swath of calm water where the wind abates, and where careless crews may find their ships hopelessly adrift.
Only the wisest and toughest seafarers, whose skills have been honed through generations of tradition, can safely navigate the treacherous Rim of the Sea of Strayed hopes. Beyond lies the realm of living myth, from where no mortal ships have returned, where the sea gods of the islanders still roam free.
The domains of man and myth mingle on the Rim. Adventurers should expect brushes not only with gods, but also terrifying monsters that might pass for them, and with other impudent mortals who dare seek their fortunes in the shadows of giants.
Level Range: 51-51
Builder: Scevine
Directions
This area is not directly connected to the existing map.
Start by finding practitioners of old island traditions, for one. Do note that since ordinary travel to the Rim is so perilous, you may have to do some work to even secure passage. -- Scevine
Connections
None.
You enter into the area in a generally north-western location. The western part part of the area is dominated by a collection of wrecked ships, while the south-east is noted for its bloody waters - and many sharks. There is also a random part, lost amongst the wreckage, which seems to be accessed in a south-westerly direction.
Adventuring
The mobs here are high level (85+) and so they are worth a lot of xp, but they are tough to kill and they hit hard. They are also mostly aggressive, and in some cases actively seek out and hunt you. At least one mob (A southern white finned rorqual) takes no damage from splinter stones/arrows/bolts and also disarms.
There are at least two reasonably safe spots to heal up and respell, if you do not wish to leave the area - the entrance point, and at the top of the crow's nest.
It is recommended to bring a boat in this area, as you will not be teleportable to, and cannot handily sanctum or recall out at short notice. There is at least one mob which carries a water breathing quaff.
There are a number of interesting and unusual things that can happen in this area. Some seem random, some based on time of day, some on the weather, perhaps other things yet to be discovered.
Comments
Warning: This area is all no-quit, no-linkrefresh, cursed (and thus no Sanctum either). Teleport/portal out is still available.
This area was added on 10th of February 2013.
This is a difficult area to explore, so there is only a partial map available at the moment.
Subcategories
This category has the following 3 subcategories, out of 3 total.