[identity profile] immortal-lion.livejournal.com posting in [community profile] mooglenet_backup
...Apologies for the delay, though I have had to inform the Qiqirn of Nashmau of your arrival. If you would need assistance in reaching Nashmau, I will offer my services as a guide. Usually the Qiqirn would, yet I am sure you can understand their current reservations regarding going out into the mire. Here is what you requested.

The Qiqirn will likely speak with you regarding trade above all else. While they have the appearance of monsters, they have always resided with the civilized races and tend to be easygoing and cheerful. While they have difficulty speaking the common tongue, they have always found employment as traders, merchants, and shop assistants as they are reliable, do have quick wits and a penchant for currency above all else.

I believe the best form of aid to these people would be the establishment of some sort of Alexandrian trade with Nashmau. They do not wish for handouts, though of course the action is up to your country.





Apologies, the map is from the Azouph isle staging point's stores and marked with points of interest to the Empire which are irrelevant to your objective. Needless to say, Caedarva Mire is not within these surrounding islands any longer, yet the layout of the Mire itself remains the same.

The first, and most important words of guidance I will offer is that the mire is difficult to traverse. A thick fog covers the Mire, making even a distance of 10 yalms in front of a traverser impossible to see. I recommend you travel during the day. At night; the undead and Lamia traverse the mire looking for victims.

The following locations are no longer connected to the Mire. Entering them is impossible, and attempts are dangerous as the locations are surrounded with imps- so do not count on them for shelter should something go wrong.
Arrapago reef: K-5, I-6.
Talacca Cove; E-9.
Hazhalm testing grounds: E-10.
Alzadaal Undersea ruins: J-10, E-11.

The warhorse footprints are similarly dangerous. As your troops will have to pass them, I would recommend clearing them as quickly as possible. Their locations are as follows.
J-8, J-7, 1-8, 1-9.

Finally, from Alexandria your soldiers will come into the Mire at the I-6 co-ordinate. Travel southeast to J-7 to come to a clearing. This clearing is full of Imps which will attack you upon sight. They are versed in all forms of black magic and have the ability to see through whatever invisibility tools you choose to use. If your losses from the inevitable confrontation are too heavy, you are welcome to use the Azouph Isle staging point to the southeast at K-9 to recover and regroup. I will unlock it for your use.

Continue southwest to J-9 to come to a field of black karakul sheep. They will not attack you, but caution should continue to be observed. If one does attack you, the entire herd will. Their numbers are in the thousands, so needless to say, it could be disastrous. Continue past the Deadmist marsh southwest to H-10, and you should see the gates of Nashmau to the west.

I wish you luck. And thank you, again.
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