EverQuest: The Serpent's Spine (0)

Overview
The twelfth expansion to the world of brought about many new changes to the game. Highlights include:
- New Playable Race: The are a race of people created by . or infused with dragon blood, they are are the third race that can choose the Monk class.
- New Level Cap: Increased from 70 to 75.
- New Regen System: After resting for 30 seconds (group) or 5 minutes (raid), players' health and mana will regenerate at a much higher rate than normal.
- New Stat: is now a measurable resistance along with magic, fire, cold, poison, and disease.
- New Con System: The color grey is added below green to differentiate between mobs that yield no experience and ones that will yield a small amount.
- New Item Tags: Quest items are now labeled as such, making vendor trash distinguishable from something that may be valuable.
Geography
The Serpent's Spine is the that runs from north to south twisting through the center of the continent of Antonica. The surrounding it were created during Solusek Ro's torching of the Elddar Forest centuries ago. The mountains have mostly been left unexplored for all of this time due to the inherent dangers of the peaks and the rumor of powerful that lie in wait. Anyone traveling on foot between and has crossed the river as it separates Northern Karana from Eastern Karana. The southern tip of the mountain range is the often visited High Pass, a midway point on the trade route. A passage has now been discovered that leads north to Blightfire Moors and the rest of the Serpent's Spine mountains.Blackfeather Roost is a lush, forested region of the mountains just west of the Goru`kar Mesa. It consists of six islands, similar in fashion to the Plane of Sky. Each island has a specific task that must be completed before moving on to the next, leading up to a final showdown with the Queen of the Harpies. Along the way are an assortment of wildlife including majestic , ferocious , and venomous .
Crescent Reach is the home of the artificially created race known as the . It was constructed long ago inside the cliff face of a large crescent-shaped crevice just west of Blightfire Moors. Centuries ago it was the site of an city before their invasion of the Plane of Earth and the curse was laid upon Zek's children. Today, it is a fully functional city full of citizens, merchants, bankers, stalls, and a slew of people offering quests. Just north of the city is a beautiful glade where the six dragons of the Circle of Crystalwing reside. They are responsible for the creation of the Drakkin, despite warnings against such an action by the elder . A deep ravine also runs north beyond the populated part of town. The crevice contains various forms of wildlife that are great practice for fledgling Drakkin, but further along there is a tribe of undead Ogres known as The Nokk, who have been cursed to an eternity of minding their farms.
Frostcrypt, the Throne of the Shade King, is as deep as one can go into the icy of the Serpent's Spine. It is the residence of the Krithgor, a species of that have somehow completely escaped the curse laid up Rallos Zek's creations by The Rathe. This means that instead of simple-minded, lumbering giants, they pose all the physical threats in addition to being highly intelligent and wielding powerful magic. The truth of the matter is that the Krithgor rebelled against their creator and did not join the other clans of giants, , and in the assault on the Plane of Earth. Zek got his revenge when the Krithgor king, Beltron, died of old age shortly after the curse was laid down. The giants carried their king to the burial grounds of Frostcrypt, and once they were all inside, Rallos Zek resurrected Beltron under a curse of his own. Beltron slew every living giant within the crypt, and they too were resurrected to become known as the Shades of Zek. Their goal is to exterminate any surviving Krithgor in Valdeholm.
Icefall Glacier is a massive valley that divides The Steppes from the frozen peaks leading to Valdeholm. Wildlife here is similar to that of Everfrost Peaks, which lie to the west over the impassable . Mammoths, , and roam freely over the tundra attacking any adventurer idling too long in one place or unfortunately losing their at the wrong time. More important though are the three of , , and . The battles between the Nightmoon, the Coldeye, and the Frostbite are easy for adventurers to get caught in the middle of, but if the only goal is to pass through to Valdeholm, the task is not too difficult. One would be advised to simply stay far away from Avalanche, the colossal ice .
The Steppes are a frigid grassland leading to the frozen further north. It was from this area that the Rallosian armies opened a portal to the Plane of Earth, commencing their invasion of the planes. The defunct , known as the Portal of War, still remains standing. Now the region is overrun with the Stonemight clan, the Darkfell tribe, and a contingent of the most fearsome hill Antonica has ever witnessed. The cold wind rolling off the nearby peaks will send shivers up one's spine, but it only gets colder the more north one goes from here. The numerous caverns offer a brief shelter from the biting cold, but the creatures inside will Hunting the treants, , and other wildlife here can be fairly lucrative for anyone wanting to gain some experience before venturing deeper into the mountains.
Sunderock Springs is a on the way north to Ashengate. It gets its name from the various scattered around the inexplicably scorching heat in this region of the Serpent's Spine Mountains. The sweltering humidity may seem out of place itself, but there is an ice roaming the desert to make things even more bizarre. Many drakes reside around an active geyser, one of the many sights to see in the desert. To the east, the arm of Ashengate reaches far, for the Green Legion army commands a camp of enslaved and that retrieve treasure and supplies from the nearby Vergalid Mines. The have also set up an outpost in Sunderock, high atop a nearby , a safe distance from the wandering , rock , and . Directly north of Sunderock Springs are the dangerous Direwind Cliffs on the road to Ashengate.
The Vergalid Mines lie beneath the east of Sunderock Springs, and they are named after an that resides deep in the quarry. Vergalid was one of the few to take a stand against Lethar the Black's treacherous greed. He was tortured for countless years by Lethar and his followers. When Vergalid was released, he could barely walk. He slipped on the Direwind Cliffs and fell hundreds of feet down into the mines. After awakening from a two-year coma, Vergalid decided to make the mines his own lair. It wasn't long though before the armies of Dyn`leth found him. The Green Legion shackled him in place, preventing him from ever escaping. Adventurers willing to intervene may be better off simply ending the dragon's misery.