Neriak is the center of the Dark Elven empire, and is a splendid, dark city that lies carved out of the mountians next to the Nektulos Forest. No natural light has ever seen their homeland, and the dark elves thrive and flourish in their city. All manner of evil races, including the Trolls and Ogres, can be found within. Most of these are restricted to the Foreign Quarter, where the dark elves trade with the outside world. The deeper parts of the city house many of the city's shops, guild halls, and homes.
The Third Gate of Neriak is the home of the Cleric guildhall, the Rogue guildhall and the Necromancer and Shadow Knight guildhall. Neriak's library also resides in the Third Gate. It is the deepest part of Neriak.
Neriak Foreign Quarter
Note: This map is missing a secret area behind the waterfall north of #1, and a Wizard Rod spawns as well.
Neriak Third Gate
Third Gate Points of Interest
The cleric guild is housed in a grand building made of white marble. Its importance is such that it has been apportioned its own cavern. The guild proper is surrounded by water which serves to drown unworthy initiates whose aspirations are far too feeble for the Lord of Hate's plans.
The cleric guild master is best reached by entering from the east. Once inside, take the first right, then immediately turn left and follow the short hallway to the wall before you. Open the door on the right-hand side and turn left around the corner. Perrir Zexus, attended by Friz Punox and Svlia C'Luzz, will initiate you into the dark healing arts.
The rogue guild is located in the southern part of the Third Gate. It is accessed by taking a diagonal right after passing through the first small gate. The entrance to the guild itself is indicated by two helmed statues in backstab-ready stances. Atop the entryway sits a proud, angular dragon. The rogue guild master, Hekzin G'Zule, is located in the bottom of the guild opposite Pazin Punox. Lockpicks and sundry rogue wares can also be purchased from the merchants within.
Necromancer/Shadow Knight Guild
Located in the north part of Third Gate, it is readily apparent as a large red blockish building subtly decorated with skulls across its exterior. Upon entry you're faced with a hallway which splits off to the left and right, both leading into a central room containing Necromancer and Shadowknight GMs. Behind this, on each side of the hallway, is a set of Merchants and steps to the 2nd floor. The second floor has a merchant and two more necromancer GMs, along with steps up to the third floor. Here at the top is the head of the Necromancer's guild, Noxhil V'sek.
The Library contains merchants selling Enchanter spells for enchantment of metals, Wizard portal spells, and Magician summoning spells. The library can be safely reached by enchanters using the Illusion: Dark Elf spell.
Neriak lies off of the Nektulos Forest, a barely alive forest that is continuously in the dark from the smoke drifting down from the volcanic Lavastorm Mountains to the north. To the south of the forest lies the Commonlands and the homes of their enemies, the humans.
Traveling To and From Neriak
Neriak can be reached only by travellng through the Nektulos Forest to its well-guarded entrance. To the north of the forest lies the broken Lavastorm Mountains and the lair of the great dragon, Lord Nagafen, as well as the Temple of Solusek Ro. To the south of the forest lies East Commonlands, and from them the human cities of Freeport, Highhold Keep, and the lands beyond.
In light of the disappearance of any historians documenting Neriak, it is the informed decision of this sage to leave things as they are.
Neriak is a twisted, but beautiful, city, carved out of the earth millenia ago. Magic and excellent artisanship have lit up the city with glowing neon-colored lights, and fountains and monuments to the god of the dark elves, Innoruuk, fill the city.
The city of Neriak, for all of its beauty, is filled with danger, as befits its occupants. Stepping into the wrong place in any part of the city can easily get you killed, and this is especially true for the Trolls and Ogres, who, although guests, are not welcome everywhere. This could be from some degree of superiority on the dark elves part, and also because of the plot the dark elves are hatching, lying barely hidden beneath the surface of the city.