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<html>
<!-- Mirrored from www.allakabor.com/eqatlas/cabilis.html by HTTrack Website Copier/3.x [XR&CO'2014], Sat, 18 Oct 2014 04:11:36 GMT -->
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<title>Cabilis -- EQ Atlas</title>
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<h1 align: left><font size=+7>C</font>ABILIS</h1>
<table align=right border=0 cellspacing=0 cellpadding=0 >
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<!DOCTYPE HTML PUBLIC "-//IETF//DTD HTML 2.0//EN">
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<th>Location:</th>
<td>Deep in the center of the continent of Kunark</td>
<td rowspan=6 width="200" align="center" valign="top">
<p><a href="ecabilismap.html"><img src="images/ecabilissmall.jpg" border=0 width="70" height="138"></a><br>
<b>East Cabilis</b></p>
<p><b> <a href="wcabilismap.html"><img src="images/wcabilissmall.jpg" width="70" height="110" border="0"></a><br>
West Cabilis</b> </p>
<center>
<b>click to view expanded map...</b>
</center>
</td>
</tr>
<tr>
<th>Adjacent Zones:</th>
<td><a href="fieldofbone.html">Field of Bone</a>, <a href="swampofnohope.html">Swamp
of No Hope</a>, <a href="lakeofillomen.html">Lake of Ill Omen</a>,
<a href="warslikswoods.html">Warsliks Woods</a></td>
</tr>
<tr>
<th>Races:</th>
<td>Iksar</td>
</tr>
<tr>
<th>Guilds:</th>
<td>Beastlord, Monk, Necromancer, Shaman, Shadowknight, Warrior</td>
</tr>
<tr>
<th>Religious Facilities:</th>
<td>Temple of Terror</td>
</tr>
<tr>
<th>Artisan Facilities:</th>
<td>All facilities are available</td>
</tr>
</table>
<p><b>Allakhazam Links:</b> <br>
West Cabilis: <a href="http://eqbeastiary.allakhazam.com/search.shtml?zone=97">Bestiary</a>
|| <a href="http://everquest.allakhazam.com/db/itemzone.html?zone=97">Equipment</a>
|| <a href="http://everquest.allakhazam.com/db/qsearch.html?zone=97">Quests</a>
|| <a href="http://eqdb.allakhazam.com/strategy/zones.html?zstrat=97">Strategy</a><br>
East Cabilis: <a href="http://eqbeastiary.allakhazam.com/search.shtml?zone=96">Bestiary</a>
|| <a href="http://everquest.allakhazam.com/db/itemzone.html?zone=96">Equipment</a>
|| <a href="http://everquest.allakhazam.com/db/qsearch.html?zone=96">Quests</a>
|| <a href="http://eqdb.allakhazam.com/strategy/zones.html?zstrat=96">Strategy</a><br>
<font size="-1">Text last updated: 12/23/01<br>
Map last updated: 12/23/01</font> </p>
<h3><font size=+2>D</font>escription</h3>
<p>Cabilis, or New Sebilis, as it is often called, is the new heart of the
Iksar Empire. The Iksar recaptured the city long ago and have since made
it their new home. Their is an ongoing effort to tame the surrounding
areas to ensure the safety of the city.
<h3><font size=+2>S</font>urrounding <font size=+2>A</font>reas</h3>
<p>The Iksar have, for centuries now, focused internally on rebuilding their
culture and society, to be stronger and to be able to face the outside
world again. That time has come, and the Iksar are now pushing back into
the lands where they once ruled supreme. There are four areas immediately
surrounding the city that are of intense interest to the Iksar. First
is the Field of Bone, a barren area that contains the ancient remains
of Kurn's Tower and Kaesora. The Iksar are focusing many of their broodlings
in this area in order to tame it. The Swamp of No Hope is an area that
the Iksar currently are letting run wild, despite maintaining a small
outpost to protect their walls. Warsliks Wood is similar, as the Iksar
have met much resistance from both the goblins and the forest giants within
during their attempts to control the area. There is also a strong outcast
presense there. The Lake of Ill Omen, however, is another area that the
Iksar are very focused on regaining control over. A new enemy, the sarnak,
have established a fortress within this region and are expanding their
range slowly, coming into conflict with the residents of Cabilis and also
the goblins of the region.
<p>To the south of the city lies Firiona Vie, the forest that held the elven
outpost named after their queen. This is an area of intense interest,
as there are rumors filtering into Cabilis that the elves have returned,
and have brought with them many other softflesh beings that had never
been seen before...
<h3><font size=+2>T</font>ravelling <font size=+2>T</font>o and <font size=+2>F</font>rom
<font size=+2>C</font>abilis</h3>
<p>Cabilis can be reached from four separate directions. To the northeast
lies the Field of Bone. South of that lies the Swamp of No Hope. East
Cabilis holds the gates to these regions.
<p>To the northwest lies Warsliks Woods. South of that is the Lake of Ill
Omen. The entrances to these areas lie within West Cabilis under jurisdiction
of the infamous Tower of Death.
<h3><font size=+2>L</font>ocal <font size=+2>C</font>olor</h3>
<p><b>Places</b>
<p>Cabilis is divided into two segments. East Cabilis is the cultural center
of the town. Within East Cabilis lie the guild halls for all but the necromancers.
It is also where the military leaders of the Iksar reside. The Haggle
Baron also works out of this region, in control of all the merchants in
this area.
<p>West Cabilis is an entirely different world. The most prominent feature
of West Cabilis is the Tower of Death, the stronghold of the necromancers
of the Iksar people. All other Iksar fear the necromancers and leave them
alone, an arrangement that the necromancers are very happy with. Within
their tower they perform experiments and strengthen their Art and, through
that, all Iksar. Merchants in this area owe fealty to the Tower and not
to the Haggle Baron, so it is possible to find items here that the Haggle
Baron doesn't believe in.
<p>In each of the surrounding areas, there are small outposts. These exist
in the ruins of ancient bazaars of the Iksar, now all but destroyed. These
areas are patrolled by the Crusaders and Troopers of the city, and provide
some degree of safety and law in these wild lands.
<p><b>People</b>
<p>The Iksar, although united in a common cause, show their history in their
leaders. All of the leaders of the various guilds are powerful personalities,
and constantly struggle between themselves for dominance in the city.
The Warlord of the Warrior Guild provides Troopers for the city guard,
and has developed a loose and uncertain alliance with the leaders of the
Tower of Death, whose silent presence provides him with more power. The
Lords of Pain and their Crusaders of Greenmist provide the other arm to
the defense of the city, and are allied to the Scaled Mystics through
their religion.
<p>In the center of all this, Grand Master Glox sits, quietly, looking within.
His silence unnerves the other leaders, but they all realize that, when
he awakens, him and his Swifttails will likely lead their kind to retake
their ancient empire.
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<p align="center">all contents Copyright 1999-2003 EQ Atlas Web Site</p>
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