Same as before, but with some minor differences. As always, it helps to check out this guide from xInfInIty
The World Map Transition for when you want to go elsewhere.
Here you’ll find Pentin and Calindra if you’ve recruited them.
The transit point between the outlying farms and the courtyard of the Keep.
Here is where you’ll find Master Veedle, who is the man to talk to for rebuilding various portions of the Keep and outlying areas, as per xInfInIty’s guide.
Here is the Merchant Shop that can be built if you instruct Master Veedle to and pay out the necessary gold. To get it up and running in Act, speak to Deekin in the Merchant Quarter and you’ll be able to convince him to set up shop here. He’ll sell the same wares as he did before. If you rescue Caelryna Seerar from the Seat of the Mountain and extend her the invitation she will also set up shop here. Her wares include:
Here is a vanact tower for which you have two options. Waiting outside of it will be Sir Nevalle and an Archmage named Startear, each of which has his own ideas about what use to put the tower to. Sir Nevalle wants it to become a guard tower. Startear would like it to become his own wizard’s sanctum. It’s your call depending on what instruction you give to Master Veedle.
If you go with the Guard’s Tower, there will be a merchant here who can sell:
If you strike the right dialogue threads with him, you’ll also be able to score scrolls of Summon Creature VIII and Control Undead from him.
Here is a smithy that can be rebuilt if you instruct Master Veedle to do so and pay out the necessary gold. To truly have it running, if haven’t yet by Act III that is, go to Port Llast. On the west side of town, you’ll find Jacoby, who’s fled from recent troubles. Talk to him and he’ll now run the smithy for you. He becomes the man to talk to if you want to upgrade the weapons for your soldiers. For armor upgrades, if you haven’t got him yet, find Edario in Highcliff.
Here are church grounds that you now have 2 options with depending on what instructions you give to Master Veedle.
Rolan is a Monk who’d like to run a monastery. He’d also like to pass on his knowledge before he passes away. This option is really helpful only if your PC is a monk. It represents an opportunity to earn bonuses and characteristics associated with the four elements.
Ivarr the Blessed, whom you may remember from the attack on Castle Never, would like to build a church here. If you take him up on his offer, you’ll gain entrance to his newly church.
Here you’ll find Wolf. His minions are scattered around various points of the Keep grounds. They can ‘teleport’ you between various locations within the grounds.
Here is the Phoenix Tail Inn. You can recruit Joy from the Moonstone Mask in the Merchant Quarter to be a dancer for it. You’ll also find Bishop and Khelgar here if they aren’t in your party.
Here you’ll run into Daeghun, and he’ll alert you to the possible survival of the Druids of the Mere. This ends up peaking the interest of Elanee and Bishop. You can now journey to the Circle of the Mere to find out what’s going on there. Elanee’s presence will be obligatory. Bishop will show up there even if you go there with a full party.
Here you’ll find Khralver Irlingstar, who has a message for you from the Luskan mage, Sydney Natale. Sydney has discovered the weakness of the Shadow Reavers, but she’s only willing to share it if you meet her with in a secluded spot. Her other condition is that Qara and Zhjaeve must accompany you and no others.
You now have a number of priorities to address. One of them is to recruit possible allies, which includes the Ironfist clan, the Druids of the Mere, the mysterious Wendersnaven, and the Lizardfolk who have established themselves in Highcliff. Adressing the situation with the druids first is obligatory since Elanee will insist on it once you arrive in the Keep from Castle Never.
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"*NOTHING that lives is INNOCENT. Yet LAW rises ABOVE the flesh and blood. FROM IMPERFECTION PERFECTION MAY BE MADE. UNJUST LAWS may be REFINED. BLED OF THEIR EVIL.*" -Vhailor, Planescape: Torment