You say, "Hail, General Bragmur"
General Bragmur says, "Please keep yer voice down I am busy here. If you do not mind I would ask that ya kindly leave."
[Give General Bragmur: Approved Issuing Box]
General Bragmur begins to put the armor, "Finally the Dain has gotten word of my arrival here. I await his final orders before proceeding."
[Give General Bragmur: Expedition Orders]
General Bragmur says, "The final orders, follow me closely! I pray that the Kromrif have not learned of our plans to align with the gnomes."
{General wanders off, waves of fighting with wolves and giants ensue....}

General Bragmur says, "I represent the Dain in this matter, we would like for you to use yer Icebreaker there to head to Antonica and bring reinforcements for the war that is preparing to ensue. We are needin' all the help we can get against the Kromrif."
{Avatar of Below spawns.}
Avatar of Below's voice echoes through the area. "The efforts to help the Coldain and bring them together with the gnomes of Iceclad is quite impressive. There will be no doubt that they will continue to increase in power until they can overtake the Giants of Zek. Hey there, what is that on your shoulder?"
[Give Avatar of Below: Runed Coldain Prayer Shawl (Approved)]

Avatar of Below holds the shawl up close to one eye to look at the rune sewn into it. He smiles to himself and then drops it to the ground and places one hand on it. A bright blue glow starts to emanate in the snow, then there is a sudden flash! The Avatar has dissipated. All that is left behind is the Shawl lying in the snow, shimmering with a new power. Verdandi slowly bends down to pick it up, and is infused with a blessing from Brell.
[Receive: Blessed Coldain Prayer Shawl]

 

General Bragmur: You will find him to start the action at -3400, 9000 in Iceclad.  He is a permanent fixture, not triggered by your conversation with the Dain. If you happen to catch him shortly after someone else has killed him or completed the quest, his respawn is about four hours. Your mission is to travel across Iceclad with him, fighting off special wolves and giants that will ambush you along the way. He has a long history of problems with his pathing but has behaved much better since some recent tweaks. He will no longer get stuck under islands, preferring instead to swim around them. He does still sometimes vanish and then reappear a short way back or ahead on the path, sometimes even returning to his spawn point, so you might find a tracker reassuring in case you can't see where the General went. The other essential crew member is someone who can Memory Blur in case someone accidentally agros him during a fight. It is possible to bring kos people along but it will cause additional hassles. You need to be sure they understand that they need to stay away from the General as much as possible, and that your chanters keep a close eye for the need to mem blur.

There is one other issue to watch for as well. When the various wolves and giants spawn, they might be placed such that they all agro on party members and none on the General. If this happens, the General will continue along on his merry way, oblivious to the sudden bloodshed. You must be prepared for this by making sure that at least someone in your party is watching the General and can keep him close until the fight is over. Your feigner and/or Memory Blur person might be good choices here. The General will keep walking as soon as the fight ends so feel free to delay him until your party has a chance to recover. He cannot be charmed in order to buff him. You also cannot agro him and run him to the end of the path without having the fights. He must walk on his own and trigger each attack in order for the Avatar of Brell to appear at the end to grant you your new shawl. The General himself is reasonably tough and should be able to hold up under attack until your tanks get a chance to pull stuff off of him. He'll be doing some good damage, as well.

As you travel, you will encounter five waves of attack from the giants and their wolves, some harder than others. Three coordinated groups of 55+ are required at the very barest minimum. Remember that you will also be agroed by all the green wolves and giants and obnoxious dervishes that you encounter along the way. It might be smart to have a few folks as the designated greenie brigade to help keep them out of everyone else's hair while fighting the real attacks. Please give those nasty dervishes a whack for me while you're at it. You may also wish to walk the path ahead of time through all of the locs indicated below, so that you know where the General should be going and are prepared for each fight.

First Wave: (-3550, 7550) 4 Kromriff Tracking Wolves spawn and attack. These cannot be charmed, snared or rooted. Stuns should work. Some reports say they're mezzable, some say they're immune. They're not terribly difficult.
Second Wave: (-2200, 7250) 4 Frost Giant Skirmishers spawn and attack. They cannot be mezzed. They hit for 178 max and should be easily dispatched.
Third Wave: (-1100, 5950) Commander Kvarid and 3 Frost Giant Skirmishers spawn and attack. They cannot be stunned, mezzed, rooted or snared. The Frost Giant Skirmishers are 55ish, and Commander Kvarid is 57.
Fourth Wave: (1500, 2250) 5 Kromriff Tracking Wolves spawn and attack. Same rules apply as on the wolves in the first wave.
Fifth Wave: (3700, 2650) Commander Vjorik and 5 Frost Giant Skirmishers spawn and attack. Same rules apply as on the giants in the third wave. The various wolves and giants that you will fight during this process also drop some very nice gear.

If you have successfully defended the General and reach the gnome camp, you should receive your shawl as indicated in the NPC text. The Avatar of Brell is not on Dain or Coldain faction and appears to be indifferent to all.

 


If you have comments or suggestions, email me at bruceh@softhome.net

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