Kalonia

Kalonia is the eastern-most island on Eldyn, also being the spawn point for new players (under tier 10).

General Info

* To reach Kalonia via Yngwith, you must capture the Deserted Manor or the Kalonian Guardians will attack. The player learns this when talking to the Decrepit Crone.
* There are seven forts on the island, none of which add to the max valor cap, but contribute to the <link> valor bonus.
* The surface of the island houses <link> Kalonian Milita, Kalonian Guardians, Decrepit Crone, Pillagers, and Vagabonds. rangers as well?
* The highest concentrations of pillagers on the map are near Guardtower, down the center of the island, and near The Old Livery.
* There is an underground stone mine connecting Vanorheim and Deserted Manor which contains Dwellers and Withered Ones.

Forts

Guardtower and its subject region North Barsoon, Haranhenge and its subject region South Barsoon, Old Port and its subject region Merrowin, Deserted Manor and its subject region Seard, Vanorheim and its subject region Ruard, Brang House and its subject region Stals, and The Old Livery and its subject region Arthic.

Strategies

Kalonia is a popular spot for farming, so new players are often terrorized by more experienced players as a threat to territory. The best way to avoid this is to be low-profile or asking nice experienced players to join their faction. You might be met with a possible mentor (or death)! New players are often greeted with large flocks of pillagers, you can pick them off with a sling, or you can lead them into a fort. Experienced players usually handle large groups of pillagers with a good shield and/or leech.

Kalonian NPCs have low health and don't do much damage even with the starter shield. Even so, they are annoying to aim at and kill with the starter weapons as they are very mobile NPCs, so <link> close-range weapons are recommended for killing these NPCs.
Lore

Lore

Seard: Said to be the last resting place of the Kalonian Nobility, home to the Deserted Manor, which was likely their palace. There are no clues to prove this theory in the manor.

Ruard: The Hall of Vanorheim held palaver here until the Odd Plague arrived.

Merrowin: The port to the north was lost to the waves many ages ago. This suggests trade with the second island (North of Merrowin), especially because the description of <some yngwith island> says major trade port.

North Barsoon: The guardtower here was manned until it toppled.

South Barsoon: An ancient people worshipped an unknown god here.

The Decrepit Crone in North Barsoon also appears in the public faction spawn. He will occasionally ask if the player wants to hear a story– if they say yes, he tells them the following dialogue (revised for readability):

*Ahaha... There are no tales anymore, you absolute fool...Ahaha–*

*I do remember the old garrison though, the last Overseer– Wendlock was his name– Became broken.. or dolted as they say in the west. When the Good Lord returned from the west... he punished him and his followers, and vanished without a trace.*

During the tutorial, Mirl (a crimson pearl) was said to drive anyone in its presence insane. It's likely Wendlock was one of its victims. Since Wendlock resides in a dungeon (imprisoned by <unknown maybe research later) in Herelyn, Mirl was most likely in Yngwith at the time since the Good Lord may have retreated to Harbiter to save Yngwith from his mind, being corrupted by Mirl.