Updated Fri, Jan 02, 2009 by Savanja
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Maj'Dul is said to have been created by the Dervish people belonging to what was once called the Isle of Ro. The dusty, sun-baked city, built within 500 years or so is home to three factions, each controlled by caliph or govenor of sorts. Each faction controls parts of the city with their own laws. Sha'ir, Maj'Duls version of the police fly around the city on carpets looking for law breakers and enforce the strongest of penaltys upon those who decide to break them.
Cutthroats hide in the shadows waiting for vunerable tourists to make a wrong turn. Pickpockets, otherwise known as street rats run the streets filching coin from unsuspecting barrashars (barrashar is the Maj'Dul term for foreigner or visiter).
Not long ago Maj'Dul was mostly home to it's own. Passage to the old Isle of Ro was said to have been discovered by the Blackhook orcs. Recent reconnaissance by the Greenhoods shows signs of the Deathfists using the Blackhooks to run timber across the see to the Rujarkian Orcs in the Sinking Sands. The Orcs are said to be the first gourp of outsiders to break through the sandstorms surrounding the isle paving the way for other races to start exploration of the sandy continent.
Many brave, foolish souls will lose their lives to the creatures and natural occurances of the Isle. Will you be next?
There is no level restriction for this zone, but it is recommended that one should steer clear until they reach at least 45 and even then one would be wise to apply the buddy system to their travels. I myself have ventured into Maj'Dul as low as level 14. The location updates alone were enough to push my toon up a level, but I made sure to go in with my running shoes equipped which really didn't help because once an aggro mob sees you, you will most deffinately be killed in one shot at that level.
There is only one heritage quest that runs through the city of Maj'Dul which is "An Ancient Desert Power".
If you're 10-29:
If you're 45-60:
Grouping is a good idea.
Around level 10-44:
Around level 45-60:
Within the city of Maj'Dul lies three factions: Blades, Truth, and Coin. Each of these factions wrestle for dominance, and exercise control over certain sections of town. The Court of Blades is the local militant force which guards the city against threats (similar to the Freeport Militia for you EQ1 Players). The Court of Truth has the role of local law enforcement and they appreciate you not littering. Finally, the Court of Coin represent the mercantile and banking interests of the city.
You'll start out at a "threatningly" level of faction with all three which will allow you to move about Maj'Dul unaccosted (except for thieves). When you do finally make your choice and gain faction the other two will immediately attack you on sight so be sure before you choose. You can always switch factions but you'll never be in a truly neutral position again. Consult with guildmates or people you regularly group with, because a lot of this content will require you to be the same faction.
How to get Faction
Once you've decided on a Court it's time to show your loyalty! First you make your check out to...just kidding. You have three avenues of earning some love. First, by doing quests given by the factions. The earliest ones, are given by reprsentatives down at the dock in Sinking Sands. These quests are great for xp, some money, and faction.
Your second option lies in very simply killing guards of other Courts. Now the goodwill you'll gain on them is miniscule if even exsistant but they will drop coins ( we'll get to those in a second) which you should scoop up immediately. Obviously don't kill guards of your own faction even if they "eyeball" you like they do me. Keep an eye out for the Sha'ir who is a level 61 heroic. He will make sure to educate you on the anti-brawling laws in town while he rips you a new one.
Your final option is to find a Tears Grifter (multiple locations in town) and complete a randomly selected quest in an instanced in town. The reward for this quest in addition to experience and loot, is 4-7 faction coins (I swear I'm getting to an explanation of them!). These are all solo quests and some of them can be difficult for classes with sub-par soloing abilities (*cough* Templar *cough*).
The Tears Grifters will assign you a new quest about every 30 minutes and you can find the instances for them at loc (-142, 134), loc (-160, 109), and (10, -55). There is no lockout timer on these, but but you will have to restart whatever quest you haven't finished if you leave or die.
Ok! Stop yelling and put down that frying pan! All these coins you are collecting, which hopefully aren't from your won court, need to be taken to the Tower of the Moon (-150, -149). On the first floor as soon as you walk in you'll see a representative for each faction. Talk to yours of course and select an option to turn in 1, 5, or 10 coins. Rinse and repeat until you've exhausted your supply. Each one is about 100 faction points so you'll need tons to get your numbers all the way up. These are just like "insert trendy card battle game" so you can trade these coins with your friends until you get all you need.
Let's get down to it. Other than the ability to rag on your friends who chose differently than you, why would you want to join any Court at all? Your first big reward for your efforts, will come when you reach kindly faction and gain access to the faction houses.
What is a faction house? Oh, the gloriousness of the faction house is difficult to describe. You can find the factions houses located for the Blades at (loc -16, 116),Coins at (loc 155,-20), or Truth at (loc -178,0). Each faction house is set up differently but all the wonders are the same. First you will have the convience of a banker, mailbox, and mender for your transportation, storage, and "my group got my killed too many times" needs. Since these aren't available to anyone outside of a faction house in Maj'Dul I'd call this pretty handy.
You need the pot sweetened? Ok then how about some merchants? Those are everywhere you say? Not like these. First we have the faction merchant who will sell the advanced T6 crafting recipes. For those of us who don't really craft, he's a great place to dump off that stuff you can't sell on the broker.
Wait! There is more! Remember all those status loot items you run around to different parts of the city to sell? Look no further as this merchant will purchase them all! A few other merchants will also sell you the App 2 versions of any Combart Arts and Spells you would receive in the Tier 6 range.
The last merchant, is the Court Treasures who will sell you items unable to be earned/purchased anywhere else. House pets, catalogs, special armor, residency licenses, and mounts are all available depending on how high your faction is.
What else could this wonderous house hold? Brokers from both sides (beware they both charge the markup no matter what city is your own), and tons of quests. One of the quests like Becoming a Citizen of Ro will give you a new call spell that will take you to Maj'Dul. Most others will provide you with a pretty significant faction boost.
Thanks for reading the TTH EQ2 Maj'Dul zone guide!
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