Tower of Zyron by Taws
There are a few things that only Taws is really known for in his areas; and while others may use the same trick now and again, Taws tends to do it repeatedly. An example of this is his love of portals as entry points for Areas. He does it in a few of his areas - the Nexus, The Temple of the Stars, and here again in The Tower of Zyron.
Not to give away the "secret" of how to find this "hidden" area, but it's in the basement at Kalthar; we suspect Zyron of masterminding the invasion of Kalthar's castle. As for why this bad boy didn't just take out the rest of the city, we can't be sure; but it's pretty clear that if he wanted to, he could roll his troops right on up to Dragon Reach before he got slowed down, let alone stopped.
Unfortunatly, this is one of the many inconstancies that the tower presents; another is that though there's a portal to the basement at Kalthar, there's no other link to the two areas - no mentions of the city in the tower, no hints or indications to say that Zyron has, indeed, masterminded this or any other invasion. There are some pretty interesting things here to be seen though; and some pretty snazzy gear to be had.
While the area lacks an overall plot or history, it doens't want for useful and interesting mobs and objects. From the wicked flails on the first floor, to the charmable Hell Hounds throughout the complex, to the excellent weapons and armor on the elite guards and Zyron's personal guard, there's a number of reasons to make the trek to visit this far-flung area; Zyron himself is level 60, and wearing a reasonable robe, and carrying an "ok" weapon - a flaming staff. Taws seems infatuated with polearms as weaponry on high-level mages; The Master of Time has a polearm or "staff", and the high preist and priestess have warhammers in Temple of the Stars. If your of the proper level range, this area is extremly challanging - bordering on very difficult. Bring lots of healing goods, and be sanced - else you won't last long against the big man himself. Crusader's, by virtue of Charm Animal, have an easier time past about level 50, however, since they can charm the hell hounds on the way.
The layout and description of the tower is fairly large and well done - if confusing at first. The first floor holds an apprentice necromancer, and a lounge-area (oddly lacking in useable chairs/couches, however), and a stair well, leading to the next floor, and so on. You eventually end up in a high tower room, fighting the Death-Mage himself. There's a bit of a suprise when you kill him though - heh heh.
All told an interesting area, if not as directed and unique as the one that leads to it...