The Field of Bone, like many other starting areas in EverQuest, is the player's first real steps into the greater world of Norrath. While there are some elements of wayfinding that definitely have to be overcome in the starting cities, as well as a few enemies that the player will need to either avoid or not engage with, it is their first steps outside the gates that often imprints.
The zone is a dried up lake that served as a site of a once great battle in the region's history. It created a literal leveling pit, as players would sit and populate various areas of the lake's circumference trying to spot and hunt the most appropriately leveled mobs. An infamous "newb ramp" became a common meeting spot not just for the lower level characters, but for higher level characters to stop on their returns to East Cabilis through The Emerald Jungle. Spells that would buff players, or hand-me-downs would be distributed to those battling it out with the hordes of undead, outcast bandits, marauders, scaled wolves, giant badgers (don't attack!) and deadly arachnids.
Hidden above in towering ruins, or below in horrific crypts are the legions of the undead. Kurn's Tower, a common sight in my own work as well as one of the major focal points for anyone traversing the zone, looms like Sauron's castle over the pits. In 2001, it caused a genuine increase in heart rate to even approach it, let alone go through the zone wall. Alternatively, Kaesora, the underground crypts that create a much less linear labyrinth of nightmare fuel, could easily be found but ended up being one of the most difficult places to escape from in the entire game.
The Field of Bone was special - a layered but organic-feeling environment that always had a threat just over the horizon, or under the dirt. The design was so imposing, but also beautiful. It created moments where players would sit together for saftey on ramps, broken pillars, or terraces.
Community by necessity.