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EQ: El Legado de Menarth

EQ Lore

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Aquí se detalla el Lore (trasfondo) básico de inicio de la partida... para ayudar a crear personajes, ubicar historias, y entender el mundo en el que se va a jugar.

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In the Beginning

It is said that outside of space and time an entity known only as the Nameless exists, and that this being created all that there is and was and will be. It is also written in ancient texts that from His mind sprang not only the universe and its countless suns and worlds, but also a myriad of sentient, powerful, yet finite creatures whom one such as a man, or elf, or dwarf, would call a god. In aeons past came one of these gods upon the world Norrath.

The Age of Scale

Veeshan, Crystalline Dragon and ruler of the Plane of Sky, found this world pleasing and deposited her brood onto the frozen continent of Velious. With one swipe of her mighty claws, Veeshan opened several great wounds upon the surface of Norrath, staking her claim to this promising new world. Dragons then walked the land and flew the skies, powerful beings of great intellect, wisdom, and strength.

The legends of that time also tell that Veeshan blasted Velious with her breath, encasing it in eternal ice and creating a barrier of deadly ice flows and stormy weather. This marked the beginning of the Age of Scale.

The Age of Scale lasted untold millennia. From the tidbits of information passed down, it is known that a group of dragons mastered magic and spellcasting during this era. Additionally, dragons of power and influence among their kind gathered together and formed a hereditary ruling council known as the Claws of Veeshan, who rule the dragons of Velious to this day. Few of Norrath's inhabitants know more of this Age, and none that do would dare to speak.

The end of the Age of Scale was marked by the Gods creation of the other races of Norrath. Many of Veeshan's vainglorious brood perceived that they might rule over these lesser beings and left Velious. This splinter group became known as the Ring of Scale. Those dragons that remained upon Velious had little interest in temporal power, and were content to pass the millennia in homage to their goddess, and in quiet contemplation and the study of magics.

The Elder Age

In time the other gods noticed Veeshan's work, and being often petty and jealous beings, they too came upon Norrath, intent upon leaving their mark. Brell Serilis was first, and from his Plane of Underfoot, a dark realm of vast caves and endless tunnels, he quietly created a magical portal to a cavern deep in the belly of Norrath. Through this portal the Duke of Underfoot seeded the depths of Norrath with all manner of creatures. Brell then returned home, sealing his portal within a labyrinthine chamber of mystical Living Stone.

And when the other gods came to Norrath, Brell Serilis approached each of them, and after some time convinced them to meet as one to discuss the fate of the world. The Great Mother Tunare, and Prexus, The Oceanlord were in attendance, and Rallos Zek, the warlord, was also there, yet in mistrust kept his distance. Brell, carefully avoiding all queries as to the origins of his information, told of Veeshan's discovery of the new and potentially powerful world in which she had deposited her brood. Words befit of the King of Thieves poured forth from Brell's lips and he proposed that they accept an alliance of sorts, to which all save Rallos Zek agreed, ignorant of the fact that Brell had already released some of his creations into the Underfoot of this new world. The planet that would be called Norrath was divvied up between these beings of power for the purpose of keeping the Dragon Wurmqueen in check. Each would create a race of beings to watch over Norrath and keep a vigilant eye on the schemes of Dragonkind. Brell claimed the bowels of the planet and created the Dwarves, stout and strong, deep beneath the mountains of Norrath. In the abysmal depths of the oceans Prexus left his children, the Kedge, hearty aquatic beings of great mental power and stamina. And on the surface of Norrath did Tunare create the Elves, creatures of limitless grace and beauty, and Rallos Zek the Giants, fierce and formidable beings, intent upon the defense of their lands.

The Age of Monuments

It was inevitable that such energies involved in seeding planets with life would attract even more of the gods, and it was the Elves who drew the unwanted attention of Innoruuk, Prince of Hate. In a decrepit tower overlooking the dark decaying alleys of the Plane over which he ruled, Innoruuk waited, stoking the fire of his Hate until it was a raging inferno. He cursed his fellow gods for not including him in their pact and vowed to make them regret such disrespect. From the halls of the Elves' fair city, Takish-Hiz, the Prince of Hate snatched away the first Elven King and Queen. In his realm of pain and anger he slowly tore them apart, physically and mentally, over the course of three hundred years. He then gathered the quivering remnants of these beings of light and rebuilt them into his own dark sadistic image, a twisted mockery of Tunare's noble children. In depositing the Teir'Dal, as Innoruuk's Dark Elven creations would come to be called, back into the Underfoot of Norrath, the seeds for The Prince of Hate's final revenge were sown. Fizzlethorpe Bristlebane and Cazic-Thule came next to Norrath, and Brell met them, concocting a second pact with these latter gods, wishing another excuse to create more peoples into the world. Rallos Zek again watched from afar, determined to add to his creation as well, and this time Brell convinced the Warlord to join the pact, assuring him that it was indeed an appropriate time to fulfill his desires. Deep in the earth did Brell return to create the gnomes, resembling dwarves to some extent, yet more wiry and gnarled, consumed with tinkering with devices more so than their cousins. On the surface, away from Elves and Giants, Bristlebane made the Halflings, short and stubby folk, agile and with a propensity to meddle and even pilfer at times. Cazic-Thule, Lord of Fear, was drawn to the swamps and jungles of Norrath and there created the green skinned Trolls and reptilian Lizard Men. And Rallos Zek returned to the surface, pleased with his sanction to create even more peoples for his army. He made then the Ogres, massive, unmovable beings of questionable intelligence, and the Orcs, bred for battle and singled-minded in their desire for conquest.

The Fall of Rallos Zek and His Children By this time, those who are now known as the elder races of Norrath had begun to expand and mature. Villages became cities, and cities became kingdoms. Several of the races became bent on expansion and warfare became part of their developing cultures. And of all the races, it was the Ogres who quickly proved the most interested in battle and plunder, and their empire grew outward from their mountain home until it eventually encompassed a large portion of Tunaria, largest of the known continents. Their knowledge of magic grew as did their greed, until they became weary of only Norrath, and when they learned of other planes and dimensions, invaded the Plane of Earth itself. Rallos Zek watched with pride as his creations challenged the gods of that realm, and when they eventually knew defeat, the Warlord himself led a second invasion. The war that ensued shook the heavens and angered the greater gods. Through their combined might, Rallos Zek was finally thwarted and forced back to his domain, after which a great barrier to the Planes of Power was erected, denying entry to both the lesser gods and mortals as well. And then, in what some view as spite and others justice, the gods cursed the Warlord's creations. Thousands of Ogres were slain and their empire collapsed around them. The Giants were spread from one end of the earth to the other, forced to flee their homes as the gods brought snow and ice to their previously lush lands. And the goblins were also cursed, but no writings remain of their punishment as they no longer keep records of their history (which is perhaps some indication as to the severity of their curse). This is also the time that the Greenmist eradicated the Shissar of Norrath.

As the dust settled, the last of the gods came to Norrath. Mithaniel Marr, god of Valor, and Erollisi Marr, goddess of Love, created the Barbarians, a hardy race who settled the cold and rugged northlands, near the ruins of the Giant empire. Being the youngest race, they were generally unwashed and rugged, possessing very few social graces. And while they too had a warlike culture, there were those amongst them who began to believe in something more. By this time the other civilizations of Norrath had either long since declined, or were well on their way, and this small minority of Barbarians saw an opportunity to triumph where the others had failed. Perhaps this was a seed of wisdom planted by the Marr Twins, or perhaps it was only by chance, but as the Barbarians spread out across the lands, warring with both each other and any other race encountered, this tiny movement continued to grow. And so even amidst desolation and war, there was hope.

The Age of Blood

The last of the old races to decline was the empire of the Elves. The Elddar Forest spread across the entire southeastern quarter of Tunaria. Cities and villages built high into the trees housed thousands of Wood Elves, and the marble cities of the High Elves were built in the forest's clearings and meadows, their white towers and spires climbing out of the forest, higher than the tallest tree. But then came the last curse of the gods, as Solusek Ro, Lord of Flame, arched the spine of the serpent mountains, bringing heat from the burning sun to the ancient forest. The rivers ran dry, it rained less each year, and while the great elven druids fought long and hard, using their powerful magics to combat the change, they could only delay the inevitable. Slowly the forest gave way to desert, and eventually even great Takish-Hiz crumbled and the elves were forced to flee Tunaria, leaving much of their greatness behind.

The Lost Age This next period of Norrathean history as it relates to many of the races is the least known. It is surmised by the more knowledgeable historians that while the elder races regrouped and reestablished themselves, a small group of Barbarians were suddenly transformed both physically and intellectually. Most believe this to be the last major and direct act of divine intervention, and perhaps the reason so little is known about this period is that the gods wish it to be so, deciding afterwards that they would have less to do with their creations. In any case, this small and enlightened group were the fathers of the Human race, and they rapidly gained a foothold throughout the lands, studying the lost art of geomancy. The Combine Empire, as this lost race of Humans is called, spread throughout the known world, but then died even more quickly than it grew, and for reasons still unknown. And while they are the ancestors of every Human on Norrath and their relics and ruins still litter the lands from Odus to Faydwer, little history of this period remains.

After the fall of the Combine Empire, the remnants of mankind dwelled mostly in the center of Tunaria, inhabiting primarily the vast and fertile plains of Karana. Villages appeared and prospered, several reaching the size of towns, and two even became cities. To the west a strong and noble band of Humans, lead by Antonius Bayle the First, founded Qeynos under the lofty principles of law. Freeport, to the east, became an active and dangerous port of call for all who dared to venture into the Ocean of Tears. Humanity, much to the disdain of the elder races who watched from afar, remained strong, even daring to rename their home after one of their own instead of one of the gods. The great continent of Tunaria would forever more be known as Antonica. This is not to imply, however, that humanity was at peace. Competition was fierce, and when resources grew scarce for one reason or another many groups abandoned the promises and alliances of their past and fought. A few leaders spoke out against the violence, urging the masses to remember why they had fled the cold north. Others reminded them of their former glory and the might of the Combine Empire. These leaders insisted that humanity adhere once again to those principals to which all had agreed. Explorers and adventurers returned from afar with tales of elves, dwarves, and other strange creatures, as well as descriptions of ancient abandoned cities. A few even came back with limited knowledge of sorcery and the mystic arts. And when that discontent minority of leaders heard all of this, they became both jealous and determined.

A small, frail man of great intellect called Erud led this group, and he formed them into a council. They quickly became irritated, even disgusted, by their fellow man. Leaving a small network of spies behind, the remainder of Erud's followers fled the city of Qeynos and boarded a small fleet of ships. They sailed to the west and landed upon the barren coast of the island of Odus. The land was sparse and uninhabited and quite appealing to the council and their people. They quickly built a city of their own, dissimilar in almost every way to both Qeynos and Freeport, for it was almost entirely a towering castle. Erudin it was called, and within it the scribes and scholars, who called themselves High Men, gathered and analyzed reports, captured books and scrolls, and other artifacts brought to them by their spies. The first human mages since the Combine Empire were born - wizards, sorcerers, and enchanters occupied the great halls of Erudin and grew immensely in both power and knowledge.

The Age of Enlightenment

It came to pass some years later that a small group of Erudites discovered the lost art of Necromancy. They were branded heretics and great conflict arose. For the first time in several hundred years, the Erudites fought. They engaged in a civil war not entirely dissimilar to that which they had loathed and fled from back on the mainland. But there was one very significant difference - they did not use swords and bows, but rather magic, and the result was terrible. Lives by the hundreds were lost, great buildings and structures destroyed, and eventually the heretics were forced to flee Erudin, to hide and regroup in the southern regions of Odus. In one final battle, great mystic energies were released and an immense hole leading to unknown depths beneath the earth was created. Into the sides of this chasm the heretics built their own city which they called Paineel. And while both sides still seethed with anger and hatred towards one another, their fear of what the last battle had wrought has kept any further conflict at bay.

The Age of Turmoil

It is in this age you find yourself, an age filled with wonder. The elder races have begun to reclaim their former glory. The younger races have matured, and an active economy stretches across Odus, Antonica, and Faydwer. And while conflict and battle is hardly rare, it has also been centuries since open war has plagued the lands. A myriad of alliances and factions exist, friend and foe plot and scheme, and the world of Norrath is ripe for action. Equip yourself for adventure, seek allies and knowledge, and head out into a rich world of dungeons, towers, crypts, even planes and realities beyond your imagination. Learn skills, earn experience, acquire treasure and equipment, meet friends and encounter enemies. And whether you assume the role of a noble human knight, a vicious dark elf thief, a greedy dwarven merchant, or whatever suits your desire.

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Lore of Ruins of Kunark


 


 

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Shissar Kingdom

While the dragons took centuries to grow and organize, a race of intelligent snake men - the Shissar - assumed the forefront. The Shissar were a brutal race who enslaved the Iksar, using Vanusk's ancestors for workers and food. From their capital of Chelsith in what is now The Overthere, they explored dark rites and forgotten evils which would lay the foundation for much of Iksar knowledge and philosophy.

As learned from the rest of Norrath, nothing is permanent. Eventually, the Shissar angered even their own gods. A horrible plague destroyed many Shissar; however, the Iksar survived unscathed. The Greenmist is generally credited to Bertoxxulous during the Fall of Rallos Zek and his Children.

Iksar Nation

Over the next several centuries, the Iksar grew to greatness on the buried ashes of their former masters. They migrated outward across the continent of Kunark and formed five principal tribe-states: Kylong, Nathsar, Obulus, Jarsath and Kunzar. This last tribe-state was led by Venril Sathir, a young and powerful warrior-mage, who raised an unyielding army of undead with the assistance of dark magic.

Sathir and his Kunzar armies conquered and annexed the remaining tribe-states under his rule as the first King of Sebilis, the renamed Iksar nation. In order to build his Sebilisan Empire, Sathir brutally captured and enslaved the Hill Giants, Forest Giants and Froglok of Kunark. Throughout Sathir's life, the Sebilisan Empire quickly grew in might, power and grandeur.

The Rule of Rile

King Sathir aged but, of course he did not want to die.To cheat death, he made an unholy pact with Innoruuk to rise, undead and immortal. Rile, Sathir's heir, had other plans and thwarted the ritual. Sathir's soul was trapped inside an amulet that was hidden away as Rile cremated his father's body.

Rile assumed the throne; however, little changed in the kingdom. The son of Sathir seized more valuable land and his ruthless reputation increased under the terrors of his warlords: Kurn Machta and Karatukus and the vampire, Chosooth. By the time these warlords finished, most of the continent definitely belonged to Sebilis ... all but a few pockets of Giants and Dragons.

The Ring of Scale

The Iksar had left the Dragon lands alone, but their threat was easy to see. The Dragon lords convened the Ring of Scale and argued about how to proceed. Trakanon, a poison dragon, advocated swift intervention on behalf of all races against the Iksar. However, Trakanon was voted down and the Ring of Scale decided to intervene only indirectly.

Trakanon and a number of the younger dragons decided more direct action was required. They conjured a squall at sea that destroyed Rile's warship while the King was on board. This action triggered a spectacular war among the Dragons that lasted for almost a half century. Since the Ring of Scale was, in all likelihood, responsible for the capture of our companion, we were understandably curious to learn as much as we could. Vanusk answered only one question with, "There are lesser dragons that fly across Norrath and pluck candidates for slavery to the Ring of Scale."

Atrebe's Iksar Empire

Atrebe, Rile's first-hatched son, then became King. This young Iksar was different from his father. He was reclusive and enamored of the dark arts. All feared his use of the evil magic of the Shissar and his grandfather, Sathir. His foul experiments joined a dragon with an Iksar, creating the Sarnak, a race of intelligent Dragon-men. He also joined a Dragon with a Froglok, creating flying mounts for his armies, the Sokokar. On these flying beasts, the Iksar were deadly. Soon, only the hardiest Dragonkind stood unconquered by the Sebilisan Empire.

Iksar vs. The Ring of Scale Over the next half century, Dragonkind struggled against the Iksars' airborne army. Atrebe was succeeded by his son, Ganak, a most capable warrior. The war ended inconclusively over the Field of Bone with aerial duel between Ganak on his Sokokar mount and Jaled-Dar, then leader of the Ring of Scale. Both were incinerated by magic and fire.

The Dragons retreated. But, not before destroying the imperial palace and all Ganak's hatchlings in a daring final blaze of revenge.

The Emerald Circle

Instead of a new king, the Iksar nobles created the Emerald Circle, a body of five nobles who wisely worked to enhance the Iksar cities and trade, rebuild the navy, and return prosperity to the empire. Unfortunately, whenever the ambitions of rulers are involved, strife soon follows and the empire was ultimately divided into the original five tribal-states. Even that treaty was soon forgotten, as the tribes began to wrestle for supremacy over each other. Unbeknownst to the Iksar, the Ring of Scale had also rebuilt and was meddling in every alliance and affair, pitting the tribal-states one against another.

The End of the Sebilisan Empire

The slaves revolted in Sebilis. Goblin lords from Faydwer invaded Kunark. The Giants mustered an army and destroyed the warlord outposts before they attacked the cities. The final destructive attack on the Iksar came when Trakanon and his Dragon allies descended on what was left of the Iksar cities and reduced them to ashes and ruins. The grand Sebilisan Empire was no more. Free from Iksar restraints and rule, all the other races established themselves and began warring amongst themselves in their lust for domination.

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NERIAK MINISTRY OF INFORMATION

My lord,

In keeping with your request to find out more about Velious and the recent journeys being made there, I dispatched our spies to gather what information they could. We have had some success, and enclosed are transcripts of letters sent by a recent group of travelers to Velious.

While fragmentary and possibly filled with exaggerations, they do shed more light upon this mysterious land. Our spies are to be commended on the excellent performance of their tasks as that getting copies of these letters was by no means easy.

LETTER TRANSCRIPT RECOVERED FROM FREEPORT:

Mentor,

I hope this reaches you before too much time has passed. In my last letter, I told you about securing passage on the gnomish vessel IceBreaker, which had recently begun making voyages from the Northern Desert of Ro to the frozen continent of Velious. Little did I know what was in store for me.

The IceBreaker is not your typical vessel. Built like all things gnomish, it is more about function than form or comfort. I will not bore you with the details of my wretched journey across the Iceclad Ocean. I will also refrain from commenting on the nature of the gnomes who crewed the vessel. Gnomish pirates, indeed!

Having already made several voyages from Antonica, the gnomes established a beach camp and constructed a rudimentary dock. Beyond that, they lacked for almost any real creature comfort. They made a few short forays inland, but mostly, they stuck close to the landing area, trading with a relatively peaceful tribe of gnolls that inhabited the area.

Since my companions and I embarked on this journey for the sake of discovery and adventure, we immediately set forth to explore this frozen land. Venturing west from the landing, we came across a tremendous bridge spanning a huge chasm in the ice. Nothing built by the fabled Combine Empire can compare to this massive construction, seemingly fashioned from the bones of a great dragon!

Across this bridge, and away from the ocean proper, we ran into our first trouble. Giants! And not the giants you may be familiar with. These giants were different. We all know the story about how the giants and other creations of Rallos Zek were cursed by The Rathe for making war upon the gods themselves. That curse does not seem to apply to these creatures, though how they managed to escape divine wrath is still a mystery to me. In any event, they are much more intelligent and organized than their lesser brethren, while every bit as fierce.

We lost two of our party to a small band of these creatures when first we set foot upon the eastern wastes of Velious, and those of us who survived were scattered. Finding myself alone, I was determined to continue my journey westward. Moving most carefully, and using all that I learned in my many years of adventuring, I managed to avoid several more bands of giants as well as war bands of orcs. Eventually, I came in sight of a large keep, obviously built for giants. Not wanting to venture into what I felt would be a very dangerous place; I struck off in the opposite direction.

After several days of travel, I left the realm of the giants and orcs. Though, to my puzzlement, there seemed to be signs of some other inhabitants. Old campfires at first, then cleverly disguised structures built into hillsides, showing signs of recent habitation. Imagine my surprise when while investigating one of these structures, I was confronted by a group of odd pale dwarves! While wary around me, they were not hostile, and were able to converse with me in a colorful dialect of Common. They called themselves the Coldain and agreed to take me to their fortress city of Thurgadin.

Words can not describe this city built under an icy mountain, so I shall not attempt it. Suffice to say that these dwarves are every bit as industrious and hardy as their cousins in Kaladim. I was brought before their king, Dain Frostreaver IV. This mighty warrior welcomed me to his realm, and proceeded to query me for information about the world beyond Velious. In the process, I learned much about Velious itself. The Coldain take a very serious view of their heritage and from very early childhood learn a great deal about their history. It is their firm belief that they were chosen by Brell to inhabit Velious.

During the ancient days when the first city of the dwarves was under construction, dwarves were sent across the lands and sea to find precious reserves of stone, crystal, and ore for the project. Ships sailed in and out by the dozens bringing supplies for the great city. One fleet of such ships sailed across the South of Antonica to reach the island we know as Odus, where a quartz mine was to be set up in the name of the dwarves.

Led by the miner and explorer Colin Dain, the fleet carrying several hundred dwarves ran into one of the worst storms Prexus had ever unleashed. The storm raged on for days as most of the dwarves huddled together in the ships' holds waiting for the seas to calm. When at last the storm passed, they found themselves utterly lost. Even the best of the captains and navigators had no clue as to where they were. The stars in the sky could not be relied upon for navigation, as none of them were recognizable to the dwarves.

Using typical dwarven logic, Colin Dain picked a direction to sail and decided that their only hope was to keep sailing in that direction until they spotted land. As the days and then weeks went by the only noticeable change was that the weather began to get cold. Some nights were so cold that dwarves froze to death on the deck, turned into a statue of ice by the cruel weather.

Only the determination of Colin Dain kept the dwarves' hopes alive as he moved from ship to ship, assuring the dwarves that they would, "Hit land soon. If not tomorrow then the day after." Eventually Colin's words rang true as the dwarves did indeed spot a gigantic white landmass in the distance.

The landing proved to be as deadly as the voyage when icebergs both small and large tore the small fleet apart. Not a single ship made it to shore. Most were torn apart far from the land, and many dwarves met Death at the hands of the ocean. Less than a hundred made it onto an icy beach.

With no serviceable ships, Colin Dain wasted little time leading his people from the shoreline. He knew they would have to find shelter to keep from dying in the cold. He also knew they would need to find wood and other supplies so they could repair their ships and set off for fairer lands. So the quartz miners from the north settled in caves a few miles inland from where they landed. These caves were set into a giant mountain of ice and snow in the northern section of the Eastern Wastes.

There is an old saying that goes, "Dwarves are like time itself, neither can remain idle." This certainly proved true for the new settlement. The miners quickly discovered that the hard packed ice lying beneath the snow of Velious was as durable and malleable as stone, and ideally suited for construction in this frozen land. They would later discover that the ice, known as Velium, had magical properties as well.

Through time the cave settlement became a town, and then a strong dwarven keep began to take shape within the mountain. Named Froststone for the ice out of which it was built, the dwarves knew that with the completion of this keep their stay on this strange new land was permanent. Unfortunately the peace of the dwarves was shattered when they encountered another race upon Velious, the frost giants.

It was with great surprise that the dwarves woke up one day to find their home under siege by an army of giants. The frost giants inhabited the Eastern Wastes and considered those lands their home. They did not take kindly to the puny children of Brell building a fortress along their border. After much battle, the dwarves realized they could not possibly hold out against their large foes.

In desperation, Colin Dain led them from their new home in the Great Divide to the only place they could go - deeper into the mountains. The frost giants pursued, so a small group of dwarves volunteered to stay behind to allow the others to escape. Colin Dain himself led the suicide ambush, buying his people enough time to escape the giants. From this time onward the dwarves would refer to themselves as the Coldain in honor of their beloved leader. Furthermore, the leader of their people would carry the title "Dain."

While hiding out in the frigid caverns a Coldain miner by the name of Glight Snowchipper received a vision from Brell. The vision was of a labyrinth of ice where the dwarves could hide from the frost giants. In the narrow passageways, it was hoped that the giants would become lost and fall into the many traps the dwarves would construct. Glight presented his idea to Dain Frostreaver, the son of Colin Dain, who began construction of the labyrinth. The Crystal Caverns were completed in a little under half a century. The speed of the project alone was proof to the Coldain that Glight had indeed been inspired by Brell. These caverns of Crystal would be the salvation of the Coldain race.

The true test of the caverns worth came nearly thirty years later, when by following a party of Coldain, the frost giants discovered the location of the Crystal Caverns. Slagd Frozentoe of the frost giants led the invasion force of warriors to the cavern, hoping to wipe the hated Coldain from Velious once and for all. Glight Snowchipper, in the fashion of Colin Dain, led the defense, drawing the frost giants deep into the confusing caverns. His magical pickaxe, aptly named Snowchipper, felled many a giant as the dwarves struck repeatedly from hidden passages and around shadowy corridors.

Despite losing most of his force, Slagd and the remaining giants almost made it to the Coldain city in the center of the caverns when Glight pulled off his greatest and final trick. Thousands of tons of ice and stone crashed into Slagd and his remaining giants after Glight and a few of his brave miners led them down a false passage. Unfortunately it was an act of self-sacrifice as Glight and his fellows were also buried in the avalanche. The miners of Thurgadin still call themselves Snowchippers, in honor of Glight.

Over the next few centuries strange creatures began migrating into the Crystal Caverns. It was these foes and more which eventually caused the dwarves to abandon the caverns and set out to build a new fortress more akin to Frostkeep. I was cautioned to avoid the old caverns, as they still hold many dangers.

The Coldain retreated even deeper into the Great Divide. Led by Dain Frostreaver II, they founded the city of Thurgadin, or New Froststone.

Constructed on the northern edge of the Great Divide, Thurgadin lies within a glacial mountain rich with untouched supplies of velium and other ores. The outer region of the city is carved into the ancient glacial ice, while the inner region pierces the mountain rock where the precious ores are mined.

The Coldain are determined not to lose this home. Thurgadin is built in a very defensive manner, with passage through long tunnels lined with murder holes being necessary to get to the inner city. At the heart of the city lies Icewell Keep, where the Dain and his council of advisors reside and where he granted audience to me.

Surrounding the castle are the forges and shops that make up the mainstay of Coldain commerce. Mines burrow deeper into the mountains, some ending in cleverly hidden and easily collapsible escape hatches for easy access into the Great Divide. I have used my meager cartography skills to fashion a map of Thurgadin, which I am sending you with this letter.

I have decided to reside in Thurgadin for a time, to better get to know my hosts, and to assist them in rejoining the community of beings of Antonica and Faydwer. I feel very secure here in this mountain stronghold, and I think there is much to accomplish.

As always, Solist Kinslan

LETTER TRANSCRIPT RECOVERED FROM HALAS:

McTarnigal,

Took the gnome ship, the trip was bad. Ship was too cramped, not built for a Halasman. What is, outside of Halas? Made it to Velious with a strong group of Southrons. Weather was fine, looks like a nice place, plenty to eat, and plenty to fight. Not enough to drink, stupid gnomes lost all the rum.

Went inland, saw a strange tower, steered clear of it, it reeked of sick magic. Found a large bridge. Would not want to defend it, too big. Crossed the bridge, good country there. Looks like an excellent place to live. Found Kromrif here too. Thought frost giants were all dead. They are not.

Party was ambushed by Kromrif war band, some died, and others ran. I fought. Clubbed till I went black. Woke up being carried into giant fortress. Saw banners of Lord Rallos, gave homage. Kromrif saw this, nodded.

Taken to true leaders of city. Kromzek. Storm giants are still alive, and still strong. Someone should hit Margyn McCann over the head, her lore is wrong.

The King of Kromzek, Tormax, asked me many questions. Found out Kromzek and Kromrif escaped the curse. Kromrif are warring with ice dwarves to the north. Kromzek are trying to expand west, fighting a savage forest claimed by Tunare. They also fight Dragons. Very bad blood between the Velious dragons and Kromzek. Tormax sits on the bones of a dragon queen his sire killed.

Tomorrow I go out with a war band of Kromzek and Kromrif, heading west through forest to a dragon shrine, to do battle there. May Zek give me strength.

I am giving this letter to a Kromrif who is going east, to hand to the gnomes. Tell the warriors of Halas that Rallos Zek is strong here. Many chances for battle and conquest. Bring your own beer.

Breen Everblood.

LETTER TRANSCRIPT RECOVERED FROM QEYNOS:

Hanns,

When I get back to Qeynos, I'm going to knock a few of your teeth out. I'm still not sure how you convinced me to make this trip, though I'm thinking Crow's Special Brew had something to do with it.

Leaving the new dock in North Ro, I took a launch that carried me out to the Iceclad Ocean. There I boarded IceBreaker, a so-called ship constructed by the gnomes. Several other people had booked passage for this voyage and were awaiting my arrival, including my comrades Tolan, Breen, and Solist.

It wasn't a fun trip. The ship's hammers were constantly clanking and banging, those blasted gnomes were making silly pirate noises, and it was cold. It nearly drove me crazy.

We finally made landing at a beachhead the gnomes constructed, but found little in the way of luxuries. The gnomes even managed to misplace the horrible rum that kept us warm during the voyage. And before you ask, I had nothing to do with that misplacement.

After looking around the landing, the group of us decided to head west, beyond the area the gnomes had explored. We passed quite a few interesting sights, and a tower I really wanted to inspect, but Solist and Breen both said to avoid it, so we continued on. After crossing a bridge that was so high it made even me dizzy, our luck ran out.

A group of well-organized giants took us by surprise. Deciding discretion was called for, I managed to duck out of the battle when it was obvious we were losing. Several people, including Solist, managed to escape, while Breen went down fighting, buried under a pile of giants. After the dust settled, I saw the giants carrying Breen off to the southwest and decided to follow them.

After a few hours of sneaking along, I was startled by a voice behind me. Tolan! The clever ranger had escaped the giant ambush the same way I had, and was tracking the giants and me across the wastes. We continued to follow the giants, and eventually came to a great fortress city.

With luck and skill, the two of us managed to sneak inside the city. We tried to find Breen, but there was no way to know for sure where he had been taken. The chance of getting caught was high, since the place was crawling with giants. We eventually passed through the city itself, and found ourselves on the edge of a huge forest.

The giants were working hard to push the forest back, but according to Tolan, they weren't doing well. He said he felt great power in the woods, stronger even than the heart of Faydark. I didn't question his statement; I could feel the life here myself. At Tolan's urging we left the giant city behind and traveled on through the forest. Tolan grew more and more excited, saying he felt we were nearing something amazing.

Tolan's woods lore gave us no warning when a group of strange flying creatures suddenly appeared. Finding ourselves quickly captured, we were trussed, blindfolded, and gagged. We were carried to the heart of the forest where a gathering of beings awaited us. They would not speak to me. But they jabbered with Tolan for a long while in a strange language.

Again I was blindfolded and carried through the forest. After some time I was put down and my bonds cut. I was at the edge of a clearing, facing the giant city. Tolan was there, unbound and smiling. He told me I should make my way back to the Iceclad Ocean. I wasn't welcome in this land, and to go any further west would be a bad idea. Dragons would kill me if I entered the shrine they had built on the other side of the forest. That is if I made it that far, since there was always the chance that the forest creatures would decide to have me for lunch.

When I asked Tolan what he was going to do, he said he would be staying there for a time as a guest. He was a grown man; I assume he knew his own business. Not wanting to overstay my welcome, I took Tolan's advice and said goodbye. I went back through the giant city (still no sign of Breen), across the wastes, and eventually, back to the shores of the Iceclad Ocean, where I sit now.

I'm going to head back out again soon to look for Breen, Solist, and the others. I wouldn't feel right abandoning them at this point, and besides, it could turn out to be profitable.

Regards, Mrylohar

IN CLOSING:

As you can tell by reading the transcripts, there is much more to Velious than we first imagined. The war among the dwarves, giants and dragons, suggests great opportunity for us, if we choose our allies carefully.

If you have any further questions, you need only ask, and I shall endeavor to find answers for you.

Your humble vassal,

Ryoz K`Tarn Master Coercer

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 Shadows of Luclin


 


 

Contents

 

The Tainting of an Empire

Tsaph Katta, Imperator of the troubled Combine, was holding a grand state banquet. Almost all nations and tribes were in attendance. The dwarven, gnomish and elven allies had ambassadors on hand as did the belligerent Tier'dal. Even the ogres and trolls were represented. All who received an invitation felt compelled to attend, such was the power and might of the Combine.

As the guests entered the banquet hall, Katta was there to receive them. One guest came with a smile on his lips and poison in his hand. He had dusted his glove with empolomine, a slow-killing, hallucination-inducing drug. This guest extended his hand as Tsaph welcomed him to the banquet. With this handshake, the fate of the Combine was changed.

The Vigil

Katta's reaction was more rapid and violent than most and he collapsed during the dinner, appearing as one possessed. Possessed by evil, some muttered.

The banquet hall was cleared, and only a trusted few were allowed to remain. As Katta lay on the floor, dying, he spoke his last breath into the ear of his closest advisor, a fellow bard named Lcea. The druids then came and wove stasis spells to keep him alive, and put a sleep charm on him so that he would not have to endure pain or suffering. Then the elves of the forest came and took Tsaph away, to hide him within their realm so that no further attempts on his life would be possible.

As soon as word spread around the world that Katta was "dead", the Combine broke into a thousand tainted pieces. The petty disagreements that had shattered the world before his coming resumed with even more passion. The elves continued to keep watch over the resting place of Tsaph Katta while a few loyal officials, led precariously by Lcea, fortified the Loyalists last remnants.

Lcea brought the brightest minds of the Loyalists together to decide on their grim future. Their situation on Norrath was precarious and any hopes of rebuilding here were dashed while all the infighting was still occurring. Gathered in a room together, exhausted by debate, they glanced, as one, upward through the darkness.

There, high in the evening sky, was the familiar sight of Luclin. But something was different about the moon this evening. It shone more brightly and with more detail than ever before. The rings wrapped the moon in fire as the waning sunlight pierced them. Beyond the rings, Lcea and others could see blurry cloud formations and sparkling reflections that hinted at bodies of water.

Lcea stood up and raised her hand to the moon, "That is where we will rebuild."

The Great Exodus

And so it was decreed that Luclin would be the new home of the Loyalists. The Combine already possessed vast knowledge of teleportation. Using this knowledge on a grander scale would be the solution to their problem.

All they had to do was wait. In a few months Luclin would pass directly over the largest Combine spire located in Kunark, providing both the focus and the timing needed to complete this mystical feat.

If they failed, the Loyalists would fall and any hope of building their version of the Combine would be lost. It was essentially a costly, all-or-nothing attempt to save their way of life.

The night had come, and thousands had gathered to participate in perhaps one of the greatest magical events in mortal history.

Slowly Luclin approached its perigee. The mages began to chant and motion in the air. Glowing strands of mana poured from them, twined together, and circled the magnificent spires. A magical wind slowly picked up and swirled upward around the spires, taking the mana with it. With one last burst of magical energy, a great ball of light enveloped the spires and then exploded outward in a flash. A moment later, the light and everything it illuminated were gone.

Focus Redirected

The bright light had winked out, leaving nothing but a black void in its wake. Moments later, flickering lights began to appear all around as torches were lit. Above the refugees, where the fiery rings of Luclin should have been, was cold dark stone. They were not on the surface of Luclin, but deep in the center of the moon itself. The air grew heavy with tension and fear as thoughts of being trapped underground filled everyone's head.

As fires were lit and magical light sources were set around the group, it became clear that they had been deposited in a vast cavern system located near the center of the moon.

Off to one side of the encampment on a stone island was a large black sphere of swirling mist. The sphere emanated a strong magical field that seemed to pull everything towards it. This sphere, they felt, was most likely responsible for the failed teleport to the surface.

But what was it? And what was its purpose?

Thoughts Divided

Over the following weeks an encampment grew in the cave while scouts ventured into the surrounding caverns. They gathered as much information as possible about the cave system in hopes of learning more about their predicament. During this time they located several caves that extended upward towards the surface, though further exploration ruled most of them out as possible exits. Some were just too dangerous and lacked the resources needed to sustain life. Two, however, showed a lot of potential for supporting a civilization.

With the choice of which path to take narrowed down, another problem was encountered. A good number of those who had come to Luclin were now having second thoughts about leaving Norrath. Even if they managed to build an empire here, how would they return to Norrath to sow those seeds?

The Parting

It was time for a decision to be made. Those who wished to develop a means of transport back to Norrath would stay in the caverns and those wishing to rebuild the Combine Empire on Luclin determined to go to the surface and do just that. Those remaining would be in considerable danger, as they feared the opposing elements of the fractured empire would surely have the ability to bring an army to Luclin. It was just a matter of time.

And so it happened. The majority gathered their belongings and joined the caravan to the surface. The remaining few set to the task of building a city and developing the necessary tools to create a working portal to Norrath.

A New Start

Those who remained below were few in number, less than a thousand, but in those few were some of the most skilled craftsman and brightest mages. They carved stone and minerals from the caverns to construct their homes and workshops. The mages researched and studied the black sphere in hopes of learning of its origin and inner workings. The area that held the sphere soon became known as The Nexus.

An Enemy's Search

It happened sooner than expected. The air within the Nexus became electrically charged and mist began to swirl around the black sphere. Something was coming through. Within moments, an army began to arrive. Those who were researching the Nexus were on hand to meet the arriving army. Tensions were high between the two parties. Although the residents here no longer sided with the Loyalists, the new arrivals were unaware of that.

However, it seemed they were just as surprised to find someone on the other side of the portal. In addition, the people remaining at the Nexus had not been idle. Fortifications and guards prevented the newcomer army from simply seizing control of the area.

After a period of time, the officers of the invading army met with the officials of the Nexus. The people of the Nexus protested that they simply wanted to go back to Norrath and not get involved with the Combine dispute, and made this very clear. The new arrivals wished to chase down the remaining Loyalists and then to return to Norrath. They were shocked to learn that there was no way to return to Norrath as yet.

Not comfortable remaining in what was possibly enemy territory, the dedicated and committed members of the army set off to build a strong-hold of their own. They went opposite the way the Loyalists had gone. Building a new fortress, they would have time to organize and prepare to engage the Loyalists. Many were ordered to stay with those who were researching the Nexus, for the leader of the army refused to give up hope on returning to Norrath. And so the town numbers nearly doubled with the added researchers.

The newest residents of the underground city segregated themselves and created their own little settlement right next to the one already there. An invisible boundary was the only thing that separated them.

A Strong Foothold

The construction of the cavern settlement continued along with the research. As time passed, the differences between the two factions of researchers dissipated and they worked more closely together each day. Perhaps, they thought, only with a combined effort would they have a chance to reopen the portal to Norrath and return home. At this time, a number of families who had played important roles in either the construction of the city or in the research of the black sphere became very prominent in the city workings.

It was time to make their little settlement a city. A general council meeting was held with the heads of families and owners of shops attending. They elected a group of council members who would decide on a political structure for the city. Because of the diversity of those who came to the city and the different times at which they arrived, it was decided that a general council would run the city. A name was also chosen from a list of those proposed.

The word Fordel was a name taken from a family survived by only a widow. The entire family was lost in a scouting party during the first couple of months on Luclin. Previous to the loss, their family had been one known for great craftsmanship; they had played a vital role in the city's original construction. For that, the community honored them by immortalizing their name in the city they helped construct.

The word Midst was taken from a long line of mages who researched the great portal on Norrath to bring them to Luclin and continued to this day on the research for a way to return. Many a mage carrying this family name had spent long hours probing and writing by candlelight in service to the community. For that, the community honored them in their city's name.

The name was to be "Fordel Midst", and it would ever be their haven from the shadows

The following supplement largely copied from Nadia's reconstruction of the information in the Luclin manual.

The Shissar are the first known Norrathians to reach Luclin. They were great and powerful and at some point angered their/the gods who laid the smack down. Most of the Shissar were killed quickly but a few escaped to Luclin. There is some speculation that the Shissar built the Wizard teleportation spire network - which is how they pissed off the gods, by learning how to access alternate planes. It would make sense that they reached the Nexus first and maybe built the spires around there - not the return or ShadowHaven spires, I'd say. Fearing more retribution, they fled to the surface and eventually to the Scarlett Dessert where they created a magical dome and sucked out all the air. Inside there they built a fortress where they remain to this day. As far as I know, they have pulled themselves away from all politics of those who don't enter their lands. They seem to rather keep to themselves mostly, probably out of fear of further divine vengence. Some speculate that the Shissar are involved in the quest to open the gates to Vex Thal. If that is not just simple rumor, that implies some deep connection with the heaviest secrets of the moon, possibly even Luclin herself who argueably has some interest in them since she let them remain on her moon when the other gods had given them a death sentence.

The Combine Empire

The Combine Empire was having problems, trying to split itself apart by a man by the name of Tpash Katta became Imperator and pulled everyone back together. Also during this time, another man by the name of Seru came to power with his own group - the Inquisition - set to rout out all evil and corruption in the Empire. When Seru saw that Katta wanted to include all races - even Dark Elves - into the Empire, he arranged to assassinate Katta - but the outcome of that isn't fully known. Katta was indead poisoned but there is speculation if he died right away, died later, lives on in magical suspended animation, or recovered. Right away his good friend and advisor Lcea took his place. Lcea led the followers of Katta - the Loyalists - away from their attackers - the followers of Seru. Eventually, they could only see on option of escape; Lcea noticed Luclin was closer than normal and it looked like it harbored a liveable ecosystem; so using their most powerful magics, they transported up from the Dreadlands spires to the Nexus - but found themselves trapped with no way back. Part of the Loyalists took off through the caves to find the surface and set up fortications before Seru followed; the other part decided they wanted to go home and set up a colony near the Nexus to try to research a way back. Soon enough the Seruites came to the Nexus but they too were trapped. The hardcore Inquisitors took off down different tunnels to build their own fort city while others stayed behind to join the researchers from the Loyalists to find a way back to Norrath. Those who stayed behind later forgot their differences and started the city of ShadowHaven and control the Nexus in complete neutrality.

The Seruites themselves seemed to have tried to build a spire home; they built the dead spires in Mons Lethalis. However those didn't work and unleashed a horde of twisted demons on them. I don't know of any further project they have. The Loyalists ended up blaming the Geomancer Grieg for getting them up there with no way back; they drove Grieg out of their city and he fled over the sea to build a castle on the edge of the Scarlett Dessert. There he hoped to find a way back home for his people but for some reason, Luclin did not like this idea. It's not been said if she did it to keep them on her moon or if she did it as punnishment for their arrival, but the goddess herself is said to have driven Grieg mad and twisted his caslte into a madhouse.

The Vah Shir

The last group of Norrathians to come up to the moon in ages past were the Vah Shir. They used to live on Odus as the nobels of the entire cat race. The Kerrans of Kerra Ridge say that when the Erudites first came, the cats welcomed them in peace but soon the Erudites began to look down upon, persucute, and push out the cats - like how the Europeans did to the Native Americans. Here the story isn't clear - there are several histories, probably based on propaganda. Some say the Erudites of Erudin tested a great weapon on the Vah Shir's capital city to help get rid of the cats. Others say the civil war had already begin and the city was blasted away during the war - either by the Erudites trying to test a weapon or attack the Heretics, or by the Heretics trying to test a weapon or get rid of the cats to create a home for themselves. Either way, the Vah Shir city was blown into the sky - and into orbit - and the Hole was formed. The Vah Shir magically survived a crash-landing on the dark side of Luclin. Their new city is built in that crator. By this time the Combine Loyalists should already have been here, and they make treaties with Katta Castelum and ShadowHaven for trade and travel. The Vah Shir began to mine the Aecrylia ore from the mountains of the dark side to build their city - however the Grimlings in recent times took over the mines and have gone to war with the Vah Shir.

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Notas de juego

 

Lore of Planes of Power


 


 

Contents

 

The Gathering In The Fog

A group of robed figures cuts through the dense fog that fills the corridors surrounding the library. At this hour, the night air smells of fog and the harbor that cradles the immaculate white city. Another gray-clad shape emerges from the portal, silhouetted by its blue luminescence. The figure glides down the stairs and nods at a passing sentinel as he makes eye contact and smiles. He then quickly makes his way into the structure that stands before the portal. The carved marble sign mounted to the wall of the structure is legible in the faint blue light: "Temple of Divine Light."

The robed group stops before the temple's gold-inlaid door, waiting in silence. The fog and the faint blue glow turn them into ghosts, haunting the temple hoping for some word of release. Release and salvation are thoughts that ride through the air tonight, but our figures are not thinking of themselves.

It isn't long before the scene is shattered by a burst of candlelight as the temple door opens. Figures in the doorway bow quickly to each other, and the gray robed individual steps back into the corridor. His eyes meet those that lie just below the cowls of the gray robes that stand before him.

"It is time for us to begin," he says in a voice almost as featureless as his face and garb. "They have annotated the locations for me on the map. Our journey begins once the others are informed. All of you, be cautious but quick."

The hooded apparitions nod in response, in almost perfect unison. The speaker's hands quickly articulate, calling into existence a small, shimmering blue star. The star blinks and expands, becoming a sparkling ring framing what looks like a picture of another place. The figures step through the portal, their gray robes seeming out of place on the green grass of the picture they have become part of.

A brief blue glow is all that remains moments later, and it quickly fades. As a roaming sentinel walks around the corner, the air finally settles. She tilts her head in the hope of catching the noise again. She could have sworn by Prexus that she heard someone recite a phrase that will only carry meaning much later in her life.

"May the Name find a tongue and may the Balance be met!"

The Rainkeeper

Karana sat quietly contemplating the recent turn of events. His head and his heart had been tormented for some time, mulling over the possibilities that lay before him. He had largely avoided directly affecting the destinies of mortals in the past. Even the influence of Bertoxxulous on his namesake plains on Norrath did not draw any action from the Rainkeeper. This is somehow different though. The influence of the pantheon has already reached far beyond any bounds they reached in the past. But of course, the birth of a new demi-god would have that effect. Karana could feel the inevitable tugging at his being toward intervention. But the Rainkeeper does nothing out of reflex or rage. This problem must be meditated upon before any sort of action could be taken, and time was something he had plenty of for the moment.

Karana called out to his faithful servant Askr. Askr had been Karana�s companion ever since he washed up on the shores of Larquin in the Plane of Storms. It was rare that a mortal would survive any sort of terrestrial storm that was strong enough to open a rift to the realm of the Rainkeeper. Rarer still that he would retain his mind and body so well as Askr had. He remembered little of his existence on Norrath, but knew the name of the Rainkeeper and had served him well over the last hundred years. Karana handed Askr a great medallion. He hated to distance himself from Askr this way, but there was no other way to achieve the state of deep meditation that he would need to see the ramifications of his decision. Without a word Karana raised his staff into the air and summoned down a great lightning bolt. The Rainkeeper disappeared in a blinding flash, leaving only Askr standing silently at the base of the towers of the Bastion of Thunder.

Askr stood there for a moment quietly and looked down at the medallion in his hand. 'There can be no good to come of this,' he whispered. He then turned to look up at the raging winds surrounding the Bastion. They already seemed to swirl faster, unbridled by the presence of the Rainkeeper.

Karana entered his study quietly and sat down on a large oak chair. His meditations had not gone well thus far. The rifts to the mortal realm that had been created settled heavily on his conscious, clouding his clairvoyance and darkening his insight. The future was entirely unclear to him for the first time. He found it unsettling. He stood and walked over to the shallow pool in the center of his study and felt the stiff breeze and cool rain that blew in from the open ceiling. He sat down in the quiet water and drifted slowly into a fitful trance. His mind drifted at first slowly across the dark clouds that hid the future from him, but gradually picked up speed as his senses grew accustomed to navigating the darkness. He drifted through the clouds now at a blinding pace. Visions of the past raced by, partially hidden by the darkness of the clouds, mixing endlessly with portraits of the infinite futures that might exist. He could feel himself losing some of his control on the path he was taking. He tried to slow his descent into the darkest parts of his mind but found himself hurtling ever faster into the infinite darkness. He looked down, trying to focus on something, anything discernable from the chaotic swirl of his memory. Finally one thing began to coalesce from the swirling storm around him. First the outline of a single pair of eyes, then a nose, then a great white beard solidified before him. The enormous face began to laugh as Karana's consciousness started to understand the vision below him. Just as recognition met with consciousness the great face flew up and consumed the screaming essence of Karana's mind, leaving nothing but the jaded, sneering face of Agnarr behind-

Burglaries in the Night

The cities of Norrath are so varied in beliefs and populace that they rarely find a common relationship outside of the bonds that seem to eventually bring all things that walk upright together - desire, deceit, and conflict. As the morning climbed its way across Norrath it brought with it a message, a message that would affect individuals in a manner that unified them for a brief, fleeting moment.

One of those individuals was a rogue. He was discovered hiding atop an air duct in the Library Mechanimagica. The Eldritch custodian found the Human thief among the littered remnants of a hurried, but very precise search. His insistence that he was not responsible is contrary to his inability to describe the person he claims to have seen looting the place. His apparent surprise that someone would break into such a place only to remove a book or two join him to others that have made similar claims this day.

In Cabilis, the Keepers Grotto is discovered in a similar state, as is the Great Library in the City of High Men and Knowledge. These are not the only locations. In every city, on every continent, scholars and keepers of lore find themselves speaking to their sentries and servants in the hope of garnering an answer. All they find is that as words and whispers travel their questions become more complex, leaving them to explore a web of intricate, yet nebulous possibilities.

The select few will only recall one blurred memory of an oddity. For some it will be a faint recollection of a conversation with a face whose features they can't recall. For others perhaps it will be a brief discussion about books, or libraries, or a place that might hold some ancient piece of lore. The only thing that seems to stick is an image of a figure, or maybe it was several figures, with faces without features and clothing without adornment. Each the antithesis of memorable, participating in an exchange that left a residue in the mind like a name you can't recall.

The only thing that any of these individuals can remember is that they spoke to someone who mentioned that time was short - and that the person was dressed almost entirely in gray.

Scorn of Drunder

The hulking figure brooded silently over a table piled high with arcane maps and cryptic diagrams. An unnatural red fire blazed in the great stone brazier in the center of the circular room. Shadows danced on the walls, and the figure's silhouette seemed to flicker back and forth between the shape of a massive, armored man and that of a brutal, four-legged beast. His thick fingers drummed the handle of a giant flaming axe that hung at his side; his jaw tensed and he ground his teeth.

"Why, Tallon?" he growled.

A smaller figure near the open doorway flinched slightly, rattling the mighty war bow that hung on his back against the wall. "The one I spoke to," Tallon began, steeling his voice with false confidence, "he - well, he blamed the delay on the interference of a group of mortals."

The fingers that drummed the flaming axe stopped. Silence filled the room. The fire ceased to crackle and its warmth retreated, leaving the room suddenly cold. Tallon felt the other's eyes, two pinpricks of blue flame, boring a hole through him.

"I do not understand why we rely on the help of these fools!" Tallon finally blurted out. "The Diaku requires no assistance to complete our goals."

In a flash, his protests were silenced as an invisible force lifted and snatched him from across the chamber. Tallon squirmed before the hulking figure, his throat locked in a grip of iron.

"We use them because I dictate it," replied the figure calmly. White-hot arcs of flame erupted from his fist and seared Tallon's face, leaving blistered trails across his cheeks and lips. "Now," continued the figure, "you will take care of this personally. I will accept no further delays."

Tallon struggled to speak. "I will -father-" he choked out finally. The clenched gauntlet at his throat relaxed and Tallon crumpled to the floor, gasping.

"Get out of my sight."

Tallon struggled toward the doorway. As he crawled out into the adjacent hall he looked back at his father.

He was again studying his maps. With a casual wave of the figure's enormous hand a stone slab slammed into place, sealing the doorway.

Contemplation

Fahlia silently sat on the ocean's edge. The aurora danced with its reflection, giving the horizon a mesmerizing effect. The rhythmic sounds of the shore and the smooth whir of the windmill's gears gave the aurora the music it needed to make the scene complete. Yet, even with a scene as meditative as the one that moved before her, Fahlia's mind continued to race.

Conflict and conspiracy have always existed. However, the scale and nature of what was transpiring proved to be very unsettling. There was some reassurance in the knowledge that their efforts had paid off so far. Other than the trip to Kaesora and the assault on the Libraries of Chardok, they had experienced very little opposition while collecting materials for the elders. This was partially due to the fact that so many people were collaborating with them. Fahlia found it hard to fathom that so many people were looking for the same answers. It was even harder to believe that these people were willing to risk the same punishment should they be discovered.

The elders and scholars were working at that moment to decipher the documents that had been gathered. Perhaps those tomes and texts would give them some insight, some clue about what they should do next. For now, she could only wait for her next assignment and hope that destiny had some plan for them. Fahlia couldn't help but wonder if he was out there, watching them with some understanding of the tale that was about to unfold.

Just as that final thought filled her mind, a voice disrupted the peaceful scene.

"Fahlia, the elders have called for us again. It seems they have located the last four. We must move to meet them at once."

The speaker's voice was unnaturally deep for someone with such a diminutive stature. He reached out to help her to her feet and added, "You'll be needing some extra cover to take with you, lass. It's quite cold where we're heading."

Shadows & Decay

The feeling of revulsion worked its way through the messenger's body and made its presence known in the form of a stammer. The fact that he could speak at all could be attributed to the powerful warding spells and protective runes that covered his body. They glowed brightly beneath his robe and seared his flesh as their magic expended itself. The messenger prayed that this conversation would end swiftly. Should the protective magic falter and expose him to the horror that he felt moving in the air around him, he would surely rot instantaneously.

"Speak with haste, lest you wish to be consumed on the spot. I am confident that my rending of one of his curs would do little to change our arrangement. What do you think, wretch? Would your master mind if I sent you back to him in a pail?"

The grotesque entity spoke with a voice that mocked the mortal tongue. Its voice spewed forth, as if the words would cause the listener's ears to fill with a rotting liquid. Each word was coated in filth.

"No Suh - Sire - I am nothing and no one. I am merely a vessel for the word of Innoruuk. My liege has sent me to you with a message," the young courier said, as his pallor grew more apparent.

A hand extended from the shadows and pointed its rotting finger at the courier. The voice sloshed forward from the darkness again, "Then deliver your message, wretch - before your master is forced to send another."

The trembling messenger dropped to his knees and began to convulse. The symbols covering the Tier 'Dal's flesh glowed brightly and began to dance in the filthy air of the room. The symbols slowed their pace and began to gather in front of the massive rotting god. They shifted and aligned until they read like an ethereal piece of parchment.

The room grew silent, as the hulking figure contemplated the symbols' meaning. Then the silence was quickly broken by a roar followed by the swing of Bertoxxulous's great rotting arm. Both the symbols and the messenger were swatted and sent flying though the air.

"Am I expected to be concerned with the meddling of mortals? This problem has already been dealt with. Nothing can change what has been done! Leave this place and tell your master that I will have no more talk of this matter!" the creature roared at the slumped figure.

As the messenger ran from the room he could hear the words being shouted again, "Nothing can change what has been done!"

The Meeting

The murmuring voices in the room propel Fahlia's memories back to her first frigid meeting with the drakes near the massive temple in the wastes. She remembers her awe at the power of the place that could produce creatures learned enough to open rifts that reach beyond anything most mortals could comprehend. Perhaps the drakes would be protected from the fate that has befallen many of the island's inhabitants, she had thought. It was impossible to tell if the portals were harming the channelers, or if the gods were showing their first hints of retaliation.

"Time has accelerated," announces the elder over the din. "Uncertainty, fear, anticipation, and now this�. Perhaps the bounds have been overstepped. Now, the answer is hurtling toward us with no regard for our ability to face it. We cannot turn back!"

Fahlia sits listening with the young bard's head cradled in her lap. His face is flushed; drops of sweat collide and form a stream as he convulses in pain. Fahlia's mind is focused on the elder's words, but her heart stays with the tormented young man in her arms.

"Once the portals are opened, our fates will be locked into place. No one can predict what may happen from this point. The memories of our efforts may soon fade, our legacy buried beneath the blowing ashes of a mortal miscalculation. Or the heavens may find themselves ablaze, engulfed in the power of their own creations!

"We may never find the answers we seek. The canvas of reality may burn and tear. Yet, we must move forward! It is the only direction left for us to follow. We will find the One Teacher. Question not the wills of those who shall soon come to walk with us, but be mindful of the possibility of treachery and watch their every action. It should not take long to spot the fellowship that we seek, for soon the heroes of prophecy will walk within our ranks

"Now go and prepare. Soon the morning mists will lift to reveal the portals to a new age. The Age of Balance is nearly upon us.

With this, the elder walks from the large room and allows it to return to being an infirmary for the casualties of the new age.

The Book and the Pedestal

The night slowly pulls its face from Norrath, leaving only the dewy residue of its dark kiss. Creatures scurry to find a shady resting place to wait out the day, and the inhabitants of all the cities of man awaken. It will be hours yet before these cities become fully aware of their newest landmarks, the portals in the form of stone pedestals that litter the face of Norrath's landscape.

Most days begin, fade, and end, all part of the slow blur that makes up the common life. Sometimes a clear path will present itself and lead its follower astray from that common life. This path comes to its traveler in a variety of forms: the magic in a child's first book; the promise of a couple's first glance; the hero's first step into the dank mouth of some forgotten cave. All these things can break the blurry cycle of the day and yield adventure

This morning will present to the citizens a new path, a path in the form of a portal--a path that will forever change their lives

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Notas de juego

 

Velious Zones


 


 

The continent of Velious was introduced in The Scars of Velious expansion in December 2000.

Before recorded time, Veeshan the great Crystalline Dragon marked Norrath by striking the continent of Velious with her foreclaw, and deposited her brood there to dwell. The legends of that time also tell that Veeshan blasted Velious with her breath, encasing it in eternal ice and creating a barrier of deadly ice flows and stormy weather. This marked the beginning of the Age of Scale. The Age of Scale lasted untold millennia. From the tidbits of information passed down, it is known that a group of dragons mastered magic and spellcasting during this era. Additionally, dragons of power and influence among their kind gathered together and formed a hereditary ruling council known as the Claws of Veeshan, who rule the dragons of Velious to this day. Few of Norrath’s inhabitants know more of this Age,and none that do would dare to speak.

The end of the Age of Scale was marked by the Gods creation of the other races of Norrath. Many of Veeshan’s vainglorious brood perceived that they might rule over these lesser beings and left Velious. This splinter group became known as the Ring of Scale. Those dragons that remained upon Velious had little interest in temporal power, and were content to pass the millennia in homage to their goddess, and in quiet contemplation and the study of magics.

In the Elder Age, the Ogres, Giants and Goblins conquered much of Norrath and began an assault on the Plane of Earth, precipitating retribution from The Rathe in the form of a great curse against all of Rallos Zek’s creations. The fertile homelands of the Giants (now known as Everfrost) were frozen, and those giants caught in the epicenter of the curse were transformed wholly into immortal creatures of living ice. Those nearby were struck to the core of their beings, becoming lesser creatures in mind and body than they had been. Those few who escaped the effects fled Tunaria for other lands, coming to the attention of Prexus the Oceanlord, who sent a great storm to destroy them. The storm drove many ships back to Tunaria and to Kunark, where the curse of The Rathe took hold to a lesser degree than in Everfrost. Many of the most powerful giants managed to escape the storm thanks to their great powers, and passed through the Frigid Barrier to land upon the Icy Fingers in Velious. The Kromrif established themselves in the Eastern Wastes and lived as nomads, eventually coming into conflict with the Coldain. The Kromzek were the most powerful of all Rallos Zek’s creations. Not content with a nomadic lifestyle, they established a mighty fortress city named Kael Drakkal in the Great Scar of Veeshan. The Claws of Veeshan took exception to the intrusion of the Kromzek upon their sacred lands, and thus began the long conflict between the two mightiest races on Norrath, in this most inhospitable of all places. Ages passed, leaving the eastern regions of Velious largely in the control of the Giants. It was during this time that the ships of the Coldain, or Ice Dwarves, were wrecked upon the ice of the Frigid Barrier. Those few who survived to reach the shore escaped the notice of the Claws of Veeshan, but were devastated in a conflict with the fearsome Kromrif. Fleeing the giants, the Coldain established Thurgadin, a hidden underground fortress in the mountains. Since these times, none of the other races of Norrath have dared to approach the Frigid Barrier, and thus Velious remained undiscovered.

In the present day, the Gnomes of Ak’anon have revealed an ocean vessel with the capability of navigating the roughest seas and breaking through ice flows. Upon it’s maiden voyage, the Gnomish Icebreaker successfully penetrated the Frigid Barrier and discovered the islands known as the Icy Fingers. Upon the largest of the islands, the crew discovered an ancient and massive bridge, which arced away into the mists and revealed the tip of a massive glacial continent – Velious! (History of Norrath, Verant International)

 

 

 

 

Cobalt Scar,

a coastal area, is said to have been created by Veeshan herself, when she flew over Norrath and deposited her brood on Velious. The scar was made from her feet. There are many shipwrecks at the bottom of the sea near the shore. It is home to the Othmir, a peaceful fishing race of otter-like creatures. The traveler can also find the dragon Kelorek'Dar here, as well as sirens, wyverns, deadly barracudas, sharks, haunted seachests, and walrus type creatures called Bulthar. (EqAtlas)

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Crystal Caverns

are the ancient home of the Coldain, named Froststone, long since overrun by giants and now orcs and other creatures. There are four areas within the tunnels, each controlled by either the Ry'Gorr orcs, the geonids, the crystal spiders (lead by Queen Drachnia), or the Coldain dwarves. The Ry’Gorr orcs control the upper parts of the tunnels, the dwarves the small remnants of their city, the spiders some abandoned halls, and the geonids a set of tunnels they created for themselves.

Crystal Caverns is a mid 30s to late 40s zone which contains the Coldain dwarf mining town of Frostone. There are principally 5 types of mobs in the zone: orcs, which inhabit the mine shaft, the dwarves in Froststone and nearby, the stalags which inhabit the bridge room and the left fork tunnel, the crystalline spiders which inhabit the centre tunnel which leads ultimately to the zone's boss mob lair, that of the spider-queen, Queen Drachnia, and the right hand tunnel which leads to the geonids and the back entrance zone out. It should be noted that this zone out should be considered with caution since it is also the lair of the Coldain Traitor Roderick Tardok, a difficult mob at the levels at which he is usually encountered, extremely magic resistant and prone to cause a lot of damage very quickly.

Historian Baenek frequents the caverns, and will tell the traveler about the history of the Coldain dwarves. (EQAtlas)

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Dragon Necropolis

is a zone within Western Wastes and is known for it's traps, the wraith dragon you turn in your key to The Sleeper's Tomb to and also for it's boss-dragon, Zlandicar.

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Eastern Wastes

are a vast area of frozen ground covering much of the northeastern continent of Velious. There are many groups here, the Coldain, the Frost Giants, and the orcs of Ry'Gorr Keep, who have outposts or homes here. One can also find snow dervishes, snow cougars, tundra mammoths, Ulthork, dire wolves, rhinos, and griffins. (EqAtlas)

The Orc fort contains the entrance to Crystal Caverns, and that zone's exit (out of the geonid tunnel) is nearby. The Orcs often drop Rygorr armor pieces. This fort is also the site of the 8th Coldain Ring War. The zone can be accessed by crossing the bridge from Iceclad Ocean and through a canyon from Great Divide.

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The Great Divide

is the site for the 10th and final Coldain Ring War. A huge zone encompassing event which is a war between the dwarves and the giants. A high end guild or lots of players were required to complete the war in its day.

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Iceclad Ocean

is home of Lodizal the great turtle. It is also the 'entrance zone' to Velious. The Iceclad Ocean consists of two parts, the open ocean between it and the other continents of Norrath, and Icy Fingers, a series of small fragmented islands that lead to the continent of Velious itself. The Icy Fingers have long been the home of outsiders to Velious, starting with the ancient Tower of Frozen Shadow, up until now where the original gnomes who drove Icebreaker here have turned to pirating. This is also the home of the Snowfang Gnolls, and one arm of the huge Graitspaign dragon bridge lies here, slippery with ice all year round. The land is home to shadow guardians, snow cougars, snow dervishes, Frost Giants, and Lodizal the turtle. (Eq Atlas)

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Icewell Keep

serves two purposes to the Coldain. First and foremost, it is the home of their king, Dain Coldhammer. It has meeting halls and other areas of interest. The second purpose is to serve justice to the Coldain's enemies. Buried beneat the castle is the ancient Pit, a large set of caverns filled with the most horrible creatures imaginable. People that don't please the Dain are sent into the Pit right before his eyes to die a horrible death. Kael Drakkal is home of the Kromzek and Kromrif giants. King Tormax, Derakor the Vindicator, Statue of Rallos Zek, Idol of Rallos Zek and The Avatar of War reside here.

Icewell Keep is the home of Dain, the lord of the Coldain, and is also where justice is dealt, deep within the Pit. Icewell Keep is deeper in the mountains than the city it is part of, Thurgadin. The new throneroom in Icekeep has recently been converted and now has the entrance to the deadly Pit in the center of it, presumably for quick removal of those who displease the Dain. (Eq Atlas)

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Icy Fingers

A series of small fragmented islands that lead to the continent of Velious itself. The Icy Fingers have long been the home of outsiders to Velious, starting with the ancient Tower of Frozen Shadow. (Eq Atlas)

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Kerafyrm's Lair (Sleeper's Tomb)

is the source of many legends among EverQuest players. Home of Kerafyrm, the offspring from the mating of two dragons of different color, which the Council of Dragons forbade due to the consequences of producing the most powerful chromatic or prismatic dragon -- embodied in Kerafyrm. Kerafyrm was a dragon of such immense power that he made to magically sleep by the Claws of Veeshan. He is guarded by four warder dragons, Nanzata, Ventani, Hraashna and Tukaarak, who warn that if he is realeased the world will be in peril. The birth of this dragon caused the first war among dragonkind, which caused the injunction that no dragon could kill another.

Kerafyrm's creation and war on the dragons:

"Hail, Jortreva the Crusader"

Jortreva the Crusader lifts her wings in a graceful motion as she lowers her chin to eye Ironhand in greetings, "I am Jortreva, Crusader of Veeshan. I am the ear to the whispers upon the shadows and the eyes to witness the tainted footsteps of our enemies that corrupt our path. Your kind, the second generation of the lesser gods' creation, have brought us into being as we are now -- for that, we hold neither gratitude nor contempt. It is your actions that have sent us spiraling through an umbra of immeasurable danger that could secure the destruction of all upon this world, but it shall be through the undying efforts of the [champions] that we may have some chance to ward this darkness back into the oblivion it strives to create."

"We are four elemental dragons bred to be champions among our people -- within this world. We do not seek recognition or praise from either world -- yours or that of Veeshan's brood -- but we seek to protect and maintain the balance that keeps our worlds separate, yet unified upon the same plane of existence. When Kerafyrm was first placed into stasis by our predecessors, the elemental warders, the [council] ordered the arranged breeding of what would be the warders' replacements when the time came for their stations to ascend. However, the unpredicted actions of the second generation have thrown us into a new role -- the role of Crusaders."

"When dragon kind was accompanied upon this world by the lesser god's intrusion, the council of elders was formed. Immediately our ancestors realized the need for our kind to be of sound unification if we were to prevail and remain the superior beings upon what is rightfully our world. As we watched the eras pass through both the second generation and our own cultures, the members of the council changed. Eventually, one known as Kildrukaun would be appointed Arch Priest of Veeshan through divine rite and ceremony -- a sacred part of our institution that I shall not divulge to one as yourself. His first decree would be to condemn the unification of souls between dragons whose elemental influences were of opposition. It was of his belief, and thus the belief of the council, that such a union was against Veeshan's will and would have dire consequences upon the entire dragon nation. Time would pass again before [fate] would descend upon Kildrukaun's decree."

"Two dragons of opposite elemental powers confronted the council with their desire to mate. Kildrukaun immediately dismissed any blessing and ordered the dragons from ever fulfilling their desires. These two were young still and very headstrong, regarding the council and its rules to be outdated when considering the growing influence and power of the second generation. They fled to unknown corners of Norrath and there, they bound their souls in a sacred union that would forge the first prismatic dragon. When knowledge of this event came to the council, Kildrukaun, a being of great wisdom and calm heart for regard of his own people looked upon the prismatic's creation as that of Veeshan's will, for conceivably unto him, only Veeshan herself could defy her great priest's rule. The council was in agreement and the hatchling, who would be named Kerafyrm, the Prophetic Savior, was allowed to continue existence under close watch that would be [governed by Kildrukaun himself]."

"Although Kildrukaun was inspired and intrigued by Kerafyrm's existence, he was wary still for he had yet to be witness to the true intent of Veeshan's will. In this time, the dragon nation had split and were in opposing power -- the Ring of Scale whom fled their native Velious for Kunark, and the Claws of Veeshan, the original order and council of dragon kind. It was known that Kildrukaun was furious with the recent division and he strongly believed that it was Veeshan's will for the dragon nations to reunite once again, lest they become as weak and pitiful as the second generation. He viewed Kerafyrm to be the road that would guide the dragons to unification, although it was a unification that would be borne of an unknown purpose that Kerafyrm served. Kildrukaun never interacted with the young prismatic dragon, but served as the dictator behind his mentors. Eventually, Kerafyrm would rise to a power unseen within any dragon of his still fledgling age and Kildrukaun's [prophecy] would be born."

"What Prophecy?"

Jortreva the Crusader says "Kildrukaun was of the mind that Kerafyrm was meant to lead the dragon nation in a civil war -- the Claws of Veeshan invading the great mountain fortress known as Veeshan's Peak that the Ring of Scale had established. He was certain that his campaign would unify the dragons and this was nothing less than the will of Veeshan herself. The council dismissed Kildrukaun's prophecy, exclaiming that although they must find a way to bring the Ring of Scale back under the wing of the elder council, they could not wage a war and abandon the threat of Kael Drakkal. Kildrukaun was furious, although he did not confront the council directly. Over the passing centuries, he would sway three of the [council elders] to his side and would personally oversee Kerafyrm's final stages of growth. Eventually the time would come when the council would [recognize their mistake] in allowing Kerafyrm to exist and their order for his termination would be the greatest impact in their destiny."

"When dragon kind was accompanied upon this world by the lesser god's intrusion, the council of elders was formed. Immediately our ancestors realized the need for our kind to be of sound unification if we were to prevail and remain the superior beings upon what is rightfully our world. As we watched the eras pass through both the second generation and our own cultures, the members of the council changed. Eventually, one known as Kildrukaun would be appointed Arch Priest of Veeshan through divine rite and ceremony -- a sacred part of our institution that I shall not divulge to one as yourself. His first decree would be to condemn the unification of souls between dragons whose elemental influences were of opposition. It was of his belief, and thus the belief of the council, that such a union was against Veeshan's will and would have dire consequences upon the entire dragon nation. Time would pass again before [fate] would descend upon Kildrukaun's decree."

"Kerafyrm quickly ascended the ranks within the Claws of Veeshan and eventually became our most powerful general. He led several successful campaigns against the rising threat of the giants of Kael and his influence grew among the elders of the council. However, something dark grew within him -- his bite became venomous and his talon ruthless in its command over his troops and allies. Eventually, his dominion and influence was nothing short of a monstrous creature of pure malignant hatred and an unrivaled lust for destruction and chaos that the council had no other choice but to demand his destruction -- a rule that Kildrukaun was present to hear and deceitfully condone. Shortly thereafter, Kildrukaun and four council elders whom the arch priest had managed to sway with his charismatic diplomacy and sound argument of his prophecy flew to Kerafyrm's side, where the four of them made preparations for the inevitable [war] to come."

Although short lived, the war between Kerafyrm's legions and those of the Claws of Veeshan would be a near crippling blow to the survival of the elder dragon council upon Velious. Kerafyrm's legions were severely outnumbered by those of the elder council, but time and time again they displayed their awesome strength and power. Eventually, Kerafyrm was restrained and taken to what would be his place of indefinite slumber. The four traitorous elders fled Velious safely to unknown locations, where they would lay in wait until the time came that Kerafyrm would be released. After centuries of hiding, the Ancients have returned and they now have a near unbreakable hold upon the former tomb of their master, where again they lay in wait -- anticipating the arrival of their master and the time to execute the undoubtedly phenomenal plan that will [bring about the extinction of all great existence] upon Norrath if they are successful.

Kildrukaun has always despised the second generation and has long sought your total demise. Kerafyrm undoubtedly seeks vengeance for the actions of the Claws of Veeshan against him and together, the arch priest and Kerafyrm will seek to reconstruct this world in their own mind's image of what it should be -- a world that belongs solely to Veeshan's children, reborn in Kildrukaun's ideals, and subservient to Kerafyrm. They are truly mad with hate and an untamable lust for destruction -- one that [we must extinguish] forever."

The Sleeper's Tomb was at the time of the expansion the most difficult zone in the game. After all four guardians of the Sleeper (Kerafyrm), have been killed, the dragon awakes and goes on a rampage killing all in its path. Kerafyrm himself was not intended to be killed but players soon put that idea to rest. After he is killed, the zone's name changes to Kerafyrm's Lair on that server. Entrance to the zone is from Eastern Wastes, and requires a key from a Velious first brood dragon.

Note: The two dragons were NOT Lord Nagafen and Lady Vox, although it is unofficially thought that they are his parents. We know that his father Dozekar the Cursed. He can be found in Hall of Testing, in the Temple of Veeshan. It's his punishment to be slain over and over. However it may be that indeed Lady Vox is the mother, as she shouts at the awakening of Kerafyrm: "The Sleeper stirs! A glorious new age for Norrath is about to begin, and my exile is about to end!"

In the original Official EverQuest strategy guide (and the Kunark guide, p. 181), it was hinted that the ice giants were attempting to unite Lady Vox with Lord Nagafen (with the help of some greedy barbarians) but no mention of their past was made.

If a group managed to kill all four warders, the magical slumber would break, and Kerafyrm would be set free to continue his reign of terror.

As players leveled, and progressed, this eventually became possible. The waking of the Sleeper can only occur once per server. As soon as he is awoken, a script begins, and Kerafyrm lays waste the entire zone. He then disappears to an unknown place. The zone is forever changed, as are the items available from that zone. Morden Rasp was one of, if not THE only server, to have never woke the Sleeper.

From The shadowknight Den:

On November 15, 2003, 3 guilds of Rallos Zek server awakened the sleeper together. After an epic battle of pure zerging, he was beaten down to 27%, upon where GM's repopped the zone. While they first denied doing so, blaming the incident on a script timer bug, a recent post on eqlive.station.sony.com has the lead GM admitting to the repop as they had assumed that some bug was in effect for our three guilds to have done so well.

The next day, 4 warders and the sleeper were respawned by GMs and apologies were posted in addition to exp rewards consisting of some exp (the rez rushing strategy will be explained shortly) and 2 AA handed out to the players in attendance the previous day.

On November 17, 2003, those same 3 guilds returned to Sleeper's Tomb with GM consent and monitoring, and offically re-awoke, and killed the sleeper using the same tactic as the previous battle. The battle lasted a total of about 3 hours, involved well over 1000 rezes and had an attendance of nearly 200 people. The corpse lasted 30 seconds as it held no loot.

The strategy used (as I have been lead to believe) was to forgo the old "Main Tank" method and simply have a truckload of clerics rezzing everyone who died who would then loot up, and rush in to die again. With such a strategy, many people suffered numerous deaths losing large portions of their level even after all their rezzes.

The sleeper hit for maximum of 6999, quadded, and PROC'd a 20k Deathtouch. In addition he had a 20k Targetted death touch, refresh time unknown, no known range limit (he got people numerous times who were sitting down somewhere). He resisted all spell attempts except Manaburn, and Harmtouch. The fight was pure Range/Melee/Pets, and the Manaburn/Harmtouches when they recycled.

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The Plane of Growth

is the home of Tunare, The Mother of All. Also present in this zone is Protectors of Growth, which are relatively unique. They have zone-wide aggro-radius and spawn every thirty minutes. They literally run across the zone to the nearest person every time they spawn. (or, since spawning, develop different aggro based on what happened between when they spawned and reaching said player).

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The Plane of Mischief

is the home of Bristlebane, The King of Thieves. Although revamped, it had always been a bizarre zone where anything is possible.

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Siren's Grotto

An icy cave/grotto populated by sea beings, partially underneath the water, located between Cobalt Scar and the Western Wastes. Find neriad maidens, seahorses, walrus, and enthralled helpers here. Siren's Grotto links Cobalt Scar and the Western Wastes. You have to travel through here to reach The Temple of Veeshan, which is found in the middle of Western Wastes.

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Skyshrine

is a huge dungeon which also houses one of the most powerful Velious first brood dragons, Lord Yelinak. This zone is not dangerous for those who are on the Claws of Veeshan faction of dragons. It is also the place for handing in Kael armor pieces for forging into real armor, dropped by various giants in Kael Drakkal.

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The Temple of Veeshan

is the home of the Claws of Veeshan faction of dragons. The vast majority of end-game velious items are here, with a drastically different "risk vs reward" for any other velious (or previous) zone. Most of the Velious lore is attached with various dragons living in this zone.

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Thurgadin

is the home of the Coldain dwarves, who have live on the icy continent of Velious. The Coldain had to flee their old home after it was conquered by the frost giants. They now live in isolation in the Great Divide.

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Tower of Frozen Shadow

is a midlevel dungeon consisting of roughly 7 different floors of creatures, each with a unique story and design. The tower appears to be something of a school for the undead. There are at least seven levels, all of which require a key to move higher, that have undead on every floor.

The tower's history is shrouded in mystery, but it appears that the once-living members of the tower were brought here to remain safe during the Erudite/Heretic war, but something unknown came to pass and left them cursed to remain here forever.

Tserrina Syl'Tor is rumored to have lived in this castle. There are slashed pictures of Mayong Mistmoore, the vampire, hanging on the walls, but the reason for their destruction is unknown. Students and teachers inhabit the ground floors. In the upper reaches of the castle, you can attend an undead wedding.

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Velketor's Labyrinth

is a 50's level hunting dungeon, notorious for its many crooked icy catwalks that can be easily fell from. Home and profane laboratory of Velketor the Scorcerer, a powerful magician. It was designed with an eye towards security, and is very difficult to penetrate deeply inside.

To move deeper into Velketor's lair you must move vertically over narrow ledges climbing upwards. These ledges and overpasses are covered in tretcherous ice, so you must move carefully or risk falling off. The ledges and overpasses are filled with pit traps, tumbling tresspassers to their deaths below. Spiders here can turn invisible to attack, and many monsters can also see invisible as well. The labrynth consists of two separate areas, the first being the maze (described above), and the keep area, which is where Velketor lives. The keep itself is surrounded by hordes of roaming monsters.

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Wakening Land

is an outdoor zone where Wuoshi the Dragon is found as well as the Plane of Growth. It is a large forested valley on this otherwise frozen continent. The goddess Tunare has a very palpable presence here, and is likely the reason that the area is so full of life.

This zone also is the site of an ongoing battle between the Kromrif and Kromzek and the members of the Court of Tunare. The zone is split up into several general areas, each with their own dangers. The first area most people reach is the area near Kael Drakkal. This area is frequented by the frost and storm giants, and is dangerous to most unless they've made friends with them.

Moving south to the next area, which is another area of interest to many people, is where the Dragon Portal is located. The great dragon Wuoshi makes his home right at the portal. He is on the same faction as Skyshrine, so unless you've made friends there, he will attack you and, unless you're in a very large group or very lucky, most likely kill you.

Farther west lies the geonid tunnels. The geonids are generally friendly, but the tar goos which can be found occasionally there are not, and if they attack you, so will the geonids. Further west lies the entrance to Skyshrine. There is nothing inherently dangerous about this, except that the tigeraptors and tigesaurs live here, and are inherently aggressive to everyone who travels through. Moving back east, most of the top half of the zone is filled with creatures devoted to Tunare. This means that if Tunare doesn't like you (you know who you are) this is probably not the place for you to be. If Tunare doesn't mind you, however, this place is safe. (EQAtlas)

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Western Wastes

is an icy outdoor zone havening many dragons and a couple of high-level dungeons. It is the last remaining home of a large number of dragons on Norrath. They are frequently found roaming the wastes. Many of the dragons are allied with The Claws of Veeshan.

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Notas de juego

 Deities

Bertoxxulous: The Plaguebringer
Followers of Bertoxxulous believe the only truth on Norrath is that everything dies. They view the decay of flesh as a thing of ultimate beauty. The subtle purples of a fresh bruise, the almost irridescent yellow green of an infested pustule, are but a few of the things that His followers relish. It is not suprising that many of His followers pursue the dark art of Necromancy, for to them nothing is more desirable than to be surrounded by beings who, even in unlife, continue to rot and decay. Do not take this to mean that His followers are suicidal or seek a quick death. To the contrary, they wish to live long, painful lives, spreading their dark, diseased stain across all of Norrath. (The History of Norrath, SOE)
 
Brell Serilis: The Duke of Below, Duke of Underfoot
Brell Serilis was first to come to Norrath during the Age of Scale, and from his Plane of Underfoot, a dark realm of vast caves and endless tunnels, he quietly created a magical portal to a cavern deep in the belly of Norrath. Through this portal the Duke of Underfoot seeded the depths of Norrath with all manner of creatures. Brell then returned home, sealing his portal within a labyrinthine chamber of mystical Living Stone. During the Elder Age, he created the Dwarves as part of the gods' plan to keep watch over the dominant dragonkind.
 
Later, Brell returned to create the gnomes, resembling dwarves to some extent, yet more wiry and gnarled, consumed with tinkering with devices more so than their cousins.
 
Followers of Brell Serilis believe that the surface world is a waste of space. They find true happiness in the caves, caverns and tunnels that perforate the belly of Norrath. But this is one of few points that all followers of Brell can agree upon. There are many different factions who all worship Brell. The Runny Eye Clan of Goblins claim he is their father much to the disgust of the Dwarves of Kaladim who know that the Dwarves are the true children of Serilis. But the vicious Gnolls of Split Paw disagree entirely. For was it not Brell who sculpted them out of the sacred Clay of Cosgrove? Followers of Brell Serilis in one form or another can be found nearly anywhere you enter the Underfoot of Norrath. (The History of Norrath, Verant International)
 
Bristlebane: The King of Thieves
Coming to Norrath with the second wave of gods in the Elder Age, Fizzlethorp Bristlebane made the Halflings, short and stubby folk, agile and with a propensity to meddle and even pilfer at times.
 
Followers of Bristlebane believe in having fun, at the expense of nearly all else. Bards, rogues, jesters, gamblers and gypsies are all typical followers. They are almost always very charming, clever, and witty, traits which all Bristlebane followers should strive to have. Mischief in all its forms is encouraged. Practical jokes are performed as if they are the highest of rituals. Very few of Bristlebane's followers are outright wicked in their desires but it is best to keep at least one eye on your purse if they are about. And never let one deal you a hand of King's Court.
 
Bristlebane can be found in the Plane of Mischief.
 
Cazic-Thule: The Faceless, Lord of Fear
Appearing in Norrath with the second wave of gods during the Elder Age, Cazic-Thule, Lord of Fear, was drawn to the swamps and jungles of Norrath and there created the green skinned Trolls and reptilian Lizard Men.
 
Followers of Cazic-Thule fear their Lord and believe that only by causing terror in others will they be spared his vengeful wrath. They strive to beat down and suppress all hope. Fear rules their lives and through fear they rule the lives of others. Pain, misery, violence, torture, living sacrifice; these are the tools of a Cazicite. Many Lizardman tribes are devout followers of Cazic-Thule, but his number of humanoid followers grows daily, a cold shadow slowly engulfing the bright spots of Norrath in a nightmare of horror and pain. (The History of Norrath, Verant International)
 
Erollisi Marr: The Queen of Love
Twin to Mithaniel Marr, she created the Barbarians with her brother during the Age of Monuments.
 
Followers of Erollisi Marr cling to the belief that love conquers all. It should be pointed out that while love is a generally peaceful concept, Erollisi worshippers are not pacifists. They would like to live in a world where everyone loves everyone else and violence does not exist but they are not naïve enough to think that Norrath is that world. They passionate loves of people, places and ideas and are more than willing to fight and die to preserve those things. The dream of every follower of Erollisi is to die in selfless defense of someone or something they love. Many Paladins hear the true calling of their hearts and follow Erollisi Marr. (The History of Norrath, Verant International)
 
Mithaniel Marr: The Lightbearer
Twin to Ellorosi Marr, he created the Barbarians with his sister in the Age of Monuments.
 
The Followers of Mithaniel Marr belive that valor is what separates civilized beings from beasts. His followers live by a strict moral code that prizes truth, honor, and charity. They are champions of the downtrodden and the most noble of warriors. His followers strive to rid Norrath of all things dark and evil, often sacrificing themselves in this never ending quest. They will not rest until the day when all of Norrath is cleansed in Mithaniel's light. They take themselves and their duty very seriously, and have little patience for mischief or mayhem. Many paladins are devout servants of Mithaniel Marr.
 
The Nameless
The creator of the universe and all the gods. (The History of Norrath, Verant International)
 
Prexus: The Oceanlord
During the Elder Age, Prexus created a race called the Kedge, hearty aquatic beings of great mental power and stamina, as part of the gods' plan to watch over the dominance of Dragonkind.
 
Followers of Prexus believe true power lies in the vast depths of Norrath's oceans. They believe that eons ago life first formed in the murky deep and that one day the oceans shall rise again to consume those who are unworthy and to embrace the faithful. The Oceanlord's servants tend to live and work near, on, or beneath large bodies of water. They seek to spread the word of Prexus to all who will hear and defend the oceans and seas of Norrath against any who would cause them harm. Many sailors and fishermen are followers of Prexus. (The History of Norrath, Verant International)
 
Quellious: The Tranquil
Followers of Quellious seek peace. They are not strict pacifists though and will fight to defend themselves and those they care about. The peace they seek is an inner one. They wish to know all there is to know about themselves and the world around them. They thirst for knowledge of their true selves and strive to help others attain enlightenment. It is through the sharing of this knowledge that they believe universal peace can be obtained. If every creature fully understood itself and its neighbors there would be no need for conflict and war. Followers of Quellious often follow a nomadic lifestyle, constantly seeking what there is to know and hoping to find themselves along the way. (The History of Norrath, Verant International)
 
Rallos Zek: The Warlord
At the beginning of the Elder Age, Rallos Zek created the races of giants as part of the gods' plan to watch over the dragon-dominated lands.
 
When Brell suggested a second alliance with the new gods coming to Norrath, Rallos Zek returned to the surface, pleased with his sanction to create even more peoples for his army. He made then the Ogres, massive, unmovable beings of questionable intelligence, and the Orcs, bred for battle and singled-minded in their desire for conquest.
 
Several of the races became bent on expansion and warfare became part of their developing cultures. And of all the races, it was the Ogres who quickly proved the most interested in battle and plunder, and their empire grew outward from their mountain home until it eventually encompassed a large portion of Tunaria, largest of the known continents. Their knowledge of magic grew as did their greed, until they became weary of only Norrath, and when they learned of other planes and dimensions, invaded the Plane of Earth itself. Rallos Zek watched with pride as his creations challenged the gods of that realm, and when they eventually knew defeat, the Warlord himself led a second invasion. The war that ensued shook the heavens and angered the greater gods. Through their combined might, Rallos Zek was finally thwarted and forced back to his domain, after which a great barrier to the Planes of Power was erected, denying entry to both the lesser gods and mortals as well. And then, in what some view as spite and others justice, the gods cursed the Warlord's creations. Thousands of Ogres were slain and their empire collapsed around them. The Giants were spread from one end of the earth to the other, forced to flee their homes as the gods brought snow and ice to their previously lush lands. And the goblins were also cursed, but no writings remain of their punishment as they no longer keep records of their history (which is perhaps some indication as to the severity of their curse). Thus began the Age of Monuments.
 
The followers of Rallos Zek believe in survival of the strong and death to the weak. In the heat of battle is the only place where enlightenment can be gained. The universe was formed by conflict and in conflict it will end. The victors feasting upon the remains of their fallen enemy. No respect or regard is given to the dead, for if they were worthy their hearts would still pump blood through their veins and not upon the soil of Norrath. Followers of Zek are almost exclusively warriors. (The History of Norrath, Verant International)
 
Rodcet Nife: The Prime Healer
Followers of Rodcet Nife take a solemn oath to fight disease and death until one or the other finally claims them. They are very generous and humble, asking little more than the recipients of aid from them pass their kindness onto another. They are not content to deal with the effects of disease and death after they occur and vigorously seek to destroy the sources of these evils. Healers and mystics are typical followers but many noble rangers and paladins also have also taken the Nife Oath. They believe that, through faith in The Prime Healer, the wounded heart of the universe shall one day be mended and death's dark shadow will never be seen again. (The History of Norrath, Verant International)
 
Solusek Ro: The Burning Prince, Lord of Flame
The last curse of the gods came from Solusek Ro in the Age of Blood. The Lord of Flame arched the spine of the Serpent Mountains, bringing heat from the burning sun to the ancient forest. The rivers ran dry, it rained less each year, and while the great elven druids fought long and hard, using their powerful magics to combat the change, they could only delay the inevitable. Slowly the forest gave way to desert, and eventually even great Takish-Hiz crumbled and the elves were forced to flee Tunaria, leaving much of their greatness behind. Thus began the Lost Age.
 
The Followers of Solusek Ro belive in the raw and unbridled power of fire. Fire birthed the world and in fire shall it be consumed. True aggressive action is the only way for one to obtain what is desired. Power is gained by superior force. Followers of Ro have little fear. They are bold and brash, and say what they mean, and do what they say. Social graces are something they neither possess nor desire. They demand the respect of their peers and more often than not, earn it as well. Those who seek true elemental power follow Solusek Ro, and thus many wizards turn to his burning embrace. (The History of Norrath, Verant International)
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Notas de juego

 Miragul

was the first necromancer. He discovered the Realm of Discord.
One of the more adept practitioners of the arts was named Miragul. Unlike and more extreme than the others, he not only abhorred his human brothers on the mainland to the east, but he also grew to hate his fellow Erudites. To him they were both short sighted and narrow. Miragul found this limiting and thoroughly resented the thought of being restricted to one school of thought or another.
 
He soon found others who felt similarly. They were a small but growing group of outcasts who often studied forbidden texts and other knowledge generally kept secret from the majority of students. The council was morally and ethically opposed to much of the information gathered afar by their spies. Miragul found that these outcasts not only studied the three schools of magic, but also a fourth. It was called Necromancy and a few lucky spies had returned from a distant underground city (Neriak, it was called, home of the dark elves) with both their lives and also ancient texts describing this art. Miragul was intrigued, and, by using powerful magic, created for himself four identities, four separate countenances and names, and joined all four schools without the knowledge of the council, nor anyone else for that matter.
 
It came to pass some years later that the council, in its ever growing desire to know all there was to know, both in distant lands and also in its own city, discovered the group of Necromancers. They were branded heretics and great conflict arose. For the first time in several hundred years, the Erudites fought. They engaged in a civil war not entirely dissimilar to that which they had loathed and fled from back on the mainland. But there was one very significant difference – they did not use swords and bows, but rather magic, and the result was terrible. Lives by the hundreds were lost, great buildings and structures destroyed, and eventually the heretics were forced to flee Erudin, to hide and regroup in the southern regions of Odus.
 
Miragul, being a member of all four schools, was not blind to the implications when the conflict began. He left the heretics before they fled the city, abandoning his fourth identity and siding apparently with the council. But this was only a ruse in order to buy time. He soon gathered every artifact and tome he could discreetly steal and then left Odus entirely, taking a ship back to Antonica and to the city of Qeynos. The lands of men, however, were not only to his dislike, but also filled with Erudite spies. Miragul grew afraid, even paranoid, and soon fled again. He headed far to the north and then to the east, wishing to avoid the barbarians of Halas. After many weeks he found himself near the great lake called Winter’s Deep and he hid there for some time.
 
While Miragul waited in secret his mind was not idle. He schemed and planned, and looked over every letter of every scroll and tome he had taken from Erudin. Time passed and his understanding and power grew. But he was unsatisfied and a deep hunger for even more arcane knowledge ate away at him. He soon left his hiding place and began to travel long distances in search of more ancient texts and artifacts. His power had grown and confidence overcame his fear of Erudite spies. Once again he cloaked himself in false identity and countenance and traveled the lands of men.
 
Not far to the south of where his cache of artifacts lay, Miragul soon found another of the new races, the Halflings, and their town Rivervale. The mage feared these small people and their propensity to sneak and to steal, and as his treasures grew in both size and value, he eventually made the decision to move even farther north, and away from all intelligent life. He traveled leagues and leagues, far beyond the range of both Erudite spy and curious Halfling, and eventually came to a vast tundra. This land had no name, and was not until centuries later referred to as merely the Frigid Plain. This frosty and remote environment appealed to Miragul’s heart, for it had grown cold, obsessed with only knowledge and the abstract, and filled with only hatred for others. Creatures with intelligence forced him to be discreet and slowed his acquisition of knowledge and items. He had as little to do with them as he could, only hiding amongst them when absolutely necessary.
 
Under the icy ground of the Frigid Plains, Miragul created a large network of tunnels and rooms in which to hide and study his collection. He used no labor, but rather deep magic to remove the earth from his way. Room after room, passage after passage, he did create to house his store of artifacts. He split his years, spending one score out in the world, exploring and amassing knowledge and items, returning them to his cache, and then the next dabbling with them, experimenting in one of several laboratories he had created.
 
Many years passed, even centuries. Miragul grew old, even though he did his best to extend his life using magical meansightenment when it came to aging, and he soon acknowledged that one day even he would die. Only one aspect of death did he fear, and being no longer able to learn and collect wrought him with terror. As his skin grew wrinkled, and his breath short, Miragul’s time was spent less exploring the world of Norrath and more studying the existential. He soon discovered the various hidden dimensions that neighbored his own, the Planes of Power and Discord. He discovered means by which he could traverse these planes, making portals that led between them. But his strength was leaving him, and his journeys into these realities were short and often unprofitable. More and more, his own mortality limited his reason for living, and the specter of death haunted him daily.
 
The mage’s research into life and death was built upon a foundation he had learned from his fellow outcasts centuries before in Erudin. Necromancy, more than any other art, became Miragul’s obsession. Eventually he discovered a means by which to create portals within his own plane and made them to travel great distances in mere seconds. He traveled back to Odus, to its southern regions, in search of the other Necromancers. Perhaps, he mused, they had unearthed by now a way to cheat death.
 
The mage soon found that the heretics of Erudin had built a city into a great hole that led to unknown depths beneath the earth. This chasm was apparently the result of that huge civil war from which Miragul had fled centuries earlier. The city, called Paineel, though somewhat suspicious, allowed Miragul to enter and after a time he earned its inhabitant’s trust. Many humored the old man and his claims, while a select few respected him and were willing to trade knowledge for knowledge, power for power. They revealed to him the true power of necromancy, the ability to raise the dead, creating zombies and wraiths obedient in every way to their master. Many of the heretics planned to assault Erudin with vast armies of undead, to wreak revenege upon the council that had exiled and made war upon them in centuries past.
 
One important aspect of their necromancy interested Miragul, the fact that the undead ceased to age. Their lives appeared endless and the elderly mage knew that he must discover a way to be like them. He feigned interest in the heretic’s goals, learning spells to raise the dead, helping them raise their undead army. All the while, however, he was experimenting himself, hiding much of his research in the small home he was given in Paineel. After some
 
time he discovered that which he had sought, a way to transform a living being, as opposed to a corpse, into the undead. Unfortunately, time was scarce, for he was tired and almost dead himself, his body deteriorating with age, and the heretics were almost ready to make war once again. 
Miragul then left Paineel, using a small portion of his dwindling life energies to make a portal back to his cache hundreds of leagues to the north. Upon arrival, he withdrew silently to his most secret laboratory and prepared his final spell. Dreaming all the while of endless exploration and discovery, he slowly made ready his ultimate experiment. The enchantment laced with necromancy was finally made, and Miragul hid his remaining and fragile life within the phylactery, a small device he had pilfered from the other necromancers. Clouds of mystical energy gathered and then dispersed, revealing a shell of the man Miragul once was, an undead mage, what ancient scripts and legends called a lich.
 
In his haste, however, Miragul had made a miscalculation. The lich, while retaining all the mystical power of his formal self, lacked a spirit. Only the mage’s soul, now locked within the phylactery hidden deep in the cache, retained the ambition and desire to amass knowledge and power. The spiritless lich possessed none of these human traits, and Miragul’s soul screamed in silence as the undead creature began to aimlessly wander his menagerie of wisdom and enlightenment, his rooms filled with artifacts of power. (The History of Norrath, Verant International)
 
Mordavin Telase An evil follower of Bertoxxulous, he plotted to take over Qeynos.
 
Here is an account of his exploits: Mordavin Telase, the mastermind behind a grand conspiracy to overthrow Antonius Bayle and take control of Qeynos, was apprehended today. A grand trial took place but alas, Mordavin managed to escape. Details of the trial are below.
 
Mordavin was tried and charged with Conspiracy to Commit Genocide, Treason, Destruction of Sacred Natural Resources, Grand Larceny and Murder. After lively testimony from Earron Huntlan, Al`Kabor, Athrin Tashir, Rykonis Sw`Vaye and a host of other citizens, Mordavin's plan was exposed. He unabashedly admitted to each of these charges, thumbing his nose at the jurors and prosecutor.
 
The Bloodsabres sought to destroy all life in Qeynos and the surrounding areas in an effort to take control of the city. Mordavin and the Bloodsabres sought to summon the Avatar of Bertoxxulous and use his power to unleash a powerful and virulent plague that would extinguish all life as far as the Karanas.
 
Athrin Tashir testified concerning the thieves that were ransacking the Temple of Life and attempting to steal their sacred scrolls a daily basis. Ironically, the Bloodsabres needed the research of their mortal enemies in order to find a way to become immune to the very plague they were to unleash. Though most of the scrolls were returned, a great number nevertheless fell into the hands of the Bloodsabres. The research was completed and a way devised to protect them from the plague found.
 
Al`Kabor revealed that the Runed Branding Irons would have been used to brand all those friendly to the Bloodsabres and their causes with a certain sigil. This sigil would have rendered them immune to the effects of the plague. The strange, obsolete words people were finding, when combined with the hidden runes found on the prime numbered diary pages found blowing around the city produced one of several incantations. These incantations are part of the spell that would have been used to summon the Avatar of Bertoxxulous. With the power of the Bertoxxulous, a powerful spell would have been cast that would have released a deadly and virulent plague, the likes of which almost no one would survive. Finally, the strange building materials were to be used to construct a rather large shrine to Bertoxxulous, that would be necessary for the summoning.
 
Holly Windstalker took the stand. She told that the waters in Surefall glade became tainted one day. She and Cros Treewind noticed the taint after drinking from it one morning and immediately alerted everyone in the glade. Though the rangers and druids caught it quickly and were able to purify the waters again, the mate of Mammoth too, drank the water. He became mad with sickness and ran away. In order to prevent spreading the disease, she and Cros both went into the wilderness until they recovered. The bear, perhaps sensing the familiar smell of Cros, found him and in its madness, killed him. In his weakened state, Cros was unable to defend himself and died by one of the creatures he swore to protect. Mordavin admitted that tainting the waters of Surefall Glade was but a simple experiment to test the virulence of the plague that was to be unleashed. It was also a way to settle some old scores with a long standing enemy.
 
Rykonis Sw`Vaye, in order to clear his good name as a legitimate business man, took the stand. Rykonis said that he was contracted by Mordavin to supply the man-power to mine and deliver supplies to the Bloodsabres. Rykonis used his connections (it is rumored that Rykonis works for Donovan, the leader of the bandits) to obtain the manpower necessary to complete the contract. The men mined the high quality granite from the mountainous areas of the Karana near Coldwind Shore and also delivered large supplies of paints.
 
Rykonis admitted to even using gnolls to accomplish this goal, saying that the job was so large, he was unable to get the men needed to complete the contract. So he appealed to his gnollish contacts for more labor. Gnolls tend to work cheaply and are good laborers when properly motivated. He provided his very own stylish Brooch to those that worked for him as a form of identification so he knew who should be paid and who shouldn't.
 
Mordavin became angry at Rykonis for double crossing him and vowed revenge. It was shortly thereafter that several zombies, Rotting Sentries, crawled up from the sewers and began to assault the citizens. In the confusion, one of the zombies managed to free the bonds on Mordavin's hands and he gated away to an unknown location.
 
Lord Vegalys Keldrane, Magistrate and advisor to King Antonius Bayle was charged with the duty of apprehending Mordavin.
 
Calling for assistance from the local populace and relying upon the reports given him by the Rangers of Surefall Glade, Vegalys and the group set out into the Karanas in search of Mordavin. With the help of the tracking skills of the rangers and druids in attendance, Mordavin's hiding place was eventually found.
 
Vegalys demanded that Mordavin give himself up and was instructed to come along peacefully. Mordavin had nothing but insults for the Magistrate. After heated words were exchanged, the Arch Priest of the Bloodsabres became enraged and attacked Vegalys.
 
A battle ensued between the Arch Priest and those that were to be his captors. After several minutes of fighting, Mordavin was seriously wounded. Realizing that he was out matched and out numbered, he gave himself up. However, the words he spoke upon his surrender were eerie. He stated that though he may be captured, he was not defeated, saying that they were too late to stop the events that had been set in motion. Vegalys took the foul priest into custody and he was taken to Qeynos, where he currently languishes in prison awaiting his sentencing.
 
Antonius Bayle was so impressed by the successful and efficient capture of what was surely the most wanted and reviled criminal in the history of Qeynos, that he offered a title and his very own shield to the leader of those that assisted Magistrate Vegalys Keldrane in the capture of this fiend. With Mordavin captured and behind bars, Qeynos citizens and the residents of Karana may now sleep peacefully.
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 DIOSES DE NORRATH

 

Los dioses son muchos, y entenderlos es imposible para ningún mortal. A pesar de que cada raza fue creada por un dios en concreto, los años han hecho que cada pueblo y cada mortal decida entregar su lealtad a un dios u otro. Algunos mortales deciden incluso mantenerse al margen de los dioses y no siguen a ninguno.

A continuación se listan algunos de los dioses más poderosos, que generalmente reciben la adoración de la mayor parte de los mortales. 

 

Innoruuk, Príncipe del Odio: Es el Dios que gobierna el oscuro y  peligroso reino del Plano del Odio (Plane of Hate). Innoruuk es el creador de los elfos oscuros.

Fennin Ro, Tirano de Fuego: Es el Dios que gobierna el Plano del Fuego (Plane of Fire),lugar abrasado y poblado de elementales de fuego y otras abrasadoras criaturas.

Solusek Ro: Es el hijo de Fennin Ro, quien gobierna el Plano de las LLamas (Plane of Flames). En realidad es un semidiós.

Brell Serilis, Duque de Underfoot: Es el Dios a quien se le atribuye la creación de las razas pequeñas que habitan, tal como enanos y gnomos.

Rallos Zek, El Señor de la Guerra: Es el Dios que gobierna el Plano de la Guerra (Plane of War) en el cual las batallas son continuas.

Bristlebane, Rey de los Ladrones: Es el rey de los ladrones.:)

Cazic-Thule, El Sin Rostro: Este Dios solo vive para infligir miedo, destruir y torturar.

Karana, Protector de la Lluvia: Aquellos que la siguen tienen respeto por las tormentas destructoras y también amor hacia las lluvias y los vientos.

Erollisi Marr, Reina del Amor: Aquellos que la siguen son devotos hacia la pasión y el amor, defendiendo con la vida si es necesario, a personas y lugares que compartan sus mismo ideales y se encuentren el peligro.

Rodcet Nife, El Sanador: Sus seguidores se caracterizan por su bondad y humildad, combatientes de la enfermedad y la muerte cueste lo que cueste.

Prexus, Señor del Océano: Sus seguidores son apasionados de las grandes extensiones de agua, cómo los pescadores. Ellos creen que el poder reside en el océano.

Quellious, El Tranquilo: Aquellos que lo siguen, buscan su paz interior a través de sus vivencias por el mundo. Muchos de los monjes siguen el camino de este Dios.

Tarew Marr: Uno de los tres Señores del Plano del Agua. Erollisi Marr y Mithaniel Marr son los otros dos.

Mithaniel Marr, El Invocador de la Luz: Es hermano de Erollisi Marr. Muchos paladines siguen a Mithaniel, quien personifica la gloria de los buenos y la destrucción de los malvados.

Bertoxxulous, Señor de la Plaga: Entre sus seguidores se incluyen necromancers y aquellos que disfrutan con la muerte, el asolamiento y las enfermedades de las tierras de Norrath.

Tunare, La Madre de Todo: Muchos elfos, druidas y rangers son seguidores de Tunare.

The Tribunal, Los Seis Martillos: Una amada deidad de los vastos bárbaros y que simboliza la justicia. Los seguidores del Tribunal, suelen ser mercenarios.

 

 

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LAS TIERRAS DE NORRATH

 

 

Nos encontramos en el año 3075 de la Edad de los Hombres. Mucho ha sucedido desde que los dioses crearon la realidad, y las guerras y los cataclismos han dejado un mundo lleno de heridas, misterios y secretos.

El mundo conocido se divide en tres grandes islas-continente: Odus, Antónica y Faydwer. La comunicación y viajes entre ellas son frecuentes, dado que muchos pueblos dominan la navegación, y el comercio entre los diferentes pueblos es fuente de riqueza y... noticias.

Solo un aventurero experto, que ha dedicado su vida a viajar, puede vanagloriarse de conocer todo Norrath en su extensión, aunque en realidad estaría exagerando. Las tierras son muy extensas, y pocos pueden decir que las conocen bien más allá de su tierra natal. La vida es dura, los viajes peligrosos, los caminos repletos de bandidos, los conflictos armados abundan, y... solo aquel que está dispuesto a defender su vida con su espada puede atreverse a viajar.

 

ODUS

La isla-continente más pequeña. Allí habitan los Eruditos desde hace miles de años, y en su ciudad de Erudin esconden una de las bibliotecas más importantes del mundo. La isla posee bellos parajes y frondosos bosques como el de Toluxxia, aunque está bastante deshabitada.

 

FAYDWER

Faydwer es la mediana de las islas-continente. Los Altos Elfos habitan en la imponente ciudad de Feltwithe, mientras que otros muchos elfos de los bosques habitan en los bosques centrales. Los enanos y los gnomos tienen complejas ciudades subterraneas llamadas Kaladim y Akanon.

 

ANTONICA

El mayor continente, escenario de grandes guerras y conflictos, hogar de muchos y diferentes pueblos. Las principales ciudades humanas se erigen aquí (Freeport y Qeynos), pero existen muchos otros asentamientos. En el valle secreto de Rivervale habitan los halflings, no muy lejos del bosque oscuro donde se esconde Neriak, la ciudad de los elfos oscuros. Al sur Grobb y Oggok es donde los Ogros y Trolls mantienen su antiguos reinos, y al norte en Hallas, los barbaros luchan contra los fríos permanentes. 

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EDAD DE LA ESCAMA

Está escrito que más allá del espacio y el tiempo , una entidad sin nombre existe, la misma que empezó a crear lo que allí hay y estará. Dicen los textos antiguos que de su mente surgieron no solo el Universo y sus incontables soles y mundos, sino también sentimientos, poder, criaturas semejantes a un hombre, elfo o enano, todos ellos deseosos de aclamar a un Dios.

Con el paso del tiempo Veeshan, el Dragón Cristalino, morador del Plano del Cielo,  descubrió el mundo de Norrath y tanto le complació que depositó a su prole en el continente helado de Velious. Con una de sus fuertes garras, Veeshan abrió numerosas heridas sobre la superficie de Norrath, dejando su marca sobre el nuevo mundo. Después los dragones caminaron por la tierra y surcaron los cielos a su antojo. Esta fue llamada "La Edad de la Escama"

 

EDAD DE LOS ANCIANOS

Mientras tanto, los demás dioses empezaron también a darse cuenta del provecho que podían sacar de Norrath. Ambiciosos y llenos de envidia, llegaron a Norrath dejando en ella también su marca.

Brell Serilis fue el primero que vino desde el Plano de Underfoot, un reinado oscuro de gigantescas cuevas y túneles interminables. Brell creó astutamente un portal mágico desde las profundas cavernas al corazón de Norrath. Desde aquel portal, el Duque de Underfoot sembró las entrañas de Norrath con todo tipo de criaturas. Después Brell volvió a su reino, sellando su portal con una habitación hecha de piedra viviente en forma de laberinto.

Más tarde los demás dioses llegaron a Norrath. Tras varios acercamientos, Brell Serilis consiguió convencerles para reunirse y hablar sobre el destino del mundo. Tunare, La Gran Madre; Prexus, El Señor del Océano, así como Rallos Zek, asistieron. Cuidadosamente Brell, esquivando preguntas y ocultando el origen de sus informaciones, explicó cómo Veeshan había descubierto aquel potencial y poderoso mundo y cómo había depositado allí su prole. Las palabras del Rey de los Ladrones salieron de los labios de Brell. Fue él quien propuso que todos aceptaran una alianza de clases. Todos aceptaron excepto Rallos Zek, ignorando el hecho de que el astuto Brell ya había liberado algunas de sus criaturas sobre el nuevo mundo. Los poderosos dioses se dividieron el planeta que se conocería como Norrath con el propósito de mantener a Veeshan, la Reina de los Dragones, bajo vigilancia.

Cada uno crearía  una raza que caminaría por el mundo de Norrath y mantendría bajo vigilancia a la Reina de los Dragones.

 

Brell escogió las entrañas de la tierra y creo a los Enanos, pequeños y fuertes, legándoles las montañas de Norrath. En las profundidades de los océanos, Prexus dejó a sus hijos, los Kedge, criaturas acuáticas de gran resistencia y poder mental. Y en la superficie de Norrath Tunare creó a los Elfos, criaturas de ilimitada gracia y belleza, y Rallos Zek los gigantes. Fieras y formidables criaturas para que defendieran sus territorios.

 

Así comenzó la Edad de los Ancianos.

EDAD DE LOS MONUMENTOS

Era inevitable que las enormes energías desatadas para sembrar el planeta de vida atrajeran a otros dioses, y fueron los Elfos quienes llamaron la atención de Innoruuk, Príncipe del Odio. En una decrépita torre con vistas a los oscuros terrenos del Plano bajo el cuál gobernaba, Innoruk esperó, llenándose del fuego de su Odio hasta convertirlo en un infierno. Maldijo a sus compañeros los otros dioses por no incluirlo en su pacto y juró venganza.

Desde los vestíbulos de la ciudad de los elfos, Takish Hiz, el Príncipe del Odio secuestró al primer rey y reina Elfos. En su reino de pánico y angustia los desgarró psíquica y mentalmente durante trescientos largos años. Luego reunió a los estremecidos prisioneros hechos de luz y los reconstruyó a su imagen oscura y sádica, una retorcida ridiculización de los nobles hijos de Tunare. Depositando a los Teir'Dal, (es como fueron llamados los Elfos Oscuros creaciones de Innoruk) de vuelta a las entrañas de Norrath, las semillas del Principe del Odio vengarían finalmente a éste.

Fizzlethorpe Bristlebane y Cazic Thule fueron los siguientes en llegar a Norrath y Brell se encontró con ellos, arreglando un segundo pacto con estos últimos dioses e inventando otra excusa para crear a más gente en el mundo. Rallos Zek de nuevo los observaba distante, pero esta vez Brell consiguió convencerle para que entrara en el pacto. En las profundidades de la tierra Brell creó a los Gnomos. En la superficie, lejos de Elfos y gigantes Bristlebane hizo a los Halflings pequeños y alegres.

Cazic Thule, Señor del Miedo, se dejó caer por los pantanos y las junglas y allí creó a los verdosos Trolls y a los hombres lagarto. Rallos Zek volvió a a la superficie decidido a crear más criaturas para su ejército.

 

Creó entonces a los Ogros, enormes y poderosas criaturas de cuestionable inteligencia; y a los Orcos, nacidos para la batalla y con la conquista como única idea en la cabeza.

De este modo, las viejas razas de Norrath comenzaron a crecer y expandirse. Las aldeas se convirtieron en ciudades y las ciudades en reinos. Muchas de las clases comenzaron a desarrollar culturas. Fueron los Ogros los que rápidamente se interesaron por la batalla y su imperio se expandió desde sus montañas hasta un gran porción de Tunaria, el continente más grande conocido.

Su conocimiento de la mágia creció como lo hicieron sus territorios, y cuando conocieron la existencia de otros planos y dimensiones,  invadieron  el Plano de la Tierra. Rallos Zek vio con regocijo como sus creaciones retaban a los dioses de ese reino y cuando ellos se creyeron derrotados, el Señor del la Guerra condujo una segunda invasión. La tremenda guerra que comenzó agitó los cielos y enfadó a los dioses mayores. Con su poder combinado,   Rallos Zek fue finalmente forzado a retroceder a sus dominios y una gran barrera se elevó frente a los Planos, denegando la entrada a los dioses menores y mortales. Luego los dioses maldijeron las creaciones del Señor de la Guerra. Miles de Ogros fueron abatidos y su imperio destruido. Los Gigantes fueron perseguidos de una punta a otra de la tierra, forzados a dejar sus dominios cuando los dioses llevaron a ellos la nieve y el hielo.

Así empezó la Edad de los Monumentos.

 

EDAD DE LA SANGRE

Cuando todo pasó, los últimos dioses llegaron a Norrath. Mithaniel Marr, Dios del Valor y Erollisi Marr, Diosa del Amor, crearon a los Bárbaros, una fuerte raza que habitaría en la tierras del norte, cerca de las ruinas del antiguo imperio de los Gigantes. Los Bárbaros crecieron en una cultura guerrera y ya que  las otras civilizaciones estaban en su declive, la minoría de los Bárbaros vio una oportunidad de triunfar donde los demás habían fracasado. Así, esta minoría se fue abriendo camino, guerreando con cada raza que encontraban. Y a medida que avanzaban por la tierra, peleando con cualquier raza que encontraban en su camino, su movimiento comenzó a crecer. Y aunque esto trajo guerra y desolación, también había esperanza.

Así comenzó la Edad de la Sangre.

 

EDAD DE LAS LUCES

La última de las antiguas razas en decaer fue la fortaleza de los Elfos. Se había expandido mucho y había grandes ciudades y aldeas construidas en lo alto de los arboles en donde habitaban los elfos del bosque. Fue cuando llegó  la última maldición de los dioses, Solusek Ro, Señor de las Llamas, arrasando los bosques con su devastador poder. Los druidas lucharon duramente para combatir el cambio pero lo único que hacían era demorar lo inevitable. Los bosques dieron paso a lo desiertos y los elfos se vieron obligados a abandonar Tunaria. Esta época vino a llamarse " La Edad de la Perdida"

En el siguiente periodo de la historia de los habitantes de Norrath, las razas élficas se reagruparon y restablecieron a si mismos. Un pequeño grupo de Bárbaros con una manera distinta de pensar, fueron ganando intelectualidad y expandiendose rápidamente por las tierras, estudiando el arte de la geomancia. La Fortaleza compartida, como eran llamados esta raza de humanos perdida, llevó el conocimiento a lo ancho del mundo, pero luego murieron rápidamente por razones desconocidas. Ellos fueron los ancestros de cada humano de Norrath y aún se pueden encontrar pequeñas reliquias y ruinas desde Odus hasta Faydwer.

Después de la caída de la Fortaleza Compartida, los que quedaban, muchos de ellos en el centro de Tunaria, se movilizaron habitando las vastas y fértiles llanuras de Karana. Las aldeas prosperaban y se hacían cada vez más numerosas conviertiendose finalmente en ciudades. En el oeste una fuerte y noble banda de humanos conducidos por Antonius Bayle "El Primero", fundó la ciudad de Qeynos. Freeport al este, siendo un activo y peligroso puerto de llamada para aquellos que se aventuraban en "Oceans of Tears". 

 

El gran continente de Tunaria, pasó a llamarse Antonica.

Por poco tiempo hubo paz entre los humanos, pues pronto muchos de ellos se cansaron de la vida cotidiana, olvidaron las promesas y muchos de los grupos abandonaron sus alianzas y su pasado, entregándose a la violencia y recordándole a las masas, porque tuvieron que huir del Norte.

Exploradores y aventureros llevaban historias sobre elfos, enanos y otras extrañas criaturas, así como descripciones de antiguas ciudades abandonadas.

Algunos incluso volvían con un mínimo conocimiento de hechicería y de las artes místicas. Cuando la minoría descontenta oyó esto, se tornaron celosos.

Un frágil hombre de gran inteligencia llamado Erud condujo a este grupo y entre ellos formaron un consejo.

Rápidamente comenzaron a comportarse de manera irritable y a disgusto con su conciudadanos. Llevando consigo una red de espías detrás, los seguidores de Erud huyeron de la ciudad de Qeynos y embarcaron en una pequeña flota de barcos. Se dirigieron al oeste y desembarcaron sobre la costa de la isla de Odus. La tierras estaba inhabitada y en malas condiciones para el consejo y sus gentes. Rápidamente construyeron una ciudad a su  estilo, totalmente diferente  de Qeynos y Freeport. Fue bautizado con el nombre de Erudin y allí los escribas y estudiantes llamados a si mismos "Altos Hombres", se congregaron para analizar informes y recopilar libros y pergaminos así como otros artefactos donados por sus espías.

 

 

Así fue cómo nacieron los primeros magos humanos que venían de la antigua fortaleza compartida. Brujos, hechiceros y encantadores llenaban los grandes vestíbulos de Erudin incrementando cada vez más sus poderes  y conocimientos.

Esta fue llamada "La Edad las Luces"

 

 

 EDAD DEL DESORDEN

Pasaron algunos años y este pequeño grupo de Eruditos descubrió el arte perdido de la necromancia. Les consideraron herejes y hubo un gran conflicto. Por primera vez en muchos años, los Eruditos lucharon pero a diferencia de otras guerras, en esta las espadas y los arcos brillaron por su ausencia. El resultado de la batalla mágica fue terrible. Se perdieron mucha vidas y se destruyeron muchos edificios. Los herejes se vieron obligados a huir de Erudin, ocultándose y reagrupándose al Sudeste de las regiones de Odus. Los herejes construyeron su propia ciudad en las profundidades de la tierra y la llamaron Paineel.

Así comenzaba "La Edad del Desorden"

En esta edad te encuentras a ti mismo y con una época llena de esplendor. Las razas élficas han comenzado a reclamar su gloria. Las razas más jóvenes han madurado y activado una fuerte economía a lo largo de Odus, Antonica y Faydwer. Existen gran variedad de alianzas y facciones, amigos y enemigos, conspiraciones y esquemas, y el mundo de Norrath está listo para la acción. Prepárate para la aventura, busca aliados, conocimientos y sumérgete dentro de un rico mundo de mazmorras, torres, criptas, infinitos planos y realidades más allá de tu imaginación. Aprende tus habilidades, adquiere experiencia, busca tesoros y equipo, haz amigos y encuentra a tus enemigos.