Archive for the ‘Beta Fanfiction’ Category

Player Lore from EverLore on WebArchive   Leave a comment*/*

Posted February 1, 2016 by Michael in Beta Fanfiction

FanFiction: Xanit K’Ven   Leave a comment

First Overlord

Salvation for the Teir’Dal race came in the person of Xanit K’Ven, a Secondborn Teir’Dal warrior who emerged from the chaos of the bickering Teir’Dal nobles to unite his people under one purpose. Much to the chagrin of the great and ancient Firstborn dark elves, this young warrior would one day become the finest diplomat and tactician the Teir’Dal had ever known. Xanit K’Ven, tired of the bickering and infighting and wishing only to pursue his own mastery of the warrior’s art, had left Neriak and served as a mercenary under the banner of the Rallosian Empire during the conquest of Tunaria. As the giantish races assaulted the planes of the gods, K’Ven learned valuable strategies and tactics from them, even though he was nearly beneath their notice. Deeply moved by the strength of a unified warrior race, K’Ven adopted Rallos Zek as his own patron deity.

As such, K’Ven worked his way up through to the rank of Captain, and he witnessed firsthand the initial assault of the Rallosian Empire against the mighty walls of Takish-Hiz. As the siege of Takish-Hiz would take many months due to her mighty defenses, young Captain K’Ven secured leave from his superiors, who had come to value the dark elf’s skill and intelligence, to return to Neriak to recruit more Teir’Dal to fight alongside the giantish races. Still having some loyalty to Neriak and fearing that the Rallosian Empire’s next move after taking Takish-Hiz would be an invasion of Neriak, Xanit had an ulterior motive for leaving the siege, for he wished to bind his own people to Rallos Zek, leaving behind the useless hatred and infighting espoused by Innoruuk’s worshippers, and thus put off what he foresaw as the inevitable slaughter of his people. King Naythox Thex I and Queen Cristianos Thex listened carefully to K’Ven, for he was a skilled and passionate orator. He spoke lyrically and purposefully of the might of the Rallosian Empire, and suggested that the Teir’Dal needed to ally with them or face destruction; being both wise and intelligent, he did not yet make any mention to his monarchs of his own conversion to Rallos Zek’s church. As a diplomatic move to preserve the Teir’Dal from danger, the dark elf king and queen declared K’Ven “Overlord of the Teir’Dal Empire.” This was a token title at best, since the Teir’Dal had to date fought only between themselves in their dark homeland and cared little for events which transpired up in the surface world. The newly appointed Overlord was also given a token force of seven scorewarriors, all younger sons and daughters, lesser cousins, and the like, recruited from various feuding noble houses, to rejoin the Rallosian Empire’s army.

Even as K’Ven and his new army were still underground, however, just beginning their return to Takish-Hiz, the curse of the Rathe was levied upon the armies of the Rallosian Empire for daring to assault the Planes of Power. This curse killed most of the giants and goblinkind, and reduced the remainder to relatively simple-minded brutes. Overnight, the Rallosian Empire was destroyed. And so, although the act was not of his own hand, Innoruuk’s vengeance against the races created by Tunare, Brell, Prexus, and Rallos Zek was nearly complete. Overlord Xanit K’Ven did not return home immediately after the fall of the Rallosian Empire, however, for he saw now an opportunity to harry elven villages within the Elddar Forest and forge his recruits into a unified force — for already he had been forced to step in and end their petty arguments and bickering on several occasions, twice with lethal force, and they had learned to fear and respect him. After sacking several elven settlements, Xanit unexpectedly brought his legion against other races, including various groups of goblins, orcs, kobolds, and frogloks of eastern Tunaria.

Over the course of the next few months, with just the 140 Teir’Dal over whom he’d been given command, Overlord K’Ven regularly sent couriers home to Neriak with reports of victories against the hated light elves and other races. He also sent home large supply trains loaded with plunder. In time, the Teir’Dal began to listen to these reports from the surface world with renewed anticipation until, at last, they began to forget their petty feuds and instead began sending more fresh troops to represent their noble houses for the glory of the Teir’Dal Empire.

Xanit K’Ven united the Teir’Dal by giving them a multitude of new enemies upon whom to focus their hatred. Plunder taken from the weaker races stimulated the prosperity of the Teir’Dal Empire, creating more and more interest, especially among the disaffected Second- and Third-born, in joining the Overlord’s army to campaign in the surface world. Innoruuk was pleased by this new young Overlord’s actions, for the Teir’Dal began to turn their hatred outward against the light elves and the other peoples of his hated foes —and as their enemies began to fear and hate the Teir’Dal, so too did Innoruuk’s power grow. Of course, Innoruuk became furious upon learning that Xanit K’Ven followed Rallos Zek, but nevertheless, the Overlord still served Hate, and the seers now foresaw the Teir’Dal rising to their destiny.

The rise of the Teir’Dal, led by Overlord Xanit K’Ven, soon brought Innoruuk the power of a major god in the world of Norrath and on the outer planes. K’Ven’s great service over the decades, even though the Overlord himself ever professed service only to Rallos Zek, truthfully did more for Innoruuk than for the God of War, who was too much diminished at that time to reap any real benefit. Innoruuk was so greatly pleased, in fact, that he held his wrath against K’Ven in check, for a time, even though the Overlord’s refusal to worship Innoruuk angered the Prince of Hate as few other things ever had.

The Fall of Takish-Hiz
In time, fate dealt the Teir’Dal a good hand, for Solusek Ro raised the Serpent Mountains near the elven homeland of the Elddar Forest. The magical city of Takish-Hiz, which many believed impregnable, was half ruined by tremendous earthquakes resulting from massive shifts in the landscape. The moisture cut off by the Serpent Mountains quickly (at least quickly in the eyes of elves and gods) turned the Elddar into a desert. Having learned much from his years as a mercenary of the Rallosian Empire, Xanit would not allow this opportunity pass.
In the years that followed, Xanit’s continued success on the battlefield impressed even mercenary squads of trolls and ogres enough to swell the dark elf commander’s ranks. Duels between Xanit K’Ven and some of the most powerful ogres and trolls secured the Overlord’s reputation as one of the greatest swordsman in all Tunaria, and perhaps all of Norrath (muddled stories suggest that K’Ven engaged the mighty General Seru of the Combine Empire in a personal duel, but that seems unlikely, as the Combine Empire was yet an age removed). The ogres and trolls eventually proved fiercely loyal to their new commander, who always treated his troops fairly, and served as superb shock troops for his Teir’Dal army. Overlord K’Ven then contacted the Unkempt Druids, convincing them to aid his army in a singular assault against the elven capital of Takish-Hiz. When questioned by angry Teir’Dal nobles about allying with the Unkempt Druids, Xanit explained that the Unkempt Druids had long disdained the unnaturally constructed city of Takish-Hiz.

(They were opposed to all things not constructed by nature. To the Unkempt Druids, the highly advanced, magically created city of Takish-Hiz represented an extreme “unnature” they vehemently opposed.) Nevertheless, in this alliance, Overlord K’Ven earned the disapprobation of many powerful Teir’Dal — even among those who did not already have cause to fear and hate him.

On the appointed evening, during the blackness of a new moon, spies from the Unkempt Druids who had infiltrated the Takish-Hiz city guard slew the gate guards and opened the gates of the city. Outside, the Overlord’s army waited in the darkness. The Unkempt Druids gave the Overlord’s army the keys to Takish-Hiz, which until then few believed could ever fall. Surging forward, the Overlord’s beefy ogres, grisly trolls, and light-stepping Teir’Dal raised their weapons as one. Overlord K’Ven’s army appeared and entered the already half-abandoned, sand-worn city, putting the few remaining elves to the sword. An old escape passage allowed King Tearis Thex and his closest elves to escape and take refuge in one of the remaining outposts of the Elddar Forest. The light elven race was now poised on the brink of extinction, with few options should the Teir’Dal Overlord’s army march on them. Innoruuk looked smugly on as his creations exacted his vengeance upon the last of the elder races. Finally, the Dark Prince’s vengeance was complete.

Return to Neriak
With fires burning throughout Takish-Hiz as his army pillaged and sacked what remained, the Overlord began planning a return to Neriak. However, Innoruuk’s agents now spoke to the king and queen, feeding their already great hatred and telling them that Xanit plotted to overthrow them and assume the throne. Agents also spoke with the Firstborn rulers of the noble houses, most of whom were already were angry with the Overlord for some perceived slight or another. Knowing full well that the majority of the lesser Teir’Dal would probably support seeing Xanit K’Ven wear the crown, the king and queen immediately summoned the Overlord to their court.

In Neriak, K’Ven appeared before the king, queen, and nobles in their High Court, basking in his victory. However, with the elder nobles backing him fully, King Naythox charged Overlord K’Ven with high treason for consorting with the Unkempt Druids, and sentenced him to death on the morrow. Powerful extraplanar agents and clerics sent by Innoruuk himself then emerged from the shadows to shackle Xanit — but not before the warrior lunged forward with lightning-quick speed and beheaded the king with a single scissoring stroke of his twin blades. Agents of Innoruuk then took Overlord K’Ven into their custody and a Teir’Dal wizard magically transported them to the Plane of Hate.

Some Teir’Dal legends say that Xanit K’Ven waits in perpetual slumber to be awakened by the all father should the Teir’Dal ever find themselves facing their doom. The Teir’Dal Empire diminished somewhat in the years following Overlord Xanit K’Ven’s disappearance and the death of King Naythox Thex I, although Innoruuk’s power continued to grow. The Teir’Dal spread his doctrine of vengeance, spite, and loathing across the land by more subtle means than putting all others to the sword, as had been K’Ven’s method. Over the ensuing decades, the Teir’Dal became so strong that Innoruuk pulled all of the First back to his home plane to serve as guardians and planners for further conquests.

(Fanfiction regarding guild Leader of EQ1 Vallon Zek guild named the same)

Skulking Brute   Leave a comment


Skulking Brute. Burrowing through the very crust of Norrath in search of prey, the Skulking Brute is a creature of unrelenting hunger. Many brave adventurers have fallen beneath a Brute’s onslaught of hammering fists and gnashing teeth. From where the Skulking Brutes originate is unknown but rumors abound. Some say they are the creation of a mad Erudite wizard while others claim they were made by Brell Serilis himself. On one point all can agree: it is best to be where a Skulking Brute isn’t.

Posted May 31, 2011 by Michael in Beta Fanfiction, Everquest Lore

Goblins   2 comments


Goblins are nasty scavengers. Everything they own or work with they either discovered or stole from somebody. Because of their lack of ingenuity, goblins are either found raiding towns, or in their lairs, which are typically primitive villages or damp natural caves. A solitary goblin is rarely a threat to even the most novice warrior, but their nature is to form clans and strike in groups. Wise adventurers, wary of that fact, avoid goblin settlements unless their numbers are also great.

Posted May 31, 2011 by Michael in Beta Fanfiction, Everquest Lore, Goblin

Gargoyle   Leave a comment


Carved from stone and then animated by powerful magic, the gargoyle is a fearsome foe indeed. Often mistaken for statues until it’s too late, gargoyles will strike suddenly. Their skin being virtually impenetrable, combined with their ability to fly, makes them almost impossible to damage much less hit at all.

Posted May 31, 2011 by Michael in Beta Fanfiction, Everquest Lore, Gargoyle

Froglok   Leave a comment


Step carefully in the swamps of Norrath for they are the domain of the Frogloks. Decades of slavery and persecution have hardened these once timid amphibious creatures into fierce guerrilla warriors. Many Troll war parties have fallen to swift and vicious Froglok ambushes. However, if treated with respect and well being, the Frogloks can be the greatest ally an adventurer can have while traveling the dangerous swamplands of Norrath.

Posted May 31, 2011 by Michael in Beta Fanfiction, Everquest Lore, Froglok

Brell Serilis, Duke of Underfoot   Leave a comment


Brell Serilis, Duke of Underfoot. The plane of Underfoot is ruled by this curious being. He rules over all sorts of creatures, good and evil, that normally dwell underground. Legend says he is also the creator of the Dwarves.

Innoruuk   Leave a comment


Innoruk is a tall and twisted being who rules the Plane of Hate. There is no safety in his world, no open spaces, only dark alleys and dwellings inhabited by the nastiest of creatures, including powerful undead. Legend says Innoruk is the father of the Dark Elves.

Beta Maps   Leave a comment






















































































Beta: The History of Miragul   Leave a comment

It is rumored amongst most of the intelligent races of Norrath that first came the Dragons. Whether this is fact or Dragonkind propaganda is not important, for which is more vital, the truth or what the truth is believed to be? It is said that thousands of years ago the world known as Norrath was noticed by Veeshan, the great Crystalline Dragon who rules the Plane of Sky. Pleased with the conditions on Norrath , Veeshan deposited her brood onto the frozen continent of Velious. Then, with one swipe of her mighty claws, Veeshan opened several great wounds on the surface of Norrath, thus staking her claim to this promising new world.

Veeshan was not the only being to see the potential Norrath offered. From his Plane of Underfoot, a dark realm of vast caves and endless tunnels, Brell Serilis quietly created a magical portal to a cavern deep in the belly of Norrath. From there the Duke of Underfoot secretly seeded the underworld of Norrath with all manner of creatures. Brell then returned home, sealing his portal within a labyrinthine chamber of mystical Living Stone. It is rumored that the Heretics of Paineel know the location of Brell’s portal and seek to tap its power, but Heretics are tight lipped and rumors are rumors.

Of the Erudites, Necromancy, and the rise and fall of Miragul as told by Aradune Mithara, sometimes historian, more often Ranger Lord, Outrider of Karana.

Over three thousand years in the past humanity was in its infancy. Mankind dwelled in the center of Antonica, spreading out slowly to inhabit the vast and fertile plains of Karana. Villages appeared and prospered, several reaching the size of towns, and two even became cities — Qeynos to the west, and Freeport to the east. Humanity, much to the disdain of the elder races who watched from afar, was strong — it rapidly gained a solid foothold in the world of Norrath and was there to stay.

This is not to imply, however, that humanity was at peace. Early on small groups formed, some linked by similar appearances, others by common goals. 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. They had broken away from the lands of Halas and their barbarian brothers in the name of peace, and these leaders insisted that humanity adhere once again to those principals to which all had agreed.

Their cry was not totally ignored, and the fighting subsided. Villages were encouraged to trade with one another and to respond to competition nonviolently. An economy based largely on agriculture appeared and the villages and small towns were surrounded by large farms. Most of humanity’s leaders were pleased with this, wanting nothing more than peace and food on every man’s table after a hard day of work. A few, however, wanted more. Even though their people had risen well beyond the standard of living endured by their barbarian brothers to the north, they were not content. 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, fragile 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 were then born – wizards, sorcerers, and enchanters occupied the great halls of Erudin and grew immensely in both power and knowledge.

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. They created schools of thought, categorizing magic into three groups and assigning themselves to three classes: Wizards, Sorcerers, and Enchanters. 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 identify 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 means. There was a limit to his enlightenment 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 inhabitants’ 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 revenge 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 heretics’ 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.