Category Archives: Combine Empire

The Varsoon Collection, Volume 1 – Varsoon and the Combine Era


This book is titled “The Varsoon Collection, Volume 1 – Varsoon and the Combine Era”. It is a complete volume that details the rise of a young mage during the Combine Era.
The following compilation is a brief presentation of the legends and myths of the mage, Valdoartus Varsoon, known to many simply as Varsoon. Much work was done to separate the facts from the fiction in order to bring this work to you, the reader. The following volume begins with the first known appearance of this mysterious mage, compiled from what little records actually exist from the Combine Empire.

The first known account of Varsoon comes from a series of ancient scrolls that were found, surprisingly enough, in an empty ale keg in the lost city of Kaladim. The scrolls tell the tale of a young mage by the name of Valdoartus, and how he achieved an amazing feat. For the first time in the history of the Archesian Order, a mage solved all seven of the Ember Conundrums on his first attempt.

The scrolls continue to tell of this mage’s rise to fame by detailing several more accomplishments that would soon follow. Valdoartus, not content with solving the Conundrums as easily as he had, began to search for a previously unknown Conundrum. He spent the next several years altering the methods in which fire could be drawn from stone, until he finally mastered the technique of the Yellow Flame.

With the Yellow Flame inscribed on the front page of his spellbook, he went before the Illucidic Council and offered to give them a demonstration of the Eighth Conundrum. Once the Yellow Flame had achieved it’s highest temperature, Valdoartus used nothing more than a single fig leaf to transform it into a Pillar of Earthen Lore.

Once his demonstration was over, the Council convened for the next fortnight. When they re-emerged, they proclaimed the Eighth Conundrum truly did exist and that Valdoartus would be credited as its discoverer. Not only would this solidify his name as a respected mage among the Illucidic Council, it would also open the way for future discoveries.

Due to his discovery of the Eighth Conundrum, Valdoartus Varsoon was granted access to the most secret of all magicks – Planar Thaumaturgy. He would spend the next several years researching the most simple of spells within this line of magic until finally attempting his first spell. After a grueling twelve hour ritual, he opened a rift between the planes.

Already prepared for his journey, Valdoartus stepped though the rift and began his journeys through the planes. Not much is said in the scrolls about the specific details of the journeys themselves, but the scrolls do highlight many of the artifacts that he brought back with him when he returned.

The scrolls are rather vague about the specifics about the artifacts, but they describe them as being unlike anything anyone had seen before. Of all the artifacts only three were mentioned in detail. One of the artifacts was an egg that burned to a crisp anything that touched it, yet were it to be placed within a ceramic vase, it would glow as bright as the sun in the sky.

One of the other artifacts that Valdoartus brought back with him was named the Whisper of Marr. Its description is rather odd, for the scrolls claim it was shaped like a creature not unlike a rabbit and also made from pure crystal. When set on a table made from a sapient apple tree, the Whisper of Marr would turn pink and quietly say the word “Glorious.” Anyone within earshot of the Whisper would wake up the next morning and find a pouch in their hands containing exactly three pieces of gold.

The only artifact that Valdoartus purportedly kept for himself was a small cup carved from ivory. Upon its lip were etched letters in an unknown language. Never being seen without it, Valdoartus was constantly questioned as to its function. The only answer he ever gave was, “It is the greatest discovery I have ever made.”

Places of Norrath: Qeynos


Overview of Qeynos

The free city of Qeynos controls most of the plains to the west of the Serpent’s Spine Mountains. The city is ruled by the firm yet just hand of Antonius Bayle IV. Qeynos represents the pinnacle of human achievement and is a haven from the fierce wilderness of Norrath. Bayle is a well-liked and respected leader, but the seeds of corruption are being sown by the Circle of the Unseen Hand and their allies in the city guard.

Qeynos is set atop small cliffs that run along the coastline to the west. Due to their composition of eroding sandstone and rock, climbing them is virtually impossible. The cliffs act as a natural barrier, making Qeynos impenetrable to attacks from the west or from the ocean. At a low point in the cliffs, the people of Qeynos have built a treat pier, protected in a harbor naturally formed form the stone and a bend of in the coastline.

The ocean is a deep, dark blue. The waters are usually fairly calm, although waves crash roughly against the cliff base. Many ships safely come and go daily from Qeynos’ harbor. These include naval, fishing, trading, and transport vessels from Erudin. Adventurers and tradesmen will often been see at the docks, awaiting one of the two vessels that travel between the two coastal cities through the oceanic pass known as Erud’s Crossing.

Northern Qeynos
Northern Qeynos is, in fact, the original City of Qeynos. During an invasion of the city a surprise night attack that started a war many years ago, the southern and eastern walls took heavy damage. Some of the buildings in these areas were destroyed but the militia and able-bodied citizen fought the invasion and saved much of the city including the palace. Later, instead of fixing the old castle wall, it was decided to expand the city of Qeynos by building a new one further out.

Most of the buildings in Northern Qeynos are very old looking, but a few have been remodeled or rebuilt. Made mostly of gray stone blocks and brown bricks, the houses and shops in this area are now showing their age. The paint is worn away and dark vertical trails have formed from rain water erosion. These buildings are sturdy and have been around for ages, but were obviously built for function over style during Qeynos’ early years when the kingdom was small and poor. From the towers and some of the outer walls of the city hang cloth flags and banners, displaying the colors and insignia of the kingdom of Qeynos.

A local tribe of gnolls, the Darkpaw has become a stubborn and enduring threat to Northern Qeynos, striking terror in the civilian population due to their constant raiding. While the city guardsmen have valiantly fended off the assaults, the have failed to stop them outright. At their wits end, the frustrated citizens have taken to offering adventurers a bounty in return for the delivery of gnoll teeth an fangs

Southern Qeynos
Southern Qeynos holds in it the main docks for passage between Antonica and Odus. This is a bustling area full of people transporting their wares between the two continents. Also on the ships logs are adventurers seeking new wealth and new fame that can be found in the different lands.

The Southern District of Qeynos also houses the bank that is heavily guarded by barbarian warriors. Near the bank lies the Ground of Fate. This is an area where combatants can prove their skill in combat with one another. The ringing sounds of sword melee can often be heard throughout the entire city.

Many guildhalls lie in South Qeynos where they can train young students interested in their art. Though Qeynos is a grand city, beggars and rats can often be found in dark corners.

Qeynos Catacombs, the Qeynos Aqueduct System
Located in the sewers below the human city of Qeynos, the Qeynos Catacombs is a large system of aqueducts. At first glance the sewers seem to be a normal rat infested dungeon with a variety of colorful graffiti written on the walls. But there is a dark secret hidden in the catacombs. Minions of the dark god Bertoxxulous, the Plague Bringer, have set up a secret shrine and base of operations within the catacombs. Entrance into the catacombs can found in the northern and southern sections of Qeynos; some hidden and some not so hidden.

Minions of Bertoxxulous roam the hidden passages; all not allied with his minions should avoid the secret tunnels. The rest of the catacombs are fairly safe for most adventurers.

The Lineage of Antonius Bayle
After the fall of the Combine Empire, the majority of humankind spread out and occupied the center of what was then called Tunaria. These humans lived in small villages upon the fertile plains of Karana. Over time the villages prospered and grew into small towns. Two of these towns were so successful as to grow into full-fledged cities. On the eastern coast, Freeport grew as a dangerous and bustling port of call frequented by those braving the journey across the Ocean of Tears. To the west, the city of Qeynos grew under the noble rule of law under a man named Antonius Bayle.

Humanity continued to prosper and grew strong. Much to the disdain of the elder races, the humans chose to rename the continent after one of their own, rather than a god. From that point forth, the continent was known as Antonica, in honor of all Antonius had done for the people of the races who lived there.

Antonius I was successful in incorporating the lawful city of Qeynos. He was given the role of ruler around the age of 25. For his success in bringing together the humans of the Plains of Karana and for founding the city of Qeynos, he was named “The Great Unifier.”

Antonius Bayle II became ruler of Qeynos when he was around 36 years of age. He led the movement to rename the continent of Tunaria to Antonica, ostensibly after his father. Of course, there were those who noted that he also shared the name of his father. During the period of his reign, the heretic Erudite necromancers revolted and left Erudin. Shortly thereafter, the disaster which formed The Hole occurred. Thus began what is known as the “Age of Turmoil.” Antonius II became known as “The Great Defender.”

Antonius Bayle III grew up during the beginning of this Age of Turmoil. During his childhood, he witnessed the construction of the heretic city of Paineel and saw Sir Lucan take control of the city of Freeport. When he came to power at the age of 26, he did his best to remain neutral and, as such, was named “The Great Diplomat.” Antonius Bayle III, for reasons unknown, chose to break tradition and name his first son Kyle rather than Antonius. In an attempt to establish a new seat of power in Antonica and extend his lands southward, Antonius III charged his eldest son Kyle with the expansion. Kyle left with a cadre of men to find a suitable location and to begin building.

A great deal of time passed without hearing any word or report of progress on this project. Antonius Bayle III sent a series of scouts to investigate but none ever returned. Kyle, his men and those sent to investigate were never heard from again. Roughly 25 years after the mysterious disappearance of Kyle, Antonius Bayle III had another son. This one he chose to name Antonius and he became Antonius Bayle IV. At the age of 24, Antonius Bayle IV was installed as the ruler of Qeynos, which he remains to this day.

It is believe that it will one day become tradition for the ruling leader of the Bayle line changes his/her name to a variation of Antonius upon taking the throne in honor of the first Antonius Bayle.

Antonius Bayle IV
Antonius Bayle IV is a highly devout Paladin of Karana. Though still relatively young, he is about as righteous, lawful and goodly as they come. He rules the city of Qeynos and its territories with a firm, but just hand.

He is simply referred to as “ruler”. Though some citizens may call mistakenly call him Your Honor, Grace and even Your Majesty, he does not expect to be referred to as such. He prefers to be called “Lord” if any title must be used. In his humility, he finds himself mildly embarrassed when referred to by any of the more lavish titles bandied about by those citizens who view him in awe – even as king – but know no better.

He considers himself a citizen in service to the city and views his role as the benevolent protector of Qeynos and the surrounding area. The government of Qeynos consists of the Circle of Ten, which is comprised of the heads of each of the guilds, including the Merchants of Qeynos, the Captain of the Guard (Kane Bayle) and a few of the more influential lords of the city.

Antonius Bayle holds veto power over the council and only Antonius may declare war or enter into treaties on behalf of Qeynos. The council may remove Antonius by unanimous vote, in which case a new ruler would be selected by popular election.

The Bayle line is by no means a hereditary monarchy. It is possible that some day a non-Bayle could rule Qeynos. In the simplest terms, the Bayles are very wealthy landowners who have a long history intimately attached to the city of Qeynos. Antonius IV is an incredibly popular, well-loved and respected ruler. This is due in part to his selfless personality, humility and devotion to his duties to the city and its people. It is also due to the trust the people have put in the Bayle lineage for producing skilled, trustworthy and reliable leaders.

The city of Qeynos oversees and protects most of the land west of the Serpent’s Spine, which includes the Plains of Karana. Qeynos represents the pinnacle of human achievement in the eyes of many. Though Antonius thinks of the Plains of Karana as his own, these feelings are best described as protective rather than possessive. He would also never state these feelings out loud for fear of angering one of his constituents.

The Bayle family tends to have children later in life. In fact, Antonius IV was born a full 35 years after the disappearance of Antonius III’s first son, Kyle Bayle. Kane Bayle was born two years after Antonius IV.

Antonius IV never knew Kyle. All he knows of his older brother is what was learned through stories told by his elders. Though he does occasionally wonder about what happened to him, he is too focused and dedicated to his duties as ruler to consider spending the time and resources that would be needed to search for the answers. This is a purely personal concern and he would not feel right about using city resources for such a selfish, wistful and sentimental reason. And thus, he seldom, if ever, discusses the matter.

Antonius is also an unparalleled swordsman. His closest rival in armed combat is his younger brother Kane Bayle, who himself has only been bested in combat by Antonius and Ebon Strongbear.

As a youth, Antonius IV spent much time escaping into the Jaggedpine Forest where he befriended another youth called Frenway Marthank. He still maintains a strong bond with his childhood friend. It was during their days as youths that Antonius came to appreciate the wonders of the forest and eventually do more than any other ruler to protect the forest ecosystem.

Ebon Strongbear, with whom he has a strong relationship, trained Antonius IV as a youngster in the Hall of Steel. Bayle then went on to the Temple of Thunder as most local aspiring paladins would in Qeynos.

While in the Hall of Steel, Antonius and Kane made great friends with Milea Clothspinner of the prestigious Clothspinners of Qeynos, one of the wealthiest families in the realm of Qeynos. Milea is currently an adventurer, a fact of which her family disapproves.

Later, Antonius IV went on an epic quest with the Qeynos Claymore at his side. This was before he became ruler and after he was a full fledged paladin. His father knew of the quest and its importance and allowed Antonius to wield the Qeynos Claymore for the purpose.

The Qeynos Claymore is what the city is named after and dates back to a time when the humans were living in small communities. Qeynos is an old sort of slang Combine word roughly translating to “manifest destiny for humanity”. The sword is magical and sentient.

The warrior Milea Clothspinner, who often uses a different last name when adventuring, accompanied Antonius IV on this quest. The ranger Frenway Marthank and the bard Vhalen Nostrolo also began the quest with Antonius, but Vhalen left before its completion. Along the way, the high elf Lady Shae of Felwithe joined them. There was also a halfling that assisted Antonius in this quest as well and there are rumors that say that this halfling was none other than Mayor Gubbin of Rivervale. The purpose of the quest was mostly unknown save that it was very important. Though he may speak wistfully of his old friends and adventure, the quest itself and its outcome are something personal and private to Antonius. Thus he does not discuss it other then to say that it was something he had to do in the past.

Antonius IV became romantically involved with Lady Shae after the completion of his quest. However, the Circle of Ten and the Felwithe ruling houses eventually caused the relationship to be broken off. As of right now, Antonius is not married or romantically involved in a public manner with anyone, and as yet has no heir. Milea, ever the adventurer, has been seen in the Plains of Karana lately. She is closer to Kane than Antonius and has put her total trust in the younger Bayle, asking him to watch over her little sister for her. She does not know of Kane’s corrupt soul.

Vhalen is still about in the Karanas and is currently despondent over the disappearance of his love, Metalla. And of course, Mayor Gubbin is the richest halfling around and the current mayor of Rivervale. For reasons known only to him, the mayor does not want the “exploits” of his youth known publicly. Antonius respects his friend’s wish, though he may drop a vague hint now and then. Frenway still lives in Surefall Glade. The recent death of his son in Mammoth Cave has left him in a state of severe grief.

Another of Antonius’ close and trusted friends is Vegalys Keldrane. Vegalys is a paladin of Rodcet Nife and is a few years younger than Antonius. Vegalys acts as advisor and confidant to Antonius Bayle and is also a public servant acting as Lord Magistrate for the city of Qeynos. Vegalys generally concerns himself with investigations into such things as organized crime though he is not directly involved with law enforcement, which is a duty that falls to the Qeynos City Guard.

Kane Bayle
Kane Bayle is Antonius’ younger brother, by two years. Kane acts as Captain of the Guard in times of peace; however, in times of war, Antonius himself assumes direct control of the Guard and the armies of Qeynos. Kane secretly wants to overthrow his older brother and take control of Qeynos, a fact of which Antonius is blissfully unaware. If Antonius ever heard talk of such a thing, he would be certain to set the record straight that he and his brother have a close relationship and such things are the ranting of drunkards and madmen.

Kane has been lulled into an alliance with the Bloodsabers and has begun to turn toward the ways of Bertoxxulous, the Plaguebringer.

Guildmasters
The guildmasters in Qeynos are based on deity worship. There is a guildmaster for each class that is available to humans and half elves with the exception of Druids and Rangers guilds which are in Surefall Glade instead. Spell and tome merchants are also available for each class. Here is a list of the main guildmasters:

Good and Neutral
Belious Naliedin – (Bard, Agnostic, Karana, Rallos Zek, Rodcet Nife)
Renic Losaren – (Cleric, Karana)
Runethar Hamest – (Paladin, Karana)
Priestess Jahnda – (Cleric, Rodcet Nife)
Camlend Serbold – (Paladin, Rodcet Nife)
Mespha Tevalian – (Enchanter, Agnostic, Karana, Rodcet Nife)
Kinloc Flamepaw – (Magician, Agnostic, Karana, Rodcet Nife)
LuSun – (Monk, Agnostic, Quellious)
Ebon Strongbear – (Warrior, Agnostic, Karana, Rallos Zek, Rodcet Nife)
Gahlith Wrannstad – (Wizard, Agnostic, Karana, Rodcet Nife)
Hanns Krieghor – (Rogue, Agnostic, Bristlebane, Karana, Rodcet Nife)

Evil
Lyris Moonbane – (Necromancer, Bertoxxulous)
Sragg Bloodheart – (Shadow Knight, Bertoxxulous)
Xeture Demiagar – (Clerics, Bertoxxulous)
Perkon Malok – (Magician, Bertoxxulous)
Reania Jukle – (Enchanter, Bertoxxulous)
Tranon Callust – (Wizard, Bertoxxulous)
Rocthar Bekesena – (Warrior, Bertoxxulous)
Hanns Krieghor – (Rogue, Bertoxxulous)

City Resources
Qeynos provides the basic necessities of adventuring: Bankers, a Soulbinder, a Tribute Master, Task Masters, augmentation needs, and merchants that sell backpacks, ale, bandages, food, drink, armor, weapons, shields, and fishing gear.

You’ll also find a Priest of Discord, Tradeskill Quest Masters, tradeskill crafting objects, and supply merchants for alchemy, baking, jewelcrafting, pottery, tailoring, and blacksmithing.

Just outside the city gates, adventurers can make use of a Plane of Knowledge portal.

Places of Interest
Northern Qeynos
The Temple of Life
The Temple of Life is where the resident priests and paladins of Rodcet Nife train and worship. The grounds of the temple include buildings, lush grass, shrubs, tress, and a large pool called the Pool of Jahnda. The temple itself is a circular gem-encrusted marble structure that hovers above the pool. A fountain of sparkling holy water flows from within the temple down to pool below. Throughout the temple and its grounds, the structures are made of white granite with marble floors and thick, light colored, velvet curtains.

Priestess Jahnda is the High Priestess of the Temple of Life. She is wise beyond her years, although no one seems to know how old she really is. The pool, over which the Temple of Life hangs, is named in her honor. The Pool of Jahnda is not meant for public use. It is a sacred pool created for the Koalindl. The Koalindl are fish that were a gift to Priestess Jahnda from the Prime Healer. They are said to be magical in nature. It is rumored that, every so often, the Prime Healer visits our plane in the guise of a Koalindl and swims in the pool.

The Silent Fist Clan
The Silent Fist Clan is the order of monks native to Qeynos. The guild hall is located in the northwest corner of the city against the outer wall. It is a medium-sized, light brown colored wooden building that is clean, unworn, and well-kept. Used as a training hall, the main room is a large open space with smooth, hardwood floor and thatch roof. There is a small room attached to the main building that serves as LuSun’s study and the living quarters. LuSun is the powerful teacher of the Silent Fist Clan. He teaches his pupils that their greatest weapon is the power of their spirit.

Crow’s Pub and Casino and the Circle of Unseen Hands
Crow’s is a run down, old, brown brick building that entertains the local hooligans. The establishment offers a fine selection of brews and ales including Crow’s Special Brew. This brew is one of the finest drinks that can be found. It use to be sold only at Crow’s bar, but apparently Crow is allowing it into other bars for a very hefty price.

One of the pub’s bartenders, Hanns Krieghor, frequently holds secret meetings a back room where a secret passageway leads to the rogue guild, the Circle of Unseen Hands. Hanns always has henchmen guarding all entrances to the guild, so unwanted people can’t get in. Hanns looks like a rough and tumble cutthroat when tending bar, but when he dons his black cloak of the Circle of Unseen Hands, he blends into the shadows and darkness and is rarely seen. He can pick almost any lock and is a master pick pocket. However, the Circle frowns upon stealing from Qeynos locals because they don’t want to run the risk of having the guild being discovered.

Ironforge Estate
The Ironforge Estate includes a weapon shop, a jewelry shop and the home of the Ironforge family. Headed by Brohan and his wife Hurrieta, the Ironforge family is one of wealthiest family’s in Qeynos, if not the wealthiest, and produces the finest craftsmanship. Also crafters, the Ironforge children run the shops. The entire estate is well protected, as the Ironforge family has well known close ties with the local officials and the militia.

Ironforge’s Weapon Shop
This weapon shop is run by the Ironforge family. The main room is a large workshop, with a smaller storage room in the back. There are various weapons for sale displayed along the walls and in the counter display case.

Jewel Box
The Jewel Box is a shop that is run by Svena Ironforge. It is made from wood and is attached to the front of a large wooden house, both of which are clean and well kept. The shop has a large wooden display counter, which shows off the gems and jewelry for sale, and there is also a locked set of cabinets, which holds the more valuable items and class specific items. Svena’s father was the town’s previous jeweler; she was fascinated with gems as a young girl, and is now the most reliable source for appraising gems and jewelry, for a small fee.

Sneed Galliway’s Trading Post
Qeynos largest general store, this shop is run by Sneed Galliway. Sneed is friendly, middle-aged man, who runs his shop with his wife and children. They have a wide variety of new and used items for sale, from small knives to torches to bags to clothes to ropes and even food. The lower floor is Sneed’s shop, and it is filled with brass racks and wooden crates and cases, which display the various goods for sale. The second floor is divided into rooms, including the living family’s living quarters.

The Cobbler
This shop is run by craftsman Gerault Takenmaul. Gerault makes and sells shoes, boots, belts, and bags in this small shop, and lives upstairs in a tight, but cozy nook. The shop is a wood and red brick building, with an old, wood shingled roof. The floor is made of wood, but is mostly covered by colorful rugs. Spools of thread, yards of leather, and various tools clutter the floor and workbench of this small shop.

Southern Qeynos
Hall of Steel
The Hall of Steel is the guild hall for the Steel Warriors of Qeynos. It is the training ground for some of the greatest warriors of Antonica. The Steel Warriors’ Guildmaster Ebon Strongbear, Earron Huntlan, and a few others, led the city’s militia to victory against the Sabertooths of Blackburrow, a small gnoll tribe that lives in the nearby forest, and they are now known as local heroes.

The hall is a large, light gray stone building that decorated with banners of the guild’s symbols and colors and is located adjacent to the Grounds of Fate area. The training room has various weapons displayed on the wall, as well as other training equipment. The upstairs has a large open window overlooking the arena, to watch the various events and other warriors competing.

Grounds of Fate
This is an area where combatants can prove their skill in combat with one another. The ringing sounds of sword melee can often be heard throughout the entire city.

The Wind Spirit’s Song
The Wind Spirit’s Song is the bard’s guild of Qeynos. Guildmaster Belious Naliedin use to work as one of the King’s private entertainers, but now he confers his time-earned wisdom and skills on to others, confining his performances to shows at the local tavern. His financial resources are meager, but he is quite content with his lot.

Hall of Sorcery
Within the Hall of Sorcery, Qeynos citizens study the three circles of magic and lend their services to citizens of Qeynos. Master Enchantress Mespha Tevalian oversees the Hall of Sorcery and the Order of Three.

The hall has a few rooms including a large, round room made of tall dark gray slabs of granite. Long colorful banners line the outside walls of the building and represent the three classes of magic studied within – red represents wizard, gold represents enchanter, and blue represents magician. Inside, the back part of the building is partitioned off by a thick black, velvet curtain, behind which is a private study. Along the walls off the main room, there are a few small tables for studying, and in center of the room there is a large stone altar, with a round firepit in the middle of it and various writings around the edges.

Temple of Thunder
The Temple of Thunder is where the Knights of Thunder worship Karana, the Rainkeeper, the Deity of Storms. The paladins and clerics of the Knights of Thunder are well respected in the city. They often assist the Qeynos Tower Guards in the Plains of Karana.

The temple is located to the side of the arena and beyond a few homes. It is surrounded by a stone wall and has a large grassy area attached. This area is where the cleric and paladin of Karana train and practice.

Lord Runethar Hammerfist is the master of the Temple of Thunder. All paladins report to him and all clerics report to High Priest Renic Losaren.

Tin Soldier
Run by Blacksmith Rane Sedder, the Tin Soldier buys, sells, and trades new and used armor. Merchants within offer chain armor, molds for chain and plate armor, and other various blacksmithing supplies.

The first floor of the shop displays various, new and used metal and leather armor pieces that are for sale. The second floor has a store room and the living quarters for Rane’s family.

Fhara’s Leather and Thread<
Shop owner Fhara Semhart makes and sells a variety of clothing and sewn goods made from leather. She also offers various patterns and other tailoring supplies. Fhara’s shop is connected to her home where she lives alone. This small wooden building is filled with bolts of fabrics and spools of thread on the walls, and a counter where Fhara does her work.

Bag & Barrel
Raheim Varshen and his wife Fellesha run this shop together. They sell various types of containers and satchels. The shop also serves as their home. Raheim is a carpenter who makes small water barrels, tinder and jewelry boxes, crates, etc., and Fellesha is a seamstress who crafts various sizes of bags, skins, pouches and backpacks. Inside, the walls are full of merchandise and equipment and in the backyard, they have a pottery wheel and kiln.

Nesiff’s Wooden Weapons
Nesiff Tallaherd is an excellent craftsman and woodworker. He makes walking sticks, bows and arrows, poles, staffs, javelins, halberds, pikes, pole-arms, and boar-spears, all handcrafted from wood from the local forests. Nesiff has been known to import wood from far away lands, to make specially ordered bows, staffs, and ax handles. A merchant stationed outside the shop sells various fletching supplies.

Lion’s Mane Tavern and Inn
The Lion’s Mane Tavern and the Lion’s Mane Inn are located in the Common’s Square section of Qeynos and are run by Earron and Tasya Huntlan. Both buildings are made of sturdy lumber and are kept fairly clean. The Tavern is connected to the Inn, but is only about half the size.

Lion’s Mane Tavern
Earron Huntlan runs the Tavern with an old war buddy, and both are like local heroes who like to trade old war stories with the customers. The outside of the tavern is made from wood and the inside walls are lined with bricks. The entryway has a colorful painting of lions playing poker. Behind the bar counter, rows of shelves are filled with various types of drinks.

The Tavern is usually quiet during the day, but can sometimes get pretty rowdy at night after the locals have had a few too many, but Earron is usually able to force the troublemakers out of his bar with no problems.

Earron seems to think there is something going on in Qeynos. He thinks there is something more than just a few shady characters moving into town. I think it’s just normal progress and growth. Have you ever been to Freeport? Qeynos isn’t nearly as bad as that place yet! The town’s just getting older, that’s all.

Lion’s Mane Inn
Tasya Huntlan runs the Lion’s Mane Inn. It is a large, two story, wooden building, that is attached to the Lion’s Mane Tavern. At the entrance, there is wooden receptionist desk, where Tasya Huntlan greets people with a friendly smile. The Huntlan family lives in the inn. Tasya and her daughter Sissy sell various ales, wine, and other drinks to quench the thirst of weary travelers staying at the inn.

Office of the People
This is a small, wooden building where a list of city events, ordinances, advertisements, and other documents are held. Rucio Divella knows a lot about the city and also is the one to see about buildings for rent. Hansl Bigroon is the office manager and a great engineer. He has designed most of the structures in Qeynos. He has been working with other great engineers from various cities to design some bridge that will span Erud’s Crossing and into Odus itself.

Qeynos Hold
The Qeynos Hold is the main bank of Qeynos and is run by the Copperhold family. Kendall Copperhold is well trusted and has close ties to the city government. The bank is a medium sized, sturdy brick building. The main room is divided in half by a long counter. Behind the counter, there is an inaccessible stairwell that leads down to an underground vault that is behind a locked iron door. The bank is heavily guarded by strong barbarian warriors.

The Herb Jar
A small shop that has changed ownership many times over the years, The Herb Jar is currently run by Caleah Herblender. Caleah is a mysterious gypsy woman, sort of vagabond look to her. She is a former student of Kinloc Flamepaw, and still has close ties with the Hall of Sorcery. This is why she’s allowed to operate her fairly successful business here. Caleah makes a good living, but it doesn’t flaunt it.

The shop has a scent of burning incense and has various books and potions on the shelves. A large, deep blue and purple rug covers most of the badly worn wooden floor.

Mermaid’s Lure
The Mermaid’s Lure is located on the south-side of the docks. The wooden walls are badly worn and the iron bolts and hinges are rusted from the harsh, salty seawater and air. It is adjacent to a dock that extends out into the ocean, where various seagoing craft are tied up.

Captain Rohand runs the Mermaid’s Lure and trades goods with the sea merchants from Odus. He is a rough looking man with tangled dirty beard and hair, and his skin is dark brown and tougher than leather. The Ol’ Captain is more than ready to tell his tales of adventures and legends to anyone willing to listen.

Fishing nets and gear hang on the walls of the shop in addition to the shells of sea creatures. The shop sells all sorts of nautical supplies.

Port Authority
The Port Authority can be found near the southern docks. Ships leave for other cities on a regular basis.

Fish’s Ale
Fish’s Ale is a pub owned by Fish Ranamer. It is located just off the Qeynos Harbor docks. This pub is a rough and tumble mix of drunken warriors and sailors. A night without a fight here is the exception, not the rule. The City Guards pass by as if the pub doesn’t exist, and pay no attention to the drunks or brawls heard from within. Fish himself is an ex-sailor, and runs the pub with some old sea dog partners. Fish serves up brews, in the quiet, private bar in the back of the building, to shady smugglers and people who want to keep a low profile. An open brew barrel can be found inside. There are also a few places for drunken travelers to rest after a long night of drinking fighting.

Voleen’s Fine Baked Goods
Owned by Voleen Tassen, Volee’s Bakery can be found in the southern part of town, just east of the docks and north of Fish’s Ale. The bakery sells bread, pastries, muffins, cookies and baked goods and baking supplies. Brewing supplies are also available. An oven inside is available for use when Voleen and her staff aren’t busy making goods with it.

Firepride’s
Firepride’s is a metalworks shop run by armor smiths Ton and Lanhern Firepride. The shop is an average size wooden building. The main room is separated by a long display counter. The front half of the room displays the pieces of armor that is for sale, and the back half is Lanhern’s workshop, which is cluttered with various tools and there is a small forge in the center of it. Lanhern is hardworking and is known for producing quality goods at a fair price. Ton believes that he is the finest of all blacksmiths.

Source: http://www.everquest.com/places

Encyclopedia — Shissar — Vol. III


The Collegium Contract

Emperor Zhisza of the Shissar in Empotith wrote a seemingly sincere letter that was copied and delivered by messengers to anyone who might be close to the Combine. In it, Zhisza offered the promise of a cure for Tsaph Katta who was bound in an eternal curse. Better yet, Zhisza would share the knowledge and means for endangered Combine Loyalists to learn Shissar teleportation that would send them to Luclin.

A Combine emissary received word of a letter from Zhisza of the Shissar. Sceptic of  Zhisza’s offer to assist the Combine, he agreed to meet with him in secret. Not only were all Shissar supposedly dead, but the reputation of the Shissar was grim indeed.  However, the first meeting between human and Shissar was  remarkably civilized.

Soon, after all assurances of peace and mutual benefit were made, an alliance was forged and the Collegium Contract was signed. Under the protection of the Combine in the agreement, the Shissar could finally exist safely in a new home and continue to practice their arts and share knowledge with their hosts.

However, the agreement has not been as fruitful as the Combine expected. While the knowledge to send Loyalists to the moon was delivered and put to good use, the Shissar have no cure for what ails Tsaph Katta.

Preservation of Tsaph Katta


For over half a century the
Combine Loyalists of Katta
Castrum have spent their lives
protecting and preserving
Imperator Tsaph Katta
searching for ways to cure him
of his illness. He has been
held in secret from General
Seru’s prying and vengeful
eyes since that day.

In his heart, Seru knew his
plan to kill Tsaph had failed
and so he wove a wicked tale
that was spread quickly
throughout the lands of
Norrath suggesting Tsaph faked
his own death in order to
betray the empire. Seru swore
to all he would not give up
his chase of the traitorous
Katta until his holy blade was

wet with his blood.

The very day of Tsaph’s
poisoning during the
first-ever Combine Summit held
in Felwithe, the High Elves
were able to put the dying
leader of the empire into
stasis and transport him to
safety within a hidden
chamber. Few noticed as there
was panic among all the

attendees as most of them had
been poisoned too. Many died,
but many were cured.

It was not long before Lcea
Katta, Tsaph’s closest
advisor, who first urged the
elves to save Tsaph, learned
that the dire alchemical
mixture given Tsaph was
different than that given in
the wine of the others.

Clearly someone intended to
cause panic and distrust among
the Combine and Tsaph knew it
to be Seru. A bard close to
Lcea who served the goblets to
all the guests noted that Seru
refused his drink and was seen
to smile oddly as Tsaph lifted
his goblet during his toast of
all toasts.

The Founding of the Whistling Fists Clan


by Brother Nusad, Clan Historian

In the days when the Combine Empire ruled over much of Norrath, there arose a mighty warrior named Zan Fi. Little is known of his past, for despite all his talents, Zan Fi was extraorfinarily humble and spoke few words about his life. We know from his deeds, however, that he was a master of many forms of combat, perhaps more than any who had come before him. It is said that he was equally skilled with swords, bows, maces, halberds, staves, axes, and any other weapon one could name.

Zan Fi also had a natural affinity for magic, with a far greater understanding of its ways than most mortals could hope for. Of special interest to him was the way bards could weave magic into their songs. It is said that Zan Fi’s voice alone could cast a spell potent enought to stop an enemy in its tracks.

Yet Zan Fi was not satisfied with mastering the martial techniques of others. He began taking bits and pieces of other styles, assembling them over the years to form his own form of combat. It was a form of grace and elegance, of carfully applied force tempered with wisdon. He would eschew the reliance upon heavy armor, instead training his own body to withsand a degree of punishment taht would cause most beings to crumble. He Redused to rely upon most weapons, for he belived that anything crafted by mortals could not be relied upon. Instead, he trained his fists to be weapons, practicing until they were more durable and deadly than the strongest steel.

After all his training Zan Fi still felt there was something missing. After much meditation, he realized what would make his combat style complete. He applied bardic songs to his very fists, enchanting them with melodies of swiftness and power. Zan Fi called this his Whistling Fists style, and thouse who saw it in practice were filled with awe.

Though Zan Fi developed the Whistling Fists style of combat only for his personal use, word of it quickly spread and others began to come to him seeking training. The master was very selective as to whom he would train; would-be students had to prove worthy not only physically, but spirtually and mentally as well. With a select band of devoted followers, Zan Fi founded the Whistling Fists clan, which was first order of fighting monks on Norrath

Source (in game item): http://eq2.wikia.com/wiki/The_Founding_of_the_Whistling_Fists_Clan

Archarcanist Kirstmycl


Archarcanist Kirstmycl says ‘Well, that is interesting. I have been studying the teleportation [portals] for many years in order to refine our understanding of them.’

You say, ‘history’

Archarcanist Kirstmycl says ‘Despite what you may have heard, the Combine did not create the original portals that you see on Norrath. They were created by a civilization so ancient that their name has been lost in time. While some of them have obviously failed, that any of them work at all with how ancient they are is amazing. The great combine wizard [Kra Raptha] was the first to discover how to use them, and completed the most comprehensive study on this lost civilization while he was researching the portals.’

You say, ‘kra raptha’

Archarcanist Kirstmycl says ‘While Kra Raptha had many theories about the lost civilization, even his in-depth research only gave him enough information to make wild speculations. He even went so far as to say that Druzzil influenced beings from another world to make the portals on Norrath. While I am not always sure of his conclusions on the ancient civilization, one cannot fault his [research] on the portals.’

You say, ‘research’

Archarcanist Kirstmycl says ‘His in-depth research led to our knowledge of the teleportation spires and pyramids that are scattered across Norrath. He was also the first to create new portals and created the fanciful one that you can see in the swampland outside the ruined city of Nokk. Through Kra Raptha we have gained the ability to [create] our own portals.’

You say, ‘create’

Archarcanist Kirstmycl says ‘Kra Raptha was truly a great wizard and we have not been able to duplicate the form that he used in the portal outside of Nokk. We have since gone back to using the more traditional form of pyramids and spires when we create new portals as we find the unity in form to be pleasing. Additionally the spires and pyramids allow for better focusing of the energies and allow us to do things the original portals never did. We also learned a few things about teleportation from the [Shissar].’

You say, ‘shissar’

Archarcanist Kirstmycl says ‘The portals that you see with the spinning rings are of Shissar design and use a vacuum that allows travel in time and space. The Shissar we welcomed here gave us the knowledge to escape Seru and teleport to Luclin. We have even incorporated some of the enchantments into the portals you will find around this city allowing for better control and multiple destinations with one portal.’

 

The Varsoon Collection, Volume 1 – Varsoon and the Combine Era


This book is titled “The Varsoon Collection, Volume 1 – Varsoon and the Combine Era”. It is a complete volume that details the rise of a young mage during the Combine Era.

The following compilation is a brief presentation of the legends and myths of the mage, Valdoartus Varsoon, known to many simply as Varsoon. Much work was done to separate the facts from the fiction in order to bring this work to you, the reader. The following volume begins with the first known appearance of this mysterious mage, compiled from what little records actually exist from the Combine Empire.

The first known account of Varsoon comes from a series of ancient scrolls that were found, surprisingly enough, in an empty ale keg in the lost city of Kaladim. The scrolls tell the tale of a young mage by the name of Valdoartus, and how he achieved an amazing feat. For the first time in the history of the Archesian Order, a mage solved all seven of the Ember Conundrums on his first attempt.

The scrolls continue to tell of this mage’s rise to fame by detailing several more accomplishments that would soon follow. Valdoartus, not content with solving the Conundrums as easily as he had, began to search for a previously unknown Conundrum. He spent the next several years altering the methods in which fire could be drawn from stone, until he finally mastered the technique of the Yellow Flame.

With the Yellow Flame inscribed on the front page of his spellbook, he went before the Illucidic Council and offered to give them a demonstration of the Eighth Conundrum. Once the Yellow Flame had achieved it’s highest temperature, Valdoartus used nothing more than a single fig leaf to transform it into a Pillar of Earthen Lore.

Once his demonstration was over, the Council convened for the next fortnight. When they re-emerged, they proclaimed the Eighth Conundrum truly did exist and that Valdoartus would be credited as its discoverer. Not only would this solidify his name as a respected mage among the Illucidic Council, it would also open the way for future discoveries.

Due to his discovery of the Eighth Conundrum, Valdoartus Varsoon was granted access to the most secret of all magicks – Planar Thaumaturgy. He would spend the next several years researching the most simple of spells within this line of magic until finally attempting his first spell. After a grueling twelve hour ritual, he opened a rift between the planes.

Already prepared for his journey, Valdoartus stepped though the rift and began his journeys through the planes. Not much is said in the scrolls about the specific details of the journeys themselves, but the scrolls do highlight many of the artifacts that he brought back with him when he returned.

The scrolls are rather vague about the specifics about the artifacts, but they describe them as being unlike anything anyone had seen before. Of all the artifacts only three were mentioned in detail. One of the artifacts was an egg that burned to a crisp anything that touched it, yet were it to be placed within a ceramic vase, it would glow as bright as the sun in the sky.

One of the other artifacts that Valdoartus brought back with him was named the Whisper of Marr. Its description is rather odd, for the scrolls claim it was shaped like a creature not unlike a rabbit and also made from pure crystal. When set on a table made from a sapient apple tree, the Whisper of Marr would turn pink and quietly say the word “Glorious.” Anyone within earshot of the Whisper would wake up the next morning and find a pouch in their hands containing exactly three pieces of gold.

The only artifact that Valdoartus purportedly kept for himself was a small cup carved from ivory. Upon its lip were etched letters in an unknown language. Never being seen without it, Valdoartus was constantly questioned as to its function. The only answer he ever gave was, “It is the greatest discovery I have ever made.”

The Varsoon Collection, Volume 3 – The Gift of Immortality


This book is titled “The Varsoon Collection, Volume 3 – The Gift of Immortality”. It is a complete volume that details the quest of a young mage to find the secrets of immortality.

The following compilation is a brief presentation of the legends and myths of the mage, Valdoartus Varsoon, known to many simply as Varsoon. Much work was done to separate the facts from the fiction in order to bring this work to you, the reader. The following volume highlights the events that took place after his failed bid for immortality. Please note, reader, that the source of this of this account is highly questionable indeed.

The only account we have of the time after Varsoon’s quest for immortality comes from a dramatic play written by a bard, the Lyresmith, over several hundred years ago. It has taken much work to distinguish possible facts from the obviously blatant embellishments exhibited throughout the performance. Were it not for the fact that there are striking coincidences between events in the play and facts unknown to the general public, this would have been written off as an outright fantasy.

As is typical of the Lyresmith’s work, the play goes on for an uncomfortable amount of time. It starts in an unnamed city and involves an old man who is an accomplished spellcaster. The character, named simply Varsoon, is involved in some type of experiment and has a number of assistants helping him. This goes on for close to an hour of the play. Eventually, Varsoon exclaims that his work is nearing completion.

Another act involves him at a wedding feast for his nephew. Varsoon is shown to be a very loving family man, performing all manner of magical feats to help fix the problems of various family members. The interesting thing to note in this act was that between each spellcasting miracle, Varsoon would take a sip from a small white cup. This cup is associated with the sigil-etched ivory cup the real Varsoon was reported to have.

One of the following acts returns Varsoon to his laboratory where he works by himself late into the night. Feverishly muttering to someone named Aldrenus (see the previous volume for more about Aldrenus), he finally completes his work as the moon rises over the horizon. He pours a number of odd liquids into the white cup, causing all sorts of odd things to happen.

Finally, when all of the liquids have been poured into the cup, Varsoon then waved a wand over the cup. The cup rose into the air and spun around (thanks to an intricate array of pulleys and wires). All of a sudden, the cup would vanish and be replaced with a small cloud of red mist. The cloud covers Varsoon from head to toe, and the scene ends with him laughing triumphantly.

A following act shows Varsoon approaching a council of mages and telling them of his accomplishment. He offers them a demonstration of his immortality by having them assault him with all manners of spells. When the spell show is over, which takes about three hours, we see Varsoon emerge from the storm of energy, still alive. He is usually missing a limb or two, an eye, and sometimes even his nose, but yet he lives. The scene ends with the council agreeing that he has found the secret of immortality.

Sometime later during the play, Varsoon is seen dictating to his nephew the secrets of immortality. As Varsoon expounds on how he wishes everyone to learn the secret, there is a knock at the door. A mob waits outside, led by some priests. They demand he give themselves over to him, and when he resists, they unleash all manner of divine terrors on him. Eventually, he is stricken with diseases and wounds that no man could withstand, yet he lives through it all and disperses the crowd.

Many hours later, the play reaches the final act. Varsoon is brought before the same council of mages from the earlier act and is put on trial for crimes against the city. He appears to be overcome by all manner of diseases and barely has the strength to defend himself. In the end, he is banished from the city and forced to live as an exile. As is typical of a Lyremsmith play, the council concludes the show by throwing jum-jum pies at each other until the audience disperses.

Much of the Lyresmith’s play,”The Horrible Case of Varsoon – A Performance in Twenty-Nine Acts,” has been left out of this account, for obvious reasons. It is highly debated as to what aspects of the play are truthful, but what we do know is the following : no records have mentioned the cup since the time period of the play’s setting. Also, Varsoon is never mentioned again in any records of the Combine Empire. Finally, what has been proven to be an actual legal document from that era writes of the banishment of someone only named as “The Undying.”

The Buried Sea Story –The Blacksail Pirates


The burning light of Norrath’s sun waned, leaving the lands bathed in twilight. The undead that once returned to darkness as the sun rose were free to wander during daylight hours. There was no rhyme or reason for what was called “The Fading,” but nonetheless, it was upon the world.

Theories and fears of The Fading were shouted across the towns and villages. Doomsayers blamed a curse on the world brought by angry gods. Scholars blamed magic practiced by the unwise and unlearned and have since had their noses in books looking for a cause and solution. The rest just watched the sky . . . waiting. The world knew something was coming on the ever-darkening horizon.

And something did come. Sailors the world over began to tell tall tales of a great whirlpool that appeared off the east coast of Odus. It was so large and powerful when it appeared, they said, that it chewed up the place they once knew as Granite Island. They all call the great destructive whirlpool the Mouth of Prexus. They said it drew the sea and everything in it into its great maw.

When the whirlpool first appeared, Norrathians rushed to investigate. Some went out of simple curiosity and some to profit. Docks were built and ships from all corners of the globe anchored in the Buried Sea.

The Blacksail pirates who had the run of the islands in the Buried Sea were none too happy about these events. While their monopoly of trade was threatened, they had little doubt they would find the means to retain control.

Ignoring the pirates’ threats, scholars studied the whirlpool and the islands in the Buried Sea. The standing ruins of the region were quickly identified as Combine in origin. This new information brought excitement to the many guilds of wizards across the lands and it raised many questions. Was the legend true? Did the Combine Loyalists truly build a city to sustain Tsaph Katta and protect him from General Seru and his army? It was discarded as myth many years ago!

Above the sea, there was anticipation. Beneath it, terror. A Combine city was indeed built and still exists leagues beneath the sea. It is called Katta Castrum, built by the Loyalists of the Combine Empire hundreds of years ago to protect and hold Tsaph Katta who was poisoned by his traitorous friend, General Seru.

High above the center of the city is a great artifact known as the Pellarus Satum. It bears a mysterious magic that sustains the people and shields them from the sea above. Recently for some unknown reason, it began to fail. A small funnel formed at the apex of the magical dome that protected the city. In only three days it grew and stretched so high into the sea that no one could see its end. Fortunately, the city remained safe with very little water filling the city’s floor, but something would have to be done quickly.

The Collegium of the Combine gathered to discuss the dangers. They all agreed to reveal themselves and appeal to the benevolent races of the world for help. They would only send one wizard as the rest were needed to defend the city against the onslaught of Shissar attacks. However, when it came time to send the first wizard, Vesturus, to the surface, they found their portals were malfunctioning. Tragically, they lost Vesturus to the void.

The Collegium reconvened to find another solution. As one wizard, Callrium, searched his mind for answers he turned his eyes to the funnel overhead. In that moment he had a rather preposterous idea that he felt he must propose.

“I believe we have enough summoning magic among us to secure teleportation through that funnel to the surface. If we can sustain it, it will provide safe passage through this physical space,” he told the Collegium. At first there were snickers among the elder Combine, but then came frowns of thoughtful consideration. Soon murmurs of agreement were heard. It was not long before the details of the alteration of space and the summoning of protection were in order.

Callrium volunteered to be the one sent to the surface. He would carry a sealed message with him and a small satchel of portal dust that he would lay down as a teleportation beacon at the spire on Jardel’s Hook . . . if he survived. To his good fortune and the rest of the Combine’s, the teleportation spell worked on the first attempt and he was sent through the funnel.

Callrium rose high above the whirlpool and with an adept incantation of a levitation spell, slowly floated toward a nearby rock. He was surprised to see all sorts of onlookers surrounding the Mouth of Prexus staring at him with incredulity.

Next to him stood a blue-robed gnome with his mouth agape.

“You are of the Combine, aren’t you?” the gnome asked.

“Indeed. I have a message for you and your good people. The Combine rest at the bottom of the sea in a great city and we are in danger. Our city threatens to collapse around us. We must save it and our beloved Tsaph Katta. Take this sealed message as proof and send your best to us,” Callrium said.

“Tsaph Katta?! He’s alive? By Brell! But how do we get to the city? I see no way to it and the spire does not function. We’ve tried . . .” the gnome pestered.

“Our portals are not functioning as they should. My people only have enough strength to secure passage to the city through that whirlpool. You will find it a safe journey. Hurry, friend. There is little time!” Callrium said. He turned and floated across the water toward Jardel’s Hook and the inactive Combine teleportation spire.

Source: http://eqplayers.station.sony.com/news_article.vm?id=50583&month=092007

Dralin K`Vekn / Combine Empire


You say, ‘Hail, Dralin K`Vekn’

Dralin K`Vekn says ‘Greetings Bigoo. I am Dralin K’Vekn. Several hundred years ago I was the Teir’Dal ambassador to the Combine Empire under Tsaph Katta. I was present when the traitorous Seru made his assassination attempt on Tsaph Katta and divided the Combine Empire into the two factions that exist to this day. I was forced to flee to Luclin with the Loyalist Combine in order to escape death at the hands of the [Inquisition]. Adjusting to a new life on Luclin with no others of my kind was a long, perilous, and often times lonely task. I do not regret it though, I have a beautiful wife and a healthy son now and this place is my home and the [Loyalists] my people.’

You say, ‘What inquisition’

Dralin K`Vekn says ‘The followers of Seru that split from the Combine Empire have become known as the Inquisition. They were opposed, to among other things, diplomatic negotiations with Neriak. Obviously if the aftermath of the attempted assassination on Tsaph Katta had gone differently I would have been among Serus assassins next targets. Seru would have went to war with Neriak, Oggok, and Grobb in his fanatical obsession to utterly destroy all civilizations that hold values, morals, and creeds different than his own. Fortunately in his power madness to control all of the Combine Empire Seru followed us through the portal to Luclin and a second Age of Blood was narrowly avoided.’

You say, ‘What loyalists’

Dralin K`Vekn says ‘Those of the Combine Empire that remained loyal to Tsaph Kattas teachings, philosophies, and ideals have become known as the Loyalists. When we were forced to flee to Luclin to prevent the bloodshed desired by the Inquisition we arrived deep at the core of the moon, at the location that is now Shadow Haven. We left behind a few of our numbers to watch the portal from Norrath and to discover a means to return home. The rest of us set out to explore the tunnel systems and made our way to the surface here on the dark side. It was decided we would settle on the cliffs overlooking the Twilight Sea and a great wall was erected to protect us from the strange natives of Luclin while we built our [new homes].’

You say, ‘What new homes’

Dralin K`Vekn says ‘ As you can see we have been here for quite some time and only myself and a handful of other longed lived individuals have ever seen life on Norrath. To the humans of this city and the majority of the demi-humans as well, Luclin and Katta Castellum are the only homes they know.