Category Archives: D’lere

The Legend of Puab Closk: The End


The Legend of Puab Closk: The End
by Rao Lin, Tenth Keeper of Knowledge

Near the end of The Age of Turmoil, after the betrayal of the followers of Marr, at the beginning of the malicious tyranny that is the reign of the Overlord Lucan D’Lere, the Ashen Order abandoned Freeport. Freeport became a den of evil and villainy where goodly men were fed to the soldiers of an oppressive dictatorship.

D’Lere strangled out every last drop of decency and good will from those he ruled. Puab Closk would not stay to be exploited and corrupted and neither would the Ashen Order. Puab and the Order left Freeport and traveled to the one place left unscathed by The Age of Turmoil. They traveled to the Desert of Ro, to the very pillar where Puab was given the knowledge of Arcane Combat. There they setup the monastery of T,Narev.

The Order spent many years in peace training and refining Arcane Combat under the tutelage of Puab. They found many ways to expand and adapt the concepts to many different styles of fighting. The Ashen Order monks rarely used metal weapons, preferring the purity of fists and feet, but they set aside this preference and also developed many weapon styles. The Ashen Order spent nearly two hundred years in peace atop their butte. These days of peace were shattered by the unstoppable insurgence of The Age of War. The goblinoid, mindless minions burned and pillaged where they pleased, killing everyone they found.

The wicked ran blades through the hearts of the pure. The wars seemed endless, like they would rage until every living thing in Norrath was obliterated. The Ashen Order could no longer stay secluded. They left T,Narev and ran to the aide of both Freeport and Qeynos. The stories of Puab’s conversation with Quellious spoke of this time. The Order felt this was what they prepared for. They knew the might of men would be shown in the great battles to come. The Order split into two large raiding parties composed of several small groups.

One headed to Freeport and the other to Qeynos. They fought many battles on the way to besieged cities. During these battles they noticed that in small groups their power was doubled and in some cases tripled. Certain combinations of Arcane Combat Arts produced effects more powerful than anyone had ever imagined possible. They could produce the greatest of weapons.

The Ashen Order dominated all they faced with this new weapon and turned the tide of battle for each of the cities. Many monks were lost in this war, but all fought bravely for the survival of humanity. In the end with the help of the Ashen Order the sieges at both Qeynos and Freeport were ended. The heads of the Order gathered together in the burnt remains of the Surefall Glade several nights after the great battle. The stars were obscured by the smoke of the funeral pyres, Qeynos lay in near ruins.

The Faydark was believed to be lost and all around them was heavy weight of hopelessness. That night the decision was made to give the Royal Antonican Guard, who fought so bravely beside the Ashen Order, the knowledge of Arcanic Combat. It was also decided to not give this knowledge freely to the Overlord’s minions. An emissary of the Overlord Lucan D’Lere offered to give the Ashen Order a monastery in the Commonlands. The Order considered the offer with trepidation, but also believed that not all of the citizens of Freeport were evil and therefore could not reject it.

They established the monastery and used it to help those they could and also spy on the Overlord. They were betrayed by the Overlord and raided by the Freeport Militia. Every monk residing in the Commonlands monastery was taken and tortured horribly until eventually the knowledge of Arcanic Combat was squeezed from the monks.

Arcanic Combat is now the predominant form of battle used in the post-shattered Norrath. It is the weapon that Quellious and Puab Closk gave the world. Some say that Puab Closk and the Ashen Order saved humanity, that they did, but we have also unleashed the knowledge of a great power to an unenlightened world. This is the legend and legacy of Grand Master Puab Closk.

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Outlying Freeport Creature Catalog


Freeport was once known as “The City of Free Men” in the days before the Rending. Ruled by Sir Lucan D’Lere, also known as the Overlord, the city of Freeport is still primarily inhabited by men, though it is also now home to many of the displaced folk of Norrath. Craftsmen and adventurers still flock to this jewel by the sea.
The continent of D’Lere is named for the Overlord. Freeport is set in the Commonlands on an excellent deep water harbor. It is believed to be the largest city to survive the Age of Cataclysms, although the inhabitants of Qeynos would beg to differ. Beneath the city proper lies a sewer system that facilitates travel for those who wish to remain unseen.

Freeport’s weather is warm without becoming uncomfortable. Due to its proximity to the sea, cooling breezes keep the warm air from the Commonlands from stagnating over the city. The buildings in Freeport are tall, creating narrow lanes that occasionally prevent sun from reaching the street level. In these man-made caverns, the air is much cooler than in the plazas.

In some sections of the city, you will find rooftop gardens with herbs, lemon trees or flowers for cutting. These areas are not visible from the street, however, and most travellers tend to view the patches of grass within the walls as the only greenery. Freeport has never been a place of gardens and parks.

The areas surrounding Freeport are home to a variety of unwholesome creatures. One will find spiders and snakes aplenty, as well as dozens of rats. Travellers need also be aware that orcs are sometimes found close in, and of course the usual thugs and ruffians are a universal threat to one’s safety.

Excerpts from the Journal of Puab Closk


Excerpts form the Journal of Puab Closk
My journey is nearly ended. It seems I have spent over a season in the desert. The moisture in the air is alarming, it feels wasteful. It may take me a while to adjus being in th city again. I have also found that distancing myself from civilization has made me more attuned to its moods. The areas surrounding Freeport feel more dangerous than before. Everyone I come across seems on edge and fearful. I have half a day’s walk until I reach the city gates.

I think that before I return to the

I have spent three nights in the city and I am very disturbed by what I have learned. It seems Freeport has a new leader. I knew D’Lere was vying for power before I left, but I never imagined he would succeed.

Strangely, I feel like we have betrayed ourselves allowing this to happen. I must ask myself, would we have interfered if I were here? I will meditate on that question tonight, and tomorrow I will return to the monastery.

I have searched my feelings and decided that we would not have stopped D’Lere and that realization saddens me. We have always been apart from politics, but this feel different. I cannot yet say why this has affected me so stongly.

I have observed the monastery from afar for a day now. All seems the same as when I left, except some of the students were causing a bit of a ruckus with the militia. I feel some trepidation at the thought of returning. I feel as though some great evil looms on the horizon waiting to devour us all. I don’t trust this place.

It is odd… I spent only a season or so in the desert and it feels far more like home than Freeport. It is strange how travel and learning can do that to a man. I have spent several weeks speaking with the Sensei and the council. I have explained and demonstrated to them what I have learned. They are excited and a bit scared. I cannot blame them for their initial fear.

These techniques are quite adaptive and powerful. In the wrong hands all could suffer from their use.

I have taught the leaders the Arcane Combat styles. They absorbed each stance and movement like a desert plant does water. It was beautiful to watch the realizatin wash over them. They have felt the power given to us by Quellious and can now wield it.

They took at me with a bit of reverence in their gazes, I must squash that immediately. They cannot come to depend on me, they each must believe themselves to be their own master or they will never be able to successfully teach others what they have learned.

Riots have broken out again tonight. We cannot stay here. I will not allow our knowledge into fall into D’Lere’s hands. That fool would tear the world asunder with no one to check him. We have packed up all of the libraries and we have begun filtering out of the city slowly to keep from drawing attention to our departure. We will go into the desert. There we will train and learn all we can of this new combat. There we will make our home and protect the Arcane Combat from the villainy of evil men.

Commonlands Creature Catalog


Before the Rending, the continent of D’Lere was part of a very large continent that included the cities of Qeynos, Freeport, Halas, Rivervale, Highhold, Oggok and Gukta. Now its own region, D’Lere’s southern section is known as The Commonlands. This area was a major setting for the Battle of Defiance, during which the Overlord, Sir Lucan D’Lere, provided the necessary leadership for the men of Freeport to prevail over the Deathfist orcs.

The Commonlands is situated on the southern half of D’Lere, separated from Nektulos by Razorrock Ridge. While there are numerous nomadic camps in the plains, the region’s major city is Freeport. The Freewater Channel begins off The Commonlands’ eastern shore, while the Tranquil Sea borders it to the south and southwest.

Razorrock Ridge blocks the passage of cooling air from the north, which gives the air in The Commonlands a dry edge. During the day, temperatures rise rapidly; it is necessary to pack in as much water as possible, as the ponds in the region are frequented by territorial creatures. At night, the clear skies mean the temperature will fall quickly. Due to the relative lack of humidity, frost is not a concern during Decay and rains are not prevalent during Growth or Harvest.

The majority of the flora of The Commonlands is in the form of grasses, both long and short varieties. Trees are more plentiful around the water holes, which can seem like an oasis in a desert of golden grass. The sparse trees on the kopjes are usually from the acacia family, which go dormant during the long dry period after the last rains of Growth. Flowers are limited to cornflowers and strawblossoms, although featherheads are occasionally seen at the bottom of muddy pools.

Orcs have dominated The Commonlands for most of its history, although they were driven back during the Battle of Defiance. In recent times, however, they are again presenting a nuisance to travellers through the region. One will also encounter various scaled lizards and insects, such as basilisks and scorpions. Predators lurk near any source of water, particularly savanna lions.

EQ2 Maps



The Isles of Refuge were established by the Far Seas Trading Company. For the most part they are a collection of islands resting in the large central body of water in the Shattered Lands, the Tranquil Sea. It is from these islands that the Far Seas Trading Company can best base their trade routes out of. There are numerous islands in the Tranquil Sea, not just the Isles of Refuge. These islands are diverse in resources, keeping the Far Seas Trading Company very busy and their mysterious leaders very rich.

One of the most important resources that the Far Seas Trading Company found were the many refugees that had been marooned on any number of isles throughout the Tranquil Sea. All the islands in the Tranquil Sea were once part of the large continent of Antonica. During the Age of Cataclysms the undercontinent below Antonica, Subtunaria, erupted in violent quakes. Much of Subtunaria collapsed and this brought down large sections of Antonica, helping to create the vast Tranquil Sea and its many islands. Marooned out on these shards of a once great continent were a great many villagers, clans, tribes and adventurers.

Not all islanders are seeking refuge within the great and mighty cities of man, but for those that do there are the trade boats of the Far Seas Trading Company. Those cargo ships visit many islands to collect resources to be sold in various markets. Far Seas Trading Posts pop up on many small isles. Not all of those trading posts are public knowledge. Many are secret ports that the Far Seas will share with no nation. I am sure we will discover more islands of the Tranquil Sea in the future, with or without the permission of the Far Seas Trading Company.

There are many oceans and seas on Norrath that have yet to be rediscovered by adventurers or even the FSTC. It will be quite some time until we visit theses oceans to find if any changes have occurred on the surface or below the waves. But we do have a decent chart of the seas resting within the Shattered Lands.

The Shattered Lands has numerous seas dividing its islands. Most of these seas were formed in the recent rending of Old Antonica, what the Shattered Lands used to be. Most of the waterways are dangerous for both the extreme conditions as well as the dangerous denizens that inhabit the water of the air of a given sea. Here are the known seas within the Shattered Lands as charted by the Far Seas Trading Company.

The Coldwind Coast
Relative Island: New Antonica in Karan
This is a cold temperate sea. It has strong winds and choppy waves. It is a great territory for sailing, but only within a ship worthy of ocean travel. Birds of many sizes glide with the currents. Beneath the waters lurk dangers such as sharks and aqua goblins.

The Tranquil Sea
Relative Island: All
This sea is nearly always sunny and with clear skies. It is the largest sea in the Shattered Lands and nearly all islands have direct access to it. The waves here are gentle and allow ships to skim across them with little resistance. This would be a wonderful place to sail if it were not for the lack of wind current. The winds blow far too gently in this sea. Many great ships must employ rows of oars and even magic to provide locomotion for their great hulking vessels that must pass through this sea to reach the Trade City of Freeport located in the Commonlands.

The Neriuss Flow
Relative Island: Nektulos in D’Lere
This is a sea of dark waters. Ash floats above the waves creating a dense black fog. The ash floats in from the northern territory of Lavastorm. It shields many of the lurking beasts within the water as well as occasional Kheklok raiders, a relative race of the frogloks that exists within the ocean depths.

The Sea of Mist
Relative Island: The Enchanted Lands
This is a sea of gently rolling waves and wind currents. It is most known for forming an odd mist during the early hours of dawn. That mist flows with the current to enter the shores of the Enchanted Lands.

The Sea of Crossed Swords
Relative Island: Zek
This is a sea located near the orc island of Zek. The waves here are tall and they create slow navigation, something undesired to any mariners who sail this sea. There are numerous orc patrols sailing these waters and even deep sea orc war galleys passing through to perform raids in adjacent waterways. This sea is considered the territory of the Deathfist Empire.

The Seafury
Relative Island: The Thundering Steppes in Karan
The Seafury is a sea notorious for violent storms and extreme ocean conditions. It is almost always stormy in this region and the waves here dwarf any other sea. Visibility is nearly cut to a minimum and only the largest and strongest creatures can survive in the harsh environment. Aviak air raiders also stalk the winds in search of ships to plunder and sink.

The Sea of Sand
Relative Island: Ro
This sea is like a wall of sandstorms that races around the island of Ro. Any ships that dare sail into this maelstrom is soon to be sandblasted and its crew most certainly with it. There is no known passage through this anomaly. What sort of creatures could exist in this sea is unknown. Rumors abound that the massive sandstorm that comprises this region is actually a sentient being. Such babble is usually scoffed at.

The Gunthak Flow
Relative Island: Ykesha
The Gunthak Flow is a sea of many small uncharted isles. These isles have a great number of lost pirate booty and ruins of old troll fortresses. It exists in a tropical environment. The seas are warm and humid as is the gentle breeze. The breeze occasionally gives way to fierce hurricanes, but that is not a common occurrence.

The Blackwater
Relative Island: The Feerrott
This is a sea of countless naval battles. Ages ago this sea was controlled by the second coming of the Rallosian Empire, a brutal ogre militaristic empire that ruled with an iron fist. There are often many shipwrecks to be found in this sea as well as an occasional floating hulk of what was once a formidable ogre War Galley. Numerous stories of ghostly ships abound and cause many mariners to shun this body of water.

The Fanged Sea
Relative Island: Everfrost
This is a sea filled with icebergs and chilling cold winds. A chilly haze fills the sea, cutting visibility down to dangerous levels. Naval vessels will often need to avoid smaller bergs or take damage upon collision. Many ships have had their hulls cut open as easily as a knife cuts through butter jum. Ice storms are frequent in this region.

Freewater Channel
Relative Island: The Commonlands in D’Lere
This is a sea of rolling waves and an equally gentle breeze, but a breeze of cutting chill. The water is thick with brine and islands of seaweed float along the surface. There is a gentle uneasy calm about this sea. It is well known for the frequent aqua goblin assaults upon nearly any ship that dare cross it. Some sailors report that their ships were boarded by pirates in aqua goblin costumes or even members of the Seafury Buccaneers. The Seafury Buccaneer piracy reports are quickly dismissed since they are part of the Freeportian armed forces and would never return to their days of high seas raids. The sky of this sea is filled with a canopy of gloomy gray clouds that shower down gentle drizzle. The water’s extreme saline content makes it difficult for even normal salt water denizens to exist for long periods of time.

The Cauldron
Relative Island: Lavastorm
The Cauldron sits in a locale with an extremely large number of geothermal vents beneath the waves. The sea boils and large bubbles may form that can actually cause damage to a ship’s hull should they collide. Whirlpools are a common sight in this sea. Some portions of the Cauldron can only be navigated by ships reinforced by great magic or technology to survive the boiling sea and searing winds.

The Straits of Twelve
Relative Island: Highbourne
Nestled by the tempest of the Seafury in the north and the Blackwater to the south, this sea can be found. This sea is filled with jagged spires of rock with no accessible land. The spires are the tips of the shattered peaks of the once great Rathe Mountains. The majestic mountain range dropped into the ocean when a massive collapse of the Underfoot occurred beneath it. What land exists is rocky and barren of vegetation. Most spires are too steep to offer level ground to set foot upon. One great danger of this sea is its shallow and jagged basin. Much of the once mountain range sits below the tides and many a ship have had their hulls gutted by unseen daggers of rock stretched towards the surface, but never breaking through. The grandest sight in this sea is the twelve peaks of the Rathe Mountains that jut high above the waves. Their odd and almost lifelike appearance recounts the tales of these twelve mountains actually being titanic beings of earth and rock defeated ages ago by a legendary ogre champion.

The Dead Calm
Relative Island: Unknown if any exists
The Dead Calm is a waterway no seafarer ventures no matter how brave they may be. But there are those who are foolish and it is from tales of these foolish mariners that we get what little information of this sea. All wind and all tides completely cease when you encounter the boundary of this sea. The foolhardy that trudge onward by oars slowly begin to loose energy and become extremely lethargic. As they row onward, their faces and bodies appear to loose fullness as it appears that the life is being sucked out of them. By the time they realize their mistake to enter this sea, it is impossible to retreat to safe waters. The foolish seafarers become part of the derelict graveyard of ships and floating islands of bones that drift in the sea. No mariner has ever been able to survive in this sea to explore the horizon and discover any isle that may hide at the heart of the Dead Calm. A hint of an island at the center of the sea is sometimes reported.

Norrathians have returned from the treacherous seas in the northern territories of the Shattered Lands. With them came wondrous tales of sights never seen One of these tales is said to be a glint of light in a deep frozen atoll. The chill of that fills the bowl formed by the steep cliffs of the atoll makes visibility nearly impossible, yet, a ship dared to brave the mist. What they found was deadly to say the least. Only one sailor made it back, the same cannot be said for his sanity. He ended up in the padded cells of the Freeport Infirmary and Asylum. He told a tale of a glint of light shining in the mist. His captain forced the ship into the thick white fog and onward to this glint. They found a frozen tower, an elven tower. This tower seemed to offer no access, but apparently it did withstand a powerful blast of cold wind. This blast froze the tower, made evident by the long thick icicles that stretch off to one side. The sailor said they found a breach within the icy armor of the tower. They all entered, but only one made it out. His mind gone, all he could mutter was the word, “Fayspire”. How such a madman managed to sail that ship out of there is a mystery just like the frozen atoll that cannot be found on any map.

Erud’s Crossing:

This island actually exists as part of a grouping of isles known as the Isles of Ebb. I will try and send you some lore on the whole island chain some time, but here is a bit about the island in question. This is a small blurb from early design, enjoy:

o Talysra’s Paw

This is the largest island of the chain. A small volcano mount sits on the island. This island has a bumpy wide sand bar running along the north half of it. The sand bar’s four high points are always above water and give the island the appearance of a massive cat’s paw. The Kerran’s who have come to inhabit this island are a secluded sect of the Kerran society. They have named the island after their newly found cat god, Talysra. They have also built a small village called Talys on the island. The densest woods of Aqua Palms appear here as do the regional flower and coconut trees. A small fissure in the side of the small volcanic mount has a tiny trickling floe of lava that seeps down to the northeast corner of the island where it runs into the water and creates vapor.

Oh wow, and here is a bit about the actual village on the island. Some of this lore may never be seen, but I hope you enjoy the original write up:

o Talys

This is the only village in the sea and is a frequent stop of sailing vessels. The village is inhabited by a secluded sub tribe of Kerran’s calling themselves the Laahr. These Kerrans have come to study their roots and unlike the Kerrans of Kerra Ridge, they worship a new found deity known to few Kerrans. The village is small but has adequate facilities for any traveler. There is an inn located across a bamboo bridge and on one of the islands sand bar isles. A gnome from the Academy of Arcane Science, Professor R.J. Skittlewit, has come to Talys to challenge his wits of engineering by providing the natives with contraptions made out of the natural materials and employing natural resources. Machines exist such as a mill made of bamboo and reeds powered by the steam vent of the volcanic fissure. There is a vault also created by the gnome for adventurers to store supplies, allow for banking and store export goods. The Laahr have built a dock and supply outriggers for rent.

It may be a bit more than you see in the Age of Turmoil, but here it is:

o Isle of the Dead

Long ago, in secrecy, the ——— placed the crypts of the most evil mortals of the time on this island. The island appears as a rocky island surrounded by jagged rocks. The topdown view of the island is that of a skull. Massive stone totems were placed on the shoreline to ward away the curious and keep in any evil spirits. There is an ancient mortuary and tomb for five ——- and ——-. A small temple was eventually built on the island. This temple hides the ———–. The entrance is sealed by magic placed upon a massive stone disc that must be rolled aside before one can gain entry. There is one long wide passage that tells the story of the island through images. There is a center chamber with ———-. There is —— in the middle that is used to ———. There are many —— in —–. Each passage tells the history of the vile acts committed by the mortal whose tomb lies at the end of the passage. Many ——– guard the inside of the tomb. The topside of the island is guarded by evil itself, evil specters and apparitions to repel any who wish to gain entry into the tombs.

There are numerous islands located in the Shattered Lands. Not all of these islands will be presented in game, but we know they are there. One of these islands happens to contain a chunk of forestland once known as the Unkempt Wood. The Far Seas Trading Company believes that a portion of that woodland is what forms the island that they call The Forbidden Forest. The cliffs of this towering isle are nearly impossible to scale. If one were to begin the long climb along the cliffs they would no doubt encounter one of the many birds of prey that dwell there, many of which are quite large and vicious.

Veiled by the constant downpour of the sea known as the Phantom Sea, rests a little isle feared by those who are unfortunate enough to know of its existence. This isle is known by seafarers and avoided for the countless fears that rest on the isle. A dense woodland that swallows this forest isle shields what lies within and only one end offers access to those who dare step foot upon the land. Seafaring tales hint at what may rest inside the thicket. Some tales say that during the day it would seem to be a lifeless land. The land is uneven and trails are like mazes between clearings. Some say a fort of rangers long dead exists far to the end of the isle. It would take nearly a day to trek to and from the fort if one was lucky to correctly navigate the trails. Trees are now long dead and those that have leaves offer little color to the environment. No birds are heard chirping. No deer are seen galloping. It is dead. In the evening this becomes even truer. At night the ground is breached by hands of bone of two undead armies rising again to do battle under the moonlight. It is during this time that no one wishes to be caught upon this little isle of horror.

This last one is a bit of babble about a little known isle called The Serpent’s Fang. Jutting up from the center of the vast Tranquil Sea is what remains of the mammoth Serpent’s Spine mountain range, or at least its greatest remnants. This portion of the sea is quite dangerous for sea travel. Hulls of the greatest ships have been known to rip apart as they barely scrape the tops of the jagged sea mounts lurking just below the surface and in between the jagged isles of this area. Most of what one sees as they near this location are tall spires of eroding rock. The spires of rock are too steep and sheer to scale in any way and have little flat ground to support even a single shack. Many spires contain nests of the behemoth birds of prey called Rukhs. The Serpent’s Fang is the largest remnant of the Serpent’s Spine Mountains. What lies in the cloud covered spires crown is unknown. But some say there are those that walk amongst us that do know… quite well.


Creatures of the Creators Catalog


Some of the creatures found in Norrath today were created by mages for various reasons. In particular, these creations can be found in and around Nektropos Castle in Nektulos on D’Lere or within the Ruins of Varsoon in Antonica on Karan.

Nektropos Castle is the former home of Lord Rikantus Everling and is located within dark woodlands of Nektulos. The Ruins of Varsoon are in what was once called the Keep of Immortality in Antonica. It is interesting to note that despite the cataclysmic events of the past few hundred seasons, both D’Lere and Antonica have ancient keeps with their unfortunate inhabitants.

Externally, Nektropos Castle and the Ruins of Varsoon enjoy (if that can be said) the same weather patterns as the regions in which they are located. Internally, the air within these ancient buildings remains charged with the mystic energies of their former owners. Though dark and occasionally damp, they are both remarkably well-preserved.

Flora within these structures is limited to lichens, which form on the stone surfaces on the northern and eastern interior rooms. As the structures are enclosed (or nearly completely underground, as with the Ruins of Varsoon), light is diffused or nonexistent. Fungi grow in organic litter on the lowest floors of these buildings.

Constructed creatures are generally considered part of the “golem” family of creatures, regardless of their outward appearance. However, magical constructs also exist and can include mundane objects such as books or statues that will reanimate only upon being disturbed. That makes travel through the Ruins of Varsoon and Nektropos Castle particularly dangerous, as potentially anything could be a dormant creature.