Category Archives: Elddar Forest

Khalee’Sri


You say, “Hail, Keenora Fadan”

Keenora Fadan says to you in Cae’Dal, “An outsider within our midst. It is not unheard of, but it is remarkable. And with it, brings an opportunity I welcome.”

You say to Keenora Fadan, “What opportunity would that be?”

Keenora Fadan says to you in Cae’Dal, “To converse! When one sees the same faces day in and day out, it does not provide the necessary sustenance for diversity of conversation.”

You say to Keenora Fadan, “Oh! I do have some questions for you then.”

Keenora Fadan says to you in Cae’Dal, “By all means, ask them.”

You say to Keenora Fadan, “Your appearance is unlike any other elves I have known. Why is that?”

Keenora Fadan says to you in Cae’Dal, “Interesting. I was unaware that our appearance had grown noticeably different from other elves, but I guess it could have been related to our long seclusion from others, within an arid land.”

You say to Keenora Fadan, “The land changed you?”

Keenora Fadan says to you in Cae’Dal, “It is more accurate to say we adapted to the land. What had been a forested land of tremendous growth became arid. The trees that had provided shade found little water within the parched land. They thinned and eventually died, leaving few, scraggly copses across the land.”

You say to Keenora Fadan, “That’s what made the Desert of Ro.”

Keenora Fadan says to you in Cae’Dal, “You speak of the ancient Elddar forest, the cradle of elven-kind. Something similar occurred there within the Age of Blood, but that is not the forest I speak of. Our ancestors were elves of the Elddar forest who migrated when they had taken note of the slowly dying woodlands. They took to ships and landed on the shores of a faraway forested land. There, they established the colony of Khalee’Sri.”

You say to Keenora Fadan, “Your people experienced two different dying forests?”

Keenora Fadan says to you in Cae’Dal, “Such was the will of the Mother of All. She was presenting us with yet another aspect of nature. The desert may not look like it, but it is teeming with life! Though we remembered the forests of old, and many of us honor them to this day in our shroud patterns, we began to embrace the desert, and no longer ran from a life in the sun.”

You say to Keenora Fadan, “You found Growth in the desert?”

Keenora Fadan says to you in Cae’Dal, “Our ancestors were not believers at first, either. They had to have their eyes opened by another, just as I can open your eyes.”

You say to Keenora Fadan, “What do you mean?”

Keenora Fadan says to you in Cae’Dal, “There is a desolate region south of here. They call it Grunt’s Pass. If you are determined, you will find at least three different examples of tenacious growth within the inhospitable landscape.”
You say to Keenora Fadan, “I’ll take your challenge.”

Coming to Kunark


A History of the Cae’Dal
by Merith Iliqirelle,

humble scribe and linguist

The First Exodus

Long, long ago, there was a huge elven society living within the Elddar Forest on the continent of Antonica. It was a magical, life-giving forest. They cared for it, and it cared for them. That is, until the land began to scorch and the woodlands began to wither and die. In time, the elves were forced to migrate in order to survive.

They left Antonica in search of forests in lands unnamed. One such group of Elddar elves, led by Valinor Tah’Re, found a lush woodland in a faraway land where they established a colony, by the name of Khalee’Sri. They met the challenges of living in a new land, and the new threats it contained, unflinchingly. Khalee’Sri grew strong.

Climate of Fear

Years had passed since establishing Khalee’Sri, by the time the elves began to notice the greater Khalee’Sri region was getting less rainfall, and the temperatures were consistently rising. The forest vegetation began to die as a result of the climate shift, and the fauna with it.

In their confusion and fear, the elves suspected each other as the cause of the dying forest, after all, it was not that long ago they had left a dying forest. This was all too familiar! Infighting and finger pointing ensued. They must have done something to cause Tunare to shun them like this!

Arid Enlightenment

The elves of Khalee’Sri were desperate and had lost their way. They cried out to Tunare, making sacrifices and pleading with their goddess for salvation. She answered their prayers in the form of a wizened master of the arcane, by the name of Xakartaz. He appeared to them and suggested they had not done anything to shun Tunare. This was her will!

Why else had she allowed this transformation of two forests? She was showing her children yet another aspect of nature. The desert may not look like it, but it is teeming with life!

Xakartaz showed the elves how to live in an arid climate and began to teach them geomancy, the magic of commanding rock and soil. Over the years, punctuated by births and deaths, they began calling themselves Cae’Dal, elves of the stone. They had become proficient geomancers, animating the soil in battle, construction, and conveyance.

Visions of Calamity

Then came the first warnings. Cae’Dal geo oracles had begun having visions of a great calamity coming, one that would surely mean the end of Khalee’Sri! Xakartaz refused to heed their warnings. He thought the visions a deception by some unknown threat, or an enemy of Tunare’s.

The Cae’Dal did not understand. Why would he rather they all stay in this doomed land?

Norrath began to moan loud enough for all to feel and hear. Its complaints rose from far below. How could they deny this any longer?

The Cae’Dal began to construct sailing vessels, believing that Xakartaz would come to realize the dire situation. But when he learned of their plans, he called them traitors and destroyed the vessels!

The Second Exodus

Xakartaz’s stubbornness did not stop the rending of the land, nor did it stop the Cae’Dal. The quakes were sudden, and building in ferocity. The Cae’Dal knew if they were to survive they would have to do so on their own, and in secret. They worked hard, constructing vessels in secret, separate locations.

Then came the dark day, Xakartaz followed a group of provision suppliers to one of the sailing vessels. His anger burned upon sight of their rebellious action. He lashed out, destroying both vessel and Cae’Dal, alike. Word spread quickly of his wrath, forcing other Cae’Dal to board the other vessel and flee Khalee’Sri for stable lands unknown.

A New Land

The elves who sailed away from Khalee’Sri found the waters treacherous and barely passable. The seas were growing as unstable as the land! When a lush land was finally spotted, they counted their blessings and steered toward the rugged coastline. They found themselves in a forested land, inhabited by threatening goblins and iksar, but this did not deter them. They could not face the seas, once more!

Perhaps one day, the Cae’Dal may return to Khalee’Sri. Perhaps, Xakartaz was right, and the land did not succumb to the great quakes, or the rising waves, but for now they live on Kunark, in a region known as Obulus Frontier, in the city of Nye’Caelona, overlooking Warslik’s Wood.

Ardathium, Volume VI


Years would pass and Grenic would see the prosperity of his city rise up from the ashes of its former turmoil. His remorse and shame would lift their scars from his soul and his thoughts would change to that of humble acceptance. Grenic revered what he had done as a necessity, for if he had not given into a tactic that would otherwise be dishonorable, all that he saw before him – the peace and happiness of his people, the people of Marr – would have fallen to damnation and ruin.
The next several decades would bring prosperity and peace to the people of Ardathium. Grenic would produce a son and daughter, Erolysia and Mitharius, twin children who would be named after the patron deity and his respected sister that the fortress had been founded for. Upon Grenic’s death, Mitharius, a knighted warrior in the Che Virtuson, would ascend to Count of Ardathium. The great leader’s body would be taken to the highest tower in the city and in the great chamber of Ardathium’s Heroes, Grenic’s body would be laid to final rest beside his comrades.

Ardathium would experience nearly a century of prosperity and peace beneath the leadership of Grenic’s bloodline, though a great earthquake and the burning of the Elddar forest would leave the once-white and golden jewel of Mithaniel’s legacy upon Norrath in irreparable ruins that would, in the passing eras, be consumed by the desert sands of Ro. The memory of this great city would be lost as the ages passed and turmoil wrought the minds of the modern cultures.

I hope that these words can give resurrection to the memory of this glorious place – that the descendants of its survivors and the scholars of Marr will come forward and restore the proper glory and respect to the memory of a might, though compromised knight’s achievements and the history of Marr’s first successful mortal campaign.

Ardathium, Volume IV


No doubt fell upon Grenic’s mind that Tjarduugh would launch an attack that would more than likely cripple Ardathium, if not destroy it. His men were weary and few amidst their immeasurable bravery and honor. The attack could not occur if Ardathium were to survive, and above all things, Grenic’s vow to Viannay was held in the foremost of all his considerations.
He ordered the pilgrims to leave Ardathium for their own safety, vowing to them that they would hear word when and if it was safe for them to return. The Che Virtuson were then organized and prepared to act as mediators of defense, for to launch an offensive with such an army of a mere five hundred soldiers and priests would be suicide and inevitably guarantee Ardathium’s downfall.

Grenic sent a message with the pilgrims, who had to travel through the Elddar forest to reach safety as he had instructed them to do so. A small band of the migrating pilgrims stopped at one of the elven outposts on the eastern border of the forest. There, they left Grenic’s message, which would reach Elwyean in the halls of Takish’Hiz. The great Koada’Dal wizard was quick to follow Grenic’s request for his guidance and wisdom, for this several thousand year-old elf was the grand-sire of Viannay and had given his blessing for Ardathium’s construction outside of the sacred forest.

The news was nothing new to Elwyean, for Ardathium’s impending doom had not escaped the keen eyes of the elves. Elwyean advised Grenic that the destruction of the swamp would diminish much of the troll’s forces and would leave them in scattered chaos. Grenic was hesitant, though he did not take Elwyean’s advice lightly, for an elf’s pledge to destroy a natural niche was not something uttered in every lifetime. The elves of the Elddar believed that the swamp was corrupt – that the trolls’ darkness had seeped into every fiber of the land and that even the trolls’ destruction would not uproot the whole of the evil that had infected the region. The wizard informed Grenic that the swamp would inevitably be destroyed by the elves, but it was up to Grenic to decide whether or not this act would be one in favor of his city’s continued existence, or one executed after Ardathium’s fall.

Ardathium, Volume II


In the first years to crown the Monument Age, the Fortress of Ardathium was erected in the northernmost fields outside the Elddar Forest. Established by the half elven paladin, Countess Viannay, Ardathium would be the first of the great monuments established in the name of Mithaniel Marr throughout all of Norrathian history. Dedicated solely to the crusades of The Truthbringer in the name of valor, honor, and truth, Ardathium was one of Norrath’s most beautiful, though tragically short-lived treasures.
Constructed of pure alabaster stone and crowned in statues and tower caps of solid gold, Ardathium was a sight to behold. Its white and blue banners rose high toward the heavens and the brilliant glinting of sunlight off of its tower’s golden caps could be seen for miles above the lush, green canopy of the Elddar Forest to the south.

The Che Virtuson was established shortly thereafter – an elite force of zealous knights and priests dedicated to The Truthbringer and his divine word. A small commune of faithful peasants dwelled within the outer sanctum of the fortress’ temple, though the fortress was primarily governed as a war-front against the dark evils that lurked in the eastern swamps of Innothule and the Feerrott. Countess Viannay appointed three Viscounts to her aid, dubbing each of them a General of the Che Virtuson and second in command to only her dominion over Ardathium.

Grenic Drere, a human paladin of Marr who had led several knights and faithful pilgrims to Viannay’s aid during the first battles with the troll armies of the east, was among those appointed to lead at her side.

Ardathium would launch several campaigns against the massive trollish armies that dwelled in the swamps of Innothule to the east. Countess Viannay’s fervent regard of the amphibious race as a poisonous plague upon the face of Norrath and her military prowess in conjunction with her unchallenged zealous faith in The Truthbringer would lead the Che Virtuson to several victories over their enemies — all the in the name of Mithaniel Marr.

Unfortunately, Countess Viannay would not live to see the end of her life’s work and her death would be the first step toward the glorious fortress’ demise several generations later.

Into the Depths of: The Desert of Ro


Overview of the Desert of Ro

The Desert of Ro is a vast and deadly desert that is surrounded by the city of Freeport, Innothule Swamp, the Commonlands, and the Timorous Deep Ocean. A variety of creatures inhabit the desert and the oasis within making it a thrilling place for travelers to adventure.

Background Lore

Northern Ro

The Northern Desert of Ro is a vast and deadly desert that lies just beyond the eastern gates of Freeport. Several inns and a few of Lucan’s militia can be found with the last, desperate reaches of temperate vegetation carpeting the flat of land just before the rise of the desert dunes. A tunnel carved into the steep ridge bordering the desert to the west, connects the desert to the Commonlands.

To the south, one will meet the sands of the Oasis of Marr, which separates the northern and southern reaches of the Ro desert. Legends speak that what is now the northern Desert of Ro was once the northern reaches of the ancient Elddar forest – the former home of the elves who had once resided upon Antonica, then called Tunaria. This forest was said to have been the most beautiful woodland Norrath has ever seen Spanning the whole of what is now the desert of Ro and Oasis of Marr, this forest is said to have been burned to the ground by the fiery wrath of Solusek Ro.

The northern desert is host to a great variety of inhabitants, range from rattlesnakes and giant tarantulas, to the dread cutthroat pirates of the desert. It is also rumored that the unfortunate citizens of Freeport who are infected with a plague of the mind are cast out into these desert lands to die. However, many of these desert madmen have survived the harsh, unforgiving desert heat and have grown all the more crazed from it.

Southern Ro

The southern-most section of the deadly Desert of Ro borders the Innothule Swamp and the Oasis of Marr. In addition to scattered cutthroat camps, several types of dangerous creatures roam the vast rolling dunes of the desert, including the undead.

Between the dry sands of the desert and the swamp are wet marshlands. These marshlands are the home of several small encampments of orcs related to the tribe found in the Commonlands. Also within the firs reaches of the marshlands is an abandoned druid ring. Druids can use this to travel quickly to the surrounding areas.

Located halfway between the giant stone mesas to the north and the start of the wetlands in the south, is a dark elf gypsy encampment. People who are on friendly teams with the dark elves may be able to find assistance and supplies here, although those who are not in league with the Teir’Dal will quickly find themselves at the merciless wrath of these hateful women.

Ortallius and Rathamana Allin

Tucked within a rocky cove carved into the steep ridge surrounding the eastern border of the desert is a small encampment guarded by Ortallius, a very stoic orc warrior of unrivaled skill. This camp is an ideal place for all adventures to come and sell their wares, as well as purchase supplies. An Erudite wizard, Rathamana Allin resides within the single tent, the wizard is rumored to be a wise and formidable man; his purpose and intent with the southern desert remain a mystery to all but himself and perhaps his orc bodyguard Rathamana raised in the great schools of magic in Erudin. In his youth, he secretly studied the art of necromancy and eventually happened upon others who practiced the art of darkness. These magic users, or rather, necromancers, are called heretics. He learned their ways, but before he completely converted to their dark ways, he attempted to flee their circle. They caught him and through arcane means transported him to this desert. Rathamana would tell you that he would have died if it were not for a vision of Solusek Ro. In his story, he states that Solusek appeared to him and created a hole in Norrath. It was from this hole he drank and lived. Since then he calls the desert of Ro home and lives his humble life in the name of the Burning Prince, Solusek Ro.

Source: http://eqplayers.station.sony.com/news_article.vm?id=50993

Into the Depths of: Elddar Forest


Overview

Today, the once great city of Takish Hiz lies in crumbled ruins. The once majestic forest city succumbed to the fury of Solusek Ro’s wrathful sun, leaving sand and ruins behind.

In ancient days, the city of Takish Hiz nestled in the heart of the Elddar Forest. The elves who inhabited this lush forest are the ancestors of today’s high and wood elves. Adventurers can see the influences of these ancestors throughout the high elf and wood elf cities even now.

Tunare has enlisted the aid of Karana and Druzzil Ro to send adventurers back to this city in order to reclaim lost knowledge to aid in the fight against Mayong Mistmoore.

Background Lore

Tunare, the goddess of Nature, saw a lush forest and fertile land on a great continent in Norrath.  She eagerly and lovingly created a race of elves and settled them into the dense forest.  Those elves, who came to call themselves the Elddar, prospered quickly and greatly. And while Tunare watched her children with pleasure and pride, other gods came to notice the new world. These gods soon realized they received no invitation to be part of Norrath’s development and were not so enamored of those who had.  One god who took particular offense was Innoruuk, the Prince of Hate.

Innoruuk seethed with anger over his exclusion from the new world and was most disgusted with Tunare’s loyal and kind elves. He felt them a weak abomination and chose to use them as an example of his power in the creation of his own race.  He stole the first elven king and queen of the great house of Thex right from their thrones in the great elven city of Takish-Hiz.  He would torture them both for three hundred years in his Plane of Hate until they were twisted and torn by his power to become the first Teir’Dal — the dark elf race.

Many years later, Solusek Ro, the Lord of Flame, saw the new world of Norrath and wanted to claim the same great lands Tunare had taken for her elves.  His jealousy and determination overcame him and he would soon intervene.

Areas of Note

Palace – The palace of Takish Hiz is subtly elegant, with smooth, white stonework of the highest quality. The decorations are understated, yet beautiful and consist of rugs, magical instruments, and facted windows that highlight the superb craftsmanship of the elves.

Tunare Shrine – A temple to the goddess set in a hollowed tree. This area is where the priests and acolytes of Tunare gather to discuss the spiritual well-being of the city.

City Complex – The main area encompasses the library, magical workshops, amphitheatre, homes, and other necessary parts of a thriving city.

Nature Spirit Grounds –A training area for learning how to work with nature spirits and mastering nature based magics.

Orc Huts – A tiny orc village.

Giant Encampment – Intelligent giants reside in this mountainous encampment.

Area NPCs

  • Elddar Elves
  • Horses
  • Nature Spirits
  • Forest Animals
  • Treant
  • Nature Dervish
  • Orcs
  • Forest Giants
  • Pixies

Source: http://eqplayers.station.sony.com/news_article.vm?id=51955

Planes of Power


The Plane of Justice

A council of six masked beings known as The Tribunal, or the Six Hammers for their massive golden gavels, rule over the bleak landscape of endless gray plains and massive prison structures that is the Plane of Justice. All manner of sentient creatures that have committed unspeakable crimes are condemned to serve sentences within the impenetrable walls of the planar prisons, watched over by hooded servants of the Six Hammers.

The mortals of Norrath who worship The Tribunal claim that the Six Hammers sit eternally in the Court of Justice, perpetually passing judgment on the creatures brought before them by a being known only as The Seventh Hammer. It is this Seventh Hammer that acts as the messenger and bailiff to The Tribunal, and it is said that he is the only sentient creature that can stand before the immortal judges and he himself not be judged.

The Plane of Flame

Solusek Ro, The Burning Prince with his crown of flame and spear of fire rules the Plane of Flame from his mighty Burning Tower. Fire Elementals, Efreeti, and an assortment of other fire loving planar creatures inhabit Solusek’s endless kingdom of blazing landscapes under a burning red sky filled with clouds of smoke, smoldering embers, and fiery rain.

The mortals attribute Solusek with such acts as the raising of the Serpent’s Spine Mountains and the destruction of Eldarr Forest, creating the Deserts of Ro and changing the face and history of Norrath. Does this deity, revered by powerful wizards throughout Norrath, serve the will of his father, the mysterious greater god Fennin Ro, Tyrant of Fire and Lord of the Plane of Fire? Or does Solusek Ro serve his own destructive and power hungry cause?

Plane of Disease – The putrid stench of rotting flesh hangs heavy in the air as adventurers discover a vast plane of pestilence, decay, and corruption.

Plane of Nightmares – The home of Terris Thule. A forested region, a wilderness of terror, the Plane of Nightmares will steal the sleep of many adventurers.

Plane of Knowledge – New Tanaan is a city-state that exists outside normal physical and political boundaries, a haven of knowledge for those who seek it.

Plane of Tranquility – Tranquility, the gateway to deeper planar realms. Peace reigns supreme here and adventures will not be able to engage in combat or use offensive magics

The stolen king and queen of Takish’Hiz


Ruanya Windleaf looks over a strange piece of blue ore and hides it when she sees you approach. ‘Hail Krozman. These are certainly interesting times. We are seeing all sorts of new things these days. I do need to tell you what happened in Takish-Hiz that led to the demise of many of my elven ancestors. I must ask you to remember that Solusek Ro called upon the power of sun we call Ro that would ultimately be the end of the first elven city. I must continue my fletching right now, but when you return, I can tell you more.’

Ruanya Windleaf says ‘How nice to set eyes upon you again Krozman. Like I had said, the destructive heat of the sun called upon by Solusek Ro brought the Elddar Forest to its end. As the trees withered and became petrified and the soil lost all of its nourishment, sands began to close in on Takish-Hiz. King and Queen Tak’Yaliz, who replaced the first King and Queen Tak’Hiz that were stolen by Innoruuk, commanded all of the elves to protect their city from the encroaching sands. Can we talk another time? Patchka Ceorvra needs my assistance with gathering some shrubs for her alchemy practice.’

Ruanya Windleaf says ‘Let’s begin again, Krozman! All of the elves of Takish-Hiz brought their strongest magic outside the city to protect it from the heat of sun. They fashioned aqueducts and resurrected trees and planted new ones to try to force the sands backward. As the natural resources needed to perform their magic dwindled, the elves had to look elsewhere. King and Queen Tak’Yaliz and their advisors called a grand assembly with the druids to propose an alternative that would be a massive undertaking. That’s all I have time for right now. So much to do!’

Ruanya Windleaf says ‘Lend me your ear again, Krozman and we’ll continue where we left off. During the assembly of the druids of Takish-Hiz, the king and queen pointed their faithful citizens toward a new magic art . . . geomancy. All of the citizens of Takish-Hiz were then given specific duties that would save the city. Some citizens were sent out to maintain the forest with shovels and seeds, and others were sent to the great libraries to learn and improve upon geomantic arts. I have to meet a fellow wood elf for more information on the story, but I’ll be back soon.’

Ruanya Windleaf says ‘I have more detail to give you Krozman. As the sands continued to pour in around the elves of Takish-Hiz like a merciless sea, parts of the city began to fall to the pressure of the failing earth. But the elves did not falter in their resolve and desire to save their home. The geomancers used the sands to form new walls where the stone crumbled. All the wood that cracked and split under the advancing sands were also replaced by reformed earth. Soon, large parts of the city were replaced with sandy architecture. Each day the elves fought to maintain their city, but it would be a battle that would seemingly never end. I must make an entry in my journal now, friend. Return soon!’

Ruanya Windleaf says ‘That Calliav certainly is an interesting sort. From time to time, he has visions about Takish-Hiz and tells me what he sees. Lucky for us, I suppose! Anyway, let us continue with the story. The king and queen of Takish-Hiz came to accept that much of their city was buried under the scorching sands and what remained was fast becoming unlivable. They saw some of their most faithful and powerful geomancers trapped in ruins of the city as some of the structures failed. It was time to make a decision. I’ll tell you more about that later. I have to do some foraging. We’re running low on supplies.’

Ruanya Windleaf says ‘More about the elves? Good! King and Queen Tak’Yaliz used a great horn to signal to all of their citizens that it was time to flee their failing city. They decided it could not be saved. The elves, weary and worn, left the scorched earth that came to be known as the deserts of Ro and made their way across the Ocean of Tears to a new and fertile land. They began to settle in a forest named the Faydarks that was much like the Elddar Forest once was. What they did not know is that some of their ancestors did survive deep beneath the sands in Takish-Hiz. We must discuss this another time, friend. I have a guest coming soon and I need to prepare.’

Ruanya Windleaf says ‘Hail, Krozman. I would recommend you go inquire about the decrepit state of Takish-Hiz and the elves with Niflel Faliwae in the Greater Faydarks. She has been doing a lot of research on the elves of Takish-Hiz and has quite a tale to tell. She can provide you with more insight than me. Safe journey!’

Rosethorn Spire


It had been long argued among the sentient races of Norrath that the Elves, the children of Tunare, were the first of the races to wield the art of wizardry. The history of Aros ‘Thalinor is an ancient bit of evidence that supports this theory

It was difficult to find any buildings of mortal make older than the Rosethorn Spire (or Aros`Thalinor in the Elven tongue). None knew its exact age; in fact, no one was even certain if it was constructed by the Elves. There were Elven influences to be found in the architecture; but whether this was inherently Elven, or a foreign influence that the Elves eventually copied, was unknown. The spire was ancient indeed, but the Elves had expanded upon it. They used their powerful magic to guide the black stone into useful shapes. A balcony was formed in recent years. Below the spire the Elves also shaped the surrounding stone, creating the many vaults that hold much of the artifacts and knowledge of the Koada`Dal wizards. During these recent excavations, the Elves found a strange room carved from the same black stone, but of vastly different architecture. The style of the wall carvings was completely foreign to the exploring Elves and had stumped all scholars. In addition to the room, a sarcophagus and an arch were found. Both were carved from a stone not found anywhere on Antonica. The mystery of the tomb held the attention of many Elven scholars and historians for nearly a century.

During this century, the destruction of the Elddar forest fell upon the Elven nation. Attention veered from the tomb’s mystery to more important endeavors, such as saving the life of the dying forest and fighting off the sudden incursions of a new race of blackened Elves from the Underfoot.

Aros`Thalinor fell into peril. The advance of the embittered Teir`Dal proved to be too strong for the Elves, especially after suffering under the jealous hands of Solusek Ro. The Spire was in grave danger. It held all of the accumulated knowledge of Elven wizardry that tutored all talented Elves choosing to walk the path of the wizard. But, wizardry was no paltry pursuit. The masters of the Spire brought the awesome power of the weave itself to bear against whatever horde that the Dark Elves hurled at them. Subconsciously, the master wizards knew that, if they so had desired, Aros`Thalinor could be moved. The whole of the island could be torn from the land and sent floating among the clouds, sailing to far off Faydwer where their cousins settled after fleeing the dying forest so many years ago. They decided to await the march of these spiteful Elves and defend the Spire.

Only, the arrogance of the Elves doomed Rosethorn and the wizards that held it. The foul art of necromancy was known to the Elves but none dared delve into it; the costs were too high. The Teir`Dal knew these costs as well. They also knew of necromancy’s destructive power. The dark Elves decided that acquiring the power was worth the cost. Through the necromantic arts, a legion of dead warriors was raised to assault Aros`Thalinor. The legion of undead joined with living warriors from Neriak. They fell upon the Spire and were slaughtered as the Elven wizards’ wards held them off. From atop the Spire, the wizards rained down the greatest firestorm that the world had ever seen. Thunderheads of roaring flame swept across field of battle, incinerating all life (and unlife). Lightning poured from the clouds and streaked across the skies, ensnaring the dark Elven army in a web of crackling blue energy. An entire legion of undead and living became heaps on the ground, or floating bodies in the Lifire river threatening to choke and flood the area. The Elven wizards, high atop their Spire, looked down upon the carnage and were satisfied with their work. They believed that the surviving Teir`Dal generals and their inferior necromancers would eventually flee after realizing what had happened. But the wizards were wrong. The necromancers did not flee. In a few moments after the battle, the necromancers began to laugh.

“They are insane with rage from their defeat,” thought the wizards of the Spire. When the laughing ceased, the master necromancer declared his victory over Aros`Thalinor. His deep booming voice carried magically to the ears atop the Spire.

“Fools!” cried the wizards. But the necromancer had the last laugh. He told the wizards that they were doomed.

The art of necromancy was power over life and death. A life could be snuffed out as easily as a body could be raised to unlife. Poisoning was used extensively in necromancy, souring the flesh and draining life from it. Anything could be poisoned: water, air, sand, and even mana, the substance of magic, itself. The Elven faces blanched as they fully realized the incredible power of the Teir`Dal, to taint mana itself, the aether, the weave that all magic drew life from. The necromancers announced they would leave and then return to claim the Spire after the fool wizards died off. The Elven wizards fell to their knees in disbelief and lamented their folly.

Despite the Spire’s tragic downfall, it was still an awe-inspiring sight that continued to exist as a center for learning and development; even though the wild rosebushes that once surrounded it were now dry and withered. Many wizards still traveled from afar to learn from the potent keepers of the Spire. Even Teir`Dal wizards were welcomed, though necromancers and the art of necromancy were reviled. All but four of the wizards of the Spire were dead in their tombs. The remaining wizards were dying and would soon join their fallen brothers even though they labored to undo the poisoning. Only the necromancers prevented the wizards from venturing into the vaults to research the poison still coursing through their veins. Instead the wizards relied on adventurous wizards from other lands to claim the books and artifacts from the vaults. The wizards of Aros`Thalinor had been known to give advanced lessons to those who had the talent and to those who helped in their struggles. If a wizard wished to gain a deeper understanding of the endless mana sea, it was Aros`Thalinor that he or she traveled to. Newcomers would be tested to the limits of their ability; but their greatest challenge was to overcome the overwhelming sadness and anger that permeates the Spire of Rosethorn.