Category Archives: Karan

Zek Creature Catalog

by Pearl Honeywine

While many areas experienced changes during the Rending, the changes brought to the Jaggedpine Forest are devastating in that they are not due to the cataclysms that reshaped Norrath. Rather, orcs staked their claim to the region and named in Zek. We call it the Orcish Wastes.

Zek lies to the north of Karan across the Coldwind Coast and over the Sea of Crossed Swords. Not a large land mass, it is relatively close to the Antonican shores although the waters between them are deep and treacherous.

The barren slopes of Zek do not provide much in the way of a windbreak, therefore even a gentle breeze can turn into a hearty windstorm as it channels through the hills. Due to the lack of significant shade, the surface reflects back sunlight and keeps the region warm. The mines are much cooler as they are deep beneath the surface.

The Deathfist orcs have cleared most of the area, leaving only stumps and deadwood as indication that the Jaggedpine Forest ever existed. While pockets of trees remain, many of them are thin and scraggly. Grass grows in some areas, but is often trampled and flattened. There are no known flowering plants in the realm.

As the guards stationed at this outpost claim, you cannot throw a copper without hitting an orc. They are not the only creatures which make traveling through Zek a hazardous journey, though. One must also keep an eye out for the various lions and the treants. The latter do not hesitate to attack first and questions later.

The Pirate Queen and the Map

This book is titled “The Pirate Queen and the Map”. It is the first book in the five part series starring the Pirate Queen as the hero.
As the bow of the ship sliced through the waves, there was no mistaking the markings on the sails. Known throughout the Shattered Lands for being a terror on the high seas, this vessel was none other than the Painted Harpy. Though notorious from Karan to D’Lere, there was only one thing more feared than this ship, and that was her captain – The Pirate Queen Alta.

Never a more daring woman, Alta was as dangerous as she was beautiful. She crewed her ship with the most dastardly men to ever walk the deck and always paid them a fair share of the plunder. But the one treasure they wanted was always off limits. For if ever a pirate were to approach her with less than honest intentions (and that’s saying much for a pirate), the Pirate Queen would show them what happened to those unfortunate men.

Hanging from the main sails of the ship were the withered corpses of all the pirates who tried to woo the Queen. Challenging the swarthy pirate to a duel, the Pirate Queen would see to it that her opponent was not only defeated, but was humiliated before they died. Then, to keep the warning fresh in the crew’s minds, their bodies would rot from the beams of the ship.

For you see, no matter how much gold would be plundered from other vessels that dared to brave the turbulent ocean, there was only room for one thing within the heart of this nefarious pirate. For many years, she sailed the world in search of the one thing the she desired more than gold and silver – the Rubicite Heart.

The Rubicite Heart was a gem larger than anything Norrath had ever seen before. Having first heard the tale at a tavern on the docks of Freeport many years prior, she would dismiss it as being another story told over a pint of ale. Thinking nothing of it, she continued making a living boarding other ships and taking her share of ill-gotten gains.

Not until she would plunder and scuttle a merchant ship bound for a small island outpost known as the Far Seas Trade Isle would she again hear about the Rubicite Heart. Not finding anything of value on the ship she proceeded to keelhaul the ship’s captain, careful not to kill him, until he eventually confessed to the true treasure stowed away on the vessel.

The only thing him and his crew were bringing back to their headquarters was a book and a map. She ordered the crew of the ship to all walk the plank, then set fire to the schooner. Ordering her helmsman to keep sailing until they found another merchant vessel, she locked herself away within her cabin and began perusing the book.

Reading the book, she learned that it was the journal of an adventurer that lived long ago. This nameless fortune-hunter would travel far and wide looking for all manner of treasures. Though he managed to find quite a number of priceless artifacts, the only one that managed to elude him was a gem worth all of relics combined – the Rubicite Heart.

She continued to read about how he had found it in a forgotten temple deep within a dark jungle. Recording his journey, he described in detail how he overcame numerous traps and eluded the guards of this ruin. By the time she was done, Alta was convinced this gem was not only real, but it would be her ticket to retiring from her pirating ways.

Just as she closed the cover of the book, a great swell overtook the ship, rocking it violently. Not only was she knocked down, but the book flew across her desk, knocking over the lamp she used for light. The spilled lamp catching the map on fire, she was unable to put it out before it was burned to a crisp. Sadly, her one opportunity to find this priceless treasure had gone up in smoke before her very eyes.

Steppes Creature Catalog

The Thundering Steppes is an area that is at once familiar and strange. Wide, shallow valleys recall the Plains of Karana while lakes formed in the meteor strikes during the Shattering serve as a reminder that nothing is permanent, not even the shape of the lands.
The Thundering Steppes shares the continent of Karan with Antonica, separated by the high peaks of the Phantom Mountains. Jutting southward like a sheathed dagger, the shores of the Steppes are formed by the waters of the Seafury. Hills are steeper near the mountains and more gently sloped as they near the sea.

Wind and rain sweep across the rugged terrain and while the intensity may vary, the changing weather remains constant. In the course of a day, one can see raging thunderstorms, bright sunny skies and light drizzles. It pays to keep one’s gear in good repair as the weather can take its toll on both metal and leather goods.

Pale green and gold, wild grass is plentiful across the plains. It is particularly fascinating to stand (under some cover of course) and watch a wind storm sweep through the area, rolling the fine blades like waves on the sea. Trees, though sparse, grow here as well, particularly acacia trees with their tiny leaves that let the winds blow through them without ripping them apart.

Many inhabitants from Ages past remain in the Steppes. Centaurs form raiding parties and descend upon travellers, so it is wise to keep one’s guard up. The hill giants can be particularly aggressive, although the centaurs work to keep them in check. The proximity to the sea brings an enchantment of sirens to the shore; beware the sound of their voices!

Halls of the Dead Creature Catalog

While stories have said that “dead ones tell no tales,” these stories are not about Stormhold or Fallen Gate. The dead of these regions are still anxious to tell their tales, as they walked the world during some of its most turbulent and violent periods. Stormhold was the base for the ancient order called Knights of Thunder, while the First Gate was an entrance to Neriak, home of the Teir’Dal.
Stormhold’s location was unknown for many seasons but is now known to be located in the foothills of eastern Antonica on Karan. On D’Lere, Fallen Gate can be reached somehow through the Commonlands. As is usual with ancient bastions, the exact locations are generally known yet never committed to writing lest the writer find himself victim of an unfortunate accident.

Both Fallen Gate and Stormhold are primarily below ground. Carved from the stones surrounding them, the weight of the world above provides great insulation against any temperature fluctuations above. They are generally cool, but not uncomfortably so. It is wise however to bring a cloak or other wrap to keep out the chill.

As sunshine and warmth do not penetrate into these caverns, the primary flora of Stormhold and First Gate are varieties of fungi and lichens. One exception in First Gate is the extremely rare cavern feeder. It is pale and faintly luminescent, growing beside underground pools. It is a carnivorous plant that dips into the water to strain discarded entrails and small fry.

It is said scenes of sudden assault are haunted by those who took part in the battles. First Gate and Stormhold prove this to be true. Ghosts and apparitions of ancient warriors and mages continue to haunt their former assignments, looking at all who enter as enemies. Being underground regions, they are each infested with various bugs, snakes and leeches as well.

Antonica Creature Catalog

Before the Rending, Antonica was the name of a very large continent that included the cities of Qeynos, Freeport, Halas, Rivervale, Highhold, Oggok and Gukta. Since the cataclysms that changed the lands, the name “Antonica” refers only to the western half of the continent of Karan. Its major city is Qeynos, which is located on Antonica’s western coast.
Antonica is the western half of the continent of Karan. It is surrounded by the ColdwindCoast on its north, west and southwestern edges. To the southeast, the PhantomMountains separate Antonica from the Thundering Steppes. Travel through the PhantomMountains is difficult. One can take advantage of Blind Man’s Pass which is under the protection of the Qeynos Guard, however the lands surrounding the Pass are inhospitable.

The climate of Antonica is temperate, with cool nights and comfortable days. The winds are generally from the west during the days, bringing sea breezes from across the ColdwindCoast. In the evenings, the wind flows from the east down the slopes of the Phantom Mountains. When the winds are reversed, the air is drier during the day but not uncomfortably so. Rains are generally mild during Growth and Harvest seasons. Overnight frosts are common during Decay, but melt away with the sunrise.

As the temperatures are so temperate, Antonica has a good season of Growth. The fertile lands contain scattered farms with pastures and fields. Trees are mainly deciduous oaks and maples in the valleys, while the hills are crowned by coniferous pines. Beneath the shade of the trees one can find flowers such as violets, Tunare’s breath and dwarf-bearded iris. At night, one might be fortunate enough to find the rare night blooming gnoll’s bane.

Gnolls are the most obvious creature throughout Antonica. Various clans stake out territories for themselves and attempt to establish themselves as the major player in the region. Non-sentient creatures scattered through the green hills include timber wolves, badgers, bears, and klicnik beetles. Bats are known to wander near old ruined structures or amongst the trees. The Coldwind Coast around Antonica abounds with sea life as well, including crabs, pikes and lurkers.

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.