Category Archives: Lavastorm Mountains

Nektulos Forest, by Torq De’Rech


When I first traveled this forest as a young dark elf I found many things fascinating. The weather here under the trees is mild and rarely changes. The air is stagnant and thick, festering with rotting life and the iron tinge of blood. Fog is prevalent, so one learns quickly to watch their step.
Nektulos Forest in the days of my ancestors was not half as dangerous as the Nektulos of today. The Nektulos of old was bordered by the Eastern end of the Commonlands, the Lavastorm Mountains and the great dark elf city of Neriak. There are rumors that the Lavastorm Mountains have been rediscovered and are in a much more dangerous state then the Lavastorm of old. There are still ruins of the old wizard spires deep in heart of the woods and ruined druid rings remain as well.

The old Nektulos was inhabited by far less species than today, but several of the old species have remained, becoming stronger through the cataclysm. The undead of old still roam, now joined by those who suffered in cataclysm. The shadowmen also remain. There were texts that were found in the ruins of Neriak that speak of worshippers of a strange god that lived in the forest, where they are today I cannot say.

The ancient dark elf city of Neriak was once protected from invaders by these woods. All the warriors knew these lands better than any interloper could ever dream of knowing them. Neriak was strong and fortified. The forest protected the entrance to the Foreign Quarter, which protected the entrance to the Neriak Commons. An invading force would have to fight through these regions before making it to the Third Gate. The Third Gate housed the training halls of the great warriors and mages. No force besides the cataclysm could have ever hoped to take on the might of the great city of Neriak. It is said that the ruins of the mighty city have been unearthed and explored.

The burial chamber of D’Morte has also been unearthed in the woods. It is told that the undead and vampires who reside within heed no visitors. As long as they remain beneath the ground the Order will not strike out against them. Let them feed on the weak; we have no other use for them. The biggest strength that the Order possesses is we know these woods as our ancestors did, none would survive challenging us here.

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The Hand of Saramyth


This is an ancient artifact found by the Freethinkers. Legend has it that this is the arm of Saramyth himself, a great necromancer of old. Saramyth’s life ended in the Lavastorm Mountains as he was tricked during battle with an illusionist. As Saramyth went to strike, he realized he was swinging for the illusionist’s personae, but it was too late. The personae was banished and Saramyth’s momentum carried him into a lava pit. His arm laid grasping the dirt next to the pit and was all that remained

Into the Depths of: Solusek’s Eye


Overview of the Solusek’s Eye

Located within the great volcano of the Lavastorm Mountains, Solusek’s Eye is a set of caverns with molten lava and precious ores running through it. The depths of these lava-filled caverns are full of gnome miners, vicious kobolds, and fire goblins. The fire goblins and the fire giant – deeper within the caverns – are protectors of the great red dragon, Lord Nagafen.

Background Lore
The Solusek Mining Company, an intrepid group of gnomes, ventured to Solusek’s Eye from their home city of Ak’Anon to mine ore and produce tinkered creations. To aid the excavation of this dangerous s region, the gnomes have brought with them a horde of clockwork miners who can better tolerate the intense heat emanating from the pools and rivers of magna.

Fire goblins also make these caverns home, unaffected by the searing heat. Though the mining company and fire goblin clan are not in direct conflict, they have no love for each other. They do, however, share a hatred for the Solusek kobolds and the fire giants. The fire giants and the fire goblins both serve the great red dragon, Lord Nagafen.
Those that dare to trek too deeply through Solusek’s Eye are advised to be wary of stumbling into the lair, for creatures that lurk there are far more deadly than the goblins and fire elementals of Solusek’s Eye. The lair is accessed through the innermost tunnel system of the complex.

If one is brave enough to endure the suffocating heat of the lava and the constant torment of the goblins, Solusek’s Eye can be a wonderful place to find wealth. The ore mined by the goblins and gnomes can be sold for a handsome price to merchants in various towns. Also, the shamanistic magic of the globins has allowed them to craft simple trinkets with properties that could prove helpful.

Dangers

Solusek’s Eye is not only full of dangerous goblins who would kill anyone entering into their territory, but the lava that flows throughout the caverns can melt through the sturdiest of armor. The ledges and causeways are oftentimes very narrow here and falling into the lava is an ever-present danger.

Fire Goblin King

When the red dragon, Lord Nagafen, descended upon the desolate, fiery peaks of Lavastorm, he compelled the fire goblins who had resided in this region for many generations to construct for him a subterranean lair in the nethermost bowls of the immense volcano. Lord Nagafen was able to impose his will by taking advantage of the Fire Goblin King offering him and his heirs an unchallenged role over his own people, backed personally by the great dragon himself. Dimwitted and eager to please this massive, god-like creature of immense power, the goblins quickly went to work, constructing the tunnels and grand chamber that would house the fire dragon.

The king has presided over his people without opposition or uprising ever since – an occurrence of social stability that is quire rare about the goblins of Norrath. To this he continues to directly oversee the fire goblins of Solusek’s Eye, answering only to Lord Nagafen. It is known that the goblin king and his subjects hold a great contempt for the kobolds and fire giants who protect Nagafen’s lair – a disdain that is borne of jealously and contest for their great fire lords favor.

Source: http://eqplayers.station.sony.com/news_article.vm?id=51038

Into the Depths of: Broodlands


Overview

The Broodlands have been used as a nursery for dragon eggs since ancient times. They are securely nestled in a valley surrounded on all sides by mountains to keep the precious eggs safe from harm. Most of the valley is lush and green, except where it borders other areas, like Lavastorm.

The most prominent feature of the Broodlands is the lake in the very middle of the valley. This is an excellent landmark for adventurers in the 40 to 60 level range to find their way in this area. It also has an island in the center that leads to The Nest.

Areas of Note

Veeshan’s Broken Claw  Hidden away within the swampy areas, there is a broken statue of Veeshan’s claw.

The Dragon Road – An ornate stone pathway winds its way around the lake and up to the temple on the mountain.

Source: http://eqplayers.station.sony.com/news_article.vm?id=52017&month=092010

Najena’s City


You say, ‘Hail, Archpriest Del`Maque’

Archpriest Del`Maque says, in Elder Teir’Dal, ‘Hmmm.’ He motions to his two followers to be still. ‘This one will not trouble us, I think.’ He turns to face you. The years have not been kind to his ancient face, but his age does not bring weakness. He eyes you with a fierce gaze. ‘From the expression on its face, it doesn’t even seem to [understand] what I’m saying.’

You say, ‘I understand’

Archpriest Del`Maque says, in Elder Teir’Dal, ‘What!’ He grins a malicious smile, his yellowing tongue flicking out across his teeth. ‘Perhaps ye’re not so ignorant, after all. What brings ye here? ‘Tis usually only the damned guards that I see, bringing me that vermin-feed that they call nourishment. Even the [Mistress] provided better than this.’

You say, ‘what mistress’

Archpriest Del`Maque says, in Elder Teir’Dal, ‘Fool. . .’ He sniggers to himself. ‘Well, that’s what she called herself, the silly wench. Trying to build herself a little city of her own, what arrogance. . . ‘ From the folds of his thick robes, he reveals a small crystal sphere. ‘Nothing that the [eyes] of Del`Maque cannot see, ye ken.”

You say, ‘what eyes’

Archpriest Del`Maque says, in Elder Teir’Dal, ‘The eyes of the dead are everywhere, and with the correct devices and words. . . ‘ He passes his hand over the sphere and clouds appear within, as if a fog had suddenly awoken. He looks at you with ancient, lidded eyes that glitter with amusement. ‘Try to set up her own little city. . . right in the mountains, so she did. All the terrain of the Lavastorm Mountains itself couldn’t halt the advance of the angry King. I wonder how the King [found out]. . .”

You say, ‘found out?’

Archpriest Del`Maque says, in Elder Teir’Dal, ‘Guess!’ He grins. ‘How do ye think? ‘Tis a foolish woman indeed that trusts the heart of Del`Maque. I do hope that her downfall was not too.. crushing.’ He laughs quietly. ‘Of course, treachery to a witch is strictly against the letter of the law, ye ken. I don’t doubt that any reasonable judge with absolve me of all guilt. If thy witch is a traitor, how else can ye act?’ He replaces the sphere within his robes. ‘Poor, dearest, Najena. . .’

LDON 11 – A Path with Purpose


The brilliance of the crimson light began to fade and a robed figured took an unsure step forward. Morden moved out of the shadows and was taken aback by the look of recognition on the mage’s deeply creased face.

The mage extended a thin, trembling arm as his eyes began to roll back into their lids. The weakened man’s knees gave way and he started to fall to the grimy floor of the sewer. Morden lunged forward with striking grace and speed, catching the mage before his head hammered the ground.

“Well, how do ye like that for a greetin’? I usually have to work a wee bit before folk fall to my feet,” Morden cracked wise to Tondal.

“It is amazing to me how easily you amuse yourself, Morden,” Tondal winked back.

The two collected the frail, shallow-breathing human and rested his back against the slippery wall. Morden looked him over.

“I believe this be ‘im, eh?” Morden asked, looking to Tondal for confirmation.

“He certainly did seem to have issue with his faculties. I would guess it is Calliav Giniuar,” Tondal replied.

“Go yeself back to Lavastorm and tell Nedaria to collect our friends and meet us in the Commonlands. There be an old swashbuckler there that will put us up for a while. We just simply can’t take this poor soul to that infernal place,” Morden said.

“We shall meet you there soon, friend. Be safe,” Tondal hesitated a moment before he spoke again. “It may just be my excitement, but I think this meeting will be of great importance to all of us.”

Morden looked at Tondal and nodded quietly.

“Aye, it may be.”

Tondal turned and disappeared into the night outside the sewers.

Reference: http://classic-web.archive.org/web/20050303234710/everquest.station.sony.com/lostdungeons/lore.jsp?page=LDON+Lore+Chapter+11

LDON 10 – Seeking the Stone


Trapped in the chaos of his mind, Calliav continued to stagger through the Plane of Knowledge, aching for calm and relief for many days.

As he continually wandered, Calliav caught the murmurs of passing Norrathians. Several times, he heard about a band of adventurers, the Wayfarers Brotherhood, which had become well respected for its success in finding information and exploring.

It was clear to Calliav that he should seek the leader of this crew of explorers, Morden Rasp. He would send a messenger to request his help very soon. For now, though, Calliav had to continue his research into the vision of glowing stone that kept haunting him. He believed it to be that magical stone that was stolen from the trolls-the Grozmok Stone.

Morden, Nedaria, and Tondal had gotten word that a raving madman was seeking their assistance to find an object of grave importance. Naturally intrigued, Morden wanted to learn more, but was uneducated about travel to and from the planes. Twice now, he had sent messengers to get word to the lunatic, but had heard nothing more.

If the news about the madman was true, Morden and his friends might face their greatest adventure yet. The idea was an alluring proposition for another reason — now that Morden’s team of outcasts and shunned travelers rivaled any powerful group of explorers on Norrath, Morden wanted to prove the worth of his great friends to the world. He was confident they could take on any challenge and be successful. No one knew adversity like he and the rest of the Wayfarers Brotherhood.

Morden was told by the last messenger that Calliav could arrive on Norrath at any time and that he would most likely find his way to the city of Freeport.

Nedaria agreed to lead the growing camp in Lavastorm while Morden and Tondal ran to Freeport. Tondal was familiar with the underground labyrinth of the sewers of the city.

The two companions ran with the shadows in Nektulos forest, slipping past the guards in the Commonlands. Arriving in Freeport, Tondal led Morden to the hidden entrance to the Freeport sewers. As they crept through the darkness, they came upon a pedestal holding a book. It emitted a power that made the hair on the back of Morden’s neck stand on end.

The two edged their way around a corner to observe this strange object pulsating with magic.

It wasn’t long before a low hum stirred from the book on the pedestal. The sound had such a deep resonance that Morden’s teeth chattered. Tondal felt his chest vibrate as he watched a puddle of slime ripple at his feet.

The two shared a confused glance when a crimson glow began to fill the slippery walls of the sewer.

Reference: http://classic-web.archive.org/web/20050303234542/everquest.station.sony.com/lostdungeons/lore.jsp?page=LDON+Lore+Chapter+10

LDON 6 – Fires and Frustration


http://classic-web.archive.org/web/20050303233034/everquest.station.sony.com/lostdungeons/lore.jsp?page=LDON+Lore+Chapter+6

Morden took a worn rag from his satchel and wiped the sweat off his brow, leaving a light smear of dirt across his cheek. It had been several days since he, Nedaria, and Tondal first sucked the burning air of the place called the Lavastorm Mountains into their lungs.

“I’ve decided we ought to give our faithful band a name of some sort,” Morden said. “We’re becoming somewhat renowned, are we not?! I think we ought to take pride in what we do and who we are. . . aye. Knowing us like I do, I think we ought to call ourselves the Wayfarers Brotherhood.”

Tondal’s violet eyes shone with pride upon hearing the name.

“Yes, Morden. A fine name indeed. A real family,” he said.

“Aye, I agree. It’s been a long time coming and the name should serve us well as we continue our travels,” Nedaria chimed in.

“Well, enough of that then, eh? Be sure to get the word out! As for me, I need to get meself back in those mines and find a way past that mess o’ goblins and bloody clockworks,” Morden moaned. “I’ve never seen such a blasted infernal place and I am really not used to such resistance to my good looks. Nedaria weren’t even this difficult.” He winked at Nedaria.

Nedaria sighed, shook her head and turned away from Morden to hide a smile.

Morden hummed as he wrapped three lock picks in leather straps, so they wouldn’t make any sound in his satchel as he moved. He rummaged through a crate and gathered up some rope, a few morsels of bread, and a flask of water. He bid his friends — now of the Wayfarers Brotherhood — farewell and set off toward the crater bubbling with lava.

Nedaria busied herself building the camp in the Lavastorm Mountains with all the new adventurers that had followed from the Burning Woods. They all waited patiently as Morden continued his attempts to move with the shadows past all the terrible creatures in the Solusek mines. He had been trying for days to get close enough to listen to the whispers and wonderings within the ranks of the Solusek kobolds. It had proven difficult and Nedaria could feel his aggravation.

Nedaria and Tondal both hoped he would have more success this day.

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.


The Crimson Teir


Source: http://web.archive.org/web/20001017190142/everquest.station.sony.com/hht/h_hq_Teir.shtml

Innoruuk, God of Hate, created the dark elves by kidnapping the king and queen of the elves, who were created by Tunare, and twisting them to his own image. The result was a cruel subterranean dark-skinned race. The dark elves are the means through which Innoruuk plots to destroy the races of Tunare, Prexus, and Brell Serilis who made a pact to populate Norrath with the races they created. Innoruuk especially despises the elves and dwarves.

It is said that in the past, Innoruuk had a group of chosen Teir’Dal followers he employed to spread hate across the face of Norrath. These chosen were known as The Crimson Teir. Only the highest and most decorated followers of Innoruuk were chose to hold these positions. To each he entrusted a piece of armor that they were bound to, in life and in unlife. These relics allowed them to channel some of Innoruuk’s power, and with their aid they sowed suffering and hate across the world. Though this pleased the Prince of Hate, he had ulterior motives, for he was already planning the coming of his Child.

This armor, though it granted the owner incredible power, that power came at a terrible price. Each piece was bound to the soul of the owner, and slowly drained away the life essence of the possessor. These spiritually desiccated creatures would eventually serve as the tests he would pit his child against. The now physically ruined and mentally corrupted Crimson Teir can no longer comprehend their roles in the glory of their wicked master, Innoruuk. They know only bedlam in a hollow and endless existence of unlife.

Acting on the advice of her teacher, Laarthik K’Shin, Lanys T’Vyl sets forth to reclaim the pieces of armor from the Crimson Teir, now scattered across the world. Her first test brings her to the old Teir’Dal city of Befallen to obtain the Abhorrent Bracers of Darkness. The following is a missive sent to Neriak by Laarthik K’Shin:

The night began with a gathering of the Teir’Dal outside Neriak. They knew Lanys would appear, as it was her custom to do so at that hour. She was expected. I, however, was not. My arrival helped to unite the servants of Hate and defeat the heathens, which had dared to venture into Nektulos.

I was allowed to speak from the Great Rock, what we now call the Pulpit; I addressed those assembled with the following words:

“From the time of my birth, in the age of the lost, I have seen our people divided by what has created us. I am an old, old man, given life anew by our Prince of Hate, and I was bade to teach young Lanys, the Daughter. This is now the time we join to change the face of Tunaria, what you know as Antonica. The children of the weaker gods have been catered to and protected long enough! It is time for us to show our unified power! United, we shall make our name known that its merest utterance shall inspire unbridled terror. We shall stain the lands with heathen blood as a tribute to our Prince. Tonight begins the ascension of Lanys T’vyl!”

Throughout my speech, many of the enraptured slashed themselves, spilling their blood upon the ground as personal offerings. With the arrival of Lanys T’Vyl, war chants and songs of praise rose throughout the crowd. A palpable energy seemed to flow from them, prickling my skin. What a joyous time for the Teir’Dal, one that shall not soon be forgotten. Now was the time to harness the rising tide of passion and hate, and direct it toward our goal.

“We shall march on the Commonlands,” I shouted, “and greet the first of the Crimson Teir. Young Lanys has determined their weakest link through her deep meditations, and tonight, we sever that link! Who will join in escorting the Child of Innoruuk to our common destiny?”

We began our march on the Commonlands. There was one dissenter who decided to declare his own war at this time, trying to divide us. “The Crimson Teir have aligned themselves with the Freeport Shadowknights, and they are amassing a force outside the city!” We continued on to the Commonlands, however, not to be diverted from our goal.

Upon entering the Commonlands, Lanys pointed, and spoke in dark-speech so all could hear, “We go to the western portion of the Commonlands.”

Defending the Daughter became a task, as many Kodiaks patrolled where we walked, but my sword arm never faltered. At last we reached the entrance to the lost city Befallen. The futile attempts on the life of the Daughter by paladins, druids and bards there grew tiresome. A druid in wolf-form brought a group of hill giants to attack, but knowing Innoruuk guided me that night, we were victorious over them.

While we awaited the last of our army to reassemble, I shared a tale of our first encounter with the barbarians in their frigid land. Soon, it was time to mount our offensive.

Within Befallen, many light-dwellers employed the Guise of the Deceiver against us, but we saw through the glamour easily. The offending bard, enchanter and wizard were set upon by the throng and quickly dispatched.

We raged through the lost city to the third level, where we finally engaged Jerak T’Shir. The battle lasted nearly twenty minutes. Many of the undead in that place joined in the fray, assisting their own against us. Lanys was badly injured, and I was unable to heal my student. However, there in the midst of the chaos, one of our own brave clerics healed the Daughter, pledging to protect her. It was an inspiring sight!

The knight fell, and his Bracer latched onto Lanys as the new owner. She smiled grimly, then bowed her head in prayer. I took this opportunity to reward the fallen knight’s barbed leg plates to the young cleric, promising that in time, she, too, would have a teacher, one that would show her just what her fate as a Daughter would be.

Lanys saw fit to take the coin from me and give it to a young dark one. Methinks she fancied him, but perhaps I will see him on the sacrificial table before her work is done.

I leave you with this tale of the battle, and return to my duties as Teacher.

–Laarthik K’Shin

Several days after recovering the bracers of darkness, Laarthik K’Shin again appears in Nektulos Forest. He tells those of the faithful that the time of Lanys T’Vyl’s second trial is at hand. This one he feels will be especially hard, there’s no telling what is in store when you enter the lair of Najena.

Laarthik gathers a group of those faithful to Innoruuk. Lanys appears, speaking to her followers in a cold, heartless manner. The party, afraid of the power that she possesses, remains quiet in a bowing stance before the Child of Hate. Lanys, Laarthik and the faithful dark elves journeyed to Najena to face yet another of the Crimson Teir’Dal.

After passing through Lavastorm Mountains, they make their way to the Najena’s dungeon. In the depths of this dark fortress, Lanys and her followers find Tovin D`Rin, the second Crimson Teir`Dal. This skeletal magician is protected by Agony and Strife; his roguish imp pets that Najena helped him create long ago. They are probably the most powerful creations the twisted Najena has ever created. Agony and Strife are linked to Tovin in such a way that he cannot be harmed while these pets remain alive.

Lanys and her party fiercely slay Agony and Strife, leaving Tovin D`Rin open for attack. Tovin begins to panic and shouts “Mortal… NO! Agony and Strife have departed me. I am mortal again!” Lanys and her followers begin their attack on him weakening him with each hit. Once Tovin has been defeated, Lanys finds herself in possession of the Abhorrent Boots of Darkness.

For his assistance with the battle, Laarthik rewards the most devout warrior of the party with his blackened iron bastard sword. Lanys and Laarthik then return to Neriak.

“Through magic, The Crimson Teir is bound. Through hate, The Crimson Teir is strong. Through age, The Crimson Teir is wise. Feeling the connection sever between their members, they flee to the far corners of the lands, in futile hope that they will be forgotten. If it were only so simple…”

In his dreams, Laarthik sees visions in pairs: fire and stone, primitives and gnomes, and two faces marked in red. He awakes with a start, immediately knowing where next his path leads.

Laarthik K`Shin quickly confronts the dwellers of Neriak, the children of Innoruuk. He warns them of the difficult tasks that awaits Innoruuk’s chosen child. As he explains to them the journey they must take, Lanys T`Vyl appears before them in her usual powerful and threatening fashion.

The adventurers make haste to Solusek’s Eye where the last of the Crimson Teir awaits. Upon entering Lavastorm Mountains, Lanys is attacked by a high elven assassin. He fears her power over the dark elven nation and what she might bring upon Norrath. He is no match for Lanys and her followers, however.

Deep in the tunnels of Solusek’s Eye, Enchantress Mydraa K`syk and the thief Talia K`syk make a hopeless effort to flee the coming of Innoruuk’s chosen child, for they know that with each member of the Crimson Teir that falls, Lanys grows in power.

Realizing that they will not be able to escape quickly enough, they charm four inhabitants of the caverns to defend them. These Stolen Clockwork XDCV units are formidable warriors, but provide only a small amount of protection against the Child of Hate.

Upon reaching the Crimson Teir, Lanys’s followers engage the guardians. Many of them perish.

“Defeat them!” Laarthik K`Shin shouts. “We must defeat them for the Child of Hate!” As the last of the Crimson Teir falls, the last pieces of the Abhorrent Armor of Darkness affixes themselves to Lanys. At that moment, a circle of flame surrounds her, and she is rocked by waves of violent power. Lanys T`Vyl becomes the true child of darkness and hate.