Category Archives: Ocean of Tears

War of Fay: Kaladim


This book tells the continued story written by a young Teir’Dal at the beginning of the War of Fay.
There are many stories from the War of Fay.
This one is collected from the journal of a young Teir’Dal soldier.

The Cantor and I run from the ship, our shoulder curled forward and heads down until we pass into the surrounding trees.
My eyes adjust to the darkness and I see the remaining members of my unit.
We started across the Ocean of Tears with twenty. There are seventeen of us now, crouched in the shadows.

“You should not have stopped for him; he was destined to die,” the Cantor whispers in my ear.
It is the first she has spoken to me since telling me her name aboard the ship.
“I did not stop for him, he grabbed my arm,” I whispered back. “You can wait here; once the ogres have slain the dwarves, they will escort you.”
“No,” she says, “I am coming with you.”

I raise a eyebrow at her, but there is no time for further discussion.
I know that we have not planned to bring her along with us. In our training, the Cantor always traveled with the ogre units, primarily to be safe but also because my unit’s mission is different from other missions.
The unit leader will put her into her place; it is not for me to tell her she cannot come along.

Surprisingly, the team leader does not care that the Cantor is accompanying us to our meeting place.
She glances at the Cantor and some secret signal passed between them, for they turn as one and fade into the treeline. I fade behind them.
The ground rises and falls beneath our feet as we march steadily onward.

The sun rises. The ogres have done an excellent job through the early light.
From the place in which we hide, I can still see toward the hates. Bodies are strewn about and already there are beasts gathering to feast.
Our arrival has definitely caught the dwarves unaware.
The Cantor sits beside me briefly but I avoid her gaze. Is it coincidence that someone named “Death” had spent time with my comrade, who died so soon after we came ashore?

As though sensing my thoughts, the Cantor leans towards me. She is not smiling.
“He was not meant to survive. Do you blame me for easing his final hour?”
I do not answer, so she continues, “They call me Death for I have the curse of knowing who will live and who will not. You will not die today.”
When I turn to look at her, she is gone.

The sun is high over head and the ogres have finished with the outer defenses of Kaladim.
The dwarves, so proud of their fortress, have retreated into its bowels.
When the skies darken again, my team and I are to move forward, then divide into smaller groups.
We shall not see each other again until we reach our final destination.

I see the Cantor now.
She sits beside the team leader and they whisper back and forth, occasionally smothering smiles behind their hands.
Are they speaking of me and my twisted gait? I shake myself, for such thoughts are foolishness in battle. I am not a child, whose only care is whether someone likes me.
I do not care how the Cantor spends her time. Her name is Death, She makes me uneasy.

As darkness falls, we hear the ogres working hard below us.
They are piling high vast quantities of trees before the hates of Kaladim and will soon set them ablaze. Our until will leave before they light the fire and will disappear into the night.
The team leader comes to me and whispers, “The Cantor will go with you.”

“She cannot,” I whispered back, angrily adding, “This is not part of the plan.”
The team leader’s eyes narrow, but her voice drips with menace: “This has always been part of the plan; we do not tell everything to those in service beneath us. The Cantor goes with you; you will do as she bids.”
The team disperses and I..nod curtly to the Cantor and we too slip off into the dark.

The Lore of Fauna: The Behemoth


The Lore of Fauna: The Behemoth
By Prof. Romiak Jusathorn
Planar Influence: Mana Sub Races: Unknown Frequency: Extinct Size: Titanic Region: Global Habitat: Land and Sea

Long before any creature dominated Norrath, there came into existence beasts of legendary nature. Many of these creatures came and left before the deities spread their children across the surface of Norrath. One of these legendary beast types is known as the Gargantile Cheldridea, or Behemoth.

The Behemoths were a race of immense reptile like beasts of gargantuan proportions. They were easily some 180 meters in length with a very broad ribcage. Their limbs were long and powerful, perfect for striking down the greatest of prey.

The tails of these beasts accounted for one quarter of their total length. They often employed the tail in battle with larger beasts of their era. The swipe from such a tail could kill a wurm. They walked upon all fours, but fossils have indicated that they most likely rose upon their hind legs during battles.

The behemoths were placed upon Norrath by entities unknown. I believe that their existence is a gift of nature, possibly a beast sprung from necessity. The Behemoth acted more as a force of nature than an intelligent beast of warlike destruction. They would slumber for centuries at a time and only awaken to destroy budding ancient communities of the few ancient societies of the era.

The behemoths were eventually destroyed, possibly by the major deities who played a stake in the population of Norrath’s prime races. Their immense fossilized bones can be in various hard to reach locations of Norrath. The fossils are quite a find, but never intact.

One Behemoth is rumored to still be in existence and was last recorded in an ancient dragonkind scroll to have been lumbering upon the frozen steppes of the Frigid Plain. This same scroll indicates a fear of these beasts among dragonkind, one of the first races to inhabit Norrath.

It is my theory that some of the early dragon communities could have been laid to waste by a single Behemoth. Evidence has shown that these gigantic beasts often lived a solitary life. For the dragons, it is a blessing that these creatures did not roam in herds.

In early ages, sea captains also reported to have seen the beasts in the deep oceans. There was once an ancient water beast that terrorized much of the Coldwind Coastline of Antonica. From evidence acquired, I believe this water beast to be a Behemoth. That beast is said to have been destroyed by the greatest warship ever built, the Q.S.S. Eradicator. Both the beast and the ship are said to lie in the deep abyss of the Ocean of Tears.

My studies continue and I have found many remains I believe to belong to these thunderous creatures. The greatest behemoth fossils I discovered came from such places as the community of Oggok, the Dreadlands of Kunark and the valley Dragonscale Hills of Faydwer.

Scholars of the Academy of Arcane Science dispute my findings. But I have speculated that the modern day ocean wurm is a distant relative to the Behemoths. They may have merely adapted to the water through means of biological evolution that I have theorized, Jusathorn’s Theory of Bioevolution. This theory explains that mana is the true creator of these beasts.

Mana creates out of necessity. The vessel of mana called Norrath requires bioevolution for survival. The behemoths acted as cleansers or exterminators to the world, mother Norrath’s ultimate guardians, not the children of deities. The behemoths, no doubt, had special innate magical resistances due to their mana nature.

This made them more than a match for any of the ancient races, including those of dragonkind. I believe there to be a quasi plane sprung off the plane of growth where many of these beasts will always lumber. It is on this quasi plane that I shall continue my research.

For further information please reference: “Behemoth, A Force of Nature” by Romiak Jusathorn and “The Theory of Bioevolution” by Romiak Jusathorn.

The Hammer of Below


The Hammer of Below begins amidst the conflict of the unworthy. It is a relic whose path led through the abyssal lair of the last child of the Ocean Lord. It is within that hold, a prison of Prexus some would say, that the omega did vie with the intellect. This battle of egos will someday begin the mortal quest of Stormhammer.

Deep sixed within an oubiette, many adventurers have perished. He is the last of his kind, the last of the Norrathian children of Qisallis. With a physique formed of fish and Dal, the omega guards his keep. Those who enter find themselves eternal residents of this deathly realm. What was once a city of deep learning has become a memorial of a race long forgot. The omega allows no departures from this ancient place. Here by his side the creatures of Qisallis flutter and float and incarcerate those who seek what is not theirs. No one escapes, but the intellect defies this law.

A great power of the abyss meets a legendary intellect. Such a confrontation is made for the ages. It all began with a threat of knowledge, a release of a secret… a taunt of the highest power. The great intellect that hailed from Mount Erudition delved into the ancient ages and uncovered the reason for the omega, the hidden force behind an extinction of the children of the Ocean Lord. Entering into the murky ruins, he entered armed with only this lost truth. It is all he needed.

With a threat and a boast the intellect defies his host. The one from below is enraged and mad that his secret is released, a secret of great sadness. To the one that did taunt, death would have arrived if it were not for the supernatural stalemate. A power that was the unwitting end of a race is also wielded by a highman. The intellect directs a threat of destruction if his demands are not met. The power that could destroy an entire race within the blink of a titan’s eye could be unleashed by one who has studied and mastered the many circles of the arcane. The omega must comply and the great intellect wins the day.

The keep of the abyss has been compromised and the great intellect threatens to return. But the omega strikes back in silence and within a vision granted the eyes of the intellect shall be redirected. A vision is given of a great relic of below, a hammer of the gods that once lay in the hands of the first kind of Kaladim. This vision was granted to an unscrupulous stout by the name of Duskan Hammerhand. In the vision, the hammer is secreted beneath the great cauldron, within a barnacle-encrusted tower. Here it is guarded by goblins of the abyss. Here is where Hammerhand shall find it.

Duskan recognized the holy relic of the dwarves. Delusions of grandeur lead him to a foolish attempt to retrieve the hammer. The witless bandit dives into the cauldron and locates the citadel of the abyss. His entry depicts his great skill, but the halls of water are not gracious to guests. The goblins of the abyss are quick to spring to action. Their movements were as fluid as the tides. His dreams of being the lone hero are in vain, his mission into the barnacle citadel, futile. Barely escaping with his life, the stout rises to the surface. He knows he must return to Kaladim and lick his wounds. The glory of rescue shall be a joint venture of rogue and guard.

Crawling along the short, near death and barely coherent, Duskan manages to convince a party of passing trotters to escort him to the kingdom of the dwarves. There, Duskan is brought before King Kazon Stormhammer and explains his vision and his ordeal. The king organizes an expedition to recover the hammer. At the lead of this assault are three dwarven champions; Boric Stormhammer, Kalek Orefinder and Fenric Ogrebane. These three heroes are aided by guard and trotter. Trotters have a tendency to fall into the ventures of the ancient empires. What it is they seek is not glory, but riches and power. Their mettle is soon tested as the mission to retrieve Dagnor’s Fist begins.

The march to the cauldron is long and hard. The heroes of the kingdom reached the shores. Battling back the vanguard of the abyss was done at ease. The battle continued into the murky depths of the cauldron. The heroes breached the barnacled-keep and cut down the forces within. The final defender would not be so easy, or alone. The goblin Tide Lord faced the heroes in a battle for the hammer. Although the Tide Lord was powerful, the heroes found an advantage. When victory was near, Phinigel Autropos did appear. With power unmatched, the omega stymies the heroes, driving them back. Then without reason, he vanished. The heroes are victorious, so it would seem. The hammer is won.

The victory march back to Kaladim is interrupted. A Teir’Dal hero and his dragoon raiding party appear and a violent battle ensues. In the skirmish, the heroes are outnumbered and each falls against insurmountable odds. Valkis D’Vinn, leader of the dragoons, carefully seals the captured hammer in an enchanted chest, and orders his group to march to the nearby kingdom of the orcs and ally to Neriak. But Fenric is not dead! His ability to feign death is unrivaled. Through words heard upon the field of defeat, he heard of the destination of the hammer, Crushbone Keep. When the evil army is departed, the injured hero crawls back to Kaladim and with him comes the location of the hammer.

A final operation to reclaim the hammer of Dagnor Butcherblock is undertaken. An army of Stormguard and trotter is organized. No force could keep them from reaching the doors to Crushbone Keep. While Stormguard warriors battle Crushbone centurions a band of heroes enters to find the chest that holds the hammer. The sealed adamant chest of Thex passes into the possession of the heroes. The victorious force returned to Kaladim to deliver the chest to King Kazon. Unfortunately, the chest was impregnable, a stolen device of gnomish invention. The hammer was locked within.

Within the borderlands of the Teir’Dal Empire the key of the chest awaits. Such a place is unfamiliar to a dwarf, but not to trotter. The trotters are hired to retrieve the key. In a long expedition into the Ashlands of Tunaria, the final heroes do find the owner of the key. Captain Na’Var and his dragoons are met. The struggle for the key is long, but the trotters proved their strength. The key is taken and makes its way across the Ocean of Tears to meet the hands of the king of Kaladim. The heroes are honored and the Hammer of Butcherblock has returned to its home.

But this is not the artifact behind these words. In this tale of the hammer of the first kind of Kaladim, the riddle of Stormhammer rests. What once restrained the glorious radiance of the hammer now reveals the riddle. Through a path of a divided key, it will lead a hero. Listen well to whispers of champions and the journey shall begin. The Stormhammer, hammer of below, hammer of the thunder lords, hammer forged in the Underfoot and lost to all. This hammer shall wait beyond turmoil, beyond war and beyond cataclysms. Within Destiny it awaits.

Ring Around the Desert


Entry 22:
I’ve been running around in this desert now for weeks. Hasten Bootstrutter is a madman… although I think I’m probably even more mad for giving in to his demands. I’m beginning to wonder if he just sent me on a wild goose chase. He mentioned that the ancient cyclops will carry the ring he asked for, but after all of these weeks, I have yet to see one that fits the description he gave me. Ring of the Ancients indeed.

Entry 23:
I came across another adventurer hunting for the ancient cyclops. Being a ranger, she mentioned that she had, in fact, tracked what she believed to be the ancient cyclops through the desert, but the shifting sands would often erase the trail before she could catch up with her quarry. This is encouraging, although I remain skeptical since she hasn’t actually seen the beast for herself. I’ll give a few more days before I leave this desert for good, then.

Entry 29:
I was able to defeat the cyclops I saw yesterday. However, it was not carrying the ring. I think I was too eager to find the ring, and in my excitement, I risked my own life fighting an enemy that I had no need to combat. This desert is certainly getting to me – even if I plan to remain out here and search for this creature, I’ll need to resupply at some point.

Entry 30:
I SAW IT. Just over the sand dunes, not far from where I was. I raced to get to it, but I was jumped by a wandering madman. I was so fixed on my target, that I had no idea the madman was even there – I could have paid for my eagerness with my life once again. I know where the beast is now…

Entry 33:
It’s clear now that I wasn’t the only one who spied the ancient cyclops. I’ve seen several other adventurers near where I saw the beast, and it’s beginning to seem like a race. Hasten must be laughing himself hoarse at this point. No matter… arrows and flashing steel can’t outrun the searing power of my Pillar of Lightning spells. That ring is mine.

Entry 36:
Okay, I hate rangers. They can obviously track this thing, and always seem to be one step behind the creature, which is still a step ahead of me. So aggravating.

Entry 39:
I’m tired of dealing with all of the crowding here. With all of us tripping over ourselves, there’s no way any of us are going to find that cyclops. This is pointless. I’ve heard, however, that there might be another tribe of cyclops out in the Ocean of Tears. Perhaps it is worth my while to…

Journal of a Disciple of Marr


Collected notes

Of late, I have had trouble sleeping. I close my eyes, and visions spring to life, as real as if I were there. I have always been a faithful follower of Mithaniel Marr, and my conscience is clear, so why do I dream so frequently these days of him and his twin? I begin to have trouble distinguishing what I know to be real from what I have seen in my dreams. In an attempt to keep my mind clear, I have decided to write down what scraps of meager knowledge I possess regarding the Marr twins. Perhaps by putting it in writing, I can ease my visions.

Tarew Marr: the Fathom Lord, the first member of the Triumvirate of Water. He is father to the twins Mithaniel and Erollisi Marr. He is the sole lord and commander of the liquid form of water, and both dreaded and revered by sailors and all those who live at the mercy of the sea.

Erollisi Marr: sister of Mithaniel and daughter of Tarew, she is called the Queen of Love, and reigned over the Plane of Love. Her followers believe that love can conquer all. They are passionately devoted to people, places and ideas and are more than willing to fight and die to preserve those things. The dream of every follower of Erollisi is to die in the selfless defense of someone or something they love.

Mithaniel Marr: brother of Erollisi and son of Tarew, he is known as the Truthbringer, and governs the Plane of Valor. His followers believe in truth, valor, and righteousness, and will fight to the death to protect the innocent and defend these values.

The Eight Virtues of Marr: Charity; Compassion; Devotion; Honor; Love; Sacrifice; Truth; and Valor.

I spoke some time ago to Sir Bayden Cauldthorn, prophet of Mithaniel Marr. He told me the frogloks and Northmen were not the Marr twins’ first creations, as commonly believed. There was a time when Mithaniel and Erollisi walked upon Norrath, unnoticed by the other, more elder gods. In the naivety of their youth, they thought they could be like the other gods and sought to create mortals of their own. And so Mithaniel Marr created the minotaur race, intended to personify honor and courage.

Alas, the inexperienced twins did not know how best to guide them and provide moral grounding. When Rallos Zek, the Warlord, saw the fearless minotaur in battle, he enticed them to join his army. Mithaniel was powerless to stop Rallos Zek from using the minotaur in his attack against the Plane of Earth, and as a consequence could not prevent them from being cursed for their part in the slaying of the Rathe Council. Due to the curse, the minotaur have remained in a primitive state, unable to build upon the achievements or progress of themselves or others. Sir Cauldthorn told me this has always been a source of grief and regret for Marr.

It was Katey Dalwynn of the Sisters of Erollisi who recently told me the sad news obtained from the Shard of Love. Erollisi Marr was struck down in the Plane of Valor by a trap intended for her brother; when he returned to find her dead, all he could do was bring her body back to her realm. Here it remained sealed in a crystal casket while Mithaniel m,mourned her death. When Mithaniel realized he was mistaken to have tried to trap the essence of love, even with the best of intentions, he shattered the crystal casket and freed Erollisi’s essence. He returned to tend his own realm, which had also fallen into neglect while he mourned his sister.

I sought Sister Katey once again when these visions started, but without success. It appears Sisters of Erollisi have returned to their hidden isle in the Ocean of Tears to mourn, now that Erollisi’s passing has been confirmed.

The dreams continue to persist. Sometimes I awake more tired than I was before sleeping. I see the Marr twins as they must have been in times long past, healthy and happy together. But then I see the face of Mithaniel, deeply lined with grief and sadness. I see Erollisi struck down dead, but I cannot make out what attacks her. Sometimes I see her lying dead, sometimes I see her sealed into a crystal casket, and sometimes – inexplicably- I see her likeness carved in stone. I see Halas burning in the night, as the armies of Zek overrun it, and then shattered as the skies fall and tear it asunder. But I also see Halas being built, by scores of strong Northmen and heroic fogloks and strange dwarves all working together.

What mean these dreams? Do they contain some message, or are they lies sent by the enemies of Marr, hoping to spread further confusion before Mithaniel Marr can reestablish himself in his place after his long mourning? I will continue to pray for guidance and try to understand. Writing these thoughts down has at least eased my mind somewhat and helped to clear my thoughts.

A Sojourn of Faith


A Sojourn of Faith
By Nicadiaus Quellborn

It is with much eagerness that I begin scribing this account, a tale that has taken me from my birth home of Erudin on the continent of Odus and has found me in this humble hovel within the foothills of the Butcherblock Mountains. This journey was prompted by a yearning and a compelled conscience that try as I might I could not deny.

During my maturation as a young erudite I noticed a contempt my brethren had towards other races, a feeling I did not share. In particular, I was quite intrigued with the civilized societies of Faydwer. Surely these people who were so radically different from each other but who could co-exist for so long in peace much have been blessed by the Tranquil One.

This thought was confirmed to me one sacred night when Quellious herself appeared to me in a dream and called me to this special mission. I was to be her voice and bring her to the people of Faydwer. However, I had a very difficult choice to make. I was, after all, a highly respected man within the temple and my beautiful wife, Jessa, was with child.

After weighing the decision carefully I concluded that I could not deny my feelings nor my goddess. I would leave my noble position and wrest my ever loving wife from her palatial home and make the dangerous sea journey. my commitment and my choice would come at a heavy cost.

It was on that passage that Jessa would give birth to our lovely daughter, but the Ocean of Tears is aptly named. By beloved wife soon fell gravely ill following childbirth. The gods in their mysterious ways decided to claim her before she ever laid eyes upon the land of our destination. My faith was shaken to its very core as I went through the horrible task of preserving my wife’s body for travel.

Our ship landed on the southern shores of Faydwer, blown off course by a savage storm. Heartbroken and filled with sorrow, I couldn’t bear to look into the face of anyone as I stepped off the ship. I ignored the warnings of the dwarven sailors that crewed the ship and set out into the wilds.

As I traveled the strange new countryside I swore that I could not bring hollow words to the dwarven city of Kaladim. I still needed time. I constructed a humble tomb for my beloved wife in the foothills of the Butcherblock Mountains and laid her to rest. I then built a simple hovel nearby, the very house I now make this record.

In time, it was through my daughter, Jessa, named for her precious mother, that my faith would return. She possessed every quality that I loved in her mother. She glowed with a lightness of spirit and warmth of heart that I could feel, as if she contained Ro itself. It was young Jessa that would one day urge me to offer up my prayers to Quellious once again.

I feel the time has come for me to make my long-delayed journey into the gates of Kaladim. I end this account now that I might close this chapter of my life and begin a new one. The dwarves of Faydwer will now hear of the peace of the Tranquil One and of the blessings she brings.

Places of Norrath: Qeynos


Overview of Qeynos

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Ocean of Tears – Past and Present


The Ocean of Tears received a new look in the May 16th Game Update. Read part of the lore of this area and view a photo gallery look at the changes that were made:

Background Lore
The Ocean of Tears is the second largest salt water sea in Norrath, rivaled only by the emerald waters of Timorous Deep. It lies between the continents of Antonica and Faydwer and can be crossed in either direction using the ports of Freeport and Butcherblock.

Several islands have risen above the calm, royal blue waters over the passing eras. They are inhabited by an array of creatures but foreign and native to the area.

When Zek’s Mortal armies were cast down from the Plane of Karana, cursed battalions of goblin and giant soldiers were stranded upon one of these isles. In both appearance and mental ability, the giants were cursed even more than their goblin counterparts. Bearing but one enormous eye, the Seafury tribe of cyclopes patrol the isle, viciously attacking any adventurer that comes within sight.

Not long after the goblins and giants arrived, so did the odd birdmen known as aviaks. The origins of these peaceful creatures are a well-guarded secret. The species found in Ocean of Tears is very vibrant and beautiful in their plumage, unlike the dull black, ravenesque appearance of their cousins upon Antonica. These creatures live peacefully upon their island, surviving on what resources the land and ocean provide them.

More recent inhabitants of the ocean’s isles are the Sisters of Erollisi – a small band of female elves and half-elves who voluntarily left their homeland of Kelethin to establish their own temple and culture without disturbing the ancient order of the Fier`Dal. The Sisters of Erollisi are very kind and generous toward adventurers who are not of dark orientation. Supplies and goods can be bought and sold to the merchants that operate just beyond the docks of their isle.

Source: http://web.archive.org/web/20070702161953/http://eqplayers.station.sony.com/news_article.vm?id=50444

LDON 13 – Search for Lost Lands


In the warm air of the Commonlands tunnel, Calliav closed his eyes and began running through the countless images and visions filling his mind.

“I see snow, ice, and a great mobilemagic with no face. There may have been a face once, but it is gone now,” he whispered. “There is little more to that, I’m afraid.”

Nedaria stood close and kept her hand on his forehead, helping him slow the rush of thoughts. Morden took notes in a code only the most trusted Wayfarers Brotherhood could understand.

“Now I see blood. Lots of blood. The dead are walking, breathing, reanimating. They are unholy and feed in the most despicable ways. I see a castle . . . but there is much underground. Much more,” Calliav said.

There was a pause as Calliav searched his thoughts. Suddenly, he winced and his face lengthened.

“Confusion, fear. The walls are collapsing and sand is rushing in. Half blood, half sand. Now they are all in sand. They do not know that the wrath of Solusek Ro has passed,” he said in low tones. His cheeks glistened with tears of sadness.

Calliav’s chest heaved as he took a deep breath. He paused again. Under his eyelids, his eyes fluttered wildly.

The hush around them was broken as Calliav gasped so suddenly that air whistled through his teeth.

“Oh my, the paladins are lost. I see the frogloks blessed by Mithaniel Marr are transformed. A curse holds their souls. I feel the burning hate of a god,” Calliav panted. “And the orcs. The orcs have risen. Goblins have been overrun and enslaved.”

Morden and Tondal looked to Nedaria. In both of their eyes, Nedaria read the need for confirmation of Calliav’s ramblings. In many ways, the possibility of undiscovered lands felt too good to be true. Morden also had trouble believing that he could have ever missed such places in his travels.

Nedaria looked at both of them and nodded.

“These visions he is sharing are not fantasy. They are real. There is much strife deep within the earth . . . and darkness,” she said.

Morden turned around to see proud members of the Wayfarers Brotherhood sharing past adventurers and creating new stories as they ambled about. He cleared his throat.

“Listen up brothers and sisters. Our time has come. Pack your goods and be prepared to travel. Nedaria will lead a camp to the Frigid Planes and Northlands on Antonica. Tondal will lead some of our brethren across the Ocean of Tears to the Butcherblock Mountains on Faydwer,” Morden said. “I will remain here with Calliav and a greater compliment of the Wayfarers Brotherhood. We are about to open the doors to the future of all Norrathians, I expect. Off with ye!”

Reference: http://classic-web.archive.org/web/20030911095439/http://everquest.station.sony.com/lostdungeons/lore.jsp?page=LDON+Lore+Chapter+13

Cauldron Hollow


For nearly two ages the name Cauldron Hollow has filled the minds of Norrathians with mystery. Cauldron Hollow was once a dark elf depot for resources ferried in from Lake Neriuss. This depot was nestled into the seaside cliffs of Nektulos Forest. Its location was ideal for defense. Should a great invasion conquer the territory a small force should be able to hold up inside and await reinforcements from Neriak. This was soon to be tested.

In the latter days of the Age of Turmoil the Teir’Dal empire’s command of the Nektulos Forest was challenged. A massive force of the then current regime, the Thex Empire, was sent far across the Ocean of Tears to launch a titanic invasion against the elven lands within Greater Faydark. Hundreds of war galleys and troop barges departed the lands controlled by the Thex Empire in hopes of conquering the lands of the light elves. This left much of their empire pooly defended. A perfect window of opportunity for the forces of light.

With the surface provinces of the Thex Empire undermanned, the empires of man and their allies invaded the Teir’Dal provinces of Nektulos Forest. The word was given to have the Knights of the Beacon light the Torches of Forewarnings. These tall pillars rest all along the Thex Highway in Nektulos. Once lit, they signaled the three lords to advance and hold three key positions in Nektulos. So the lords and their garrisons marched to their objectives and would await the rangers knowing that reinforcements would soon arrive from Neriak.

Lord J’Narus would march to Cauldron Hollow. There he ordered the gates of the depot locked and positioned himself in the Citadel of Gul’Thex to protect the main pass leading toward Cauldron Hollow. Lord T’Velk would hold the north bridge with a small force of dragoons.

N’Mar’s Ascent would be the position of Lord U’Kaltax. So there the three lords and their forces would await the Kithicor Rangers and hold long enough for reinforcements from below.

This would not be. The elite Kithicor Rangers stormed into the woods cutting a swathe through the vanguard phalanx of dragoons.

A great BOOM! shook the ground! The floor of the entire forest began to tremble. It was unknown to the Dragoons of Gul’Thex, but the passage to Neriak had just collapsed. There could be no reinforcements. The dragoons were fated to die this day in bloody battle. Much dark elf blood was spilt that day. They were outnumbered and without cavalry support.

Innoruuk was proud of their valiant stand, but it was in vain. Little did they know that as they lay dying on the field of battle that their homeland below had just been sealed from the surface.

The Age of Cataclysms arrived and with it came great destruction the likes of which has never been seen. Great cities toppled, millions of souls were sent to the Gray Fields to await eternity. The great cataclysms ripped the continent of Antonica into many pieces.

The destruction would last close to a century. When the world calmed Cauldron Hollow survived! But Cauldron Hollow would vanish.

Merchant mariners of the seas of man knew of Cauldron Hollow, but after the Age of Cataclysms it ceased to exist while existing at the same time. All records of the location of this vale were lost. Those who once knew the name Cauldron Hollow knew it no longer. It became a mystery to the few who heard its name in this Age of Destiny. What manner of arcane powers veils this place from the world? It is there. I have seen it.