Category Archives: Tunaria

Bloodboil


You say, ‘Hail Talisyn Stormwing’

Talisyn Stormwing says ‘Greetings, _____. You must forgive my rather [inhospitable mood] this day, if of course it comes forth to you in what speech we have.’

You say, ‘What about your inhospitable mood?’

Talisyn Stormwing says ‘ I am merely… troubled by the conditions of my change in stations. I once guarded Kelethin from the vile Crushbone Orcs, but it seems a new terror has arisen within our forests. It is the duty of a ranger, and I do not complain in the least, but the [mutilation and corruption] that slithers through the forest still brings a pain of anger to my heart.

You say, ‘What about the mutilation and corruption?’

Talisyn Stormwing furrows his troubled brow in confusion and surprise. ‘You need ask such a question and receive answers in the form of words to understand what it is that surrounds you, Danian? Have you neither heard nor seen the vile creatures that inhabit the putrid lands of Mistmoore to the south? Or have you not seen the creatures forged from the very shadows that lie not to far from our homelands? The Teir`Dal beasts that have made camp not too far from the entrance of Mistmoore’s lair? These evils, some ancient beyond our pilgrimage from Tunaria, have torn and marred these precious, beautiful forests. Unfortunately, a [greater evil] has descended, and thus my presence here.

You say, ‘What about the greater evil?’

Talisyn Stormwing says ‘Not too far in the recent past did Firiona Vie, the lovely and gracious Champion of Tunare, return to our homelands. In her return, she sought to bring forth the avatar of our sacred Mother to seek guidance on her path — the path of Elven Kind. Little did the Champion know that The Faceless was close at bay, and through means unknown, his power was greater than that of our sacred Mother’s. In a petty display of his new found power, the Lord of Fear [furthered the corruption] of these natural lands.

You say, ‘What furthered the corruption?’

Talisyn Stormwing says ‘I cannot say for sure, and neither can our elders. None know for certain how or why this was done. All we know is that [the beings that were closest to Tunare’s grace] were reaved from her grasp, and now roam as the undead or worse.

You say, ‘What about the beings that were closest to Tunare’s grace?’

Talisyn Stormwing closes his eyes and bows his head for a moment as if in mourning. ‘The Faerie Folk that called this place their home have been changed into unnatural monsters of Cazic’s will. They thirst for mortal blood and flesh, and have lost all innocent, grace, and reason that was once their existence. But they seem incomparable to [the greatest loss] to be turned in Cazic-Thule’s favor.

You say, ‘What is the greatest loss?’

Talisyn Stormwing raises his head, his features remaining solemn but stern. ‘Equestrielle, the maiden unicorn, was corrupted by The Faceless himself and through vile trickery, he convinced the angered and frightened Firiona to remove her horn to cease the spreading of the disease. In honor and regret, the Champion did so, but now that once beautiful and sacred being roams as a blood thirsty, uncaring monster who kills any and all mortal beings. She is why I was sent, as The Heartwood Master knew that any other would end her life in mercy or the others she would harm and thus he entrusted to me [these tasks].’

You say, ‘what about these tasks?’

Talisyn Stormwing says ‘I am here to observe, warn the travelers that would pass through these infected lands, and to gather what evidence that I can to further the research of the council of magics at Felwithe. However, as I am the only one that has been charged with such tasks, it has been quite difficult. I do not know if I can withstand seeing such destruction and chaos before even I find mercy to be the proper route. If only they would send [assistance], if only for a day.’

You say, ‘I will assist you’

Talisyn Stormwing says ‘I would be eternally grateful for your company, _____ and your pledge to this cause. However, I cannot expect anything of you. If [you are sure] that you would be willing to aid all of the Faydark, then I will be willing to give forward what knowledge I have gathered thus far.’

You say, ‘I am sure’

Talisyn Stormwing says ‘Then I thank you, _____, and the entire Faydark thanks you. I have been studying and gathering evidence of the [Frightlings], or the distorted Pixies. I have already given several specimens of these creatures to the researchers, but I have found a great use for them beyond research. If you can bring to me one of their every so tiny skulls, I will do all in my power to cleanse that object so that it may aid you further in the tasks of the forest.’

You say, ‘What about the frightlings?’

Talisyn Stormwing says ‘The Frightlings are what the corrupted Pixies have been calling themselves. I have found through my extensive scouting of the area that one called Bilewretch who acts as their leader. I have dreamed for many days now of his destruction at my bow, but unfortunately that would cause me to abandon my post, and leave myself vulnerable to attacks from the [Undead Sprites.] However, as you have pledged yourself to the cause, if you would bring me proof of Bilewretch’s destruction, I shall reward you greatly for your service.’

You say, ‘What about the undead sprites?’

Talisyn Stormwing says ‘They are the twisted monsters of what used to be the noble Faeries of the forest. Now, they are but fleshy beings that desire only to bring death for their dark amusements. As with the Frightlings, these unnatural beasts are lead by a fearsome creature that has named himself Bloodboil. Another despicable being that I wish to bring a swift death to, but cannot for fear of abandoning my post and failing my master. If you would be so brave and bring to me proof of this monster’s demise, your efforts will not go unrewarded.’

War of Fay: The Eve of Battle


This book tells the story of a young sailor aboard a ship bound for Faydwer on the eve of the War of Fay, during Norrath’s Age of Turmoil.
The young Teir’Dal who wrote this wanted to preserve a record of the eve of a battle.
It seems the tale is not yet finished in this volume.
I hope to someday find the rest of it.

We have been preparing for this night for as long as I can remember.
When first I sought to join the Teir’Dal forces, I was told there were no openings for someone of my stature. You see, one of my legs is shorter than the other which makes me appear smaller than I am, I convinced the commander to allow me to join and now here we are: the eve of battle.

I will set this down for future generations, for while the invasion by the Teir’Dal will live on in history forever, the memories of this last night will surely fade.
Whatever happens when the sun rises, I am sure that we will be thinking of the future then and not living in this moment in time, when the possibilities are set before us.

Long has my unit trained in secret. Lest this fall into unfriendly hands, I will not name the place. The training was long and difficult, for not only did we need to learn the management of our new warships, we also needed to build our strength as the journey from Tunaria to Faydwer is not a short one.

Speed is to be our ally in this, so that the Dwarves, upon whose shores we will first land, will see the strength of our force and be overwhelmed.
The Feir’Dal will be simple to overcome, as they are simpleminded.
Once we have made landfall, there is nothing that will stop us.

The new ships are deadly.
They are low and lean, powered both by air and by the strength of our rowers.
When the winds are favorable, a large sail is hoisted and the Cantor will stand behind it and call up further winds with her songs.
Each ship has its own Cantor, to increase the advantage of the winds.

When the winds are still and the sea like glass, the oars are put into the water.
The galleys of the new ships can hold 50 ogres to the oars, In my ship, we have 30 ogres plus 20 of my unit.
Of course, my unit’s mission is simple and straight-forward; we are not pulling alongside the ogres. We are to conserve our strength to cover the ground swift as wolves, silent as the owl.

The Cantor is checking the winds now. She wears a robe of silver belted with a rope of pearls and rubies.
I do not know who she is. When she was assigned to our ship, I asked her name and in response received a look so sharp that her eyes burned into me like a venomous bite.
The sail, which fluttered in the slightest of breezes, is now filling and pulling at its lines.
We are underway.

The Cantor stops beside me.
“You want to know my name?” she asks softly. She is the only one who may walk when the ship is underway, but she pulls me to my feet nonetheless.
“Come with me,” she says, leading me to the deck at the stern.
The winds swirled around us as we stood side by side, the ship slicing through the black waters.
She leans toward me, and I thought she meant to kiss me.
Her lips barely touching my ear, she whispers, “My name is Death.”

Her breath is warm though the wind is billowing the sail is icy.
Laughing then, the Cantor pushes me away, her dark eyes glinting.
I did not stumble, for my training has made me able to navigate quite easily in the dark even upon the uncertain footing of a ship.
I could feel her eyes taking measure of me as I sit down to continue with my writing.
She is looking at me still, I can feel it.

The ships will reach the transport area very shortly. I hope to continue this once we have crossed to the other side.
We are making excellent time; the Cantors have done a good job.
I see the swirling mist ahead of us. It crosses the ship’s prow and coils along its length.
I turn to look over my shoulder; Death is watching me.

Destroy All Vampires!


Destroy All Vampires!
A book that could save your life.

By Edghar Alain Toad.

Vampires are evil rotting corpses that walk, talk, and bite. They’re the worst kind of undead because they can pretend to be people. And they’re contagious. Vampirism is spreading across Norrath like wildfire, and the authors have dedicated their lives to destroying this menace.

Vampires can be found just about anywhere, but some places are much riskier than others.

Neriak’s vampires are right out in the open. It’s so bad that we think Dark Elves probably invented vampirism. The nearby forests of Nektulos and Darklight Wood are crawling with fangs too.

Freeport has become a haven for the undead. We suspect that the Overlord himself is a bloodsucker, considering how long he’s lived.

Faydwer is not safe either. We’re almost certain that vampires and ghouls occupy key positions in the royal courts of Tunaria and Kelethin, and bloodsucker central is definitely the Loping Plains.

If you ever meet a vampire:

Remember that it only wants your blood.

Don’t believe anything it says! Don’t even let it speak if you can help it.

You can not make a deal or reason with it.

Don’t make eye contact! It’ll pull a mind-scramble and before you know it you’ll be vamp-chow.

If you have holy water, a wooden stake or garlic, use it!

If you don’t have the appropriate gear, run! Get into sunlight as soon as possible.

Warning signs that someone is becoming a vampire:

Cold skin.
Bad breath.
Long fingernails.
No heartbeat.
Sunlight bothers them.
They cast no reflection in a mirror.
They sleep a lot, especially during the day.
They complain about being thirsty.
They were just bitten by a vampire.

Diagnosis is simple. If a person shows any three of these symptoms, then it’s not a person anymore. It’s a vampire!

What to do:

If someone you know is becoming a vampire there’s only one thing you can do. Get a good sharp stake and drive it right through their heart! There is no cure except death. Kill them. You’ll feel better.

A sharp stake is the most important tool any vampire hunter can have. Keep at least three of them handy at all times. A vampire with a wooden stake in its heart is guaranteed to bite the dust! Just don’t pull the stake back out again, just in case. That’s why you need three.

In a pinch you can use substitutes for the wooden stake. Bones work because they count as wood. Antlers, horns, tusks, wooden posts, pool cues, broken off table legs, and jagged tree trunks also make decent staking material.

Holy water is the next best weapon against bloodsuckers. Get any priest to bless some water and you’re good to go. If you can trick a vampire into drinking holy water then they’re done for, but you’re probably not clever enough for that so we recommend a delivery mechanism. Buckets are hard to aim with, but holy water sprinklers are good, and water balloons are even better. And don’t forget, a wet towel sprinkled with holy water works great in close quarters as both a weapon and a shield!

It’s a well known face that vampires hate garlic. We’re not sure why. Maybe it’s because the plant is sacred to Tunare or maybe they just hate everything that smells good.

Whatever the reason, garlic is a fantastic bloodsucker repellant. You should always keep a bulb of garlic around your neck and anywhere else you don’t want them to bite. A garlic cloak is like awesome vampire-proof armor!

Because sunlight is lethal, vampires must hide during the day, so they need help to defend themselves. They keep many kinds of minions to serve this purpose.

Ravenous werewolves, hounds of hell, bloodthirsty bats and stirges are just a few of the fiends you can expect to encounter when cracking a vampire’s lair, so you’ll need more than just sharp sticks and holy water. Wolfsbane, silver and wrought iron weapons, bright lights and fire are all must-haves. Tumpy’s Tasty Tranquilizing Treats work great on hell-hounds too.

When you think you’ve taken out a vampire, you need to make sure because they are really good at faking it. Some vampires can recover from a stake in the heart if you pull it back out. One species of vampire can even survive in daylight!

The only way to be sure a vampire is dead is to burn its body completely and bury the ashes at a crossroads. And remember: no two bloodsuckers die the same way, but all will try to take you with them.

That’s it. If you’ve read this fae then you know all tricks of vampire hunting. Now go out there and totally annihilate those night-stalking freaks!

Death to all vampires!

Chronicle of Gromok, Volume I


The Chronicle of Gromok Hergom
I ink these words for fear that my once proud and mighty Ogres will forget the events I have seen in my long life. I am known at the time of this inking as Elder Gromok but I was once a soldier of little renown and status in the mighty Rallosian Legions under the command of Warlord Murdunk.

I was not raised to be an Elder of my fellow Ogres. My training was that of a soldier and I concerned myself only with the arts of warfare. It is with reluctance that I now bear the mantle of Elder and the cause of that reluctance is the same reason that I ink this tale.

I was stationed at the Fortress of Krithgor when the ogre magi first opened the portals to the Planes of Power. Plans were quickly laid and orders sent to our fortresses and troops in all corners of Tunaria. A large invasion force of Ogres, Giants, Orcs, and Goblins gathered at the newly opened planar portals. At the time I felt disappointed that my orders were to remain at Fortress Krithgor, that disappointment quickly turned to anger when I learned that the invasion failed, and although Warlord Murdunk survived our losses were great.

Some time passed before news reached the Fortress of Krithgor that a second invasion was being orchestrated. Rumors circled like hungry buzzards over a field of carnage concerning the plans for this second invasion. It was even said that Rallos Zek was to lead the campaign with Warlord Murdunk and the most renowned champions of the Giants, Orcs, and Goblins by his side. Once again my orders were to remain at the home front to defend the women, children, and elderly citizens of the Rallosian Empire.

It was not long after the invasion forces of the Rallosian Legions once again passed through the portals to the Planes of Power that the home front too became a place of battle, slaughter, and glory. Mortal disciples of deities opposed to The Warlord, Rallos Zek, attacked the citizens and fortresses of the Rallosian Empire on Tunaria. Our enemies fought valiantly, and the resulting battles were the most glorious I was ever to behold. My weapons and armor were stained with the blood of our foes, and our children and elders kept safe within our impenetrable strongholds. Messengers passing through the Fortress of Krithgor spoke of the victories of the legion units led by Rallos Zek, Warlord Murdunk, and the Generals Tallon and Vallon. It was said that the Rathe Council, the twelve rulers of the Plane of Earth had been captured and forced to Norrath where they were being executed by Murdunk and his Generals, that mountains burst from the earth where the gods fell and that the dying tears of the fallen gods formed a cold, deep lake between the newly risen mountain peaks.

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

Into the Depths of: The Crypt of Nadox


Overview of the Crypt of Nadox

Into the depths of the Broken Skull Rock, the hidden Crypt of Nadox lies. This crypt is the burial chamber of the undead troll shaman Nadox. Within, various shrines and temples honor Innoruuk, the god of the Broken Skull Clan. The crypt is a dangerous place to any who venture there. Also within the crypt, the ship of a dangerous pirate captain can be found in a hidden lagoon. The ship is filled with ill begotten treasure that the various troll pirate captains have gathered up over the ages.

Background Lore

During the recovery and rise of Clan Broken Skull, Nadox turned his eye from his people to his god. Nadox began to commune with Innoruuk, using his hatred for the land bound trolls to focus his spirit toward the Prince of Hate, he began using captives from the marauders at sea to build temples to Innoruuk. As his spirit grew closer to Innoruuk the practices of his faith began to change, become more savage and primal. Cruel and torturous ceremonies were held to sacrifice captured bodies for Innoruuk.

As Nadox’s religion began to evolve, it also began to expand. Slaves were used to tunnel into the stone to build more shrines and altars; it was during these excavations when the Black Ore was discovered. Nadox knew when he first saw it that the black ore was a boon from Innoruuk, a reward for their devotion. Veins of the ore resonated with Hate. The first group of miners that uncovered it massacred each other, the primal force of hatred taking over their minds; none of them were close enough to the spirit of Innoruuk to know how to harness his hatred.

Nadox used the most devout priests to move the discovered ore to one of the temples, as they were apt to be the most resistant to its magic. In the temple they spent many months secluded researching, trying to find how to best harness the properties of the ore. One of the attributes they discovered was that a suspension made from the ore could be used to protect people’s mind from its effects. In large enough doses the suspension also weakened a person’s mind, reducing their willpower and making them more susceptible to command. Over enough time, people who ingested the ore lost all of their free will, and when coupled with religious indoctrination, these servants became fanatic in their devotion to the priests in the temple.

When the Ore’s suspension was discovered the mines were reopened, but with new purpose, instead of tunneling to expand the temples they were excavating to find more of the Black Ore. The miners were given large amounts of the suspension under the guise of protecting them from the Ore’s effects, while they were in fact becoming servants to the Priests.

It was during this time that the pirate sects of the island began to allow outsiders to join their ranks. The outsiders were given small amounts of the suspension with their food and drink to assure their dedication, but not enough to slow their wits. With the supplements of the outside pirates, Clan Broken Skull’s rein of terror over the seas was absolute. Over time, the priests withdrew into their meditations, the pirates supplied them with supplies and servants, and they gave the pirates the means to increase their numbers.

The Ore granted Nadox, Dulak, and Captain Jrank unnaturally long lives, but over time they all died. Nadox was the last of the trio to pass, his life extended through contact with the ore, and as a gift from Innoruuk. On his deathbed Nadox foretold that if the Grozmok Stone lay on Broken Skull Isle, the Grozmok would rise from their Clan. It was then that the eyes of Broken Skull turned from the seas back to Southern Tunaria.

Dangers

Entering the Crypt of Nadox can be a danger in itself. Routes include traveling through the dark Torigran Mines and trenching across through the molten lava. A passage leads from the meditation room into the shrine that is built in Gunthak Harbor. The passage has been enchanted by the followers of Nadox with a visage of a wall. Only they can easily see through this guise and move through to the shrine and back. The safest route is through the Cathedral in Gunthak. However, guardians do protect the entrance to make sure only Clan Broken Skull and Luggalds enter.
The crypt contains a variety of shrines and idols for the worship of Innoruuk. Throughout, followers mediate, pay homage to Innoruuk and Nadox and train to become priests, which can last for days. Worship can often include a ritualistic sacrifice.

Nadox’s Tomb

Nadox’s Tomb can be found deep within the crypt. Many of the acolytes can be found here giving homage to Nadox. It is here, through a long and draining ritual, Prophet Grulgask summons the spirit of Nadox from the grave.

Innoruuk and the Luggalds

Luggalds were created by Innoruuk. After seeing how devout the pirates of Broken Skull Rock were to him, Innoruuk created Luggalds for them as a gift. These creatures also serve the purpose to monitor activities on the island. In creating the Luggald, he took a handful of Prexus’ creations and twisted them into a humanoid form filled with hate making them an amphibious mutation of Innoruuk’s most hateful human followers.

These beings have learned to perpetuate themselves through reproduction with eggs. Heat from the lava helps to stimulate their growth while in the shell. The Luggald Broodmother watches over the incubation chambers and strikes down those who dare interfere with the creation of new Luggald. Greater Luggalds true intentions are unknown to even the Broken Skull Clan. Fierce guardians often guard these leaders. The Luggalds can almost pass as human when they conceal their features in robes and cowls. This allows them to keep an eye on harbors and seaports. The pirates know to follow their lead and not ask questions lest they incur the wrath of Innoruuk himself.

Bloodspear the Wretched

Within the Cathedral, High Priest Bloodspear the Wretched is protected by several prophets and guardians including Karsonizzak Bloodblade. If disturbed, he performs a ritual which causes his death and his after death wrath.

Nadox Mines

These mines are prohibited to all but true devotees to the Broken Skull Clan. Slaves may be used in the Torgiran Mines, but a special material is being excavated here that can only be entrusted to those who place their faith in Innoruuk and the tribe of Broken Skull.

Hate’s Fury and the Undead Pirates

Undead pirates from the ship Hate’s Fury, rest nearby the docks in the Crypt of Nadox. Their lust for treasure and devotion to Innoruuk has given them an undead afterlife. They prepare and wait for the day that Hate’s Fury will sail again.

Source: http://eqplayers.station.sony.com/news_article.vm?id=51021

Into the Depths of: The Desert of Ro


Overview of the Desert of Ro

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

Background Lore

Northern Ro

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

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

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

Southern Ro

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

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

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

Ortallius and Rathamana Allin

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

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

Into the Depths of: The Crypt of Nadox


Source: http://eqplayers.station.sony.com/news_article.vm?id=51021&month=072008

Overview of the Crypt of Nadox

Into the depths of the Broken Skull Rock, the hidden Crypt of Nadox lies. This crypt is the burial chamber of the undead troll shaman Nadox. Within, various shrines and temples honor Innoruuk, the god of the Broken Skull Clan. The crypt is a dangerous place to any who venture there. Also within the crypt, the ship of a dangerous pirate captain can be found in a hidden lagoon. The ship is filled with ill begotten treasure that the various troll pirate captains have gathered up over the ages.

Background Lore

During the recovery and rise of Clan Broken Skull, Nadox turned his eye from his people to his god. Nadox began to commune with Innoruuk, using his hatred for the land bound trolls to focus his spirit toward the Prince of Hate, he began using captives from the marauders at sea to build temples to Innoruuk. As his spirit grew closer to Innoruuk the practices of his faith began to change, become more savage and primal. Cruel and torturous ceremonies were held to sacrifice captured bodies for Innoruuk.

As Nadox’s religion began to evolve, it also began to expand. Slaves were used to tunnel into the stone to build more shrines and altars; it was during these excavations when the Black Ore was discovered. Nadox knew when he first saw it that the black ore was a boon from Innoruuk, a reward for their devotion. Veins of the ore resonated with Hate. The first group of miners that uncovered it massacred each other, the primal force of hatred taking over their minds; none of them were close enough to the spirit of Innoruuk to know how to harness his hatred.

Nadox used the most devout priests to move the discovered ore to one of the temples, as they were apt to be the most resistant to its magic. In the temple they spent many months secluded researching, trying to find how to best harness the properties of the ore. One of the attributes they discovered was that a suspension made from the ore could be used to protect people’s mind from its effects. In large enough doses the suspension also weakened a person’s mind, reducing their willpower and making them more susceptible to command. Over enough time, people who ingested the ore lost all of their free will, and when coupled with religious indoctrination, these servants became fanatic in their devotion to the priests in the temple.

When the Ore’s suspension was discovered the mines were reopened, but with new purpose, instead of tunneling to expand the temples they were excavating to find more of the Black Ore. The miners were given large amounts of the suspension under the guise of protecting them from the Ore’s effects, while they were in fact becoming servants to the Priests.

It was during this time that the pirate sects of the island began to allow outsiders to join their ranks. The outsiders were given small amounts of the suspension with their food and drink to assure their dedication, but not enough to slow their wits. With the supplements of the outside pirates, Clan Broken Skull’s rein of terror over the seas was absolute. Over time, the priests withdrew into their meditations, the pirates supplied them with supplies and servants, and they gave the pirates the means to increase their numbers.

The Ore granted Nadox, Dulak, and Captain Jrank unnaturally long lives, but over time they all died. Nadox was the last of the trio to pass, his life extended through contact with the ore, and as a gift from Innoruuk. On his deathbed Nadox foretold that if the Grozmok Stone lay on Broken Skull Isle, the Grozmok would rise from their Clan. It was then that the eyes of Broken Skull turned from the seas back to Southern Tunaria.

Dangers

Entering the Crypt of Nadox can be a danger in itself. Routes include traveling through the dark Torigran Mines and trenching across through the molten lava. A passage leads from the meditation room into the shrine that is built in Gunthak Harbor. The passage has been enchanted by the followers of Nadox with a visage of a wall. Only they can easily see through this guise and move through to the shrine and back. The safest route is through the Cathedral in Gunthak. However, guardians do protect the entrance to make sure only Clan Broken Skull and Luggalds enter

The crypt contains a variety of shrines and idols for the worship of Innoruuk. Throughout, followers mediate, pay homage to Innoruuk and Nadox and train to become priests, which can last for days. Worship can often include a ritualistic sacrifice.
Nadox’s Tomb

Nadox’s Tomb can be found deep within the crypt. Many of the acolytes can be found here giving homage to Nadox. It is here, through a long and draining ritual, Prophet Grulgask summons the spirit of Nadox from the grave.

Innoruuk and the Luggalds

Luggalds were created by Innoruuk. After seeing how devout the pirates of Broken Skull Rock were to him, Innoruuk created Luggalds for them as a gift. These creatures also serve the purpose to monitor activities on the island. In creating the Luggald, he took a handful of Prexus’ creations and twisted them into a humanoid form filled with hate making them an amphibious mutation of Innoruuk’s most hateful human followers.
These beings have learned to perpetuate themselves through reproduction with eggs. Heat from the lava helps to stimulate their growth while in the shell. The Luggald Broodmother watches over the incubation chambers and strikes down those who dare interfere with the creation of new Luggald. Greater Luggalds true intentions are unknown to even the Broken Skull Clan. Fierce guardians often guard these leaders. The Luggalds can almost pass as human when they conceal their features in robes and cowls. This allows them to keep an eye on harbors and seaports. The pirates know to follow their lead and not ask questions lest they incur the wrath of Innoruuk himself.

Bloodspear the Wretched

Within the Cathedral, High Priest Bloodspear the Wretched is protected by several prophets and guardians including Karsonizzak Bloodblade. If disturbed, he performs a ritual which causes his death and his after death wrath.

Nadox Mines

These mines are prohibited to all but true devotees to the Broken Skull Clan. Slaves may be used in the Torgiran Mines, but a special material is being excavated here that can only be entrusted to those who place their faith in Innoruuk and the tribe of Broken Skull.

Hate’s Fury and the Undead Pirates

Undead pirates from the ship Hate’s Fury, rest nearby the docks in the Crypt of Nadox. Their lust for treasure and devotion to Innoruuk has given them an undead afterlife. They prepare and wait for the day that Hate’s Fury will sail again

The Wheel of Time


The fear he had borne those many, many long year, since the end of the Age of Combine, had come to pass: The disapperance of the gods, Yes, for hundreds of years now that had been known as the Lost Age, and of course that name was given by those who knew little to nothing of events during that time.

Of course, few – perhaps none – had lived a life as long and eventfu as this ancient elf called Aataltaal. Now, it seems, he’d outlasted even the gods.

The elf looked up into the bright night sky and watched Luclin’s continuing disintergration. A flaming meteor, no doubt a portion of the sphere of the Maiden of Shadows, soared fast and low just to the south of him. Lightning traced the rock’s path through the swirling clouds, and Aataltaal was certain he felt the wind and heat generated by the meteor.

The destruction of Luclin, named for the goddess who was for countless years beyond the reach of mortals, was a metaphor for the fate of all created races… as well as for the gods themselves. Even if they were not dead, the gods who birthed the races of Norrath and had guided the events of millennia, including the seemingly wanton destruction of all they had so assiduously crafted, were beyond any mortal’s reach. The immortals might as well be dead for all they could do on behalf of those who relied upon them, those who worshipped them. Likewise, there was little to be done by one such as Aataltaal, who sough to slay gods, or at least some – partculary one! – among their number.

As he sat on the Luclin-blasted landscape of the Thundering Steppes, with no other living entity around for league upon league, Aataltaal gave himself over wholly to these reflections. And soon his vision returned.

In the long past age of Combine, Aataltaal had foreseen the fall of that great empire. He tried toward emperor katta, but neither of them understood the meaning of the vision fully enough. Of course, Aataltaal considered that failure to be his own: It was his magic that had crafted the visions, his knowledge that should have deciphered them, and even his plans that had set the fracturing of the Combine into motion. Granted, the plans of those against whom he toiled, General Seru and his fell sorcereress, were a considerable part of the events that brought the empire to its knees.

Ages had passed since then, and yet another was dawning in this time of the broken moon, and still Aataltaal toiled. He had victories to relish and humbling defeats to rue, and still his nemesis Opal Darkbriar dogged him. She thought to have won the day in Freeport, but he had meant the promise he made to the humans there after he saw them safely westward across the Ocean of Tears. That city, like his battle against the gods, might seem lost at present, but the Wheel of Time always rolled round again. The trick was stopping the wheel when it was properly poised for one’s purpose.

Of Course, managing one’s own fate in this way was something that had proved beyond the capability of even the gods (at least as far as Aataltaal knew), but it was an end the elf yet dreamed possible.

He had to believe those dreams. So much else that he had foreseen had come to pass. The citadel floating over the city of freeport. The confiscation of the Books of Knowledge. The shattering of Luclin, and the consequent loss of those first mortals of the Combine Empire who fled there with Katta’s lifeless-yet-living body. The death of Seru he had also foreseen, though one had to take that death on faith since there was no body to be seen. Some things were not as yet entirely clear. Indeed now was a time of great flux. The winners and losers of this age could not yet be clearly foretold – if in the everyday life of Norrath, or the Shattered Lands formerly known as Norrath, things could be judged in such simple terms. The two great cities that survived at this moment in time evidently considered themselves winners, and perhaps righty so.

Qeynos and Freeport, once standing at opposite ends of his beloved Tunaria, more recently called Antonica. As they had once stood geographically, so too did they stand at opposite ends of the spectrum of light and dark – a spectrum of finite morality Aataltaal himself straddled completly, that he was in fact beyond in a way that the earth itself or the constellations were beyond.

The same oracular power that had once led Emperor Katta to seek Aataltaal’s advice in the Lost Age now suggested that the one who might finally bring the Wheel of Time to a safe halt would pass through the land in which he now stood. So the wizened elf sat here, a ragged journal in his hands. It was an ancient tome, and to any lesser mage it would have seemed a great prize. But it had been Aataltaal’s for centuries now, and his own notes were now recorded within. To him it was not an artifact, it was merely a possession.

Ah, but what it led to! – that was an artifact: Tarton’s Wheel.

Long ago Tarton constructed his Wheel so that he might travel the planes. The elves of Takish-Hiz had been the first to make such a journey, having labored for over a century to find the means to enter Innoruuk’s Plane of Hate. Spells for such travel eventually became commonplace among those wizard capable of channeling sufficient mana, but Tarton wanted more, something that might take him beyond the realms where the gods dwelt in semi-real forms that could be defeated but never seemed to die.

Tarton wanted access the the heart of the of the universe itself, where the essences of the gods could be confronted and destroyed altogether. And so, of course, did Aataltaal.

It was unclear even to Aataltaal wheter or not Tarton had actually managed to use his creation for its ultimate purpose. He thought not, for surely there would have been tremendous repercussions for a mortal undertaking such a journey, yet such consequences might well have occured with no mortal being the wiser, for few knew the events or stakes at issue and none could say how, precisely, the effects might be felt.

This kind of shadow-war Aataltaal had now waged for millennia. At nearly every turn he was foiled or brought short, but often the forces thrown against him created ripples in the world at large. He had managed to assemble the ten spokes of Tarton’s Wheel, but then the ripples of causality began to spread. Perhaps his estimation of his importance or the danger he or his quest posed to the gods – at least to Innoruuk – was inflated, but it seemed likely that all of the divinities must fear his success. Perhaps the roadblocks set before him were concidental, but he thought not.

Regardless, it was no coincidence, surely, that very laws and fabric of the universe were altered as soon as Aataltaal possessed and assembled all the pieces of the Wheel. The global destruction had begun to subside the moment he disassembled the artifact and spread the pieces once again.

He wished he believed in happenstance, for then he would not be haunted by the ghosts of the countless thousands who perished in the catastrophes that had rocked Norrath. Now he had that blood on his hands, just as he was haunted by specter of the Combine Empire and the restless souls of those elves transformed by the Prince of Hate when the rescue of their sovereigns went away.

So it was that here, in the lifeless waste of the Thundering Steppes, Aataltaal drafted the final portion of this journal. The writings concerned the first piece of Tarton’s Wheel, called Azia. Once he had finished, he would place the journal in the magically locked chest, which he would then send secretly to the docks of the Steppes. There, only an individual with one of two proper keys – a pair of inconspious emerald Aataltaal would sell, one each, to vendors within the two sities of the former Tunaria – could recover the journal.

With the journal in hand, an individual might begin his own cycle through time, If Aataltaal’s perceptions of his visions were accurate this time, then the one destined to find his journal might just sneak beneath the notice of the gods, and use the Wheel succesfully without arousing the kind of wholesale destruction Aataltaal himself had caused.

And that’s why it seemed so reasonable to leave a riddle regarding the ancient city called Wielle for last, because Freeport was where change needed to begin.

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.