Category Archives: Plains of Karana

The Tale of Brother Qwinn


by Brother Nusad, Clan Historian
Another member of the Whistling Fists Clan who became known to outsiders during the Age of Turmoil was the brave and just Brother Qwinn. He traveled the lands in search of the Code of the Whistling Fists, a tome that was taken from him during his journeys.

One of the regions where Brother Qwinn made his home for a time was the Southern Plains of Karana. This sprawling expanse was the home of many dangers, from the horrific outpost of Lord Grimrot to the ominous entrance of the deadly Lair of Splitpaw. Brother Qwinn roamed the area and assisted those who were beset by the forces of darkness. Many tales were told about the mysterious monk in the dark crimson drape who kept the plains safe for wayward travelers.

One of Brother Qwinn’s most epic battles was against the mighty beast known as Cracktusk. This huge bull elephant had once been docile, but it was driven to a great rage after poachers attacked him and injured one of his great tusks. The pain was so intense that the massive animal fell into madness and seemed to increase tenfold in both strength and speed.

Cracktusk was known to appear as but a speck on the horizon, only to suddenly charge toward unsuspecting travelers and gore them with his mighty tusks. Though Brother Qwinn had no desire to harm a wounded animal, he could not allow this beast’s misery to endanger innocent lives. The monk tracked the great beast for many days until he found it charging toward a group of farmers headed to trade their grain with the nearby aviaks.

As he engaged his opponent, Brother Qwinn was seized by the animal’s massive trunk and thrown high into the air, but the skilled monk landed safely. He tried to stun the animal in hopes of finding some way to relieve its pain, but the beast had descended too far into madness for there to be any hope of saving him. The kind-hearted monk summoned forth all his skill to strike with blinding speed and end Cracktusk’s suffering as quickly and mercifully as he could.

Though he had saved the lives of the farmers, Brother Qwinn felt no pride in his victory. His only solace was that he had at last ended the mighty elephant’s pain. To honor the heart of this great beast, Brother Qwinn buried him and set the massive cracked tusk into the earth to serve as a memorial to the animal’s life. Then the monk tracked down the unscrupulous poachers who had caused the elephant’s suffering and laid waste to their camp. The fate of the poachers themselves is unknown; Brother Qwinn never spoke of it.

Even for many years after the great monk recovered his tome and departed the Plains of Karana, no one dared disturb the massive ivory tusk that marked Cracktusk’s grave. Poachers whispered tales of the mighty Brother Qwinn who had vowed to return and take revenge upon any who would dare desecrate the tomb of the noble elephant whose spirit he honored.

Steppes Creature Catalog


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

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

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

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

Splitpaw Down Under, Part One


The Splitpaw gnolls proved to be a more dangerous adversary than the Rallosians had suspected, although not exactly for the reasons one might suppose. In Part One, we meet Gippy, a Splitpaw gnoll scout. Sort of.
It was Gippy’s turn to watch that day. Gippy had paid Flemm to take his shift. Flemm forgot. And so the Rallosian Army was within a day’s march before the gnolls of the Splitpaw Lair were aware of them. Over the years, the name of the den changed constantly depending on which gnoll clan was in the ascendancy; this season, the Splitpaws were in charge and they were not happy with Gippy.

“Look at them, there are rows after rows of them in armor and with weapons,” grumbled Muddy, the current Splitpaw chief. “No thanks to you, Gippy.” Gippy kicked Flemm, who said nothing. Muddy continued, “We can’t trust you father than we can throw you, but we can throw you to the ogres now. Gippy, your job is head on out there and find out where the ogres are going. They best be going elsewhere, if you know what’s good for you.”

Grumbling the entire way, Gippy went to the armory and selected some gear. Many gnolls owned their own armor, but Gippy never saved enough to buy some and he was too lazy to make his own. Fortunately, the gnolls hoarded what they found through the Plains of Karana and lent it generously to its soldiers. “Can I get one without a hole in the chest?” Gippy asked the armorer. “You’re just lucky I don’t give you one with a target on it,” the armorer grumbled. “Now git!”

Gippy felt the other gnolls did not appreciate his abilities. There was not a single copper that Gippy could not find a way to increase somehow and use to his benefit. Sure, he had nothing saved up, but he was generous. Why, half the gnolls on the scout team were on his payroll with tasks such as responding to his name during roll call or standing watch. Although, Gippy reflected, now he would need to find someone to replace the irresponsible Flemm who had let them all down.

The ogres were making no secret of their progress. Gippy watched in a fascinated horror as they circled the aviak town and razed it to the ground. He was so busy watching them and fretting that he did not see the Rallosian scout until the scout had him by one of his ears. “Ow! Ow! Let me go!” Gippy yelped in anguish. The Rallosian laughed, “No, you come with me and we’ll see what you know.”

“This doesn’t look good,” thought Gippy miserably as he and the Rallosian scout marched toward the Rallosian Army. For one thing, Gippy knew there weren’t enough coppers clinking in his pockets to pay off anyone, let alone an ogre. He turned over scenarios in his mind and each of them had the same unfortunate endings — Gippy on a stick, or Gippy roasting on an open fire, or Gippy for dinner. It was a sobering walk.

The scout pushed Gippy to the ground before the ogre lieutenant. “What’s this? Who brought their pet dog to war?” laughed the lieutenant with a snarl. The ogres laughed with him and Gippy tried to laugh as well, but it came out as a nervous, high-pitched whimper instead. “What were you doing looking at us, dog?” snapped the lieutenant, yanking Gippy closer. So close that the ogre’s most unpleasant breath wafted over Gippy in a suffocating cloud.

“Why, I’ve been waiting for you! You’re late! The boss said you’d be here two days ago,” Gippy said, throwing as much anger into his voice as possible. The ogre curled his fist and asked menacingly, “What do you mean, the boss? Do you speak of General Urduuk, dog?” “He’s the chief, ain’t he?” said Gippy saucily. “You’re lucky he’s not here or he’d flay you alive for the way you’re treating me. I’ll be sure he hears about this!”

The ogres glanced uneasily at one another. They knew that General Urduuk had made contacts and advances with various folk to speed the Army’s advance…but a gnoll? A gnoll wearing an ill-fitting old hauberk with an enormous hole in the chest? “You don’t seriously mean you don’t know about me?” Gippy said, seizing their moment of confusion. “I guess General Urduuk doesn’t trust you. Ah, me.” He heaved a dramatic sigh and gave the lieutenant a pitying glance.

“Of course he trusts me!” shouted the lieutenant so that all his men could hear. “We’ve been at war and I…I forgot for a moment. We were just having sport with you, fuzzy face.” The lieutenant gave another laugh, this one more cautious. “So why were you waiting for us?” Gippy brushed off his legs and straightened the old hauberk before responding with a haughty look, “I’m your guide.”

A History of the Centaur


“A History of the Centaur,” by Wiseman Oluran, centaur of the Thundering Steppes — Being a history of the centaurs, as told by one of their own.
In the years after the cataclysms that reshaped Norrath, changes shook the foundations of many societies. Some were forced from ancestral homes, others were reduced to begging and thievery. The centaurs of the Thundering Steppes adapted to the changes in the world in their own way.

A long time ago, when the gods still lived and the moon was whole, the centaurs lived in Karana. Long did we hunt upon the plains of Karana, racing one another in bands several hundred strong! Tails held high, hooves burnished with thin sheets of copper, silver and gold, the centaurs lived as one with the land.

Centaurs have no creation myth, we know we have always existed. Some say that centaurs were formed by the union of a wood elf queen and the god Karana, which is why centaurs always roam, yet love the land so completely. We centaurs feel no such need to explain ourselves; we have always been, and that is enough.

In the long-ago, female centaurs resented the numerous male centaurs that sought to keep them. The males sought to cherish, confine and keep the females from harm. The females appreciated this attention not and battles erupted. To bring peace to the centaurs, Zehadra the Wise decreed that male and female live apart, only to come together at certain times and places. This living arrangement, while not perfect, allowed male and female centaurs to appreciate each other.

Over the years, the Plains of Karana changed, beset by war, by plague, by violent rending of the very earth. At last, the Shattering desolated the lands so loved by the centaur and brought about the ruin of many of our scattered villages.

Centaurs alone did not suffer, of course. All of Norrath was covered in flame and pestilence, bombarded by shards from the once-veiled moon. The violence subsided. The face of Norrath was completely changed. Centaurs returned to what was left of Karana’s plains, brought together by the world’s suffering and loss.

Fortunately, as the Shattering’s destruction lessened and the centaur tribes reunited, there were still bands of female centaurs. Knowing how close they came to civil war, the male and female centaurs agreed to live by the rules imposed by Zehadra all those years past. This is still our way. The females come to the males, then leave again, only to return when they are ready or when they must leave behind a male centaur child.

Still, the destruction of so much we centaurs held valuable was disturbing to both male and female. While we still live mainly apart, our females now live in closer proximity than before. They are strong, courageous and skilled so they do not remain near for protection, but for the surety of knowing that those they love still live. And we are glad to know that they are near, for we love them fiercely in return.

After the Shattering, the Steelhoof centaurs in particular became bitter over the destruction of their homes and forges, turning to raiding as a way of life. No longer do they burnish their hooves with metals simply for the beauty of it, but to use in battle with the hill giants that still live in what is now called the Thundering Steppes.

Alas, though we have been strong and true, no longer does the sound of a thousand hoofbeats shake the grasslands of the plains! The vales are filled with sorrow and our long memories cannot dispell thoughts of the beauty that once filled the lands. And yet, there is hope. For grasses grow, forests return and the gods cannot have abandoned their children. We still have hope.

Know, then, the history of the centaurs of the Thundering Steppes. We are proud and have lineage that reaches back through time before all memory. Do battle with us at your own peril. Blessed be Karana, always.

Deep Marshes


“Deep Marshes.” After the sudden invasion of Gukta by the new Rallosian Army, a band of frogloks heads north to seek help.

Without the aid of the Avatar of War, the ogres could never have planned such an attack. Gukta had been the site of many battles over the years, but the force arrayed by General Urduuk proved strongest of all. Now, though they were loathe to do so, the frogloks were on the run. The ogres had never before had such a force, despite their brute strength. No, it was not a newly intelligent ogre that bested the froglok, but the Avatar of War itself.

Down into the tunnels they ran, many clutching the eggs which would be a new generation of froglok. They had had time to clear the hatchery before flight. Though retreat is not the froglok way, the elders knew that living to fight another day and bearing away the eggs would be the better thing for them to do. A small garrison was left to distract the ogres and defend Gukta. The rest hurried into the dark.

“The ogre army will not be content with taking a swamp,” said Agakk, one of the elders. “We must send word to the outsiders, to warn them of the danger these ogres cause.” “I will go,” said Guruup, bowing deeply. “My unit and I will make our way out to Freeport. The Overlord must hear of this villainous turn of events.” Agakk nodded. “Yes, I agree. Go at once, Guruup and may Mithaniel Marr protect you.”

There are many ways through the woods and so it is with the swamps. Guruup’s unit was small, for speed would be their best defense. At Innothule’s northernmost point, the froglok unit conferred quickly. If they traveled up through the river valley, they would then need to cut east across the Commonlands to reach Freeport. Or, they could turn west to Qeynos instead. The direct route through the Desert of Ro was not favored, but it had the advantage of being the most direct route to Freeport.

“We must make haste, Guruup,” whispered Barab, one of his lieutenants. “Though the Desert is dangerously dry, it would be the way anyone would least likely expect us to take.” Guruup nodded and said, “You speak the truth, Barab. Through the Desert of Ro!” They caked their skin with mud to protect it from the hot desert air, then pushed onward. To increase their chances of survival, they subdivided into smaller units that one by one crossed into the unforgiving desert.

Traveling by night to keep out of the sun, the frogloks struggled through the swirling sands. Their skin was soft and supple by nature. Even with a layer of dried mud upon it, the frogloks felt the oppressive dryness in the air that seemed to suck every last ounce of energy from them. Gusts of wind drove the sand into their faces, rubbing them raw. As their skin cracked from lack of moisture, some of the frogloks picked at the scabs that formed almost instantly in the heat, licking their wounds to moisten their tongues with their own blood.

They were a tired, footsore and bedraggled group when they reached Freeport at last. Though many had not survived the harsh crossing, between the heat and the sand giants, more than three-quarters of Guruup’s was still unit intact. The frogloks paused briefly to take rooms at a local inn and to cleanse themselves, then they hurried to gain an audience with the Overlord.

An audience with the Overlord is not always granted, and certainly never at the first request. Guruup and his lieutenants waited three days before the Overlord would see them. Even then, it was clear that he was doing so for his own hidden purpose. He met with Guruup in the long hallway and Guruup had to complete his petition before the Overlord reached the opposite end of the hall.

Guruup was unable to convince the Overlord of the seriousness of the ogre forces. “Come now, little one,” the Overlord said upon reaching the hall’s end. “You have been fighting everyone for control of Grobb — that is, Gukta — for many generations. This is another petty squabble; I’m afraid Freeport’s military cannot be spared on something like this. You’ll have better luck elsewhere.” Guruup bowed, concealing his anger as the Overlord exited the hall.

“The Overlord will not get involved,” Guruup told the frogloks. “We have rested here long enough; let us proceed now to Qeynos. May the hand of Marr guide us.” “May the hand of Marr guide us,” Guruup’s unit repeated reverently. And so, the frogloks prepared for their next journey: across the Commonlands and through the plains of Karana to reach the city of Qeynos.

A Chaotic History: The Story of the Chaos Orchestra


A Chaotic History: The Story of the chaos Orchestra – By Vhalen Nostrolo

The Crimson Conductor Within the Age of Enlightenment the seeds of chaotic compositions were sown. The first human clans began to settle within the Plains of Karana, far south from the bloody tundras of the Northlands, former homeland to all humans. It was at this time that the Chaos Orchestra came into existence. Early humans held a violent nature in their hearts, a gift from their barbarian cousins in the Northlands. One band of bards, former war drummers of the barbarians, had hoped to tap into the violent nature. Through this exploration of chaos they hoped to compose music like never heard before. The Chaos Orchestra was formed. Long did the Chaos Orchestra delve into chaotic compositions. Many songs were created that employed rhythms and beats that were never explored by other composers. Unfortunately, they were never able to create any meaningful composition that even they approved of. According to history, this all changed on a trip to the village of Katta Grove.

Ancient songs that tell the tale of the Chaos Orchestra being attacked by a rabid pack of gnolls while en route to Katta Gove, the village of the chieftain of the Plains of Karana. Surviving this violent onslaught, the bards did find a magic lute that was being carried by the gnolls. Reclaiming this grand bard instrument from the savage gnolls, the Chaos Orchestra dubbed it the Ayonic Lute. This magic lute would help them break their musical plateaus and play a final infamous concert that would place them in the annals of bard history.

The Ayonic Lute was of unknown origin, but to the Chaos Orchestra, it was a gift from Ayonae Ro. In their minds, it was goddess’ way of choosing them as the evolution of music and the harbingers of a bold age of compositions. Before they could explore the arcane forces behind the lute, they decided to use it in their next concert at Katta Grove.

Little is known about the secret concert in Katta Grove. The only person alive was the owner of the small stage they performed on. This owner returned towards the end of the concert only to find a blood bath had occured. He screamed for the milita and the Chaos Orchestra fled the village. Every spectator was found dead, seemingly slain by one another. It was dubbed the Rabid Dance after the only clue left in the massacre, a blood stained composition of the same name.

Maestro Konic Nostrolo of the League of Antonican Bards was charged with the task of tracking down the Chaos Orchestra and seizing them before their next violent concert could begin. Konic was able to find the trail of the fugitive Chaos Orchestra, a trail spotted with blood. It led to the Serpent’s Spine and the last person to meet the bards, a fortune teller named Hagralazoo. Through her fortunes, she told Konic that she read theirs and found no future beyond a day. They vanished never to be seen again.

Maestro Konic continued his investigation of the Chaos Orchestra long after they vanished. He would later come to realize that the orchestra was not in full blame for the Rabid Dance in Katta Grove. The powers behind this Ayonic Lute held much of the blame. On his death bed, Maestro Konic was noted saying, the Ayonic Lute holds great power, but along with that comes a great curse… a curse tht can be removed. Look to the belly of a giggling fish…

To this day, there are those that delve into chaotic compositions. To me, this isn’t a problem. The exploration of music is as grand as the exploration of Norrath. the chaos Orchestra was correct that beauty can be found within discord. It is unfortunate that their expedition into the compositions of chaos had to end with the cursed Ayonic Lute.

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: Blackburrow


Overview of Blackburrow

Nestled between Qeynos Hills and the peaks of Everfrost to the north, Blackburrow is the present day home of the Sabertooth Gnoll clan. The Sabertooths are known for the constant raids upon the city of Qeynos. The city of Qeynos and Surefall Glade continue to send out hunting parties to try to purge the threat.

Background Lore

In the past, over 500 hundred years ago, the original excavation of the deepest level was done by a group of dwarves long since forgotten to time. Evidence of their superior stonework is still be found in sections of the complex, although their purpose within this region of Norrath remains as mysterious as their fate.

The Sabertooth Clan originated in the Jaggedpine Forest, but migrated to the hills just beyond the evergreen woodland’s borders. There they found the abandoned Blackburrow complex at a time when then-nomadic people of Jaggedpine were inexorably driving them out of the forest. The Sabertooths retreated to the complex and made their stronghold as conflict with the human settlers began to reach dangerous levels.

The Sabertooth clan has remained active in the area now known as Qeynos Hills since before the construction of the great human city of Qeynos. It was around the time that Antonius Bayle, the Great Unifier and the patriarch of this famed namesake, united the coastal settlement of Oceangreen with human clans in the regions of the Karana plains and the Jaggedpine Forest that the construction of Qeynos began.

When Oceangreen was first created, the yet to be named, Qeynos Hills was home to several different clans of gnolls. The largest of these clans, the Sabertooth clan, was the only clan violent towards human settlers. However, this violence would not hinder the construction of what would become the jewel of the human race.

One generation later, Antonius Bayle II, the Great Defender, appointed Gynok Captain of the Tower Guard. Captain Gynok Moltar would order small units of his guards to slay the gnolls in Qeynos Hills, unbeknownst to his superior and commander. It was well know that Gynok despised the gnolls, who had slain his parents years before. Gynok would later cut off High Shaman Opalla’s hand during the elder gnolls’ attempt to make a treaty of peace with the humans. This led to the eternal war between the citizens of Qeynos and the Sabertooths.

Dangers

Blackburrow is a very dangerous place to be for a young adventurer. Gnolls, when in trouble will flee to find help. A gnoll that you let flee may bring back many of its brethren to finish you off.

Beyond the dangers of the gnoll inhabitants of the complex, the terrain itself poses many hazards to unwary adventures and travelers. The area has become rather unstable and chaotic in its layout since the arrival of the gnolls. They have not upheld the meticulous dwarven architecture of the original structure and their own modifications to the site have resulted in many dangerously unpredictable oddities.

Wooden bridges are narrow and oftentimes careless constructed, leaving those who are not quick and attentive to fall to the dangers below. Upon the surface level of the burrow, there are two specific dangers that have claimed the lives of many an adventurer. One of the several trees is in fact a secret passage to the lower level of the gnolls’ den; however, this passage has been left in ruin and is but a steep shaft that has caused many a traveler to plummet to their death.

The second notable danger is the great pit that extends to the bows of the burrow and takes up nearly the entirety of the burrow’s surface level. Travelers are advised to be wary of this pit, for the only way to escape the water below is to trek through the hostile depths of burrow that lead back to the surface.

Gnoll Commanders

The gnoll commanders are the most powerful of Blackburrow’s defenses. They are great warriors, despite the mundane and almost debase appearance of their weapons when compared to the mighty steel of Norrath’s more fearsome foes. It would be foolish to engage one of Blackburrow’s most adept warriors without proper respect for these creates as true adversaries of notable strength.

Source: http://web.archive.org/web/20080530121059/http://eqplayers.station.sony.com/news_article.vm?id=50950

Vhalen Nostrolo


‘Listen up kids and pass me a smore:

I appreciate the interest in my background. I can’t reveal all the bits and pieces, but here is something to go on.

In the Age of Turmoil, Vhalen was a prestigious member of the League of Antonican Bards. Although never truly having a home, Vhalen frequented stages of Qeynos quite often. It was there in Qeynos that he met the woman of his dreams, the woman that would complete the sonnet of his soul. Now, I would love to tell you the tale of this romance, but we would be here all day. I would love to tell you the woman’s name, but that would be revealing too much too early. What I can say is that the sonnet of love ended in tragedy. Vhalen and his love would grow farther and farther apart until one day… she vanished. Vhalen grew distraught and almost went mad. He broke ties with the League of Antonican Bards and stormed into the Plains of Karana, (no pun intended), where his insanity grew and his actions became violent and malicious. He lost all control. But he would not remain in this state of madness. The records of his temporary madness were only destroyed after he dragged his tortured soul from the pit of despair and performed many good deeds for the residents of the Plains of Karana. His selfless actions more than made up for the crimes of his madness. It was said that the harmony of the thunder storms of the plains sang to his soul. This beautiful melody of Karana cleansed his soul and madness was no more. That is why Vhalen soon made residence within the Plains of Karana. It was the place that saved him from a pit of madness. He often sat beside the well, the well where he first met his lost love. There at the well he could now safely compose poweful songs of love and soon some of the greatest of arcane sonnets, the likes of which has never been seen before. Some of his more powerful arcane melodies required the use of enormous intruments such as organs the size of temple halls and harps that rose like sails on a ship. By far his greatest spells required the bells within his bell tower, The Bell Tower of Vhalen. It was in this Bell Tower of Vhalen that Vhalen played some of the greatest arcane compositions for the defense of Qeynos during the War of Plagues. When all seemed lost and Qeynos was soon to fall, Vhalen stood alone in his Bell Tower, ringing aloud the sound of benevolence and the powerful melody of valor. He stood alone, in a tower surrounded by a sea of undead, ringing the bells that would smite the forces of the Bloodsabers and their allies. Even as the forces of evil break down his door and stabbed as his soul, he still rang the bells. Without his efforts in the War of Plagues, all would be lost and Qeynos would be no more.

Oh… one more thing. About that woman he loved. At some point he learned that his temporary madness was not the result of a broken heart, but a soul driven mad by the compositions that his love often studied. It seems as though his love acquired some ancient songbooks and even an instrument once belonging to a legendary bard named Kelkarn. Odd, just like his love, Kelkarn just vanished one day. Where he went and why he went was never discovered.

That’s all. Does that help a bit?

——
Tony “Sir Lucan” Garcia
EQII Game Designer

Reference: http://forums.station.sony.com/eq2/posts/list.m?start=0&topic_id=186950