Category Archives: The Enchanted Lands

The Precious Fairy Book

Everyone is familiar with fairies, perhaps from childhood tales. This book will provide readers with a greater insight into the Norrathian version of these winged creatures.
“The Precious Fairy Book,” copied from the Everling Laboratory collection — Being a compendium of the uses for fairies and instructions for gathering them at the peak of potency.

The main body, so to speak, of work at the Everling Laboratory is the animation of certain golems. Learning how to put something together, whether by magic or by manual labor, requires knowing how to disassemble said item. In this way, our research is able to pinpoint the highest concentrations of mana that can be derived from a variety of sources.

The best sources of mana are concentrated in fey beings, such as fairies. Unless one is able to build one’s laboratory directly atop a natural wellspring of mana, the next best method of obtaining it is through direct extraction. As with morning dew, the best time of day to obtain fairies for mana is at dawn.

Fairies can be found readily throughout most of modern Norrath. A large number of them reside in the Enchanted Lands. There are two main types of fairy body-style, although many subtle variations can be detected through close examination. One type is the so-called “dragonfly fairy” and the other is the typical fairy.

Dragonfly fairies are distinguished by an elongated lower body from which no legs are visible. The typical fairy looks like a shining, miniature gnome. Unless one has the need for a specific type of fairy, the dragonfly and typical fairies are interchangeable, as they both have most of the same body parts.

Consider one’s purpose in obtaining concentrations of mana. If the end result is an offensive purpose, one would likely wish to use dragonfly fairies, which seem to have an essence that boosts the offensive spells. Typical fairies, on the other hand, have a faint infusion of something better for defensive spells. More research will be needed to determine what manufactures these essential traces, but it is important to keep in mind.

If you remove the fairy’s wings and hold them up to the light, you can see the network of veins within them. Without their wings, fairies cannot fly. Flying springs from magic. Magic springs from mana. Therefore, the wings are concentrated mana. This is true of either dragonfly or typical fairies.

There is also the matter of fairy dust, which can be obtained again from either type of fairy. To make the most of the gathering process, it is useful to hold the fairy over a clean cloth and scrape it with the dull edge of a knife. The dust collects in the cloth, which can then be used to transfer it to a storage container.

Some who search for concentrations of mana will make a reduction from the broth made by boiling fairy bones. The sheer number of fairies it will take to make this decoction can be overwhelming. It is practical to store left-over fairy bones from previous extraction methods and prepare the reduction at one time.

Whenever there is an inbalance in the world’s forces, there is an upswing in negative energy fairies. This does not mean fairies who have no energy, but rather fairies that tend toward malicious or mischevious behaviors. If it is not possible to convert these fairies to one’s own purposes, they may be used in the same way as any other fairy.

Fairies are very useful in terms of distilling mana for a variety of purposes. They may have other uses as well, some of those will need to be chronicled elsewhere. If you are considering the study of fairies, you may well be the one to prepare such a volume.

Life Among the Goblins

Goblins abound throughout Norrath, yet it has been extemely difficult to get close enough to them for good observation. I, Trent Burkhart, will infiltrate a goblin tribe in order to understand what makes them so vile and obnoxious. My first step is to tint my body a vile shade of green, shave off my hair and manufacture a loincloth. Wish me luck!
“Life Among the Goblins,” by Trent Burkhart — One man’s journal describing the day-to-day activities of a typical goblin tribe. Appendix by Pearl Honeywine.

Day One — Goblins. The mere sound of the word brings to mind these shapeless, mindless creatures. I have tinted my skin using an extract from a local plant and am wearing a loin cloth that I obtained from a deceased goblin. By walking with a bow-legged slump, I can create the illusion of having the typical pot belly. There is not much I can do about my ears, however after shaving my head, I left a fringe around my temples to comb over the tips of my rather smallish ears. This will have to do.

Day Three — I am currently with the goblins of Runnyeye, in the Enchanted Lands. Thankfully, it is dark enough that no one questions my lack of appropriate ears. The goblin language is guttural and coarse. I have picked up enough of it that I can make the appropriate responses when necessary, though I would rather not speak to these foul, stench-ridden beasts. Why I chose to research goblins is beyond me!

Day Four — I’ve stumbled into something interesting and need to figure out its significance. Otherwise, my days are becoming somewhat monotonous. The evil eyes have used their mystical powers to enslave a variety of creatures to work on behalf of the goblins. It is interesting to note that in prior Ages, the goblins were themselves enslaved! Now the former slaves are the masters, and as I am trying to fit in with the goblins, I have much leisure time on my hands.

Day Seven — Have I really been here for seven entire days? Between sneaking through corridors and foraging up acceptable food, I have found some written records. At least, they are as much of a written record as one might expect of these low-lifes. There are many pictographs and symbols which I am copying down into my journal. Even if I don’t decipher them in the next few days, I shall bring this record with me to my home and work on it there.

Day Eight — Something interesting happened, finally! About a dozen or so goblins, looked like a group of Runnyeye brawlers, set out on a foray and brought back a handful of minotaurs. The minotaurs seemed rather spellbound and very docile at first, but then one of them broke free of whatever control the goblins had and rampaged through the area, killing several of the brawlers. The minotaur was eventually surrounded by the goblins’ war boars and taken down.

Day Ten — After pouring over the various pictographs, I believe I’ve deciphered the goblins’ tome! There are several references to the entities of the ancient times, notably Bolgin and Brell Serilis. While it’s not clear what these tomes mean, I find it fascinating that…wait…someone is coming.

Day Thirteen — I’ve been dispatched with a company of other goblins to the Citadel. I do not know what our purpose there might be, but it was made very clear to me that I am expected to remain there for some time. With any luck, I’ll be able to ditch these filthy tunnelers and head home with my research complete. I’ve finished translating the goblin origins document and just need a quiet hour or two to set it all down. Unfortunately, the Citadel is much busier than the tunnels ever were and I am constantly sent hither and yon.

Day Sixteen — It’s really quite a pleasure to have purpose in my life again. While in those dark tunnels, the days passed slowly because I had nothing to do but wander about lazily, like a goblin. It appears that they realized early on that I was not one of their own, but they were happy to have my company. Indeed, that is why they sent me to the Citadel, so I might be able to do some research in more comfort. Perhaps I’ve been mistaken about these pleasant little fellows all along.

Day Twenty — Busy, busy, busy! That describes my life at the Citadel! I’m in constant demand and it feels great! While I have no time now to dwell upon the possible deeper meaning of the goblin pictographs, frankly, I could not care less! Who cares where these friendly folk came from or whether they have language skills? It’s good to be busy all day long, rather than wonder what would happen should they discover my ruse. I am quite enjoying my new job cleaning out the muck in the war boar stables.

Appendix, by Pearl Honeywine — While in the Enchanted Lands, I found these notes which degenerated from intelligent discourse into random drawings and ideograms. It seems that the evil eyes had gotten hold of our researcher’s mind and managed to change a promising anthropologist into a raving mad slave. Alas for goblin research! At least our friend Master Burkhart will die happy and unaware of what he has lost.

Know Your Bixies

“Know Your Bixies,” by Pearl Honeywine — Being an exhaustive study into the habitat, social structure and culture of the Rivervale bixies.
I am Pearl Honeywine, creature behaviorist and sociologist. It is my goal to spend time learning more about some of the denizens of Norrath, in order to understand how they live and how best to eliminate them when they become too aggressive. This current study is about the Rivervale bixies.

It wasn’t until very recently that the survival of bixies could be reliably confirmed, post-Shattering. With the chaos brought about by years of uncertainty and the inability for most travellers to make the dangerous crossing of the Sea of Mist to the Enchanted Lands, many folk assumed the bixies had perished. Fortunately, these folk have been proven wrong with the discovery of the Stone Hive bixies of Rivervale.

Bixies are often seen as merely overgrown bees, as members of a bixie hive serve many of the same functions as bees. There are workers, drones and the hive’s queen. Workers gather honey for the hive and are not usually interested in creatures (such as you!) in their vicinity, unless they feel threatened. In that case, look out for their stingers!

You will know you are close to a bixie hive if you encounter bixie drones. The drones serve as guards for the hive, protecting the queen and nearby bixie workers. If you encounter a drone on patrol and are wearing something sparkly, be careful! Some drones will try to wrest that item from you in order to present it to the hive queen. Bixie drones will use their poisonous stingers to attack.

The leader of every bixie hive is the bixie queen, who directs the work of all the bixies in her hive. Bixie queens are renown for producing a variety of herbal or alchemic honey mixtures which have various of interesting properties. Each hive produces their own special blend which can vary in potency and color, depending on the quality of ingredients available.

Bixie queens are not aggressors; their job is to organize and run the hive. Therefore, even when they are attacked, they will often sting and retreat behind their drone protectors. These drones will defend their queen to the death, which is quite a noble and breath-taking sight to behold! The drones are very skilled at teaming up to deal as much damage as possible to anyone who they feel is threatening their queen.

One item which I must say is a particular favorite, is collecting the honey jum created by the bixies. This sweet, sticky substance is very useful in concocting traditional halfling dishes, including jumjum cakes and jumjum-infused drinks. My favorite treat is biscuits with jumjum-flavored cream and berries, which I will share with you, my readers, for the first time in print —

— Combine one cup of whipping cream with one large spoonful of buttermilk, letting it sit out for a day to thicken. Whip the thickened cream together with a small spoonful of honey jum. Make your favorite biscuits, adding two large spoonfuls of honey jum to the batter before baking. Split the cooked biscuits, drop a dollop of jumjum-flavored cream on them, top with berries and then drizzle with more honey jum. Place the other biscuit half on the top and serve. Remember: jumjum equals yum yum!

Male bixies are very, very rare. While I have spent considerable time gathering honey jum and information from the Stone Hive bixies, I did not encounter a single male bixie! Still, given the fact that there are still bixies in Norrath, one can only assume that there is at least one male bixie per hive in service to the hive’s queen.

There are no confirmed sightings of bixies beyond the Enchanted Lands at this time. This makes honey jum rare outside the region. With travel between the Enchanted Lands and the rest of Norrath so limited, those who can manage the journey across the Sea of Mist and back will find themselves beseiged with requests for this intoxicatingly sweet substance.

I hope this information provides you with enough basic information about bixies that you will be able to learn more about them on your own. Bixies are complex, fascinating and useful. We need to take advantage of their work rather than exterminate them on sight simply because we can.

Enchanted Lands Creature Catalog

The Enchanted Lands have a high concentration of mana, and therefore they are inhabited by many fey beings. Before the Rending reshaped the lands, this area was in the midst of the large continent of Antonica, situated at nearly the halfway point between Qeynos and Freeport. The area was settled primarily by halflings, with the Runnyeye Citadel home to the Runnyeye goblins.
The Enchanted Lands include the Misty Thicket, Rivervale and Runnyeye Citadel, all of which survived the Rending and the Shattering in relatively untouched form. Rivers still meander lazily through deep green hills across the region. It is surrounded entirely by the Sea of Mist, named for its blanket of nearly impenetrable fog.

Though the coast areas are foggy in the morning, once the sun has risen the fog close to shore dissipates, revealing an area dominated by emerald green. The temperatures have little variation between day and night. The coolest period during the season is Decay, although the Enchanted Lands do not appear to have a very long Decay cycle.

The mild temperatures and somewhat moist environment give the Enchanted Lands a cloak of thick, velvety grass and tall deciduous trees. As Decay is so abbreviated in this region, there is no true falling of the leaves. There is always a green canopy overhead, green pathways underfoot and an abundance of fruit and flowers.

The proximity to the nectar of so many flowers is doubtless why the bixies call the Enchanted Lands home. However, since the changing of the lands, there are other creatures in abundance too, including lamias and nightbloods. In some cases, even the trees are potentially animated and dangerous. Caution while travelling is advised, especially after nightfall.

Bootstrutter’s Field Guide to the Misty Thicket

The Misty Thicket: Many refer to this land as the Enchanted Lands, but I prefer the name of old, The Misty Thicket. The land here has changed drastically, what once was a fertile land surrounded by steep cliffs and a lake to nowhere is now an island of just a portion of its former majesty. The isolated haven once provided safety to the halflings, but since the Rendering this land has no natural defenses and it has begun to be tormented by fiends the likes of which Norrath has never seen.
Bobick: This quiet seaside dockyard was built where the Great Stream used to caress the banks of the Misty Thicket. In Old Antonica Bobick was a flourishing fishing village. In this age the halflings have erected a dockyard to fish from the Seamist Coast as well as provide mooring for ships that rarely arrive. Bobick was named after the legendary shipwright and adventurer Fiddy Bobick. A descendant of his still operates the dockyard in a hostile land.

The Wreck of The Guppy: The Guppy was once the stout sturdy sailing vessel ever engineered by the legendary Fiddy Bobick. The Guppy was built to sail the far seas and carry Fiddy and his adventuring friends to wondrous lands. Eventually Fiddy deconstructed and rebuilt The Guppy inside of Rivervale to use it as his dwelling. Ages past and after the cataclysms the halflings attempted to reconstruct the boat to cross the Sea of Mist. Unfortunately they were not shipwrights. Many halflings drowned as The Guppy sank barely a stones throw from the dock.

Bumble Thorn Flower Patch: The flowers that bloom within this patch are said to be of magical properties. This must surely be so as legend uncovered have placed the elusive halfling draconic sage called the Drafling as the sower of these seeds. Further evidence of his magic exists in the form of a sentient scarecrow that believes he is the defender of this tiny blooming village.

The Goblin Ward: This is a massive wooden totem built by the Runnyeye Goblins. Apparently the goblins empowered the great totem with some of their greatest powers in hopes that it could ward away the evil spirits that they believed were going to arrive in their territory. Whether this ward performed its function is unknown without at first knowing which spirits the goblins foresaw. What is known is that this is a comfortable place for grogged down halflings to nap.

The Gullet: This tunnel was carved into the steep ridge of the vale foothills of Kithicor by halfling engineers. It was a great feat that no doubt employed the direction of a dwarven miner’s guild. The Gullet was one of two great tunnels leading into the halfling city Rivervale. The natural defense of the steep hills kept the isolated vale safe from the dangerous wilds beyond.

Rivergate Cascade: This is a grand waterfall that falls from an outlet high in the steep foothills of Rivervale. The water trickles out from an outlet that links to the mysterious grotto workshop of the legendary Fiddy Bobick. A river within Rivervale runs into Rivergate to power the machines of the great shipwright. The water then runs from the outlet to create this wondrous cascade.

Fay Isle: This little bit of land is plopped out along the southeast coast of the Misty Thicket. When I first arrived at this spot it was filled with a flurry of light, dazzling to the eye and hypnotic to the senses. As I drew closer I found the isle filled with golden fairies of good nature.

Chomper’s Pond: This tranquil looking fishing hole seems like a wonderful place for a dip, but beware the ferocious Chomper lurks here! The great fish is said to have lived within the pond of Rivervale more than two ages ago! Since then Chomper has somehow found his way out into this pond. The halflings should be thankful for the voracious fish has grown considerably since the Age of Turmoil and is more than one man can handle in a fight for his life.

Shortwine Burrow: The hills and dales beyond the great timber guard of the Misty Thicket are dotted with halfling burrows, but none so sweet and intoxicating to the senses as Shortwine Burrows. This plot of land was owned by the Shortwine family and was once home to the rumberry, a required ingredient in the families award wining libations.

Berrybrook Field: Nestled between the shores of the coast and the banks of the Lazy Drain is Berrybrook Field, a small halfling shire. These halflings spent most of their days hunting and foraging for goods that would be traded amongst the stout folk, but being so close to the valuable resources also brought them close the foul stench of the goblins of Runnyeye.

Lookout Stump: Struck by lighting and with a fell of a tree this stump was the final stout oak to live. These trees of great girth provided the halflings with much of their building resources, but here the final one to fall was transformed into a deputy lookout post. As seasons past the lookout soon became a stage. For ages halflings have come here to proclaim intellectual thoughts and even shouts of goblin curses.

Seridd’s Sanctum: Also known as Seridd’s Pond this watering hole was once the retreat of a powerful halfling druid named Seridd Barkfoot. Seridd would come here to reflect upon his many adventurers of his youth. Recently reports have surfaced that tell of the water coming to life. Some say portions of the pond have evolved into water elementals. Some say that Seridd actually made the pond using water elementals to fill the basin. With the absence of Seridd the elementals have no one controlling them. Tall tales?

The Misty Mine: Within the wall of a cliff can be found the entrance to Misty Mine. This mining complex is filled with dangerous twists in turns all created by the Stonebrook family. They became obsessed with the minerals of Norrath and records tell of them spending days on end hacking away inside that mine, in a crazed frenzy that became larger everyday. It was as if they were engulfed by the spirit of some berserker dwarven miner, but this is far from Kaladim.

Honeybugger Burrow: Honeyjum was known in ages past as a valuable elixir created through manipulation of jum jum, a bixie building material. The secret of honeyjum was kept by the Honeyjum family of the Misty Thicket. Their burrow still sits in the far shire, abandoned and waiting for the return of the vale folk.

The Goblin Pass: This is a wide pass ascending into the North Hills. Here a massive battle took place between a single powerful Halfling druid and a small army of goblins. Bones, armor and weapons have once been imbedded deep into the ground and have since been covered with silt and overgrowth. Two Goblin towers have been erected on either side of the pass atop hills. Avoid this pass at all costs.

Bog Mountain: Bog Mountain is a tall rocky spire, second in height only to the great mountain that holds the village of Rivervale. This is actually a large rock formation not a true mountain. It is somewhat steep, but can be scaled. The ground is somewhat damp and mucky. Small depressions gather stagnant water and form mucky mini bog ponds of only ankle depth at most. Within the slippery mountainside rests the goblin fortress Runnyeye Citadel, its presence is hinted at by goblin smokestacks that once pumped black smoke into the sky as below was forged the weapons of war. The black skies have stopped, but the goblin presence has not. Beware Bog Mountain.

Fellowship Tree: When I first encountered this plot of land I was stumped. There around a single rare cherrychum tree were a few gravesites. What is odd about this is not the rare cherrychum tree, but the graves. These graves were more akin to humans than stouts. I finally discovered that this is the resting place of a noble few allies of Rivervale’s past. Their last wish was to be buried upon the enchanted lands of the Misty Thicket.

The Foul Stench: Like the belch of bog giant or the flatulence of the ravenous god Grum, this body of stagnant water taints an otherwise enchanted land. The conventional and arcane forging going on within Bog Mountain has seeped into this large pond and has left it viscous, pungent and toxic. The Foul Stench is no place for anyone other than a goblin to dip into.

Bogbottom Mill: The Bogbottom family built this great mill during the end days of the Age of Turmoil. Their love of revelry and song brought them to river’s edge to erect this mill. Here they would spend day and night producing some of the finest lutes and flutes the world has ever seen. Unfortunately the Bogbottom’s vanished while researching the legendary bard Kelkarn. Their absence has given the goblins a new outpost within the Misty Thicket.

The Gates of Runnyeye: If one is so brave or foolish to delve along Bog Mountain they may just happen upon a dark tunnel. This tunnel is the pathway to a mighty door leading into the goblin fortress Runnyeye Citadel. The door is one of great beauty and of mysterious design. The designs are so alluring that they seem out of place amongst the crude makeshift world of the goblins.

The Glittering Mine: Far along the northern coast of the Misty Thicket can be found these mines. For many ages these mines were the nesting ground for the glittering mushrooms, magical mushrooms found nowhere else on Norrath. In the darkness of the tunnels the magical mushrooms grew and were foraged by the halflings. Unfortunately the mushrooms stopped growing and after the final one was picked the tunnels were mined for more conventional resources such as ore.

Camp Ghobber: Named after a great halfling marshal, this defiant halfling fort was placed in the wilds of the Misty Thicket. Here the deputies would stand guard and watch over the activities of the goblins and offer protection and safe haven to those vale folk caught behind the great guard of the Misty Thicket. The fort was abandoned when I arrived, but still stands as a place of safe haven for travelers that don’t mind the lack of amenities such as comfy beds and locked doors.

Winter’s Deep Pier: This pier is a monument to Old Antonica. It once acted as a dock to small fishing boats of the Vale folk. This shoreline caressed the mysterious body of water called Winter’s Deep. The center of this lake was veiled in an icy mist. What lies beyond was the inhospitable land called the Frigid Plains. Only the magical blessings from the powers that be kept the Misty Thicket from being overtaken by the deathly chill of the north.

Tagglefoot Farms: This was the humble abode of the halfing naturalist family of farmers and druids, the Tagglefoots. They were also members of the druidic guild called the Stormreapers, worshipers of Karana. They once existed inside the safety of Rivervale, but decided to migrate to the banks of the Trickledown to provide protection for the Three Pines, sentient trees that have existed since the dawn of the vale.

The Heart of the Forest: This is a spot in the forest where a giant depression formed in the Age of Turmoil. From that depression rose a gift from Tunare, an Elddar tree, one of the few left on this world. It is rumored that all forests have the power to sprout an Elddar sapling, but few are capable in these ages of turbulent powers. What gave birth to this Elddar sapling is unknown, but there are forces on Norrath that would pay highly to obtain or control the sapling.

The Isle of the Three Pines: This is a small island just off the east coastline near Tagglefoot Farms. On this island sit three towering pines, sentient the druids say. The massive trees are known as the The Three Pines to the Halflings. They say that they can also attack using great magic and large roots that rise from the ground. The roots once formed a bridge to the mainland, but all those magical powers have been subdued by some other force of nature or unature.

Bird Watching – The Beast of the Enchanted Lands, Part II

“Bird Watching- The Beast of the Enchanted Lands, Part II”
Second Edition

This book is a guide to bird watching in the Enchanted Lands and the great danger that flies across the land.

Welcome, reader, to the exciting conclusion of the story I began in Part I of the Beast of the Enchanted Lands.

As you may remember, I told you the harrowing tale of my first encounter with the Great White Hummingbird.

The following tale covers how I risked my life to track down that evil fiend and stop it from wreaking destruction upon innocent travelers.

Ever since that day I narrowly escaped death at the maw of the Great White Hummingbird, the memory of that encounter haunted my sleep for years.

The reader will be surprised to learn that I began bird watching not for the sheer pleasure of it, but rather to follow the old adage– know your enemy.

When my dearest Father found my special helmet in the hands of a wandering nomad, I knew that the Great White had been unleashed upon the land again. I vowed that I would find it an put an end to its existence once and for all. You can read all about my various adventures in my other books, which I know you are sure to buy.

For many years I studied my elusive prey. And elusive it was! No one claimed to know anything about it, and after much questioning I came to the conclusion that Great White Hummingbird had frightened everyone into silence. My clue to its whereabouts came from the ramblings of a drunken dwarf. He would be the one to give a name to my archenemy – Zibbly Blip.

Now that I knew the True Name of my enemy, I sought out the greatest mage of the land.

In time, I found him hiding down by the docks in Freeport. Through much coercing in the way of platinum coins, he used the True Name to reveal where I would find my prey — The Enchanted Lands.

I set sail at once for these so-called Enchanted Lands, intent on engaging in mortal combat with the foul beast.

Captain Grok’Zar, a burly man who looked a bit like an orc, had assured me that I would arrive safely upon the shores in no time at all.

Were it not for the sneaky attack by pirates in the middle of the night, I surely would have made it there safe and sound.

Having been blindfolded by pirates and tossed overboard, I would have thought my journey at an end.

I managed to secure a piece of flotsam to hang onto, and over the course of several months, I managed to collect enough to build a small raft.

Food and water were no problem, for the sea is swimming with fish and filled with, well, water (a bit on the salty side, yes, but beggers can’t be choosers).

I am not sure how much time passed, for when adrift on the ocean, there are other things to concern oneself with.

After several weeks, for instance, I started seeing the most beautiful birds you could possibly imagine flying past the sun.

The amount that I saw could fill whole volumes, but I am here to tell of the Great White Hummingbird. Fear not, reader, for in the end I finally found the lands I sought.

When I arrived on shore, it took a few moments for my sea legs to become accustomed to solid land. No sooner than I adjusted, I spied my prey floating right in front of me. In the time since I had last seen the Great White Hummingbird, it had learned the magical arts of illusion. For you see, rather than appear as the threatening monster it truthfully was, it had taken the form of a smiling, waving halfling.

Not falling for its insidious tricks, I grabbed my harpoon fashioned from the barnacles floating under my raft and I launched it through the air with all my might. Rest assured, gentle reader, it hit its mark square in the chest. Falling to the ground, it did not have time to cast its spell to turn back into its true hummingbird form. I buried the false halfing that day, saying a small prayer for a fallen enemy, and wound up doing my part to save Norrath from the horrid predations of the Great White Hummingbird.

EQ2 Maps

The Isles of Refuge were established by the Far Seas Trading Company. For the most part they are a collection of islands resting in the large central body of water in the Shattered Lands, the Tranquil Sea. It is from these islands that the Far Seas Trading Company can best base their trade routes out of. There are numerous islands in the Tranquil Sea, not just the Isles of Refuge. These islands are diverse in resources, keeping the Far Seas Trading Company very busy and their mysterious leaders very rich.

One of the most important resources that the Far Seas Trading Company found were the many refugees that had been marooned on any number of isles throughout the Tranquil Sea. All the islands in the Tranquil Sea were once part of the large continent of Antonica. During the Age of Cataclysms the undercontinent below Antonica, Subtunaria, erupted in violent quakes. Much of Subtunaria collapsed and this brought down large sections of Antonica, helping to create the vast Tranquil Sea and its many islands. Marooned out on these shards of a once great continent were a great many villagers, clans, tribes and adventurers.

Not all islanders are seeking refuge within the great and mighty cities of man, but for those that do there are the trade boats of the Far Seas Trading Company. Those cargo ships visit many islands to collect resources to be sold in various markets. Far Seas Trading Posts pop up on many small isles. Not all of those trading posts are public knowledge. Many are secret ports that the Far Seas will share with no nation. I am sure we will discover more islands of the Tranquil Sea in the future, with or without the permission of the Far Seas Trading Company.

There are many oceans and seas on Norrath that have yet to be rediscovered by adventurers or even the FSTC. It will be quite some time until we visit theses oceans to find if any changes have occurred on the surface or below the waves. But we do have a decent chart of the seas resting within the Shattered Lands.

The Shattered Lands has numerous seas dividing its islands. Most of these seas were formed in the recent rending of Old Antonica, what the Shattered Lands used to be. Most of the waterways are dangerous for both the extreme conditions as well as the dangerous denizens that inhabit the water of the air of a given sea. Here are the known seas within the Shattered Lands as charted by the Far Seas Trading Company.

The Coldwind Coast
Relative Island: New Antonica in Karan
This is a cold temperate sea. It has strong winds and choppy waves. It is a great territory for sailing, but only within a ship worthy of ocean travel. Birds of many sizes glide with the currents. Beneath the waters lurk dangers such as sharks and aqua goblins.

The Tranquil Sea
Relative Island: All
This sea is nearly always sunny and with clear skies. It is the largest sea in the Shattered Lands and nearly all islands have direct access to it. The waves here are gentle and allow ships to skim across them with little resistance. This would be a wonderful place to sail if it were not for the lack of wind current. The winds blow far too gently in this sea. Many great ships must employ rows of oars and even magic to provide locomotion for their great hulking vessels that must pass through this sea to reach the Trade City of Freeport located in the Commonlands.

The Neriuss Flow
Relative Island: Nektulos in D’Lere
This is a sea of dark waters. Ash floats above the waves creating a dense black fog. The ash floats in from the northern territory of Lavastorm. It shields many of the lurking beasts within the water as well as occasional Kheklok raiders, a relative race of the frogloks that exists within the ocean depths.

The Sea of Mist
Relative Island: The Enchanted Lands
This is a sea of gently rolling waves and wind currents. It is most known for forming an odd mist during the early hours of dawn. That mist flows with the current to enter the shores of the Enchanted Lands.

The Sea of Crossed Swords
Relative Island: Zek
This is a sea located near the orc island of Zek. The waves here are tall and they create slow navigation, something undesired to any mariners who sail this sea. There are numerous orc patrols sailing these waters and even deep sea orc war galleys passing through to perform raids in adjacent waterways. This sea is considered the territory of the Deathfist Empire.

The Seafury
Relative Island: The Thundering Steppes in Karan
The Seafury is a sea notorious for violent storms and extreme ocean conditions. It is almost always stormy in this region and the waves here dwarf any other sea. Visibility is nearly cut to a minimum and only the largest and strongest creatures can survive in the harsh environment. Aviak air raiders also stalk the winds in search of ships to plunder and sink.

The Sea of Sand
Relative Island: Ro
This sea is like a wall of sandstorms that races around the island of Ro. Any ships that dare sail into this maelstrom is soon to be sandblasted and its crew most certainly with it. There is no known passage through this anomaly. What sort of creatures could exist in this sea is unknown. Rumors abound that the massive sandstorm that comprises this region is actually a sentient being. Such babble is usually scoffed at.

The Gunthak Flow
Relative Island: Ykesha
The Gunthak Flow is a sea of many small uncharted isles. These isles have a great number of lost pirate booty and ruins of old troll fortresses. It exists in a tropical environment. The seas are warm and humid as is the gentle breeze. The breeze occasionally gives way to fierce hurricanes, but that is not a common occurrence.

The Blackwater
Relative Island: The Feerrott
This is a sea of countless naval battles. Ages ago this sea was controlled by the second coming of the Rallosian Empire, a brutal ogre militaristic empire that ruled with an iron fist. There are often many shipwrecks to be found in this sea as well as an occasional floating hulk of what was once a formidable ogre War Galley. Numerous stories of ghostly ships abound and cause many mariners to shun this body of water.

The Fanged Sea
Relative Island: Everfrost
This is a sea filled with icebergs and chilling cold winds. A chilly haze fills the sea, cutting visibility down to dangerous levels. Naval vessels will often need to avoid smaller bergs or take damage upon collision. Many ships have had their hulls cut open as easily as a knife cuts through butter jum. Ice storms are frequent in this region.

Freewater Channel
Relative Island: The Commonlands in D’Lere
This is a sea of rolling waves and an equally gentle breeze, but a breeze of cutting chill. The water is thick with brine and islands of seaweed float along the surface. There is a gentle uneasy calm about this sea. It is well known for the frequent aqua goblin assaults upon nearly any ship that dare cross it. Some sailors report that their ships were boarded by pirates in aqua goblin costumes or even members of the Seafury Buccaneers. The Seafury Buccaneer piracy reports are quickly dismissed since they are part of the Freeportian armed forces and would never return to their days of high seas raids. The sky of this sea is filled with a canopy of gloomy gray clouds that shower down gentle drizzle. The water’s extreme saline content makes it difficult for even normal salt water denizens to exist for long periods of time.

The Cauldron
Relative Island: Lavastorm
The Cauldron sits in a locale with an extremely large number of geothermal vents beneath the waves. The sea boils and large bubbles may form that can actually cause damage to a ship’s hull should they collide. Whirlpools are a common sight in this sea. Some portions of the Cauldron can only be navigated by ships reinforced by great magic or technology to survive the boiling sea and searing winds.

The Straits of Twelve
Relative Island: Highbourne
Nestled by the tempest of the Seafury in the north and the Blackwater to the south, this sea can be found. This sea is filled with jagged spires of rock with no accessible land. The spires are the tips of the shattered peaks of the once great Rathe Mountains. The majestic mountain range dropped into the ocean when a massive collapse of the Underfoot occurred beneath it. What land exists is rocky and barren of vegetation. Most spires are too steep to offer level ground to set foot upon. One great danger of this sea is its shallow and jagged basin. Much of the once mountain range sits below the tides and many a ship have had their hulls gutted by unseen daggers of rock stretched towards the surface, but never breaking through. The grandest sight in this sea is the twelve peaks of the Rathe Mountains that jut high above the waves. Their odd and almost lifelike appearance recounts the tales of these twelve mountains actually being titanic beings of earth and rock defeated ages ago by a legendary ogre champion.

The Dead Calm
Relative Island: Unknown if any exists
The Dead Calm is a waterway no seafarer ventures no matter how brave they may be. But there are those who are foolish and it is from tales of these foolish mariners that we get what little information of this sea. All wind and all tides completely cease when you encounter the boundary of this sea. The foolhardy that trudge onward by oars slowly begin to loose energy and become extremely lethargic. As they row onward, their faces and bodies appear to loose fullness as it appears that the life is being sucked out of them. By the time they realize their mistake to enter this sea, it is impossible to retreat to safe waters. The foolish seafarers become part of the derelict graveyard of ships and floating islands of bones that drift in the sea. No mariner has ever been able to survive in this sea to explore the horizon and discover any isle that may hide at the heart of the Dead Calm. A hint of an island at the center of the sea is sometimes reported.

Norrathians have returned from the treacherous seas in the northern territories of the Shattered Lands. With them came wondrous tales of sights never seen One of these tales is said to be a glint of light in a deep frozen atoll. The chill of that fills the bowl formed by the steep cliffs of the atoll makes visibility nearly impossible, yet, a ship dared to brave the mist. What they found was deadly to say the least. Only one sailor made it back, the same cannot be said for his sanity. He ended up in the padded cells of the Freeport Infirmary and Asylum. He told a tale of a glint of light shining in the mist. His captain forced the ship into the thick white fog and onward to this glint. They found a frozen tower, an elven tower. This tower seemed to offer no access, but apparently it did withstand a powerful blast of cold wind. This blast froze the tower, made evident by the long thick icicles that stretch off to one side. The sailor said they found a breach within the icy armor of the tower. They all entered, but only one made it out. His mind gone, all he could mutter was the word, “Fayspire”. How such a madman managed to sail that ship out of there is a mystery just like the frozen atoll that cannot be found on any map.

Erud’s Crossing:

This island actually exists as part of a grouping of isles known as the Isles of Ebb. I will try and send you some lore on the whole island chain some time, but here is a bit about the island in question. This is a small blurb from early design, enjoy:

o Talysra’s Paw

This is the largest island of the chain. A small volcano mount sits on the island. This island has a bumpy wide sand bar running along the north half of it. The sand bar’s four high points are always above water and give the island the appearance of a massive cat’s paw. The Kerran’s who have come to inhabit this island are a secluded sect of the Kerran society. They have named the island after their newly found cat god, Talysra. They have also built a small village called Talys on the island. The densest woods of Aqua Palms appear here as do the regional flower and coconut trees. A small fissure in the side of the small volcanic mount has a tiny trickling floe of lava that seeps down to the northeast corner of the island where it runs into the water and creates vapor.

Oh wow, and here is a bit about the actual village on the island. Some of this lore may never be seen, but I hope you enjoy the original write up:

o Talys

This is the only village in the sea and is a frequent stop of sailing vessels. The village is inhabited by a secluded sub tribe of Kerran’s calling themselves the Laahr. These Kerrans have come to study their roots and unlike the Kerrans of Kerra Ridge, they worship a new found deity known to few Kerrans. The village is small but has adequate facilities for any traveler. There is an inn located across a bamboo bridge and on one of the islands sand bar isles. A gnome from the Academy of Arcane Science, Professor R.J. Skittlewit, has come to Talys to challenge his wits of engineering by providing the natives with contraptions made out of the natural materials and employing natural resources. Machines exist such as a mill made of bamboo and reeds powered by the steam vent of the volcanic fissure. There is a vault also created by the gnome for adventurers to store supplies, allow for banking and store export goods. The Laahr have built a dock and supply outriggers for rent.

It may be a bit more than you see in the Age of Turmoil, but here it is:

o Isle of the Dead

Long ago, in secrecy, the ——— placed the crypts of the most evil mortals of the time on this island. The island appears as a rocky island surrounded by jagged rocks. The topdown view of the island is that of a skull. Massive stone totems were placed on the shoreline to ward away the curious and keep in any evil spirits. There is an ancient mortuary and tomb for five ——- and ——-. A small temple was eventually built on the island. This temple hides the ———–. The entrance is sealed by magic placed upon a massive stone disc that must be rolled aside before one can gain entry. There is one long wide passage that tells the story of the island through images. There is a center chamber with ———-. There is —— in the middle that is used to ———. There are many —— in —–. Each passage tells the history of the vile acts committed by the mortal whose tomb lies at the end of the passage. Many ——– guard the inside of the tomb. The topside of the island is guarded by evil itself, evil specters and apparitions to repel any who wish to gain entry into the tombs.

There are numerous islands located in the Shattered Lands. Not all of these islands will be presented in game, but we know they are there. One of these islands happens to contain a chunk of forestland once known as the Unkempt Wood. The Far Seas Trading Company believes that a portion of that woodland is what forms the island that they call The Forbidden Forest. The cliffs of this towering isle are nearly impossible to scale. If one were to begin the long climb along the cliffs they would no doubt encounter one of the many birds of prey that dwell there, many of which are quite large and vicious.

Veiled by the constant downpour of the sea known as the Phantom Sea, rests a little isle feared by those who are unfortunate enough to know of its existence. This isle is known by seafarers and avoided for the countless fears that rest on the isle. A dense woodland that swallows this forest isle shields what lies within and only one end offers access to those who dare step foot upon the land. Seafaring tales hint at what may rest inside the thicket. Some tales say that during the day it would seem to be a lifeless land. The land is uneven and trails are like mazes between clearings. Some say a fort of rangers long dead exists far to the end of the isle. It would take nearly a day to trek to and from the fort if one was lucky to correctly navigate the trails. Trees are now long dead and those that have leaves offer little color to the environment. No birds are heard chirping. No deer are seen galloping. It is dead. In the evening this becomes even truer. At night the ground is breached by hands of bone of two undead armies rising again to do battle under the moonlight. It is during this time that no one wishes to be caught upon this little isle of horror.

This last one is a bit of babble about a little known isle called The Serpent’s Fang. Jutting up from the center of the vast Tranquil Sea is what remains of the mammoth Serpent’s Spine mountain range, or at least its greatest remnants. This portion of the sea is quite dangerous for sea travel. Hulls of the greatest ships have been known to rip apart as they barely scrape the tops of the jagged sea mounts lurking just below the surface and in between the jagged isles of this area. Most of what one sees as they near this location are tall spires of eroding rock. The spires of rock are too steep and sheer to scale in any way and have little flat ground to support even a single shack. Many spires contain nests of the behemoth birds of prey called Rukhs. The Serpent’s Fang is the largest remnant of the Serpent’s Spine Mountains. What lies in the cloud covered spires crown is unknown. But some say there are those that walk amongst us that do know… quite well.