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Creation of Norrath

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Creation of Norrath

Post by Ronson on Sat Jul 31, 2010 11:24 am

EverQuest Lore

This page is to preserve lore published on EverQuest from in game scrolls, tomes and books.


Stories: Before Green, The Blaspheme, The Book of Turmoil, Captain of the Sea, The Crusades of 1312 A.G., Genesis of Fist and Tail, History of Charassis (Howling Stones), History of the Kerrans, The History of Norrath, History of the Verishe Mal, Miragul's Story, Scars of Velious, The Story of the Hole (version 1), Talon Southpaw, Venril the Chief






Before Green - From the Iksar Lore Books in Cabalis

This is known as the Age of the Snake. The snake race known as Shissar, slithered upon
Kunark. The Iksar had yet to unite. Our people had yet to learn the Black Arts and the
ways of Fist and Tail. Divided, the Iksar were enslaved by the snakes. In the centuries
before the Green, the Iksar were slaves of the Shissar. They ruled from the ancient city
of Chelsith which rest deep within the land now known as The Overthere. From here would
sprout much evil. The Iksar were tortured like Frogs and suffered at the hands of the
Shissar. The Iksar who showed genius were to help the snakes in their dark rites. These
few were the seeds of rebellion. The Iksar began to plot a revolt, but a greater force
would strike first.

The Shissar were an arrogant race. The power bestowed by the gods was not enough. They
made pacts with other gods and demigods. They found the rifts of time and space and used them to gather magic items once held by the guardians of the planes. The Shissar's
disloyalty and blasphemous pride would bring the wrath of the gods upon them. No power
could stop the force to come. A green cloud formed in the skies above Kunark. The could
began to descend upon the land. From it's green core, the face of death began to form. It
was of no god they knew of. It opened it's giant maw and spoke in tongues unknown. From
the mouth of death rushed forth a green mist. The Shissar shaman began to cast spells in
hopes of shielding their city and the necromancers began to assault the mist with great
weapons. All were futile. The mist rushed forth. The first snakes to be swallowed by the
mist had their scales and flesh rot and fall from their bones. Horrid screams of suffering
could be heard from within the mist. A river of flesh and blood flowed. The Iksar stood
and gazed upon the gristle that was once the Shissar. With the Green Death came the
liberation of the Iksar.

The season is now 0 A.G, After Green.





The Blaspheme - (Dag of the Forbidden Circle) From the Forbidden Scribe in West Cabilis:

Long ago in the time of Emperor Ganak, Scholar Dag did walk with the Great Master Atrebe. After the unfortunate dusting of Atrebe did Dag begin his Study of the forbidden circles, Wizardry, Enchantry and Magic. It was soon that he took a liking to the ways of Wizardry.

His studies were kept to himself as he ignored the laws of Kotiz. He became the
Blasphemere of the Brood. Most of his studies were held in private, only his Sarnak slave
named Kly was allowed to assist in his blasphemous studies. His secret was soon to be
revealed to all.

Dag was commissioned by Klum Machata to create a magical dagger for his personal use. It was to only be wielded by one of his ilk. Dag travelled to Kum’s outpost to begin his
work. His slave went along, pulling behind him a special forge which belonged to Haggle
Baron Dalnir.

While Dag was away the Brood stumbled upon his journal and his secret obsession. The Brood sent word to Kum to have Dag deconstructed.

Dag was in the final stage of enchantments, Kum let him proceed and when the dagger was complete, Kum shackled Dag and used the dagger upon the belly of Dag, the Blasphemere.

The Dagger was found to be very effective, but lacked a few more spells and so it was
returned to the Brood. It never made it back. The Crusaders sent, as well as the Sarnak
slave who was pulling the Dalnir Forge, all vanished without a trace. Only the Dalnir
Forge remained.

Surely the gods cursed the blade by the hands of the Blasphemere. To avoid the wrath of
the gods, all of Dag’s property and creations were burned as was the memory of his
blasphemous studies.





The Book of Turmoil

It came to pass some years later that a small group of Erudites discovered the lost art of
Necromancy. They were branded heretics and great conflict arose. For the first time in
several hundred years, the Erudites fought. They engaged in a civil war not entirely
dissimilar to that which they had loathed and fled from back on the mainland but there was one very significant difference – they did not use swords and bows, but rather magic,
and the result was terrible. Lives by the hundreds we lost, great buildings and structures
destroyed, and eventually the heretics were forced to flee Erudin, to hide and regroup in
the southern regions of Odus. In one finial battle, great mystic energies were released
and an immense hole beneath the earth was created. Into the sides of the chasm the
heretics built their own city which they called Paineel. And while both sides still
seethed with anger and hatred towards one another, their fear of what the last battle
hadwrought has kept any further conflict at bay. Thus began the Age of Turmoil.





Captain of the Sea – Captain Vlzk Irontail, Master of the Sea


370 A.G.: Vlzk, student of the 5th rung, becomes the youngest Iksar monk to attain the
title of Tynn Master. He takes his place among the masters of the Court of Pain.

371 A.G.: Master Vlzk becomes the only Iksar monk to be promoted to the rank of Captain
within the Iksar Navy. He is promoted by the great Emperor Rile. This act solidifies the
alliance between the monks and the Legion and ushers in a new age of disciplines.

372 A.G.: During a coastal patrol being conducted by Captain Vlsk, a fierce and sudden
water spout hits and splinters his ship. The Navy searches for survivors and none are
found.

406 A.G.: During a Deep Range Patrol, a group of Legionnaires is greeted by Captain Vlsk.
He has survived in the Outlands with no aid. His once proud tail has bee ripped from his
body by a Trakanasaurus. He becomes a hero. The blacksmiths are ordered to create a tail
made of iron. He is now Captain Irontail.

Captain Irontail is promoted to Captain of the Iron Guard, a roving coastal armada. He is
also rewarded with great items of magic. In his honor, the Baron and the Arch Duke create
an awesome weapon called the Storm Sabre. They also create a lesser blade for all who
serve in the Ironguard--The Tynn Foil.

406 A.G.: During the Infamous Battle of Timorous Deep, Captain Vlsk Irontail is defeated
as well as most of the Sebilisian Navy. A horde of dragons descended upon them. The navy was vastly outnumbered. So was the end of the great Captain Irontail. Long live his
spirit.





The Crusades of 1312 A.G.

This is the time of the scattered and defeated Iksar empire. The great dragon, Trakanon
and his allies of scale have left the empire in rubble and our people are divided yet
again. the once grand city of Sebilis is claimed by the one who descimated it.

The remaining Iksar are scattered among the outlands of Kunark. Their places of refuge are now the dwellings of dark denizens. In the wilds, a few castes come to unite. One of these are the remnants of the Crusaders of Greenmist. They are lead by a powerful shadowknight named Nok Nilok.

The army of shadowknights number in the hundreds. Within their ranks are a few mystics and legionnaires. The tribe names itself after their leader, they are to be named, The
Crusaders of Rok Nilok and they shall purge the lands of Kunark.

The Crusaders burn across the Dreadlands and death comes quickly to those who dare stand in their way. They slay many giants and many goblins. There shall be no prisoners of
slaves. The empire shall be rebuilt by the hands of the Iksar. All other shall perish.

Kamors Castle is the first major objective of the Crusaders. It has now been taken over by
goblin clans. The Goblins soon find themselves under siege. for twenty days they hold
ground until the Crusaders choose to assault as a band of goblin deserters flee. A swift
battle ensues and the castle is reclaimed.

The Crusaders now set their sights on the city of Cabilis. While the march is designed,
Rok Nilok discovers something very evil. Nothing is known of his discoveries. No record
exists of it's evil. All that is known is that Rok Nilok made a pact and soon shall suffer
for it.

During the battle for Cabilis, a strange rain falls which shrinks them to the size of
dolls and their heads are set aflame. Nilok's head burns red. And the goblins squash the
would be emperor and his minions.





Genesis of Fist and Tail (From Cabilis Lore books) - The Swifttail Caste, Fists and Tails of Cabilis

It was in dawning of the Sebilisian Empire that the art of fist and tail was forged. In
the beginning, the pugilists of the great tribes were nothing more than warriors without
weapons. Soon we would be forged into weapons.

Grandmaster Tynn was the father of our disciplines. He came to the empire from an unknown tribe. Some say he was a ronin who wandered the worlds of Norrath where he formed the basis of the city of Sebilis with no rebirth. He entered to form a caste which did not exist. He was quickly challenged by the warlords. He spoke his words and they did not
listen. He knew the only way to make them understand was to challenge their finest in The Gauntlet. He called for four of the finest warlords and allowed them arms. The warlords agreed, thinking his challenge as easy task.

Grandmaster Tynn quickly dispatched of the warlords with nothing more than fist and tail.
He fought in a way never displayed. His victory earned him much respect and Emperor Sathir soon commanded him to form the Court of Pain and raise an army of monks. Tynn formed the Swifttail Caste.

Soon the way of fist and tail had hundreds in it's ranks, climbing the rungs. Tynn showed
them they were not warriors, but monks.

They would don shackles as testament to the Age of Snake when the Iksar were a race
enslaved. Inner strength and harmony were taught. The Swifttail were born.

The Swifttail were disbanded during the End Days. It was not till the rise of the new
empire under Emperor Vekin did the caste reform. Grandmaster Glox, a former disciple of
Tynn, came to New Sebilis to rebuild the Court of Pain. In honor of Tynn, all masters now
drape themselves in a robe like he wore.





History of Charassis - From a tome looted from the Dark Elf Spy in Northern Ro (Charisis is also know as the Howling Stones):


Nestled deep in the plains of the Overthere rests the cliff city of Charasis. This city of
grandeur was home to the mighest of all Iksar tribes, the Kunzar.

Charasis is also recorded as the birthplace of the great Emperor Venril Sathir the uniter.
Although Emperor Sathir ruled from the Kunazar city of Sebilis, he was rumored to have
stored his most valuable possesions within the library of Charasis.

Emperor Sathir's beloved, Drusella, rests within a grand crypt in Charasis' depths. After
her funeral and burial, Emperor Sathir cast all citizens from the cliff city. Only the
royal guard and servants where allowed tp stay, forever.

These iskar were never again to feel the warmth of the sun or bask in the moonlight. It is
written that Emperor Sathir craftted a spell to hide the entrance of Charasis from raiders
and those who dared to steal his knowledge and defile his beloved Drusella's crypt.
Emperor Sathir would visit the cliff city frequently. What he would do inside is not
known.

Upon the death of one of Emperor Sathir's royal guard was revealed the secret to gaining
entry into Charasis. Upon a tattered scroll did the guard record the secret. The scroll is
now lost to the world. Taken as pure babble by the mortician, it was cast aside and lost
to time.

After Emperor Sathir's death his son and new emperor, Rile is the last to hold the secret
of entry. The ancient cult of Emperor Sathir known as the The Arisen are rumored to have
acquired the lost scroll of the royal guard. They are said to care for the crypt of the
late Emperpr Sathir.

It was during the time known as the End Days that the spirits of Tunare, Underfoot and the Rainkeeper destroy most of the great cities of the ancients. Charasis and it's guardians and treasures are lost forever. May those entombed within guard her secrets from invader.

So let it be know that Darkmask and Pizo have found a secret treasure, hidden in the
overthere, a land of many dangers, but apparently it yeilds quite a reward. To the library
we must recover these lost items.





History of the Kerrans – From a conversation with the Kerran NPC Falthrik Lothoro in Kerra Ridge:

You say, 'I will listen'

Falthrik Lothoro says 'Rrrrr. Many stories Falthrik has to tell. Most would not suit you,
would not translate to common well but perhaps I tell you [history] of Kerrans, stories of
their past and present.

You say, 'What history?'

Falthrik Lothoro says 'So you wish to listen? That is good. Then sit, listen to the story
of the pride. Our stories all start the same. In the beginning there was the mighty
Kejaan. No one remembers the lineage of Kejaan. Many think he didn’t have one. It is
said no god made him, that his spirit came from the winds and his body from the rocks.
Wherever he came from his [legends] are many.

You say, 'What legends?'

Falthrik Lothoro says 'Kejaan traveled the land of Odus far and wide. He visited the
splintered and fighting tribes of Kerran and gathered together his companions, Kerrans of
power and knowledge. Together Kejaan and his companions tamed the wild lands of Odus. They journeyed through jungle, desert, and beach killing monsters and evil. They made the land safe for all Kerrans. This is when the [golden time] started.

You say, 'What golden time?'

Falthrik Lothoro says 'Rrrrr. The golden time. After Kejaan and his companions tamed the
lands he came back to the splintered tribes. With his strength of claw and mind he
[united] all the Kerran people around him, made them into a mighty civilization, made them strong and smart.

You say, 'What united?'

Falthrik Lothoro says 'Many hundreds of years the Kerran were mighty and wise. Elves,
dwarves, humans, all races knew the might of Kerra. All things end though, and our empire
fell eventually, our proud history and achievements torn apart and destroyed by the foul
Erudites. We could have shared land but the haughty Erudites would not share so they
[destroyed].

You say, 'What destroyed'

Falthrik Lothoro says 'Destroyed utterly. Tried to remove all trace of great Kerran works.
Cities, statues, writings. All gone. Kerrans fled to this tiny island, forced to leave by
Erudites. Many Kerran, many of our finest peoples, died on travel to here. Poets,
warriors, shamans, children. Kerran settled here, made this little island of dirt home,
continued [old customs and traditions].

You say, 'What old customs and traditions?'

Falthrik Lothoro says 'Yes. How we live. Way we organize. In Kerran peoples magic runs
greatest in the females. They grow larger and stronger. It is females who are most
worshipped and revered as mothers and protectors. That is why all adult female Kerra live
in inner village and all [male] live on beach.

You say, 'What male?'

Falthrik Lothoro says 'Male Kerran smaller and quicker than female. Male Kerra make good
guards. Females watch after Kerran souls and guide Kerrans, males guard Kerran safety. All Kerran understand their [place] in life.

You say, 'What place'

Falthrik Lothoro says 'Many places. Young live on beach and learn how to be shaman,
guards, or tradespeople. Old live their last days on beach teaching the young. Males guard
all of Kerra. Females guard the inner village, our leaders, and our spirits. It is the way
of things. Rrrrr. I have talked for so long. I must eat and rest now.





The History of Norrath – Original release history from Verant’s website


It is said that outside of space and time an entity known only as the Nameless exists, and
that this being created all that there is and was and will be. It is also written in
ancient texts that from His mind sprang not only the universe and its countless suns and
worlds, but also a myriad of sentient, powerful, yet finite creatures whom one such as a
man, or elf, or dwarf, would call a god.

In aeons past came one of these gods upon the world Norrath. Veeshan, Crystalline Dragon and ruler of the Plane of Sky, found this world pleasing and deposited her brood onto the frozen continent of Velious. With one swipe of her mighty claws, Veeshan opened several great wounds upon the surface of Norrath, staking her claim to this promising new world.

Dragons then walked the land and flew the skies, powerful beings of great intellect,
wisdom, and strength. Thus began the Age of Scale. In time the other gods noticed
Veeshan's work, and being often petty and jealous beings, they too came upon Norrath,
intent upon leaving their mark. Brell Serilis was first, and from his Plane of Underfoot,
a dark realm of vast caves and endless tunnels, he quietly created a magical portal to a
cavern deep in the belly of Norrath. Through this portal the Duke of Underfoot seeded the
depths of Norrath with all manner of creatures. Brell then returned home, sealing his
portal within a labyrinthine chamber of mystical Living Stone.

And when the other gods came to Norrath, Brell Serilis approached each of them, and after
some time convinced them to meet as one to discuss the fate of the world. The Great Mother Tunare, and Prexus, The Oceanlord were in attendance, and Rallos Zek, the warlord, was also there, yet in mistrust kept his distance. Brell, carefully avoiding all queries as to the origins of his information, told of Veeshan's discovery of the new and potentially powerful world in which she had deposited her brood. Words befit of the King of Thieves poured forth from Brell's lips and he proposed that they accept an alliance of sorts, to which all save Rallos Zek agreed, ignorant of the fact that Brell had already released some of his creations into the Underfoot of this new world. The planet that would be called Norrath was divvied up between these beings of power for the purpose of keeping the Wurmqueen in check. Each would create a race of beings to watch over Norrath and keep a vigilant eye on the schemes of Dragonkind. Brell claimed the bowels of the planet and created the Dwarves, stout and strong, deep beneath the mountains of Norrath. In the abysmal depths of the oceans Prexus left his children, the Kedge, hearty aquatic beings of great mental power and stamina. And on the surface of Norrath did Tunare create the Elves, creatures of limitless grace and beauty, and Rallos Zek the Giants, fierce and formidable beings, intent upon the defense of their lands. Thus began the Elder Age.

It was inevitable that such energies involved in seeding planets with life would attract
even more of the gods, and it was the Elves who drew the unwanted attention of Innoruuk, Prince of Hate. In a decrepit tower overlooking the dark decaying alleys of the Plane over which he ruled, Innoruuk waited, stoking the fire of his Hate until it was a raging inferno. He cursed his fellow gods for not including him in their pact and vowed to make them regret such disrespect. From the halls of the Elves' fair city, Takish-Hiz, the
Prince of Hate snatched away the first Elven King and Queen. In his realm of pain and
anger he slowly tore them apart, physically and mentally, over the course of three hundred
years. He then gathered the quivering remnants of these beings of light and rebuilt them
into his own dark sadistic image, a twisted mockery of Tunare's noble children. In
depositing the Teir'Dal, as Innoruuk's Dark Elven creations would come to be called, back
into the Underfoot of Norrath, the seeds for The Prince of Hate's final revenge were sown.
Fizzlethorpe Bristlebane and Cazic-Thule came next to Norrath, and Brell met them,
concocting a second pact with these latter gods, wishing another excuse to create more
peoples into the world. Rallos Zek again watched from afar, determined to add to his
creation as well, and this time Brell convinced the Warlord to join the pact, assuring him
that it was indeed an appropriate time to fulfill his desires. Deep in the earth did Brell
return to create the gnomes, resembling dwarves to some extent, yet more wiry and gnarled, consumed with tinkering with devices more so than their cousins. On the surface, away from Elves and Giants, Bristlebane made the Halflings, short and stubby folk, agile and with a propensity to meddle and even pilfer at times. Cazic-Thule, Lord of Fear, was drawn to the swamps and jungles of Norrath and there created the green skinned Trolls and reptilian Lizard Men. And Rallos Zek returned to the surface, pleased with his sanction to create even more peoples for his army. He made then the Ogres, massive, unmovable beings of questionable intelligence, and the Orcs, bred for battle and singled-minded in their desire for conquest.

By this time, those who are now known as the elder races of Norrath had begun to expand
and mature. Villages became cities, and cities became kingdoms. Several of the races
became bent on expansion and warfare became part of their developing cultures. And of all
the races, it was the Ogres who quickly proved the most interested in battle and plunder,
and their empire grew outward from their mountain home until it eventually encompassed a large portion of Tunaria, largest of the known continents. Their knowledge of magic grew
as did their greed, until they became weary of only Norrath, and when they learned of
other planes and dimensions, invaded the Plane of Earth itself. Rallos Zek watched with
pride as his creations challenged the gods of that realm, and when they eventually knew
defeat, the Warlord himself led a second invasion. The war that ensued shook the heavens
and angered the greater gods. Through their combined might, Rallos Zek was finally
thwarted and forced back to his domain, after which a great barrier to the Planes of Power
was erected, denying entry to both the lesser gods and mortals as well. And then, in what
some view as spite and others justice, the gods cursed the Warlord's creations. Thousands
of Ogres were slain and their empire collapsed around them. The Giants were spread from
one end of the earth to the other, forced to flee their homes as the gods brought snow and ice to their previously lush lands. And the goblins were also cursed, but no writings
remain of their punishment as they no longer keep records of their history (which is
perhaps some indication as to the severity of their curse). Thus began the Age of
Monuments.

As the dust settled, the last of the gods came to Norrath. Mithaniel Marr, god of Valor,
and Erollisi Marr, goddess of Love, created the Barbarians, a hardy race who settled the
cold and rugged northlands, near the ruins of the Giant empire. Being the youngest race,
they were generally unwashed and rugged, possessing very few social graces. And while they too had a warlike culture, there were those amongst them who began to believe in something more. By this time the other civilizations of Norrath had either long since declined, or were well o/n their way, and this small minority of Barbarians saw an opportunity to triumph where the others had failed. Perhaps this was a seed of wisdom planted by the Marr Twins, or perhaps it was only by chance, but as the Barbarians spread out across the lands, warring with both each other and any other race encountered, this tiny movement continued to grow. And so even amidst desolation and war, there was hope. Thus began the Age of Blood.

The last of the old races to decline was the empire of the Elves. The Elddar Forest spread
across the entire southeastern quarter of Tunaria. Cities and villages built high into the
trees housed thousands of Wood Elves, and the marble cities of the High Elves were built
in the forest's clearings and meadows, their white towers and spires climbing out of the
forest, higher than the tallest tree. But then came the last curse of the gods, as Solusek
Ro, Lord of Flame, arched the spine of the serpent mountains, bringing heat from the
burning sun to the ancient forest. The rivers ran dry, it rained less each year, and while
the great elven druids fought long and hard, using their powerful magics to combat the
change, they could only delay the inevitable. Slowly the forest gave way to desert, and
eventually even great Takish-Hiz crumbled and the elves were forced to flee Tunaria,
leaving much of their greatness behind. Thus began the Lost Age.

This next period of Norrathean history as it relates to many of the races is the least
known. It is surmised by the more knowledgeable historians that while the elder races
regrouped and reestablished themselves, a small group of Barbarians were suddenly
transformed both physically and intellectually. Most believe this to be the last major and
direct act of divine intervention, and perhaps the reason so little is known about this
period is that the gods wish it to be so, deciding afterwards that they would have less to
do with their creations. In any case, this small and enlightened group were the fathers of
the Human race, and they rapidly gained a foothold throughout the lands, studying the lost art of geomancy. The Combine Empire, as this lost race of Humans is called, spread
throughout the known world, but then died even more quickly than it grew, and for reasons
still unknown. And while they are the ancestors of every Human on Norrath and their relics
and ruins still litter the lands from Odus to Faydwer, little history of this period
remains.

After the fall of the Combine Empire, the remnants of mankind dwelled mostly in the center of Tunaria, inhabiting primarily the vast and fertile plains of Karana. Villages appeared and prospered, several reaching the size of towns, and two even became cities. To the west a strong and noble band of Humans, lead by Antonius Bayle the First, founded Qeynos under the lofty principles of law. Freeport, to the east, became an active and dangerous port of call for all who dared to venture into the Ocean of Tears. Humanity, much to the disdain of the elder races who watched from afar, remained strong, even daring to rename their home after one of their own instead of one of the gods. The great continent of Tunaria would forever more be known as Antonica. This is not to imply, however, that humanity was at peace. Competition was fierce, and when resources grew scarce for one reason or another many groups abandoned the promises and alliances of their past and fought. A few leaders spoke out against the violence, urging the masses to remember why they had fled the cold north. Others reminded them of their former glory and the might of the Combine Empire. These leaders insisted that humanity adhere once again to those principals to which all had agreed. Explorers and adventurers returned from afar with tales of elves, dwarves, and other strange creatures, as well as descriptions of ancient abandoned cities. A few even came back with limited knowledge of sorcery and the mystic arts. And when that discontent minority of leaders heard all of this, they became both jealous and determined.

A small, frail man of great intellect called Erud led this group, and he formed them into
a council. They quickly became irritated, even disgusted, by their fellow man. Leaving a
small network of spies behind, the remainder of Erud's followers fled the city of Qeynos
and boarded a small fleet of ships. They sailed to the west and landed upon the barren
coast of the island of Odus. The land was sparse and uninhabited and quite appealing to
the council and their people. They quickly built a city of their own, dissimilar in almost
every way to both Qeynos and Freeport, for it was almost entirely a towering castle.
Erudin it was called, and within it the scribes and scholars, who called themselves High
Men, gathered and analyzed reports, captured books and scrolls, and other artifacts
brought to them by their spies. The first human mages since the Combine Empire were born – wizards, sorcerers, and enchanters occupied the great halls of Erudin and grew
immensely in both power and knowledge. Thus began the Age of Enlightenment.

It came to pass some years later that a small group of Erudites discovered the lost art of
Necromancy. They were branded heretics and great conflict arose. For the first time in
several hundred years, the Erudites fought. They engaged in a civil war not entirely
dissimilar to that which they had loathed and fled from back on the mainland. But there
was one very significant difference – they did not use swords and bows, but rather
magic, and the result was terrible. Lives by the hundreds were lost, great buildings and
structures destroyed, and eventually the heretics were forced to flee Erudin, to hide and
regroup in the southern regions of Odus. In one final battle, great mystic energies were
released and an immense hole leading to unknown depths beneath the earth was created. Into the sides of this chasm the heretics built their own city which they called Paineel. And
while both sides still seethed with anger and hatred towards one another, their fear of
what the last battle had wrought has kept any further conflict at bay. Thus began the Age
of Turmoil.

It is in this age you find yourself, an age filled with wonder. The elder races have begun
to reclaim their former glory. The younger races have matured, and an active economy
stretches across Odus, Antonica, and Faydwer. And while conflict and battle is hardly
rare, it has also been centuries since open war has plagued the lands. A myriad of
alliances and factions exist, friend and foe plot and scheme, and the world of Norrath is
ripe for action. Equip yourself for adventure, seek allies and knowledge, and head out
into a rich world of dungeons, towers, crypts, even planes and realities beyond your
imagination. Learn skills, earn experience, acquire treasure and equipment, meet friends
and encounter enemies. And whether you assume the role of a noble human knight, a vicious dark elf thief, a greedy dwarven merchant, or whatever suits your desire.





History of the Venshe Mal (from four scrolls that drop in Splitpaw)

Fear not my brethren! We have taken this home and we shall make it our own! Use what
resources we have to establish ourselves here. Care not about the Theth, for they are our
inferiors. Use their goods, use their services, and use their skins if need be. In time,
we shall feel our former glory! Ishk kal hobra!

Volume 1 'History of the Verishe Mal' We were forged from the Earth by the hands of our
lord, Brell Serillis. He molded us into an image that suited him, and we were glad. Such
is our roll to learn and expand, and be one with the underworld. We were born to know many things, and we shall. Our lord told us that we suffered not the curse of the others, and for this, we are grateful.

Volume 2 'History of the Verishe Mal' Our forefathers gave us many tasks to better us. We
learned the way of the sword, and the way of magiks. Each test we proved victorious, and
for a time, quite prosperous. In time, we grew to be a large race, riddled with a
rutheless empire that spanned many a mile. Our worth was broken down into a caste system, and many were made slaves.

Volume 3 'History of the Verishe Mal' The Verishe Mal were then ruled by the Ishva Mal, a
hard and stern ruler. In the old tongue, Ishva meant Supreme and Mal meant ruler. Beneath the Ishva, there were the Rosch, and the Tesch, the caster and warrior caste. Above the Rosch and the Tesch were the Nisch, the spiritual leaders of the Verishe Mal. Shortly after the abolishion of the old ways and the Ishva, the Nisch Val formed a council of nine, which still rule us to this day.




Miragul's Story – Taken from Official Sony Website

Over three thousand years in the past humanity was in its infancy. Mankind dwelled in the
center of Antonica, spreading out slowly to inhabit the vast and fertile plains of Karana.
Villages appeared and prospered, several reaching the size of towns, and two even became cities -- Qeynos to the west, and Freeport to the east. Humanity, much to the disdain of the elder races who watched from afar, was strong -- it rapidly gained a solid foothold in the world of Norrath and was there to stay.

This is not to imply, however, that humanity was at peace. Early on small groups formed,
some linked by similar appearances, others by common goals. Competition was fierce, and
when resources grew scarce for one reason or another many groups abandoned the promises and alliances of their past and fought. A few leaders spoke out against the violence, urging the masses to remember why they had fled the cold north. They had broken away from the lands of Halas and their barbarian brothers in the name of peace, and these leaders insisted that humanity adhere once again to those principals to which all had agreed.

Their cry was not totally ignored, and the fighting subsided. Villages were encouraged to
trade with one another and to respond to competition nonviolently. An economy based
largely on agriculture appeared and the villages and small towns were surrounded by large
farms. Most of humanity’s leaders were pleased with this, wanting nothing more than
peace and food on every man’s table after a hard day of work. A few, however, wanted
more. Even though their people had risen well beyond the standard of living endured by
their barbarian brothers to the north, they were not content. Explorers and adventurers
returned from afar with tales of elves, dwarves, and other strange creatures, as well as
descriptions of ancient abandoned cities. A few even came back with limited knowledge of
sorcery and the mystic arts.

And when that discontent minority of leaders heard all of this, they became both jealous
and determined. A small, fragile man of great intellect called Erud led this group, and he
formed them into a council. They quickly became irritated, even disgusted, by their fellow
man. Leaving a small network of spies behind, the remainder of Erud’s followers fled
the city of Qeynos and boarded a small fleet of ships. They sailed to the west and landed
upon the barren coast of the island of Odus. The land was sparse and uninhabited and quite appealing to the council and their people. They quickly built a city of their own,
dissimilar in almost every way to both Qeynos and Freeport, for it was almost entirely a
towering castle. Erudin it was called, and within it the scribes and scholars, who called
themselves High Men, gathered and analyzed reports, captured books and scrolls, and other artifacts brought to them by their spies. The first human mages were then born –
wizards, sorcerers, and enchanters occupied the great halls of Erudin and grew immensely
in both power and knowledge.

One of the more adept practitioners of the arts was named Miragul. Unlike and more extreme than the others, he not only abhorred his human brothers on the mainland to the east, but he also grew to hate his fellow Erudites. To him they were both short sighted and narrow. They created schools of thought, categorizing magic into three groups and designing themselves to three classes: Wizards, Sorcerers, and Enchanters. Miragul found this limiting and thoroughly resented the thought of being restricted to one school of thought or another.

He soon found others who felt similarly. They were a small but growing group of outcasts
who often studied forbidden texts and other knowledge generally kept secret from the
majority of students. The council was morally and ethically opposed to much of the
information gathered afar by their spies. Miragul found that these outcasts not only
studied the three schools of magic, but also a fourth. It was called Necromancy and a few
lucky spies had returned from a distant underground city (Neriak, it was called, home of
the dark elves) with both their lives and also ancient texts describing this art. Miragul
was intrigued, and, by using powerful magic, created for himself four identities, four
separate countenances and names, and joined all four schools without the knowledge of the council, nor anyone else for that matter.

It came to pass some years later that the council, in its ever growing desire to know all
there was to know, both in distant lands and also in its own city, discovered the group of
Necromancers. They were branded heretics and a great conflict arose. For the first time in
several hundred years, the Erudites fought. They engaged in a civil war not entirely
dissimilar to that which they had loathed and fled from back on the mainland. But there
was one very significant difference – they did not use swords and bows, but rather
magic, and the result was terrible. Lives by the hundreds were lost, great buildings and
structures destroyed, and eventually the heretics were forced to flee Erudin, to hide and
regroup in the southern regions of Odus.

Miragul, being a member of all four schools, was not blind to the implications when the
conflict began. He left the heretics before they fled the city, abandoning his fourth
identity and siding apparently with the council. But this was only a ruse in order to buy
time. He soon gathered every artifact and tome he could discreetly steal and then left
Odus entirely, taking a ship back to Antonica and to the city of Qeynos. The lands of men,
however, were not only to his dislike, but also filled with Erudite spies.Miragul grew
afraid, even paranoid, and soon fled again. He headed far to the north and then to the
east, wishing to avoid the barbarians of Halas. After many weeks he found himself near the great lake called Winter’s Deep and he hid there for some time.

While Miragul waited in secret his mind was not idle. He schemed and planned, and looked
over every letter of every scroll and tome he had taken from Erudin. Time passed and his
understanding and power grew. But he was unsatisfied and a deep hunger for even more
arcane knowledge ate away at him. He soon left his hiding place and began to travel long
distances in search of more ancient texts and artifacts. His power had grown and
confidence overcame his fear of Erudite spies. Once again he cloaked himself in false
identity and countenance and traveled the lands of men.

Not far to the south of where his cache of artifacts lay, Miragul soon found another of
the new races, the Halflings, and their town Rivervale. The mage feared these small people and their propensity to sneak and to steal, and as his treasures grew in both size and value, he eventually made the decision to move even farther north, and away from all
intelligent life. He traveled leagues and leagues, far beyond the range of both Erudite
spy and curious Halfling, and eventually came to a vast tundra. This land had no name, and was not until centuries later referred to as merely the Frigid Plain. This frosty and
remote environment appealed to Miragul’s heart, for it had grown cold, obsessed with
only knowledge and the abstract, and filled with only hatred for others. Creatures with
intelligence forced him to be discreet and slowed his acquisition of knowledge and items.
He had as little to do with them as he could, only hiding amongst them when absolutely
necessary.

Under the icy ground of the Frigid Plains, Miragul created a large network of tunnels and
rooms in which to hide and study his collection. He used no labor, but rather deep magic
to remove the earth from his way. Room after room, passage after passage, he did create to house his store of artifacts. He split his years, spending one score out in the world,
exploring and amassing knowledge and items, returning them to his cache, and then the next dabbling with them, experimenting in one of several laboratories he had created.

Many years passed, even centuries. Miragul grew old, even though he did his best to extend his life using magical means. There was a limit to his enlightenment when it came to aging, and he soon acknowledged that one day even he would die. Only one aspect of death did he fear, and being no longer able to learn and collect wrought him with terror. As his skin grew wrinkled, and his breath short, Miragul’s time was spent less exploring the
world of Norrath and more studying the existential. He soon discovered the various hidden
dimensions that neighbored his own, the Planes of Power and Discord. He discovered means by which he could traverse these planes, making portals that led between them. But his strength was leaving him, and his journeys into these realities were short and often unprofitable. More and more, his own mortality limited his reason for living, and the
specter of death haunted him daily.

The mage’s research into life and death was built upon a foundation he had learned
from his fellow outcasts centuries before in Erudin. Necromancy, more than any other art,
became Miragul’s obsession. Eventually he discovered a means by which to create
portals within his own plane and made them to travel great distances in mere seconds. He
traveled back to Odus, to its southern regions, in search of the other Necromancers.
Perhaps, he mused, they had unearthed by now a way to cheat death.

The mage soon found that the heretics of Erudin had built a city into a great hole that
led to unknown depths beneath the earth. This chasm was apparently the result of that huge civil war from which Miragul had fled centuries earlier. The city, called Paineel, though somewhat suspicious, allowed Miragul to enter and after a time he earned its
inhabitant’s trust. Many humored the old man and his claims, while a select few
respected him and were willing to trade knowledge for knowledge, power for power. They
revealed to him the true power of necromancy, the ability to raise the dead, creating
zombies and wraiths obedient in every way to their master. Many of the heretics planned to assault Erudin with vast armies of undead, to wreak revenge upon the council that had
exiled and made war upon them in centuries past.

One important aspect of their necromancy interested Miragul, the fact that the undead
ceased to age. Their lives appeared endless and the elderly mage knew that he must
discover a way to be like them. He feigned interest in the heretic’s goals, learning
spells to raise the dead, helping them raise their undead army. All the while, however, he
was experimenting himself, hiding much of his research in the small home he was given in
Paineel. After some time he discovered that which he had sought, a way to transform a
living being, as opposed to a corpse, into the undead. Unfortunately, time was scarce, for
he was tired and almost dead himself, his body deteriorating with age, and the heretics
were almost ready to make war once again.

Miragul then left Paineel, using a small portion of his dwindling life energies to make a
portal back to his cache hundreds of leagues to the north. Upon arrival, he withdrew
silently to his most secret laboratory and prepared his final spell. Dreaming all the
while of endless exploration and discovery, he slowly made ready his ultimate experiment.
The enchantment laced with necromancy was finally made, and Miragul hid his remaining and fragile life within the phylactery, a small device he had pilfered from the other
necromancers. Clouds of mystical energy gathered and then dispersed, revealing a shell of
the man Miragul once was, an undead mage, what ancient scripts and legends called a lich.

In his haste, however, Miragul had made a miscalculation. The lich, while retaining all
the mystical power of his formal self, lacked a spirit. Only the mage’s soul, now
locked within the phylactery hidden deep in the cache, retained the ambition and desire to
amass knowledge and power. The spiritless lich possessed none of these human traits, and Miragul’s soul screamed in silence as the undead creature began to aimlessly wander
his menagerie of wisdom and enlightenment, his rooms filled with artifacts of power.





Scars of Velious – From Official Sony Everquest Website

Before recorded time, Veeshan the great Crystalline Dragon marked Norrath by striking the
continent of Velious with her foreclaw, and deposited her brood there to dwell. The
legends of that time also tell that Veeshan blasted Velious with her breath, encasing it
in eternal ice and creating a barrier of deadly ice flows and stormy weather. This marked
the beginning of the Age of Scale. The Age of Scale lasted untold millennia. From the
tidbits of information passed down, it is known that a group of dragons mastered magic and spellcasting during this era. Additionally, dragons of power and influence among their
kind gathered together and formed a hereditary ruling council known as the Claws of
Veeshan, who rule the dragons of Velious to this day. Few of Norrath’s inhabitants
know more of this Age,and none that do would dare to speak.

The end of the Age of Scale was marked by the Gods creation of the other races of Norrath. Many of Veeshan’s vainglorious brood perceived that they might rule over these lesser beings and left Velious. This splinter group became known as the Ring of Scale. Those dragons that remained upon Velious had little interest in temporal power, and were content to pass the millennia in homage to their goddess, and in quiet contemplation and the study of magics.

In the Elder Age, the Ogres, Giants and Goblins conquered much of Norrath and began an
assault on the Plane of Earth, precipitating retribution from The Rathe in the form of a
great curse against all of Rallos Zek’s creations. The fertile homelands of the
Giants (now known as Everfrost) were frozen, and those giants caught in the epicenter of
the curse were transformed wholly into immortal creatures of living ice. Those nearby were
struck to the core of their beings, becoming lesser creatures in mind and body than they
had been. Those few who escaped the effects fled Tunaria for other lands, coming to the
attention of Prexus the Oceanlord, who sent a great storm to destroy them. The storm drove many ships back to Tunaria and to Kunark, where the curse of The Rathe took hold to a lesser degree than in Everfrost. Many of the most powerful giants managed to escape the storm thanks to their great powers, and passed through the Frigid Barrier to land upon the Icy Fingers in Velious. The Kromrif established themselves in the Eastern Wastes and lived as nomads, eventually coming into conflict with the Coldain. The Kromzek were the most powerful of all Rallos Zek’s creations. Not content with a nomadic lifestyle, they established a mighty fortress city named Kael Drakkal in the Great Scar of Veeshan. The Claws of Veeshan took exception to the intrusion of the Kromzek upon their sacred lands, and thus began the long conflict between the two mightiest races on Norrath, in this most inhospitable of all places. Ages passed, leaving the eastern regions of Velious largely in the control of the Giants. It was during this time that the ships of the Coldain, or Ice Dwarves, were wrecked upon the ice of the Frigid Barrier. Those few who survived to reach the shore escaped the notice of the Claws of Veeshan, but were devastated in a conflict with the fearsome Kromrif. Fleeing the giants, the Coldain established Thurgadin, a hidden
underground fortress in the mountains. Since these times, none of the other races of
Norrath have dared to approach the Frigid Barrier, and thus Velious remained undiscovered.

In the present day, the Gnomes of Ak’anon have revealed an ocean vessel with the
capability of navigating the roughest seas and breaking through ice flows. Upon it’s
maiden voyage, the Gnomish Icebreaker successfully penetrated the Frigid Barrier and
discovered the islands known as the Icy Fingers. Upon the largest of the islands, the crew
discovered an ancient and massive bridge, which arced away into the mists and revealed the tip of a massive glacial continent – Velious! For a price, these Gnomes and their
allies will offer the brave adventurers of Norrath passage to these frozen, uncharted
lands.

You may be one of the first to explore this deadly and forbidding icy land. Your feet may
be the first tread its deadly caverns and ancient shrines. If you are among the stout of
heart, you may dare to enter The Scars of Velious.





The Story of the Hole - As told by Talloth Vara in Paineel:

You say, 'hail Talloth Vara'

Talloth Vara says 'Greetings Ozzit. You have come to the Anthenaeum Necromanita. This
place serves as the stores of knowledge for the Seekers of the [Dark Truth].

You say, 'Tell me about the Dark Truth'

Talloth Vara says 'The Dark Truth is what all the [necromancers] in Paineel seek to learn.
The [real truth] is far more interesting.

You say, 'Who are the necromancers?'

Talloth Vara says 'The Necromancers here are called the Seekers of the Dark Truth. The
leader of the Seekers is known as the Speaker of the Dark Truth. The current Speaker is
Coriante Verisue. She does however, have many [rivals].

You say, 'What rivals?'

Talloth Vara says 'I support Coriante due to my respect for her. Many have no such respect
and covet her power and her position. One such individual is Darton, the Seeker's Chief
Researcher. He is a direct decendent of [Dartain], a hero to our people.

You say, 'Who was Dartain?'

Talloth Vara says 'That is a long story indeed Ozzit. Many years ago, the Heretics and the
people of Erudin had a grand battle. In the ensuing battles, great magics were performed
and many catastophic effects plagued these lands. A good example of which, would be the
Hole.

You say, 'What is the hole?'

Talloth Vara says 'The Hole is a mysterious creation indeed. It was also a remarkable
find. Within the vast caverns created by the magical battles, we found something very
interesting. The Seekers call it the [Vault]. Much was done to research the Vault, but
that is a story in and of itself.

You say, 'Tell me about the vault.'

Talloth Vara says 'From what I can discern, the Vault is created from a living stone. It
was an artifact that was created by Brell Serelis to seal the passageway that he had
opened from the Plane of Underfoot to Norrath. The Vault was to keep Norrath safe from
some of the more vicious denizens of the Plane of Underfoot. Something went terribly
[wrong].

You say, 'what went wrong?'

Talloth Vara says 'During the Seekers investigation of the Vault, they weakened it's
properties. In doing so, it released hordes of Earthen Elementals into our fine city. Had
Dartain not [sacrificed] himself, we would surely be an extinct race.

You say, 'What was his sacrifice?'

Talloth Vara says 'When the Seekers developed a patch for the Vault, they sent Dartain in
to magically reseal the gateway. He was set upon by multiple dinizens of the Plane of
Underfoot, and escaped into the Vault. There, with full knowledge that he would be
trapped, he magically sealed the Vault once again, allowing us the freedom to create the
[new city] that you stand in now.

You say, 'What new city?'

Talloth Vara says 'You know not what I speak of? You should have really payed more
attention to your studies. The city which you live in now, is New Paineel. The ruins of
the [old city] are in the blight we call the Hole.

You say, 'tell me about the old city.'

Talloth Vara says 'The old city was marvelous indeed. The one that we have rebuilt barely
captures the majesty that the old city once bore. It is still quite remarkable even in its
destruction, however it is heavily guarded by the [minions] of the Underfoot.

You say, 'What minions?'

Talloth Vara says 'The creatures that now call the old city home, are led by the Earthen
Lord Yael. He is a force to be reckoned with, as he commands only the strongest of the
elemental legions. Tread softly if you see him, for he will not hesitate to take your
life. I grow tired child. Please, enough stories for today. I must rest.





Talon Southpaw - As described in the Iksar Lore Books in Cabilis:

Talon Southpaw was the fastest pugilist ever to walk within the Court of Pain. His speed
rivaled that of the great Grandmaster Tynn. He could often be found within the local
taverns demonstrating the awesome speed of his fist.

Talon Southpaw came to rebirth within this caste. Although quick with fist and tail, the
speed of his left arm was not to come to blossom for a couple decades past his rebirth. It
was to follow his captivity by the accursed Samak.

Soon after fulfilling the Rung of Tynn, Talon went on a wandering retreat into the
dangerous outlands of Kunark. He was not seen from for a total of 5 seasons. Upon his
return to Cabilis he told of his captivity within an ancient city of Iksar now claimed by
the Samak. He told of intense torture. He survived the ordeal. He escaped from the claws
of the Samak with numerous scars which proved of his painful ordeal. Most of the worst
scars were never to be seen. Talon worn a robe which he never removed. The scars
underneath were for no lizards eyes. his great perseverance gave him an inner strength no
other monk could lay claim to.

He now possessed incredible, almost blinding speed with his left arm. He could tap a foes
arm with his left and strike with as if having a third arm! He was indeed a paragon of the
Swifttails. All the empire under respected or feared him. None would spar him outside of
the taverns. with grog comes stupidity.

Upon his death in Kurn, Grandmaster Tynn removed his hands in a private ceremony. Only
Tynn was allowed to gaze upon Talon's body. The fists were then sealed in a canopic which
would stay within the Tower of Kurn. His body was dusted. This is his tale as told by
Rinmark.





Venril the Chief - As described in the Iksar Lore Books in Cabilis:

The greatest lizard to walk upon the land was Venril Sathir of the Kunzar tribe. All that
is known of his youth was that he was a member of the ancient Kunzar Tribe. This was
during the time of division among the tribes of the Iksar. He was said to have never been
a mere broodling. He was forever a master of combat.

Venril would soon slay his father and take his rightful place as chief of the Kunzar
Tribe. He led the Kunzar on many expeditions into the ruins and wilds of Kunark. He sought knowledge and weapons.

In his late youth, he find the hidden library of the necromancer, Kotiz. He would come to
open a large book which opened into a small room. Climbing into the book he finds a
floating book. The Unholy Writ of War is it's title. Made of Iksar skins and containing
great knowledge of combat. Venril becomes the books master.

Venril soon shows signs of dark knowledge. He begins to wield the forces of the dark
circle and his knowledge of combat tactics becomes supreme. He trains his army new tactics and even raises the bones of the fallen to fight yet again for their master. His army
grows and marches to all corners of Kunark.

Venril Sathir's army is now unstoppable. He shall soon plot the union of the entire Iksar
nation. He no longer wishes to be just Chief, but rather, Emperor. Under his direction the
four remaining tribe states of Iksar shall unite and a new age shall dawn. 313 A.G.

Ronson

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