Category Archives: Paineel

The Codex of Khati Sha


Long in the distant past, civil war erupted between the erudites of Erudin. The conflict was swift and savage, and the erudites unleashed terrible magics against one another, often with devestating results. The peaceful kerrans, native to the continent of Odus, were caught up in the brutal conflict, in spite of their efforts to stay out of the line of fire.

The greatest loss, however, came when the armies of Paineel unleashed a powerful spell designed to completely wipe their enemies from Norrath. As a test, the erudites targeted a large kerran village on the southern end of Toxxulia Forest. In one terrifying flash, the village completely vanished (along with the mountain on which it once rested), and the Hole was formed.

The spell was based on teleportation magic, and rather than destroying the village and its inhabitants, it actually sent the entire mountainside through the Combine network, and onto the moon of Luclin. The survivors of the spell were shocked at their new surroundings, but since they were unable to reverse their situation, they soon began to rebuild on their new home.

Khati Sha, a general and advisor to the tribe elder, Kejaan Kerrath, was also one of the first explorers on the moon of Luclin. Among his discoveries were the Acrylia Mines, which gave the kerrans the material they would use to build their new city, and the glade of spiritual animals, which lead to the rediscovery of the beastlord path. The house of beastlords became known as Khati Sha after the one who discovered them.

When adventurers came to Luclin, they met with Khati Sha, and began to learn the secrets of spiritual bonding. Thus, the teaching of the beastlords reached out beyond hte city of Shar Vhal, and back to the denizens of Norrath. Beastlords had again returned to Norrath.

Prior to the age of Cataclysms, the gods departed Norrath. Those attuned to the spiritual world began to feel the mighty spiritual guides who once spoke to them also began to retreat, although unlike the divine gods, the spiritual retreat was far more gradual. Rituals to bond spirit animals to their beastlords began to fail, and the spirits did not respond when questioned why. As a group, beastlords were becoming extinct on Norrath.

The Truespirit, who were responsible for the spirit guides, had sensed impending cataclysms and chose to retreat. Since the spirit guides themselves were tied to the essence of mortals, the disasters could threaten to destroy the Truespirit as well. Thus, they elected to retreat back to the spirit world, and await the time when they could emerge again.

The Great Wolf – Kaldrahir, the Pack Leader

Kaldrahir represents the aspect of leadership. He teaches guiding those in a common goal, of using your own courage to help others overcome their fears and follow to places they might not otherwise go. He is fair in his decisions, but is often utterly convincing of his position once he has made up his mind. it is through him that the mortals learn to lead their bonded spirits into the most perilous and darkest of places.

The Great Chokidai – Ralissk, the Keeper of Wisdom

Ralissk is the embodiment of wisdom, which draws on ages of knowledge and experience. Ralissk is the eldest of the Harbingers, and acts as an advisor to others when necessary. His wisdom can be used to serve others, or to protect one’s self in cases where it might be necessary. it is his wisoomt hat teaches the beastlords how to sharpen their minds and senses to overcome the challenges they will face in their journeys.

The Great Bear – Elnakii, of Body and Mind

The personification of might, Elnakii’s strength comes from his connection of his body and mind, making them as one. Unifying these with each other gives him unbreakable will, pushes the limits of his strength, and gives him fortitude unmatched by any of the other great spirits. This important technique is taught to the beastlords, helping them to maximize their potential, and become something beyond what they might otherwise find themselves capable of.

The Great Crocodile – U’lla, the Strong Hearted

Known for her unflinching courage, U’lla’s strength lies in her conviction and bravery. She will stand fast in the face of overwhelming odds, staring down her enemies without fear, and in fact has broken down opponents with the strength of her will alone. She does not back down, and will always see things to the end – even mercilessly so. It is courage that she teaches to the beastlords, showing them not only the strength of body to stand up when others have fled, but also the courage of heart to make impossibly hard decisions and live with the choices made.

The Great Tiger – Marisha Kur, the Den Mother

The Den Mother is known for making sure that those under her care are looked after and protected. She is also a teacher, guiding others in their journeys and helping them learn the lessons they will need to survive.

Along with this nurturing nature is an unmatched ferocity, as she protects that which she deems as her territory or domain. She teaches this devotion to the beastlords, so that they might give of themselves to protect that which is important to them – be it a cause, a loved one, or a profession.

Source: in game book

Beta: The History of Miragul


It is rumored amongst most of the intelligent races of Norrath that first came the Dragons. Whether this is fact or Dragonkind propaganda is not important, for which is more vital, the truth or what the truth is believed to be? It is said that thousands of years ago the world known as Norrath was noticed by Veeshan, the great Crystalline Dragon who rules the Plane of Sky. Pleased with the conditions on Norrath , Veeshan deposited her brood onto the frozen continent of Velious. Then, with one swipe of her mighty claws, Veeshan opened several great wounds on the surface of Norrath, thus staking her claim to this promising new world.

Veeshan was not the only being to see the potential Norrath offered. From his Plane of Underfoot, a dark realm of vast caves and endless tunnels, Brell Serilis quietly created a magical portal to a cavern deep in the belly of Norrath. From there the Duke of Underfoot secretly seeded the underworld of Norrath with all manner of creatures. Brell then returned home, sealing his portal within a labyrinthine chamber of mystical Living Stone. It is rumored that the Heretics of Paineel know the location of Brell’s portal and seek to tap its power, but Heretics are tight lipped and rumors are rumors.

Of the Erudites, Necromancy, and the rise and fall of Miragul as told by Aradune Mithara, sometimes historian, more often Ranger Lord, Outrider of Karana.

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 assigning 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 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 identify 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 inhabitants’ 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 heretics’ 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.

Reference: http://reality-smiths.com/brotherhood/pact/history.html

Beta Lore: The Pact of Miragul


Long ago, when Erud led his followers from the great old port city of Qeynos, the seeds for our creation were sowed. Not content with the aeons long drudgery of human existance, a few brave souls stood forth to challenge the old and stagnant ways of civilization. Reviled by the lords of men, Erud and his people fled to the land of Odus, where a new city of learning and progress was founded. For many years, all seemed well in the new land — the chains of slavery were cloven asunder, and mankind was free to learn the secrets of creation.

Alas, too happily did the people of Erudin pursue their goals of enlightenment — for as they worked to forge a new understanding of man and his place in the cosmos, tragedy crept cravenly into the hearts of many. The men and women too small-minded or old and powerful to accept continuing new truths and their fruits of discovery turned to greater and greater introspective contemplation of the new society. With the passing of a single generation, the persecution and slavery of old Antonica had been all but forgotten. A new shroud of distrust and stagnation settled over the greatest city of men, Erudin. As this miasma of foolishness and greed began to absorb the people of Erudin, one man stood valiantly to oppose the creeping armies of the stupid — Miragul the Mighty. Close within his councils were a growing group of powerful dweomercraefters and archmages, as well as their faithful apprentices and journeymen.

In public council, Miragul alone stood against the new laws limiting research and discovery. For a time, he held back the tide of darkness gathering at the horizon, and his vision engendered a new renaissance of science and metaphysics. All too soon, however, his enemies mass their strength and worked their evil wiles upon the men of the city. With Erud himself long dead, the new leaders of the city-state of Erudin were a council of the rich and landed — inheriting their wealth, just as the oppressive lords of old Qeynos in Antonica. In a single fell swoop, these lords of decadence killed many of the valiant men and women close to Miragul. Fearing for their lives, the remainder of Miragul’s close circle of companions fled for their lives.

A time of darkness descended upon Erudin, where the only light was that creeping from behind the sooty doors of myriad pleasure halls and places of debauchery. The scattered remnants of Miragul’s people were hunted down and slaughtered mercilessly as they could be found. In time, however, the people of Erudin tired of seeking the few remaining companions and returned to their sport in the city. Those of Miragul’s companions who survived began to gather with other discontented peoples and started a new city in the far south of Odus.

In this new city, Paineel, all things were free to be researched and discovered. Still fearing for their lives, the people of Paineel took great pains to deflect any attention from their new lives and, as such, greatly reduced the speed of their researches. In this time, Miragul, who had been presumed lost during the purges of Erudin, once again returned to his people in Paineel. There was much rejoicing, and those closest to his counsels reforged their companionship anew. This new circle of the great minds of man was named the Brotherhood. The sole purpose of this Brotherhood was to seek out and explore the mysteries of the cosmos. Much progress was made, with individuals venturing all over the known world, gathering artefacts and tomes to absorb and duplicate. Miragul himself was the Grand Hierarch and Archivist of the Order.

In time, all good things come to an end. Erudin, still a great city, but reeking of corruption, had once again gained knowledge of the peoples of Paineel. Frenzied with wrath, the lords of Erudin called holy jihad upon the people of Paineel and labelled them unholy heretics. Rendered grim by this new treachery, the people of Paineel prepared for war — intending to obliterate their implacable foes once and for all.

The wars between Paineel and Erudin were of such a scale that the world has never seen them before or since. To this day, they rage on, alternately crushing one side or the other, but never enough for a definitive victory. Long ago, however, Miragul and his Brotherhood departed both places, moving out into the world to seek their fortune. The Brothers and Sisters of the Order wandered the world in search of knowledge. It was with horror that the news of Miragul’s disappearance was circulated amongst the thaumaturges of the Order. Eventually, it was gleaned that he had been trapped in an experiment gone horribly wrong. Since that time, many of the Brotherhood have sought out his final resting place to undo the terrible mistake, but Miragul remains trapped to this day.

The Pact of Miragul is the Oath that every member of the Brotherhood takes upon Initiation. The Oathtaker solemnly swears to make the search for Ultimate Enlightenment their one and only goal. Subsequently, the Acting Grand Hierarch charges the new initiate with the duty of saving the true Grand Hierarch, Miragul himself.

Reference: http://reality-smiths.com/brotherhood/pact/index.html

Saemey Wirewhisker


Saemey Wirewhisker says ‘Welcome to Kejek friend. I am the seer of this village for I have been gifted by the spirits with an affinity for their realm. The barrier between the spirit and physical realms is thin in these lands. The heretics know this and must be prevented from committing [atrocities] similar to those that have been committed in the past.’

Saemey Wirewhisker says ‘Long ago when our noble ancestors the Vah Shir were destroyed by an explosion that devastated the warring Heretic and Erudin armies an evil creature by the name of Tserrina Syl’Tor was attracted to the sudden abundance of new spirits in these lands. Tserrina was capable of capturing these spirits before they were able to cross over beyond the mortal realm and through her dark magic transformed them into a [crystalline shadow] substance.”);

Saemey Wirewhisker says ‘The crystalline shadow substance was used as building blocks for Tserrina’s tower on an Island near the frozen lands to the south as well as fashioned into armor and weapons for her mindless servants. Emylie Steelclaws has developed a means to purify the armor and weapons using the special properties of our Kejek forge and a smithy hammer blessed by the Titan Spirits. The purifying process transfers the imprisoned spirits into [soul orbs]. Ask Emylie about the purification process.”);

Saemey Wirewhisker says ‘I have perfected a ritual that will free the imprisoned spirits within the soul orbs. I simply require some kejek [spirit powder] to scrawl the proper sigils and a soul orb upon which to perform the ceremony. My apprentice will perform the ceremony on fading soul orbs. Simply bring him a fading soul orb and some kejek spirit powder.”);

Saemey Wirewhisker says ‘The spirit power of which I speak is composed of ground spiritling stones. I will grind some powder for you if you would bring me a Valley Spiritling Stone, a Jungle Spiritling Stone, and a Mountain Spiritling Stone. Collecting the stones does not truly harm the spiritlings for when slain in this realm their essence simply disperses until it eventually reforms into a new spiritling.’

Saemey Wirewhisker grinds the spiritling stones in a mortar and pestle with foreign runes scratched into the ceramic. ‘This powder will assist in matters concerning the contacting or freeing of spirits.’

Saemey Wirewhisker scrawls an arcane symbol on the ground with an odd powder and places the orb in its center. He then begins reciting an incantation and waving his arms over the symbol and orb. Moments later the orb shatters and an apparition appears.

The Deepwater Writings


You say, “Hail, Al’Kabor”
Al’Kabor says to you, “I’ve been anticipating your return. Did you find any texts of the Deepwater Knights?”
You say to Al’Kabor, “I did. I searched through the library of Paineel, and I believe I found what we were looking for.”
Al’Kabor says to you, “What were you able to discover?”
You say to Al’Kabor, “Well, I did not find any references to someone working on this rune in particular – it seems like its discovery was rather new. But it seems that a similar shape appears in a few select pieces of text for the Deepwater Knights.”

The Sentinel


The Sentinel

The Sentinel was an airship originally built by the Erudin Erudites and used to haul large amounts of cargo overland. When the Void intruded into Odus, it was abandoned. The Paineel Erudites claimed the airship and re-worked it for their own purposes. It then became known as The Vigilant, as it watched over and protected the city.

http://eq2players.station.sony.com/news/read/current/3430

The Dark Truth – Vol VII: Issue II


*-*-***=The Dark Truth=***-*-* =–=Vol. VII: Issue II =–= –=- Dark Bargains -=– Danak Dhorentath, the famed Iksar loyal to none other than Venril Sathir, has taken it upon himself to seek outside assistance in fending off the defenders of Balance and all that is holy, good, righteous, etcetera, etcetera, etcetera. Having still in his possession the Lifeguide, a powerful artifact rumored to have been given to Firiona Vie by Tunare herself, this Iksar fanatic and one of his henchmen lackeys, a Teir’Dal wizard named Vahlai Ka Izal, have apparently employed the aid of Tserrina Syl Tor. A most mysterious and quite ancient being who inhabits the Tower of Frozen Shadow, Tserrina is known to hold quite a collection of souls — namely those pitiable unfortunates who fell when the Erudin loyals so ingeniously created what is now known as The Hole. We believe that it is her specific knowledge of the immortal spirit that Danak has sought to employ to his cause. A most marvelous decision, if we do say so. It appears that those who have been at a rather dull stalemate for these past months have finally achieved a bit of intelligence in seeking outside aid — for it is most apparent that they simply cannot handle their own battles. The exact intentions of Danak Dhorentath and Vahlai are unknown, though I am sure that such information will become rather public in the weeks to come.

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 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 toward one another, their fear of what the last battle had wrought has kept any further conflict at bay. Thus began the Age of Turmoil. “

The Hole Uncovered: Ognit Arrested Vol. IV


“Dagda wiped her eyes and brought herself up to her full height. She asked Al’Kabor, “”Who is this Dartain?”” Al’Kabor answered, “”Dartain is one of the heretics. A heretic of old. He was among those that put The Hatch in place to repair the Wall of Living Stone. Through his own misfortune, he managed to get sealed on the other side of the wall in the Underfoot, while his companions were slaughtered to a man. He was able to complete the ritual from the Underfoot side and The Hatch was put in place successfully. The Underfoot was sealed off from the rest of the world and the danger ended. Everyone assumed he was dead afterward, of course.”” Dagda looked confused and stated, “”He is certainly not dead. We saw him this day with our very eyes. Though he appeared pale and weak, I know that hot blood filled his veins. By what magic is he still alive after all this time?”” Al’Kabor looked up for a moment thoughtfully. He then hypothesized, “”The Altered Planes are much different from our world here. It is indeed possible that by virtue of the elder magics that course throughout all of the Underfoot and the other Planes, that mortals age differently there.”” Then he added, more to himself then to anyone else, “”No doubt the Heretics will gain in strength with his release and I will not stand idly by while this happens. I must go and prepare. I can not allow Dartain to remain in this realm while I draw breath.”” Al’Kabor stopped for a moment and stroking his chin reflectively said, “”Perhaps some good will come of this. Maybe the denizens of the Underfoot will finally destroy the heretics in Paineel before The Living Wall is able to heal itself.”” He then walked away back through the city gates. Dabner grabbed Dagda by the hand and cried, “”Oh Dagda, what are we going to do? What about Ognit and Odus and Dartain and everything!”” Dagda was numb. “”I don’t know Dabner. I am at a loss and I can not think.”” Dagda began to walk into Qeynos through the gates leaving Dabner behind. Her sword hung limply in her hand. “”Dagda! Where are you going,”” he asked running after her. She turned and facing him said, “”I am returning to Toxxulia forest. I intend to fight the beasts from the earth and to try to keep them at bay until that wall is able to repair itself. Perhaps some combat will help to clear my head.”” Together both entered the city, making a beeline for the docks to book passage to the continent of Odus. “