Category Archives: Rallos Zek

Places of Norrath: Oggok


Overview of Oggok

In general, Oggok is a place most non-ogres pray they never see. Ogres are brutal, but have a strong sense of tradition – and a twisted sense of honor.

Located in the dense jungles of Feerott region and tucked into a cavernous, rocky area, Oggok appears to be, at first glance, a rather ordinary group of small, rough caves. Once inside, however, a maze of tunnels and caverns opens up.

The city of Oggok was built shortly before Murdunk’s tragic fall in Lake Rathetear and the defeat of Zek’s primal empire upon Norrath. The original founders of the city were not directly affected by the curse imposed upon Zek’s mortal creations. However, the first-born children of these settlers immediately showed signs of the horrible curse. Generations passed, and the last of the “pure” ogres faded out of memory.

The city’s original structures were soundly engineered and covered with intricate tribal carvings that paid tribute to their great heroes and legends. Unfortunately, the new, cursed ogres were incapable of the quality craftsmanship of their ancestors. As eras passed, the city of Oggok became transformed to resemble its new, brutish inhabitants. The grand archways, arenas, statues, stone-carved murals and pillars were replaced by stone slabs piled atop one another. Today, merely a few remnants of the Oggok of old can be seen by the keen-eyed visitor.

The modern city of Oggok is still quite bustling, housing many taverns, inns, a bank, and three guild houses. The city of Neriak is Oggok’s trade partner and is a source of prosperity despite the blatant economic advantage the Teir’Dal take of these dim-witted behemoths. Such exploitation goes on without notice by the ogres, which is fortunate indeed for the comparably frail Teir’Dal knights.

Guildmasters
Oggok has a guildmaster for each class that is available to Ogres. Spell and tome merchants are also available for those classes. Here is a list of the main guildmasters:

Guntrik – (Warrior)
Soonog – (Shadow Knight)
Baddi Waca – (Berserker)
Bordag – (Beastlord)
Zulort – (Shaman)

City Resources

Oggok provides the basic necessities of adventuring: Bankers, a Soulbinder, a Tribute Master, Task Masters, augmentation needs, and merchants that sell backpacks, ale, bandages, food, drink, and fishing gear. You’ll also find a Priest of Discord, Tradeskill Quest Masters, tradeskill crafting objects, and supply merchants for alchemy, baking, pottery, fletching, tailoring, and blacksmithing.

Places of Interest

Greenblood Rock
The shrine known as Greenblood Rock is dedicated to the ogre’s divine creator, Rallos Zek. Built in splendor by the original ogres of Oggok, the temple has since been reduced to a simple rock on a raised dais, coated with blood. Still, the temple’s purpose has remained unchanged. The ogres kill any “weak” or unruly members of their tribe by tying them to the temple rock, then beating them to death with clubs. The temple is also used in ceremonial, gladiatorial battles, commemorating the anniversary of Murdunk’s first triumph over the people of Norrath.

The Shaman Guild
The Greenblood Shaman, also known as the Shaman of War, is the shaman guild. They are greatly feared by all other ogres and work closely with the Greenblood Knights. Shaman live and train in the cave system adjacent to the Rock. Zulort is the High Shaman of The Greenbloods. His son Torzox is his successor and a powerful Shaman in his own right.

Death’s Rain (also known as Clurg’s)
This popular tavern is run by Clurg, one of the most respected ogres in all of Oggok – second only to the high shaman of the Greenbloods. Clurg’s family has run the tavern for generations, keeping it a place of calm by enforcing a no-fight policy. Remarkably, all ogres respect the rules of the tavern – it’s how it has always been.

Legend has it that Murdunk himself visited the tavern, but his mug of fine ogre brew was spilled when a fight broke out. Aside from tipping his drink, the fight cost the life of the proprietor’s daughter who had been caught in the fray. Enraged, Murdunk dragged those responsible outside and pummeled them to death with his steel mug and fist. When finished, Murdunk decreed that no brawling was to occur in an establishment that he frequented (mind you, this was before the curse of Zek). Ever since, the tradition has been upheld in Death’s Rain, the only establishment in Oggok that Murdunk visited. Needless to say, anyone who breaks the tradition and starts trouble will be taken to the Rock and beaten to death for dishonoring Murdunk’s wishes.

Murdunk Palace
Although this is called a Palace it is little more than a large cave where the guild of Ogre shadow knights, the Greenblood Knights, train and live. It also guards the entrance to an inner cavern that most Ogres consider sacred. Anyone who is not a Greenblood Knight or Shaman who enters this place is attacked. The warriors of this Guild follow the traditions of the great Ogre hero Murdunk as well as worshipping Rallos Zek. Soonog is the current leader of the Greenbloods and leadership is changed through mortal combat.

Fortress Craknek
This cave houses the Craknek Warriors guild and its leader Guntrik. Guntrik is one of the strongest Ogres around and he holds a great resentment for Soonog, the head of the Greenblood Knights because they rejected him. Merchants here sell various weapons and other supplies for younger warriors.

The Welcome Mat
Here Angrog sells food and the other basic supplies for adventuring.

Boxtripper’s
This is the shop of merchant Brokk Boxtripper. He sells various types of satchels and boxes.

Grop’s Guards
Grop is a merchant that sells different types of larger shields

Cikoona’s Hack, Bash, ‘n’ Jab
Merchant Cikoona sells various weapons and battle supplies.

Metil Armer
Inside this shop, merchants sell large chain and plate armor. Outside, a merchant sells large plate and shield molds and other smithing supplies. This shop also houses a forge and a Trade Skill Quest Master.

Lether Armer
Merchants here sell large leather and cloth armor.

The Humidor
Here you will find a shaman trainer and merchants selling alchemy items and blunt weapons.

The Ded End
Merchants Erung and Crunga can be found here selling food and general supplies. Bakers can also make use of the oven in this shop.

Oggok’s Keep
This is the bank of Oggok.

Source: http://www.everquest.com/places

Gorynn and Derris


Source: http://forums.station.sony.com/eq2/posts/list.m?start=0&topic_id=187207&#top

Vhalen

Gorynn and Derris are two examples of planar entities that are not commonly known. These planars were born and bred on the battlefields of the Plane of War. Here is a bit about them:

Gorynn
Plane of Existence: Plane of War
A.K.A.: Champion of Zek
Related Deities: N/A
Worshipers: Gladiators
Gorynn resides upon the Plane of War where he has retained the title of Champion of Zek. He once ruled as a great general in the Army of Zek, but has since moved on to become the resident champion of the Plane of War’s grand arena. He has bested and laid waste to thousands of would be champion gladiators. Rallos Zek admires his skill and ferocity in combat and has allowed Gorynn to build one secluded arena of majestic proportions upon each world that the god of war touches. Gorynn is a member of a tall, heavily muscular four armed humanoid race indigenous to the Plane of War.

Derris Zek
Plane of Existence: Plane of War
A.K.A.: The Prince of Plunder, The Pillager
Related Deities: N/A
Worshipers: Orc Rogues, Bandits, Raiders
Derris Zek is a general within the great Army of Zek. Known for pillaging and plundering through territory his army marches through, General Derris is feared by most. He is merciless and believes in striking terror into the hearts of the enemy by razing and pillaging any enemy territory he crosses.

Shiliskin


Lots of interesting ideas here. I’m not going to step in and give you the what’s what on all of this.  Mayong and his history, intentions, and indeed his entire persona are meant to remain mysterious.  Prophecy of Ro is designed around this vampire becoming a part of the pantheon, but it’s not about him per se.

In fact, there’s a bunch of lore on eqplayers on the Plane of Magic and soon (maybe today or tomorrow), you’ll see an explanation of the Plane of Rage and the origins of Sullon Zek and how she ascended (I loved writing that up, even if she isn’t Vah Shir).  We hope to post more before launch and then I’ll have a storyline entry for launch day.  The story line piece will give you a few cues as to some folks you might want to talk to when the game launches too.

I will tell you that the shiliskin are not related to the kedge.  And yes, Brell was the first to Norrath who created the pact amongst Tunare, Rallos Zek, and Prexus.  I’ll let you in on something — the shiliskin already existed in the underfoot (underground of Norrath) when Brell Serilis first arrived.  It was the shiliskin and several of the other creatures in Darkhollow that Brell encountered that caused him to create his realm and children elsewhere.  Do we know who created the shiliskin? No.  Do we know who created Mayong? No. This type of mystery will apply to several other intelligent creatures as well.

Source: http://forums.station.sony.com/eq/posts/list.m?start=15&topic_id=50161#top

Vahlar-Dev

Ocean of Tears – Past and Present


The Ocean of Tears received a new look in the May 16th Game Update. Read part of the lore of this area and view a photo gallery look at the changes that were made:

Background Lore
The Ocean of Tears is the second largest salt water sea in Norrath, rivaled only by the emerald waters of Timorous Deep. It lies between the continents of Antonica and Faydwer and can be crossed in either direction using the ports of Freeport and Butcherblock.

Several islands have risen above the calm, royal blue waters over the passing eras. They are inhabited by an array of creatures but foreign and native to the area.

When Zek’s Mortal armies were cast down from the Plane of Karana, cursed battalions of goblin and giant soldiers were stranded upon one of these isles. In both appearance and mental ability, the giants were cursed even more than their goblin counterparts. Bearing but one enormous eye, the Seafury tribe of cyclopes patrol the isle, viciously attacking any adventurer that comes within sight.

Not long after the goblins and giants arrived, so did the odd birdmen known as aviaks. The origins of these peaceful creatures are a well-guarded secret. The species found in Ocean of Tears is very vibrant and beautiful in their plumage, unlike the dull black, ravenesque appearance of their cousins upon Antonica. These creatures live peacefully upon their island, surviving on what resources the land and ocean provide them.

More recent inhabitants of the ocean’s isles are the Sisters of Erollisi – a small band of female elves and half-elves who voluntarily left their homeland of Kelethin to establish their own temple and culture without disturbing the ancient order of the Fier`Dal. The Sisters of Erollisi are very kind and generous toward adventurers who are not of dark orientation. Supplies and goods can be bought and sold to the merchants that operate just beyond the docks of their isle.

Source: http://web.archive.org/web/20070702161953/http://eqplayers.station.sony.com/news_article.vm?id=50444

Into the Depths of: Frostcrypt


Part 1 – Overview of Frostcrypt

Overview of Frostcrypt, Throne of the Shade King

When Solusek Ro raised the Serpent Spine Mountains, one clan of hill giants was trapped in the valleys and marshes that were created between the sheer mountains. The vast mausoleum of Frostcrypt was carved into the ice and stone of the mountain on Icefall Glacier, built to house the honored dead.

The giants of Valdeholm have always revered their dead. Kings, queens, soldiers, priests and even common folk were buried in the great crypt, carved out under a frozen lake. Giants live long lives, and in the days of their dominance they had little need for open battle, so deaths were few. Each time one of their kind passed on, they were given rites by the priests, fitted with attire appropriate to their station, and placed upon a litter. They were then carried down to the tomb by a procession of mourners and priests. The procession arrived would stop at the statue of Rallos, then move on to the appropriate wing of the crypt. The body was laid upon a stone table along with any appropriate tools needed in the afterlife (weapons, trade tools, etc.) Then the family would walk past the body and place with it any other items that they wanted to travel with their loved one.

After resting in state for three days, the body would be placed into a slot along the wall of the crypt and a metal nameplate would be affixed to remind every one who was resting there.

Then came the curse of Rallos Zek cast upon his own giants because they refused to participate in his war on the Plane of Earth. When King Beltron Wulfnor—the king who turned his back on the war—was being taken into the tomb, the voice of Rallos Zek was heard. The dead king’s body rose up and attacked the procession. As each person slain, they rose again as Shades of Zek and turned on those that still lived. Few survived that day, but the current king—Odeen Wulfnor—was one of them, and he will never forget that evil day.

The upper portions of the tomb are damaged from the battle and other battles since. The royal areas remain untouched by battle because even the undead giants hold their royalty in high esteem.

The undead have added on to the tombs in an attempt to make it feel more like a home. These sections are made purely from ice, though in all other respects look just like the architecture of the rest of the tomb.

The front portion of Frostcrypt is hewn of ice and seems worn and basic. Deeper within Frostcrypt is the home of the Shades. The Shades are frustrated and tormented by the curse put upon them, built onto Frostcrypt, attempting to create a new city for themselves—to do what they can to feel normal. They feel their curse will end, once they kill the remaining traitors to Rallos Zek—all of their kin in Valdeholm.

Stone tiles cover the ice in most places. The only exceptions are where they have been damaged by battle or where the giants built beautiful skylights in the roof. These skylights use magically clear ice to transport sunlight into the crypts, lighting the tables where the dead are laid out to rest in state before entering their final resting place.

Currently the Shade King rules the crypt. His followers are the Shades of Zek and the zombie minions made from the corpses of their ancestors. The Shades sent war parties to assault the city every evening, and hide within the crypt during the day. No living giant has set foot inside the tombs since the day the curse turned their king into the Shade King.

Harfange the Black

As the first and most respected leader of the Krithgor giants, Harfange was a force to be reckoned with. His stature was greater than most giants and his gruff, booming voice made him easy to rally around in battle. Woijuh, his trusted, loyal wolf, was always by his master’s side and followed him faithfully into every fight.

Harfange was a righteous giant with an unwavering belief in justice. He was the loudest proponent of battle prowess and skill, all the while supporting the magic and politics required to build and run a city of somewhat unruly warriors. Easy to trust, the giants took to following his lead easily. Under his reign, Krithgor was built—a great city and monument to giants which was later overrun by all the races of the Rallosian Army — something House Harfange took great offense to.

A New Ruling House – Fridleif

When King Haruld the Young of House Harfange died in his first battle, there were weeks of ceremonies in his honor. He was praised for his bravery and skill, for he had defeated overwhelming numbers during the battle against the gnolls encroaching on Krithgor. However, one giant was not sorry to see his cousin go: Fridleif Vernund, head of House Fridleif, had spent more time celebrating than mourning, knowing he would soon be called to compete for the throne.

Fridleif was known to be cold-hearted and calculating. His ability to completely ignore the emotions that could drive others to distraction was what made him powerful. He easily took control of the rituals of ascension, fighting only three battles to earn control of the kingdom and gain his seat on the throne. There was never any doubt that he would be the one to start the second lineage, though it is widely accepted that this common belief was created as part of his own subtle plan to rule.

Ascension of Wulfnor

As time passed, kings changed. Each heir-apparent fought others for the right to ascend. When King Cadwall the Victorious of House Fridleif died when his brother led an uprising against him—which got them both killed—the lineage of the throne came into question once again. Many Krithgorian giants were relieved that new blood would be brought to the throne because the wars of the bickering brothers had taken its toll on them all.

Among the giants, there was an almost unilateral hope that the great gladiator, Wulfnor Olaffun, would fill the great throne in Valdeholm. For many years, Wulfnor proved himself to be an outstanding negotiator and motivator of the people, even when their true rulers were not. He managed to forge a calm in a city that had begun to divide itself between the brothers.

Wulfnor was the thread that held the giants living in Krithgor and Valdeholm together. An elder loreseeker by the name of Pruglar nominated Wulfnor, something which had never been done. Not a single challenger to the throne stepped forward to challenge him for the crown, and thus, Wulfnor and his house became the next rulers of the Krithgor giants.

Part 2 Additional Background Lore

Muddy Royal Scroll – Letter to Odeen Wulfnor, King of the Krithgor

As translated by Librarian Hemfar:

Letter to Odeen Wulfnor

My son. My heir. The hour of my passage into the void grows ever nearer. I have high hopes for the afterlife. Never fret or weep for me, but do learn something from my years as King Beltron Wulfnor of Krithgor. As my last breath leaves me, the crown will become yours to bear. Wear it well, my son. There is no greater example of Rallosian courage and strength than in you

There is much to tell you in so little time, so pay heed. I must explain why I commanded our Krithgorian giants to stay behind when Rallos Zek mounted the second assault upon the Plane of Earth. You have asked me many times to explain how I could dare defy the Warlord. Now I shall.

Before our first passage into the Plane of Earth, the noble House Dromrek sent a guide to me, the gifted Loreseeker Hadengard. He beheld the Prophecy of The Tears, which simply stated:

“And from great sorrow one tear from nine. A tear of ruin.”

There was much interpretation and debate around those simple words. Many days. Some felt the word “tear” would mean the ground would be ripped open to swallow the Rathe Council as the Rallosians overcame them. Others felt it meant a wet tear from the eyes of the Rathe Council would fall across the realms to Norrath and our giants to see our ruin. There was no settling of the debate, so I made a decision.

In the event the Rathe Council and its minions defeated the Rallosian Army and sought to ruin us, our House Wulfnor and you, my son, would need protection to carry on the lineage of the throne and attempt to rebuild. I will admit I sought to preserve my family, but it was also the most logical and wise choice. And so it was decreed: the majority of our Wulfnor House would remain in Krithgor while the rest of our good giants fought onward in the war alongside our Warlord maker.

It was with a great, heavy heart that I watched the throngs of faithful, courageous Krithgorian giants leave that day. My sword arm ached to join them. How the power of the Rallosians had grown in our time on Norrath. The giants showed no fear, only the pride and fellowship we had always known. There is but one prouder moment in this life—the one where you were shown to me as my son.

Heed well this lesson, my son. You can only act on the information you are given, because not all is known. Sometimes, you must choose with your heart and those acts can have consequences you did not expect, but it is your reaction and resolve with the outcome that will make you a great leader. Against all odds and those that hunt us always, we remain.

One day, we may be free and I believe it will be your reign that will see it.

Your father,
King Beltron Wulfnor

Wulfnor Crown Gem — Suspicion of a Krithgor Noble

Librarian Hemfar’s Notations of the Wulfnor Gem:

As I read the crown gem, it became evident that an enchantment exists upon it that might obscure my vision of its past. That said the core of it does not appear to be betraying me. The visions are clear. It is worth remarking this artifact for cultural significance.

The gem reveals a matter of great importance that still plagues the integrity and respect of the royal Wulfnor House to this day. It is a question of blasphemy among the lineage of the kings of the giants. My visions show a recent recurrence in murmurs of blame and discontent about one of their own giants who might have brought them what would seem to be an eternal misery, refusing to lay blame on one of their heroic kings, Beltron Wulfnor.

The crown gem tells a tale that is simply that, however, a tale. The one who wore the crown with this gem was filled with the knowledge of the accusations, but the enchantment seems to be obscuring the actual truth of them.
Huldan, a politically motivated giant within the House Thorsson had long held a rivalry with Kresgord, a same-aged giant favored among the noble houses, who belonged to House Wulfnor—the house of the ruling king. The two giants grew and trained together. While Kresgord went the way of a loreseeker—the elite magic users of the giants—Huldan chose the life of a warrior. Huldan always held some manner of imagined superiority over his rival, believing the way of magic was a weaker path.

As years went on, Huldan’s competitive rivalry became tainted by a bitterness as he watched Kresgord rapidly rise through the ranks of House Wulfnor and saw himself not advance in his own. Suspecting Kresgord was using nefarious means to get ahead, he took to spying on his old friend. One night, he believed he’d found what he was looking for. He claimed to see something…. and whatever it might have been or wasn’t, it was enough of a tale for him to begin a rumor that would bring thousands of years of suspicion into House Wulfnor.

Huldan claimed he had seen Kresgord in his chambers with his arms around a great scrying bowl. He said that he could see, plain as day, the unmistakable whirl and water of a storm within the pool—the storms of Karana! Huldan flatly accused Kresgord as a worshipper of the God of Storms. He demanded that Kresgord be exiled from Krithgor.
Kresgord denied the accusations wholeheartedly and in the name of his father, the king, charged Huldan with treason. Huldan was neatly executed only hours later.

Even though Huldan’s voice had been silenced, his words lingered on. Many believe that Kresgord did indeed worship Karana and some say there are whispers of winds where Kresgor’s body is held in the Frostcrypt.

Cursed Lorekeepers Quill — The First Shades of Zek

As the war on the Plane of Earth ended, King Beltron Wulfnor began to lose his grip on life. Forgoing the comforts of his palatial fineries in Valdeholm, he spent his last hours in Krithgor. He wanted to spend his last moments near his giants and all the Rallosians who served in the war. He had lived a full life and seen much and was ready to give his flesh and spirit to Rallos Zek and pass the throne down to his son, Odeen.

After spending many hours behind closed doors with his son, the loreseekers were brought to prepare Beltron for his final breath and to secure safe passage into the afterlife. The giants believed that upon death, they would live once again as warriors at their maker’s side. They never feared death because of the honor it would bring them — to stand next to their warlord, Rallos Zek, was something many giants looked forward to.

Finally, Beltron’s last breath escaped. Odeen removed the crown and placed it on his head as the loreseekers blessed him with all the strength and courage of his father. Then the body was prepared for the procession into the House Wulfnor chamber of the Frostcrypt.

Thousands of giants made the march from Krithgor to Valdeholm, the great giant city to the north. Their heads held high, proud that their king would be standing with his god, they marched for hours chanting a war prayer created by the first king of the giants, King Harfange the Black, who was said to have been given it by Rallos Zek himself.

“Svard dor istadd
Alska kerdu vargadrum
Ayx! Ayx!”

And so the giants marched, shaking the hillsides with their booming voices, until they reached the frozen Flateye Lake. From here, only the loreseekers and nobles were allowed to continue into the barrow chiseled beneath the icy lake. From the walls of Valdeholm above, the giants all watched as the loreseekers flawlessly rearranged themselves in a formation to march single file into the crypt. In only moments, the body of the great king disappeared into the crypt along with the procession.

The burial rites were progressing as they normally did when a king died, with many words and blessings, incantations and prayers. Then it happened.

Only one survivor, Loreseeker Yrgar (it was his quill that was found in the Serpent Spine Mountains that this reading was taken from) was able to tell the tale of what he saw in that chamber. His memory remained bewildered and confused by what exactly happened, even though his eyes did not betray him.

As the loreseekers wafted purity smoke over the body of the king, his skin began to darken. The loreseekers continued, but began to look to one another with trepidation. When runes began to burn and curl across the king’s skin, the loreseekers stopped. Something was not right. All around them, the ice began to shed a blue-green vapor. The room seemed to be heating up with no explanation.

Then the voice of a god shook the mountains from the sky to the crypt’s icy core.

“BETRAYERS OF YOUR MAKER! RETICENT FOOLS! A time of war falls upon you and you cower like rats? A lesson will be learned this day and for all your days. You will know and love the endless struggle of war. Unto you shall fall a darkness eternal. You have forsaken your lineage, and so it shall destroy you.”

And with the words of the Warlord, Rallos Zek, still echoing off the icy halls, the body of King Beltron rose from the sarcophagus. Though the war on Earth was so long ago, the god had not forgotten or forgiven Beltron Wulfnor and his family who remained in Valdeholm while the Rallosian Army shed blood. And for that cowardice, Rallos Zek would have his vengeance in Beltron himself.

Beltron’s body was awash in a sickly aqua light. The runes on his body began to glow and as he opened his eyes an eerie blue shone from them. He picked up the axes he was to be buried with and brandished them, holding still for one small moment, surveying the room.

Then it started and didn’t stop. In the wildest blood frenzy ever known, the king cut down every living creature near to him. And as each one died, they too rose to be like Beltron, with aqua skin branded by runes. They became beholden to their god. They became Shades of Zek. It would be their duty to hunt down and kill all of the Krithgor giants, to bring them into their fold. They believe that if they win the war—to kill all the living Krithgor—the curse will at last be lifted.

Still, that day has not come. And still, they continue the hunt.

Shattered Keystone – Krithgorian Burial Rites

An account of the burial ritual of all giants:

Vundenclag Blessing

The Krithgor giants, as a sturdy and somewhat spiritual people, conduct the Vundenclag Blessing as the last breath escapes the body, should time and preparations allow. The name of the fallen giant is contemplated and whispered three times—one to secure the spirit, one to expedite its passage to the next realm, and one to set it on its journey.

Past-Breath Yukadig

The Past-Breath Yukadig is performed on giants who died without the presence of a loreseeker to issue the Vundenclag Blessing. The Past-Breath Yukadig is done by breathing into the hand and passing it over the fallen giant’s mouth to simulate the giving of the last breath. The name is then contemplated and whispered once, simply to send protection to the already departed spirit.

Gidgund Winds of Lasting

Gidgund incense is drawn over the body to strengthen the constitution of the spirit. It is sometimes called Purity Smoke. This must be done by a loreseeker learned in the shaman arts. The smoke must be allowed to settle over the body in order to strengthen its aura. Only a shaman may determine if the aura is completed and encircles the body of the dead. This incense will strengthen the flesh for burial and preserve it.

Eternal Battleshrouds

Each body will be wrapped by war-blessed linens. These woven or crafted pieces must each contain at least one stitch or more of thread used in worn battle armor. This will protect the body and the spirit from damage and danger in the afterlife. All weapons considered essential to the giant’s survival and battle in the next life must be buried with him. At the time the essentials are placed into the crypt, the loreseeker must remove any dynasties required to be passed on from father to son.

Iddugind Seal

Finally, when the process is completed, the body is sealed by a loreseeker through the Krithgorian Evenprayer. This prayer shall never be written and only uttered. It is only known to the eldest of loreseekers whose sole purpose is to perform this prayer. This prayer acknowledges and recognizes the wisdom of the gods and asks for their protection. It is not a prayer to be spoken out of proper turn.

The Wings of War

The houses of Wulfnor, Fridleif, and Harfange are separated into three royal chambers in the Frostcrypt. Warriors and commoners also have chambers in the Wings of War. It is paramount that each giant be laid to rest in the appropriate area. Commoners may be buried in royal chambers if the honor was earned by servitude or loyalty.

Illegible Diary of Lorekeeper Baeldon — War for Earth: The Passing of an Empire

Diary of High Lorekeeper Baeldon

As time passes, memory fades, and some things should never be lost to the ravages of time. So I have endeavored to record my personal impressions of the war that has ended the greatest empire in the history of Norrath.

Unfortunately there are no first-hand accounts to be had of some of these events, for those that participated are unavailable. Many are dead. Those that still live have been struck witless by the gods that they opposed. Only the victors can tell the tale and they are now beyond our reach even if they wished to speak of it. Of course there is one other, but he has sworn a curse upon those of us who stayed behind. So this must be a personal accounting with opinion and thoughts accounted as truth.

Our World

Prior to the call, our valley was our own small empire. Every creature in it belonged to us. We lived in a city we named after ourselves, spread casually about the southern steppes. We had orcs mining ore, kobolds and gnolls hunting for our food and goblins to serve our every need. But our defenses were our own. Even in times of peace when there were no worthy foes we were ready for war. We dreamt battle and awoke to practice war, even if we only found use for it in dreams.

Decades passed that way. We went from young eager conquerors to resolute guardsman over a limited and passive empire. Many prayed to Rallos Zek for a war to fight. While some of us were praying for war, the ogres who lived to the south, nominally free though paying us homage, disappeared overnight.

The Call – War for Earth: The Passing of an Empire Vol. II

The loreseekers heard it first. They told us of the battle that the ogres brought to the Rathe Council. Their complacency had ended in a great war, in wonderful glory. Our loreseekers told us what our god told them, that these smaller, younger, fiercer cousins were shining in the light and power of war while we remained in our valley, rulers over a peace that war had earned us. As our loreseekers spoke about the battles on their pulpit with vast fire in their voices we became hot to join them. For days our forges blazed and our smiths worked tirelessly to produce new arms and repair the old. Our warriors drilled and fought to the death for the glory of Rallos Zek and leadership of our war parties.

When we learned of their failure, we were torn. Most wanted to rush forth and follow their path, to crush the powers of Earth that defeated our tiny cousins. Others thought that to do so would make us seem weak, followers not leaders. What our king thought I can not say for certain. He had been privy to counsel that the rest of us did not know. Some say wise counsel, while others call the high loreseeker council of those days the greatest traitors our people have ever known. Far more often spoken, though always under breath, was that our king had turned coward. Regardless, when the call came, we answered. As one of the oldest Rallosian clans and because of the seclusion of our home, he chose to gather his army at Krithgor for his assault on the other gods.

The remnants of the ogre invaders were the first to arrive. We recognized some of them, though few enough of them returned. For their initiative and ferocity, these were named commanders of the Rallosian army. This was not something we accepted. It was well known that any individual Krithgor could defeat half a dozen ogres, heroes of the previous battle or not. There were fights, many fights. Ogres were killed in single combat by giants many times, yet none challenged those ogres given charge of us by our god, for that was not allowed. Undoubtedly this was the reason our king ordered us to head north in the night prior to the opening of the portal.

The Battle

When the portal opened and the Rallosian Army marched through, we were not there to see it. It must have been terrible to behold: rows and columns of giants, ogres, orcs and even goblins, armor gleaming and blades raised. At their head was the god of war himself, Rallos Zek. His power and their roars would have caused the ground to shake. Their banners, blood red axes on a field of gold, never needing to dip to enter the massive structure that transported them to the Plane or Earth.

Bone and stone collided in the Planes of Power. Axes cleaved wooden limbs and hearts were pierced by branches and shards of stone. Bodies of all sort littered the field and the Rallosian army pressed on. They knew no fear and their tactics were perfect as they followed the orders of their god. The defenders knew the lands better and had the power of their gods and the plane itself behind them, and yet they fell back.

We do not know what turned the tide, but we are certain it turned. Days later, our scouts saw the Rallosian corpses flung from the portal. Before they had thudded to the ground, the living remnants of the army came through the portal, Rallos himself the last of them. Great stone hands reached through into our realm, resting on the edges of the portal as if to hold it open for the hordes of earthen elementals and other beasts that flooded through in pursuit.
These pursuers were weaklings and relatively easily defeated, though they did some damage to our ancient home, Krithgor. It was as if the powers of earth did not wish to pursue, for shortly the elementals ceased to pass through the gate. Then those massive fingers began to clench, cracking the portal and causing its magical light to crackle. Before it pulled the portal down, shattering it forever, we heard the words of power; we saw the force of those words enter the valley.

The Aftermath

After the war was lost, the curse of the gods was revealed. We watched as those of our kin that had heeded the call of our god turned into simple beasts. They retain their penchant for war, it is what they were created for, but they have lost their ability to understand it. Still, these were beasts we could understand and once again tame. We began to reclaim our small empire, rebuilding upon the ruins of the last. We were bitter then, angry for failing our god and arrogantly believing that if we had joined the battle the war would have been won and the terrible curse prevented.
But our anger was not enough to satisfy the god that we had willfully scorned. He came to us just ten years to the day after the portal was crushed and his loyal followers cursed by the other gods. He proclaimed upon us a doom that we could not avoid, one that he promised would be more painful and enduring than what the joined gods had done to his followers. His proclamation, heard by every one of our people regardless of their location at the time, was thus:

“Unto you shall fall a darkness eternal.

You have forsaken your lineage,

and so it shall destroy you.”

We were all filled with dread. For decades we worried, bringing terror to us all. After time, some speculated that this was the fullness of the curse, that we should suffer fear of his wrath until the end of time. When another decade passed and we remained untouched by any unusual happenings, we began to relax. We had regained control of our world and almost forgotten the recent past when king Beltron died and everything changed.

Runed Sash of the Wraithguard — The Founding of the Wraithguard

The Krithgor giants hold the greatest regard for their ancestors and heroes, a fact which made Rallos Zek’s curse upon them so painful. In the blink of an eye, the majority of the Krithgor heroes were slain and turned to Shades of Zek when King Beltron Wulfnor rose from death and became the first Shade.

Then, when the Krithgorian ancestors and honored dead began to rise and attack the living, they were faced with a moral dilemma. To disturb the dead and kill their own heroes was unthinkable, yet they did not want to give themselves over to the shades either.

Many believed that it would be best to allow the Shades of Zek to take them. They had dishonored themselves by abandoning Rallos Zek when he called to them and it was a heresy of the worst kind to disturb the dead. Most did not know what to do. Each night the Shades would come and destroy many of their kin. They knew soon they would all die and join the cursed.

But some decided to act. Malgar, a lorekeeper of great foresight, worked to find ways to defeat the Shades, or at least find protection from them. Malgar managed to touch the mind of one shade and learned a configuration of runes that seemed to repulse them.

With some practice and reconfiguration of symbols, some found on the shades’ skin, he created plans to build a runed-carved stone wall to protect Valdeholm from the shades.

While Valdeholm still had some protection, it became clear that these passive defenses alone were not enough. A small group of Krithgor asked Malgar for help to forge weapons and armor that might aid them to kill the shades, and he did so, all with the same runes of repulsion.

Every night, this band of warriors set out to battle the shades and prevent them from passing through the city gates. They called themselves the Wraithguard.

It wasn’t long before word of this group of vigilantes reached King Odeen Wulfnor’s ears. He and many of the leaders of Valdeholm were shocked. Killing the shades, they said, was heresy because they were still considered heroes. Many called for the death of those that went out to fight, but Odeen understood the problem more deeply than most and, after speaking privately with Malgar, ordered the heretics cast out of the city. The king promised to arrange supplies to be granted the Wraithguard, acknowledging that they were all that lay between the shades and the extinction of the Krithgor. But Odeen could not politically support the shade hunters.

The Wraithguard, shunned by their kin, were forced to take up residence in the homes outside the city’s runed wall. The king then decreed that the Wraithguard were no longer to be thought of, they were to be ignored as if they never existed.

The Wraithguard were chagrined, but knew well enough to read between the lines. They knew the king was putting great trust in them, and it was an honored task, though he could and would never say it aloud. They shouldered the shame, though to most of them, there was no shame in protecting their people.

Because of the ongoing threat and the constant loss of Wraithguard warriors, those accused of crimes in Valdeholm that are to be executed are given the option to join the Wraithguard instead. Thus, the Wraithguard gains Houses in the Royal Crypt

House of Harfange the Black – 6 generations

Harfange Gorod
Wife – Yubawa
One daughter – Phrosyne
Two sons – Edmuund, Olof
Pet – Woijuh – a wolf pet, Harfange’s companion during battle
Edmuund
Wife – Gytha
Three daughters – Muria, Luua, Lydyyth
One son – Aelfgir
Aelfgir, the Cruel
Wife – Thyra
Two sons – Thurkill, Egbert
Thurkill – died at a young age, Egbert the Lighthand, took the throne
Wife – Merica
Two daughters – Mualda, Haldis
Two sons – Holfdan, Alof
Holfdan
Wife – Sigris
One son – Haruld
Haruld the Young – died in his early years, before having children. Was betrayed by a royal advisor
Wife – Nuura

House of Fridleif, Master Warcraft – 3 generations

Fridleif Vernund
Wife – Avana
Two daughters – Sirigi, Shimini
Two sons – Havar, Bertun
Havar and Bertun (co-kings) – chose to only conceive one son each, and killed any daughters after birth.
Wives – Londa (Havar) and Beltsea
One son for Havar (Finn) and one son for Bertun (Caldwall)
Cadwall, the Victorious – when both Finn and Cadwall came of age, they were tasked to both lead an army to combat a large orc incursion to the south. Cadwall’s army was victorious while Finn’s army was mostly decimated. Later, Finn later would lead an uprising against Cadwall, which resulted in both of their deaths.
Wife – Avuya (slain during the uprising)
No sons

House of Wulfnor the Gladiator – 5 generations (4 within Frostcrypt)

Wulfnor Olaffun, the Gladiator
Wife – Thice
One daughter – Hulda
Two sons – Eadric, Fratho
Eadric
Wife – Urga
No daughters
One son – Hroar
Hroar, the Unliving
Wife – Audir
One daughter – Haldis
Two sons – Beltron, Ugne
Beltron, the Shade King – current king of the crypt. Note: Ugne, his brother, is the High Priest.
Wife – Gefia – she is dead and already buried inside of the crypt
Son – Odeen
Odeen Wulfnor– current king of the giant city. He successfully escaped the day the curse was unleashed by silently praying

Part 3 Points of Interest

Within the many rooms and corridors of Frostcrypt, several tombs and resting chambers can be found. Throughout the crypt, artifacts and murals of the Zek family hang on the frosty walls.

The majority of the walls within the Frostcrypt are blank, leaving room for new resting chambers to be carved out. The icy ceilings of rooms within the crypt have skylights that allow viewing the lake frozen lake above it.

Main Hall

The steps leading down into the main entry hall from Valdeholm are covered in ice. A lifelike statue of Rallos Zek stands in the center of a large room that splits the main hall to the north and east. Great warriors are buried in the west wing. The north wing is where the common giants are buried. The east wing is where the clergy and councilors are buried.

Royal Resting Chamber

The giants carry their dead through the walkway leading to the central dais, where the king is laid out until the next king dies. The ceiling and walls are tiled with stone.

In the central dais room rests the previous king to die. The sarcophagus of the king is set upright. Behind it is the entryway to the first dynasty’s burial chamber. There are also doorways to the second and third dynasty’s burial chambers, to the left and the right of the first dynasty’s chambers.

The central dais also has a set of stairs that wrap around the circular dais. The stairway leads up to the top of the dais and then back down.

The sarcophagi of the kings in all three chambers are similar except for one notable difference: each king of a specific house holds a different item from the kings of the other houses.

All of the sarcophagi of the family members (wife, daughters, and sons besides the first son) are similar in design to each other – relatively normal looking tombs made of stone.

The small room before each dynasty’s resting chamber is a chamber for their most honored servants. These servants are placed in niches in the walls in the order of their deaths.

Wing of the First Kings

The Wing of the First Kings is the first dynasty’s chamber, the resting place of Harfange the Black. In the middle of the room lies a stone statue of Harfange. He is depicted in blackened plate armor, with the family crest engraved into the chest piece.

The groups of sarcophagi are grouped by families. The first generation of the dynasty is grouped together, and then the second generation, and so on. Artwork within the chamber represents that Harfange was the first to unite all of the giant tribes into one kingdom, by defeating the chiefs of all of the other giant sects.

Wing of the Iron Kings

The Wing of the Iron Kings is the second dynasty’s chamber, place of repose for Fridleif, the Master Warcraft. In the middle of the room stands the statue of Fridleif, his sword held above his head pointing up at the heavens, with shield in his left hand. The kings in this chamber bear metallic dark green shields and metallic silver shortswords over their bodies, signifying their valor in combat.

Wing of the Frozen Kings

The Wing of the Frozen Kings is the third dynasty’s chamber, domain of Wulfnor, the Gladiator. In the middle of the room stands the statue of Wulfnor, with axe in mid-swing. In this chamber, all kings wield a metallic gold double headed axe, held upside down across the body.

Ice Halls

Ice Meeting Hall

The meeting hall is found off of the commoners section of the crypt. As with all the rooms built by the shades, this room is constructed entirely of ice, but shows great care and a skill in its construction. This room is built in an almost stadium seating style. In the center of the room is a raised dais where those speaking to the assembled mass would stand.

Ice Armory

The armory is room is constructed wholly of ice and with great precision. Lining the walls of this room are many weapons racks and armor stands. Most of these still have weapons and armor on them. The weapons within the armory were wielded by the most powerful of the shades when they were alive and have been placed there in honor of their power.

Ice Homes

The homes within the crypt are identical to the cave homes found in the giant city, with the notable exception of being constructed of frozen water. These houses are an effort by the shades to replicate their previous lifestyle while they work towards freeing themselves from their curse.

Ice Temple to Rallos

Found just off the shaman and priest section of the crypt, this large, ornate, octagonal chamber is dominated by an enormous statue of Rallos Zek in the center of the room. The statue overlooks a moderately sized shallow pit that is used for single combat between the giants, which serves as a form of worship of Rallos Zek. Surrounding the pit are several benches used by those watching the fights or attending the temple for prayer. Carvings detail great battles in the history of the giants, but several also show fights between the shades and living giants in the city above.

Ice Council Chamber

The Council Chamber is used to plan attacks on the giant city in an effort to get past the runic wall. Various trophies, such as shields, helms, breastplates and weapons can be found leaning against the walls or hanging on them. The chair at the head of the table is particularly ornate and is obviously used by a leader of the shades during meetings.

Statue of the Shade King

There is a statue of the Shade King on a tiered dais at the back of the room, which serves as a shrine. The room also hosts a secret entrance to a hidden maze.

Ice Maze

The Ice Maze leads to the deeper sections of Frostcrypt. The walls and floors are white ice and very murky, making them impossible to see through. Hidden traps are found throughout the maze.

Shade King’s Ice Chambers

Beltron, the Shade King, is the last of the giants to be buried in the tombs of Frostcrypt. His chamber is reminiscent of his former chamber within the castle except that everything is made of ice, including the royal bed, desk and chair, and other remnants.

Ice Treasury

The Treasury contains ornate chests and relics made of milky ice, as well as replicas of precious treasures from the city including vases, statues and other relics.

Ice “Guest” Rooms

It is extremely rare that the Shades of Zek will have guests; however, on rare occasion they might keep one of their kin alive in order to question them. Even more rarely they might receive a visitor from the dragon shrine. In either case, these often reluctant guests are kept in these rooms behind the maze so that they don’t wander around.

Sources (3 parts): http://eqplayers.station.sony.com/news_article.vm?id=51569&month=072009

http://eqplayers.station.sony.com/news_article.vm?

id=51571&month=082009http://eqplayers.station.sony.com/news_article.vm?id=51618&month=092009

Into the Depths of: Kael Drakkal


Overview of Kael Drakkal

(Also known as Kael Drakkel)

Kael Drakkal, home of the Storm Giants, lies at the easternmost edge of the Great Scar. It has been the site of many great battles, for the dragons of Velious regard the Scars of Veeshan as the holiest of ground, and view the giant’s invasion of the Great Scar as sacrilege. Kael Drakkal is divided into five different districts. In the eastern portion of the city, live the Frost Giants, cousins of the Storm Giants. Frost giant traders and mercenaries stay here while looking for trade or work. Once past the Frost district, the heart of the city is heavily fortified, with roads leading off into three directions: north, south, and west. The northern path leads to the Storm Giants worship area, with temples worshipping Rallos Zek and his sons. The south path leads to the keep of the Storm Giant King Tormax. The western area of the city is in direct conflict with the Savage Land, which fights as if it were a living being with Kael Drakkal as a parasitic growth it wants removed.

The Storm Giants are children of Rallos Zek, and Kael Drakkal reflects this. Symbols and statues paying homage to the war god can be seen throughout the city, and the northern end of the city has three temples dedicated to the Zek gods. These three temples overlook a large battle arena that the giants use for entertainment.

King Tormax’s keep, made of stone and steel, stands grim on the southern side of the city. This keep is home to the majority of the Storm Giants, and is well guarded by them. The western edges of Kael Drakkal are its weak points, and Tormax has ordered his most seasoned troops to guard against the onslaught of the creatures from the Savage Land.

Background Lore

King Tormax

As the King of the Storm Giants, Tormax rules over both the Kromzek and Kromrif clans. His lasting desire is to see every last Velious dragon crushed beneath a giant’s maul. To further illustrate this fact, Tormax sits upon a throne carved from the skull of the dragon Hsagra, the mate of Yelinak of Skyshrine, who was felled by a Kromzek hero’s blade.

The Dragons of Velious are not Tormax’s only enemies, as the Coldain dwarves despise him and his people with a passion equal to his own. It was Tormax’s blade that killed Dain Frostreaver III, the great War King – a deed that has earned him eternal infamy among the Coldain.

Points of Interest

Frost Giant District:
The Frost Giant district is the most primitive portion of Kael Drakkal. The Storm Giants have allowed the Frost Giants to construct their own buildings of ice and stone. The Frost Giant leader lives in a huge mansion near the center of the city.

City Center:
The city center is a town square. It serves as a nexus to all portions of the city. In the middle of the Town Square lies a deep pit. The Storm Giants throw the remains of their enemies within this pit after they have removed the bones, and all the roads in Kael Drakkal are paved with the crushed bones of their enemies.

Battle Arena:
The battle arena was built to honor Porlos who slew Yelinak’s mate Hsagra. Embossed on the ground is an image of Porlos holding Hsagra’s head in victory with the body lying before him. A statue to Rallos Zek towers over the arena, and the temples to Tallon Zek and Vallon Zek flank it on each side.

Rallos Zek’s Temple:
The temple of Rallos Zek is the largest and most important of the three temples. It stands behind the statue in his likeness.

Vallon Zek’s Temple:
The temple built in honor of Vallon is not as grand his father’s, but it does not lack in splendor.

Tallon Zek’s Temple:
The temple built in honor of Tallon is likewise not as grand his father’s temple, but it is equal to that of Vallon.

Dragon Death Keep:
The main residence of the Storm Giants, Tormax’s keep is built from stone and steel. Tapestries telling the history of Rallos Zek’s battles line the walls. Tormax’s throne is carved from the skull of Hsagra.

West Side:
The western part of the city borders into the Savage Lands. A constant struggle between the jungle and the Storm Giants goes on, with the jungles slowly losing ground.

Source: http://eqplayers.station.sony.com/news_article.vm?id=51649

Invasion of Earth


Source: http://eqplayers.station.sony.com/news_article.vm?id=51162

During the Elder Age of Norrath, the first Rallosian forces led by the great ogre Murdunk invaded the Plane of Earth – the realm ruled by The Rathe, Council of Thirteen. Under the command of Rallos Zek, the Warlord, Murdunk was instigated to invade this realm by Rallos Zek’s eldest son, Eriak. The goal was simple for Murdunk – he wanted to prove to Rallos Zek, the Warlord, that he was worthy to lead the forces of Zek throughout Norrath.

A great battle ensued and many guardians of earth perished along with numerous members of Murdunk’s Rallosian army. To their dismay, the invasion was destined to fail because of the regenerating ability that The Rathe possessed. When a member of the Council of Thirteen was slain another would replace it. This gave them great advantage and although many of their guardians had been defeated, The Rathe emerged victorious. Those Rallosians not slain were thrown from the plane by the wards of The Council of Thirteen.

News of the defeat spread quickly across the Rallosian Empire. Such a dramatic failure angered Rallos Zek. He was not content to wait for the heavily scarred and injured Murdunk to recuperate and chose to enlist master tacticians and proven war heroes Tallon and Vallon. Although he was extremely disappointed with Murdunk’s previous failure, Rallos Zek decided to allow him to accompany his horde in this second assault hoping to make use of the knowledge that Murdunk had acquired in his previous battles in the Plane of Earth.

With the power of the Warlord behind them, Tallon and Vallon rallied the legions of children of Zek and entered the Plane of Earth. This invasion was only partly successful – though the Rathelings’ power source remained untaken, the members of the Rathe Council were captured and brought to Norrath, where one of them was executed. Where this Rathe member fell, the Rathe Mountains were raised, and Lake Rathetear formed. The Rathelings were incensed at these brazen attacks, and mourned the death of the thirteenth council member; for one of them to die in Norrath was permanent and irreversible.

While Rallos Zek was unquestionably the greatest warrior ever to exist, he knew little of the inner working of the Planes of Power. Rallos Zek was ultimately scarred and disfigured by the same wards that had banished Eriak and he lay silently regenerating in the Plane of War while the reborn Rathe exacted vengeance on the army’s leaders. As the leader of the ogre nation and Zek army, Murdunk was slain.

To protect their realm from further fruitless attempts at invasion, the Rathe Council placed a curse upon all creatures of Zek. In this they were aided by several other members of the pantheon. The curse spread rapidly through the lush homelands of the giants and froze all of the lands, now known as Everfrost. The curse swept the lands of Norrath, striking any child of Zek that it touched, turning all followers of Zek into lesser beings in mind and body.

Tallon and Vallon, sensing their inevitable demise at the hands of the curse of the pantheon, called out to Rallos Zek to deliver them. Rallos Zek was sufficiently renewed by this time to summon Tallon and Vallon to his plane to escape the curse of the pantheon, but was unable to save the rest of his creations. Realizing that Eriak surely knew of the ward that protected the Plane of Earth and had failed to tell him of it, Rallos Zek brought the crippled form of Eriak before him. Rallos Zek tore from him the essence of warfare, tearing it into its more base elements and imbuing them to Tallon and Vallon, the two mortals who were able to succeed where Eriak had failed.

Eriak still retains a piece of the essence of war in his shattered and disfigured frame, but was banished to the lower levels of Drunder, the Fortress of Zek, to help in the menial tasks of forging weapons for his father’s armies. To this day the great form of Rallos Zek bears the scars from the ward of The Rathe beneath his blackened war armor, a silent reminder of the failure of his only son.

This is a pivotal moment in the history of Norrath. It is here that the forces of Discord plan to strike. Success by the Rallosians would mean that war would prevail on Norrath, and isn’t war a form of destruction, of discord?

The Korascian Warrens

The Korascian Warrens is the key invasion route for the Rallosian forces as they battle their way into the Rathe Council Chamber. This area of the Plane of Earth is adjacent to both the Rathe Council Chamber entrance and the portal to Toskirakk. The bulk of the Rallosian Army is in a siege camp in the northern canyon, facing the entrance to the Rathe Council Chamber.

The Warrens is named for the great frog Korascian Prime, who has guarded the approach to the Rathe Council for centuries. Now he and his minions are sequestered in the west astride the line of the Rallosian advance, battling ill-equipped Rallosian slaves who are sent in to distract the frogs. Many such slaves end up succumbing to Korascian Prime’s mesmerization powers and become thralls.

Korascian Prime’s original lair was destroyed by the Discordians with a great magical disjunction. This left a massive rift in the northeastern limb of the Korascian Warrens, exposing the Plane of Earth’s elemental crystal core, and venting out a new order of crystalline monstrosities which hate all other forms of life.

The Rathe Council Chamber

The Rathe Council Chamber is the original seat of The Rathe beings who govern the Plane of Earth. Its appearance reflects the essence of the powerful beings who rule here. Great stonework vaults linked with tunnels define the interior, which is patrolled by stone golems and guarded by many different kinds of creatures native to the Plane.

The Rallosian Army is attempting to destroy all thirteen members of The Rathe Council to seal Rallos Zek’s dominion over the Plane of Earth as well as Norrath. Should this happen, with Rallos gaining control over the source of the Rathelings’ magic, the balance of power among the gods would tilt inexorably in Rallos Zek’s favor, and Norrath would enter an age of endless disorder and destruction.

Toskirakk

Toskirakk is the original capital city of the ogres and the mightiest bastion of the ancient Rallosian Empire. The slave-mine within is a platinum mine where much of the currency used in Norrath’s future would originate. With the growing dominance of their Empire, few outsiders remain as free people and the slave warrens grow crowded.

On Kael


Reference: http://web.archive.org/web/20010610201133/http://everquest.station.sony.com/hht/veliouslore/12th.jsp

Early this morning, the adventurers were roused from their bed (aye, bed, singular – the entire group shared but one of the giants’ beds, each finding himself with more room than he’d ever had before to sleep stretched out) and brought before the giant king, Tormax. His throne, they were told, was crafted from the skull remains of the dragon, Hsagra, mate to Yelinak, who was slain by their ancestor, Porlos. The seat of the throne itself lies within the jaws of the dragon’s skull. The party was honored with this tale of the giants’ history, and also learned that the arena in which they had observed battle is also dedicated to Porlos.

The current throne room, we’re told, is a relatively new addition to the castle, which is known as Dragon Death Keep. The party, after paying homage to King Tormax, was escorted through the castle. Behind the throne, they were shown the hall of the council, within which was a second, older and less ornate, throne. This, they were told, was the old throne room, and serves now, as a meeting room for King Tormax and his council. The king’s advisors were gathered to welcome the party.

The group was introduced to Keldor del`Torek, high sorcerer to the king, who was at his research when they entered his chamber. We’re told that the noble to the left of Keldor is one of those worthies who lives in the nearby residence. The other giant, barely visible to the right, is one of the king’s loyal bodyguards. His name was not mentioned to the group, however, we’re told the giants refer to him in hushed tones. Apparently, he is held in high regard (or fear, we’re not quite sure which).

The city, our party was advised, and its people are dedicated to the Zeks, Rallos, Tallon and Vallon. A temple to each is located within their city, with that for Rallos, God of War, in the center and those of his twin sons Tallon and Vallon on either side. Only those truly dedicated to Rallos Zek may enter his temple, our party was told grimly by its guardian, one Kallis, by name. He is shown in the picture here, at his post near that place of worship.

This great wall of velium is embossed with the symbol of the War God, as are many other surfaces in the city of Kael Drakkel. The party was permitted to go no closer to the temple of Rallos than this.

Thwarted in their attempts to see what was described as a “living statue” of the War God himself, our party has decided to continue their exploration of the continent. They have been told that the extent of their travels thus far has uncovered less than half of the continent of Velious, and they are anxious to continue in their quest for knowledge.

The best news to date is that the recommendation of the exploration team is to finally make the Icebreaker available to the public for transportation to the ice continent! A dock in the Northern Desert of Ro has been designated as the embarcation point for trips to Velious, and travelers are admonished to be prepared for severe weather and dangers untold!

Rujarkian Hills – LDON


You say, ‘Hail, Barstre Songweaver’

Barstre Songweaver says ‘Greetings, ______. I always have a story to tell, but I’ve been consumed with learning about the Rujarkian Hills. If you do enough work for us in those hills, I can share some of my knowledge with you!’

You say, ‘Hail, Barstre Songweaver’

Barstre Songweaver says ‘Bah, you made me miss a note! No matter. I’ve been interrupted a lot lately with all the inquiries I get! I’ve been collecting stories and information from all over these days. I fancy myself a bit of a historian now when it comes to the goblins and orcs. It’s important to understand the history of both of those creatures to understand what is happening in the Rujarkian Hills. That’s my opinion, anyway. Those are no ordinary orcs in the hills. See me soon and I will have a tale or two for you.’

You have received an invaluable piece of information!

You say, ‘Hail, Barstre Songweaver’

Barstre Songweaver says ‘Wonderful to see you, ______! I always enjoy telling a story to a fellow explorer. Let’s start with the goblins and the orcs and where they came from, shall we? To start with, you should know that the hero that was considered the mother of all of the goblins was named Rujark. Her name is about the only thing the goblins of Norrath can agree upon. Obviously, the hills over yonder once belonged to Rujark’s goblins, but they do not anymore. That’s all I will divulge for now!’

You have received an invaluable piece of information!

You say, ‘Hail, Barstre Songweaver’

Barstre Songweaver says ‘Perfect timing. I just put down my lute. Did you know the orcs were created by Rallos-Zek? Oh yes! They were bred for battle. Mighty creatures indeed and very determined. They rely on slaves, whether they be orcs or other creatures. Each orc seemingly belongs to another! Return soon for more ______. I’m sure we will spend a lot of time together!’

You have received an invaluable piece of information!

You say, ‘Hail, Barstre Songweaver’

Barstre Songweaver says ‘Just finishing up some bread. Let’s make this quick. As I said before, each orc belongs to another. We know it’s true. This makes the social order of the orcs very simple to follow. Each orc is property, all the way to the highest ranks. The highest ranks relate to one another a bit differently though. Unfortunately, I don’t have much more detail than that! I wonder if this will help you defeat them? I don’t know that, but I do think knowledge can be a weapon.’

You have received an invaluable piece of information!

You say, ‘Hail, Barstre Songweaver’

Barstre Songweaver says ‘Welcome once again ______. As I said, while orcs are almost always the property of another, it’s somewhat different at the top ranks. The highest levels of the orcs maintain their positions through trading and sharing property, and fighting to prove their supremacy. It’s a complicated system that is constantly in motion. In order to keep their positions, the top ranks constantly build their stable of slaves and defend against those yearning for power. Can you imagine that life? How depressing! They must forever be on their guard. To be owned would be a foul fate!’

You have received an invaluable piece of information!

Your Adventure Stone glows with more power as you gain stature with the Wayfarers Brotherhood.

You say, ‘Hail, Barstre Songweaver’

Barstre Songweaver hums a mesmerizing melody and then stops. ‘Ah, yes, ______. Hello. I am sure you have seen the vast number of goblins being used as slaves in the Rujarkian Hills, have you not? Well, I have a friend that can tell you more about their origins. Various clans and species of goblins are indeed spread across Norrath, but the Rujarkian goblins are different. You’ll find Ginehl Wiquar in the sewers of Freeport. She’s been gathering information from all sorts of messengers around the world about the Rujarkian goblins and orcs.’

You have received an invaluable piece of information!

You say, ‘Hail, Ginehl Wiquar’

Ginehl Wiquar says ‘Ah, you’re here to receive information. I’ve have a steady stream of messengers bringing me more history around the goblins and orcs in the Rujarkian Hills. It’s a very interesting story. The gods themselves were involved, don’t you know. You see, Solusek Ro, the lord of Flame, created the Serpent Mountains by arching the crust of Norrath and brought burning heat down upon the inhabitants of Norrath. A tribe of goblins and orcs were trapped somewhere beneath the surface. The ages of evolving, warring, and fighting produced the result we see in the hills. The goblins lost their control of the hills some time ago, but I don’t know when. There is much more behind that story though. I can tell you more later. There are too many ears about.’

You have received an invaluable piece of information!

You say, ‘Hail, Ginehl Wiquar’

Ginehl Wiquar says ‘More about the Rujarkian orcs and goblins, hm? Well, over the years, the orcs trapped underneath the Rujarkian Hills advanced in ways we’ve never seen. There are no other orcs in our lands that have attained the same organization and strength these vessels of battle have. There was no way the goblins could prevent the rise of the orcs and the fall of their superiority in the hills. Run along now please, I’m expecting someone. I’ll see you soon, I have no doubt.’

You have received an invaluable piece of information!

You say, ‘Hail, Ginehl Wiquar’

Ginehl Wiquar says ‘I certainly understand your continuing interest in the evolution in the Rujarkian Hills. Those poor worshippers of Brell Serilis, the goblins, really didn’t stand a chance against the orcs. I can see why the dwarves aren’t too fond of the idea that their own father has anything to do with the goblins. It seems reasonable to me though as both races are experts with life underground, wouldn’t you say? Okay, I must ask you to leave again. Some of my more unsavory contacts will not approach while I have visitors.’

You have received an invaluable piece of information! 

You say, ‘Hail, Barstre Songweaver’

Barstre Songweaver says ‘Rujark, yes. You are in luck. Because I’m writing a song about the Rujarkian Hills, I have been traveling and looking for more particulars and I always get told more of the tales. So, I can tell you now that after years of practice, Rujark became a master of all the weapons she had found. She had extraordinary agility and dexterity. After some time, she chose to take her skills to the surface of Norrath to test herself. She was anxious as she waited for the right moment. Getting caught would mean the end of her! She was not afraid of death either. She had seen plenty of that as the goblins fought the orcs over the years. That’s almost all of what I know. I need to gather more of the story for my song, so I will probably have more information for you soon.’

You have received an invaluable piece of information! 

You say, ‘Hail, Barstre Songweaver’

Barstre Songweaver says ‘Hey-ho ______! I had to rewrite some of the notes of my song. It’s quite complicated making a musical masterpiece! So, from where we left off, the story goes that Rujark didn’t know that her brother, Givlikk, was wise to her habits over the years and had followed her out of the caverns to the surface. He saw Rujark’s skill and grace with her two short blades. He was impressed and envious at the same time. He ran home ahead of her and waited in silence for her return. I have a friend in the Karanas I must speak with. I heard he has more information I can use to tell you and put in my new song.’

You have received an invaluable piece of information!

Your Adventurer Stone glows with more power as you gain stature with the Wayfarers Brotherhood.

You say, ‘Hail, Barstre Songweaver’

Barstre Songweaver says ‘Where were we again, ______? Hm . . . ah yes. Rujark returned to her hovel in the caves and her brother Givlikk stopped her as she attempted to pass through the door. He asked her about the blood on the rags she wore. She was unsure of her brother’s intentions and said nothing. He told her he had seen her fight the orcs. He quietly resented his sister’s skills, but could not ignore their magnitude. Together, they would come up with a plan that would suit them both. I think I made the verse about this a little faster paced than the others so I can build some suspense!’

You have received an invaluable piece of information!

You say, ‘Hail, Barstre Songweaver’

Barstre Songweaver says ‘Each day, I get closer to completing my song. The notes blend so well now and the lyrics are moving along! I had to pay for some information, but it was useful. As you know, goblins are not known for their empathy. Therefore, while Givlikk and Rujark discussed how to proceed with her skills and secrets, he had his own agenda. Givlikk entertained thoughts of trading Rujark as a guard to slave owners in order to make a great deal of money. The only problem was she was female. No one would buy a female warrior. And that is when they hatched their plan. I must stop here for now. I just thought of a great lyric for part of my song!’

You have received an invaluable piece of information!

You say, ‘Hail, Barstre Songweaver’

Barstre Songweaver says ‘I’ve been working on this song of mine. It continues to grow the more I learn about the Rujarkian Hills. As you may have guessed, Givlikk and Rujark both decided that if Rujark was presented as a male, she could live as she had always dreamed and would be of great use to the goblins overall. They changed her clothing. In order to disguise her female features and her former identity, Rujark willingly let her brother Givlikk scar her face with a burning dagger. Of course, it was a task he enjoyed greatly. His envy of his sister grew every hour, every day. That is all I have uncovered for now, friend. Return soon and if my song is done, I will play it for you!’

You have received an invaluable piece of information!

You say, ‘Hail, Barstre Songweaver’

Barstre Songweaver says ‘I’ve come to a part in my song that will have to move the audience to great anticipation! I think I shall use minor chords for that part, hm. So, yes ______, as Rujark face was bandaged until her scars healed, she easily fit among the male goblins. She refrained from speaking and loyally took orders from her battle master. They would often raid the orcs. In every fight, Rujark killed twice as many orcs as the rest. Rumors and fanciful stories began to get passed around the caves under the spine of the world. Must go, ______. I really want to finish this portion of my song.’

You have received an invaluable piece of information!

You say, ‘Hail, Barstre Songweaver’

Barstre Songweaver strums his lute and stops to write some words down on a sheet filled with musical notes and lyrics. ‘Wonderful to see you back, ______! You must hear this! When Rujark was told she would have to go back to the bottom of the ranks and take orders from males, her response was deadly. She raised her short swords and made quick work of the nobles who died with stunned expressions. They did not have a hope against her skills. The news of her triumph over the nobles spread fast and so did word that she was a female. Speaking of spreading news, it’s time for me to start practicing this song and committing it to my memory. I have a few things to add still, however.’

You have received an invaluable piece of information!

You say, ‘Hail, Barstre Songweaver’

Barstre Songweaver says ‘Ah, we have come to the big finale of our story! Over all the years Rujark warred against the orcs, she gained a faithful following. It turned out that her prowess in battle far exceeded the perception of her gender. The goblins then began to set rumors on the breeze that Rujark was blessed by both Brell Serilis, the Duke of Below, and Rallos Zek, the god of War. The rumors took hold and she became the leader of the goblins, who referred to her, then and now, as their mother. They believe she brought the goblins to a better place and her knowledge and skill kept the goblins from falling to the orcs for many years. And so, the region where Rujark and the gnomes lived came to be referred to as the Rujarkian Hills. I was going to end my song there, but yet again, someone told me more about Rujark and her fate. Soon, you will hear about that.’

You have received an invaluable piece of information!

You say, ‘Hail, Barstre Songweaver’

Barstre Songweaver says ‘Hail ______. Well, the story about Rujark has a bit of a bitter ending which makes it perfect for my song. Over the years that Rujark trained and improved the goblins as the leader in the Rujarkian Hills, her brother Givlikk grew so envious that he became obsessed with ending his sister’s life. Givlikk was shamed and punished for trying to sell his sister too. After all, to the goblins, Rujark was very much their divine mother that had been touched by the gods. Rujark kept her brother near to her because she trusted him. Hm, I need to add more notes to this part of the song.’

You have received an invaluable piece of information!

You say, ‘Hail, Barstre Songweaver’

Barstre Songweaver plays a sad melody on his flute. ‘Where was I, ______? Ah yes. Well, one night Givlikk completely lost all of his bonds with reason. As he often did, Givlikk brought Rujark a stein of frothy ale as they ate an evening meal. He had set up the routine some time before, when he started having great fantasies about killing his sister. He watched eagerly as Rujark lifted the stein to her lips and drank. He cackled as she swallowed the poisonous ale he had made. Now, this is where the tale gets a little strange . . . and as sad as it is, this kind of drama makes for a wonderful song.’

You have received an invaluable piece of information!

You say, ‘Hail, Barstre Songweaver’

Barstre Songweaver says ‘Songs that end in powerful tragedy are often remembered, ______. The story of Rujark certainly includes that. Right, the poison. When Rujark swallowed the poison, she was not affected as she should have been. There were no violent spasms. She did not bleed from her eyes, ears, or mouth. She just plainly went to sleep. There was one journal that I read that described Rujark’s spirit lifting from her body and soaring to another existence. Of course, we can’t confirm this, but it sounds wonderful for a song! Anyway, that is how the area got its name, from the mighty Rujark. You’d be best off going to Shumpi Wimahnn. He is a sprightly halfling but he knows a lot about orcs! He’s been doing orcish research in Highpass Hold.’

You have received an invaluable piece of information!

Your Adventurer Stone glows with more power as you gain stature with the Wayfarers Brotherhood.

You say, ‘Hail, Shumpi Wimahnn’

Shumpi Wimahnn says ‘Ah yeah, them orcs. Bit on the burly side, aren’t they? I’m sure I could take one out. I bet they can barely see me if I run through their legs. What do ya think? Hee hee. Oh, right. Task at hand. You want to know more about those awful Rujarkian orcs, hm? I’ve done me a bit of sneaking in the Rujarkian Hills. I’ve learned how they operate and how they set up their ranks. If you come back soon, I’ll tell you a wee bit about it. I’ve gots to run though. Time to eat!’

You have received an invaluable piece of information!

You say, ‘Hail, Shumpi Wimahnn’

Shumpi Wimahnn says ‘What cheer! You’ve gone and come back again ______! Blimey, I’m a touch peckish. Anyway, the orcs. Yeah, well, at the very bottom rung of their ladder, you’ll see the lowest of the low, aye. Most would think the Rujarkian orcs merciless to the point of madness, but there is a wee bit of practicality in their minds that detests waste. So, criminals are not just tossed into the stewpots like the weak or old, they become cast-off, menial slaves in a group of orcs known as The Broken. Those orcs are composed exclusively of the damned. Frightful, hm? The Broken orcs are mad and spend their useless blood freely, preferring death over a life without a real master. Cripes, I have to find some food to put into me belly.’

You have received an invaluable piece of information!

You say, ‘Hail, Shumpi Wimahnn’

Shumpi Wimahnn says ‘Back to it, ______. I’m ready! Ya know, even though slavery is the tie that binds orcs of all stations together, there are slaves that provide food and labor to all the orcs. They are controlled by the Steelcrown. And while those nasty Steelcrown can ask the stronger orcs to help find and kill new flesh, the management, control, and use of slaves is their sole domain. They are the most numerous of the Rujarkian orcs and the most commonly encountered by outsiders . . . and they don’t usually live very long. Hee hee. I’ll be . . . I’m hungry again.’

You have received an invaluable piece of information!

You say, ‘Hail, Shumpi Wimahnn’

Shumpi Wimahnn says ‘I’m going to have to start carrying food with me, ______. It’s dreadful to stand here all day and hear my tummy growl as it does. As I just wrote in a note to Barstre Songweaver, I was able to get a few more tidbits on the Spiritbound orcs in the Rujarkian Hills. They are the healers and teachers amongst the orcs, though an outsider would be hard-pressed to compare the ruthless and brutish rituals of the Spiritbound to the rituals of the outside world. Gifted with mysterious insight, they police the thoughts and actions of their race, turning quickly to righteous judge and deft executioner when the situation calls for it. Hee hee. They are also bloody masters with surgical tools. Whether or not they use them to heal and repair is questionable. I saw tools and blood, but no mended orcs. Naturally, I didn’t hang around too long! Alas, I must run, I can barely hear myself think over my grumbling belly!’

You have received an invaluable piece of information!

You say, ‘Hail, Shumpi Wimahnn’

Shumpi Wimahnn says ‘Thankfully I just ate, fair ______! Not sure you know this yet, but even though the Rujarkian orcs would rather take than trade, one line of thier breed, the captive Coin, has managed to survive through treacherous, but careful, use of wealth. They build quiet trade alliances with outsides,but still use brute strength and coercion more often than crafty wit to obtain their monies. Still, as far as orcs go, you understand, they are considered clever…and fearsome. Speaking of fearsome, I’ve got myself a raging appetite I must appease. I’ll be ready to talk to you later.’

You have received an invaluable piece of information!

Your Adventurer Stone glows with more power as you gain stature with the Wayfarers Brotherhood.

You say, ‘Hail, Shumpi Wimahnn’

Shumpi Wimahnn says ‘The last and final group of orcs I’ve learned about are the Steelslaves. Ferocious, they are! Born to bleed, these are the greatest warriors of the Rujarkian orcs. Although the other classes have fighters in them, none compares to the innate skill and practiced battle rage that these orcs possess. They are the front line and last defense of the Rujarkian orcs and they are mighty menacing in great numbers, I tell you. I get shivers about it, I do! Well, that’s all I have to tell you about the orcs. I’m sure Barstre Songweaver can give you any additional information you may need.’

You have received an invaluable piece of information!

You say, ‘Hail, Barstre Songweaver’

Barstre Songweaver says ‘Have you had your fill of story yet ______? You have spent a lot of time learning about the Rujarkian Hills. And, I can tell by the look in your eye that you know just as much as anyone about the orcs and goblins in those hills. I consider you a master of the story here as much as anyone. I have nothing to tell you, but you can stand by as I sing if you like. Be well, ______. I consider you a great adventurer and good friend. I’d fight with you by my side any day.’

You have received an invaluable piece of information!

Your Adventurer Stone glows with more power as you gain stature with the Wayfarers Brotherhood.

You have completed your progression through the Rujarkian Hills.