Lore & Legend
Info on Lore & Legend Books

Intro

This guide will tell you which books are where, as well as a bit of info about each book.

 

 

Lore & Legend

Lore & Legend Bixie
Book Know Your Bixies
Author  
Items Bixie: Spirit, Heart, Brain, Eye, Wing, Leg, Thorax, Stinger
Location Tower of Draftling [more]
Reward Trophy: The Honey Sting | Book: Know Your Bixies
Text of Book | Thanks to Aionia for A Norrathian Compendium of History and Lore (Draft 7) |

- Coming Soon -

 

Lore & Legend Centaur
Book A History of the Centaur
Author Wiseman Oluran
Items Centaur: Heart, Brain, Spirit, Hoof, Eye, Hand, Mane, Ear
Location Thundering Steppes [more]
Reward Trophy: Obrel's Gambit | Book: A History of the Centaur

Text of Book | Thanks to Aionia for A Norrathian Compendium of History and Lore (Draft 7) |

A History of the Centaur by Wiseman Oluran [-]

"A History of the Centaur," by Wiseman Oluran, centaur of the Thundering Steppes -- Being a history of the centaurs, as told by one of their own.

In the years after the cataclysms that reshaped Norrath, changes shook the foundations of many societies. Some were forced from ancestral homes, others were reduced to begging and thievery. The centaurs of the Thundering Steppes adapted to the changes in the world in their own way. A long time ago, when the gods still lived and the moon was whole, the centaurs lived in Karana. Long did we hunt upon the plains of Karana, racing one another in bands several hundred strong! Tails held high, hooves burnished with thin sheets of copper, silver and gold, the centaurs lived as one with the land.

Centaurs have no creation myth, we know we have always existed. Some say that centaurs were formed by the union of a wood elf queen and the god Karana, which is why centaurs always roam, yet love the land so completely. We centaurs feel no such need to explain ourselves; we have always been, and that is enough. In the long-ago, female centaurs resented the numerous male centaurs that sought to keep them. The males sought to cherish, confine and keep the females from harm. The females appreciated this attention not and battles erupted. To bring peace to the centaurs, Zehadra the Wise decreed that male and female live apart, only to come together at certain times and places. This living arrangement, while not perfect, allowed male and female centaurs to appreciate each other.

Over the years, the Plains of Karana changed, beset by war, by plague, by violent rending of the very earth. At last, the Shattering desolated the lands so loved by the centaur and brought about the ruin of many of our scattered villages. Centaurs alone did not suffer, of course. All of Norrath was covered in flame and pestilence, bombarded by shards from the once-veiled moon. The violence subsided. The face of Norrath was completely changed. Centaurs returned to what was left of Karana's plains, brought together by the world's suffering and loss. Fortunately, as the Shattering's destruction lessened and the centaur tribes reunited, there were still bands of female centaurs. Knowing how close they came to civil war, the male and female centaurs agreed to live by the rules imposed by Zehadra all those years past. This is still our way. The females come to the males, then leave again, only to return when they are ready or when they must leave behind a male centaur child.

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

After the Shattering, the Steelhoof centaurs in particular became bitter over the destruction of their homes and forges, turning to raiding as a way of life. No longer do they burnish their hooves with metals simply for the beauty of it, but to use in battle with the hill giants that still live in what is now called the Thundering Steppes. Alas, though we have been strong and true, no longer does the sound of a thousand hoofbeats shake the grasslands of the plains! The vales are filled with sorrow and our long memories cannot dispell thoughts of the beauty that once filled the lands. And yet, there is hope. For grasses grow, forests return and the gods cannot have abandoned their children. We still have hope.

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

 

Lore & Legend Djinn
Book The Weight of the Past
Author

 

Items Djinn: Spirit, Brain, Heart, Hand, Topknot, Smoke Wisp, Humerous, Clavicle
Location Pillars of Flame [more]
Reward Trophy: The Master's Crown | Book: The Weight of the Past

Text of Book | Thanks to Aionia for A Norrathian Compendium of History and Lore (Draft 7) |

The Weight of the Past by [-]

- Coming Soon -

 

Lore & Legend Elemental
Book Summoning an Elemental
Author Amon Glibtongue
Items Elemental: Essence Anchor, Material Boundry, Manifest Material, Essence Well, Planar Seed, Binding Rune, Summoned Core, Fascination Rune
Location South Qeynos [more] | North Freeport [more]
Reward Trophy: Vhoren's Seed | Book: Summoning an Elemental

Text of Book | Thanks to Aionia for A Norrathian Compendium of History and Lore (Draft 7) |

Summoning an Elemental by Amon Glibtongue [-]

"Summoning an Elemental," by Amon Glibtongue -- Being the results of research into elemental summoning by a young mage in his quest to become a summoner.

Elementals are summoned beings and generally summoned at by higher level mages. In this book, we learn from the mistakes of mage-in-training Amon Glibtongue. My name is Amon and I have been a mage now for about fifteen years. I am taking my tests to become a summoner. Again. Mind you, I don't think it's entirely my fault what happened the previous times I took the test. Elementals are pretty tricky to master, which is why a summoner starts with the basics every time.

One of the basic tests for any mage-to-summoner is the ability to summon elementals. They are drawn from the basic elements of the world: fire, water, earth and air. By combining various bits from each type of element, one can summon some pretty interesting creatures. For testing purposes, a summoner chooses an elemental type and calls it forth. Success is measured by keeping control of it and releasing it only at the tester's word.

The first time I took the test, the tester required that I summon a fire elemental. Now, ever since that little incident at the conservatory, I have avoided fire in any shape, much less as a summoned elemental. The whole time I prepared the spell, I kept seeing the expression on that poor woman's face...it took all my concentration to banish that image and continue with the spell.

In any case, the fire elemental I summoned certainly looked correct. Even the tester was surprised. Like any other fire elemental, my summoned creature rose from the fire pit and hovered there for a bit before floating over toward me. Now, remember that I had a previous bad experience with fire and you will understand why I ducked.

Elementals cannot be harmed by physical means; one must use magic as they are magical creatures. In the instant that I ducked, I lost what little concentration I had and that teeny, tiny waver caused my control over the elemental to snap like a twig. It engulfed the tester in an instant and it was all I could do to cast a counterspell to destroy my creation. Needless to say, I did not pass the test that year.

When I came to take the test the following year, I explained carefully to the (new) tester that I was more aligned with air elementals. What could go wrong with air, I reasoned, since it's only a bit of wind? Later on, as we rebuilt the Academy proving grounds, my instructor noted that she had never seen such a powerful elemental, but suggested I might be more suited to water
elementals should I decide to take the test again the following year.

A water elemental requires quite a bit of liquid nearby. At the next test, I crafted the spell and cast it only to realize that we hadn't nearly enough water in the area as the spell left my lips. Did you know that humans are made up mostly of water? Neither did I. Neither did the poor tester that year. They asked me to come back again after the traditional year-long mourning period.

The last basic elemental for which I could test was the earth elemental. This type of elemental does not require open flame, nor gusts of wind or large bodies of water. One need only have something earthy in the area that can be called forth. Fortunately for the townspeople, earth elementals can be outrun.

My instructor suggested perhaps I might go to Freeport to take the tests there. In fact, she packed my belongings for me and paid someone to transport me through some pretty rough terrain. We were beset by bandits at one point, and even though I am but a mage, I was able to send those miscreants running! I am looking forward to taking the tests again.

Summoning is not for everyone, but if you learn from my mistakes I am sure you will be able to recognize the correct circumstances under which elementals may flourish. Wish me luck with my tests and I wish you well with yours!

 

Lore & Legend Evil Eye
Book Evil Eye Musings
Author Trent Burkhart [Edited by Pearl Honeywine]
Items Evil Eye: Lens, Rod, Cone, Enchantment, Binding, Cornea, Pupil, Malicious Gaze
Location Runnyeye [more]
Reward Trophy: Mezmith's Chance | Book: Evil Eye Musings

Text of Book | Thanks to Aionia for A Norrathian Compendium of History and Lore (Draft 7) |

Evil Eye Musings by Trent Burkhart [-]

Some of this data was culled from the rambling notes of former anthropologist Trent Burkhart. Master Burkhart suffered an unfortunate accident at the instigation of the the Runnyeye goblins' Evil Eye slaves.

"Evil Eye Musings," by Trent Burkhart -- Being the remembrances and information gleaned during an undercover observation with the goblins of Runnyeye. Edited (heavily) by Pearl Honeywine.

Historical data: Evil Eyes have been known to exist since the most ancient of times. Grandmothers often admonished their charges to "beware lest the Evil Eye get ye!" From fanciful tales to reality, the Evil Eyes have gone from master to slave in a relatively short span of time.

Evil Eyes are immense, floating eyes with no visible means of hearing or communication. They are often found hovering several feet above the ground, trailing membranes and occasionally dripping a sticky substance. The Eyes are held within a claw-like maw which disgorges the eyeball upon being slain.

Evil Eye communication has always been a fascinating mystery. At first, it was thought that the membranes were some form of antennae through which the Eyes could speak to others in range. While it is still possible, more recent observations lean toward the Evil Eyes' use of telepathy rather than any verbal or vibration communication.

As they have no physical extremities, it is obvious that the Evil Eye will use its mental abilities to defend itself and to provide an offensive function. Evil Eyes are skilled spell casters that can also use mind manipulation on weaker beings. This skill enabled Evil Eyes to dominate the goblins of Runnyeye in Ages past. Currently, however, the tables appear to be turned and the goblins have mastered the Evil Eyes in their area.

The battle tactic of the Evil Eye is obvious and simple. It summons a physical manifestation to handle direct attacks, while simultaneously striking out with its powerful spell arsenal. As a highly intelligent being, the Evil Eye will flee a battle it is clearly losing. Due to its lack of physical substance, however, it is possible to chase after it in its weakened state to slay.

As an Evil Eye's knowledge increases, so does its size. The stronger a magic user the Evil Eye is, the larger it will be. This enables opponents to literally "size up" their foe before actually engaging it in combat. This is not an absolute rule, however, so care must be taken with any undersized Evil Eye. Better to be safe than sorry.

A word about Evil Eye communication: Because the Evil Eye relies on telepathy, it is possible, although certainly not confirmed, that one could attempt to manipulate an Evil Eye for one's own benefit. I have not attempted such and know of no one who has. Or, if they have, that have lived to tell the tale. Therefore, one should consider this as only a fable and should not try
this in combat!

In battle, approach the Evil Eye with extreme caution. It may not be able to hear you approach, making flanking moves a possible strategy. Once it senses your presence, however, it will start a magical barrage that is relentless.

Given their extreme intelligence and magical capability, one wonders how the slovenly, lazy goblins of Runnyeye managed to get the upper hand of the Evil Eyes. Is it possible that physical presence wins over the ability to control minds and cast potent spells?

I hope this information provides you with enough basic information about Evil Eyes that you will be able to learn more about them on your own. Be cautious, be aware and be aggressive and you will soon know more about the Evil Eye than your grandmother!

 

Lore & Legend Fairy
Book The Precious Fairy Book
Author Copied from the Everling Laboratory collection
Items Fairy: Spirit, Brain, Heart, Ear, Eye, Wing, Dust Jar, Essence
Location Nektropos Castle [more]
Reward Trophy: The Darkmoon Crescent | Book: The Precious Fairy Book

Text of Book | Thanks to Aionia for A Norrathian Compendium of History and Lore (Draft 7) |

The Precious Fairy Book: A Compendium from the Everling Laboratory Collection [-]

"The Precious Fairy Book," copied from the Everling Laboratory collection -- Being a compendium of the uses for fairies and instructions for gathering them at the peak of potency.

Everyone is familiar with fairies, perhaps from childhood tales. This book will provide readers with a greater insight into the Norrathian version of these winged creatures.

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

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

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

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

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

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

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

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

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

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

 

Lore & Legend Ghost
Book The Haunting
Author Serina Melosine
Items Ghost: Dream Shard, Ectoplasm, Haunted Fragment, Ethereal Strand, Phantasmal Echo, Remnant Memory, Emotion Resonance, Vile Plasma
Location Nektropos Castle [more]
Reward Trophy: Shattersong | Book: The Haunting

Text of Book | Thanks to Aionia for A Norrathian Compendium of History and Lore (Draft 7) |

The Haunting by Serina Melosine [-]

A story of true love.

"The Haunting" -- by Serina Melosine, bard of Qeynos Harbor. Being a tale that crosses time and knows no boundaries. For know that ghosts are merely those that once lived and that they, too, can love.

She had always been drawn to that house. The whitewash of its crumbling stone walls had worn away with the rain to streak the ground around it with a dull grey film. No one lived there or had for generations, yet in her mind's eye, Maida could see the walls rebuilt, a basket of flowers -- no, of ivy -- beside the circular window that faced the street. Her mother chided her, "That is a place of haunting, Maida, and you would do well to stay away." But Maida could not.

And so when her betrothed demanded she name the palace in which they would live, she said simply, "I would live there." And he laughed, pushing open the remains of a heavy wooden door that still hung by crumbling leather straps. "In this? You would be queen of the dead in this forsaken tomb," he said mockingly. "We will live in my summer palace. Make ready, for the wedding is within the year."

Now, Maida's heart grieved, for this tumble-down cottage of her youthful fancy was leagues from the king's summer palace. And so to ease her homesickness for a home that was not her own, she began to work the tapestry which would hang in her new house, once she was married to the king. "You are mad," said her mother angrily, "The king does you great honor and you stitch a hovel to decorate his palace." Maida shook her head and continued to work.

Sometimes she would sit within the cottage's humble walls, ignoring the jumble of broken crockery left through years of neglect. She imagined the fireplace cleared of the fallen chimney stones, its hearth bathed red and gold by firelight. Upon the hearth would lie a cat -- no, a dog.

As she stitched in her chair before this imaginary fire, another chair would slowly appear in the darkness across from her. And he read to her.

Maida felt she would always know that voice, though she knew it not in her waking. She could never remember what stories she heard. She only knew that she felt as though the walls of her world closed in upon her at the thought of never hearing that voice again. For she knew, even as she worked her tapestry in the still of her room, that once she was married she should never hear it again.

On the week before her wedding, Maida had nearly completed her work. Her mother berated her: "That is not what that haunted house looks like!" For Maida had carefully crafted from her dreams the thatching of the cottage roof, a tiny pane of glass centered in the front window and a line of herbs drying along the eaves. And yet, anyone who saw it knew instantly which of all the ruined houses along the lane this was.

"We marry tomorrow, the omens are better," said the king, striding into her bower and disturbing her at her work. "Tomorrow? That is impossible!" she cried, tracing the barest of curtseys before her betrothed. "It is a week tomorrow you mean." He laughed and pulled her roughly toward him saying, "Nothing is impossible for someone in love."

Maida felt a great weight lifted from her at his words. Nothing was impossible? Then she would do what she must, for she was in love. In love with the voice that came from the darkened chair, beside the fireplace in the cottage of her dreams. "I must finish this tonight," she murmured, "if we are to wed tomorrow." And the king laughed again and left her to her work.

Through the night, Maida worked, pausing only to close her eyes and see with her heart. At last as the sun slowly rose in the east, she ran a soft hand across her completed work. Her eyelids drifted slowly shut. Then she heard him say, "I am glad you are staying, beloved." He rose from the chair beside the fire and taking her hands into his, led her out the open door into her new world.

And so, when the king's entourage arrived to escort Maida to the altar, they found her not. All that remained in her room was her tapestry of the cozy white cottage. Through its window, one might glimpse the shadowy form of a man and a maid seated before the fire while a dog drowsed on the hearth at their feet.

 

Lore & Legend Giant
Book Know Your Giants
Author Unknown
Items Giant: Spirit, Eye, Heart, Toe, Finger, Tooth, Whisker, Ear
Location Thundering Steppes [more]
Reward Trophy: Lady Fiana's Gentle Suggestion | Book: Know Your Giants

Text of Book | Thanks to Aionia for A Norrathian Compendium of History and Lore (Draft 7) |

Know Your Giants by Unknown [-]

Sweet and sour. Up and down. Left and right. Fire and ice. What do these pairs of words have in common? They are opposites. And some opposites have more in common than one might first imagine.

First, a discussion of the fire giant, or Krombral. They are one of the more magically adept giant types on Norrath, although they are also one of the fiercest and brutal giant races. It is said that they are titanic versions of the barbaric tribes that existed during the Age of Blood.

Fire giants are often skilled in metalwork and smithing. As they live in some of the most inhospitable areas of the world, they are able to handle the hottest materials without damage to themselves. In part due to their environment, fire giants do not need to wear much in the way of armor, but if they are armored it is of a design that no other being could make.

With their high resistance to magical forces, fire giants must be addressed directly. If one is attempting to negotiate with a fire giant, be forewarned that they have a very suspicious nature and have in the past mistaken friendly advances for aggressive behavior.

Second, a discussion of the ice giant. As ice is the opposite of fire, so the ice giant is often considered the reverse of the fire giant. This assessment is true on certain levels. Some common characteristics both giants share include their height and mass as well as the temperature extremes in which both giants dwell.

The similarity ends there between these two massive beings. Ice giants, or Kromise, were once frost giants such as one might have encountered in the land of Velious. However, during the Elder Age when all the children of Rallos Zek earned the hatred of the gods of the Plane of Earth, the frost giant suffered a terrible fate -- one they had brought upon themselves.

While many frost giants had been driven out of their ancestral lands by a bitter, inhospitable cold , those that foolishly remained were slowly changed from beings of flesh to beings of ice.

The very blood of their veins turned to freezing water while their skin transformed into ice. Their minds, tormented by the changes of their bodies, gradually lost the ability to reason and filled with mindless fury.

The ice giant is a formidable opponent. As with fire giants, ice giants have a natural immunity to attempts to magically defeat them. It is necessary to use one's wits and to remain calm in battle. Remember, they are enraged and the enraged do not think so clearly. This may prove the key to surviving an encounter with them.

There are, of course, other giants throughout Norrath besides fire and ice giants. Hill giants, for example, can still be found. They are not quite so imposing as their elementally challenged brethren, but they are still extremely tall. While fire giants are intelligent and ice giants mad (and is not madness simply uncontrollable intelligence?), hill giants are generally considered crude, uncivilized and stupid.

Once, a hill giant called Hammertoe stomped through Nektulos with a dwarf, who was hollering for help and generally appearing nonplussed, stuck between his toes. Hammertoe was oblivious to the thrashing of the dwarf, who remained wedged tight until the thoughtless giant stopped while crossing a river. As Hammertoe wiggled his toes in the cool stream, the dwarf worked his way free and made it to the surface.

I hope this information provides you with enough basic information about giants that you will be able to learn more about them on your own. While they can often be seen from a distance, it is only by getting up close that one will learn more about these titanic beings.

 

Lore & Legend Gnoll
Book Know Your Gnolls
Author Pearl Honeywine
Items Gnoll: Spirit, Heart, Brain, Ear, Eye, Paw, Tooth, Tail
Location Antonica [more]
Reward Trophy: Hogran's Halberd | Book: Know Your Gnolls

Text of Book | Thanks to Aionia for A Norrathian Compendium of History and Lore (Draft 7) |

Know Your Gnolls by Pearl Honeywine [-]

"Know Your Gnolls," by Pearl Honeywine -- Being an exhaustive study into the habitat, social structure and culture of the gnolls of the Antonica region.

My name is Pearl Honeywine and I am studying gnoll habitat and society to better understand these creatures. Through my work, "Know Your Gnolls," I hope to increase the body of knowledge regarding these beasts and thereby also increase our ability to reduce their numbers.

The gnolls of Antonica are descended from the gnolls of the Qeynos Hills and Blackburrow region of old Norrath. They look like upright canines, with an elongated snout, pointed ears high upon their heads. They are taller than the average human. It is impossible to distinguish between the male and female of the species at a distance. In order to understand the modernday gnolls, one must first understand a bit of their history. By living amongst the gnolls, I have learned some of their secrets -- secrets which were hitherto unknown outside their tribes.

A gnoll clan is a ruling regional tribe of gnoll, for example the Sabertooth Clan. A gnoll clan is comprised of a number of gnoll packs. These are more akin to large family units. A gnoll pack shares characteristics ranging from fur patterns to intellect. The Sabertooth Clan is comprised of many packs. Rarely, some gnoll clans may be comprised of a single gnoll pack of immense size. It is widely believed that the gnoll clan of yore, the Splitpaw Clan, was one such clan of albino gnolls.

As many unwary travellers can attest, gnolls will attack anything on sight, provided they feel they have the upper hand. As pack creatures, if one attacks a lone gnoll, other gnolls in the vicinity may join the fray to assist. Therefore, it is important to first gauge the proximity of gnolls to one another before attacking, unless one is certain that one's weaponry, armor or enhancements are up to the challenge.

It is the pack mentality which makes the gnoll an occasionally formidable opponent. Several gnolls will band together and stake out territories to guard zealously, attacking all who come within range. The obvious exception the gnoll makes is toward anything larger than itself. Gnolls will gladly avoid anything that resembles either a hard battle or hard work. One might say the gnolls specialize in bullying and cowardice.

The Sabertooth Clan is comprised of many packs. Two gnoll packs within the Sabertooth Clan are the Darkpaw pack and the Timberclaw pack. A gnoll pack may specialize in a particular area such as foraging, pillaging, tunneling, etc. They are content to avoid other tribes to concentrate on maintaining their tribe's current territories. They will make an exception to band together against non-gnolls, even when such groupings include other species entirely, such as orcs, trolls and ogres.

The main advantage the gnolls have in battle are their sheer numbers. I have been unable to discover their breeding grounds, although it is believed to still be located within the dark confines of Blackburrow. No matter how often tribes are reduced, they are able to repopulate their territory rather speedily. By continuing to replenish their tribes' strength from a hidden, renewable resource, the gnolls are able to intimidate weaker species by overwhelming with strength in numbers rather than strategy.

This is not to imply that gnolls are unintelligent; they are cunning and sly creatures. While they place a higher value on hunters and warriors, there are gnoll shamans and mystics that practice arcane arts and rituals. These gnolls can still be formidable in battle by their strength, however it is their use of both offensive and defensive spells which can take down an enemy with an element of surprise.

No review of the gnolls is complete without mention of the most famous gnoll in history, Fippy Darkpaw, a member of the Sabertooth Clan of gnolls. Fippy Darkpaw specialized in planning elaborate attacks on the main gates of Qeynos during the Age of Turmoil. While his fate is unknown, his descendants formed the base of the numerous Darkpaw gnolls in Antonica.

Rumor has it that there is another Fippy Darkpaw, a gnoll of uncommon cunning and intelligence, who used his skills as a thief to steal a part of the Clock of Ak'Anon in Qeynos and render it inoperable. This mysterious Fippy still lives by his wits, they say, constantly on the move, observing non-gnolls and using the knowledge he gains against them. As he is swift and sneaky, it is difficult to say whether I have met him in disguise or if he exists at all. Personally, I do not believe such a clever gnoll could exist!

I hope this information provides you with enough basic information about gnolls that you will be able to learn more about them on your own. To capture the spirit of the gnoll, one must go into the various tribes and seek this information first-hand. Farewell, reader, and good luck in your quest to Know Your Gnolls!

 

Lore & Legend Goblin
Book Life Among the Goblins
Author Trent Burkhart [Appendix by Pearl Honeywine]
Items Goblin: Spirit, Brain, Heart, Eye, Ear, Claw, Tooth, Spine
Location Enchanted Lands [more]
Reward Trophy: The Tickler | Book: Life Among the Goblins

Text of Book | Thanks to Aionia for A Norrathian Compendium of History and Lore (Draft 7) |

Life Among the Goblins by Trent Burkhart [-]

"Life Among the Goblins," by Trent Burkhart -- One man's journal describing the day-to-day activities of a typical goblin tribe. Appendix by Pearl Honeywine.

Goblins abound throughout Norrath, yet it has been extemely difficult to get close enough to them for good observation. I, Trent Burkhart, will infiltrate a goblin tribe in order to understand what makes them so vile and obnoxious. My first step is to tint my body a vile shade of green, shave off my hair and manufacture a loincloth. Wish me luck!

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

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

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

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

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

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

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

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

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

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

 

Lore & Legend Golem
Book Know Your Golems
Author

Pearl Honeywine

Items Golem: Ambulatory Fragment, Core Shard, Essence Trap, Motivate Prism, Corporeal Shell, Sentience Leash, Animating Force, Obedience Chain
Location Ruins of Varsoon [more]
Reward Trophy: Earthblade | Book: Know Your Golems

Text of Book | Thanks to Aionia for A Norrathian Compendium of History and Lore (Draft 7) |

Know Your Golems by Pearl Honeywine [-]

"Know Your Golems," by Pearl Honeywine -- Being an exhaustive study into the world of the golem.

Golems can defy most attempts to classify their kind. This work is the result of years of research into these creatures, although there are still obvious gaps in our current knowledge. It is technically impossible for one to know all the variations that a golem can take as golems are created by high-level magic users who will naturally determine from what their golem will be created. There are some sweeping generalizations that can be made, however.

The first generalization is that golems are artificial constructs. They are animated through the use of arcane magical spells which bind their material and infuse it with the abilities to move or interact with others as necessary. As the spells to create a golem are from the higher realms of knowledge, they are time consuming and therefore not wasted on animating smaller objects.

That is not to say that smaller golems are never created, however it is in the caster's best interest to manipulate as much matter as can be handled. A skilled caster will be able to animate numerous golems simultaneously. Some casters, however, will concentrate their efforts on one golem in particular. If more are needed, the caster will require his or her apprentices to create those.

By using apprentices, a skilled caster can concentrate on a golem leader who can in turn command lower forms of golems. This is a rare application, however, but it has been done successfully in the past and therefore, one must be vigilant in dealing with golems.

While most golems are seen in sentry or guardian positions, there is record of a golem created long ago by the Academy of Arcane Science to serve as a repository for the Academy's research. This golem was imbued with the ability to speak and so was able to recall and present information when questioned by knowledge seekers.

The external form of a golem will vary from one to the next. Some golems are animated from simple stones and therefore look like those very stones. This can be dangerous to the unwary traveller who may accidentally trigger a golem's defense mechanism without even knowing a golem is there.

There have been tales of golems created in the form of scarecrows, such as the simple ones found in any farmer's fields. Bone golems are constructed of animated bones. In this latter case, the bones reanimate into any structure and are not bound by any conventional anatomical placement.

Gnomish creations have given rise to the formation of metal or clockwork golems as well. These golems are formed from bits found in any gnome village's scrap heap. While fearsome to see, it is gratifying to know that they are animated by an outside force (magic) and not moving under their own power! That would be truly terrifying.

Methods for dispensing with golems will vary, of course, depending on the material from which that golem is constructed. For example, a clockwork golem would be weakest against attacks which destroy the metals from which they are made. Stone golems can often be dissolved with a force of water. Scarecrow golems can be burned. One must examine the target carefully to determine one's strategy and proceed, as in every endeavor, with caution.

I hope this book provides you with enough basic information about golems that you will be able to learn more about them on your own. They are fascinating in their diversity and additional study is well worth the effort.

 

Lore & Legend Harpy
Book Windsister's Song
Author

 

Items Harpy: Wing, Heart, Brain, Claw, Scale, Foot, Tongue, Skin
Location Maj'Dul [more]
Reward Trophy: Claws of Hadil | Book: Windsister's Song

Text of Book | Thanks to Aionia for A Norrathian Compendium of History and Lore (Draft 7) |

Windsister's Song by [-]

- Coming Soon -

 

Lore & Legend Lizardman
Book Tales of the Alliz Ew
Author

 

Items Lizardman: Spirit, Heart, Brain, Tail, Eye, Claw, Tooth, Scale
Location The Temple of Cazic-Thule [more]
Reward Trophy: Sunder, The Hand of Zek | Book: Tales of the Alliz Ew

Text of Book | Thanks to Aionia for A Norrathian Compendium of History and Lore (Draft 7) |

Tales of the Alliz Ew by [-]

- Coming Soon -

 

Lore & Legend Naga
Book The First Wife's Tale
Author

 

Items Naga: Eye, Heart, Scale, Tongue, Bitterness, Spirit, Spine, Tail Tip
Location Pillars of Flame [more]
Reward Trophy: Samirah's Scepter | Book: The First Wife's Tale

Text of Book | Thanks to Aionia for A Norrathian Compendium of History and Lore (Draft 7) |

The First Wife's Tale by [-]

- Coming Soon -

 

Lore & Legend Nightblood
Book The Nightblood
Author

Trinni Mellosius

Items Nightblood: Heart of Darkness, Forged Horn, Doom Essence, Darkened Blood, Hoof, Tooth, Inferno, Shackle
Location Rivervale [more]
Reward Trophy: The Bloodlathe | Book: The Nighblood

Text of Book | Thanks to Aionia for A Norrathian Compendium of History and Lore (Draft 7) |

The Nightblood by Trinni Mellosius [-]

Some of my students are less inclined to take their research seriously. What follows is an example of the most poorly written report I have ever seen in my years as an instructor. Miss Mellosius is not only a half-elf but evidently a half-wit. Please consider this more of a paper on how not to write an in-depth study.

"The Nightblood," by Trinni Mellosius. My teacher told me to write a research paper about Nightbloods, as if I've ever seen one! Anyway, this is my research into the nightblood.

Nightbloods are really very unfortunate and misunderstood. A lot of people think they are manifestations of evil and get very scared thinking about them, but I like to think of your average nightblood as a big, overgrown bull. That kind of breathes flames, but not really. There! Doesn't that make you think of them differently all ready?

Well, all right, maybe that was a bit much. Nightbloods are pretty creepy. They aren't from our world at all, so that makes them doubly creepy! It's as if somewhere, there's a something that we can't see, but the nightbloods can and they are taking advantage of this to travel around. If that doesn't give you the creeps, I don't know what will!

The first confirmed sighting of a nightblood was only about fifty or three hundred years ago or so, give or take. These paladins were locked in battle with some kind of elemental when suddenly, poof! Right out of the air came these big, broad-shouldered beasts with horns curving around the tops of their heads. It must have been a pretty scary sight!

Anyway, so one paladin turns to one of the others and says, "Lo! Run to Lord Bayle and tell him of this fell beast we have awoken from its foul sleep!" I guess they talked like that a lot back then. The other paladins didn't want to run, they wanted to stay and fight! They could feel what the only survivor later said was something like waves of heat and evil from this creature.

These paladins had with them a squire, or a knight, or something else and so they told him to get away and tell Lord Bayle while they stayed to fight this thing. So the squire or whatever took off running. He stopped at the top of a hill, or the end of a bridge (depending on where you've heard the story), only to see the beast totally wipe out the paladins with a pretty awesome incantation.

The squire ran and ran back to Qeynos and did not stop till he got to tell his story directly to Lord Bayle. In fact, this kind of long distance run turned into a big annual event across Karana to commemorate this event, so that means this had to have happened a very long time ago. Anyway, Lord Bayle sent out fifty of his bravest warriors, who found the beast and slew it before it could regain its strength and cast anymore spells.

If you ask me, that's putting a lot of weight to that one story, but that's what I learned as the origin of the nightblood. Only it's not really about the nightblood, is it? Let me see, I'm sure there's more. Oh! Did I mention it's evil?

Since that first nightblood however many years ago, there have certainly been a lot more of them in Norrath. No one knows if this is because of all the unrest after the Shattering that made more of these hidden paths that the nightbloods travel through, or if there is something else that's stirring them up. These things apparently aren't afraid of anything and will attack whatever they find in their way.

If you are unfortunate enough to get close to one, listen to its voice. It has a really odd way of speaking, almost as though it doesn't know how to talk at all. Now, that means to me that it's stupid, but my teacher says that it means instead that we simply do not know what language it is using. Whatever. In any case, some of these things do learn to speak properly and carry on a good conversation before they rip the person they're speaking with to shreds.

So, that's all there is to know about nightbloods. I guess the main thing to remember is, you don't want to meet up with one! If you see one, don't stop to talk with it! Run! The End. --

Teacher's note: Trinni, come see me immediately about this paper!

 

Lore & Legend Orc
Book Orc Society
Author

Professor Romiak Justathorn

Items Orc: Spirit, Brain, Heart, Eye, Skin, Spine, Tooth, Ear
Location Commonlands [more]
Reward Trophy: Fellfeather | Book: Orc Society

Text of Book | Thanks to Aionia for A Norrathian Compendium of History and Lore (Draft 7) |

Orc Society by Professor Romiak Justathorn [-]

"Orc Society" by Professor Romiak Justathorn -- Being an excerpt of a longer piece, including only information as is relevant to the study of orc society.

This tome covers only the societal aspect of the orc. This excerpt is from "The Lore of Fauna" by Professor Romiak Justathorn of the Academy of Arcane Sciences, Republic of Freeport.

The date of this particular volume is unkown. Orcs...dastardly beasts they are. They are a true threat to every civilized community that exists within the same regions. They live for war and conquest. They have developed into a very skilled race in both the art of war and the world of trade.

As documented in early recounting of the great wars fought against these tyrants, they often employed weapons of similar designs to the great empires of the times. These items of war shared a similar base design but were clearly of orc design. It would soon be learned that the orcs have been dealing in black market trade to procure designs of weapons of war.

Stolen designs and items from various empires soon filled the orc forges with undaunted activity. The orcs now rely heavily on the engineering and architectural talents of other races, which they would somehow find a way to steal or buy.

All orc empires wish to rule the world, but they know that starts with a single step. Once the call to war has been decreed, an orc empire will not relent the battle until death conquest or death of the empire is met.

Orc empires are a form of republic where leaders of units are the ones who decide who shall be emperor. The Emperor is usually the finest warrior of his empire. He is always a hero who has lived through a great many battles. For this fact, orc emperors always have numerous battle scars and even a missing limb or two. The emperor is always the fiercest one of the bunch.

The soldiers of orc empires are perhaps some of the finest and highly organized combatants to ever trod across a battlefield. They fight to the death and never sway from the order of a superior. The orc soldier is a fearless soldier who was bred for battle since birth.

The orcs are all devout followers of the beliefs of Rallos Zek, but they have been visited by and learned of their direct relation to the god of tactics, Tallon Zek.

Tallon Zek is the first orc, supreme hero, lord of tactics, giver of conquest and it is he who gave a part of himself so that the supreme god of war, Rallos Zek, could deliver the orc race upon the surface of Norrath. Rallos Zek deconstructed Tallon Zek and pulled from him the seeds that gave birth to the orc race.

Through visions and some claim divine presence, Tallon Zek has shared this knowledge with the orcs. The orcs now have temples to Tallon Zek within their empire, while still honoring the true art of war- Rallos Zek.

Orcs have proven extremely adaptable throughout the Ages. Knowing something of their ancient history may prove useful in our quest to keep orcs from recreating their vast empires of old. After all, those who do not know their enemy are caught unawares when they can least afford it.

 

Lore & Legend Shadowed Men
Book On the Origins of Shadowed Men
Author

Professor Romiak Justathorn [Afterword by Pearl Honeywine]

Items Shadowed Man: Spirit, Shadowed Heart, Collected Darkness, Aspect of Shadow, Vortex Ripple, Void Kernel, Swirling Shadow, Pla
Location South Qeynos [more] | North Freeport [more]
Reward Trophy: The Pendulum | Book: On the Origins of Shadowed Men

Text of Book | Thanks to Aionia for A Norrathian Compendium of History and Lore (Draft 7) |

On the Origins of Shadowed Men by Professor Romiak Justathorn [-]

"On the Origins of Shadowed Men," by Professor Romiak Justathorn -- Being an excerpt of a longer piece, including only information as is relevant these mysterious beings' origins. Much of this information is still hotly debated at the highest circles of academia. Afterword by Pearl Honeywine.

This excerpt is from "The Lore of Fauna" by Professor Romiak Justathorn of the Academy of Arcane Sciences, Republic of Freeport. The date of this particular volume is unkown.

An Overview -- The Shadowed Men are an intelligent planar humanoid of evil tendencies. They are secretly operating on a multitude of worlds. They hail from a planar realm called the Void. They exist in a partial phantasmal state. They appear invisible at first and when attacking appear out of nowhere. A weird portal opens and an eerie humanoid torso break through to attack. They use both magical weapons and spoken spells from their realm.

Their Origins -- Shadowed Men are first recorded to have appeared on Norrath in the Age of Turmoil. Shadowed Men are beings of the Mana Flow that appear as near-invisible beings, wielding items usually visible indicating that they are not attempting to hide but rather are unable to fully materialize within our plane of existence.

Delusional trotters within the Freeport Infirmary have claimed to have journeyed to the Void and have returned with knowledge of the Shadowed Men’s existence within the Mana Flow, but in a corporeal state. These Shadowed Men appear as humanoids with shaded blurry features and four arms. There is little knowledge of the Shadowed Men, but of all I know I have come to some conclusions as to their nature.

Shadowed Men hail from the Mana Flow. They appear globally and use a black obsidian monolith as means of entering our plane. These Shadow Monoliths appear in any area with Shadow Man activity. When the Shadowed Man activity ceases, the monolith vanishes. In further discussion with those few patients in the Infirmary I have deduced that the Shadowed Men have a citadel within our realm, one neither here nor there.

Any entering this citadel will find no activity. Within this citadel is a means of entering a pocket of their plane of existence and turning the citadel inside out. Enter this pocket and all Shadowed Men and their true citadel shall appear before one’s very eyes.

Shadowed Men have knowledge of many skills and hail from many of the known classes. Known classes of the Shadowed Men include: Monk, Warrior, Priest and Dark Art Mages. They also have special spells relating to the Mana Flow.

One spell shall partially swallow up an area into the Mana Flow and thereby by making all things touched by it invisible. The items carried by these beings always dematerialize after a short time, sucked back to the dimension it is a part of.

The Shadowed Men on Norrath are here under the will of a greater power from their native plane. They serve this unknown power in a search for something of great value upon our realm.

Afterword -- The information presented by the very eminent Professor Justathorn includes references to items that have not been proven to exist in modern Norrath. Also, the modern reader must keep in mind that Professor Justathorn lived in a different era, one during which research such as his was quite wide-spread and thus may include concepts which were in vogue at the time but are perhaps lacking somewhat in the factual department.

In any event, there is no denying that stories of the Shadowed Men persist, and so any monolith, such as the one in the Feerrott, should be approached with extreme care. Any information you may learn about Shadowed Men may be forwarded to me, Pearl Honeywine, for verification.

 

Lore & Legend Siren
Book The Siren's Song
Author

Serina Melosine

Items Siren: Heart, Brain, Shriek, Wail, Song, Scale, Eye, Fin
Location Enchanted Lands [more]
Reward Trophy: Gokra Gesh's Snare | Book: The Siren's Song

Text of Book | Thanks to Aionia for A Norrathian Compendium of History and Lore (Draft 7) |

The Siren's Song by Serina Melosine [-]

"The Siren's Song," as sung by Serina Melosine, bard of Qeynos Harbor.

Studying s can be very dangerous. Their songs can lull the most hardened adventurer to his doom. Instead of studying actual s in the Norrathian waters, these lovelies are instead represented by the song of one of the most celebrated bards of her time.

Sing with me, songs from days gone by.
Sing of the men who have passed our way.
Our song they cannot deny!

Though I am bound to the sea
And I mean not to lead them astray
Many are the men who come to me

All along the shores I sing
Through the night and into day
Touching the mariners' heartstring

My long hair is green as softest sea-foam
As soft as the ocean's spray
My melody follows the men as they roam

Do you hear the song of the sea?
From aboard your ship as it sways?
Do you feel the need to fall in love with me?

I am a , sisters are we
Come to us, come to us and stay
The 's song will set you free

Join with me now in Prexus' depths
Nothing but water can come between us
I promise you a boundless joy

Sing with me, mariner, a soft song
That flows like time across Norrath's seaway
The call of the can be so strong

The mariners last not, they never remain
And soon, their cold flesh turns to grey
We sirens begin again our refrain

Sing with me, songs from days gone by.
Sing of the men who have passed our way.
Our song they cannot deny!

 

Lore & Legend Skeleton
Book Skeletons
Author

Trinni Mellosius

Items Skeleton: Essence, Skull, Ribcage, Arm, Leg, Objurgatory Hunger, Reanimation Rune, Sorrow Core
Location Stormhold [more]
Reward Trophy: Sir Altan's Strike | Book: Skeletons

Text of Book | Thanks to Aionia for A Norrathian Compendium of History and Lore (Draft 7) |

Skeletons by Trinni Mellosius [-]

"Skeletons" by Trinni Mellosius -- Taking them apart and putting them together.

Skeletons are so common throughout Norrath, it's pretty wasteful to spend much time studying them. The good thing about skeletons, though, is that they are so numerous that studying them is a breeze.

If there's a graveyard, there'll be skeletons. The question is, what kind? The best way to figure out what you'll encounter in any given graveyard is to look at what's alive in the area. That's because skeletons are simply reanimated dead. That puts skeletons into the category known as "undead," which includes creatures such as ghosts, ghouls and zombies.

Pretty much every living creature has a skeleton. The nice thing about skeletons is that you can see everything you need to know about your enemy at a glance. Is it carrying a concealed weapon? That's mighty hard to do when you don't have any skin to hide it behind!

Let's take a look at orc skeletons as an example. Once you are familiar with skeletons, you'll know about the living orcs, too. Seeing them from the inside out gives you the advantage in battle -- you will already know where the living orcs are vulnerable and tender.

First, look at the orc skeleton's skull. It is thicker at the front top than it is on the temples or at the back. That means you'll want to attack them from the side whenever possible to knock them unconscious. Although...it's hard to say that an undead creature actually has a conscious state even without you coshing it on the head.

The skeleton's neck is thin and much more vulnerable to a slashing attack. This is not always true of living creatures which may protect their soft fleshy bits with studded collars and coifs.

The motto for the novice hunter is: look before you slash. If it's covered, see what is left wideopen, and redirect your attack appropriately.

Many skeletons wield the same weaponry as they would in life. If the animated undead was a magic user, you can be assured that its skeletal counterpart is also a magic user. In this case, it's handy to study the living creature instead to better know what damage a skeletal creature is capable of doing.

For the most part, skeletons are fairly solitary. They will however band together from their separate funereal plots to do whatever thing a particular sorcery has called them to life to do. Or undead. It's hard to know what to call them since they are clearly not alive, but aren't necessarily dead!

Occasionally, skeletons are found beyond graveyards. You can find them haunting areas where they existed in life. For example, you can see any number of skeletons in places like Stormhold. These skeletons are likely bound to the last place their living self remembers and need to be re-killed in order to die. Except they're already dead, which means you can't kill them. Hmm. Anyway.

When you come across a skeleton and you don't recognize what sort of creature it might once have been, imagine it covered in fat. Often, we're surprised by how scrawny a skeleton is and forget that something like a giant may be big in the bone department, but lack some of the width its layer of skin and fat would cover. Keep in mind that not everything has a skeleton. You'd feel pretty foolish telling someone you were fighting a Coldwind octopus skeleton, now, wouldn't you?

That's all I know about skeletons. Hopefully, you'll find this information useful. If not, go do your own study on skeletons. It'll be easy; they're everywhere!

 

Lore & Legend Treant
Book Treants
Author

Various Authors

Items Treant: Heart, Spirit, Vial of Sap, Bark, Eye, Leaf, Root, Branch
Location Nekulos Forest [more]
Reward Trophy: The Lumberjack | Book: Treants

Text of Book | Thanks to Aionia for A Norrathian Compendium of History and Lore (Draft 7) |

Treants by Various Authors [-]

"Treants," by various authors -- Being a collection of the thoughts and feelings evoked by these fascinating forest creatures.

The woodlands are filled with a mysterious beauty. Some of that beauty is due to the unseen influence of mana. Infused with mana, sentient beings known as treants are the guardians of the woods. This is their story.

"It nearly ripped my arms off." -- Griffon Barkstripper, Baubbleshire, after mistaking a drowsy treant for a willow and attempting to remove its bark to brew some tea. Lesson: A treant's bite is worse than its bark.

"Are those...eyes?" -- overheard in the Orcish Wastes, followed by a high-pitched scream. The Orcish Wastes are the known habitat of a darker form of treant that is preoccupied with exterminating any other being in its path. They apparently view everyone else as the cause of the decay in their lands. Lesson: If it has eyes, it can see you.

"A single treant can breathe life into a forest," Daryann Stormrider, wood elf of the Willow Wood. The breath of the treant may be a source of renewing the concentration of mana within a forest, although this is not proven. Lesson: Wood elves know the woods.

"Arbos is father and mother to all trees," anonymous dryad, Oakmyst Forest. In mythology, Arbos is often cited as the tree from which all other trees sprung. Apparently, this relationship extends to the sentient treants as well. Lesson: Even a potential enemy has parents.

"Put that out!" an eldery treant to a camper lighting an improper campfire. Treants may be living beings, but they are still made of the same fibers as other trees. Generally, if you are in a deciduous forest, the treants there will appear as deciduous trees rather than coniferous trees. Lesson: Make sure your fires are completely out before abandoning a campsite.

"It's magic!" a Runnyeye goblin surprised by a treant, immediately before being crushed by its roots. Treants are very strong physically, however they are also well-known magic users. In some areas, magic-wielding treants outnumber other treants three to one. Lesson: This could be magic!

"Mmm. Jumjum juice," Xanuusus, a treant in the old Northern Karana Plains. As with most sentient creatures (and some that are not), jumjum is an excellent way to make friends. There is no guarantee that this will work with all treants, but it could be worth a try. Lesson: Sometimes, it is better to give than to hoard but it may be impossible to tell when.

"Zzzzzzz..." a sleeping treant in Nektulos Forest. As they age, treants tend to become less mobile. It could be the result of their sap flow slowing, making them more sleepy. Eventually, treants pause for longer and longer naps, finally losing all mobility and turning into regular trees. Lesson: Not every great oak sprang from a normal acorn.

"Sharp axes make for small treants," a Bloodskull lumberjack battling treants in the Orcish Wastes. Sadly, many treants have been turned into kindling by the orcs who continue to clear large swaths of land. While a lone orc is no match for a healthy treant, the orcs send in vast numbers of lumberjacks when they suspect a treant is living amongst the trees in their way. Lesson: Even the oldest and strongest can be felled by strategic planning.

I hope this information provides you with enough basic information about treants that you will be able to learn more about them on your own. Remember to walk carefully through the forests and beware of all big sticks!

 

Lore & Legend Zombie
Book Zatirre's First Zombie
Author

Zatirre, Lord of the Zombies

Items Zombie: Grotesque Visage, Degenerated Vitae, Reanimating Essence, Rotted Flesh, Flesh Covered Bones, Necrotic Skin, Decomposing Innards, Corrupted Brain
Location Fallen Gate [more]
Reward Trophy: D'Vorlian's Crudgel | Book: Zatirre's First Zombie

Text of Book | Thanks to Aionia for A Norrathian Compendium of History and Lore (Draft 7) |

Zatirre's First Zombie by Zatirre, Lord of the Zombies [-]

Zombies are reanimated dead creatures. After death, anything can be turned into a zombie. What follows is the tale of a necromancer's experiment.

"Zatirre's First Zombie" by Zatirre, Lord of the Zombies -- Taken from the memoirs of a necromancer who travelled through the Commonlands to demonstrate his zombie creation process.

They said it could not be done, this raising of the dead to do the work of the living. They said it was folly to attempt such a thing. Yet I, Zatirre, have done just such a thing and have lived to tell the tale. Be forewarned -- this is not the tale with which to put the children to sleep!

Animating the dead requires much concentration, luck and intelligence. Fortunately, I am blessed with an abundance of these virtues for I am Zatirre! After studying remnants of the Arcane, I learned that I could reanimate any corpse and not only bring it to life, but command it to do my bidding! Yes, I am thinking, this is perfect, for a being that I raise from the dead will surely appreciate me more than the ungrateful living.

I waited breathlessly for the perfect night. My thoughts were focused on the corpse of a young ratonga that had been dead barely seven days. Thus, it would be less rotted than other corpses. And being that of a small creature, even more likely to bend to the will of Zatirre! From the morning of the preceeding day, I began preparing my spell.

The perfect night came, clear and calm. Except for the call of the hyenas, it was quiet. Yes, a perfect night, chosen by Zatirre! As I stood over the ratonga's grave, I could see its earth churning slightly, then crumbling apart as my ratonga zombie's arms broke through. Within minutes, the zombie stood before me. Yes, the fur was matted from being buried, but it was alive again, thanks to my efforts.

"I am your master," I said to it. "I am Zatirre, Lord of the Zombies!" It raised its black-furred face toward me. I could see the hollowness of its gaze, the lack of any conscious thought in its mind. Yet, it seemed to consider my words and ponder their meaning. "Speak!" I commanded, causing the zombie to shudder violently. I stepped backward -- could I have waited too long to recall this one? Had I, Zatirre, inconceivably made a mistake?

And then -- it spoke! Its jaws worked back and forth. I could hear the ligaments in its neck and jaw breaking apart as the creature opened its mouth -- a mouth that had been closed shut by the stiffness of death for seven full days! Dust poured fourth from its slightly parted lips as it struggled to form words. "I am..." said the zombie in a thin, reedy voice, "...hungry."

It spoke! Yes, the zombie brought forth from the dead spoke and I, Zatirre, exulted! I stood beside the opened grave and danced, praising aloud my skill. I turned to the zombie, that seemed fascinated by the cakes of dirt hanging from its dull fur and taking it by its shoulders, rotated it this way and that. My specimen was complete, if filthy.

And then, something I had not anticipated happened. Yes, even I, Zatirre, had not foreseen this circumstance. The zombie held its hand out before it, turning it this way and that, holding it up before its face. Tilting its head quizzically to the side, it spoke yet again. "I am hungry," it said, and then it took a very hearty bite of its own arm!

As I stared in amazement, I could hear its teeth cracking within its skull. It frowned, causing its fur to stretch across its forehead, before bursting open to expose a glint of bone. The zombie turned to me and a vague recognition filled its dull eyes. "I'm hungry," it said through its broken teeth and slack-skinned mouth, reaching out a stiff and dirty hand toward me. I felt its fingers close in upon my arm, piercing the flesh with an unguessed strength.

Quickly, I evoked another spell and cast it hastily upon the zombie, which fell to the ground in a heap of lifeless fur and bone. My escape was narrow but my experience broadened. I, Zatirre, set this in writing to enlighten others of the way of the zombie.

 

 

 

 

 

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