From
the Dawn of Time to the Present Day : The History of Norrath
It
is said that outside of space and time an entity known only as the Nameless
exists, and that this being created all that there is and was and will
be. It is also written in ancient texts that from His mind sprang not only
the universe and its countless suns and worlds, but also a myriad of sentient,
powerful, yet finite creatures whom one such as a man, or elf, or dwarf,
would call a god.
In
aeons past came one of these gods upon the world Norrath. Veeshan, Crystalline
Dragon and ruler of the Plane of Sky, found this world pleasing and deposited
her brood onto the frozen continent of Velious. With one swipe of her mighty
claws, Veeshan opened several great wounds upon the surface of Norrath,
staking her claim to this promising new world. Dragons then walked the
land and flew the skies, powerful beings of great intellect, wisdom, and
strength. Thus began the Age of Scale.
In
time the other gods noticed Veeshan's work, and being often petty and jealous
beings, they too came upon Norrath, intent upon leaving their mark. Brell
Serilis was first, and from his Plane of Underfoot, a dark realm of vast
caves and endless tunnels, he quietly created a magical portal to a cavern
deep in the belly of Norrath. Through this portal the Duke of Underfoot
seeded the depths of Norrath with all manner of creatures. Brell then returned
home, sealing his portal within a labyrinthine chamber of mystical Living
Stone.
And
when the other gods came to Norrath, Brell Serilis approached each of them,
and after some time convinced them to meet as one to discuss the fate of
the world. The Great Mother Tunare, and Prexus, The Oceanlord were in attendance,
and Rallos Zek, the warlord, was also there, yet in mistrust kept his distance.
Brell, carefully avoiding all queries as to the origins of his information,
told of Veeshan's discovery of the new and potentially powerful world in
which she had deposited her brood. Words befit of the King of Thieves poured
forth from Brell's lips and he proposed that they accept an alliance of
sorts, to which all save Rallos Zek agreed, ignorant of the fact that Brell
had already released some of his creations into the Underfoot of this new
world. The planet that would be called Norrath was divvied up between these
beings of power for the purpose of keeping the Wurmqueen in check. Each
would create a race of beings to watch over Norrath and keep a vigilant
eye on the schemes of Dragonkind. Brell claimed the bowels of the planet
and created the Dwarves, stout and strong, deep beneath the mountains of
Norrath. In the abysmal depths of the oceans Prexus left his children,
the Kedge, hearty aquatic beings of great mental power and stamina. And
on the surface of Norrath did Tunare create the Elves, creatures of limitless
grace and beauty, and Rallos Zek the Giants, fierce and formidable beings,
intent upon the defense of their lands. Thus began the Elder Age.
It
was inevitable that such energies involved in seeding planets with life
would attract even more of the gods, and it was the Elves who drew the
unwanted attention of Innoruuk, Prince of Hate. In a decrepit tower overlooking
the dark decaying alleys of the Plane over which he ruled, Innoruuk waited,
stoking the fire of his Hate until it was a raging inferno. He cursed his
fellow gods for not including him in their pact and vowed to make them
regret such disrespect. From the halls of the Elves' fair city, Takish-Hiz,
the Prince of Hate snatched away the first Elven King and Queen. In his
realm of pain and anger he slowly tore them apart, physically and mentally,
over the course of three hundred years. He then gathered the quivering
remnants of these beings of light and rebuilt them into his own dark sadistic
image, a twisted mockery of Tunare's noble children. In depositing the
Teir'Dal, as Innoruuk's Dark Elven creations would come to be called, back
into the Underfoot of Norrath, the seeds for The Prince of Hate's final
revenge were sown.
Fizzlethorpe
Bristlebane and Cazic-Thule came next to Norrath, and Brell met them, concocting
a second pact with these latter gods, wishing another excuse to create
more peoples into the world. Rallos Zek again watched from afar, determined
to add to his creation as well, and this time Brell convinced the Warlord
to join the pact, assuring him that it was indeed an appropriate time to
fulfill his desires. Deep in the earth did Brell return to create the gnomes,
resembling dwarves to some extent, yet more wiry and gnarled, consumed
with tinkering with devices more so than their cousins. On the surface,
away from Elves and Giants, Bristlebane made the Halflings, short and stubby
folk, agile and with a propensity to meddle and even pilfer at times. Cazic-Thule,
Lord of Fear, was drawn to the swamps and jungles of Norrath and there
created the green skinned Trolls and reptilian Lizard Men. And Rallos Zek
returned to the surface, pleased with his sanction to create even more
peoples for his army. He made then the Ogres, massive, unmovable beings
of questionable intelligence, and the Orcs, bred for battle and singled-minded
in their desire for conquest.
By
this time, those who are now known as the elder races of Norrath had begun
to expand and mature. Villages became cities, and cities became kingdoms.
Several of the races became bent on expansion and warfare became part of
their developing cultures. And of all the races, it was the Ogres who quickly
proved the most interested in battle and plunder, and their empire grew
outward from their mountain home until it eventually encompassed a large
portion of Tunaria, largest of the known continents. Their knowledge of
magic grew as did their greed, until they became weary of only Norrath,
and when they learned of other planes and dimensions, invaded the Plane
of Earth itself. Rallos Zek watched with pride as his creations challenged
the gods of that realm, and when they eventually knew defeat, the Warlord
himself led a second invasion. The war that ensued shook the heavens and
angered the greater gods. Through their combined might, Rallos Zek was
finally thwarted and forced back to his domain, after which a great barrier
to the Planes of Power was erected, denying entry to both the lesser gods
and mortals as well. And then, in what some view as spite and others justice,
the gods cursed the Warlord's creations. Thousands of Ogres were slain
and their empire collapsed around them. The Giants were spread from one
end of the earth to the other, forced to flee their homes as the gods brought
snow and ice to their previously lush lands. And the goblins were also
cursed, but no writings remain of their punishment as they no longer keep
records of their history (which is perhaps some indication as to the severity
of their curse). Thus began the Age of Monuments.
As
the dust settled, the last of the gods came to Norrath. Mithaniel Marr,
god of Valor, and Erollisi Marr, goddess of Love, created the Barbarians,
a hardy race who settled the cold and rugged northlands, near the ruins
of the Giant empire. Being the youngest race, they were generally unwashed
and rugged, possessing very few social graces. And while they too had a
warlike culture, there were those amongst them who began to believe in
something more. By this time the other civilizations of Norrath had either
long since declined, or were well on their way, and this small minority
of Barbarians saw an opportunity to triumph where the others had failed.
Perhaps this was a seed of wisdom planted by the Marr Twins, or perhaps
it was only by chance, but as the Barbarians spread out across the lands,
warring with both each other and any other race encountered, this tiny
movement continued to grow. And so even amidst desolation and war, there
was hope. Thus began the Age of Blood.
The
last of the old races to decline was the empire of the Elves. The Elddar
Forest spread across the entire southeastern quarter of Tunaria. Cities
and villages built high into the trees housed thousands of Wood Elves,
and the marble cities of the High Elves were built in the forest's clearings
and meadows, their white towers and spires climbing out of the forest,
higher than the tallest tree. But then came the last curse of the gods,
as Solusek Ro, Lord of Flame, arched the spine of the serpent mountains,
bringing heat from the burning sun to the ancient forest. The rivers ran
dry, it rained less each year, and while the great elven druids fought
long and hard, using their powerful magics to combat the change, they could
only delay the inevitable. Slowly the forest gave way to desert, and eventually
even great Takish-Hiz crumbled and the elves were forced to flee Tunaria,
leaving much of their greatness behind. Thus began the Lost Age.
This
next period of Norrathean history as it relates to many of the races is
the least known. It is surmised by the more knowledgeable historians that
while the elder races regrouped and reestablished themselves, a small group
of Barbarians were suddenly transformed both physically and intellectually.
Most believe this to be the last major and direct act of divine intervention,
and perhaps the reason so little is known about this period is that the
gods wish it to be so, deciding afterwards that they would have less to
do with their creations. In any case, this small and enlightened group
were the fathers of the Human race, and they rapidly gained a foothold
throughout the lands, studying the lost art of geomancy. The Combine Empire,
as this lost race of Humans is called, spread throughout the known world,
but then died even more quickly than it grew, and for reasons still unknown.
And while they are the ancestors of every Human on Norrath and their relics
and ruins still litter the lands from Odus to Faydwer, little history of
this period remains.
After
the fall of the Combine Empire, the remnants of mankind dwelled mostly
in the center of Tunaria, inhabiting primarily the vast and fertile plains
of Karana. Villages appeared and prospered, several reaching the size of
towns, and two even became cities. To the west a strong and noble band
of Humans, lead by Antonius Bayle the First, founded Qeynos under the lofty
principles of law. Freeport, to the east, became an active and dangerous
port of call for all who dared to venture into the Ocean of Tears. Humanity,
much to the disdain of the elder races who watched from afar, remained
strong, even daring to rename their home after one of their own instead
of one of the gods. The great continent of Tunaria would forever more be
known as Antonica. This is not to imply, however, that humanity was at
peace. Competition was fierce, and when resources grew scarce for one reason
or another many groups abandoned the promises and alliances of their past
and fought. A few leaders spoke out against the violence, urging the masses
to remember why they had fled the cold north. Others reminded them of their
former glory and the might of the Combine Empire. These leaders insisted
that humanity adhere once again to those principals to which all had agreed.
Explorers and adventurers returned from afar with tales of elves, dwarves,
and other strange creatures, as well as descriptions of ancient abandoned
cities. A few even came back with limited knowledge of sorcery and the
mystic arts. And when that discontent minority of leaders heard all of
this, they became both jealous and determined.
A small,
frail man of great intellect called Erud led this group, and he formed
them into a council. They quickly became irritated, even disgusted, by
their fellow man. Leaving a small network of spies behind, the remainder
of Erud's followers fled the city of Qeynos and boarded a small fleet of
ships. They sailed to the west and landed upon the barren coast of the
island of Odus. The land was sparse and uninhabited and quite appealing
to the council and their people. They quickly built a city of their own,
dissimilar in almost every way to both Qeynos and Freeport, for it was
almost entirely a towering castle. Erudin it was called, and within it
the scribes and scholars, who called themselves High Men, gathered and
analyzed reports, captured books and scrolls, and other artifacts brought
to them by their spies. The first human mages since the Combine Empire
were born – wizards, sorcerers, and enchanters occupied the great halls
of Erudin and grew immensely in both power and knowledge. Thus began the
Age of Enlightenment.
It
came to pass some years later that a small group of Erudites discovered
the lost art of Necromancy. They were branded heretics and great conflict
arose. For the first time in several hundred years, the Erudites fought.
They engaged in a civil war not entirely dissimilar to that which they
had loathed and fled from back on the mainland. But there was one very
significant difference – they did not use swords and bows, but rather magic,
and the result was terrible. Lives by the hundreds were lost, great buildings
and structures destroyed, and eventually the heretics were forced to flee
Erudin, to hide and regroup in the southern regions of Odus. In one final
battle, great mystic energies were released and an immense hole leading
to unknown depths beneath the earth was created. Into the sides of this
chasm the heretics built their own city which they called Paineel. And
while both sides still seethed with anger and hatred towards one another,
their fear of what the last battle had wrought has kept any further conflict
at bay. Thus began the Age of Turmoil.
It
is in this age you find yourself, an age filled with wonder. The elder
races have begun to reclaim their former glory. The younger races have
matured, and an active economy stretches across Odus, Antonica, and Faydwer.
And while conflict and battle is hardly rare, it has also been centuries
since open war has plagued the lands. A myriad of alliances and factions
exist, friend and foe plot and scheme, and the world of Norrath is ripe
for action. Equip yourself for adventure, seek allies and knowledge, and
head out into a rich world of dungeons, towers, crypts, even planes and
realities beyond your imagination. Learn skills, earn experience, acquire
treasure and equipment, meet friends and encounter enemies. And whether
you assume the role of a noble human knight, a vicious dark elf thief,
a greedy dwarven merchant, or whatever suits your desire.
The
Erudites, Necromancy, and the rise and fall of Miragul
Over
three thousand years in the past humanity was in its infancy. Mankind dwelled
in the center of Antonica, spreading out slowly to inhabit the vast and
fertile plains of Karana. Villages appeared and prospered, several reaching
the size of towns, and two even became cities -- Qeynos to the west, and
Freeport to the east. Humanity, much to the disdain of the elder races
who watched from afar, was strong -- it rapidly gained a solid foothold
in the world of Norrath and was there to stay.
This
is not to imply, however, that humanity was at peace. Early on small groups
formed, some linked by similar appearances, others by common goals. Competition
was fierce, and when resources grew scarce for one reason or another many
groups abandoned the promises and alliances of their past and fought. A
few leaders spoke out against the violence, urging the masses to remember
why they had fled the cold north. They had broken away from the lands of
Halas and their barbarian brothers in the name of peace, and these leaders
insisted that humanity adhere once again to those principals to which all
had agreed.
Their
cry was not totally ignored, and the fighting subsided. Villages were encouraged
to trade with one another and to respond to competition nonviolently. An
economy based largely on agriculture appeared and the villages and small
towns were surrounded by large farms. Most of humanity’s leaders were pleased
with this, wanting nothing more than peace and food on every man’s table
after a hard day of work. A few, however, wanted more. Even though their
people had risen well beyond the standard of living endured by their barbarian
brothers to the north, they were not content. Explorers and adventurers
returned from afar with tales of elves, dwarves, and other strange creatures,
as well as descriptions of ancient abandoned cities. A few even came back
with limited knowledge of sorcery and the mystic arts. And when that discontent
minority of leaders heard all of this, they became both jealous and determined.
A small,
fragile man of great intellect called Erud led this group, and he formed
them into a council. They quickly became irritated, even disgusted, by
their fellow man. Leaving a small network of spies behind, the remainder
of Erud’s followers fled the city of Qeynos and boarded a small fleet of
ships. They sailed to the west and landed upon the barren coast of the
island of Odus. The land was sparse and uninhabited and quite appealing
to the council and their people. They quickly built a city of their own,
dissimilar in almost every way to both Qeynos and Freeport, for it was
almost entirely a towering castle. Erudin it was called, and within it
the scribes and scholars, who called themselves High Men, gathered and
analyzed reports, captured books and scrolls, and other artifacts brought
to them by their spies. The first human mages were then born – wizards,
sorcerers, and enchanters occupied the great halls of Erudin and grew immensely
in both power and knowledge.
One
of the more adept practitioners of the arts was named Miragul. Unlike and
more extreme than the others, he not only abhorred his human brothers on
the mainland to the east, but he also grew to hate his fellow Erudites.
To him they were both short sighted and narrow. They created schools of
thought, categorizing magic into three groups and assigning themselves
to three classes: Wizards, Sorcerers, and Enchanters. Miragul found this
limiting and thoroughly resented the thought of being restricted to one
school of thought or another.
He
soon found others who felt similarly. They were a small but growing group
of outcasts who often studied forbidden texts and other knowledge generally
kept secret from the majority of students. The council was morally and
ethically opposed to much of the information gathered afar by their spies.
Miragul found that these outcasts not only studied the three schools of
magic, but also a fourth. It was called Necromancy and a few lucky spies
had returned from a distant underground city (Neriak, it was called, home
of the dark elves) with both their lives and also ancient texts describing
this art. Miragul was intrigued, and, by using powerful magic, created
for himself four identities, four separate countenances and names, and
joined all four schools without the knowledge of the council, nor anyone
else for that matter.
It
came to pass some years later that the council, in its ever growing desire
to know all there was to know, both in distant lands and also in its own
city, discovered the group of Necromancers. They were branded heretics
and great conflict arose. For the first time in several hundred years,
the Erudites fought. They engaged in a civil war not entirely dissimilar
to that which they had loathed and fled from back on the mainland. But
there was one very significant difference – they did not use swords and
bows, but rather magic, and the result was terrible. Lives by the hundreds
were lost, great buildings and structures destroyed, and eventually the
heretics were forced to flee Erudin, to hide and regroup in the southern
regions of Odus.
Miragul,
being a member of all four schools, was not blind to the implications when
the conflict began. He left the heretics before they fled the city, abandoning
his fourth identity and siding apparently with the council. But this was
only a ruse in order to buy time. He soon gathered every artifact and tome
he could discreetly steal and then left Odus entirely, taking a ship back
to Antonica and to the city of Qeynos. The lands of men, however, were
not only to his dislike, but also filled with Erudite spies. Miragul grew
afraid, even paranoid, and soon fled again. He headed far to the north
and then to the east, wishing to avoid the barbarians of Halas. After many
weeks he found himself near the great lake called Winter’s Deep and he
hid there for some time.
While
Miragul waited in secret his mind was not idle. He schemed and planned,
and looked over every letter of every scroll and tome he had taken from
Erudin. Time passed and his understanding and power grew. But he was unsatisfied
and a deep hunger for even more arcane knowledge ate away at him. He soon
left his hiding place and began to travel long distances in search of more
ancient texts and artifacts. His power had grown and confidence overcame
his fear of Erudite spies. Once again he cloaked himself in false identity
and countenance and traveled the lands of men.
Not
far to the south of where his cache of artifacts lay, Miragul soon found
another of the new races, the Halflings, and their town Rivervale. The
mage feared these small people and their propensity to sneak and to steal,
and as his treasures grew in both size and value, he eventually made the
decision to move even farther north, and away from all intelligent life.
He traveled leagues and leagues, far beyond the range of both Erudite spy
and curious Halfling, and eventually came to a vast tundra. This land had
no name, and was not until centuries later referred to as merely the Frigid
Plain. This frosty and remote environment appealed to Miragul’s heart,
for it had grown cold, obsessed with only knowledge and the abstract, and
filled with only hatred for others. Creatures with intelligence forced
him to be discreet and slowed his acquisition of knowledge and items. He
had as little to do with them as he could, only hiding amongst them when
absolutely necessary.
Under
the icy ground of the Frigid Plains, Miragul created a large network of
tunnels and rooms in which to hide and study his collection. He used no
labor, but rather deep magic to remove the earth from his way. Room after
room, passage after passage, he did create to house his store of artifacts.
He split his years, spending one score out in the world, exploring and
amassing knowledge and items, returning them to his cache, and then the
next dabbling with them, experimenting in one of several laboratories he
had created.
Many
years passed, even centuries. Miragul grew old, even though he did his
best to extend his life using magical means. There was a limit to his enlightenment
when it came to aging, and he soon acknowledged that one day even he would
die. Only one aspect of death did he fear, and being no longer able to
learn and collect wrought him with terror. As his skin grew wrinkled, and
his breath short, Miragul’s time was spent less exploring the world of
Norrath and more studying the existential. He soon discovered the various
hidden dimensions that neighbored his own, the Planes of Power and Discord.
He discovered means by which he could traverse these planes, making portals
that led between them. But his strength was leaving him, and his journeys
into these realities were short and often unprofitable. More and more,
his own mortality limited his reason for living, and the specter of death
haunted him daily.
The
mage’s research into life and death was built upon a foundation he had
learned from his fellow outcasts centuries before in Erudin. Necromancy,
more than any other art, became Miragul’s obsession. Eventually he discovered
a means by which to create portals within his own plane and made them to
travel great distances in mere seconds. He traveled back to Odus, to its
southern regions, in search of the other Necromancers. Perhaps, he mused,
they had unearthed by now a way to cheat death.
The
mage soon found that the heretics of Erudin had built a city into a great
hole that led to unknown depths beneath the earth. This chasm was apparently
the result of that huge civil war from which Miragul had fled centuries
earlier. The city, called Paineel, though somewhat suspicious, allowed
Miragul to enter and after a time he earned its inhabitant’s trust. Many
humored the old man and his claims, while a select few respected him and
were willing to trade knowledge for knowledge, power for power. They revealed
to him the true power of necromancy, the ability to raise the dead, creating
zombies and wraiths obedient in every way to their master. Many of the
heretics planned to assault Erudin with vast armies of undead, to wreak
revenge upon the council that had exiled and made war upon them in centuries
past.
One
important aspect of their necromancy interested Miragul, the fact that
the undead ceased to age. Their lives appeared endless and the elderly
mage knew that he must discover a way to be like them. He feigned interest
in the heretic’s goals, learning spells to raise the dead, helping them
raise their undead army. All the while, however, he was experimenting himself,
hiding much of his research in the small home he was given in Paineel.
After some time he discovered that which he had sought, a way to transform
a living being, as opposed to a corpse, into the undead. Unfortunately,
time was scarce, for he was tired and almost dead himself, his body deteriorating
with age, and the heretics were almost ready to make war once again.
Miragul
then left Paineel, using a small portion of his dwindling life energies
to make a portal back to his cache hundreds of leagues to the north. Upon
arrival, he withdrew silently to his most secret laboratory and prepared
his final spell. Dreaming all the while of endless exploration and discovery,
he slowly made ready his ultimate experiment. The enchantment laced with
necromancy was finally made, and Miragul hid his remaining and fragile
life within the phylactery, a small device he had pilfered from the other
necromancers. Clouds of mystical energy gathered and then dispersed, revealing
a shell of the man Miragul once was, an undead mage, what ancient scripts
and legends called a lich.
In
his haste, however, Miragul had made a miscalculation. The lich, while
retaining all the mystical power of his formal self, lacked a spirit. Only
the mage’s soul, now locked within the phylactery hidden deep in the cache,
retained the ambition and desire to amass knowledge and power. The spiritless
lich possessed none of these human traits, and Miragul’s soul screamed
in silence as the undead creature began to aimlessly wander his menagerie
of wisdom and enlightenment, his rooms filled with artifacts of power.