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Furniture
11-05-2012, 03:41 PM
I recently got a few of the old EQ RPG books, for the lore, and for all you who are interested in EQ lore i decided ill post some of it. If anyone wants more ill post more:

Don't mind the weird spelling mistakes, im copy and pasting from a pdf file and doing so a lot of text gets messed up, ill fix as much as i feel like

From the everquest rpg book "Monsters of Norrath"

Amygdalan Knight: Amygdalan knights hail from the Plane of
Fear. They rarely appear on Norrath itself, but when they do, death and destruction
ultimately follow. The mere threat of their appearance
isoften enough to sow fear, whichpleases the knights' master
Cazic-Thule greatly, while actual visitations from Amygdalan
knights are reserved for those who have profoundly angered the God of Fear.
Molded by Cazic- Thule to be instruments of fear, Amygdalan
knights are horrific in appearance. They are massive humanoids
with sickly translucent flesh covering powerful musculatures.
Their heads are shaped like a cephalopod, with a bulbous, cartilaginous
cranium, two bulging eyes, and four short tentacles
surrounding a beaked mouth.


Seafury Cyclops:

When the giant races were decimated by the gods following
Rallos Zek's doomed campaign into the Planes of Power, perhaps
none were so affected by the ensuing divine wrath and punishment
as the seafury giants, cursed by Prexus the Oceanlord for
preying upon his beloved Kedge with theft: devastating long-range
attacks during their military campaignS. To symbolize the giants'
lack of foresight (in preying upon the Oceanlord's beloved),
Prexus plucked out one eye from all of the giants, depriving them
of the ability to judge distances accurately. He also enfeebled their
minds, thereby removing their arcane abilities, and deposited
them in the middle of the Ocean ofT ears so that he might always
keep watch over them.
Seafury cyclopes typically stand 20 feet tall and weigh more
than 14,000 pounds. Their hides vary from yellow to green and are
rubbery from a thick layer offatthat covers their entire body. They
live on the islands that dot Norrath's oceans. Lacking a society of their own and solitary by nature, most seafury cyclopes
have become raiders and pirates, stealing loot from
passing ships or demanding tribute from small islands.
Seafury cyclopes generally speak Ogre and Common.
Some also know Orcish.


Shadowed Men:
Shadowed men are a race of invisible men who wander the
world seeking some secret magic they claim is destined to make
them all-powerful. They are naturally invisible and seem to have
no need for sleep, food, or rest. Those who have used magic to see
through their invisibility describe the shadowed men as being
black-clad humanoids, charcoal grey in color and with emotionless,
vaguely elven features.
Shadowed men are strong, swift, and ruthless. They have been
known to work together or alone, but are always engaged in either
striking down their enemies or searching for their lost magic, or
both. They require little provocation to attack and are suspicious
and guarded toward all non-shadowed men, even those creatures
who actively work to promote the shadowed men's cause.
Shadowed men speak their own language, which they teach to
no one, and the Common tongue.


Sonic Bat:
Sonic bats are indistinguishable from normal bats, except for
their enormous size: a typical sonic bat has a wingspan approaching
18 feet. Also unlike normal bats, these powerful predators
have developed their echolocation ability into something more
than just a high-frequency means of "sight" - able to issue a
thunderous sonic scream in the audible range that can stun or
even kill potential food.
Found only in places with thriving ecosystems, these bats need
tremendous amounts of food to stay alive. They mainly feed on
other giant creatures - insects, rats, and spiders - but can also
subsist on humans and humanoids. They are fearless hunters and
do not shy from attacking large groups, as they expect their sonic
attack to incapacitate the group while they snatch a single prey. Their main habitat is subterranean caverns, ~tt~pe bats can
be found in nearly any place that supports nor~bats, Above
ground,they inhabit abandoned buildings, large trees, and lakeside
grottoes, feeding on whatever protein they can stuff in their
mouths, Colonies of sonic bats need extensive hunting ranges to
feed every member of the colony, Sonic bats have been found
nearly 100 miles from their lairs in search of food,


Lady Vox:
In the early ages of Norrath, all the dragons
lived as one society. As the children ofYeeshan, they enjoyed
her favor and ruled the world she had claimed with her mighty
claws. These dragons were broken up into different broods: the
fire, the cold, the poisonous, the water-going - but they all lived
relatively content together. There came a time when two dragons
of differing broods would breed. The offspring of these two
dragons was the prismatic dragon Kerafyrm, mightiest of all the
dragons, some say even as powerful as Yeeshan herself. War broke
out, whether because of Kerafyrm's mere existence or because
Kerafyrm drove them to it or because some wanted to see him die
while others did not. War broke out, and the toll was devastating.
Hundreds of dragons died, but Kerafyrm was too powerful to kill,
so he was made to sleep and put in a great tomb guarded by eternal
warders. After this war, Veeshan handed
down two laws to her children:
one, dragons of different colors must,
never mate; two, dragons are forbidden
from killing one another. Shortly
thereafter, in the dragon way of time,
a powerful dragon called Jaled Dar
took a number of dragons and left the
society ofVeeshan's dragons to form
his own. He traveled to the lands of
Kunark with his followers and settled
in the Skyfire Mountains. These dragons
became known as the Ring of
Scale, and Trakanon, PharaDar, Vox,
and Nagafen were among them.
Time passed, and something very disturbing
developed. As much as any two such creatures
can, Vox and Nagafen fell in love and wished to
breed. This is, of course, forbidden by the first of the
two Great Laws passed after the War of Kerafyrm.
Vox and Nagafen decided to go through with
their plans, and they sought to create another
prismatic dragon who might overthrow the Ring of
Scale. They were discovered, yet due to the Second
Law they could not be killed. The Ring of Scale
captured them, but the dragon lovers escaped to the
destination they had agreed upon in such an eventual-!
ity: the continent now known as Antonica. Nagafen
settled in the caverns underneath the Lavastorm Mountains
and Vox deep in the caves under the Everftost
Peaks. Alas, before they could be reunited, the dragons'
individual hiding places were discovered, and the Ring
of Scale used powerful magics to imprison each of the
dragons within the darkness where they hid.
The ice giants and goblins ofEverftost quickly learned to
fear Vox, and she became their ruler. They called her Lady
Vox and rebuilt the ancient ice giant fortress ofPermaforst
in the ice caverns of Everftost at her behest. She may not be
a member of the Ring of Scale anymore, but Vox rules
Permaftostnow, andherreach through her minions can
be felt out into Everftost and beyond.
Lady Vox uses the ice giants and goblins of
the land as her servants. She knows that not all
these beings are willing servants, but who would
dare to be the first to revolt against her -
and who would dare face the wrath of her
champion, the giant named Iceheart?
Plus, they do not know the magic that'
imprisons her within Permafrost and
surely fear that she would burst from her
frozen lair and destroy any traitors herself.
The goblin king himself is the only
goblin that actually sees Lady Vox, wearing
her symbol and directing all goblins in her
name. The ice giants do not think much of
the ice goblins, even the king, though
they fear Lady Vox more than they do
any band of adventurers, so they will fight to
the best of their ability to defend her, making a formidable force that
any such band must get through before even reaching Lady Vox and
her champion.



I'll post some more later

Furniture
11-05-2012, 03:42 PM
Trakanon -

The great dragon Trakanon's history is tied deeply to the
continent of Kunark, though his life began long before that
continent even owned a name. A member of Veeshan's brood
deposited on the frozen continent of Velious in the First Age of
the World, Trakanon later joined the group of dragons led by Jaled
Dar who left the Claws of Veeshan to forge their own way on
Kunark.
Backthen,Trakanonwasa differentsortof dragon- a great
blue dragon ofthe sky, favored ofVeeshanherself, and blessed (or
perhaps cursed) with the ability of foresight. Trakanon has seen
a great many things that will come to pass in Norrath's future. He
has shared few of these visions, and fewer still with mortal beings.
Whether he saw something that influenced him to join with
Jaled Dar is unknown, but he did, and he settled in Veeshan's
Peak. Time passed, the Shissar came and went, and then the iksar
rose to power. The iksar intrigued T rakanon. They were involved
in his visions, and he watched their victories and defeats with
great interest. The threat of the iksar against the dragons was
plain, and Trakanon wanted to take action against them, but he
was voted down, and the Ring of Scale waited.
No one save Trakanon himself can be sure if one of his visions
motivated him to do what he did next. From a few cryptic remarks
T rakanon has released over the ensuing ages, most believe he was
trying to prevent a greater wrong, and going against his own
foresight caused his doom later. Regardless of the reason, Trakanon,
and others he could win to his side, attacked an iksar armada of ships
upon the oceans of Norrath and summoned a terrible squall to
destroy them all. He and his allies sank all of the iksar vessels to the
ocean's floor, killing the iksar emperor, Rile Sathir, and his navy.
The incident sparked a war between the iksar and dragons that
lasted over half a century. Jaled Dar did not want this war, but he
would join his dragon brethren against the iksar, and he paid a
terrible price when slain by Ganak, the iksar emperor.
Trakanon also paid a terrible price. Vile and terrible magics
were unleashed, poisoning air, land, and Trakanon himself. He
took to dark magics to keep himself alive, some legends saying he
went so far as to make a pact with Bertoxxulous, the Plaguebringer.
For his part in starting the war against the iksar, Trakanon was
exiled by the other dragons. Trakanon ended up in the ruins of
Sebilis, an ancient iksar city. How he ended up there has been a
matter of debate. Some say he was imprisoned there, much like
N agafen and Vox were imprisoned in their underground lairs.
Some say he took the place himself, to rule over it as his own land.
Whatever the reason, Trakanon now rules Sebilis and the kingdom
of frogloks who inhabit it.
Trakanon used to be a great blue dragon of the sky, but the
devastation wrought on his body has transformed it to a sickly green
color. Diseased boils cover Trakanon, and his perpetually gangrenous
flesh emits the foulest of odors. His wings have long since
decayed and are but flaps of skin hanging onto a bony structure;
many years have passed since he could fly. Those few who have seen
Trakanon's rotting visage and lived believe him to be among the
undead, a zombie dragon. Such beliefs have spread from rumor and
legend to scholarly texts among the draconic sages ofN orrath to the
extent that it is now regarded as fact among such sages.
Beyond those few explorers and treasure seekers who venture
into the remote reaches of Kunark and come upon the ruins of
Sebilis, Trakanon's name has become more legend than reality to
the broader populace of Norrath. Yet the legends of Trakanon's
prescience continue to influence oracles, seers, and scholars, if
not kings and nobles, many of whom believe that, for good or ill
the gteat dtagon is not entitely content to temain in exile. Rather,
Trakanon's influence on Norrath is felt through his agents, who
happen to be at the right place at the right time when pivotal
events transpire on Norrath. Only in hindsight do scholars find
that the seemingly insignificant actions of Trakanon's agents
tipped the balance of power at those pivotal moments - when
the agents' actions are seen at all.

Furniture
11-05-2012, 03:44 PM
Reanimated Hand - A reanimated hand is an enormously large hand and wrist, often
adorned with appropriately sized jewelry. It walks on its fingertips
and often uses its middle finger as a quadruped would use its head
(although anyone of its fingers can actually serve this function).
The origins of reanimated hands are murky at best. Many
accept that when the gods cursed the giants, and stripped them of
their magical power following Rallos Zek's unsuccessful invasion
of the Planes of POwer, the gods found it difficult to remove all
vestiges of magic from the greatest and most powerful giant
spellcasters, so they stripped these titanic giants of their hands as
well as the majority of their innate magi~. As the stories go,
enterprising necromancers since discovered some of these amputated
hands and reanimated them into servants. If this version of
the hands' origins is true, then some portion of the ancient giants'
magical talent yet remains in these hands, providing them with
considerable sorcerous abilities.
To lend credence to such tales,
reanimated hands often
dwell where mighty necromancers
or their
allies reside: in
abandoned castles,
dungeons, and
other ruins.
Apparently lacking sensory organs, reanimated hands nonetheless
can somehow see, hear, and smell as well as any creature
with a normal anatomy. Not having a mouth, however, reanimated
hands possess no spoken language.

Furniture
11-05-2012, 03:47 PM
Dark Bone Skeletons: Haunted ruins are filled with shambling dead, and dark-boned
skeletons are thankfully among the less common. A dark-boned
skeleton, true to its name, has age-blackened bones that help it
stay concealed in its subterranean environment. An eerie green
light flickers in its empty eye sockets, but it is
virtually mindless. It is not a particularly
tough combatant for its size, but it attacks
anything it detects and keeps
fighting to the death.



Dry Bone Skeletons:
Dry-bone skeletons are the cursed remains of those who have
died by fire or by the heat of Norrath's deserts. Some bards even
suggest the dry-bones are the remains of those who angered
Solusek Ro, which might explain why these undead are most
commonly found in the Antonican desert that bears the god's
name.
A dry-bone skeleton, despite the name, is not brittle - very
much the opposite. Baked in the fierce desert heat, its bones
are tough and resistant to damage. Dry-bones often wear
bronze armor and carry bronze weapons, suggesting that
they are the remnants of desert raiders (the more romantic
versions have them as the cursed elven guards
who remained in T unaria even after Solusek Ro
turned the verdant paradise into a desert). They
possess a feral intelligence, seeking to slay spellcasters
in particular. Whatever their motivation,
they are implacable foes.

Ice Bone Skeletons:
On high mountain peaks, deep underground, or in the cold
climates ofNorrath, ice-bone skeletons might be found wherever
a traveler once froze to death with her spirit never laid to rest. An
ice-bone skeleton looks much like any other skeleton until it is
viewed up close. Then the small crystals of ice are visible,
clustering on ribs and thighbones. Its claws are like jaggedicicles,
and its touch brings a chilling weakness.

Lexical
11-05-2012, 06:14 PM
Awesome.

^

Jacquouille
11-05-2012, 06:32 PM
wow cool !

Hailto
11-05-2012, 08:55 PM
Can you post the whole PDF? It would make good "taking a dump" reading.

Kope
11-05-2012, 08:56 PM
This is pretty awesome, thank you!

Furniture
11-05-2012, 10:44 PM
posting the entire pdf would be enormous as theres lots of info for the RPG'ers playing the game, ill try to post the lore from every creature in this book but it may take some time before i finish with all of it

Furniture
11-05-2012, 10:49 PM
Abhorrent
bescription
These horrendous creatures are
spawned by Innoruuk,GodofHate,onhis
home plane. Though abhorrents are primarily
used as guardians and heralds on the
Plane of Hate, Innoruuk will occasionally
send one of these creatures to Norrath to
serveone of his high priests. The abhorrent's
cunning and stealth make it ideal for intelligence
gathering and assassination
missions.
Abhorrents have thick, stone-like skin
and a terrible countenance. Abhorrents do
not bother to carry weapons, as Innoruuk
has crafted them with jaws and talons that tear into
the flesh of their opponents with terrifying efficiency.
Their bat-like wings give them extraordinary aerial
agility.


ALLiz€wsaur -
Among the islands in the Ocean of Tears lurks a titanic
creature called the Allizewsaur. According to legend, this accursed
creature once belonged to an ancient race of beings known
as the Shissar, who created a vast and powerful society that
dominated much of Norrath. Renowned for their intellect, their
engineering skills, and their ruthless use of slave races, the Shissar
built fortresses and temples to their god, Cazic-Thule (some of
which still stand today, including Najena and the Temple of
Cazic-Thule in the southern swamps of Antonica).
Despite their success and advancement as a civilization, or
perhaps because of it, the Shissar grew proud. When Rallos Zek
sought to conquer the Planes of Power during the first War of the
Gods, the Shissar sided with the Warlord, thinking they were
powerful enough to wage war among the gods themselves. Shissar
magic aided Zek's invasion of the Plane of Earth. When the war
met its disastrous conclusion, the gods punished the Shissar along
with Rallos Zek and his progeny. The Shissar suffered a devastating
curse that took away much of their intelligence and theirform,
turning them into simple, barbaric lizard people.
One of the most powerful Shissar leaders was Allize Ssrateh,
known as the Herald of Fear. Whether it was Allize's own great
power or the interventionofCazic-Thule, the curse laid upon the
Shissar enfeebled Allize's mind but did not reduce his form. On
the contrary, the Herald of Fear took on a titanic form when the
curse was levied upon him. It is said that the gods hurled Allize
Ssrateh - now called the Allizewsaur - into the Ocean ofT ears
so that he would not pose a threat to the continent of Tunaria.
For as long as any mariner can now remember, the Allizewsaur
has ranged the Ocean of Tears, becoming a legendary threat to
ships. In reality, the Allizewsaur's attacks on ships are rare, as its
main territory seemsto lie outside the most frequented shipping /
lanes. A large tribe of aqua goblins living in the ocean, howeve
has come to worship the beast, and these goblins are a hazard to
sailors, regularly taking sacrifices to appease "the great lizard god.",
The need for sacrifices gives the goblins great motivation to raid-.,
ships passing through the Ocean of Tears, since if the goblins ~
not capture hostages to serve as sacrifices, one of their own is
selected to be the sacrifice!
The Allizewsaur is a giant lizard that walks upright like a human. It stands approximately 70 feet tall and has a huge maw filled with razor-sharp teeth. The Allizewsaur, despite its civilized
origins, has become little more than an animal. It acts on instinct,
feeds when hungry, defends itself when attacked, and has no
morals or language.


Avatar OF Fear-
When Cazic-Thule wishes to
spread fear directly in the world,
he does not leave the Plane of
Fear but creates the Avatar of
Fear as his emissary. The Avatar ~
of Fear looks exactly like Cazic-
Thule but on a smaller scale: a
giant hulk without a face on
short, thick legs with
broad feet; with two
sets of arms, one
huge and the other
relatively small. The
Avatar of Fear is far
less powerful than
Cazic- Thule himself,
but it is still a fearsome
foe in every way. Like its master, it
loves to trample over smaller creatures.
The Avatar of Fear
appears wherever
Cazic-Thule desires
his presence
to be known, whether
the throne room of
Caballis or directing the
devout in the Lost Temple
deep in the Feerott.


Aviak -

A viaks, a birdlike race of humanoids, can be found throughout
Norrath. From nests in the crags of the Butcherblock Mountains
to village roosts on island archipelagoes in the Ocean of Tears to
entire aviary cities on the plains of Karan a, many different species
of aviaks have carved out their homes.
As arule, aviaks are not very aggressive toward other creatures.
This trait, combined with their limited intelligence, makes them
somewhat less than aserious threat to other civilized races. A viaks
can,however, become serious nuisances, if not outright threats, to
outlying communities. They have little regard for (or perhaps little undetstanding of) territorial boundaries or ownership, happily
foraging for food on a farmer's fields or even walking right into
frontier homes in search of food. Aviaks have also been known to
flock toward travelers and snatch anything brightly colored or
glittery. Those who respond violently to the aviaks' actions find
the normally unaggressive birdmen quite capable of defending
themselves.
Aviaks are prolific breeders, which keeps their population high
even in the face of conflict with other more intelligent and
warlike races. They are also long-lived by human standards, some
living two centuries or more. Avocets, the eldest among the
aviaks, reach considerable size and physical prowess, even developing
enough intelligence to become reasonable leaders of their
tribes.


Bixie -

b€scri p'tion
Bixies swarm together in stone towers in the Misty Thicket, the
Nektulos Forest, the East Commonlands, the Kithicor Forest, and
other wooded areas throughout Norrath. They usually mind their
own business unless disturbed and will sometimes help a respectful
traveler. These tiny fey have plump bodies striped with yellow and
black, like bumble bees. Their wings also resemble those of bees.
Although they are not evil, bixies dislike intrusion onto their
territory and are very quick to anger. Some bixies attack travelers
out of spite and attempt to shoo them away from their hive, while
others attack merely to make trouble, and still others attack in an
attempt to steal shiny baubles from travelers.

Worker
Worker bixies are not particularly intelligent. They gather
honey for the hive and perform other building duties as assigned
by the queen. Bright colors attract workers: if a worker bixie spots
something particularly shiny or colorful, he usually attempts to
steal it from its owner. This applies primarily to gems and jewelry,
but might also include weaponry and personal items. If successful,
he takes the object back to the hive and presents it to the queen.
Combat
Workers attack only to protect a fellow bixie or when cornered.
They use their stinger to inject poison into their opponents.
Poison (Ex): Sting. Fortitude save (DC 10), initial damage I
hit point, secondary damage Id4 hit points.
brone
These bixies generally stay closer to the tower hive. They serve
the queen, guard the tower, and rescue endangered workers. They
know enough about herbalism to make special honeys and other
products with naturally healthy and pleasing qualities. They
adore their queen as much as do the workers and will steal pretty items from strangers to give to her.

Furniture
11-05-2012, 10:53 PM
im gonna skip the mobs that arent on this server yet, nothing too interesting anyway

Furniture
11-05-2012, 10:55 PM
maybe if theres enough interest i can use these books and host a EQ RPG game in a thread

Furniture
11-05-2012, 10:57 PM
Burynai -

Burynaiare a race oflarge, vicious, badger-like humanoids who
plumb the depths ofNorrath's ruins in search of necromantic lore.
These rotund bipedal creatures have heads very much like that of
a badger. They also have large claws on their arms and feet#that
they use like a badger to tunnel through soft earth. Burynai are
covered in a variety of fur colors, ranging from solids to stripes, in
black, reds, browns, and whites. They commonly dress in outfits
or armor made from leather and bone, with dome-like helmets
designed to accommodate their snouts.
Burynai society devotes itself to the darker aspects of the Duke
of Below, Brell Serilis. The burynai believe that by digging in the
ground they will find treasure Brell has left for them and that this
treasure will make them strong. Someday, they will uncover the
power that will allow them to fulfill the fate that Brell has for
them, a fate that most burynai legends describe as a manifest
destiny for the burynai to take over all ofNorrath, both above and
below ground.
Burynai all have some necromantic skill and rise in stature and
power by finding necromantic treasures or lore in the ground.
Many ruins ofNorrath's ancient civilizations are frequented if not
inhabited by burynai excavators.
Burynai divide their land into "digs" of various sizes and shapes,
each "dig" being controlled by a burynai rockshaper. In turn, a
number of "digs" are ruled over by one burynai digmaster, thereby
forming a feudalistic society.
Burynai have a fascination with anything in the ground,
including bone. Many burynai follow the path of the necromancer
or shadow knight. Burynai also use this fascination in their
crafts, with many burynai wearing bone armor and wielding
weapons of enchanted bone. Burynai also work with leather, often
giving their leather items minor enchantments.

Burynai speak their own language. Yet since they do not get
along with any other race, they refuse to speak any language from
the "lesser" races, except when giving commands to a race they
have enslaved. Burynai read a great deal of other languages,
especially elder tongues, as they continue their search for great
artifacts.

Furniture
11-05-2012, 10:59 PM
Cazic- ThuLe -

The Faceless One, Cazic-Thule, the God of Fear: he spreads
terror and hopelessness the world over.
Cazic- Thule resides on the Plane of Fear. At the center of that
dark and horrid place, he broods over his growing empire, surrounded
by thousands of dread minions. He is an enormous,
hulking shape - a walking mountain, with a bulbous projection
where a head should be. There is no face, no sign of any sensory
organs (although the dreadful god is preternaturally sensitive). He
has two muscular, outsized arms that can crush giants with a single blow, and two smaller (Gargantuan size), yet still powerful arms
just below them that grasp weapons and/or a shield. Massive,
clawed feet support the bulk.
Cazic-Thule is the master of most iksar, who live in fear and awe
of their god and seek to appease him by terrorizing others. His
worshipers are drawn from all races and all walks of life, though,
and the darkness of their service is spreading across Norrath.
Cazicites indulge in murder, torture, live sacrifice, and unspeakable
rites in the furtherance of their deity's aims.
The god himself does not tread the world, but when he has need
to intervene in terrestrial affairs - or thwart the plans of the other
gods, with whom he is in constant competition - he dispatches
his avatar, a mighty being in its own right (see the Avatar of Fear
entry in this book). Occasionally, armies of heroes breach the
barriers between the planes and dare the perils of the Plane of Fear
on some short mission. Destined for failure, all but a few of these
quests end in doom, especially should the heroes come to the God
of Fear's attention while they walk his home plane.

Combat: 't.
Being a god, Cazic-Thule is nigh invulnerable. His intrinsic
nature grants him very high resistances to all sorts of magical
attack. He often wields artifact weapons that deal large amounts
of damage as well as processing powerful magic effects. Finally, he
has the spell-using abilities of the highest-level shadow knights,
without a mortal's restrictions on the number of skeletal companions
he can summon to his aid. Although his pets are very weak
in comparison to the god, they are useful for distracting opponents
and absorbing attacks that would otherwise reach him.
Cazic- Thule is usually surrounded by other minions of considerable
power, such as his three Gargantuan golems named Dread,
Fright, and Terror. He relies on his divine presence to weaken the
wills of those who dare face him, and on his devastating harm
touch to quickly eliminate the unworthy. While his servants
prevent attackers from surrounding him, the god uses spells and
spell-like abilities to deal damage to and interfere with the
opposition, focusing on the most dangerous-looking combatants,
then wades into combat swinging his massive fists or whatever
deadly weapons of immense magical power he selects from his
divine treasure horde. His use of the Power Attack feat leaves
most of his foes pounded into pulp from the divine strength
behind his blows. He also loves to trample over puny beings that
try to attack him, taking particular delight in using his rampage
ability to crush multiple spellcasters.


Cockatrice -
These aggressive birds look like a cross between a reptile and a
rooster with bat wings. They petrify victims with a touch and then
roost on the resulting statue.
Cockatrices go under several different names depending on
their regional habitation. Such names include "stonegazer,"
"stoneglint," and "petrifier." Each type of cockatrice has a differ-ent plumage and a different range, but they are all similar enough
for the zookeepers of Ak' Anon to classify them as the same
creature. Despite their many similarities, different breeds of
cockatrices fight viciously when placed together, gouging and
clawing each other until one is dead.
Though partial to grains and wild plants, cockatrices are
omnivorous and also eat insects, lizards, and small mammals.
They typically have a limited hunting range and live in flocks,
with the largest male leading the flock.
Cockatrice flocks are fiercely territorial. Areas where cockatrices
have taken roost are obvious from looking at the bodies of
petrified attackers strewn across the landscape. Travelers have an
easier time avoiding them thanks to such grim evidence of their
presence, but since their hunting range is so small, seeing even
one petrified creature means that a traveler is already fairly close
to a cockatrice lair. Unprepared wanderers are advised to leave
the area immediately.
Cockatrices live primarily on Kunark, though some evil races
have begun capturing and exporting them, mainly for use in
underground cockfights between different breeds. Unfortunately,
a number of cockatrices have escaped or been released, and a few
scattered flocks can be found in the Desert of Ro and on the
southern tip of Faydwer in the Dragonscale Hills. Because these
magical beasts have no natural predators in these environments,
their numbers are growing quickly.
Cockatrice plumage is becoming a popular fashion item in
some human cities. As the price rises, more treasure hunters are
willing to take the risk of hunting these dangerous creatures.
Since their presence endangers local ecosystems, even trolls,
ogres, and orc bandits around the Desert of Ro typically let
humans pass if they can show evidence of hunting cockatricesafter
extorting appropriate "hunting fees," naturally. Similarly,
the gnomes on Faydwer are happy to see most anyone in the
mountains with the intent to kill these
pests, especially since cockatrices
interfere with their preferred
testing grounds. Iksar who
appear with a fistful of dead
cockatrices are still unwelcome
as ever, however.

Furniture
11-05-2012, 11:02 PM
Dracoliche -

Ages ago, when the Sathir dynasty united the iksar tribes and
created an empire that spread across Kunark, the dragons of the
Ring of Scale debated whether they should contest the growing
might of the iksar empire. After long debate, Jaled Dar pronounced
thatthe Ring of Scale would not intervene, but Trakanon
and other dragons in the Ring refused to obey. After destroying an
iksar naval fleet bound for conquest on Faydwer, Trakanon and
his allies were branded dissidents by Jaled Dar and the Ring of
Scale. A civil war erupted, and dragon fought dragon in the skies
above Kunark. Some say that Trakanon was mortally injured in this war and
called out to Bertoxxulous, the Plaguebringer, who spared
Trakanon's life at great cost to the mighty dragon. Similarly, a
mighty dragon named Kodezal was mortally wounded by Phara
Dar of the Ring of Scale. Kodezal called out to Cazic- Thule, the
Faceless, to spare him from death. The God of Fear heard the
dragon and responded, transforming Kodezal into an undead
dragon of terrifying power and bringing the resulting dracoliche
to the god's home plane to serve him.
The dracoliche has all but forgotten its own past, in which it
once stood against Cazic- Thule's iksar children and then against
its own kind. Now, it serves Cazic- Thule as his second-incommand.
Only the greatest rituals of Cazic-Thule's mortal
shamans or the God of Fear's own command will cause the
dracoliche to venture forth from its home in the Plane of Fear.
When it steps foot upon Norrath, terror and death surround,it~
passing.
More often, the dracoliche directs Cazic-Thule's minions on
Norrath. The undead dragon uses its magic to see into Norrath to
admire the cruelty and fear it has orchestrated.
The dracoliche looks like an animated skeleton of a dragon,
though it is incapable of flight, its wing membranes having long
ago rotted away. Its hollow eye sockets glint with a malevolent
light.



Drolvargs -

Drolvargs are a large wolflike humanoid species. Standing
between 7 and 9 feet tall, these creatures are covered in muscle
and brownish fur; they walk upright on their legs, and use weapons
in their forepaws. Although some similarities appear between
drolvargs and gnolls, no connection between the species isknown.
Drolvargs have a militaristic society, devoted to the expansion
and furtherance of the drolvarg race. "Ravishers," "growlers," and
"gnawers" make up the ranks of their army, devoted to the first
drolvarg general, Tomor. A drolvarg is indoctrinated to serve in
the army from the moment it is born. As drolvargs grow up, their
talents are determined and they are put where they can best serve
the army. Those who try to "buck the system" are killed and
skinned as a lesson for any who might try to follow some other way
than that of Tomor.
Most drolvargs serve in the military, of course, but many are in
the support fields, making arms and weapons. They will on
occasion trade with other races for more advanced gear, but
mostly drolvargs use the bronze weapons and armor they have
made themselves. If an occupation does not support the military,
it does not exist in their culture.
Drolvargs speak their own language, but most have begun to
pick up the Common language of Norrath in the last few years.
The drolvargs' primary home is the area of land in Kunark now
known as Firiona Vie. There they have a fragile peace with the
frogloks and giants that also inhabit the area, though this peace is
occasionally upset and combat will break out until peace is made
anew. The drolvargs have no such compunction against invaders
from beyond the sea, however. Elves and oth~r pilgrims who land
in Firiona Vie are open targets for drolvarg assaults. When the outpostofFiriona Vie was being established, drolvargs
made repeated assaults, but the defenses proved too strong and
thus no concrete effort has since been attempted, just continual
harassment. The leaders of Firiona Vie, however, do not care for
the drolvargs because of such things and have placed a bounty
upon drolvargs, paying gold and supplies for any sets of drolvarg
fangs returned to them.
Drolvargs do appear to have a few secrets, though, some of
which not even they are aware. Drolvargs may actually be
lycanthropes. Their entire race may have once been human or
human-like, and they were transformed into these hybrid lupine
forms long ago. Whether this is true or not, no one living may
know, and certainly the drolvargs will deny having anything to do
with an obviously weaker species. Another secret lies with who
truly rules the drolvargs and who may have been the one who
transformed them into such a state. Distant rumors suggest that
Vemit Sathir, once ruler of the iksar, has risen from the dead as a
lich and that he created and now rules the drolvargs.

Furniture
11-05-2012, 11:09 PM
Fes'tering Hag -

These hideous, rotting corpses of female wizards are surprisingly
effective spellcasters. They love to lure single party members away
from a group and kill them individually.
Festering hags seem simple enough: half-rotted undead who
continue to practice magic in unlife. Their true story is more
dangerous and tragic. These hags are created by avatars and
powerful agents of Bertoxxulous to punish wizards, arcane
spellcasters who have spumed the art of necromancy. These
agents of the Plaguebringer lurk onan Outer Plane waiting for the
spirits of dead wizards to arrive. When they do, festering hags seize
the spirit, contort it, and force it back into the dead body. No one is sure why only female wizards are targeted for this purpose - or
if anyone does know, they are not telling.
Understandably, the return from the dead is not joyous. All
good is removed from the wizards' spirits in their ethereal contortion.
Then they are trapped in an animated, decaying body. Only
the act of working magic can renew the body, and the body
requires increasingly greater amounts of mana to sustain it. The
only way for these wizards to increase their magic supply and delay
the decay of their bodies is to kill wizards who are less effective
than the hag was in life. Harvesting new wizards, however, attracts attention from more
powerful wizards, who wonder what happens to their apprentices.
Instead, a festering hag uses divination magic to locate wizards
who are only slightly less powerful than she. Once locating a likely
target, the hag chooses an environment full of creatures that are
powerful- but notably less powerful than itself -- and manipulates
the wizard to "adventure" in that territory. It waits until the
wizard is meditating, and then attacks. Thus, the festering hag can
be assured of an easy victory over her target and any companions
the target brought with him or her.
When discovered before it can launch its ambush, a ,festering
hag allows itself to appear weaker and less powerful than it truly
is, sometimes even playing on the wizard's pity by telling him or
her the true story of how it came to be in such a state. Once a
festering hag has the measure of its target's prowess, it then
reveal the true nature of its powers, striking with sudden
fury.



Froglok -

Frogloks are a reclusive race of froglike, humanoid creatures
that inhabit Norrath's swamps and underground abodes. They
generally prefer to be left alone, but it is not unheard of for them
to trade with some of Norrath's races. Since ogres and trol1s feast
on smal1frogloks from a young age, however, frogloks will either
attack or flee from those races on sight, unless an individual ogre
or trol1has somehow proven itself friendly.
In addition to dozens of scattered tribes throughout Norrath,
froglokshave two large kingdoms on the known continents. The
Kingdom of Guk lies in southern Antonica, near Innothule
Swamp.The froglok nobility of Guk lead their kingdom through
several dire threats. The trol1s of Grobb pose a constant danger to
Guk, but the more dangerous enemy lies far below the surface. In
the deepest caverns of Guk, legions of frogloks have been cursed
with a form of ghoulish undeath. The lower reaches of Guk often
clamor with battles between the living frogloks and their undead
brethren, who seek to claim al1 of Guk as their own.
Froglok nobility carries a confusing array of titles, which are
generally earned through one's ability rather than through heredity
(although, as with al1 societies, some frogloks of inferior
prowessare promoted for political reasons). In ascending order of
importance, these titles include T uk, Gaz, Ton, Vis, Shin, Shinta,
Tal, Nokta, Tonta, Tsu, Tal, Urd, Dar, Wan, Kor, Yun, Zol, and
finally Guk for those nobles who receive orders directly from the
King. Outsiders who seek to deal with frogloks are best served to
recognizethese stations to avoid breaches of diplomatic etiquette.
The other major froglok kingdom lies below the ruined iksar
cityofSebilis in southern Kunark. Here, the frogloks are beholden
to Trakanon, their great dragon ruler. The frogloks of Sebilis are
more aggressive than their Antonican kin, sal1ying forth in great
numbers to expand their empire throughout Trakanon's Teeth,
into the Swamp ofNo Hope, and even to the very wal1sof the iksar cityofCabilisand the high elfoutpost of Fironia Vie. Thefrogloks
ofSebilis are awarded noble titles similar to their kin in Guk, with
the addition of such higher titles as Bok, Jin, Krup, His, and (the
highest station) Reet, for those powerful ones who hold audience
with Trakanon himself.


Shin Froglok
bescription
Most frogloks who reach the title of Shin have proven themselves
fierce warriors. Some who become Shin have trained as
shamans or knights instead, but these tend to be leaders within a
group, bolstering the froglok combatants with their magic abilities.

Yun Froglok
bescription
Froglok shamans who continue to demonstrate their ability are
promoted to the Yuncaste. They are knowledgeable in matters of
healing herbs and poisons, and they can bend the forces of nature
to their will. They share the secret of Yun powder, an alchemical
distillation that acts as a catalyst in the casting of certain shaman
rituals. Thus, they are highly valued by the shamans of Guk and
also highly sought out by shamans of other races for the secret of
their powder.
Yun frogloks who become ghouls lose their spiritual connection
to perform shaman magic, and such creatures' preferred class
is wizard.

JinFroglok
bescription
Frogloks who are recognized early as having great innate
magical ability are well schooled in the spiritual path of the
shaman, although some have their talents turned to wizardry.
Eventually, such frogloks become quite powerful in their magical
arts: these are the Jin.

Krrup Froglok
bescription
Krupfrogloks are high-ranking nobles who often oversee entire
froglok communities and lead froglok armies to battle. Krup
shadowknights are most common (they comprise the majority of
the defenders of King Lupzlup's court, for instance), although
many Krup ascend to this caste through one of a number of
spellcasting professions.

ILis FrogLok
bescription
The Hisare the true ruling class of the
frogloks. While the Reet title is a higher
honorific and the His would cede to a
Reet's command as the voice of
T rakanon, in pragmatic terms, the
His rule the froglok nation and froglok
kings are chosen from among the ranks
of the Illis.

Reet Froglok
bescription
Reet frogloks serve as attendants to Trakanon. Though the
mighty dragon seldom makes use of them, the Reet remain on call
to serve him and protect his inner lair from unwanted guests. The
Reet act as Trakanon's voice among the froglok nations on
Kunark and are sent across Norrath on obscure missions by the
prescient dragon.

Furniture
11-05-2012, 11:13 PM
GIANTS -
Giants are enormous humanoids standing anywhere from 15 to
30 feet tall (depending on the species). Created by Rallos Zek as
part of his monstrous army, giants were imbued with powerful
frames and the capacity for great magical power. When the other
gods struck down Rallos Zek's forces, the giants were reduced
mentally and driven to primitive tribal lives; moreover, some gods
considered the giants too dangerous in any form and strove to
destroy them outright. Though their numbers were devastated, a
few giants did survive.
Since the ill-fated crusade and their resulting punishment,
most giants tended to gather rarely, each spending most of its life
alone or with a single mate or companion. Over the past century,
however, more giants have begun gathering in larger tribal units,
sometimes naturally such as among forest giant tribes on Kunark,
and sometimes gathering around a powerful leader such as with
those fire giants who serve the dragon Nagafen. Many giants,
however, fear to become too numerous, as the gods might then
finish the task of annihilating them. This potential threat does
not stop giants from taking any actions, though, and many form
loose alliances with others of their kind and occasionally with
other races.
Most giants speak at least a smattering of the Common tongue
as well as Ogre.

Fire Giant'
bescript:ion
Fire giants, once called Krombral in their own tongue, are
powerful humanoids who average 24 feet in height and 13,000
pounds. They have dark red skin, but their most notable feature
is their hair, which is actually composed offire. They tend to wear
very little clothing, depending on their natural abilities to serve
as armor and weapons. They are among the most powerful giants,
with great resistance to magic in addition to their size, strength,
and natural immunities.
As with most giants, fire giants are short-tempered, suspicious,
and secretive. Fire giants may be willing to do business or negotiate
with members of other races that contact them in a polite and
unintrusive manner, but any who make their way into a fire giant's
domain without permission is seen as a thief, assassin, or worse.
Fire giants are often miners and smiths, and have been known
to invade the mines of other races to steal ore or set up a giant's
forge. For this reason, fire giants are often at odds with dwarves
and gnomes (who have some ofthe finest mines on Norrath). Fire
giants rarely keep guardians or pets around their forges or homes,
not trusting anyone with their safety or property.

Fire Giant'Wizarbs
bescript:ion
Some gifted fire giants develop their magical abilities to a much
greater degree than their warrior cousins. These fire giant wizards
are often in positions of great power within the loose fire giant
organizations.



Forest' Giant'
bescription
Forest giants, or Kromdul, are among the smaller and weaker
races of giants, though they still stand 16 to 18 feet tall, weigh
roughly 4,000 to 6,000 pounds, and are far more powerful than
most humanoid races. Forest giants are quite lean in appearance,
with long arms and narrow heads and bodies. This appearance
combined with their coloration and clothing allows them to
blend into forested surroundings with surprising skill. Despite
their slim bodies, the Kromdul are extremely powerful physically,
easily able to fell trees in a single axe swing and carry logs longer
than their bodies. They tend to be tan or brown in coloration and
wear simple clothing made of furs and leathers.
Forest giants have little of the magic power common in many
other giant types, though they retain some resistance to spells.
Normally living simple lives as woodsmen and trappers, some
Kromdul also act as loggers, selling felled trees to any who can
afford their price. They are extremely territorial and see themselves
as owners of whatever woods they live in. Travelers are
generally not welcome, and other loggers or hunters are especially unwelcome. Forest giants are not particularly kind to the woods
they claim, however, and ravage one woodlands before setting off
in search of another. As a result, druid circles and ranger guilds
find themselves at odds with these giants.


Frost Giant
bescription
Frost giants, or Kromrif, are among the most organized
and plentiful of the giant races, with large
numbers living on the continent ofYelious. A frost
giant stands 20 to 24 feet high and is generally pale
in coloration, with white or blue hair (often worn
long) and alabaster skin tones. They have
powerful frames with wide shoulders and
thick, corded muscles; an average frost
giant weighs well over 10,000 pounds.
Unlike may other giant races, frost
giants wear heavy armors and carry
numerous weapons, including a gigantic
greatsword and an enormous
ice pick.
Frost giants have a large society
that they defend against any perceived
threat. It is centered in the
city ofKael Drakkal and includes
someother races of giants as well.
The strongest frost giants rule as
commanders, while their lesser
brethren serve as animal trainers,
guards, and craftsmen. Kael
Orakkal is under constant
threat from (and makes constant
threats against) the
dragons of Skyshrine and the
Coldain dwarves ofThurgadin,
and as a result the Kromrif
are willing to treat well
-1.
those who fight against
the dragons or dwarves.
Why frost giants were
largely spared from the
punishment of the gods following
Rallos Zek's failed
crusade is not known for
certain. Scholars speculate
that either the Kromrif did
not participate in the offensive
(a theory hard to credit
given the frost giants' zealous
devotion to Zek), or perhaps
the gods found comfort in Kael
Orakkal serving as an expendable
buffer state between the
rest ofNorrath and Yeeshan's
children in Skyshrine.


Frost Giant Rangers
bescription
Some few exceptional Kromrif develop an innate connection
to the rugged arctic terrain of their homeland. These giants
develop magical powers similar to those of other races' rangers or
shamans.


Hill Giant
bescription
Hill giants, or Krombak, are the most common breed of giant.
They stand 18 to 20 feet tall and are very broad and heavyset,
commonly weighing from 6,000 to 7,500 pounds. They have pale
skin and coarse, ragged hair that is red, brown, or black. They
cover their bodies with crude armor made of animal hides lashed
on with rope and carry simple wood-and-hide shields and crushing
weapons such as clubs or warhammers.
Hill giants are also the most despised of giants - disliked by
themselves, all civilized races, and even other giants. Hill giants
are greedy, crude, vicious, unfeeling, and brutal, making them
unable to get along with any other creatures for more than a short
period of time. Most are also lazy, doing as little as possible to
survive. Of course, their lack of useful skills coupled wii:h their
enormous appetites often drives hill giants to considerable efforts,
generally as brigands or perry warlords over small areas.


Mountain Giant
. bescription
Mountain giants, or Kromdek, are closely related
to forest giants, whom they resemble. Mountain
giants are generally a few feet taller than their ~
forest-dwelling cousins, however, averaging 19
feet in height and roughly 6,500 pounds; their
coloration tends to run more to grey, brown, and
slate. They are loners by nature and quick to
anger. They generally receive tribute from
nearby communities that wish to avoid being
crushed by the mountain giants, and sometimes
they set up to control a mountain pass, taxing
everyone and everything that comes through
it.
Mountain giants gather in small groups,
creating stone strongholds for their protection
(the largest of which is the fortress in
the Frontier Mountains, on the continent
of Kunark). They see themselves as being
like the mountains, perhaps part of a mountain
range, but still individual (and in fact
often refer to themselves as crags or hillocks).
Unlike the frost giants, mountain
giants do not work well with other races
and are not seeking allies. With the exception
of the occasional forest giant scout, mountain giants rely purely on their own kind for safety.



NightFall Giant
bescription
Nightfall giants, or Kromveld, are a rare race of giants closely
related to hill giants. Like their more common cousins, nightfall
giants are brutal, uncaring, and avaricious. They are somewhat
taller than hill giants, reaching from 20 to 22 feet tall, and have
duskier coloration. The primary difference between nightfall giants and others is that
they are well adapted to operating in the dark and are almost
entirely nocturnal.
Nightfall giants are also more likely to work with other races,
though almost never other giants. It is not unusual, however, to
find a nightfall giant commanding a tribe of orcs or working with
a band of ogre brigands. As a result, nightfall giants tend to have
slightly better weapons and more plentiful equipment than hill
giants. They are also often more dangerous to oppose, as they may
have numerous minions supporting them.


Sanb Giants
~I
~I"
~~
~t.1
~J
.
bescript:ion
Sand giants, or Kromtorr, are rare members
of giantkind found only in large deserts. They
are similar physically in many ways to hill
giants, including height and general build,
though their skin tends to be darker in color.
Sand giants are far more cunning and craftier
than hill giants, however, and thus manage to
find much higher quality clothing and weaponry
for themselves. Though they are no less
brutal and savage than hill giants, sand giants
know the value of fear and often allow victims
that bribe them to go free to spread word of their
fearsome power.
Sand giants prefer to establish small empires for
themselves in the deep deserts by laying claim to
an oasis.Any who wish to travel through the deep
deserts must be careful to carry plenty of water, or
they will be forced pay great sums of money to a sand
giant in return for using a small, dirty pool under his
control. Of course, when trade is low, sand giants turn
to banditry, raiding caravans and attacking small groups.
Sand giants also capture prisoners and refuse to return
them unless given a giant-sized ransom, such as a huge
sword or fine clothing made to their measurements.
Combat:
A sand giant generally knows the area around
his chosen oasis very well and uses the terrain to
his advantage. Though it is difficult to imagine
something as large as a giant hiding, it
is not unusual for a sand giant to lie behind
a sand dune near a caravan route, waiting for
unwary travelers to pass by. When surprise is
not an option, a sand giant depends on his
natural resistance to magic, a sharp blade, and
his great strength and reach to overcome his foes.


Cazel
bescript:ion
Cazel is one of the oldest and largest sand giants known to the
civilized world. His appearance in ancient records suggests that
Cazel may in fact be a survivor of the armies ofRallos Zek, though
it is equally likely that other particularly fierce sand giants have
taken the name "Cazel" over the years to inspire fear. By most
accounts, he stands over 25 feet tall and has the heavy frame
typical of his race (at 25 feet, he would weigh roughly 15,000
pounds). Cazel is generally described as fighting without a weapon,
though not always, and some claim he has vast magical powers.
Cazel is normally encountered in the Desert of Ro near the
Oasis ofMarr. Cazel patrols the best watering holes on the western
side of the Oasis and charges exorbitant prices for any creature
wishing to drink or fill a flask. Cazel will attack large caravans too
well protected for a common sand giant and, as a result, is often
carrying random items of treasure taken in such raids.
On more than one occasion, a questing party
sent to recover some item Cazel had stolen has
claimed to have killed the giant. Yet his
ravages usually begin again within
a few days of such claims. It is not
generally known that Cazel can regenerate
even when apparently dead, and
most scholars assume that each Cazel is
a different giant claiming the name.


Storm Giant
bescription
The Kromzek, more commonly called storm giants, are a race
of powerful giants found on the continent of Velious. They are
similar to frost giants in appearance, but stand 19 to 22 feet in
height, weigh 7,000 to 11,000 pounds, and have pale hair and
skin. Kromzek are generally well-clothed and are equipped with weapons and armor made by skilled Kromzek artisans. They are
also more open to negotiations and trade than most giants and
often treat their close allies very well. Once a Kromzek has
identified a person as an enemy, however, the giant's wrath and
mistrust cannot be avoided with sweet words and offerings.
The Kromzek are far more organized than most giants and are
part of the giant society based out of the city ofKael Drakkal that
is ruled by King T ormax. The Kromrif serve mainly as guards and
wardens around Kael Drakkal, while the Kromzek form a social
class than their frost giant cousins, ruling the city and using their
own martial skills to protect the last truly organized giant culture.
Apart from the Kromrif, the Kromzek also work well with several
other races and can even accept members of "lesser" races as
friends and allies.

Furniture
11-06-2012, 12:58 PM
GNOLLS -
Resembling a cross between humans and canines, gnolls are
vicious opportunists that readily attack anyone perceived as a
weaker opponent, A typical gnoll stands somewhat taller than a
human, nearly 7 feet in height, with a dark-furred body, large wolf-
like ears, and feral eyes. It will kill and eat anything and anyone
it encounters, if it thinks it can win.
Gnolls abound in Norrath, plaguing travelers in almost every
area. Their scouts and runners patrol the countryside in search of
easy prey. The Blackburrow lair, in the Qeynos Hills, is one of
their most fecund breeding grounds. This complex of tunnels and
caverns makes a good base of operations into the surrounding
countryside, and it offers considerable protection against raiders.
Gnoll society is tribal, and attacking one member of the tribe
issure to bring down the wrath of the others on those responsible.
Gnolls favor the warrior class, but shamans are also common,
serving as soothsayers and spiritual leaders of the tribe.


SnowFang Gnoll
Along the frozen shores of the Iceclad Sea and in other artic
areas of Norrath, the nomadic Snowfang gnolls eke out a simple
existence. Snowfang gnolls are well adapted to their icy environment.
A thick coat of white fur provides both warmth and
camouflage, and they are naturally resistant to cold. Expert
hunters and fishers, they depend on strength and speed to overcome
prey.
Unlike their warlike cousins on Antonica, these reclusive
gnolls are not automatically hostile to strangers. They are a
suspiciouspeople, though, unused to intruders.



Clan Torn Ear Gnoll-

In the heart of the Plains of Karana, a clan of gnolls has
succeeded in uniting most of the gnoll tribes that roam the
Karanas and in killing or exiling those gnolls who would not join
them. From their underground warren of Splitpaw, this new
group, Clan Tom Ear, rules the growing gnoll kingdom. The
ruling classes of Clan Torn Ear are the Val, and under them the
Mal and then the Mas. Each individual of these ruling classes is
given a further title by his or her function: the Tesch, who serve
as soldiers, generals, and guards; the Lteth, who serve as spies and
scouts; the Nisch, who are the shamanistic spiritual leaders of the
clan; and the Rosch, who pursue any arcane study that will lend
the clan power, usually preferring the dark art of necromancy.

Tecmos Deception
11-06-2012, 01:06 PM
These books are pretty fun reads, lol.

I bought them many years ago hoping my D&D buddies would want to play EQ pen and paper. They didn't, but I ended up DMing a 3.5 game in Norrath based on the maps/lore/monsters from these books anyways :)