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![]() 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 | ||
Last edited by Furniture; 11-05-2012 at 03:45 PM..
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#2
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![]() 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. | ||
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#3
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![]() 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. | ||
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#4
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![]() 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. | ||
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![]() wow cool !
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#7
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![]() Quote:
__________________
Blue:
[60 Oracle] Kaludar (Barbarian) [35 Enchanter] Droxzn (Skeleton) [XX Rogue] Hailto (Half-Elf) Red: [21 Wizard] Hailto (Dark-Elf) | |||
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![]() This is pretty awesome, thank you!
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#9
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![]() 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
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#10
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![]() 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. | ||
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