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im gonna skip the mobs that arent on this server yet, nothing too interesting anyway
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maybe if theres enough interest i can use these books and host a EQ RPG game in a thread
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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. |
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. |
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. |
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. |
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. |
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. |
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 :) |
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