BONZZ'S PAGE OF ACHIEVEMENTS

CATEGORY: PLANES OF POWER

When it is your hour, show them your power! -- Bonzz

This Achievement for the Planes of Power (PoP) expansion.

The Planes of Power ('PoP') was the 4th expansion, released in October 2002.

Planes of Power added:

This was the last expansion that supported MAC computers.

Later on (2008), "Fabled' versions of some of the group and raid targets were added. These targets are beefed up version of said targets and dropped enhanced up loot as well. They still spawn during the Legacy Anniversary events.

While there is a progression item that is a Charm (Intricate Wooden Figurine, the first progressive item), Charms were not actually added until the next expansion (Legacy of Ykesha). The Intricate Wooden Figurine was added as a reward and method to help track PoP Progression, after the fact, along with NPC's Gram Dunnar and Seer Mal Nae`Shi (in the Plane of Knowledge).

I reasonably confident that this expansion was sold for $26.99. It came with a printed Planes of Power Map and a Firiona Vie figurine.

The Plane of War was added to PoP content as during the 2014 Anniversary events (during the Call of the Forsaken expansion), a zone that had been intended for the original release but was never finished.

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All of the the below achievements should apply to all classes (they are not class specific).

SUB-CATEGORY ACHIEVEMENT COUNT ACHIEVEMENT POINTS
General 3 80
Progression 15 150
Exploration 24 240
Quests 3 30
Raids 21 225
Conquest 7 100
Hunter 19 550
TOTALS 92 1,375

ARMOR SETS                    EXPANSION LORE                    RAID INFO & STRATS                    ZONE LISTINGS

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EXPANSION (VISIBLE) ARMOR SETS

Known full (visible) armor sets. Did I miss any? Let me know!

Arcane Scientists
Askr's
Bidilis'
Coalition Trader
Composer's
Dismal
Dream Haunt
Farwater
Firehide
Galladan's
Grimror's
Hurricane
Inferno
Initiate's Watchman's
Jaylia's

 
Kerasha's Sylvan
Kizrak's
Livestone
Magi'Kot's
Maelin's
Miragul's
Night Terror
of Discovery
of Emblazoned Souls
of Enlightenment
of the Collective initiate
of the Khati Sha
of the Lightbringer
of the Ordained
of the Prime

 
of the Stormhealer
of the White Rose
of Vengeful Fury
Orc Slayer
Padded Leather
Pine Druid
Plague Rust
Plague Warrior
Planestriders
Prime Healers Initiate
Raex's
Rizlona's
Romar's
Rosrak's
Ruined Gnoll

 
Scaled Avatar's
Sentinel's
Silken Augmenter's
Songweavers
Stano's
Stonehide
Storm Rider
Ton Po's
Trilounhide
Trydan's
Ultor's
Vorshar's
Wanderer's
Windessence
Windskin

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 Achievements listed in the below sections are not necessarily listed in alphabetical order. They are generally listed in the order seen in the game (at the time they were added to the lists below). Use Control-F to "Find" a specific achievement you may be looking for. All of the the below achievements should apply to all classes (they are not class specific).

NOTE: Any rewards highlighted in YELLOW might be worth pursuing, due the fun factor, benefit or usefulness of the reward (you decide).

NOTE: Some miscellaneous “hints” may also be included in PURPLE. These hints are intended to enhance / clarify the "how to" for accomplishing the achievement.

NOTE: Anything in RED text is either an informational comment, or data / details that is not fully verified. If you can verify or provide correct information, please do (see end of page)!

NOTE: Items noted as a "REWARD" are items granted from the achievement, itself. Items listed as "ACQUIRED" are unique item's that can be / are / should be acquired along the way, towards completing the related achievement, but are not actually a reward granted from the achievement itself. In fact, the achievement may even be for acquiring said item. Additionally, only the more "unique" Achievement awards are noted below... "common" or "generic" Achievement Rewards like Alternate Advancement points, Character Experience & Coin, are not noted in the Reward options below.

NOTE: Hunter Achievements were added with the June 2017 Patch. Progression Achievements were added with the Terror of Luclin Expansion.

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.GENERAL

NAME

POINTS NOTES REWARD(S)

Planeslayer

072317

30 Complete the (17) listed required achievements and / or the (1) listed optional achievement. N/A

Conqueror of the Planes of Power

072517

40 Complete the (20) listed required achievements and / or the (1) listed optional achievement. N/A

Planes of Power Explorer

021514

10 Complete the (22) listed required achievements and / or the (2) listed optional achievement. If you don't have one all ready, you should get a Journeyman's Compass. Click the Journeyman's Compass to gain another Level of the Journeyman's Speed Alternative Advancement (if it isn't all ready maxed out).

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PROGRESSION

If you are having any trouble with Planar Progression, be sure to check out Bonzz's Awesome Proper Planar Progression Page!

NAME

POINTS

NOTES

Factory Code

120721

10

Gain entry to the Plane of Innovation Factory (there is no actual item involved).

Crystalline Globe

120821

10

Acquire and / or use the Crystalline Globe.

Ruins of Lxanvom Key

120721

10 Gain access to the Ruins of Lxanvom (Crypt of Decay); or acquire / use the Bangle of Disease Warding (aka  'Grimror's Bracer').

Lxanvom, Lower Depths Key

120721

10 Gain access to the Lower Depths of the Ruins of Lxanvom (Crypt of Decay) (there is no actual item involved).

Competed Diaku Emblem

121121

10

Acquire and / or use the Completed Diaku Emblem (alternate access to Drunder, the Fortress of Zek).

Go to the desert area in the Plane of Storms. Kill a Diaku Raider (the variant rock dervish MOB's are their place holders) until you have looted all four (4) versions of Quarter of a Diaku Symbol. Then head to Wembly the Forlorn (last room of the cave near the zone in), hail hum and follow along; then give the items to him, for this key. Then go zone into Drunder, the Fortress of Zek to finish up.

Ring of Marr

121121

10 Acquire and / or use the Ring of Marr.

Symbol of Torment

120921

10

Acquire and / or use the Symbol of Torment.

(Alternate Access: Torment, Plane of Pain)

Spawn and kill Rythrak in the Plane of Disease (1st room in the caves to the south), until you get Bubonian Bile. Next, head to the Plane of Innovation and kill clockwork spider models until you get a Mechanical Clockwork Venom. Then head to the Plane of Nightmare to kill Terror Matriarch (a 3-day spawn... follow wall to the south west) and loot a Terror Matriarch Venom Sac. In the same area, find and kill a nettling wraith until you get a Nettling Wraith Stinger. Now head to Iramai Sacredsoul in the Plane of Tranquility (in the building where the Plane of Health NPC's are). Hail, follow along and hand in the Bubonian Bile, to get Purified Bubonian Bile. Now head into the Plane of Justice to find Brugga (southwest room, in southeast prison area) (amiable-plus faction needed... or charm him). Speak to him in Orcish (high skill needed, say "What rare disease?"), then give him the Purified Bubonian Bile (he gives it back). Then give him the other three items (previously noted), to get Vial of Opaque Fluid. Head back to Iramai Sacredsoul and give her the Purified Bubonian Bile & Vial of Opaque Fluid, to finish up. If you get the actual item, go zone into Torment, the Plane of Pain.

Symbol of Torden

120821

10 Acquire and / or use the Symbol of Torden.

Screaming Sphere

120721

10 Acquire and / or use A Screaming Sphere.

Talisman of Thunderous Foyer

120721

10 Acquire and / or use the Talisman of Thunderous Foyer (it's a virtual item added to your keys).

Enchanted Ring of Torden

120721

10 Acquire and / or use the Enchanted Ring of Torden.

Wind Etched Key

120721

10 Acquire and / or use the Wind Etched Key.

Gem-Etched Key

120721

10 Acquire and / or use A Gem-Etched Key (it drops from Tantisala Jaggedtooth in Vegarlson, the Earthen Badlands.

Passkey of the Twelve

120721

10

Gain access to Ragrax, Stronghold of the Twelve.

Keys of War

120721

10

Gain access to the four (4) listed areas in the Plane of War.

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EXPLORATION

NAME

POINTS

NOTES

The Plane of Knowledge Traveler

121404

10 Go to the noted zone.

The Plane of Tranquility Traveler

121404

10 Go to the noted zone.

The Plane of Justice Traveler

121504

10 Go to the noted zone.

The Plane of Disease Traveler

121404

10 Go to the noted zone.

The Ruins of Lxanvom Traveler

121404

10

Go to the noted zone.

aka Crypt of Decay

The Plane of Nightmare Traveler

121404

10 Go to the noted zone.

The Lair of Terris-Thule Traveler

121504

10 Go to the noted zone.

The Plane of Innovation Traveler

121404

10 Go to the noted zone.

The Plane of Valor Traveler

121404

10 Go to the noted zone.

The Halls of Honor  Traveler

121404

10 Go to the noted zone.

The Temple of Marr Traveler

121404

10 Go to the noted zone.

The Plane of Storms Traveler

121404

10 Go to the noted zone.

Torden, Bastion of Thunder Traveler

121404

10 Go to the noted zone.

Torment, the Plane of Pain Traveler

121404

10 Go to the noted zone.

Drunder, the Fortress of Zek Traveler

121404

10

Go to the noted zone.

aka Plane of Tactics

The Tower of Solusek Ro Traveler

121504

10 Go to the noted zone.

Doomfire, the Burning Lands Traveler

121404

10

Go to the noted zone.

aka Plane of Fire

Eryslai, the Kingdom of Wind Traveler

121404

10

Go to the noted zone.

aka Plane of Air

The Reef of Coirnav Traveler

121404

10

Go to the noted zone.

aka Plane of Water

Vegarlson, The Earthen Badlands Traveler

121404

10

Go to the noted zone.

aka Plane of Earth

Ragrax, Stronghold of the Twelve Traveler

121504

10

Go to the noted zone.

aka Plane of Earth B

The Plane of Time Traveler

121404

10

Go to the noted zone.

The Prison of the Forsaken Traveler

121404

10

Go to the noted zone.

aka Plane of Time B

The Plane of War Traveler

042914

10 Go to the noted zone.

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QUESTS

NAME

POINTS

NOTES

Signet of the Arcane

061516

10

Complete, Craft or Possess Signet of the Arcane or the Signet of Might.

This does involve completing the (7) optional steps in order to accomplish the (1) required step.

Mercenary of the Plane of War

042818

10 Complete the (4) listed tasks.

Partisan of the Plane of War

120818

10 Complete the (5) listed tasks.

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RAIDS

NAME

POINTS

NOTES

Conqueror of Doomfire, the Burning Lands

063017

10 Defeat the (11) listed raid targets / events.

Conqueror of Drunder, Fortress of Zek

072217

10 Defeat the (6) listed raid targets / events.

Conqueror of Eryslai, the Kingdom of Winds

072317

10 Defeat the (11) listed raid targets / events.

Conqueror of The Halls of Honor

0672217

10 Defeat the (3) listed raid targets / events.

Conqueror of The Lair of Terris-Thule

062217

10 Defeat the listed raid target / event.

Conqueror of The Plane of Disease

071917

10 Defeat the (2) listed raid targets / events.

Conqueror of The Plane of Innovation

070717

10 Defeat the (5) listed raid targets / events.

Conqueror of The Plane of Justice

062317

10 Defeat the listed raid target / event.

Conqueror of The Plane of Nightmare

072117

10 Defeat the (7) listed raid targets / events.

Conqueror of The Plane of Storms

072117

10 Defeat the (12) listed raid targets / events.

Conqueror of The Plane of Valor

071917

10 Defeat the (2) listed raid targets / events.

Conqueror of The Plane of War

031717

25 Defeat the listed raid target / event.

Conqueror of The Prison of the Forsaken

072317

10 Defeat the (6) listed raid "Phases" which is related to defeating the (37) listed targets / events.

Conqueror of Ragrax, Stronghold of the Twelve

062517

10 Defeat the (2) listed raid targets / events.

Conqueror of The Reef of Coirnav

072017

10 Defeat the (6) listed raid targets / events and the (4) listed "Phase" targets / events.

Conqueror of The Ruins of Lxanvom

062217

10 Defeat the (3) listed raid targets / events.

Conqueror of Solusek Ro's Tower

072217

10 Defeat the (6) listed raid targets / events.

Conqueror of The Temple of Marr

063017

10 Defeat the listed raid target / event.

Conqueror of Torden, the Bastion of Thunder

072317

10 Defeat the (9) listed raid targets / events.

Conqueror of Torment, the Plane of Pain

062217

10 Defeat the (6) listed raid targets / events.

Conqueror of Vegarlson, the Earthen Badlands

072517

10 Defeat the (6) listed raid targets / events.

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CONQUEST

NAME

POINTS

NOTES

REWARD(S)

Savior of the Plane of War

120818

40 Complete the (2) listed achievements. Your choice of Kijarl's Ring of Negation (clicky dispel); Left Eye of Gyrup (Sympathetic Healing Aug); Rune of Tallon (swarm pet clicky); Sigil of the Blade (16 Dmg. / Vampiric Strike Proc 2H Aug); Sigil of Thokk (10 Dmg. / Vampiric Strike Proc 1H Aug); Stone of Judgment (10% / 45 Max Dodge Aug); or The Heart of Narikor (Corruption / mana Return Aug).

Beyond the Zekarian

042914

10

Complete the listed task.

(Gain access to the "Field of Strife" area.)

N/A

Castle of Tamrel

042914

10

Complete the listed task.

(Gain access to the "Castle Tamrel" area.)

N/A

The Favor of Vallon

111218

10 Complete the listed step and the (4) sub-steps. N/A

Castle Rulnavis

042914

10

Complete the listed task.

(Gain access to the "Castle Rulnavis" area.)

N/A

The Favor of Tallon

110218

10 Complete the listed step and the (4) sub-steps. N/A

The Antechamber of Drunder

120818

10

This appears to be for completing The Favor of Vallon & The Favor of Tallon (see above).

(Gain access to the "Antechamber of Drunder" area.)

N/A

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HUNTER

NAME

POINTS

NOTES

Hunter of Doomfire, the Burning Land

071417

30 Defeat the (23) listed targets.

Hunter of Drunder, Fortress of Zek

072317

30 Defeat the (8) listed targets.

Hunter of Eryslai, the Kingdom of Wind

072017

30 Defeat the (6) listed targets.

Hunter of The Halls of Honor

041918

30 Defeat the (6) listed targets.

Hunter of The Lair of Terris-Thule

062217

30 Defeat the (2) listed targets.

Hunter of The Plane of Disease

062217

30 Defeat the (4) listed targets.

Hunter of The Plane of Innovation

062217

30 Defeat the (2) listed targets.

Hunter of The Plane of Justice

062417

30 Defeat the (22) listed targets.

Hunter of The Plane of Nightmare

062517

30 Defeat the (6) listed targets.

Hunter of The Plane of Storms

072117

30 Defeat the listed target.

Hunter of The Plane of Valor

062517

30 Defeat the (11) listed targets.

Hunter of The Plane of War

110415

30 Defeat the (11) listed targets.

Hunter of The Reef of Coirnav

072317

30 Defeat the (17) listed targets.

Hunter of the Ruins of Lxanvom

072317

30 Defeat the (20) listed targets.

Hunter of The Temple of Marr

062317

30 Defeat the listed target.

Hunter of Torden, Bastion of Thunder

062317

30 Defeat the (16) listed targets.

Hunter of Torment, the Plane of Pain

072317

30 Defeat the (10) listed targets.

Hunter of The Tower of Solusek Ro

062917

30 Defeat the (6) listed targets.

Hunter of Vegarlson, The Earthen Badlands

062517

30 Defeat the (12) listed targets.

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PLANES OF POWER ZONES

Doomfire, the Burning Lands
(aka The Plane of Fire)

Drunder, the Fortress of Zek
(aka The Plane of Tactics)

Eryslai, the Kingdom of Wind
(aka The Plane of Air)

Ragrax, Stronghold of the Twelve
(aka Plane of Earth B)

The Halls of Honor

The Lair of Terris-Thule

The Plane of Disease

The Plane of Innovation

The Plane of Justice

The Plane of Knowledge

The Plane of Nightmare

The Plane of Storms

The Plane of Time

The Plane of Tranquility

The Plane of Valor

The Plane of War
(added in March 2014)

The Prison of the Forsaken
(aka Plane of Time B)

The Reef of Coirnav
(aka The Plane of Water)

The Ruins of Lxanvom
(aka The Crypt of Decay)

The Temple of Marr
(aka Halls of Honor B)

The Tower of Solusek Ro

Torden, Bastion of Thunder

Torment, the Plane of Pain
(aka Plane of Torment)

Vegarlson, the Earthen Badlands
(aka The Plane of Earth)

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RAID INFO & STRATS

The generic strats / info below are from successful raids that I was part of, from research and / or from what I recall. The below info should be adapted, as seen fit, by your Raid Leader. Key emotes may also be noted below. Raid make-up (classes, levels, Player skill levels, etc.) can and do make a difference on raid strategy options and winning or losing. In any situation, Players fulfilling their roles, using assist, and following emotes is always essential. There is always more than one variant strategy that can successfully defeat a raid. As Levels increase, defeating old raids can prove much easier and more forgiving (even as a group or solo / molo, depending on how old the raid event is). However, sometimes, certain mechanics still have to be honored. It has been known that in some events, due raid mechanics, too much DPS; killing MoB X before MOB Y; and similar, can bug the raid and cause it to fail. The below info does not include details on how to complete raid-related achievements. Those are noted elsewhere on this page, if any. Some of these targets may require 'zerging' into the zone get to them (killing stuff along the way). They may also have 'adds' which are often more like trash MoB's that in the general area. The original / older targets / encounters were pre-raid window events. Raids were more of a collective effort, or better, an extremely challenging group event. Any effects noted below  often 'scale to level,' so the effects can be lesser or greater than stated, depending on raid force levels. On Progression servers, targets can use 'Mitigation of the Mighty' (mitigates Spell Damage, Melee Damage and absorbs DoT damage), at least until such time as certain later expansions (typically, expansions that are at least seven-plus expansions after the expansion of the related target). While older targets are static open world (non-instance) events, there are now an Agent of Change in various locations that will provide instanced version of the same event (which are noted below, if any).

If I missed anything or got something wrong, let me know!

NOTE: Some of the below respawn timers are based on other targets in the same zone and / or expansion.

NOTE: Many of the below listed Raid targets are involved or related to flagging for 'Planar Progression.' As a result, Character Flags can be relevant and a certain sequence of events can apply, as outlined here. Some of the raid 'named' are essentially raid 'trash' MoB's, and do not drop loot, are not included below. However, Fabled targets are generally included, be they a group target or a raid target.

There is more than one Agent of Change in the Plane of Tranquility. For your Plane of Tranquility Map:

P 1378.2000, -1667.3440, -765.2252,  0, 0, 240,  3,  Agent_of_Change_(Disease)
P 1130.8418, -1860.8110, -883.3512,  0, 0, 240,  3,  Agent_of_Change_(Crypt_of_Decay)
P 1628.6005, -741.8203, -913.1808,  0, 0, 240,  3,  Agent_of_Change_(Torment)
P 3.9567, 158.8698, -618.7319,  0, 0, 240,  3,  Agent_of_Change_(Tactics)
P -25.9461, 179.0917, -618.5030,  0, 0, 240,  3,  Agent_of_Change_(Honor)
P -17.9030, 215.0625, -618.4884,  0, 0, 240,  3,  Agent_of_Change_(Solusek_Ro)
P 14.9881, 225.0011, -619.9413,  0, 0, 240,  3,  Agent_of_Change_(Valor)
P 652.6307, -839.3028, -613.6741,  0, 0, 240,  3,  Agent_of_Change_(Air)
P 1241.6193, 166.6659, -903.0199,  0, 0, 240,  3,  Agent_of_Change_(Nightmare)
P 37.3468, 1519.5961, -922.1989,  0, 0, 240,  3,  Agent_of_Change_(Innovation)
P -2104.1343, 1317.6544, -716.0820,  0, 0, 240,  3,  Agent_of_Change_(Earth)
P -1754.1194, 620.2076, -933.4813,  0, 0, 240,  3,  Agent_of_Change_(Thunder)
P -1323.7936, 623.2286, -931.9340,  0, 0, 240,  3,  Agent_of_Change_(Storms)
P -1045.7240, 1180.6659, -778.8569,  0, 0, 240,  3,  Agent_of_Change_(Water)
P 561.2845, 163.6463, -611.9706,  0, 0, 240,  3,  Agent_of_Change_(Justice)
P 2204.8987, -173.9931, -928.9708,  0, 0, 240,  3,  Agent_of_Change_(Fire)

RAID ZONE INFO & STRATS NOTES
A Deadly Warboar
(Level 72)
The Prison of the Forsaken
(aka Plane of Time B)

Spawns as part of the Third Phase / Wave of MoB's in The Prison of the Forsaken (aka Plane of Time B).

No known special abilities.

Respawn Timer: 5 Days + / - 12 Hours.
A Ferocious Warboar
(Level 72)
The Prison of the Forsaken
(aka Plane of Time B)

Spawns as part of the Third Phase / Wave of MoB's in The Prison of the Forsaken (aka Plane of Time B).

No known special abilities.

Respawn Timer: 5 Days + / - 12 Hours.

A Monstrous Mudwalker
(Level 73)

A Fabled Monstrous Mudwalker
(Level 85)
(aka 'Mud Ring Event')

Vegarlson, the Earthen Badlands
(aka The Plane of Earth)

Agent of Change
(Instance NPC) (Plane of Tranquility)

This is a circle event known as the 'Mud Ring.'

Kill any and all 'An Earthen Mudwalker.' This will activate the a series of add waves spawning (Level 60 to 72) en masse. Kill them all.

Outlined here.

The 'Fabled' version can only spawn during 'Legacy' (5th to 13th) Anniversary events. It is essentially the same is the non-Fabled version, but beefed up a few levels with some of it's drops upgraded to 'fabled' versions of the same items.

Respawn Timer: 3 Days + / - 12 Hours.

A Mystical Arbitor of Earth
(Level 74)

The Fabled Mystical Arbitor of Earth
(Level 90)

Vegarlson, the Earthen Badlands
(aka The Plane of Earth)

Agent of Change
(Instance NPC) (Plane of Tranquility)

The four (4) 'Ring' events (in this same zone) must be defeated in order to activate A Mystical Arbitor of Earth. You have thirty (30) minutes to get to and kill A Mystical Arbitor of Earth, after the final (fourth) Ring event is defeated (any order).

Outlined here.

The 'Fabled' version can only spawn during 'Legacy' (5th to 13th) Anniversary events. It is essentially the same is the non-Fabled version, but beefed up a few levels with some of it's drops upgraded to 'fabled' versions of the same items.

Respawn Timer: 3 Days + / - 12 Hours.

A Perfected Warder of Earth
(Level 73)

A Fabled Perfected Warder of Earth
(Level 85)
(aka 'Dust Ring Event')

Vegarlson, the Earthen Badlands
(aka The Plane of Earth)

Agent of Change
(Instance NPC) (Plane of Tranquility)

This is a circle event known as the 'Dust Ring.'

Kill any and all 'a dusty warder.' This will activate the a series of add waves (Level 66 to 72) spawning en masse. Kill them all.

Outlined here.

The 'Fabled' version can only spawn during 'Legacy' (5th to 13th) Anniversary events. It is essentially the same is the non-Fabled version, but beefed up a few levels with some of it's drops upgraded to 'fabled' versions of the same items.

Respawn Timer: 3 Days + / - 12 Hours.

Aerin'Dar
(Level 70)

The Fabled Aerin'Dar
(Level 85)

The Plane of Valor

Agent of Change
(Instance NPC) (Plane of Storms)

At least one (1) Player will need A Crystalline Globe to get the raid into the event area.

Outlined here.

The 'Fabled' version can only spawn during 'Legacy' (5th to 13th) Anniversary events. It is essentially the same is the non-Fabled version, but beefed up a few levels with some of it's drops upgraded to 'fabled' versions of the same items.

Respawn Timer: 3 Days + / - 12 Hours.

Agnarr the Storm Lord
(Level 75)

The Fabled Agnarr the Storm Lord
(Level 90)

Torden, Bastion of Thunder

Agent of Change
(Instance NPC) (Plane of Tranquility)

Someone in each group needs an Enchanted Ring of Torden, in order to get their group into the event tower. Additionally, someone in the raid needs a Symbol of Torden to get the raid into the event area.

This event involves fighting your way up the tower, defeating Evynd Firestorm (Level 68) & Emmerik Skyfury (Level 68), along the way to Agnarr the Storm Lord.

Outlined here.

The 'Fabled' version can only spawn during 'Legacy' (5th to 13th) Anniversary events. It is essentially the same is the non-Fabled version, but beefed up a few levels with some of it's drops upgraded to 'fabled' versions of the same items.

Respawn Timer: 3 Days + / - 12 Hours.

Alekson Garn's Trail
(Level 68 Max)
(aka 'Crazed Norrathians' or 'Virgins' or 'Princess' Trial)

Alekson Garn
(Event NPC) (Halls of Honor)

Agent of Change
(Instance NPC) (Plane of Tranquility)

This event involves defeating three (3) targets... Advocent Joran (Level 68), Halgoz Rellinic (Level 68) & Freegan Haun (Level 68).

Outlined here.

Respawn Timer: 3 Days + / - 12 Hours.

Anar of Water
(Level 68)

The Prison of the Forsaken
(aka Plane of Time B)

Spawns as part of the initial Trials in The Prison of the Forsaken (aka Plane of Time B).

Uses 'Aqueous Flux' (-850 HP DD, 70% Snare, 40% Slow).

Respawn Timer: 12 Hours.
Arch Mage Alchtonion
(Level 65)

Eryslai, the Kingdom of Wind
(aka The Plane of Air)

Agent of Change
(Instance NPC) (Plane of Tranquility)

Can Stun. Respawn Timer: 3 Days + / - 12 Hours.

Arch Mage Yozanni
(Level 78)

The Fabled Arch Mage Yozanni
(Level 85)

Doomfire, the Burning Lands
(aka The Plane of Fire)

Agent of Change
(Instance NPC) (Plane of Tranquility)

Uses 'Disjunction of Flame' or 'Fabled Disjunction of Flame' (-250 Mana DoT, -450 AC, -200 Attack).

The 'Fabled' version can only spawn during 'Legacy' (5th to 13th) Anniversary events. It is essentially the same is the non-Fabled version, but beefed up a few levels with some of it's drops upgraded to 'fabled' versions of the same items.

Respawn Timer: 3 Days + / - 12 Hours.

Arlyxir
(Level 75)

The Fabled Arlyxir
(Level 85)

The Tower of Solusek Ro
(aka Solusek Ro's Tower)

Agent of Change
(Instance NPC) (Plane of Tranquility)

Part of access to enter Solusek Ro's Chamber.

Outlined here.

The 'Fabled' version can only spawn during 'Legacy' (5th to 13th) Anniversary events. It is essentially the same is the non-Fabled version, but beefed up a few levels with some of it's drops upgraded to 'fabled' versions of the same items.

Respawn Timer: 3 Days + / - 12 Hours.

Auliffe Chaoswind
(Level 67)

The Fabled Auliffe Chaoswind
(Level 67)

Torden, Bastion of Thunder

Agent of Change
(Instance NPC) (Plane of Tranquility)

Auliffe Chaoswind is at the top of the tower. He has a Spin stun (with a 200 HP DoT and aggro reducer) and another Stun with a Dispell component.

The 'Fabled' version can only spawn during 'Legacy' (5th to 13th) Anniversary events. It is essentially the same is the non-Fabled version, but beefed up a few levels with some of it's drops upgraded to 'fabled' versions of the same items.

Respawn Timer: 6 Hours.

Avatar of Dust
(Level 75)

Eryslai, the Kingdom of Wind
(aka The Plane of Air)

Agent of Change
(Instance NPC) (Plane of Tranquility)

The Avatar of Dust is a triggered event.

Outlined here.

Respawn Timer: 3 Days + / - 12 Hours.

Avatar of Earth
(Level 80)

The Fabled Avatar of Earth
(Level 90)
(Rathe Council Event)

Ragrax, Stronghold of the Twelve
(aka Plane of Earth B)

To get to the event area, you will have to fight your way in and kill a series of mini-named to unlock the gateways.

Killing the twelve (12) A Rathe Councilman activates the Avatar of Earth.

Outlined here.

Respawn Timer: 3 Days + / - 12 Hours.

Avatar of Mist
(Level 75)

Eryslai, the Kingdom of Wind
(aka The Plane of Air)

Agent of Change
(Instance NPC) (Plane of Tranquility)

The Avatar of Mist is a triggered event.

Outlined here.

Respawn Timer: 3 Days + / - 12 Hours.
Avatar of Smoke
(Level 75)

Eryslai, the Kingdom of Wind
(aka The Plane of Air)

Agent of Change
(Instance NPC) (Plane of Tranquility)

The Avatar of Smoke is a triggered event.

Outlined here.

Respawn Timer: 3 Days + / - 12 Hours.
Avatar of the Elements
(Level 72)
The Prison of the Forsaken
(aka Plane of Time B)

Spawns as part of the Third Phase / Wave of MoB's in The Prison of the Forsaken (aka Plane of Time B).

No known special abilities.

Respawn Timer: 5 Days + / - 12 Hours.
Avatar of Wind
(Level 75)

Eryslai, the Kingdom of Wind
(aka The Plane of Air)

Agent of Change
(Instance NPC) (Plane of Tranquility)

The Avatar of Wind is a triggered event.

Outlined here.

Respawn Timer: 3 Days + / - 12 Hours.

Babnoxis the Spider Queen
(Level 75)

The Fabled Babnoxis the Spider Queen
(Level 85)

Doomfire, the Burning Lands
(aka The Plane of Fire)

Agent of Change
(Instance NPC) (Plane of Tranquility)

Has a Poison DoT (-125 Mana DoT & -500 HP DoT).

The Fabled version uses a PB AoE 1K DD (with a 250 Mana DoT) and a 500 HP DoT (with a 125 Mana DoT).

The 'Fabled' version can only spawn during 'Legacy' (5th to 13th) Anniversary events. It is essentially the same is the non-Fabled version, but beefed up a few levels with some of it's drops upgraded to 'fabled' versions of the same items.

Respawn Timer: 3 Days + / - 12 Hours.

Baltaldor the Cursed
(Level 67)

Eryslai, the Kingdom of Wind
(aka The Plane of Air)

Agent of Change
(Instance NPC) (Plane of Tranquility)

Has a 55% Slow (with a 1,250 HP DD) and a Stun (with a 400 Hp DD). Respawn Timer: 3 Days + / - 12 Hours.

Bertoxxulous
(Level 75)

Bertoxxulous
(Level 85)

The Ruins of Lxanvom
(aka The Crypt of Decay)

Agent of Change
(Instance NPC) (Plane of Tranquility)

Outlined here.

The Fabled version uses a PB AoE 2K DD, with a 2,089 Mana DoT & -150 Attack.

Everyone in the raid needs access to the lower section of this zone, outlined here.

The 'Fabled' version can only spawn during 'Legacy' (5th to 13th) Anniversary events. It is essentially the same is the non-Fabled version, but beefed up a few levels with some of it's drops upgraded to 'fabled' versions of the same items.

Respawn Timer: 3 Days + / - 12 Hours.

Bertoxxulous
(Level 75)

Bertoxxulous
(Level 90)

The Prison of the Forsaken
(aka Plane of Time B)

Quads, AoE Rampages, Enrages, has a PB AoE 80% Snare (with a 700 HP DoT) and a 975 HP DD (with a 275 Mana Drain).

The Fabled version has an 80% Snare (with a 3.7K HP DoT) and a 9,075 HP DD (with a 4,075 Mana Drain).

The 'Fabled' version can only spawn during 'Legacy' (5th to 13th) Anniversary events. It is essentially the same is the non-Fabled version, but beefed up a few levels with some of it's drops upgraded to 'fabled' versions of the same items.

Respawn Timer: 5 Days.

Blazzax the Omnifiend
(Level 78)

The Fabled Blazzax the Omnifiend
(Level 85)

Doomfire, the Burning Lands
(aka The Plane of Fire)

Agent of Change
(Instance NPC) (Plane of Tranquility)

Has a 2K HP PB AoE.

The Fabled version has the same effect.

The 'Fabled' version can only spawn during 'Legacy' (5th to 13th) Anniversary events. It is essentially the same is the non-Fabled version, but beefed up a few levels with some of it's drops upgraded to 'fabled' versions of the same items.

Respawn Timer: 3 Days + / - 12 Hours.

Brynju Thunderclap
(Level 67)

The Fabled Brynju Thunderclap
(Level 67)

Torden, Bastion of Thunder

Agent of Change
(Instance NPC) (Plane of Tranquility)

In the Northeast Tower. Has a Dispel (with a 1.5K HP DD) and a Stun (with a 1K HP DD).

The Fabled version uses a Dispel (with a 3K HP DD).

The 'Fabled' version can only spawn during 'Legacy' (5th to 13th) Anniversary events. It is essentially the same is the non-Fabled version, but beefed up a few levels with some of it's drops upgraded to 'fabled' versions of the same items.

Respawn Timer: 6 Hours.

Cazic Thule
(Level 75)

The Fabled Cazic Thule
(Level 90)

The Prison of the Forsaken
(aka Plane of Time B)

AoE Rampages, Enrages, Has an PB AoE Stun (with a 2K HP DD); a PB AOE 40% Snare (with a 200 HP DoT); and a PB AoE Fear (with a 1K DD).

The Fabled version uses fabled versions of the spells... a PB AOE 40% Snare (with a 1K HP DoT); PB AoE Fear (with a 10K DD); and a PB AoE Stun (with a 4K HP DD and a 550 HP DoT).

The 'Fabled' version can only spawn during 'Legacy' (5th to 13th) Anniversary events. It is essentially the same is the non-Fabled version, but beefed up a few levels with some of it's drops upgraded to 'fabled' versions of the same items.

Respawn Timer: 5 Days.

Chamberlain Escalardian
(Level 70)

Eryslai, the Kingdom of Wind
(aka The Plane of Air)

Agent of Change
(Instance NPC) (Plane of Tranquility)

Has a 450 HP AoE. Respawn Timer: 3 Days + / - 12 Hours.
Champion of Torment
(Level 71)
The Prison of the Forsaken
(aka Plane of Time B)

Spawns as part of the Third Phase / Wave of MoB's in The Prison of the Forsaken (aka Plane of Time B).

No known special abilities.

Respawn Timer: 5 Days + / - 12 Hours.

Coirnav the Avatar of Water
(Level 80)

The Fabled Coirnav the Avatar of Water
(Level 90)

The Reef of Coirnav
(aka The Plane of Water)

Agent of Change
(Instance NPC) (Plane of Tranquility)

This is a timed event of killing three (3) of adds, en masse... and Coirnav the Avatar of Water (who has about 25 adds of his own)... in fourteen minutes.

Outlined here.

The Fabled version uses a 15K HP DD (with a -500 Attack and Dispel).

This event starts by killing the Guardian of Coirnav.

The 'Fabled' version can only spawn during 'Legacy' (5th to 13th) Anniversary events. It is essentially the same is the non-Fabled version, but beefed up a few levels with some of it's drops upgraded to 'fabled' versions of the same items.

Respawn Timer: 3 Days + / - 12 Hours.

Criare Sunmane
(Level 75)

The Fabled Criare Sunmane
(Level 75)

Doomfire, the Burning Lands
(aka The Plane of Fire)

Agent of Change
(Instance NPC) (Plane of Tranquility)

Can Charm (with an 80% Slow).

The Fabled can also Charm (with a 2K HP DD and a 80% Slow).

The 'Fabled' version can only spawn during 'Legacy' (5th to 13th) Anniversary events. It is essentially the same is the non-Fabled version, but beefed up a few levels with some of it's drops upgraded to 'fabled' versions of the same items.

Respawn Timer: 3 Days + / - 12 Hours.

Deathbringer Blackheart
(Level 71)
The Prison of the Forsaken
(aka Plane of Time B)

Spawns as part of the Third Phase / Wave of MoB's in The Prison of the Forsaken (aka Plane of Time B).

No known special abilities.

Respawn Timer: 5 Days + / - 12 Hours.
Deathbringer Skullsmash
(Level 71)
The Prison of the Forsaken
(aka Plane of Time B)

Spawns as part of the Third Phase / Wave of MoB's in The Prison of the Forsaken (aka Plane of Time B).

No known special abilities.

Respawn Timer: 5 Days + / - 12 Hours.
Dersool Fal'Giersnaol
(Level 71)
The Prison of the Forsaken
(aka Plane of Time B)

Spawns as part of the Third Phase / Wave of MoB's in The Prison of the Forsaken (aka Plane of Time B).

No known special abilities.

Respawn Timer: 5 Days.
Derugoak Bloodwalker
(Level 73)
(aka 'Vine Ring Event')

Vegarlson, the Earthen Badlands
(aka The Plane of Earth)

Agent of Change
(Instance NPC) (Plane of Tranquility)

Kill any and all A Tainted Rock Beast. This will activate the a series of add waves (Level 62 and up) spawning en masse. Kill them all.

Outlined here.

This is a circle event known as the 'Vine Ring.'

Respawn Timer: 3 Days + / - 12 Hours.

Deyid the Twisted
(Level 65)

The Plane of Nightmare

Agent of Change
(Instance NPC) (Plane of Tranquility)

This target clearly seems to be a group target, but it is listed as part of the zone's Raid Achievement. 

No known special abilities.

Talk to Seilaen to get teleported to the event area (related to the Quest, 'Seilaen's Plight').

Respawn Timer: 3 Days + / - 12 Hours.

Dreamwarp
(Level 71)
The Prison of the Forsaken
(aka Plane of Time B)

Spawns as part of the Third Phase / Wave of MoB's in The Prison of the Forsaken (aka Plane of Time B).

No known special abilities.

Respawn Timer: 5 Days + / - 12 Hours.
Drornok Tok Vo'Lok
(Level 65)

The Plane of Storms

Agent of Change
(Instance NPC) (Plane of Storms)

No known special abilities.

Clear the pond / tornado area of toads to spawn this target.

Respawn Timer: 3 Days + / - 12 Hours (?).

Earthen Overseer
(Level 70)
The Prison of the Forsaken
(aka Plane of Time B)

Spawns as part of the Second Phase / Wave of MoB's in The Prison of the Forsaken (aka Plane of Time B).

No known special abilities.

Respawn Timer: 5 Days.

Eindride Icestorm
(Level 67)

The Fabled Eindride Icestorm
(Level 80)

Torden, Bastion of Thunder

Agent of Change
(Instance NPC) (Plane of Tranquility)

Outlined here.

The Fabled Version uses a 600 HP DD.

The 'Fabled' version can only spawn during 'Legacy' (5th to 13th) Anniversary events. It is essentially the same is the non-Fabled version, but beefed up a few levels with some of it's drops upgraded to 'fabled' versions of the same items.

Respawn Timer: 6 Hours.

Falto, Lord of Thunder
(Level 70)

Fabled Falto, Lord of Thunder
(Level 80)

The Plane of Storms

Agent of Change
(Instance NPC) (Plane of Storms)

Quads, immune to slow.

The 'Fabled' version can only spawn during 'Legacy' (5th to 13th) Anniversary events. It is essentially the same is the non-Fabled version, but beefed up a few levels with some of it's drops upgraded to 'fabled' versions of the same items.

Related to the 'Save Relv's Forest' quest, that has a 3-hour time limit.

Fennin Ro, the Tyrant of Fire
(Level 80)

The Fabled Fennin Ro, the Tyrant of Fire
(Level 90)

Doomfire, the Burning Lands
(aka The Plane of Fire)

Agent of Change
(Instance NPC) (Plane of Tranquility)

You will have to fight your way through Azobian the Darklord (Level 75), Hebabbilys the Ragelord (Level 75), Javonn the Overlord (Level 75), Reaxnous the Chaoslord (Level 75), Chancellor Traxom (Level 75), Chancellor Kirta (Level 75), Warlord Prollaz (Level 75) and Omni Magus Crato (Level 75) to get to Fennin Ro, the Tyrant of Fire and make him targetable.

Outlined here.

The Fabled version has a 500 HP DoT (withe 15K HP DD and 500 Mana DoT).

This is a progressive raid event, that starts with killing the Guardian of Doomfire (Level 70).

The 'Fabled' version can only spawn during 'Legacy' (5th to 13th) Anniversary events. It is essentially the same is the non-Fabled version, but beefed up a few levels with some of it's drops upgraded to 'fabled' versions of the same items.

Respawn Timer: 3 Days + / - 12 Hours.

Gaukr Sandstorm
(Level 65)

The Fabled Gaukr Sandstorm
(Level 80)

Torden, Bastion of Thunder

Agent of Change
(Instance NPC) (Plane of Tranquility)

Uses a 1.5K HP DD Stun.

The 'Fabled' version can only spawn during 'Legacy' (5th to 13th) Anniversary events. It is essentially the same is the non-Fabled version, but beefed up a few levels with some of it's drops upgraded to 'fabled' versions of the same items.

He is part of the Enchanted Ring of Torden quest.

Respawn Timer: 6 Hours.

General Druav Flamesinger
(Level 75)

Doomfire, the Burning Lands
(aka The Plane of Fire)

Agent of Change
(Instance NPC) (Plane of Tranquility)

Uses Fiery Strike (-3K HP DD & Stun).

Respawn Timer: 3 Days + / - 12 Hours.

General Reparm
(Level 78)

The Fabled General Reparm
(Level 85)

Doomfire, the Burning Lands
(aka The Plane of Fire)

Agent of Change
(Instance NPC) (Plane of Tranquility)

Uses Fiery Strike (-3K HP DD & Stun).

The 'Fabled' version can only spawn during 'Legacy' (5th to 13th) Anniversary events. It is essentially the same is the non-Fabled version, but beefed up a few levels with some of it's drops upgraded to 'fabled' versions of the same items.

Respawn Timer: 3 Days + / - 12 Hours.

Glykus Helmir
(Level 67)

The Fabled Glykus Helmir
(Level 80)

Drunder, the Fortress of Zek
(aka The Plane of Tactics)

Agent of Change
(Instance NPC) (Plane of Tranquility)

Uses a 250 HP DD with a 40% Snare.

The Fabled version uses a 1,050 HP DD with a 41% Snare.

The 'Fabled' version can only spawn during 'Legacy' (5th to 13th) Anniversary events. It is essentially the same is the non-Fabled version, but beefed up a few levels with some of it's drops upgraded to 'fabled' versions of the same items.

Respawn Timer: 3 Days + / - 12 Hours.

Grioihin the Wise
(Level 75)

The Fabled Grioihin the Wise
(Level 85)

The Reef of Coirnav
(aka The Plane of Water)

Agent of Change
(Instance NPC) (Plane of Tranquility)

Uses a Stun with a 2K HP PB AoE.

The 'Fabled' version can only spawn during 'Legacy' (5th to 13th) Anniversary events. It is essentially the same is the non-Fabled version, but beefed up a few levels with some of it's drops upgraded to 'fabled' versions of the same items.

Respawn Timer: 3 Days + / - 12 Hours.

Grummus
(Level 70)

The Fabled Grummus
(Level 85)

The Plane of Disease

Agent of Change
(Instance NPC) (Plane of Tranquility)

He has a 300 HP DoT (with a 60% Slow); and a 200 HP DoT).

The Fabled version has a 1K HP DoT (with a 60% Slow); and a 2K HP DoT).

Outlined here.

The 'Fabled' version can only spawn during 'Legacy' (5th to 13th) Anniversary events. It is essentially the same is the non-Fabled version, but beefed up a few levels with some of it's drops upgraded to 'fabled' versions of the same items.

Respawn Timer: 3 Days + / - 12 Hours.

Gurebk, Lord of Krendic
(Level 70)

The Fabled Gurebk, Lord of Krendic
(Level 80)

The Plane of Storms

Agent of Change
(Instance NPC) (Plane of Storms)

This event is triggered by killing all of the desert Giants. He can spawn three (3) waves of five (5) adds each. He has a 1.5K DD Stun.

The 'Fabled' version can only spawn during 'Legacy' (5th to 13th) Anniversary events. It is essentially the same is the non-Fabled version, but beefed up a few levels with some of it's drops upgraded to 'fabled' versions of the same items.

Respawn Timer: 3 Days + / - 12 Hours (?).

Gutripping War Beast
(Level 67)
The Prison of the Forsaken
(aka Plane of Time B)

Spawns as part of the Second Phase / Wave of MoB's in The Prison of the Forsaken (aka Plane of Time B).

No known special abilities.

Respawn Timer: 5 Days.
High Priest Ultor Szanvon
(Level 68 Max)
(aka "Caprin Deatharn Cycle)

The Ruins of Lxanvom
(aka The Crypt of Decay)

Agent of Change
(Instance NPC) (Plane of Tranquility)

This is a circle event.

Event is outlined here.

Respawn Timer: 3 Days + / - 12 Hours.
Hobgoblin Anguish Lord
(Level 75)

The Plane of Nightmare

Agent of Change
(Instance NPC) (Plane of Tranquility)

Uses 'Scream of Chaos' (-100 HP DD). Respawn Timer: 3 Days + / - 12 Hours (?).

Hreidar Lynhillig
(Level 65)

The Fabled Hreidar Lynhillig
(Level 80)

Torden, Bastion of Thunder

Agent of Change
(Instance NPC) (Plane of Tranquility)

Has a 1K DD Stun.

The 'Fabled' version can only spawn during 'Legacy' (5th to 13th) Anniversary events. It is essentially the same is the non-Fabled version, but beefed up a few levels with some of it's drops upgraded to 'fabled' versions of the same items.

He is part of the Enchanted Ring of Torden quest.

Respawn Timer: 6 Hours.

Hydrotha
(Level 75)

The Fabled Hydrotha
(Level 75)

The Reef of Coirnav
(aka The Plane of Water)

Agent of Change
(Instance NPC) (Plane of Tranquility)

Can Blind (with a 500 HP DoT).

The 'Fabled' version can only spawn during 'Legacy' (5th to 13th) Anniversary events. It is essentially the same is the non-Fabled version, but beefed up a few levels with some of it's drops upgraded to 'fabled' versions of the same items.

Respawn Timer: 3 Days + / - 12 Hours.

Innoruuk
(Level 75)

The Fabled Innoruuk
(Level 90)

The Prison of the Forsaken
(aka Plane of Time B)

Quads, AE Rampages, Flurries, Enrages and spawns adds at 80% (x4) & 20% (x5). Has a self buff 225 DS (with 175 Attack, 135 AC & 1.8K Rune); PB AoE 325 HP DD; and a 550 HP DoT (with Fear).

The Fabled version has a self buff 825 DS (with 175 Attack, 135 AC & 1.8K Rune) and a 5.5K HP DoT (with Fear).

The 'Fabled' version can only spawn during 'Legacy' (5th to 13th) Anniversary events. It is essentially the same is the non-Fabled version, but beefed up a few levels with some of it's drops upgraded to 'fabled' versions of the same items.

Respawn Timer: 5 Days.

Jaxoliz Dawneyes
(Level 75)

The Fabled Jaxoliz Dawneyes
(Level 85)

Doomfire, the Burning Lands
(aka The Plane of Fire)

Agent of Change
(Instance NPC) (Plane of Tranquility)

Can Charm (with an 80% slow).

The 'Fabled' version can only spawn during 'Legacy' (5th to 13th) Anniversary events. It is essentially the same is the non-Fabled version, but beefed up a few levels with some of it's drops upgraded to 'fabled' versions of the same items.

Respawn Timer: 3 Days + / - 12 Hours.

Jeplak, Lord of Srerendi
(Level 70)

The Fabled Jeplak, Lord of Srerendi
(Level 80)

The Plane of Storms

Agent of Change
(Instance NPC) (Plane of Storms)

Spawns adds every 30 to 60 seconds.

The 'Fabled' version can only spawn during 'Legacy' (5th to 13th) Anniversary events. It is essentially the same is the non-Fabled version, but beefed up a few levels with some of it's drops upgraded to 'fabled' versions of the same items.

Respawn Timer: 3 Days + / - 12 Hours (?).

Jiva
(Level 75)

The Fabled Jiva
(Level 55)

The Tower of Solusek Ro
(aka Solusek Ro's Tower)

Agent of Change
(Instance NPC) (Plane of Tranquility)

Outlined here.

The Fabled version has a 10K DD with -50 Attack.

The 'Fabled' version can only spawn during 'Legacy' (5th to 13th) Anniversary events. It is essentially the same is the non-Fabled version, but beefed up a few levels with some of it's drops upgraded to 'fabled' versions of the same items.

Part of access to enter Solusek Ro's Chamber.

Respawn Timer: 3 Days + / - 12 Hours.

Kazrok of Fire
(Level 67)
The Prison of the Forsaken
(aka Plane of Time B)

Spawns as part of the initial Trials in The Prison of the Forsaken (aka Plane of Time B).

Uses 'Black Pyre' (50% Spell Slow, -225 HP DoT) & 'Black Winds' (1.5K DD).

Respawn Timer: 12 Hours.

Krziik the Mighty
(Level 77)

The Fabled Krziik the Mighty
(Level 85)

The Reef of Coirnav
(aka The Plane of Water)

Agent of Change
(Instance NPC) (Plane of Tranquility)

Has a 20& Snare with 3K HP DD.

The 'Fabled' version can only spawn during 'Legacy' (5th to 13th) Anniversary events. It is essentially the same is the non-Fabled version, but beefed up a few levels with some of it's drops upgraded to 'fabled' versions of the same items.

Respawn Timer: 3 Days + / - 12 Hours.

Kuanbyr Hailstorm
(Level 67)

The Fabled Kuanbyr Hailstorm
(Level 80)

Torden, Bastion of Thunder

Agent of Change
(Instance NPC) (Plane of Tranquility)

Has a 400 HP DD (with Stun) and a 1.5K HP DD (with Stun).

The Fabled version uses an 800 HP DD with Stun.

The 'Fabled' version can only spawn during 'Legacy' (5th to 13th) Anniversary events. It is essentially the same is the non-Fabled version, but beefed up a few levels with some of it's drops upgraded to 'fabled' versions of the same items.

Respawn Timer: 6 Hours

Laef Windfall
(Level 65)

The Fabled Laef Windfall
(Level 80)

Torden, Bastion of Thunder

Agent of Change
(Instance NPC) (Plane of Tranquility)

Has a Spin Stun with 200 HP DoT.

The 'Fabled' version can only spawn during 'Legacy' (5th to 13th) Anniversary events. It is essentially the same is the non-Fabled version, but beefed up a few levels with some of it's drops upgraded to 'fabled' versions of the same items.

He is part of the Enchanted Ring of Torden quest.

Respawn Timer: 6 Hours

Lord Mithaniel Marr
(Level 77)

The Fabled Lord Mithaniel Marr
(Level 90)

The Temple of Marr
(aka Halls of Honor B)

Outlined here.

This event is activated by killing Ralthazor, Champion of Marr (Level 70).

The 'Fabled' version can only spawn during 'Legacy' (5th to 13th) Anniversary events. It is essentially the same is the non-Fabled version, but beefed up a few levels with some of it's drops upgraded to 'fabled' versions of the same items.

Respawn Timer: 3 Days + / - 12 Hours.

Maareq the Prophet
(Level 70)

Torment, the Plane of Pain
(aka Plane of Torment)

Agent of Change
(Instance NPC) (Plane of Tranquility)

Outlined here. Respawn Timer: 3 Days + / - 12 Hours (?).

Magmaton
(Level 75)

The Fabled Magmaton
(Level 85)

Doomfire, the Burning Lands
(aka The Plane of Fire)

Agent of Change
(Instance NPC) (Plane of Tranquility)

No known special abilities.

The 'Fabled' version can only spawn during 'Legacy' (5th to 13th) Anniversary events. It is essentially the same is the non-Fabled version, but beefed up a few levels with some of it's drops upgraded to 'fabled' versions of the same items.

Respawn Timer: 3 Days + / - 12 Hours.

Manaetic Behemoth
(Level 70)

The Plane of Innovation

Agent of Change
(Instance NPC) (Plane of Tranquility)

Outlined here.

At least one Player needs access to the Factory area, in order to get the raid into the event area.

Respawn Timer: 3 Days + / - 12 Hours.

Mujaki the Devourer
(Level 70)

Etumer
(Instance NPC) (Plane of Nightmare)

Agent of Change
(Instance NPC) (Plane of Tranquility)

Has a 150 HP DD, 1.5K Hp DD and Fear. This event is part of thew Paladin 1.5 Epic.

Neffiken, Lord of Kelek'Vor
(Level 70)

The Fabled Neffiken, Lord of Kelek'Vor
(Level 80)

The Plane of Storms

Agent of Change
(Instance NPC) (Plane of Storms)

This event is triggered by killing the other giants in the area. He quads, enrages and has a 1.5K Mana Drain.

The 'Fabled' version can only spawn during 'Legacy' (5th to 13th) Anniversary events. It is essentially the same is the non-Fabled version, but beefed up a few levels with some of it's drops upgraded to 'fabled' versions of the same items.

Respawn Timer: 3 Days + / - 12 Hours (?).

Neimon of Air
(Level 69)
The Prison of the Forsaken
(aka Plane of Time B)

Spawns as part of the initial Trials in The Prison of the Forsaken (aka Plane of Time B).

Uses 'Caustic Atmosphere' (255 Spell Slow, 255 Melee Slow, -550 HP DD).

Respawn Timer: 12 Hours.
Ofossaa the Enlightened
(Level 78)

The Reef of Coirnav
(aka The Plane of Water)

Agent of Change
(Instance NPC) (Plane of Tranquility)

Uses 'Mists of Enlightenment' (20% Snare, -450 AC, -100 Mana DoT, -250 HP DoT). Respawn Timer: 3 Days + / - 12 Hours.

Oreen Wavecrasher
(Level 65)

The Fabled Oreen Wavecrasher
(Level 80)

Torden, Bastion of Thunder

Agent of Change
(Instance NPC) (Plane of Tranquility)

Has a 300 HP DD.

He is part of the Enchanted Ring of Torden quest.

The 'Fabled' version can only spawn during 'Legacy' (5th to 13th) Anniversary events. It is essentially the same is the non-Fabled version, but beefed up a few levels with some of it's drops upgraded to 'fabled' versions of the same items.

Overlord Banord Paffa
(Level 66)

The Ruins of Lxanvom
(aka The Crypt of Decay)

Agent of Change
(Instance NPC) (Plane of Tranquility)

Outlined here. Respawn Timer: 3 Days + / - 12 Hours.

Peregrin Rockskull
(Level 73)
(aka 'Stone Ring Event')

The Fabled Peregrin Rockskull
(Level 85)

Vegarlson, the Earthen Badlands
(aka The Plane of Earth)

Agent of Change
(Instance NPC) (Plane of Tranquility)

Kill any and all stone-type golems. This will activate the a series of add waves (Level 62 and up) spawning en masse. Kill them all.

Outlined here.

This is a circle event known as the 'Stone Ring.'

The 'Fabled' version can only spawn during 'Legacy' (5th to 13th) Anniversary events. It is essentially the same is the non-Fabled version, but beefed up a few levels with some of it's drops upgraded to 'fabled' versions of the same items.

Respawn Timer: 3 Days + / - 12 Hours

Pyronis
(Level 75)

The Fabled Pyronis
(Level 85)

Doomfire, the Burning Lands
(aka The Plane of Fire)

Agent of Change
(Instance NPC) (Plane of Tranquility)

Can Stun (with a -1.5K DD).

The 'Fabled' version can only spawn during 'Legacy' (5th to 13th) Anniversary events. It is essentially the same is the non-Fabled version, but beefed up a few levels with some of it's drops upgraded to 'fabled' versions of the same items.

Respawn Timer: 3 Days + / - 12 Hours.

Quarm
(Level 80)

The Fabled Quarm
(Level 90)

The Prison of the Forsaken
(aka Plane of Time B)

Quarm is the final Boss of the Planes of Power. Quarm uses a Dispel; 100 HP DoT (with 50 Mana DoT, -280 Attack & -20% Spell Damage); four 3K PB AoE DD's; a 20% Snare (with a 100 HP DoT); and a 500 HP DoT (with a 50 Mana Drain DoT).

The Fabled version uses a PB AoE Casting Interruption; two 10K DD's; a 2K DoT (with 20% Snare);two 3K DD's; a 30-Second Stun with Feign Death; a PB AoE 1K Mana Drain; a 75% Snare; and a PB AoE Feign Death.

The 'Fabled' version can only spawn during 'Legacy' (5th to 13th) Anniversary events. It is essentially the same is the non-Fabled version, but beefed up a few levels with some of it's drops upgraded to 'fabled' versions of the same items.

Respawn Timer: 5 Days.

Quavonis Firetail
(Level 78)

The Fabled Quavonis Firetail
(Level 85)

Doomfire, the Burning Lands
(aka The Plane of Fire)

Agent of Change
(Instance NPC) (Plane of Tranquility)

Uses a PB AoE 500 HP DD, with Shadowstep.

The Fabled version uses a PB AoE 1K HP DD, with Shadowstep.

The 'Fabled' version can only spawn during 'Legacy' (5th to 13th) Anniversary events. It is essentially the same is the non-Fabled version, but beefed up a few levels with some of it's drops upgraded to 'fabled' versions of the same items.

Respawn Timer: 3 Days + / - 12 Hours.

Queen Silandria
(Level 68)

The Fabled Queen Silandria
(Level 85)

Eryslai, the Kingdom of Wind
(aka The Plane of Air)

Agent of Change
(Instance NPC) (Plane of Tranquility)

Has a Spin Stun (with 500 HP DD).

The Fabled version has a Spin Stun (with 1K HP DD).

The 'Fabled' version can only spawn during 'Legacy' (5th to 13th) Anniversary events. It is essentially the same is the non-Fabled version, but beefed up a few levels with some of it's drops upgraded to 'fabled' versions of the same items.

Respawn Timer: 3 Days + / - 12 Hours.

Rallos Zek
(Level 75)

The Fabled Rallos Zek
(Level 90)

The Prison of the Forsaken
(aka Plane of Time B)

Quads, AoE Rampages, Flurries, Enrages and uses a 400 HP DoT (with a 50 Mana DoT) and a 3.5K DD Stun.

The Fabled Version uses a 4K HP DoT (with a 500 Mana DoT).

The 'Fabled' version can only spawn during 'Legacy' (5th to 13th) Anniversary events. It is essentially the same is the non-Fabled version, but beefed up a few levels with some of it's drops upgraded to 'fabled' versions of the same items.

Respawn Timer: 5 Days.

Rallos Zek the Warlord
(Level 65)

The Fabled Rallos Zek the Warlord
(Level 90)

Drunder, the Fortress of Zek
(aka The Plane of Tactics)

Agent of Change
(Instance NPC) (Plane of Tranquility)

This is a progressive raid event, where you will confront Tallon Zek and Vallon Zek again.

The Fabled version uses a 1,350 AC Debuff and a 4K Hp DoT (with a 500 Mana DoT).

Outlined here.

Decorin Berik (Level 68) and Decorin Grunhork (Level 68) must both be up in order to do this event.

The 'Fabled' version can only spawn during 'Legacy' (5th to 13th) Anniversary events. It is essentially the same is the non-Fabled version, but beefed up a few levels with some of it's drops upgraded to 'fabled' versions of the same items.

Respawn Timer: 3 Days + / - 12 Hours.

Ralthos Enrok
(Level 69)
The Prison of the Forsaken
(aka Plane of Time B)

Spawns as part of the Second Phase / Wave of MoB's in The Prison of the Forsaken (aka Plane of Time B).

Uses 'Unholy Aura' (-90 Attack, Agility, Strength and Stamina).

Respawn Timer: 5 Days.
Rhaliq Trell's Trial
(Level 60-ish Max)
(aka 'Villager's Trial')

Rhaliq Trell
(Event NPC) (Halls of Honor)

Agent of Change
(Instance NPC) (Plane of Tranquility)

Outlined here.

Respawn Timer: 3 Days + / - 12 Hours.

Rinturion Windblade
(Level 70)

The Fabled Rinturion Windblade
(Level 85)

Eryslai, the Kingdom of Wind
(aka The Plane of Air)

Agent of Change
(Instance NPC) (Plane of Tranquility)

Uses a Stun with a 100 Endurance DD.

The 'Fabled' version can only spawn during 'Legacy' (5th to 13th) Anniversary events. It is essentially the same is the non-Fabled version, but beefed up a few levels with some of it's drops upgraded to 'fabled' versions of the same items.

Respawn Timer: 3 Days + / - 12 Hours.

Rizlona
(Level 70)

The Fabled Rizlona
(Level 85)

The Tower of Solusek Ro
(aka Solusek Ro's Tower)

Agent of Change
(Instance NPC) (Plane of Tranquility)

Rizlona starts out as a Half Elf, but is soon revealed to be a Dragon.

The Fabled version uses a 1.7K HP DoT.

Outlined here.

Part of access to enter Solusek Ro's Chamber.

The 'Fabled' version can only spawn during 'Legacy' (5th to 13th) Anniversary events. It is essentially the same is the non-Fabled version, but beefed up a few levels with some of it's drops upgraded to 'fabled' versions of the same items.

Respawn Timer: 3 Days + / - 12 Hours.

Rythor of the Undead
(Level 68)
The Prison of the Forsaken
(aka Plane of Time B)

Spawns as part of the initial Trials in The Prison of the Forsaken (aka Plane of Time B).

Uses 'Insidious Calamity' (-575 HP DD, -350 HP DoT).

Respawn Timer: 12 Hours.
Salczek the Fleshgrinder
(Level 69)

Torment, the Plane of Pain
(aka Plane of Torment)

Agent of Change
(Instance NPC) (Plane of Tranquility)

No known special abilities. Respawn Timer: 3 Days + / - 12 Hours (?).

Saryrn
(Level 69)

The Fabled Saryrn
(Level 85)

Sorrowsong
(Level 66)

Torment, the Plane of Pain
(aka Plane of Torment)

Agent of Change
(Instance NPC) (Plane of Tranquility)

Outlined here.

The 'Fabled' version can only spawn during 'Legacy' (5th to 13th) Anniversary events. It is essentially the same is the non-Fabled version, but beefed up a few levels with some of it's drops upgraded to 'fabled' versions of the same items.

This event requires that at least one (1) Player have A Screaming Sphere, in order to get the raid into the event area.

Respawn Timer: 3 Days + / - 12 Hours (?).

Saryrn
(Level 71)

The Fabled Saryrn
(Level 69)

The Prison of the Forsaken
(aka Plane of Time B)

Quads, Rampages, and uses a 175 Mana DoT (with -50% Spell Damage, -500 Mana DD); a 1.5K HP DD (with -60% Aggro & 40% Slow); and 45 Mana DoT. She spawns four (4) adds at 90%, 50% & 10%.

The Fabled version uses a 575 Mana DoT (with -50% Spell Damage, -1.5K Mana DD); a 3.5K HP DD (with -60% Aggro & 40% Slow); and 450 Mana DoT.

The 'Fabled' version can only spawn during 'Legacy' (5th to 13th) Anniversary events. It is essentially the same is the non-Fabled version, but beefed up a few levels with some of it's drops upgraded to 'fabled' versions of the same items.

Respawn Timer: 5 Days.

Solusek Ro
(Level 80)

The Fabled Solusek Ro
(Level 90)

The Tower of Solusek Ro
(aka Solusek Ro's Tower)

Agent of Change
(Instance NPC) (Plane of Tranquility)

The Fabled version uses a 2.5K HP Damage Shield, a 10K DD (with -150 Attack) and a 3K HP DD (with a -100 Attack).

Outlined here.

Everyone in the raid must be flagged to enter this zone. At least one Player per group (85% Rule) must also be flagged (having killed the 'mini-bosses') to enter Solusek Ro's Chamber, in order to get their groups into the event area.

The 'Fabled' version can only spawn during 'Legacy' (5th to 13th) Anniversary events. It is essentially the same is the non-Fabled version, but beefed up a few levels with some of it's drops upgraded to 'fabled' versions of the same items.

Respawn Timer: 3 Days + / - 12 Hours (?).

Ston'Ruak, Ancient of the Trees
(Level 68)

The Plane of Storms

Agent of Change
(Instance NPC) (Plane of Storms)

No known special abilities. Respawn Timer: 3 Days + / - 12 Hours (?).
Supernatural Guardian
(Level 80)
The Prison of the Forsaken
(aka Plane of Time B)

Spawns as part of the Third Phase / Wave of MoB's in The Prison of the Forsaken (aka Plane of Time B).

No known special abilities.

Respawn Timer: 5 Days + / - 12 Hours.
Ta'Grusch the Abomination
(Level 70)

Torment, the Plane of Pain
(aka Plane of Torment)

Agent of Change
(Instance NPC) (Plane of Tranquility)

No known special abilities. Respawn Timer: 3 Days + / - 12 Hours (?).

Tagrin Maldric
(Level 70)

The Fabled Tagrin Maldric
(Level 70)

Drunder, the Fortress of Zek
(aka The Plane of Tactics)

Agent of Change
(Instance NPC) (Plane of Tranquility)

Has a 800 HP DD.

The Fabled version uses a 5K HP DD.

The 'Fabled' version can only spawn during 'Legacy' (5th to 13th) Anniversary events. It is essentially the same is the non-Fabled version, but beefed up a few levels with some of it's drops upgraded to 'fabled' versions of the same items.

Respawn Timer: 3 Days + / - 12 Hours.

Tallon Zek
(Level 73)

The Fabled Tallon Zek
(Level 90)

Drunder, the Fortress of Zek
(aka The Plane of Tactics)

Agent of Change
(Instance NPC) (Plane of Tranquility)

Outlined here.

The 'Fabled' version can only spawn during 'Legacy' (5th to 13th) Anniversary events. It is essentially the same is the non-Fabled version, but beefed up a few levels with some of it's drops upgraded to 'fabled' versions of the same items.

Respawn Timer: 3 Days + / - 12 Hours.

Tallon Zek
(Level 71)

The Fabled Tallon Zek
(Level 90)

The Prison of the Forsaken
(aka Plane of Time B)

Rampages; uses a PB AoE 300 Resist Debuff; a PB AoE +50% Spell Mana Costs; a 2K HP DD Stun (with a 500 HP DoT); a 3.5K HP DD; a 300 HP DoT (with -150 AC & -60% Aggro); a 2.8K Hp DD (with a 40% Slow & 40% Snare); and a 3.5k HP DD.

The Fabled version uses a 10.8K DD (with a 40% Snare and 40% Slow); a 2K HP DoT (with -150 AC & -60% Aggro); a 6.5K DD; a 3K HP DoT (with -240 AC and -160% Aggro); a 10.5K HP DD; a 8.8K HP DD (with 40% Slow & 40% Snare); a 1k HP DoT (with a 250 Mana DoT); a -500 Resists Debuff; and a 2K HP DD (with a 500 HP DoT).

The 'Fabled' version can only spawn during 'Legacy' (5th to 13th) Anniversary events. It is essentially the same is the non-Fabled version, but beefed up a few levels with some of it's drops upgraded to 'fabled' versions of the same items.

Respawn Timer: 5 Days.

Tantisala Jaggedtooth
(Level 73)

Vegarlson, the Earthen Badlands
(aka The Plane of Earth)

Agent of Change
(Instance NPC) (Plane of Tranquility)

Outlined here.

Drops at least one (1) A Gem-Etched Key, which is needed top open the door so the raid van get into the locked area of the zone for another event.

Respawn Timer: 3 Days + / - 12 Hours.

Terlok of Earth
(Level 68)
The Prison of the Forsaken
(aka Plane of Time B)

Spawns as part of the initial Trials in The Prison of the Forsaken (aka Plane of Time B).

No known special abilities.

Respawn Timer: 12 Hours.

Terris Thule
(Level 70)

The Fabled Terris Thule
(Level 85)

Lair of Terris Thule

The Fabled version spawns adds at 75%, & 65%, and activates thew Gargoyles (in the room) at 35%.

Outlined here.

The 'Fabled' version can only spawn during 'Legacy' (5th to 13th) Anniversary events. It is essentially the same is the non-Fabled version, but beefed up a few levels with some of it's drops upgraded to 'fabled' versions of the same items.

Respawn Timer: 3 Days + / - 12 Hours.

Terris Thule
(Level 71)

The Fabled Terris Thule
(Level 90)

The Prison of the Forsaken
(aka Plane of Time B)

Spawns four (4) adds at 90%, 50% and 10%. Quads, AoE Rampages, Enrages and uses a 200 HP DoT (with 150 Mana DoT) and a PB AoE Debuff (-200 Stats).

The Fabled version spawns adds every 20%.

The 'Fabled' version can only spawn during 'Legacy' (5th to 13th) Anniversary events. It is essentially the same is the non-Fabled version, but beefed up a few levels with some of it's drops upgraded to 'fabled' versions of the same items.

Respawn Timer: 5 Days.

The Brothers Zek

(Tallon & Vallon)
(Level ??)

Jorgar the Pacifist
(Instance NPC) (Plane of War)

The Plane of War: Raid Instance

This event (54 Players max) takes place in an area that has a large room, with two smaller rooms to east (Vallon) and west (Tallon), both of which are rooted in place. You will need to split the raid into three divisions. One division will go east, and one division will go west, to DPS Tallon & Vallon. They must be balanced within 5% of each other, otherwise, they will swap places and the lower HP brother will regen to match to other brother. Both divisions need to be way of the AoE Aura for both brothers (stay out of it, range 125 for Vallon, range 300 for Tallon). Meanwhile, the main raid force will be in the middle / main area, dealing with loads of constant adds (they are both timed and every 5%) that are weak to certain things (Skirmisher & Flamespeaker = Cold / Pierce; Priest = Charm; Warbrute 7 Provost = Fire H2H; Lifetaker & Warmaster = Snare / Slash; Archer, Marauder & Salvebringer = Stun & Blunt). Setting up teams, Bandoliers and Hot Keys is a good idea. There will also be a need for constant cures, or Players will drop like flies. Players will also be targeted for a 110K DD, which all Players can see by way of the target ring that will appear around said Player(s)... get away ASAP! This event is best approached with a no small amount of pre-preparation, class assignments and so forth... not to mention patience (don't over DPS the Zeks, or you will get overwhelmed by adds).

This event is started by saying 'Challenge' to to Tallon or Vallon.

Respawn Timer: 3 Days (?).

The Keeper of Sorrows
(Level 66)

The Fabled Keeper of Sorrows
(Level 85)

Torment, the Plane of Pain
(aka Plane of Torment)

Agent of Change
(Instance NPC) (Plane of Tranquility)

Outlined here.

The 'Fabled' version can only spawn during 'Legacy' (5th to 13th) Anniversary events. It is essentially the same is the non-Fabled version, but beefed up a few levels with some of it's drops upgraded to 'fabled' versions of the same items.

Respawn Timer: 5 Days.

The Protector of Dresolik
(Level 75)

The Fabled Protector of Dresolik
(Level 85)

The Tower of Solusek Ro
(aka Solusek Ro's Tower)

Agent of Change
(Event NPC) (Plane of Tranquility)

Outlined here.

Part of access to enter Solusek Ro's Chamber.

Respawn Timer: 3 Days + / - 12 Hours.

The Seventh Hammer
(Level 75)

The Plane of Justice

Agent of Change
(Instance NPC) (Plane of Tranquility)

Has a -10 reverse DS (with 800 HP DD); a 800 HP DD; and 100 Mana DoT (with a 200 HP DoT).

This event involves progression to get access to the Seventh Hammer.

This event is related to the Monk 1.5 Epic.

Respawn Timer: 30 Minutes (?).

Thelin's Torment
(aka Hedge Maze Event)

The Plane of Nightmare

Outlined here.

This event is started by Thelin Poxbourne.
Trydan Faye's Trial
(Level 70 Max)
(aka Rydda'Dar)

Trydan Faye
(Instance NPC) (Halls of Honor)

Agent of Change
(Instance NPC) (Plane of Tranquility)

Outlined here.

Respawn Timer: 3 Days + / - 12 Hours.

Undead Squad Leader
(Level 71)
The Prison of the Forsaken
(aka Plane of Time B)

Spawns as part of the Third Phase / Wave of MoB's in The Prison of the Forsaken (aka Plane of Time B).

No known special abilities.

Respawn Timer: 5 Days + / - 12 Hours.

Vallon Zek
(Level 75)

The Fabled Vallon Zek
(Level 90)

Drunder, the Fortress of Zek
(aka The Plane of Tactics)

Agent of Change
(Instance NPC) (Plane of Tranquility)

The Fabled version has a 1K HP DoT (with -240 AC and +40% Aggro) and a -160% Aggro.

Outlined here.

The 'Fabled' version can only spawn during 'Legacy' (5th to 13th) Anniversary events. It is essentially the same is the non-Fabled version, but beefed up a few levels with some of it's drops upgraded to 'fabled' versions of the same items.

Respawn Timer: 3 Days + / - 12 Hours.

Vallon Zek
(Level 71)

The Fabled Vallon Zek
(Level 90)

The Prison of the Forsaken
(aka Plane of Time B)

Rampages. Has a 30-Second Stun (with Feign Death); a 6K HP DD; and a 100 HP DoT (with -60 AC and +40% Aggro).

The Fabled version has a 10K HP DoT (with -240 AC and +40% Aggro).

The 'Fabled' version can only spawn during 'Legacy' (5th to 13th) Anniversary events. It is essentially the same is the non-Fabled version, but beefed up a few levels with some of it's drops upgraded to 'fabled' versions of the same items.

Respawn Timer: 5 Days.

Vhaksiz the Shade
(Level 70)

The Plane of Nightmare

Agent of Change
(Instance NPC) (Plane of Tranquility)

Has a 68 HP DoT; 685 Damage Rune; Harm Touch; -31 AC Debuff; and a 500 Hp DD (with 35% Snare). Respawn Timer: 2 Hours (?).

Warlord Gintolaken
(Level 75)

The Fabled Warlord Gintolaken
(Level 85)

Ragrax, Stronghold of the Twelve
(aka Plane of Earth B)

Will complete heal around 40%. The Fabled version uses a 500 HP DoT (with 95% Snare) and a 90% Slow (with a 6K DD).

Outlined here.

The 'Fabled' version can only spawn during 'Legacy' (5th to 13th) Anniversary events. It is essentially the same is the non-Fabled version, but beefed up a few levels with some of it's drops upgraded to 'fabled' versions of the same items.

Respawn Timer: 3 Days + / - 12 Hours.

War Shapen Emissary
(Level 69)
The Prison of the Forsaken
(aka Plane of Time B)

Spawns as part of the Second Phase / Wave of MoB's in The Prison of the Forsaken (aka Plane of Time B).

No known special abilities.

Respawn Timer: 5 Days.
Windshapen Warlord of Air
(Level 66)
The Prison of the Forsaken
(aka Plane of Time B)

Spawns as part of the Second Phase / Wave of MoB's in The Prison of the Forsaken (aka Plane of Time B).

No known special abilities.

Respawn Timer: 5 Days.

Xanamech Nezmirthafen
(Level 66)

The Fabled Xanamech Nezmirthafen
(Level 85)

The Plane of Innovation

Agent of Change
(Instance NPC) (Plane of Tranquility)

The Fabled Version has a 2K HP DD; a 36% Snare; and a 3k DD.

Outlined here.

This event requires three (3) items looted from trash MoB's in the zone, that you give to Nitram Anizok.

The 'Fabled' version can only spawn during 'Legacy' (5th to 13th) Anniversary events. It is essentially the same is the non-Fabled version, but beefed up a few levels with some of it's drops upgraded to 'fabled' versions of the same items.

Respawn Timer: 3 Days + / - 12 Hours.

Xegony the Queen of Air
(Level 80)

The Fabled Xegony the Queen of Air
(Level 90)

Eryslai, the Kingdom of Wind
(aka The Plane of Air)

Agent of Change
(Instance NPC) (Plane of Tranquility)

This event involves killing a series of MoB's / Waves that activate as the event progresses.

The Fabled version has a 12K DD (with 800 HP DoT and 30% Slow).

Outlined here.

Someone in each raid group needs a Wind Etched Key, in order to get each group to the event area.

The 'Fabled' version can only spawn during 'Legacy' (5th to 13th) Anniversary events. It is essentially the same is the non-Fabled version, but beefed up a few levels with some of it's drops upgraded to 'fabled' versions of the same items.

Respawn Timer: 3 Days + / - 12 Hours.

Xeroan Xi'Geruonask
(Level 71)
The Prison of the Forsaken
(aka Plane of Time B)

Spawns as part of the Third Phase / Wave of MoB's in The Prison of the Forsaken (aka Plane of Time B).

No known special abilities.

Respawn Timer: 5 Days + / - 12 Hours.
Xerskel Gerodnsal
(Level 71)
The Prison of the Forsaken
(aka Plane of Time B)

Spawns as part of the Third Phase / Wave of MoB's in The Prison of the Forsaken (aka Plane of Time B).

No known special abilities.

Respawn Timer: 5 Days + / - 12 Hours.

Xuzl
(Level 75)

The Fabled Xuzl
(Level 85)

The Tower of Solusek Ro

Agent of Change
(Instance NPC) (Plane of Tranquility)

Outlined here.

Part of access to enter Solusek Ro's Chamber.

Respawn Timer: 3 Days + / - 12 Hours.

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.......................................................

LORE

Lore is from / based on Daybreak, Expansion release information and / or Dev / Beta Forum Info.

Planes of Power had a significant amount of Lore. much of which was put out (or reprised) after the fact, in 2008, via  series of EverQuest Articles 

Overview of the Planes of Power

- Planar Inhabitants-
The beings to inhabit the manifested astral realms are the creations and servants of the divine consciousness who governs the plane. They are oftentimes ferocious and serve only one purpose – to guard their realm from any would-be intruders or heroes seeking the demise of their divine master.
A wide variety of planar beings can be found within these realms of infinity; however, they are not limited as one might be unwittingly ignorant in comparing their existence to that of the creatures upon the prime. As the planes manifest to the whim of the consciousness that controls them, these immortal, astral servants are likewise infinite in their purpose and appearance. They change at the whim of their creator, and thus it is impossible to document any one species as absolute.
One thing is certain of these planar servants however, they are fervent beyond knowledge in their duty and strive to appease their masters. They are vicious, cunning and without bias toward the mortals who dare to trespass within their domains, and will react accordingly. Do not think them mindless drones and servants who possess only an untamed instinct to kill, for to do so would be a grave mistake leading to your mortal undoing. They are often intelligent and always connected to their creator through intangible, incorporeal means of essence and consciousness.
Do not underestimate the inhabitants of the planes, my friend, for to face the gods you must first destroy their guardians, in that they are the first and perhaps most dire of the dangers that await you upon the Planes of Power.

- Dangers-
The planes of Power, the astral homes of the gods, are extremely dangerous for any mortal to venture. These planes are beyond the rules of the prime, and their inhabitants are far more cunning and versatile than anything comprehensible by the mortal mind. Even the vilest of villains or the most brave and daring of knights have yet to face something as powerful and truly terrifying as the creatures that serve the divine creators of the primal worlds.

We have breached the barrier that separates the divine worlds from the primal universe, but this act must be one that is looked beyond as a mere testament to the power of the gods' mortal creations. The divine are beyond the true understanding and comprehension of mortals, and this crossing must be one of divine allowance.

My readers - friends – beware of your actions upon entering the realm of your divine influences, creators, governors. Here, the balance of chaos and order, of good and evil, and of the righteous and the wicked do not exist. Those morals must be abandoned upon the prime for us to survive the astral domains, for the morals and ethics held dear upon our world hold no meaning upon these realms of the gods.

- Benefits -
The astral domains offer the chance for us of the primal world to grasp the knowledge we have sought of our divine creators and influences since the dawn of our existence. Scholars and historians may understand further the reasoning behind our purpose upon the world and within the universe, and the gods' reasons for touching our world with a constant eye and influence.

Those who seek fame and power akin to that of their revered deities may find such desires to be within their grasp, but, only through the trials of unimaginable complexity and battles of unknown balance may be one led to the road of their sought prize. Many relics and ancient artifacts, forged by the very hands of the gods and their minions, reside here; these relics may offer the key to attaining the secrets of the divine, or they may simply hold the curse to further fuel the distance between mortal power and that of the gods.

- Background -
You read this now and for your sake, I hope you do so in the heart of mere entertainment, for to take this information and use it to guide you into the realm of the gods… well, let's just say that I shall not be held accountable for what fate befalls you and those headstrong enough to follow in your footsteps.
Know that these entries are one that I have compiled through intensive research here in the Myrist, and little of it is of my own personal knowledge and experience. Yes, I have ventured beyond New Tanaan, but I have not gone far, nor do I intend to. The realms of the gods are not meant for mortal feet to tread upon, and I respect this unwritten law of the cosmos most gravely. I highly stress that this is a respect that all my readers learn to adopt.

The Planes of Power, the physical manifestation of the infinite realms of each divine entity that is known to govern the balance of chaos and order, of good and evil, of nature and corruption, and of wicked and kind, are far beyond our understanding. What I have found here in Myrist, despite the seemingly endless length of scrolls, parchment and tomes that, when placed spine to spine, stretch onward for an eternity, is that it all truly amounts to but a single grain of sand within a vast, endless ocean of desert. No mortal mind can comprehend these heavenly and hellish worlds, or their purpose, and none shall ever – for the divine are not meant to be understood by mortal hearts and thoughts, nor are they to be explained through mortal tongues. They are, and they shall forever be. This we cannot change, despite our individual or collective efforts to undo this law.

What we do know – the divine have shown us – is that there are three tiers of divinity which thrive, tiers that have been identified to us as the governing consciousnesses of the universe and its delicate mediums of balance. The first of these tiers is the realm of the demi-god – the divine entity closest to the mortal in its composition, demeanor and purpose, but still wholly divine in its existence. Many of these lesser gods are rumored to have once been mortals upon our very worlds – heroes and villains who have ascended through the graces of their patron gods, or through their own accord and achievements. For though they are the lesser of the divine triad, do not think them lesser than thee – for to do so would be a grave mistake and an unforgivable act of arrogance. They are lesser only in comparison to their creators, the second of the triad.

The gods of Nature and Influence, those whom we are most associated with upon our primal world of Norrath, are the second in the tier of divine power. They are extremely powerful beings with whom we identify our emotions, desires, and sentiments – although we do so in ignorance. Their true motivation, their true conscious thoughts, and reasons, are beyond our knowledge, they show us that which they wish to reveal. They give unto us that which we crave, for reasons known unto only them. Perhaps you are eager to meet them, to stand before the famed god of your home city or challenge the villain deity of your enemies. Know that you challenge but a shadow, for what is manifested – what is within our reach here – is but an unfathomable fraction of their infinite power and presence within the universe.
The third tier, the Great Gods of Elemental Power, comprises the most revered and unknown of our divine watchers and creators. They are gods of the gods, beyond our comprehension and reach forever - for even the deities of Nature and Influence are without explanation or thought as to these beings' meaning and existence.

However, there is possibly yet another tier, one previously unknown to us. This recent discovery – or assumption - is quite possible, for the infinity that is divine inhabit is far removed from our collective comprehension. What strikes interest in this possible tier – one that may perhaps be above those Elemental Power – is that there are no records of its existence here in Myrist, which is occurrence to be most respected and also held in dire concern. The possibility of a new manifestation previously unknown to mortal ideals of the cosmos in an exciting prospect indeed, but it is as deadly as it is intriguing. We know little of this new tier's purpose, for only in recent times as it manifested a presence accessible through mortal venture – but we hold a grave concern and constant watch for the unexpected because of it.

Be warned, my reader – my friend – for nothing good can come of this realm's manifestation when one places its appearance in conjunction with the chaos to enshroud us in the recent area. Many from New Tanaan have gone to investigate, to learn more to store within Myrist for others like yourself to experience in the safety of the library walls, but none of these scholars have returned since their leave of us. I highly stress that ye not venture onward in search of this mysterious presence, for such a quest will lead only to unfathomable and dire consequences of an immeasurable proportion.
If you must feed your thirst for conquest, battle and adventure that lies beyond primal reaches of our known universe, then I may only give you my blessing and sincere hope that the fates shall be tender in their watch over your journey. I hope that you may glean something that is not written here – perhaps another grain of sand in the endless sea - but I shall not place faith upon your return, or hope upon such a priceless discovery.

An endless road of countless possibilities lies before you within these pages. You may seek to venture and learn where I have fallen short, or you may choose to use this information to your advantage in a personal quest for power or a place at your own deity's side. Again, I have relieved myself of all responsibility to come of these works, and know that you venture forward from this point on through your own accord and convictions, and no others

~ Maelin Starpyre Grand Librarian of Myrist

Plane of Knowledge, New Tanaan

Located on the Plane of Knowledge, the City State of New Tanaan exists outside of all normal physical and political boundaries, a haven for knowledge and those who seek it. An elected council governs New Tanaan, though most of the Councilors are too involved in personal studies, planar expeditions, and pet projects to be bothered with civic duty. In spite of the fact that crime is almost non-existent, the citizens of New Tanaan fund a local militia that manages daily activities in the city, and enforces the law as required.

Most travelers use New Tanaan as a waypoint in a longer journey – a place to gather information, rare goods, or look for employment and adventure. New Tanaan offers an incredible array of goods and services, including rare books of knowledge, instructors able to teach the proper use of class stances, numerous ingredients for planar trade skills, and access to privately owned guildhalls.

The city of Tanaan was founded hundreds of years ago by travelers to the Great Library. The origins of the Great Library itself are lost in the folds of time, but it has stood in the center of the Plane of Knowledge for as long as written histories have been kept. Many scholars and seekers made their way to the library and over time housing and conveniences were built to accommodate them. As years passed, the town outgrew its roots as purely a village of scholars and blossomed into a full-sized city. Over three hundred years ago, New Tanaan elected a council and declared itself as a neutral city state. The council took over the top chamber of the library and uses it as a council hall on occasions of state business.
New Tanaan is divided into three major city sections – Kartis, the Dark District; Tanaan, the Neutral District; and Selia, the Light District. There is a magically enforced peace throughout the city and no traveler to New Tanaan is able to wield a weapon or cast damaging magic. Visitors from many places walk the streets, debate knowledge and beliefs, explore the library, and trade goods in the marketplace. In spite of the city being divided into three districts, all races and followers of all deities are able to walk in peace anywhere in New Tanaan.

One principle feature of New Tanaan is its function as a travel hub between Norrath and the deeper planes. The recently opened gateways to all of Norrath's major cities have brought hundreds of new travelers to the city, intent on finding adventure. The portals to Norrath are scattered around New Tanaan.

Geographically, New Tanaan is centered around the Great Library, with the Dark and Light districts on opposite sides of the city. The library is a heavy and ancient structure with an elegant, yet enduring feel to it. It dominates the skyline of the city, and is a stark contrast to the shops and houses surrounding it. A vast marketplace fills the square around the library where merchants hawk their wares from tents, stalls, and wood-fronted shops. A section of the neutral district is dedicated to privately owned guildhalls, where players may hold guild meetings and deal with their guild banker.
In all three districts of New Tanaan, adventurers will find guildhalls filled with class trainers and merchants. Travelers can train in their class skills here, learn new combat stances, and shop for gear.
Many citizens of New Tanaan have quests and tasks they give out to intrepid adventurers and the rewards vary according to the task. Travelers will have the best luck asking for quests and tasks in the appropriate district, as dictated by their alignment or class.

Chamber of Council

Since crime is low and order guaranteed by the militia, the wizened sages that make up the council do not have to deal with civic matters on a daily basis. Instead they focus on matters of knowledge, meeting to discuss scholarly matters, planar expeditions, and personal projects that concern them.
The council contains one delegate from each city district as well as the keeper of the Great library who has lived in Tanaan longer than anyone. The council members are attended by aides who record their discussions and hope to one day serve on the council themselves should one of the existing members pass on.

Councilman Srethix: Srethix is an Iksar from the Kartis district. He was chosen to represent Kartis based on his cunning and ability to serve them well with his wit. He is extremely intelligent and boasts having read every book on sorcery in Myrist library. Srethix has not spent much time traveling the planes, and relies on other sources to bring back lore from these places. Srethix's appointed aide is a troll shadow knight named Garuuk. Garuuk is loyal to Kartis but has his doubts about Srethix. He does not like him because Srethix is mentally abusive towards him. Srethix knows that Garuuk lacks the intelligence that he possesses and does not have the patience to deal with him.

Councilman Taldarius: Taldarius is a Human from the Tanaan district. He is a paladin by trade and very honest and fair. He has gone on many planar explorations and brought back tomes of knowledge for the other Council members to study. He has even spent time in the presence of Marr, and had his sword blessed by his deity. Taldarius' aide is a young halfling named Fimli. Fimli has just arrived recently from Rivervale in the Plane of Knowledge but has been very dedicated to learning the ways of the town. Because of his extreme dedication and perhaps his newly implemented system of militia taxation he was elected into the aide position. To be an aide of Taldarius is a great honor, and also a great adventure.

Councilwoman Kerasha: Kerasha is a Wood Elf from the Selia district. She is a druid follower of Tunare. Her knowledge of druidic ways surpasses all others. Her ability to call on the power of nature is apparent in Selia district where the flora is very lush. Kerasha has spent her fair share of time exploring the planes as well. She has not brought back any tomes of knowledge for others to read over, she becomes attuned to her environment and learns all about it from the lands. She may not carry the intelligence of read script, but she does carry the wisdom of her nature elders. Kerasha's aide is a grandmaster monk named Eino. Eino is dedicated to the lifestyle taught by Quellious. He is a true pacifist but has the power to guard Kerasha should she need it in any of their travels. They get along quite well and speculation is that they are spending more time together then they let on.
Grand Librarian Maelin: Maelin is a very old gnome that spends all of his time with the upkeep of the library and retaining all of its information. Maelin was one of the first adventurers from Norrath to come to The Plane of Knowledge. He spends all his time going over the tattered books, reading them very carefully. It is his ambition to read all the books kept here. He is very wise and fair. His presence is calm and careful, holding the balance between the other Councilmen. His aide is a fellow gnome named Grimel. He never leaves Maelin's side and helps in all his studies. Grimel is very loyal to Maelin.

Grand Librarian Maelin: Maelin is a very old gnome that spends all of his time with the upkeep of the library and retaining all of its information. Maelin was one of the first adventurers from Norrath to come to The Plane of Knowledge. He spends all his time going over the tattered books, reading them very carefully. It is his ambition to read all the books kept here. He is very wise and fair. His presence is calm and careful, holding the balance between the other Councilmen. His aide is a fellow gnome named Grimel. He never leaves Maelin's side and helps in all his studies. Grimel is very loyal to Maelin.

The Plane of Tranquility

Sympathetic to Zebuxoruk's plight, Quellious allowed Zebuxoruk's followers to establish a permanent commune on one of her many island sanctuaries. The followers quickly established a static portal to the Plane of Knowledge, as well as several buildings and merchant areas.

The Plane of Tranquility consists of a few buildings and portals on a lone island cradled within an endless, serene sea. An impassable mountain ridge occupies the center of the isle, making the landscape impossible to view in its entirety as one travels the perimeter. A long, narrow waterfall can be seen cascading down the mountains, falling into a large lake that feeds several calm streams and brooks that wind their way through the land. Stretching along one side of the island is a beautiful tropical beach lined with palms and crystalline waters. On the other shore, rocky cliffs drop steeply into the ocean.
The scarce buildings and landmarks are built so that they are open and exposed to the gentle tropical climate. Koi ponds, sand gardens, and detailed portals are placed about the island, all beautiful in their modest construction.

During the daylight hours, the sky is a clear azure blue dotted with white clouds that gently roll in and out with the soft stratospheric winds. At night, however, shimmering auroras shoot across a deep indigo sky, the countless stars glittering like diamonds upon a velvet drape.

Upon the island, the elders of tranquility engage in planar research using a technique wherein their essences channel power into several portals that open into the deeper, unexplored planes. To their dismay, they discovered that the willpower and mana that was required to maintain these portals eventually took a tool on the channelers' health. Specific routines were developed that included meditation, wearing and a specialized diet that seemed to slow the deteriorating health among the elder channelers.

Exploration of the deeper planes has enabled scholars to gain a better understanding of the nature of reality and the role which mortals play. However, further complications with a few of the portals have reinjured the elders. The only means to help them may lie through the portals themselves.
Quellious, Goddess of Tranquility

Gentle, graceful and innocent in her child-like manifestation, Quellious is the consciousness and embodiment of tranquility. She is a deity who embraces the softer light of goodness and peace of the inner-self in harmony with the surrounding environment.
Conflict is a thing that Quellious opposes most deeply, though she would not dare impose her beliefs on those who are unwilling to stray from their bloody paths. In the recent struggles to have taken hold between the astral and material realms, Quellious has chosen to politely and quietly bow out of involvement.

Though her plane has manifested, she herself cannot be found. It is believed that the plane itself is the embodiment of her consciousness for this particular chapter of history, though none are certain and no mention of her has been made upon the whispers of the greater plots that lurk the inner planes. Those deities composing the rest of the pantheon are content with her lack of interest in their affairs, for she surely would oppose many of their ambitions. Unfortunately for those whose hearts and minds wish for the same peace as she, Quellious is not a deity of action. Instead, she prefers to remain in a state of clam balance and harmony, waiting for the divine sanctity of the infinite cosmos to be restored of their own accord.

Her mortal followers within the material universe strive to achieve tranquility in all things within and around them, and rarely involve themselves in conflict. The recent turmoil to embrace their world, however, has forced many Quellious' followers to regrettably abandon their passivity and peaceful ways as they enter the battlefield in order to defend their communities and beliefs.

The Plane of Disease

The Plane of Disease is ruled by Bertoxxulous, the Plaguebringer. The surface is compiled of rotting flesh. Rivers of pus flow through the lands creating a swamp of bile. Within the Plane of Disease is the Crypt of Decay where Bertoxxulous dwells.

The surface of this region is made of diseased, rotten, putrid flesh. The water here is murky in color, resembling bile and other foul body fluids. A stagnant swamp exists in the south. Fleshy tunnels drip and ooze with phlegm and bile. Blisters and boils are plentiful on the surface. Thick hairs grow up in the place of trees; scars and open wounds are prevalent on the ground. When it rains, here, green bile falls from the sky.

A narrow pass grants access through a mountain ridge of bone to the high altitude area in the north. Past the bony mountain ridge lays the Temple of Bertoxxulous.

Grimror's Swamp of Bile is a large area filled with various forms of flymen and malarians. The flymen are drawn to the rancid swamp. They aren't known to be aggressive but will not hesitate to unleash deadly venom form their mouths when threatened. The venom, when released, is known to carry various diseases. The malarian, also carries of disease, hover over the swamp looking for their next mean. Swamp rats can also be found in this area, swimming through the murky water looking for sustenance. On Occasion, a larva slithers out of the ooze and onto the ground where it begins its life cycle.

Arachnids dwell in the Wanderlands of the western portion of the Plane of Disease. The arachnids originally lived within the fleshy caverns, but many have since moved out onto the surface. These creatures are known to wander alone, but will typically assist another of their kind who is under attack. Of those remaining in the caves the strongest live deeper underground, while the weaker ones are often drawn out onto the surface area to feed. The arachnids share the caves with the bubonians. These rat-like creatures carry a multitude of diseases that wreak havoc upon humanoids.

Rivers of putrid pus and bile flow through the Plane of Disease. Malarians, amid piles of goo, cluster close to the river areas. They are known for their aggressive tendencies as well as for their deadly venom that causes blindness in their prey.

The Keep is an area surrounding the Crypt of Decay. It is here where the Lepertoloth guard. These magical beings keep unwanted visitors from entering the crypt. They use their enhanced magic to ward people away from the gates of decay.

The Crypt of Decay lies within the plane of the Disease. The ancient crypt is buried under tons of dust and is filled with pestilence and the odor of death. The walls and floor are soiled, damp and foul – unsightly stains are everywhere, heaps of carrion rot in the corners, and the moist, putrid air is enough to make anyone sick.

Grimror Plaguebringer
Grimror Plaguebringer is an Ogre Shaman who has decided to remain on the Plane of Disease to search for the rare ingredients. This Ogre Shaman follows Innoruuk. He has been tasked with responsibility of creating vile new plagues and diseases to unleash upon Norrath. Being tasked with this responsibility means that he'll have to go to the farthest planes to gather all the components needed. Grimror knows that he can't find all the components himself, so he enlists the help of anyone he encounters.

Gryme the Crypt Guardian
Gryme carries the key to The Keep.

The Plane of Innovation

The Plane of Innovation in its current state is an industrialized land of clockworks. Many gnomes rising into a perfect state of mind with machinery have been allowed access here. In the Plane their imaginations feed off the plane itself. Their creations have become wilder and more absurd than anything they could have ever dreamed up back on Norrath. The machines of their creations have become very powerful and control most of the activities in the factory.

Outside the factory is a spare parts area. Many rogue clockworks live in this area. First series robots that have been discarded, rummage through all the parts to find any that may be of use to them. The machines of the junkyard serve only themselves, seeking to maintain and better themselves. Caution should be taken when traveling through here because the parts they seek they may see in you.
One gnome in particular has made this place his home. Nitram Anizok seems to enjoy the conditions here, and thrives on the ability to tinker from parts that appear to be completely worthless. It is no secret of his, that he is constructing a massive machine for reasons unknown to all but him.

Giwin Mirakon is a prominent gnome in the junkyard. He has been sent by Rallos to commission the factory to build a machine of massive destruction. This ultimate weapon has been finished and is currently being powered in its lab. Giwin awaits it to approve. He seems very agitated and very eager to get out of this plane and back onto the war fields of the Plane of War.
The lore from inside the factory is more clouded. It seems there are clockworks that seek to learn from humanoids. They wish to learn how humanoids work so that they might improve upon themselves. A massive factory is in constant motion producing a machine in a central area. Steam filled hallways are dangerous to all but the machines that have created them.

Meldrath
The tale of Meldrath has long been told in Ak'Anon. Meldrath was actually one name for two young gnomes, twins actually, who were connected at the chest. One boy's heart was as pure as the waters of the Vasty Deep and his eyes shone with a beautiful light; the other's heart was as cold as ice and his eyes were as black as two pools of oil.

They lived in peace, gliding through Ak'Anon wrapped in each other's arms like slow dancers. But Meldrath's mother constantly sought a way to disconnect them wanting to have two complete sons instead of one. One day, Fizzlethorpe Bristlebane, ruler of the Plane of Mischief, disguised himself as a healer and gave their mother a magic sword to disconnect her sons. She ran home and finding them asleep, plunged the sword between them. Both were unharmed and the two rubbed their eyes sleepily. She rejoiced.

But as she looked from one to the other she noticed for the first time that one was sweet and pure and the other dark and ugly. One looked at her with loving, sweet eyes and the other with hate. Suddenly the sweet Meldrath began to rise into the air. His mother tried to hold him down to keep him from floating away, but the ugly Meldrath bit her leg and stomped on her foot.

The beautiful Meldrath rose up out of the caverns of Ak'Anon and into the sky and disappeared. The ugly Meldrath was cast out by his angry mother and rejected by the people of Ak'Anon. He traveled to the east coast of the Steamfont Mountains and built his fort, vowing to take vengeance on the people who rejected him.
As for the beautiful Meldrath, he was finally found in the Plane of Innovation where, by Bristlebane's good humor, he found a new home.

The Plane of Justice

The Plane of Justice is a somber, bleak realm consisting primarily of a large prison. Beings of all races are sent here for severe crimes against their society or against the gods. A council of six entities, known as The Tribunal, governs the plane. They act as judge and jury, deciding the guilt or innocence of the creatures brought before them and choosing the proper punishment. A warden controls the administrative side of the prison. Dark, axe-wielding guards maintain tight security and dispense executions with ruthless precision.

At the center of the prison is a large courtyard where a guillotine, a tree with a noose, and other instruments of executions are found. The cells nearest the courtyard house the inmates scheduled to be imminently executed. The halls of the prison are busy with the marching of guards who keep a constant vigil and the scurrying of rats and other vermin. Escape tunnels exist behind a hidden cell in the southeast corner, chiseled out over the years by prisoners seeking to flee, or at least hide. Recently, deadly creatures have entered the deeper tunnels effectively prevent any further work on them.

Prisoners in the Plane of Justice come from a wide range of backgrounds, places, and even eras. Those convicted are never punished purely for who they are in terms of mortal origin; rather device judgment is based on actions they have taken within the framework of the society and culture form whence they came. Time does not pass in the planes as it does in mortal realms, so there are beings here from civilizations that no longer exist upon Norrath.
Aside from personal vendettas, the prison population is generally divided into two camps – the humanoid and the bestial. In addition to the major Norrathian races, creatures like the aviaks and the ottermen are at odds with Akheva, froglok, ghouls, evil eyes, and other beings of fiendish origin. While exceptions do exist, it generally behooves one to take a side in this dispute – or life can become rather uncomfortable.

A number of spirits can also be found among the jails. Some are remnants of those who have died there; others are ghosts of prisoner's victims who have come haunt those who have wronged them.

The Tribunal
The Tribunal has existed for as long as there has been a semblance of order in the world. They remain neutral in almost every conflict, meting out justice as fairly as they can, without prejudice. Legends speak of a "Seventh Hammer," a powerful being who acts as The Tribunal's messenger and bailiff.

It is impossible to bribe the Tribunal to influence a verdict or sentence, but they are not immune to deception. True justice being their charge, they are not loathe to reverse a decision based on new and compelling evidence. They have also been known to grant leniency of even freedom to prisoners who have proven worthy.
A fundamental concept behind the justice of the Tribunal is cultural relativity. While a High Elf of Tunare may be condemned for practicing necromancy, a gnoll may be accused by his clan of excessive leniency towards prisoners. Sending someone before the Tribunal is usually reserved for serious crimes, as it can mean a virtual eternity of imprisonment and suffering. However, the definition of "serious crimes" can vary widely among societies. Some acts aimed against the gods themselves are considered under a broader scope, but The Tribunal looks primarily at the rules of particular civilizations.

The Warden
The current warden, Jacosh Steldenn, has a slightly different agenda than the pure justice of The Tribunal. Once a very fair-minded being, he slowly became frustrated with the limits of his position and power. He commands the loyalty of a subset of the guards who carry out his own judgment, rather than that of the council. He seeks ways to circumvent the rulings of his authorities when he does not agree, arranging a number of "accidental" escapes and secret torture sessions when he thinks it necessary. He has thus far been discrete enough that the Tribunal is not fully aware of his transgressions, but they have been watching him more carefully.

The Plane of Nighmares
The Plane of Nightmares is ruled over by Terris Thule, the Dream Scorcher.
The western region of Terris-Thule's domain is a dense forest with many small clearings. A river dissects the forest above and the barrows below, eventually becoming a water fall that drops into a lake. To the northwest, there's a small cottage that lies in the disrepair. Behind the cottage, a modest graveyard services the mortal victors of this realm.

Great gnarly trees with foul twisted visages formed in the patterns of the bark compose much of the dark woodlands. The trees are sentient, powerful, and malevolent beyond comprehension; they will often spring to life as mortal trespassers enter their domain. The entire forest, like the maddening nightmares sent by the plane's horrific mistress, is unpredictable and unquenchable in its hunger. Reports come to New Tanaan with regularity regarding the disappearance of the foolishly brave that travel to this realm.

Terris-Thule's most treasured minions lurk in the southwest caverns, living a dual existence in both astral space and upon the primal world. These include terrifying goblins that infect the minds of all, for none are beyond Terris-Thule's reach.

Mujaki the Devourer
Chronicled by Sage Unimvariea of the Gatecallers of Erudin
Mujaki was born the first child to the Erudite couple of Tevrai, a mage, and Etumara, a cleric. His father, Tevrai, had high hopes for a son to follow in his footsteps and become a powerful wielder of magic. However, Mujaki seemed to lack the spark for magical pursuits early on. Much to his father's chagrin, little Mujaki liked to play more and had a physical affinity for the world around him, not a magical one.

The couple, Tevrai and Etumara, looked forward to bringing another child into the world, but met with little success. Whatever ailed Etumara after her first birth did not allow her to conceive again. This was a serious point of consternation for Tevrai who desired another heir who might carry on his magical research. It was a notable point of shame for Etumara. She found comfort in the church of Prexus, focusing on helping those she could when she could not please her husband. A rift grew between the couple and for several years they existed in a somewhat detached, distant relationship.

All of this was lost on young Mujaki though he knew that for some reason he did not please his father and his mother was often less than happy. This weighed heavily on the young mind, planting seeds of gilt and inadequacy. As he grew in his childhood, Mujaki was often found at his mother's side in the church of Prexus and was a source of comfort and solace for her as she delighted in his advancement in the "lesser" arts, as his father would say.

As Mujaki approached the age of seven, his parents rejoiced as Etumara was again with child. Tevrai was nearly obsessed with the possibility of a magically adept heir. Young Mujaki simply looked forward to the promise of another playmate. However, as the pregnancy progressed, it was clear that it would not be a smooth one. Etumara was not carrying the child well and complications developed late in the term. As fate would have it, Etumara would deliver to Tevrai a beautiful baby boy adept in magic, but at the cost of her own life.

Tevrai's sorrow knew no bounds and his anguish turned to self blame for it was he who had so desired another child. It was only the responsibility of caring for his new son that saved Tevrai from destroying himself with profound sadness. The infant was named Etumer in memory of his mother.

Mujaki was crushed nearly as much as Tevrai. However, with little love coming from his father, he found solace in the support of the clerics of Prexus and his mother's many friends there. Despite his best understanding of what happened, Mujaki could not help but blame his infant brother for taking his mother from him.
As the years passed, Etumer would greatly please his father with his aptitude for the magical arts and further alienate Mujaki from the family. Despite this rift, Mujaki still looked to his father for acceptance and worked exceedingly hard to prove his worth to Tevrai. He would devote his life to the ways of Prexus and became a devout paladin of the Ocean Lord.

As Mujaki entered into manhood, he became attracted to the young Lady Yuntair, a magician who had gained an early reputation of being exceedingly skilled in magic.

At the same time that a relationship was developing between Yuntair and Mujaki, Etumer was discovering something wonderful, powerful and innately sinister -- the ways of necromancy. Initially introduced as something innocent and an outgrowth of his regular magical studies, Etumer was seduced by the power that necromancy offered. He could not hold these discoveries from his father. With a charming tongue, and milking his father's pride, Etumer drew his father to the study of necromancy also.

Even when the principles of The Faceless, Cazic-Thule, were revealed by Etumer's dark friends, it was sufficiently clouded in righteous logical posturing to not sway the son or his overly ambitious father from delving deeper into the possibilities of this dark art.

Heady with newfound power and possibilities, Etumer was introduced to Mujaki's acquaintance, the lovely Lady Yuntair. Smitten by her radiant beauty, Etumer began to pursue Yuntair, having little to no respect for his brother. Playing out the same seduction that he had with his father, Etumer swayed Yuntair by appealing to her thirst for knowledge.

Mujaki was tormented by his position and languished in indecision. He was pulled by the iron grip of the principles of Prexus and pushed by his deep-seeded inadequacy enforced by the actions of his own family. At first he was plagued by dreams that tormented him with possibilities of what may happen should he not find a way to repair his failings in his father's eyes.

By the time Mujaki moved to salvage his relationship with Yuntair, he was too late. Initially, he uncovered his brother's treachery by stumbling upon Etumer and Lady Yuntair in a very loving embrace and this was further compounded when he learned of his brother's involvement with necromancy. Dumbstruck, Mujaki could only flee the scene, battling with his feelings and duty-bound heart to reveal the necromancy to the Erudin authorities. Mujaki approached his father for guidance, only to be spurned with statements alluding to Etumer's superiority in ability, despite the deficit of his age. Tevrai reasoned that Etumer should rightfully win the Lady Yuntair over Mujaki.

This, coupled with his father's casual dismissal of necromancy, crushed Mujaki's ego and caused him to further question himself for many days. Throughout this time, his sleep was wracked by the nightmares of Terris-Thule who delighted in twisting the knives of his situation deeper into his psyche.
Finally, he chose to cast Prexus aside and seek his family's acceptance at the cost of his own principles. He returned to his father seeking the teachings of necromancy. He hoped if he could find favor with his father and use his new knowledge to impress Yuntair, she would fall in love with him. And his situation improved for some time.

The reality of the situation he led himself into became all too apparent one night as he Mujaki discovered his father, brother and Lady Yuntair, along with several of Etumer's friends, practicing the most foul and evil necromantic experiments. Suddenly gripped with an overwhelming loathing for his father, a deep-rooted disdain for his brother for the loss of his mother and his beloved, Mujaki swept into action, drew his once-holy blade and bloodily killed them all.

His mind wracked with what he had committed, Mujaki ran from his house into the streets of Erudin, his mind lost in a frenzy of emotion. As he ran, Mujaki fell headlong into a side ally, his own blade bloody with gore of his family goring his midsection. It took a long time for Mujaki's life force to ebb and as he succumbed to death, his thoughts were wracked by calamity and insanity.

Mujaki's essence was trapped by The Dream Scorcher, Terris-Thule. She played upon Mujaki's feelings of inadequacy and his need for acceptance to bring this essence of terror to her own plane of Nightmares. Terris-Thule continues her manipulation of Mujaki even now; driving him to reap the essences of others he holds so much contempt for -- those like his father and brother.

Ruins of Lxanvom, Crypt of Decay
The crypt was originally built upon Antonica in an age long past to house the dead kings of a long dead ancient race. That race called it Lxanvom that means in their tongue, 'Kings Rest'. As they filled it with their dead royalty a festering evil began to take over in the lower bowels of the crypt. Some scholars say this was the birth of Bertoxxulous, others claim that he has been around since time began and it was just the first ancient recording of his coming. However, his power within the crypt grew stronger as years passed. The time came when he made his presence known outside the crypt.

At first he let only those within this ancient civilization who held the power of decay and waste dear to their hearts know of him. As these first priests of decay came to be one of their number was held above the others. His name was Ultor Szanvon the Putrid; he led the priests of decay in the spreading of their dark doctrine. Ultor was able to scheme and murder his way into the position of the chief advisor of the present king of this civilization. Once Ultor reached this position of power he tricked the king into coming into the crypt to visit the tombs of his ancestors. Within the crypt in the presence of Bertoxxulous' full might he performed a dark ritual sacrificing the king in the center of the crypt. Through this ritual he summoned twelve spirits of previous kings and bound them to his service. These creatures rampaged through the land causing death and destruction as they went. They were also carrying an extremely deadly plague. This plague spread like wildfire across the land wiping out the remnants of this ancient civilization.
Bertoxxulous took great pride in the fact that he had wiped out this civilization. He took his minions from the land and also summoned the entirety of the crypt to his home in the Plane of Disease. It is said that the form that Bertoxxulous favors when he visits the crypt is a twisted version of the long dead race he wiped out ages ago.

The Twelve Heroes of Bertoxxulous
Deep within the Crypt of Decay were the twelve burial chambers of the Ancient Kings. These twelve kings were Feig Glaemod, Xu Ezuqu, Kavilis Dri, Raddi Nroo, Wavadozzik Grequex, Zandal Bri, Akkapan Perin, Meedo Wrolo, Qezzin Adan, Pzo Wefian, and Bhaly Nestif. They were the first kings that had founded and ruled over the ancient civilization that had built the crypt originally. When Bertoxxulous' high priest, Ultor Szanvon, performed the dark summoning and sacrificed the current king of that civilization ages ago, the twelve spirits of the ancient kings were ripped out of there long peaceful rest and were forced to coalesce into the form of the twelve Heroes of Bertoxxulous.

Each of these heroes was given a unique form, except the four most ancient that received the same form. These heroes vary in powers and abilities, depending on which king's soul and form they received. Once the dark summoning was over and they were all in their given forms they were sent to complete the destruction of this ancient civilization.

Darwol Adan: Darwol was the last of the kings to receive his own private burial chamber. He was credited with leading his civilization into the final stages of a permanent golden age. When his soul was ripped from his peaceful rest, he was forced into the form of a ravenous rat creature. In the rat creature the soul became corrupted with malevolence and was known for its brute strength and temperament. He wielded a large cleaver known as Dark Corruption.

Feig Adan: Feig was the eleventh king in the burial chamber. He was known to be a just and valorous king who was honored by his people with a holiday of his own. His soul was ripped forcefully from its rest and forced into that of a diseased creature. After leading the destruction of numerous cities and other lands he created a magical belt known as the Putrefied Belt of Death from the dead skin of his victims.

Xu Adan: Xu was a sorcerer king that wielded powerful magic to aid and defend his people. He created many of his own spells during his reign and was loved by all. However when disturbed from his rest he was immediately joined with a powerful magic wielding undead creature. From there he used his powers of magic for necromancy and desecrated the very earth he walked on. He was credited with the creation of the Wrath of Souls.

Kavilis Adan: Kavilis was a learned and intelligent king. Called the Scholar King by many during his reign, he led the people in the building of the first schools and universities in the land. When his soul was ripped out of his rest and forced into a foul creature it took the form of a twisted malevolent mosquito. He flew across the land spreading pestilence and corruption. It is rumored that his needle nose could be wielded as a fine rapier if the right craftsman is found.

Raddi Adan: Raddi was a famed warrior in his own right and knew no match in one on one battle. During a battle ages ago he led a small troop of his people and held off thousands of troops turning the tide of the war. His soul was forced into that of an undead knight. Given his immense skill with weapons he tore across the land leaving trails of blood wherever he went. He wields a one-handed blade known as Blood Defiance.

Wavadozzik Adan: The seventh king to ever rule the kingdom, Wavadozzik is said to be by some the wisest king that has ever lived. Learned in the ways of priestly magic his kindness and wisdom was unheard of. When his soul was ripped from its rest it was put into an arachnid creature. He spread venomous poison across the land, driving those before him in fear and terror. The chitin of his hardened shell should make an excellent armor.

Zandal Adan: Zandal was a noble king filled with good intentions. He led his people to a new pinnacle in life standards. When his soul was ripped from its rest it was forced into a fly creature. It wandered the land feasting on the carrion of the dead as it spread its deadly plague. Its shimmering wings could perhaps be used to craft a shield.

Akkapan Adan: Akkapan was better known as The Nimble for his quick feet and quicker wit. A rogue at heart, he was one of the most loved by his people. His soul was ripped out of its resting place and placed into that of a quick-footed rat creature. Given his stealthy nature he would run ahead scout out cities and lands for his fellow brethren all the while spreading the accursed plague that he carried with him. He wields two daggers known as Green Tears and Red Tears.

Meedo Adan: The fourth king and perhaps the greatest next to the founder, Meedo, was a mighty warrior and sorcerer in his own right. Worshipped fanatically during his reign, Meedo was known for rebuilding the ruling palace into a magnificent building unlike any other. He also foiled many assassination attempts against his person and expanded his kingdom to include many new lands. When his soul was ripped from its rest and forced into the creation of Bertoxxulous he took the same as the other first three kings. It was that of a hulking diseased humanoid, strongest of the forms given. He wielded a large glaive as his weapon and led a crazed army of terrors along with the other first three kings.

Qezzin Adan: The third king of this ancient civilization, he was known as ruler of a peace and harmony. He forged a great treaty with many neighboring kingdoms that lasted many years. When ripped from his rest he was given the form of a hulking diseased humanoid, like the other first kings. Being extremely powerful he led a crazed army of terrors with the other first kings. He was known to carry a large magical artifact with him.

Pzo Adan: Pzo was a warrior monk trained in the ways of self-enlightenment. He led the great enlightenment across his kingdom. Also known for his fondness of arena fighting, his soul was ripped from its rest and forced into the form a hulking diseased humanoid like the other first three kings. He was also known for his weapon called the Fist of Death.

Bhaly Adan: Known as The Founder, the first king was the greatest of all the kings buried within the crypt. He carved his kingdom out of a wild land and forged it with blood and steel. He was a determined warrior with great leadership abilities rarely ever seen. Bhaly was the creator of the legendary item, the Torch of Lxanvom, which was part of a key for the Crypt of Decay.

The Halls of Honor
The Halls of Honor are home to the Truthbringer, Mithaniel Marr, and the heroes of eras past and present. Architecturally, this realm is impossibly beautiful and pure, carved entirely of white marble and accented with golden and silver metals. It is adorned with various ornaments, ranging from statues of unrivaled realism to elaborately decorated vases.

Four mausoleums reside in the far corners of the Halls of Honor. The sacred heroes of Mithaniel Marr, those who had committed acts of selfless bravery and valor in their mortal existence upon the prime, can be found within these mausoleums. The four mausoleums have unique themes that reflect the different kind of actions that brought each hero his recognition and praise from the deity.

Between the mausoleums lie the Hero Shrines, where two greatest heroes lie. Though mortals may not know of their valiant efforts, these heroes are forever inscribed in the Book of Marr for sacrificing their lives in order to uphold their honorable beliefs.

The Halls of Honor are defended by the Battalion of Marr, the peacekeepers of honor. Their prime mission is to keep the halls free of unwanted visitors. Small units patrol the halls and ensure the peace. If they encounter any resistance, deadly force is used without bias or hesitation. The halls of Honor follow a strict code of respect and honor, and those who do not show the ruling god and his chose heroes the respect that they deserve must be death with.

Mithaniel Marr resides in within a grand temple. No mortal is allowed entry to this scared place of purity and honor, and those who dare to defy its laws shall meet a most merciless fat at the hands of the temple's heroes.

The Four Mausoleums

Bravery of Trydan Faye
Trydan Faye represents Bravery. Long before the Age of Turmoil began Trydan marched before a mighty dragon known as Rydda'Dar and defeated this great beast of burden with the Armies of Berr. Rydda'Dar had plagued much of the surface world for many years. Towns all across Norrath feared this vile creature. For when.

Rydda'Dar appeared death walked in his shadows.
Trydan led an army deep into the Kingdom of Stone before it was sealed off from the surface world to rid the lands of this fierce beast. Hundreds from all walks of life marched down into the depths of Stone to the dragon's lair and attacked.
Surprised by their presence Rydda'Dar roared loudly at those who stood before him. Trydan stood motionless, unaffected by the screeching sounds bouncing across the room and held his burning sword in one hand and an ornate shield in the other.

The cavern grew warm as Rydda'Dar prepared to unleash an inferno, his chest expanding with the large breath he took. Trydan knew this was their chance and he raised his sword pointing at the beast and yelled, 'NOW!'

Trydan raced towards the foul beast plunging his fiery sword into the depths of Rydda'Dar's body. A single scale loosened while Trydan's sword pierced the tough exterior of the dragon. Rydda'Dar raised his sharp claw swinging towards the crowd at his feet, catching many off guard, flinging many across who landed motionless on the ground.

Before long, there were only three left standing before the dragon -- Trydan and the dwarf twins of House Ogrebane, Rythorn and Relthak. The dwarves charged the large beast with their plated axes raised. Rythorn swung towards Rydda'Dar's clawed feet, while Relthak ran towards the dragon's underside. Rythorn dismembered a talon and as the dragon struck back, Rythorn was sent flying across the lair.

Relthak took his chance and swung violently towards the dragon's belly and a single scale fell from it. Rydda'Dar took notice of the little dwarf under his belly and decided to make a little meal out of him. Just then, a single arrow pierced Rydda'Dar's head causing the dragon much pain and surprise. Rydda'Dar looked back and saw Trydan stood poised in an archer's position. Angered by the mortal, Rydda'Dar reared with a deafening howl. Just before Rydda'Dar lowered his front legs Trydan fired another arrow.

Rydda'Dar and Trydan began to move toward each other. Rydda'Dar found his movement slow and limbs tired. He slumped to the ground with his head resting on the cavern floor. Heavy breaths, which came from the beast, moved the surrounding rubble. With each breath getting slower and slower Rydda'Dar knew his time had come.

Trydan stood before the fallen dragon where he removed his helmet and placed it on the ground. Trydan knew the dragon would no longer be a threat and he knew that he was suffering. He stretched his right arm out towards Rydda'Dar and his palm began to glow an illuminating white. The light began to grow in power and in size until it slowly moved away from his hand and touched Rydda'Dar's body. In a flash of blinding white light, Rydda'Dar's body was gone. All that remained in the lair were the bodies of those who had fallen and a single dragon scale.

High above in the Planes of Power Mithaniel Marr watched from the Halls of Honor. Intrigued by this noble paladin's unwavering fear and heroism, Mithaniel Marr blessed Trydan. Many years later, Mithaniel Marr summoned an aged Trydan into the Halls of Honor where he was asked to remain and he accepted the honor.


Chivalry of Alekson Garn

Alekson Garn
Alekson Garn's was brought up knowing he'd be a person of difference. His family was not wealthy, but they were content with their lives and what their gods had given them. Alekson Garn soon grew from being a boy and into a man. He used his charm and proper upbringing to travel far in life. One day, while traveling through the Northern Desert of Ro, Alekson came upon a band of crazed nomads tormenting a poor woman.

Alekson drew his sword from his side. As he approached the nomads he knew he was outnumbered. Several nomads circled the woman, while the rest took their pleasure in engaging Alekson.

The woman started screaming and Alekson knew he had very little time to act. He quickly moved past the first of the nomads who engaged him, striking each one as they came near. Then the woman's screams suddenly stopped and Alekson's heart skipped a beat.

He quickly moved past the others who had first engaged him and rushed towards the crowd circling the woman. His palm began to glow and in an instant one nomad was quickly brought to his knees. The others quickly dispersed after seeing one of their own brought down so easily.

Alekson found the woman. Her clothes were torn and her face and arms were bruised and beaten. Alekson immediately checked for signs of life, but he was too late. He had taken too long. Distressed with the outcome of the woman's death he placed both of his hands onto her body and began to pray to his god, Mithaniel Marr. A silent prayer was said over and over, nearly inaudible.

Alekson's hands began to glow once more. But this time the illumination grew strong, momentarily blinding Alekson's eyes. Then just as the light grew strong, it faded away. To Alekson's surprise, the woman, who he later learned was Eraiza Laine, began to breathe life.

Mithaniel Marr chose to bring Alekson Garn up to the Halls of Honor for his valiant effort in saving the young woman. His chivalrous act granted him a place among the noble men of Honor. When death came, he awoke in the Halls of Honor to forever rest in peace and harmony.

The Sacrifice of Rhaliq Trell
Rhaliq Trell's was born to lead. His father served in the Army of Berr and taught him everything he knew about military leadership.

During a great invasion of their city, Rhaliq and his band of men were forced to abandon their homes. Armies of men began to flood through the city, disrupting their once-peaceful land. Many of the townspeople were forced into a nearby sanctuary to hide.

It wasn't long before the invading army discovered where the townsfolk were hiding and its commander sent troops to get rid of them. Rhaliq, also in the sanctuary, watched the troops coming at the windows as the rest of the people in the sanctuary all climbed down hidden stairs that led to a tunnel that would lead them to the forest nearby.

But it was too late for everyone to escape. The troops were soon standing before the sanctuary with their swords drawn. Rhaliq looked at the number of townspeople left and knew he if didn't do something quickly, they would all certainly die.

In a valiant effort, Rhaliq opened the sanctuary doors and walked out to face the troops. Twenty-four men stood before him and six quickly moved to engage him. The sound of metal on metal filled the air. Two men fell before Rhaliq felt pain.
Rhaliq screamed in anguish, but did not stop swinging his sword. But his effort wasn't enough to keep him alive. Another sharp pain filled his body and blood rushed to his mouth, spilling out onto his armor. His eyes grew heavy and the world turned to darkness.

Rhaliq's death was not in vain, however. He had given the townspeople enough time to escape. Rhaliq found himself reawakening, fully dressed in ornate armor, and seeing Mithaniel Marr before him. His first words were to ask of the fate of the townspeople and when he learned of their safety, tears of joy ran down his cheeks. It was then that Mithaniel Marr asked him to remain in the Halls of Honor as an example to all. Rhaliq Trell graciously accepted.

Honor of Heroes
The final mausoleum holds the tombs of the honorable that have passed in Norrath over many years. Guards walk this area ensuring that all the tombs are left in peace.

Additional Crypt of Decay Lore:

Lost Legends Vol. 1: Torch of Lxanvom
Throughout worlds, planes, and other dimensions there are many different objects of an immense power. These artifacts are only known of legends and rumors spread throughout the various lands. The Torch of Lxanvom is one of these artifacts.

The founding king, Bhaly Adan, of a once great civilization that was destroyed by the machinations of Bertoxxulous created it. The Torch of Lxanvom was placed in the depths of the burial tomb of kings built by Bhaly for him and his ancestors. It was used in the rite of burial ceremony performed upon the kings before they were buried sealing them away in an everlasting peace.

The whereabouts of the torch have been lost since the fall of that civilization. It is said to look like an open torch with a burning blue flame and is known to possess immense power. The power it possesses is said to envelop the user in a guardian shield of light blue flame that provides its owner with some protection.

Raex and Vindor
Long ago Raex and Vindor were childhood friends in the Kingdom of Skaxron. As they grew up together they played, fought, and competed with each other constantly. Both young men turned out to be the greatest warriors for generations to come. They became pledged as knights in service to their liege lord, the good King Randall. Two years after they were knighted the War of Ages engulfed their continent as a necromancer in service to dark powers made his bid to rule the world. This war caused them both to be separated as they fought the encroaching forces of the necromancer across the land to save their beloved kingdom. Unfortunately many years passed and their king was slain putting the entire world under the rule of the iron fisted dark emperor.

Both Raex and Vindor survived these lean years as mercenaries and they swore complete and utter vengeance upon the dark emperor that ruled the land. They did not have to wait long for someone was listening. Bertoxxulous, Lord of Decay, had heard their plea and offered to assist them for their permanent indentured servitude to him. He knew they were among the greatest of warriors to live and they would aid him greatly in his rise to power. Blinded by the vengeance they so greatly desired, both of them immediately agreed to the deal. With a mocking laugh and a snap of his fingers, Bertoxxulous banished his servant, the dark emperor, to another realm and he accepted these two great warriors into his service. To this day they still do not know he had conquered their world just to get to them.

Hands of Blood: Carprin Deatharn
Long ago on the continent of Antonica within the world of Norrath there was a small village known as Yawnwater. The village of Yawnwater was a typical village filled with happy villagers. Surrounding the village was a nice landscape of trees and wildflowers. In the middle of the village was a small shrine of a fountain with a statue in the middle in front of a small altar. The shrine was dedicated to the goddess of love, Erollisi Marr. It was located right off of a small river that flowed down into a great lake. However, there came a time when all did not remain right with the happy little village of Yawnwater.

On a dark night when the moon was just a silver sliver in the night sky, terror and destruction came down upon the happy little village of Yawnwater. The dark knight, Carprin Deatharn, was determined to prove to his god, Bertoxxulous the Lord of Decay, that he was an exalted spreader of corruption and decay that was unmatched. He came upon the village and set to destroying it. He immediately killed off any resistance and then gathered up the elderly, women, and children who were too weak to defend themselves around the shrine of Erollisi Marr.
Carprin then set to systematically desecrating the temple by performing a series of dark sacrifices on its altar. After the sacrifice he infected the rest of the survivors with an incurable malady that left them slowly wasting away and dying. When Bertoxxulous saw all that his servant did in his name he was pleased and raised him to new levels of power. Carprin joined his master in his domain soon after.

Diseased Storms: The Tale of Toluwon
Within the Plains of Karana in a time not so long ago the clergy of Karana erected a small temple in honor of their lord. Among those present at the building of this temple was young Toluwon a promising new cleric that had recently been raised up from the rank of acolyte. Young Toluwon was one of the most promising clerics to come into the service of Karana in years. He had shown wisdom beyond his years, mastered the honored rituals of Karana in a short time, and performed the extremely difficult Ritual of Thunder and Lightning for the first time in centuries. However, all this was soon to come to an end for young Toluwon for fate had a different path for him to walk.

Young Toluwon returned to his home soon after helping finish up the final building stages of the temple. He wanted to visit the love of his life in the nearby city of Qeynos. When he arrived at his lover's house, he found a small note asking him to meet her at a private locale. Concerned he made his way there immediately to find something he could not believe. His lover was a secret worshipper of the dark god Bertoxxulous. She was with a group of people in brown robes muttering chants to their Lord of Decay. She offered him a chance to join them that he immediately accepted.

When this decision was made, they immediately sent him out to prove his faith. They sent him against his old brethren in the newly built temple in the Plains of Karana. When he arrived they were surprised to see him back so early. He assured them everything was all right, and told them that he needed to get some rest, but little did they know what he was truly planning. Later in the dead of night he crept around and slit the throats of each individual priest within the temple. Then performing the dark ritual that was given to him by the priests of Bertoxxulous he desecrated the newly erected temple. He was now a full-fledged member of Bertoxxulous' clergy. This is how Bishop Toluwon came to join the legions of corruption. As years passed Toluwon rose through ranks into a powerful priest of Bertoxxulous. For his duty given and the unrelenting devotion to the spread of decay and corruption he possessed he was raised to serve his master in his domain.

Rise of Avhi Escron
Thousands of years ago in lands long gone there was a prophecy of power. It said, 'One shall be born perched between light and darkness. He will grow and one day he will shroud the world in golden light or encompassing darkness. For he will choose.' Avhi Escron was born shortly after this. She was the child foretold in the prophecy and the forces of light and dark waged war over her. As time passed she began to show signs of extreme magical power unmatched by any ever known to the world. The time for her to choose was fast approaching.

As the time came upon her she was tempted by the forces of dark with images of unseen power, wealth beyond imagining, and endless lands to rule. With these images in her mind she chose the side of darkness and the world in an encompassing darkness. Bertoxxulous was among the powers that she now served.
Decay and corruption became a daily part of Avhi's life as she explored the dark arts of necromancy. Creating new dark rituals, and spells became commonplace as she reached the pinnacle of her power. During this time she declared herself fully in the service of the Lord of Decay. Soon after, she brought down a mighty spell of foul corruption upon the land, laying waste to huge tracts of land. And so she continued until one day she was raised to the side of her lord in his domain.

Fall of the Wemmal Royal Family
The Wemmal Family had ruled their tiny self-sufficient kingdom from a small island in the middle of the endless sea for many years. Not knowing or caring about any of the other continents and lands out there it was a self-contained island of peace. One day that peace changed for chance had brought the sole survivor of a shipwreck to a beach on their land. The survivor was Banord Paffa, a cook from a pirate ship that was wrecked in a tremendous storm the night before. The islanders discovered him on the beach and brought him to the royal family.

The Wemmal's were taken with this seemingly charming pirate from lands unknown. They offered him a position on the cooking staff for he knew many exotic dishes that they had not heard of. However, the Wemmal's would soon learn that their new cook had a dark secret. Banford was a worshipper of Bertoxxulous, the Lord of Decay. He set to slowly poisoning the food he served to the royal family. Soon the whole royal family was sick and dying. It was discovered by a healer that he had been poisoning them, but it was to late for the malady was incurable and then each of the Wemmal's were dead because of Banord. The islanders maddened by grief for their beloved rulers lynched Banford. But the dark deity, Bertoxxulous, was pleased with what Banord had done and gave him a new form in the Plane of Disease where he now serves his lord.

Origins of the Bubonians
Down in the depths of some forgotten tomb Tarkon Praez, a necromancer in service to Bertoxxulous, was performing experiments on a tribe of rat men he had enslaved. During this time he bred many various rat men but none of them were what he wanted. He wanted a ravenous, festering, and foul breed that would strike terror and fear into the hearts of the pure. Tarkon decided to pray one day to his dark god for guidance.

After many hours of prayers, foul rituals and sacrifices Bertoxxulous enlightened him with a vision of what he must do. He would have to travel to the far reaches and find the necessary components to perform a ritual of the darkest evil. The four components he had to gather were a unicorn heart, tail of a phoenix, tears of a virgin, and the blood of a faerie. After many trials and tribulations he had gathered the necessary components and began the dark ritual. What took form was more than he expected. It was an extremely evil crazed race of rat men that carried a foul plague in their blood and minds. He dubbed them the Bubonians and set them upon the land.

The Bubonians tore the land a part spreading disease, death, and destruction wherever they went. This went on for a time until they were banished from the world by a good and noble order of knights. Bertoxxulous then took the Bubonians into the Crypt of Decay and that is where they have festered ever since waiting to lay waste to the world once again.

Drunder, Fortress of Zek
Also known as the Plane of Tactics, Drunder is the large stone stronghold that towers above the Field of Blood within the Plane of War, fitted on a scale appropriate to the home of the Zek deities.

The graveyard of the Drunder can be viewed from the main entrance. Off the entry way, a long hallway leads to quarters where Rallos Zek's most trusted generals, Tallon and Vallon, reside. Two large towers, each containing a series of chambers, house the Warlord's generals. Within each are grand war chambers, dedicated to each of Rallos Zek's children.

Beyond the fortress gates and the two towers, a large arena lies in a lower courtyard. From the arena, several paths branch out to other areas of the stronghold. One passage leads to the war boards and their keepers. Penned in a system of caves, these vicious beasts are bred specifically for bloodlust and destruction.

Another path leads to the barracks, dining hall and armory. The barracks are fairly large and open, suitable to house immense army befitting of the divine warlord. The dining hall is mundane, for its only purpose is to sustain the soldiers; a task that Rallos Zek and his generals regards as an inconvenient necessity. Connected to the dining hall is the kitchen where food is prepared for the troops.
The armory is fairly large and filled with a multitude of weapons. Behind the armory the war forge can be found, a forge of magic that produces the superior weaponry and armor of Rallos Zek's army.

The last passage leads to stairs going up to the second floor. The main hallway on the second floor ends at the War Room of Zek. Here, all tactical considerations are played out before The Warlord himself. Connected to the war room are balconies that overlook the arena. Inside the stronghold and the coliseum further out in the Plane of War.

The upper halls of Drunder are protected by the Diaku, the elite unites of Rallos Zek's grand army. The Diaku is divided into three district sub-groups, each overseen by one of the Zeks. Under Tallon Zek, the Gindan are unmatched in long range combat ability. They deploy bows as their primary tool of war, but are also deadly with all manner of melee weapons. The Hendin are commanded by Vallon Zek. They are the highly trained assassins of the Diaku, adept at attacking their victims quickly and without warning. Lastly, and arguably the most fearsome force in all of existence is the Decorus, led by none other than Rallos Zek himself. The Decorus are the most brutal and deadly warriors history has ever know, and are typically seen wielding great axes in battle with pinpoint accuracy unmatched strength.

Background Story
A dark figure stood brooding silently over a table filled with maps and diagrams of all kinds. The firelight flickered around him throwing exaggerated, twisted shadows of a hulking silhouette. His fingers tapped slowly on the hilt of his giant flaming axe. White hot flames twisted and turned up the handle of the axe, dancing across black spiked gauntlets, but the figure didn't heed them the slightest attention as he remained completely engrossed in the charts on the table. For a brief moment he glanced towards the giant stone door behind him. He turned back toward the table and his left arm carelessly. The door slid open, grinding, against the granite floor.

A smaller figure strode silently through, masked in shadows thrown from the torches. The outline of a great war bow was barely visible in the low light. "What is it?" said the first figure flatly.

"They're behind schedule; the weapons may not be ready for the onslaught of mortals we were promised," the shadowed figure responded, continuing to enter the large chamber.

"I don't like to be kept waiting," said the first, his voice rumbling in the stone chamber.

"Like all incompetent creatures they assure us that the fault does not lie with them. The one I spoke to blamed the interference of a group of mortals. I still do not understand why we need the help of fools. The might of the Diaku needs no assistance to complete our goals."

In a single motion, the giant figure spun to face the smaller, and, with is steel-clad first raided his subject into the air by his throat. The second figure squirmed slightly in a sudden moment of respectful fear of his master's abrupt irritation.
"Take care of it," breathed the dark from, "or I will."

The other nodded as best he could against the stone grasp of the black gauntlet. "As you command, sire. I shall attend the situation relentlessly, and without fail."
The captive spoke clearly, his voice unhindered by the impossible grip of his master but respectful still. The iron first released and the shadowed figure dropped to the granite floor, landing without effort upon his feet as if he had choreographed the fall. He gave stiff, short nod of his head and in respectful salute and recognition of his master's will and then quickly turned and marched out of the cambers, through the stone doors from which he had entered.

The dark hand rose again toward the door and it began to grind shut behind his department event and once again, the dark figure stared silently at the charts on the table before him. The flames around his axe radiated more brilliantly now, curling up and around the figure's massive arms like the tendrils of sentient fire basking in the radiance of its divine master. His right hand left the hilt of the axe and pointed upward toward the ceiling. The massive axe floated through the air with the sound of a raging flame and spun above the opened hand. In a blinding flash of a rage, the iron hand took hold of the axe and brought it down across the table, shattering the stone into a thousand fragments and igniting all of the parchment charts in a burst of flame.

The figure turned and walked out onto the balcony overlooking the giant sandy floor far below him. The sounds of battle echoed up across the stone walls – a sound eternal in this place. The great axe spun quietly in front of him, beckoned by the slow motion of a single digit of the black gauntlet. The hand opened, and the axe moved anxiously back to its master's grasp. In a simultaneous motion, the great hand closed around the handle of the axe as he crouched to the ground and jumped off the balcony, falling silently through the air.

The figure hit the ground hard, causing ripping shockwave to arch across the sandy floor throwing every battling figure violently to their knees. As they collected themselves from the sudden impact, a great bellow roared through the arena, piercing the very souls of all bearing witness. The massive form then began to cut through every living thing in a whirlwind of destruction.
Tallon and Vallon Zek

When the first Rallosian forces led by the great ogre Murdunk invaded the Plane of Earth, the elder son of Rallos, Eriak - who was said to have instigated Murdunk into invading the planes of power - was forced back to the Plane of War. He was thrown from the plane by the wards of the Council of Rathe who ruled and defended the Plane of Earth. Rallos was not content to wait for Eriak to recuperate and chose to speak directly to a particularly gifted pair of orc warriors by the names of Tallon and Vallon.

With the power of the warlord behind them, Tallon and Vallon rallied the legions of the children of Zek and entered the Plane of Earth. This invasion was ultimately successful with the Rathe council being captured and executed on Norrath. Where the Rathe fell, the Rathe Mountains were raised. During the executions Rallos himself journeyed to the Plane of Earth where he attempted to take control of the plane as his own.

But while Rallos was unquestionably the greatest warrior ever to exist, he knew little of the inner working of the Planes of Power as his very own son Eriak did. Rallos was ultimately scarred and disfigured by the same wards that had banished Eriak and he lay silently regenerating in the Plane of War while the reborn Rathe exacted vengeance on the army's leaders. The leader of the ogre nation and Zek army, Murdunk was slain. The curse of the pantheon was soon to follow, sweeping the lands of Norrath and striking down any child of Zek that it touched.

Tallon and Vallon sensing their inevitable demise at the hands of the curse of the pantheon called out to Rallos to deliver them. Rallos was sufficiently renewed by this time to summon Tallon and Vallon to his plane to escape the curse of the pantheon, but was unable to save the rest of his creations. Realizing that Eriak surely knew of the ward that protected the Plane of Earth and had failed to tell him of it, Rallos brought the crippled form of Eriak before him.

Rallos tore from him the essence of warfare, tearing it into its more base elements and imbuing them to the two mortals who were able to succeed where Eriak had failed -- Tallon and Vallon. Eriak still retains a piece of the essence of war in his shattered and disfigured frame, but was banished to the lower levels of Drunder, the Fortress of Zek, to help in the menial tasks of forging weapons for his father's armies. To this day the great form of Rallos bears the scars from the ward of the Rathe beneath his blackened war armor, a silent reminder of the failure of his only son.

The Diaku
The upper halls of Drunder are constantly guarded by the Diaku, the elite units of Rallos Zek's grand army. The Diaku is divided into three distinct sub-groups each overseen by one of the Zeks. The Gindan are overseen by Tallon Zek, the Beholder of Battle, and unmatched in their long range combat abilities. They generally stick to their bows as their primary weapons, but are also deadly with all manner of melee weapons. The Hendin are overseen by Vallon Zek, the Governor of War, and are the highly trained assassin of the Diaku. They are adept at attacking their victims quickly and without warning and most of their victims are usually unaware of what killed them as their spirit departs their body. Arguably the most fearsome force in all of existence is the Decorus lead by none other then Rallos Zek himself. The Decorus are the most brutal and deadly warriors that existence has ever known and are generally seen wielding great axes in battle with deadly accuracy and strength.

Lair of Terris-Thule
In the far eastern corner of the Plane of Nightmares there stands a grand plateau of horror. On the surface of the plateau, stones appear to be arranged in a druid circle. If one can overcome the overwhelming feeling of dread inspired by this place, further inspection reveals that the stones pulse with life – and death. Merely gazing upon this unholy ground has been enough to reduce the bravest knights to their knees in the insufferable anguish of eternal, unbreakable nightmares

Torden, The Bastion of Thunder
The Bastion of Thunder is located in the Plane of Storms, hovering within an immense volcanic mountain that rises above the silver blanket of perpetual storm that coats the land below. The highest reaches of the snow-covered fortress disappear into the gray either of upper stratospheric storms.

The bastion can be reached from the base of the mountain, through the caves and tunnels that guide one up through the mountain core. Inside, the mountain is hollow; extending deep beneath what can only be assumed is the Plane of Storms' surface. A vortex of air and debris spins within the hallow core, creating an eternal windstorm. The inner walls of the mountain are at the mercy of maelstrom of debris, and through battered, somehow maintain their integrity. The energy generated by this vortex is used to keep the Bastion of Thunder suspend in the middle of the great cylindrical mountain.

The bastion appears to be a natural construction made of stone, its surface blasted perfectly smooth by the endless current of sand and rock particles driven by the astral winds. The tower in the center of the fortress looks as if it were made of a tree or some other vegetation that has been reshaped in an ingenious manner.
A light from one of the upper turrets indicates the location of the old hermit. It is there that Karana is sleeping.

Many planar creatures, servants of the realm and servants directly under the divine master himself, are plentiful throughout the bastion, maintaining the chaos that is erupting all around them. Among these amazing, odd creatures is a species comparable to the giants of Norrath, though unlike the latter, they are not creation of The Warlord. They are each avatar embodiments of a particular meteorological element. Their task is to conduct storm systems of all environmental classifications. Ranging from the scorching dust and sand storms of the desert to the clam, cool drizzle of a temperate spring rain, these avatars exist as representations of the elemental phenomena they embody in both appearance and temperament

The Taarid
These giants are the avatars of burning sand storms, dust, desert debris, and dry heat. Their image, while human in nature, waivers like a mirage off of hot sand. These giants command the powers of heat and violent winds. They attack with waves of intense, debris-filled wind, and immense physical strength.

The Satuur
These giants are the avatars of rain. This ranges from warm tropical rains to freezing blizzards, sleet storms, and icy hail. Their skin and clothing reflects their connection to damp environments. The Satuur seem to always be in motion. Their image shifts and bends like a storm seen from a distance.

The Kuraaln
The giants are the avatars of lightning storms, sparks, and electricity. Even their armor and clothing cannot escape the affects of their power. They scorch and char anything they interact with. The intensity of their power can be seen in the glowing orbs that fill their eye sockets. They appear to be in a constant state of motion, as if they are made of energy instead of flesh.

The Volaas
These giants are the avatars of windstorms. Tornados, water funnels, hurricanes, and even thunder, fall into the domain of these giant creatures. Unlike the other storm avatars, this race prefers billowing robes, rather than heavy plate armor. Streams of air pour from their limbs and head, as if they were cutting through the clouds.

Background Story
Karana quietly contemplated the recent turn of events. His head and his heart had been tormented for some time, mulling over the possibilities that lay before him. He has largely avoided directly affecting the destinies of mortals in the past. Even influence of Bertoxxulous on his namesake plains on Norrath did not draw any action from the Rainkeeper. This is somehow different though. The influence of the pantheon had already reached far beyond any bounds they reached in the past. But of course, the birth of a new demi-god would have that effect. Karana could feel the inevitable tugging at his being toward intervention. But the Rainkeeper does nothing out of reflex or rage, this problem must be meditated upon before any sort of action could be taken, and time was something he had plenty of for the moment.
Karana called out to his faithful servant Askr. Askr had been Karana's companion ever since he washed up on the shores of Larquin in the plane of storms. It was rare that a mortal would survive any sort of terrestrial storm that was strong enough to open a rift to realm of the Rainkeeper. Rare still he would retain his mind and body as well as Askr had. He remembered little of his existence on Norrath, but knew the name of the Rainkeeper and had served him well over the last hundred years. Karana handed Askr a great medallion. He hated to distance himself from Askr this way, but there was no other way to achieve the state of deep meditation that he would need to for see the ramifications of his decision. Without a word Karana raised his staff into the air and summoned down a great lightning bolt. The Rainkeeper disappeared in a blinding flash, leaving only Askr standing silently at the base of the Towers of the Bastion of Thunder.

Askr stood there for a moment quietly and looked down at the medallion in his hand. There can be no good to come of this he whispered. He then turned to look up at the raging winds surrounding the bastion. They already seemed to swirl faster and unbridled.

Karana entered his study quietly and perched down on a large oak chair. His meditations had not gone well thus far. The rifts to the mortal realm that had been created settled heavily on his conscience, clouding his clairvoyance and darkening his insight. The future was entirely unclear to him for the first time. He found it unsettling. He stood and walked over to the shallow pool in the center of his study and felt the stiff breeze and cool rain that blew in from the open ceiling. He sat down in the quiet water and drifted slowly into a fitful trance. His mind drifted at first slowly across the dark clouds that hid the future from him, but gradually picked up speed as his senses grew accustomed to navigating the darkness. He drifted through the clouds now at a blinding pace, visions of the past raced by partially hidden by the darkness of the clouds, mixing endlessly with portraits of the infinite futures that might exist.

He could feel himself losing some of his control on the path he was taking. He tried to slow his descent into the darkest parts of his mind but found himself hurtling ever faster into the infinite darkness. He looked down below himself trying to focus on something, anything discernable from the chaotic swirl of his memory. Finally one thing began to coalesce from the swirling storm around him. First the outline of a single pair of eyes, then a nose, then a great white beard solidified before him. The enormous face began to laugh as Karana's consciousness began to wrap itself around the vision below him. Just as recognition met with consciousness the great face flew up and consumed the screaming visage of Karana's mind, leaving nothing but the jaded, sneering face of Agnarr behind.

Askr sat silently in the small outcropping of rock near the shores of Larquin. How fickle he had found the winds of fate recently. One moment the servant of the Rainkeeper, next the outcast drudge exiled to the water logged caves along the southern shores. The storm giants had wasted little time in having their way with the Bastion of thunder. It had taken them less then a month to destroy almost all of the furniture and ornate tapestries of the great towers. Without the governing balance of Karana the plane of storms had fallen in to complete chaos. The forest of Calidor had been all but burned down by chaotic bolts of lightning that had caused raging fires to roll through the trees. If not for the torrential downpours moments later the fires would have surely destroyed the forest entirely. The stormriders had slowly hidden themselves deeper and deeper into their forest homes for fear of the unyielding vengeance of the storms. Askr coughed violently and fell forward, causing a golden medallion to swing quietly out of his tunic. When he regained his composure he looked down at the medallion. He knew that somehow this medallion was the key to rebalancing the chaos of the storms, but his fear kept him from reentering the bastion. He had failed his master somehow, and he was not certain that he could ever right the wrong he could not define.

The Plane of Time
The Plane of Time is a mystery all in itself due to the cloud of endless energy that seems to envelop the entire plane. It is here that the gods of all realms reside in order to discuss their plans for Zebuxoruk who they have imprisoned for reasons unknown. The gods that represent the Planes of Influence and Nature have chosen to hold their meetings while trapped in time to discuss all relevant issues and to be free from any aggressors that may choose to attack them.

In the Plane of Time some creatures and mortals have remained for extremely long periods as a result of their curiosity or as a result of a punishment. Because of the resentment that these inhabitants have for those that are responsible for trapping them in time they are very eager to give whatever knowledge they can to aid adventurers in their exploration of the plane because one party's success may possibly lead to the liberation of all those trapped in the plane.

Armies and minions of unimaginable power reside in this plane serving as a last line of defense for any mortals that choose to defy the gods by trying to advance where it should not be possible. Once adventurers have chosen to progress towards the strongholds of these gods, they will certainly be greeted by monsters that are like nothing they have ever encountered before or been forced to defend themselves against.

The time bubble that holds Zebuxoruk is linked to four spires that are representing the four elements: Earth, Air, Fire, and Water.

Zebuxoruk, The Forsaken
Zebuxoruk is neither evil nor good. Some legends call him evil and others legends place him on the side of good. The other deities either dislike him or simply couldn't care less about him. Zebuxoruk was at some time mortal man, and trod upon the surface of Norrath after escaping the Plane of Justice or the Void. Mortality was either something forced upon him or something he may have wished for. Zebuxoruk is know as the Forsaken One, The Disgraced and other names among the pantheon of deities and heroes of the Outer Planes of Influence.
There is said to be a hidden city on Norrath that honor, not worship, the 'Ungod' Zebuxoruk, something not even truly cares for. The city has tales of his history both true and false, and the community is mostly comprised of fallen priests, shadowknights, paladins, and any who have been forsaken by their deities and either seek a pathway back or seek true neutrality. It is said that they believe that the deities are more mortal than they think.

The Plane of Valor

The Plane of Valor is designed to challenge prospective mortal heroes who wish to gain access to the Halls of Honor.

The first structure that adventurers encounter in the Plane of Valor is the Amphitheatre. This great arena-like structure is protected by the Soldiers of Marr. On occasion, forces can be seen gathering together here for purposes known only to them

A well-maintained cemetery can be found to the Amphitheatre's right. After the battle with Aerin`Dar, a burial site was constructed using glass and stone from the Glassy Wasteland. This cemetery lies as a memorial to the fallen soldiers of the Battalion of Marr. It is bordered by a beautiful forest, creating a respectful and peaceful place of rest for the fallen devout of Mithaniel Marr. Thin trees stretch upward creating a dark shadow throughout the forest, while a few good sized clearings seem to prove sufficient spaced to make camp. Occasionally a wandering spirit will roam through the graveyard in hopes of being laid back to rest.
The Glassy Wasteland was once apart of the Forest of Marr. During the Battle with Aerin`Dar the forest, which ran up to the river, was completely decimated. The trees, which once grew tall, were now encased in glass. The rocks were also encased in glass. The forest quickly began to die.

The Forest of Marr is a lush and plentiful forest. Many different species of plant and animal life dwell within the forest. The Command Center, which Captain Ryglot oversees, is located within the Forest of Marr.

The Undead Houses are also located with the Forest of Marr. During the Reign of Decay Bertoxxulous sent a single tsetsian fly into the Plane of Valor. This fly quickly released its larvae into the plane causing a few of the inhabitants to grow sick. The inhabitants became tainted with the plague and grew very ill. Their illness transformed their very being into the undead. Several skeletons lurk around the area. The Undead Knight, who was once a Paladin of Marr, hovers around his homestead forever tormented.

Beyond the reach of the forest are the Plains of Marr, a wide area with rolling grass and fertile lands full of rich vegetation. Many magnificent and noble creatures, such as the unicorn and Pegasus, have been known to stretch their legs on these plains.

A large river surrounds the forest, feeding the fertile lands with its life-giving waters. The river winds through the woods, becoming shallow in places. At one point it is fed by a magnificent waterfall that hurtles from a large cliff face decorated in a cascading carpet of green mosses and ferns.
At the top of the river bend, two large guard towers connected by a suspension bridge are stationed on either shore. This river crossing leads to a wasteland of glass, a unique environment where the substance of glass is featured in both terrain and inhabitants.

Beyond the wastelands lies the Canyon of Marr which hosts a variety of dangerous creatures such as drakes and glass golems. At the end of the canyon, one can find the entrance to the Halls of Honor.

The Plane of Torment
The Plane of Torment floats silently in the ether that lies between the planes. Resembling a large black cube, it has been manifested to reflect the cruelty of the goddess Saryrn who embodies endless pain and suffering in mind, body, and spirit. The material in this plane is bound together by the suffering of its inhabitants; as the plane tastes more suffering, it grows in power.

Many interconnected islands are suspended above a large lake of blood. Obsidian pillars and barbed chains connect to the inner regions of the massive cube to hold many of the islands aloft and support the suspension bridges that connect island to island. The entire plane is coated in a fine mist of blood.

The plane is littered with various implements of torture. Moans, screams, and the sounds of rattling chains echo off of the cold walls. The Mistress of Torment is often heard giggling or singing along to the tunes of her victims' pleas.

The Citadel of Pain looms as the largest structure in the plane, standing in the center of the network of ramps, bridges, and islands. The sound of rushing water leads the eyes to large streams of blood that pour from the sides of the citadel. Large glass windows at the top of the citadel allow Saryrn to view the entire plane from her private chambers.

The cube that Saryrn inhabits is as much a place of confinement for her as it is for victims. In the perverse manner of those who savor their own pain, she enjoys it. After all, it is her anger and pain that make up her very fabric of the astral plan, and her hate-filled insanity prevents her from yearning for anything more.

The creatures one may find in the cube are manifestations of Saryrn's pain and rage. In addition, she satiates her lust for misery by acquiring new victims from outside her cubed lair. One of her most recent victims is a young bard from the Plane of Tranquility. The pain that she inflicts on others fuels her constant suffering, forcing her to lash out again in a vicious cycle. This cycle of pain is emblematic of torment itself.

Background Story
Born a woman of striking beauty, Saryrn had a laugh that would make the flowers bloom. She received a vision wherein Erollisi Marr blessed her and promised her a rare and special kind of love. She was promised that she would meet her soul mate and that should she master all the principles of love, together they would share a long and happy life together.

In the vision, she was shown the man of whom Erollisi Marr had spoken. He was a Paladin of Marr. They courted and in the fullness of time, married. Her husband served during the day but every night and morning they were together in their modest hillside home on the outskirts of Freeport. It seemed to her that Erollisi's prediction had come true.

Their life was idyllic and blissful at first but then she began to become very possessive and even distrustful of her husband. This fact became more readily apparent as the honeymoon wore off and her paladin, ever faithful, grew concerned by her comments, every day she asked if he really loved her or if he would ever leave her for another, more beautiful, woman. His great love for her blinded him to what he assumed were simply idiosyncratic musings. He assured her daily that she was the only one in his heart and the only one who would ever be able to fill that empty space in his soul he had suffered with before meeting her. Despite his daily affirmations of love and faithfulness, the nagging, painful blister of distrust grew and festered in her mind.

One morning they shared a nice breakfast in the morning sun. So long did they enjoy each other's company that the paladin found he was very late for patrol. He rushed off in a hurry. Saryrn became concerned when she noticed her husband had forgotten the lunch she had made for him. She grabbed the basket and set off to meet him on his patrol.

She walked the streets for hours, her mind filling with worry. The lunch she had made and lovingly wrapped in a cloth became a burdensome stone. With her growing frustration over the failure to locate her husband on his normal patrol route, suspicions began to rise like odious snakes in her mind, until the blister of her mistrust finally ruptured.

He truly was cheating on her and nothing could convince her otherwise. As the cruel afternoon sun blazed high in the arid sky, her mind twisted and the caustic acid of jealously quickly eroded and ate away at the love in her heart. Though she was not certain of the identity of the lover who she believed had managed to steal her soul mate, she began to plan her vengeance against them both. She became dizzy and staggered at the enormity of the effect these images had upon her.
As she marched through the streets, a contemptuous sneer confessed the terrible thoughts bubbling through the last pockets of sanity struggling to survive in her tormented mind. As she stumbled through the streets, she heard his laughter coming from an inn sometime shortly after the noon hour. The laughter seemed to mock her and this was the final proof she needed to convince her of his infidelity.
She peered through the window and saw her husband sitting at a table – a cooked bird, a small loaf of bread and a flagon of drink before him. It was obvious, to her at least, that he didn't like her cooking any more either. It was then that a serving wench, younger and prettier then she walked up to him. As she refilled his glass, she said something to him. They both laughed and then she touched him. It was only a light touch to the shoulder but the look the lass gave him as she walked away convinced Saryrn that both her husband and the serving wench needed to pay and pay dearly.

And make them pay she did. Over the course of weeks, they paid in screams and tears. She tortured the two with metal skewers, hot irons and wood splinters. They paid with flayed skin over which she poured vinegar, a weak acid only strong enough to intensify the pain. The serving wench escaped to the peace of death long before the paladin, whose body was strong. Even as Saryrn administered her physical torments and brayed litany of harsh and evil words, her husband still professed his love for her unto his death.

Saryrn moved from her home in Freeport and used her amazing beauty to build a new life for herself. She followed a common pattern for many years. She would meet a young man, marry, and eventually torture him and some unsuspecting female relation to death. Each instance allowed the insanity that lived within her to grow stronger and more tangible. As the years passed and her list of victims grew, she began to notice that she was not alone.

A voice spoke to her. The voice was an unintended result of her visit from Erollisi Marr. Gods often speak to mortals, but these interactions do not always produce the effect that the god intended. Saryrn is an example of such a case. The words that Erollisi spoke to Saryrn produced a resonating echo in the mind of the young girl. This echo eventually took the form of Baraguj Szuul.

It was his voice that spoke to Saryrn and informed her of her husband's infidelities. After she resolved the issue with the Paladin and his lover, the voice grew louder. He spoke to her of unfathomable possibilities and the weakness of man. Soon another voice began to speak to her as well. It was the voice of Maareq the Prophet. He foretold of her ascension into the pantheon of the gods. She prepared for the fulfillment of his prophecy and began to practice the dark arts under his tutelage.

As the years passed and her power grew, her vision of another place began to grow as well. Each year and each victim fed her imagination. She crafted a place of perfect pain in her mind. A citadel of obsidian rose from the depths of world's suffering and she found shelter in its walls.

Eventually, all memories of the mortal world escaped her. She was alone in perfection with the only people she loved and the minions she created for amusement. She found that she had the ability to move through the minds of mortals. She used this ability to find new victims and return their spirits to her lair. As they suffered, her power grew and her reach expanded.

Maareq's prophecy was true. Saryrn ascended beyond the realm of man. She was transformed into the Goddess of Pain. This transformation sent ripples through the fabric of the Planes. Many of the Elder gods regarded the occurrence as another example of why they should not meddle in the affairs of mortal, while, several other gods seized the opportunity to use this newcomer to extend their power in the mortal realm. Saryrn soon found herself in a pact with the dark triad: Innoruuk.

Cazic-Thule, and Bertoxxulous.
Saryrn's abode, the Demi-Plane of Pain, is hot, damp and uncomfortable. There are no flat surfaces on which to walk. Instead the ground is cluttered with small, closely placed, stalagmites of smooth obsidian. Even one dexterous enough to walk between the small dagger-like extrusions would be hard pressed not to stumble and fall on the slippery ground.

The air is filled with a sharp, acrid odor that burns and irritates the nose and throat. Often, the dreary yellow sky rains saltwater that when dried, becomes corrosive to everything it covers and causes painful ulcers to form on exposed skin. It is never day nor is it ever night. There is only a sickly twilight that makes both the normal activities of the day and the peace of the night a concept beyond reach for inhabitants of the plane.

Muffled cries and moans of despair are carried far and wide on hot, cruel winds that blow endlessly, bearing stinging sand and grit. Nothing lives in this place of its own accord save the mistress herself. To simply exist in her domain is torment.
Saryrn busies herself by spending personal time with those cursed enough to live in her realm. She captures and torments her subjects mentally and physically and completely at random. The length of their torment before she releases them again is also completely random - based mainly upon her whims. Those who fall into her hands may suffer but a few moments or for months at a time. All live with the fear that at any time, she may choose them as a partner.

Vegarlson, the Earthen Badlands
Vegarlson, the Earthen Badlands is a representation of all different types of living earth with the Plane of Earth - containing muddy, rocky and heavily wooded areas. Different creatures guarding them each being forged out of their own environment commonly separate these areas. Intelligent plant life is also very common in this realm deriving from the many different types of vegetation that are present in the plane.

The Plane of Earth is home to The Rathe, the consciousness and pure embodiment of the primal element. The terrain of this realm is varied and includes jungles, caverns, muddle lakes, and burrows. The lush, beautiful lands are filled with precious jewels forged by the inherent powers of earth.

The many structures found within the plane are symbolic of The Rathe and the earth element that fuels the plane's existence. These consist of temples built in monumental proportions quite beyond the engineering capabilities of mortal civilizations. Servants of The Rathe Council and other denizens of the plane live in temples.

Among the Rathe's minions are the Vegerogs, large humanoids resembling ores with bodies composed of rotting vegetation, moss, and fungus. Planar scholars claim that the Vegerogs were once ogre solders that were led by their hero Murdunk during the ogre invasion of the Plane of Earth. The Rathe twisted these ogres to become servants of the plane, and cursed them with bodies of vegetation and hearts of solid stone.

Stonegrabber Temple
The Stonegrabbers are bulky rock formations that will posses great strength and agility even though their appearance may cause players to think otherwise. This temple is a sanctuary for some of the more prominent Stonegrabbers and it is believed that those that inhabitant this temple have earned a spot here by being particularly skilled in the ways of battle.

Muddite Temple
It is here that the Mudwalkers of Earth call their primary home. Although many of the muddites wander throughout the realm, it is here that the toughest and eldest of their tribe reside.

The Mudwalkers are a noble and proud, born out from the mud and muck of the Plane of Earth. Though not known to be the most intelligent of the Plane, they do possess a kinship far outweighing to that of any other creature in the plane. It is said that the muddites have the ability to come together in one fell swoop and make an immeasurably large and powerful creature, formed from the mud of all who join; a great link through which they can communicate as one, be as one, and live as one. They do tend to wander outside of the temple, however when accosted, they won't hesitate to run back to the temple to join the others.

Elemental Temple
The Earth Elementals are mindless servants of the Rathe, set in the Plane of Earth for the sole purpose of keeping others away from the treasures that lay deeper in. They come up from the ground when they sense an intruder and will battle to the death. If too many of them are found to be destroyed, a great earthen beast will come forth from the rocky lands below and will strike fear into the hearts of those who would trespass on these sacred lands.

The elementals here are crafted of dust, rock mud by the Rathe Council to be mindless servants and protect the plane against all intruders even if it means their own death. Each of the powerful elemental warriors inhabiting this temple has been hand selected to guard the treasures that lie within. This temple is a bit smaller then the other temples in the realm but hold some of the most powerful elementals in all of the Plane of Earth.

Vegerogs Platform
This platform is where the most powerful Vegerogs reside. Molded from the corpses of fallen Rallosian Ogre Soldiers, the Vegerogs are towering creatures cursed by the Rathe to be mindless servants with a heart of stone. It is rumored that although they were reborn into the towering brute that the Rathe saw fit for them to be, they will still take formation on this platform as to symbolize their days of following tactical orders which are long gone. Because of their unbelievable strength and battle prowess, it is here on the last platform before the Fortress of Stone that they are placed to ensure anyone that has made it this far in the Plane will not make it any further.

Fortress of Stone
The Fortress of Stone is a gigantic temple of stone that serves as the last defense before the Gem Caves. The finest Guardians of Earth are strategically placed within this fortress to ensure that nothing will be able to gain passage through it to the other side. At the far end in the Fortress of Stone a locked door keeps intruders away from the Gem Caves.

Gem Caves
The Gem Caves are decorated with numerous gemmed rock formations of the rarest gems in existence. Each of the passageways within this cave system contains guardians that heavily patrol and defend against intruders. The caves are also frequented by majestic geonids.

Sun Temples
A collection of Sun Temples hosts guardians of the chamber of the Rathe Council. Inside and around these temples powerful stone taarids will be found and will quickly pursue any creature or mortal that attempts to enter. Because of the importance of protecting the Rathe Council from any would be attackers only the most deadly stone guardians can be found within these temples.

Ragrax, Stronghold of the Twelve
The Rathe themselves reside in an area known as Ragrax, Stronghold of the Twelve. It is a vast and open space of the plane where their essence intertwines with every fiber of the realm. Their bodies of earth and flora feed eternally upon the life–giving warmth of the plane's own sun.

Background Story
Centuries ago a great ogre hero named Murdunk decided that an assault should be commenced upon the Rathe and the plane that they call home. A great battle in the Plane of Earth ensued and many guardians of earth perished along with numerous members of Murdunk's Rallosian army. The army was made up of countless orc, goblin and giant champions.

But this army and invasion was destined to fail because of the regenerating ability that the Rathe Council, the Order of Twelve, possessed. As countless members of the Rallosian Army fell, few members of the Rathe council had been defeated when the final battle took place. With the ability to call another member of the Rathe council to duty as soon as a member was slain, the Rathe council had a great advantage and although many of their guardians had been defeated, the Rathe emerged victorious.

News quickly spread of this great battle won by the Rathe and the Plane of Earth. Obviously disgruntled by the fact that they were defeated, Rallos Zek decided he would lead his own army into the Plane of Earth for a monumental battle. Although he was extremely disappointed with the failure that occurred before, Rallos decided to allow Murdunk to accompany his horde in this second assault simply because of the knowledge that Murdunk had acquired in his battles on the great plane.

After building a massive army, Rallos decided that the time for an attack was now, so he sent his finest war generals to accompany Murdunk on his journey back into the Plane of Earth. Also on hand were the highest ranking officials in the Rallosian army, Tallon and Vallon Zek, master tacticians and proven war heroes.
The battle in Plane of Earth was like no other in history and left the plane scarred from war forever. It is said that the skies themselves shook from the battles that took place in that war. Ogre legends claim that each of the thirteen peaks in the Rathe Mountains represent the war and the death of the thirteenth Rathe Council member by Murdunk's hand. Lake Rathetear is also said to be formed from the tears of the Rathe Council as they were beaten by Murdunk and his army.
As a result of his insolence, Rallos Zek was cast out of the Planes of Power and back into the Planes of Influence. And once the information was passed onto the gods of one god's desire to rule another's plane, the Planes of Power were sealed by a mystical barrier and destined to never again be opened by any lesser god or creature.

The Rathe, the Council of Twelve
The Rathe are a council of twelve individuals, but a single collective consciousness and unified purpose in their embodiment of the pure element of earth. They rule over the Plane of Earth and rest high above the rest of the Plane of Earth on pillars extending from a pool of living moss below them. In temperament, thought and expression, they are emotionless, and well beyond the comprehension of mortal understanding. They show no trace of personality recognizable or comparable to those of the other gods, or of mortal beings.

Separated from the regular population of the realm these majestic beings made of the living earth stand guard to any and all intruders that dare to defile their Plane. Much like the beings that inhabitant their realm, the Rathe Council is an extension of Earth itself as they all maintain an identical presence of grass-green hair and earthen skin with veins of gold and turquoise.

Truly neutral in their views, The Rathe govern their plane and its influence upon the prime without judgment bias, or even regard for the affairs of mortals. However, when their patience is tried of their wrath is invoked by daring mortals who seek to assault their being. The Rathe are a force not to be taken lightly; their modes of vengeance are swift in execution and without remorse.

Doomfire, the Burning Lands
The Plains of Doomfire, the Burning Lands, is within the Plane of Fire which is ruled by Fennin Ro, the Tyrant of Fire. Everywhere, volcanic mountains spout lava flows that gather in pools and erupt in geysers. Petrified trees burn eternally, creating a magnificent forest of obsidian pillars and crimson flames.
Upon first entering the reaches of this realm, adventurers find themselves in the Burning Forest at a small camp with various headstones littering the area around the buildings.

Just beyond the obsidian forest is a huge imposing stone wall that is part of large compound of Fennin's loyal soldiers. The Flametongue River flows into an exquisite magma waterfall, feeding the lake below. Rising out the magma lake is a large isle composed of obsidian and black volcanic rock. On this isle, the village of the Jopal Tribe can be found. The Jopal are intelligent elemental creatures native to the plane. A tunnel leads from the island to a dangerous zone where some of Fennin Ro's fiercest guardians are on constant watch.

The river of burning lava lies directly in front of the Compound of Druav. It begins on a hill and weaves it way across the ground before forming into a fiery waterfall that becomes a large lake of lava at the bottom. The compound blocks access to the rest of the Plains of Doomfire. This compound is run under the tight fist of General Druav. Found throughout the compound are various soldiers of Fennin Ro that Druav commands. The general can be found overlooking his men on top in the middle of an overhanging bridge.

Beyond the compound is entrance to an area preceding Phoenix Bridge. This bridge is aptly guarded by planar fire phoenixes and is suspended over a canyon. The guardians are perched on pedestals, their wings hovering above their bodies in readiness to pounce on any intruders. The lake of lava can incinerate anyone foolish enough to try to swim through its burning expanse. The bottom of the canyon has lava flowing through it and contains no visible route of safe passage.
Deep in the lake that is spanned by the Phoenix Bridge is a hidden tunnel filled with lava. This tunnel leads to a large cavern that is home to the great phoenix Firetail. After crossing the bridge it opens up into a rocky plain dotted with lava pools. Within the plains, a large variety of creatures and outposts can be found.
Doomfire Keep is the last bastion of defense that guards the way to Fennin's Palace. The layout of the keep is filled with a few structures including a large tower. The keep has within it a large number of soldiers and fields that are led by the General Reparm and the Arch Mage Yozanni.

The Bridge of Flame is the last obstacle to be traversed along the path to Fennin Ro. It is a long twisting bridge with several platforms. Wandering the bridge and guarding the various platforms are several large fiends. Each platform has a large fiend that oversees that section of the bridge. At the end of the bridge is a giant fiend that guards the entrance to Fennin's Palace.
Fennin's Palace holds his throne room which is a large single chamber room. In this room Fennin and his advisors can be found.

The Reef of Coirnav
The Reef of Coirnav is a manifested, material presentation of the Plane of Water. It represents a miniscule subsection of the Greater elemental Plane of Water chosen by Triumvirate of Water as their contribution to the mortal's breaching of the astral barrier.

The uppers section of the reef is sprawling with brilliant coral, among which vibrate sea life such as tropical fish, sponges and anemones thrive. Beyond the coast shelf is the vast ocean, where the dangerous predator oddities of the deep lurk.

The Hraquis and Regrua Tribes
Deep within the Reef of Coirnav there is a tribe of fishmen called the Hraquis. The Hraquis are a tribal society ruled over by Ofossaa, a great shaman chieftain. The society is protected by a specially bred race of warrior crustaceans. These creatures, known as the Regrua, are giant crab valued for their brute strength and their ferocious protective nature. They safeguard the Hraquis from danger when they are threatened. The most powerful of the Regrua is Krziik, who has taken the leadership role among the warrior crabs.

The Sash of Irzolis
The mighty crab warrior Irzolis once led the protectors of the Hraquis, the Regrua. There have been tales of powerful artifact that he once used in defending the Hraquis from the encroachment of pillagers during the time of the elemental wars long ago. This artifact is now known as the Sash of Irzolis and it is a belt of extreme power. It is said to grant its wearer legendary combat prowess. Rumors have that when Irzolis first wore the belt during the elemental wars, he slew untold number of his enemies. He was tireless in battle seemingly being everywhere at once during the fighting. Unfortunately even the belt could not save Irzolis.
During one particular nasty round of fighting Irzolis and his crab warriors were outnumbered greatly. Irzolis and his men fought on until only Irzolis was left. He fought on for hours against the innumerable horde of his enemies laying waste to all that came before him. Unfortunately during this he took numerous minor wounds that took their toll upon him. In the end he gave way to a swarm of creatures and thus the sash was lost. There are many faint rumors and legends on the current whereabouts of the sash but at this time they are just that rumors and legends.

The Triloun
Found deeper within the Reef of Coirnav are the Triloun who are servants of the Avatar of Water, Coirnav. They serve their lord by watching over the reef's hatchlings, protecting them from the more aggressive creatures of the sea. Grioihin, an ancient and wise water mephit, is rumored to lead the Triloun.

Eryslai, the Kingdom of Wind
Eryslai, the Kingdom of Wind floats within the Plane of Air. It sits perched atop the material and astral worlds upon clouds of vapor, a collection floating, majestic islands watched over in peace by Xegony, the Queen of Air. The isles are manifestations of Xegony's beauty, made up of idyllic clouds and wondrous places of worship kept by the peaceful guardians of the plane.
All creatures that inhabit the realm were created by Xegony to reflect a gently, eternal beauty, though they have innate ability to call upon the elements to defend themselves when necessary. Almost all of the disciples of Xegony are well-trained in the arcane arts, but they will only use their magical skills if provoked.

The plane itself is a place of wonder, mystery, and challenge. Through the wisdom unknown to anyone of the primal or lesser divine worlds, one may be able to unlock al the secrets that it holds.
Aggression is not welcome in this realm, in keeping with Xegony's desire to remove taint of the warfare and pretty strife to common in the primal and lesser divine worlds. Training does, however, take place in designated areas by those charged with preserving the eternal tranquility and harmony.

Xegony herself has summoned pure elemental beings and placed them in the training grounds due to their inability to feel and their mandate to serve exclusively only those that have called them forth. Elemental beings are viewed as acceptable opponents in combat when engaged in contests to prove one's loyalty to Xegony.

The inhabitants of the Plane of Air are recorded as being majestic, powerful creatures that live to serve their goddess in return for the privilege of being allowed passage and residence upon her plane. In addition, some of the most powerful conjurers have studied in the Plane of Air, seeking arcane knowledge of vapor and air related elementals.

The four floating isles that comprise Eryslai are places of worship and study. Each island contains a main castle. The beings selected to guard and maintain the four houses are highly intelligent, battle-tested, and powerful beyond the comprehension of both mortals and lesser deities. In a mysterious befitting Xegony, what lay behind the castles' walls are unknown to any mortal adventurer and even many of the lesser deities. Many believe that the wisest of Xegony's creations utilize these castles to perform their studies in peace, but, sine mortals are generally not allowed entry, no reliable record can confirm such speculation.

The island containing Xegony herself reflects her fundamental beauty and mystery. Heavy fog and elementals of unimaginable power are though to defend Xegony from anyone foolish enough to take up arms against her. But even those who worship her will find Xegony inaccessible. She has never been known to allow an outsider, even those pure of purpose, to send before her and pay homage to her greatness. It is believed that even many of the great gods who the mortals pay direct allegiance to have been denied her audience. This is the way those closest to The Nameless.

Temple of Vapor
Separated from the regular population, the Temple of Vapor is home to the most skilled creatures in the way of combat. It is in this temple that all races specializing in combat can seek guidance. Air Phoenix nobles and Stormrider champions are the most popular inhabitants of these halls.

Temple of Smoke
The Temple of Smoke is holds the highest-ranking priests and Queztocotal Deacons. It is in these halls that the shaman, cleric and druid are asked to gather knowledge and guidance about their profession. Filled with stacked bookcases and numerous annals it is here that one will go to learn about the ways of the Lifegiver.

Temple of Wind
This temple is the most widely explored and populated area of the Eryslai, the Kingdom of Wind. Here adventurers and any residents of air that are willing to learn can study the arcane arts most notably being the ways of the conjurer. All intelligence spellcasters are encouraged to study here to further their knowledge of the elements. The founder and resident Arch Mage of the Wind Temple is Gakamenial Fir`Disralsi, an Air Phoenix.

Temple of Mist
Locked behind what is though to be an impenetrable wall and guarded by the fiercest defenders of Air, the Temple of Mist stands. It is in this castle that the outcasts and prisoners of Xegony are locked for their crimes against the inhabitants of Air. Being the biggest mystery of the Plane of Air, it is thought that many adventurers are deemed to spend eternity there for attempted assaults on the residents of Air.

Solusek's Ro Tower
This realm's divine consciousness and ruler is Solusek Ro, The Burning Prince and Lord of the Sun and Flame.

Solusek Ro, the Prince of Flame and son of Fennin Ro, formed an alliance with Rallos Zek and began to siphon the power from his father's realm, the Plane of Fire. He is using that power and channeling and amplifying it through his artifacts of power with all of the energies converging onto one small orb, a seemingly harmless orb. The orb, however, is the very thing that Solusek Ro and the Zeks plan to use to destroy the face of Norrath. The orb would be carried by a mechanical behemoth created from the factories in the Plane of Innovation. And if the behemoth is able to plant this orb on Norrath is will scar Norrath and destroy most civilization. The artifacts are kept protected within the tower.

Solusek Ro's great tower rises up from the inferno of this realm like a single pillar of solidified flame. The tower is located near an island upon a sea of eternal flame in the Plane of Fire. The island, which hoses a graveyard in the guises of a flaming pool, is connected to the temple by a burning bridge.
To approach the temple, one must make the perilous trek across the bridge starting from the island side. To make matters worse, Solusek's faithful and deadly minions are ever-present during the crossing and will oppose any mortal who dares to trespass on their divine master's domain.

If one is lucky enough to make it to the tower, one will discover a large entryway with vaulted ceilings containing various arcane runes, glyphs, and symbols. There are also five burning cauldrons that act as teleports to various dungeons located inside the tower. In the middle of the room, a large transparent fire well can be seen descending into the depths. In the back of the room, a small stairway ascends to a separate chamber that contains a single burning cauldron.

Crystalline Basement
Using the cauldrons, one might transport down to the underground Crystalline Basement of the tower. The basement becomes a series of translucent tunnels that are smoke black in color and filled with jagged obsidian crystals that jut out from all sides. Lava flows can be seen through the walls while the see-through floor reveals fiery pools of burning magma. The tunnels twist and turn, leading to a chamber housing a powerful, magical artifact. The chamber is protected by an arch mage who guards the artifact on the orders of Solusek Ro himself.

The Chamber of Arlyxir
The Chamber of Arlyxir, a place that appears to be of mortal design, can also be accessed from the burning cauldrons. This is the home of Arlyxir, the fiery phoenix wizard of the prime who attracted Solusek's Ro's attentions through achieving a level of power over the element of fire never before seen by mortal sorcerers.

The Chamber of Rizlona
The Chamber of Rizlona is home to a demi-god who was half elven bard in her mortal years upon the prime. She was a fierce combatant, lending her song to battle. Her songs always included praise to Solusek and the power that he granter her through song. Rizlona earned the recognition of Solusek Ro by invoking his name to give her power and strength on the battlefield. She ascended to his service countless years past.

This Chamber of Lava
This Chamber of Lava is a series of chambers and stairways that are leading upwards. The walls, ceiling, and floor seemed to be made up of recently cooled lava. In various places glowing molten lava can be seen on the walls. The main chamber is found after ascending the stairways and passing through the various chambers on the way here. The main chamber has in it the artifact of power called the Shard of Molten Lava it is suspended above a fountain of lava. The fountain is surrounded by moat of lava itself.

Chamber of the Sun
The Chamber of the Sun can be accessed from a burning cauldron found in the entryway of the tower. This area is the largest of the sub dungeons in the tower. This area has a sun theme to it with many symbols resembling the sun and the power that it holds. After going through a series of hallways, stairs, and chambers the main chamber will be reached. This chamber holds the artifact of power known as the Ring of Ro.

Solusek Ro's Chamber
The chamber that holds Solusek Ro himself is in the furthest reaches of the tower, beyond the chambers of his wards and appointed guardians and beyond the maze-like structures that reflect his infinite role within the cosmos. Very few who have ventured into Solusek's chamber have returned to speak of it.

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This Page Last Updated March 4, 2024

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