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Ages of Norrath
The Creation of Norrath
The Age of Scale
The Elder Age
The Age of Monuments
The Age of Blood
The Lost Age
The Age of Enlightenment
The Age of Turmoil
The Age of War
The Age of Cataclysms
The Age of Destiny

The last of the old races to decline was the empire of the Elves.

The Elddar Forest, the Elven realm of old, spread across the entire southeastern quarter of Tunaria. Tree communities and marble cities were built in the forest's clearings and meadows, their white towers and spires climbing out of the forest, higher than the tallest tree.

Legends say this prosperity drew the jealousy of Solusek Ro, Lord of Flame. He arched the spine of the serpent mountains, bringing heat from the burning sun to the ancient forest.

The rivers ran dry, it rained less each year, and while the great elven druids fought long and hard, using their powerful magics to combat the change, they could only delay the inevitable.

Slowly the forest gave way to desert, and eventually even the fair Elven city Takish-Hiz crumbled and the elves were forced to flee Tunaria, leaving much of their greatness behind.

After the fall of the Combine Empire, the remnants of mankind dwelled mostly in the center of Tunaria, inhabiting primarily the vast and fertile plains of Karana. Villages appeared and prospered, several reaching the size of towns, and two even became cities.

To the west a strong and noble band of Humans, lead by Antonius Bayle the First, founded Qeynos under the lofty principles of law.

Freeport, to the east, became an active and dangerous port of call for all who dared to venture into the Ocean of Tears. Humanity, much to the disdain of the elder races who watched from afar, remained strong, even daring to rename their home after one of their own instead of one of the gods. The great continent of Tunaria would forever more be known as Antonica.

This is not to imply, however, that humanity was at peace. Competition was fierce, and when resources grew scarce for one reason or another many groups abandoned the promises and alliances of their past and fought.

A few leaders spoke out against the violence, urging the masses to remember why they had fled the cold north. Others reminded them of their former glory and the might of the Combine Empire. These leaders insisted that humanity adhere once again to those principals to which all had agreed.

Explorers and adventurers returned from afar with tales of elves, dwarves, and other strange creatures, as well as descriptions of ancient abandoned cities. A few even came back with limited knowledge of sorcery and the mystic arts. And when that discontent minority of leaders heard all of this, they became both jealous and determined.

Source: EverQuest 1 manual

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