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Over
three thousand years in the past humanity was in its infancy. Mankind
dwelled in the center of Antonica, spreading out slowly to inhabit
the vast and fertile plains of Karana. Villages appeared and prospered,
several reaching the size of towns, and two even became cities --
Qeynos to the west, and Freeport to the east. Humanity, much to
the disdain of the elder races who watched from afar, was strong
-- it rapidly gained a solid foothold in the world of Norrath and
was there to stay.
This is not to imply, however, that
humanity was at peace. Early on small groups formed, some linked
by similar appearances, others by common goals. 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. They had broken
away from the lands of Halas and their barbarian brothers in the
name of peace, and these leaders insisted that humanity adhere once
again to those principals to which all had agreed.
Their cry was not totally ignored, and
the fighting subsided. Villages were encouraged to trade with one
another and to respond to competition nonviolently. An economy based
largely on agriculture appeared and the villages and small towns
were surrounded by large farms. Most of humanity’s leaders
were pleased with this, wanting nothing more than peace and food
on every man’s table after a hard day of work. A few, however,
wanted more. Even though their people had risen well beyond the
standard of living endured by their barbarian brothers to the north,
they were not content. 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.
A small, fragile man of great intellect
called Erud led this group, and he formed them into a council. They
quickly became irritated, even disgusted, by their fellow man. Leaving
a small network of spies behind, the remainder of Erud’s followers
fled the city of Qeynos and boarded a small fleet of ships. They
sailed to the west and landed upon the barren coast of the island
of Odus. The land was sparse and uninhabited and quite appealing
to the council and their people. They quickly built a city of their
own, dissimilar in almost every way to both Qeynos and Freeport,
for it was almost entirely a towering castle. Erudin it was called,
and within it the scribes and scholars, who called themselves High
Men, gathered and analyzed reports, captured books and scrolls,
and other artifacts brought to them by their spies. The first human
mages were then born – wizards, sorcerers, and enchanters
occupied the great halls of Erudin and grew immensely in both power
and knowledge.
One of the more adept practitioners
of the arts was named Miragul. Unlike and more extreme than the
others, he not only abhorred his human brothers on the mainland
to the east, but he also grew to hate his fellow Erudites. To him
they were both short sighted and narrow. They created schools of
thought, categorizing magic into three groups and assigning themselves
to three classes: Wizards, Sorcerers, and Enchanters. Miragul found
this limiting and thoroughly resented the thought of being restricted
to one school of thought or another.
He soon found others who felt similarly.
They were a small but growing group of outcasts who often studied
forbidden texts and other knowledge generally kept secret from the
majority of students. The council was morally and ethically opposed
to much of the information gathered afar by their spies. Miragul
found that these outcasts not only studied the three schools of
magic, but also a fourth. It was called Necromancy and a few lucky
spies had returned from a distant underground city (Neriak, it was
called, home of the dark elves) with both their lives and also ancient
texts describing this art. Miragul was intrigued, and, by using
powerful magic, created for himself four identities, four separate
countenances and names, and joined all four schools without the
knowledge of the council, nor anyone else for that matter.
It came to pass some years later that
the council, in its ever growing desire to know all there was to
know, both in distant lands and also in its own city, discovered
the group of Necromancers. They were branded heretics and great
conflict arose. For the first time in several hundred years, the
Erudites fought. They engaged in a civil war not entirely dissimilar
to that which they had loathed and fled from back on the mainland.
But there was one very significant difference – they did not
use swords and bows, but rather magic, and the result was terrible.
Lives by the hundreds were lost, great buildings and structures
destroyed, and eventually the heretics were forced to flee Erudin,
to hide and regroup in the southern regions of Odus.
Miragul, being a member of all four
schools, was not blind to the implications when the conflict began.
He left the heretics before they fled the city, abandoning his fourth
identify and siding apparently with the council. But this was only
a ruse in order to buy time. He soon gathered every artifact and
tome he could discreetly steal and then left Odus entirely, taking
a ship back to Antonica and to the city of Qeynos. The lands of
men, however, were not only to his dislike, but also filled with
Erudite spies. Miragul grew afraid, even paranoid, and soon fled
again. He headed far to the north and then to the east, wishing
to avoid the barbarians of Halas. After many weeks he found himself
near the great lake called Winter’s Deep and he hid there
for some time.
While Miragul waited in secret his mind
was not idle. He schemed and planned, and looked over every letter
of every scroll and tome he had taken from Erudin. Time passed and
his understanding and power grew. But he was unsatisfied and a deep
hunger for even more arcane knowledge ate away at him. He soon left
his hiding place and began to travel long distances in search of
more ancient texts and artifacts. His power had grown and confidence
overcame his fear of Erudite spies. Once again he cloaked himself
in false identity and countenance and traveled the lands of men.
Not far to the south of where his cache
of artifacts lay, Miragul soon found another of the new races, the
Halflings, and their town Rivervale. The mage feared these small
people and their propensity to sneak and to steal, and as his treasures
grew in both size and value, he eventually made the decision to
move even farther north, and away from all intelligent life. He
traveled leagues and leagues, far beyond the range of both Erudite
spy and curious Halfling, and eventually came to a vast tundra.
This land had no name, and was not until centuries later referred
to as merely the Frigid Plain. This frosty and remote environment
appealed to Miragul’s heart, for it had grown cold, obsessed
with only knowledge and the abstract, and filled with only hatred
for others. Creatures with intelligence forced him to be discreet
and slowed his acquisition of knowledge and items. He had as little
to do with them as he could, only hiding amongst them when absolutely
necessary.
Under the icy ground of the Frigid Plains,
Miragul created a large network of tunnels and rooms in which to
hide and study his collection. He used no labor, but rather deep
magic to remove the earth from his way. Room after room, passage
after passage, he did create to house his store of artifacts. He
split his years, spending one score out in the world, exploring
and amassing knowledge and items, returning them to his cache, and
then the next dabbling with them, experimenting in one of several
laboratories he had created.
Many years passed, even centuries. Miragul
grew old, even though he did his best to extend his life using magical
means. There was a limit to his enlightenment when it came to aging,
and he soon acknowledged that one day even he would die. Only one
aspect of death did he fear, and being no longer able to learn and
collect wrought him with terror. As his skin grew wrinkled, and
his breath short, Miragul’s time was spent less exploring
the world of Norrath and more studying the existential. He soon
discovered the various hidden dimensions that neighbored his own,
the Planes of Power and Discord. He discovered means by which he
could traverse these planes, making portals that led between them.
But his strength was leaving him, and his journeys into these realities
were short and often unprofitable. More and more, his own mortality
limited his reason for living, and the specter of death haunted
him daily.
The mage’s research into life
and death was built upon a foundation he had learned from his fellow
outcasts centuries before in Erudin. Necromancy, more than any other
art, became Miragul’s obsession. Eventually he discovered
a means by which to create portals within his own plane and made
them to travel great distances in mere seconds. He traveled back
to Odus, to its southern regions, in search of the other Necromancers.
Perhaps, he mused, they had unearthed by now a way to cheat death.
The mage soon found that the heretics
of Erudin had built a city into a great hole that led to unknown
depths beneath the earth. This chasm was apparently the result of
that huge civil war from which Miragul had fled centuries earlier.
The city, called Paineel, though somewhat suspicious, allowed Miragul
to enter and after a time he earned its inhabitant’s trust.
Many humored the old man and his claims, while a select few respected
him and were willing to trade knowledge for knowledge, power for
power. They revealed to him the true power of necromancy, the ability
to raise the dead, creating zombies and wraiths obedient in every
way to their master. Many of the heretics planned to assault Erudin
with vast armies of undead, to wreak revenge upon the council that
had exiled and made war upon them in centuries past.
One important aspect of their necromancy
interested Miragul, the fact that the undead ceased to age. Their
lives appeared endless and the elderly mage knew that he must discover
a way to be like them. He feigned interest in the heretic’s
goals, learning spells to raise the dead, helping them raise their
undead army. All the while, however, he was experimenting himself,
hiding much of his research in the small home he was given in Paineel.
After some time he discovered that which he had sought, a way to
transform a living being, as opposed to a corpse, into the undead.
Unfortunately, time was scarce, for he was tired and almost dead
himself, his body deteriorating with age, and the heretics were
almost ready to make war once again.
Miragul then left Paineel, using a small
portion of his dwindling life energies to make a portal back to
his cache hundreds of leagues to the north. Upon arrival, he withdrew
silently to his most secret laboratory and prepared his final spell.
Dreaming all the while of endless exploration and discovery, he
slowly made ready his ultimate experiment. The enchantment laced
with necromancy was finally made, and Miragul hid his remaining
and fragile life within the phylactery, a small device he had pilfered
from the other necromancers. Clouds of mystical energy gathered
and then dispersed, revealing a shell of the man Miragul once was,
an undead mage, what ancient scripts and legends called a lich.
In his haste, however, Miragul had made
a miscalculation. The lich, while retaining all the mystical power
of his formal self, lacked a spirit. Only the mage’s soul,
now locked within the phylactery hidden deep in the cache, retained
the ambition and desire to amass knowledge and power. The spiritless
lich possessed none of these human traits, and Miragul’s soul
screamed in silence as the undead creature began to aimlessly wander
his menagerie of wisdom and enlightenment, his rooms filled with
artifacts of power.
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