Epic Weapons
Simultaneous with the discovery of Kunark, several adventurers began to speak of fabled weapons of unfathomable power. They told tales of marathon quests that yeilded these weapons to members of each class from
Bards to
Warriors. These quests would each span the world and often into the
planes of the
gods. Some tasks could be completed alone, but many would require a small army of commrades to complete. Each class' weapon is easy to spot, not just for their unique design, but because of the
particle effects eminating from the weapon. Through the hard work of many pioneers, each class' epic weapon was discovered, some easier than others.
The Staff of the Four
The Staff of the Four resembles the spires that
wizards use to
teleport around the world of
Norrath. In the center of the spires of the
staff is a swirling bubble of
electricity. The wizard epic boosts the wielder's strength, dexterity, stamina, intelligence, and mana. The staff itself is infused with the barrier of force, which increases the wizards ability to absorb damage and regenerate mana.
The Epic Quest
The
wizard epic quest begins with a
Human named Solomen in the Temple of Solusek Ro. Here he scribes the history of
magic in
Norrath. Solomen has no time for lessons, but he does need a note delivered to a friend of his named Camin Rah in Erudin Palace. The note has a list of items required for Solomen's research, which are
dragon bones from the Plane of Fear, jet black egg from an unknown source, mistletoe powder from Sebilis, and a rune of lost thought from an unknown source. Camin will accept the note, but offer no hint at needing further help. Asking him what he's searching for causes him to request a hefty fee in order to explain further, which will cost 1000
platinum pieces. Camin reveals that
Solusek Ro had four followers who had shown exceptional aptitude in the arts of wizardry. Solusek tutored them himself and considered them as his children.
One of these wizards still exists, and his name is
Arantir Karondor. He specialized in the art of storing magic in items such as
armor and weapons. Camin offers no clue as to where Arantir now resides, but
Halas is the answer. Arantir is going by the name of Dargon, a
trader in the frozen city. The potion known as Ro's Breath that he sells should give him away. Arantir requires the delivery of a ring before he can trust anyone with his skills. It must be taken to a
High Elf woman named Challice in the
paladin guild of Felwithe. She coldly explains that she never loved Arantir, and that she was only with him for his power. When he mysteriously lost his power, she left him. She does not accept the ring and requests that it be taken back to Arantir. He is heart broken upon the return of the ring, but makes good on his promise to share his story. He reveals that each of the four true followers of
Solusek Ro were gifted a special item by the Burning Prince. None of the four knew what any of the other three received, but they all were overcome by their new powers, feeling as though they could dominate Norrath. They plotted against Solusek Ro, which caused him to strip his children of the gifts. Arantir says that the other wizards were Sylen Tyrn, Demunir Scry, and a
Gnome that he can't remember.
Sylen Tyrn was a pompous
High Elf wizard. According to Arantir, he apparently met his demise while soaring over the
ocean when his magical powers were stripped from him, then he was captured by a wizard who held power over
water. Arantir suggests that this rival wizard be found, for he certainly kept something of Sylen's as a trophy. The wizard that Arantir speaks of is the legendary Phinigel Autropos of Kedge Keep. Occasionally, a blue crystal staff can be found among Phinigel's treasures.
Demunir Scry was a hazardous
Human wizard. His greed led him to the newly discovered continent where he entered battle with a powerful
warrior. This is the moment that
Solusek Ro stripped Demunir of his powers, leaving him helpless. The warrior that Arantir refers to is actually the
lich king of Karnor's Castle, Venril Sathir. Occasionally, a gnarled staff can be found among the relics in the emperor's chamber.
The
Gnome, as Arantir says, is a bit of a mystery. He had a brother that whose specialty was fireworks, but a failed experiment left him handicapped. Arantir says he remembers people unkindly referring to the Gnome as "Old Stewpot." This Gnome's true name is Kandin Firepot, and he lives in one of the huts near the docks of Butcherblock Mountains. A letter from Arantir jogs the Gnome's memory. Kandin remembers his brother, but reveals that he died. His name was Gabstik. Kandin is willing to donate one of his brother's greatest possessions, but first he needs a rare oil found in the planes that he must soak fuses in. Kandin recently sent a mechanized
golem into the Plane of Fear to collect oil, but it has apparently broken down. Kandin hands over a sprocket that should repair it. Installing the sprocket in the golem turns out to not work at all, and the enrage golem will attack, requiring significant help from friends to defeat. Its green oil should be returned to Kandin, who will trade it for Gabstik's staff and a note he has written to Arantir that seems a bit strange. Upon giving Arantir the three staffs, he places them all in a bag along with his own. He seals the bag with a magical spell that can only be undone by Solomen and suggests you take the magically radiating bag to him. Solomen is quite pleased at the sight of the bag, as he never imagined anyone would complete this task. As a reward, Solomen hands over the Staff of the Four and states that
Solusek Ro and all the wizards of
Norrath should be proud.
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