NORRATH1999

Lore · Continents & Moons

Grieg’s End

Every adventurer who ever stepped through a Nexus spire owed something to Grieg. So did every Combine exile stuck on Luclin.

Original fantasy illustration for Grieg’s End

The spire-wizard

Grieg Veneficus was a wizard in the service of Tsaph Katta. He activated the wizard spires and brought the Combine to Luclin, but his calculations were wrong, and no one could go back.

Driven out

When the Loyalists moved on, Grieg stayed in Shadow Haven to study the forces of the Nexus, until his failed geomancy caused several costly disasters and he was thrown out. Katta Castellum would not take him back. So he wandered the moon and settled in the mountains north of the Scarlet Desert and south of Dawnshroud, built a fortress, called it Grieg’s End, and kept working on a way home to Norrath. Over the years his research began to show promise, and that is what caught the goddess’s attention.

Why Luclin stopped him

Luclin wanted no more travel between her moon and Norrath. As Grieg came closer, she sent him visions and dreams, and let him see the stones of wisdom in Vex Thal, where her own words are carved. He got the knowledge he wanted, but even a short look into a goddess’s mind was enough to break a mortal. It drove him mad.

A haunted keep

His madness and his raw power together now warp the world around him, and visitors should not believe everything they see there. His imagination spawns apparitions. Some of his servants fled; those who stayed became undying. The rest of the keep is filled with demons, specters and spirit creatures that look like beings from the outside world, and Grieg himself is preserved inside it, a vaguely wraith-like thing, all that is left of the geomancer.

The last keep of the Combine

Grieg’s End is the most remote place on Luclin’s lightside, set between the Scarlet Desert and the Dawnshroud Peaks. The keep was built like a castle in the manner of the grand structures of the old Combine, all floors, halls and stairways, and it is said Grieg still lives at the centre of its warped, mad architecture. Luclin keeps him there unnaturally preserved, surrounded by the demons and specters she sent to contain him, and the fortress, like its prisoner, is untouched by time. Its other inhabitants include shadow creatures, lightside denizens, and what remains of the occasional foolish Loyalist, Shadow Havenite or Inquisition citizen who dared to go in.

Hunting in his nightmare

Players found it as strange as the story promised. Every monster there was unique, with its own strengths and weaknesses: some plants, some undead, some resistant to particular spells or to melee, some invisible until they attacked. Many were triggered and appeared at random around you, with no spawn point to return to. One spell changed how you looked to every other player, and Call of the Hero did not work there. The low- and high-level areas were kept somewhat apart, so lower-level characters could hunt more safely. The way in was by quest: Nilibik Driogo in Sanctus Seru gave out Bronus’ Amulet, which sent adventurers into the keep.

Where the sources disagree

The name Grieg Veneficus appears in Allakhazam’s quest data and in the RPG bestiary Monsters of Luclin.

How the keep played comes from a community zone guide preserved by the Library of Erudin.

Sources

[1] Allakhazam: Grieg’s End quests (Bronus’ Amulet, Grieg Veneficus) · [2] Library of Erudin: Grieg · [3] Library of Erudin: Grieg’s End · [4] Library of Erudin: Luclin

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Retold in our own words from the sources listed on this page; short quotes are marked and sourced. The illustration is an original AI-generated painting made for this page alone, not from the game.

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