At one time it was possible to follow the cultural and physical evolution of the races of Everquest across three games, EQOA set 500 years before EQ, EQ and EQ II which is set 500 years after EQ. For most races there weren't particularly interesting changes from one game to the next, most of the changes relating to the quality of the character models available. However in the erudites we can witness a profound set of physical changes as the race is slowly altered by their close association with magic. There are also dramatic shifts the Erudite society during the 1000 years the games cover. You can find Part I of this series here.
The part of their brains that seems to have expanded to most is the cerebrum, associated with higher brain functions such as reasoning, language and learning. The 500 year gap that separates EQOA and EQ is not nearly long enough to have wrought such dramatic changes via organic evolution, representing perhaps 30 or 35 generations. We can only assume that this rapid evolution represents the influence of magic, something that will become even more clear 500 years hence when we revisit erudites in the time of EQ II. |
In the time of EQOA, players that studied all forms of magic lived in the same settlements. The fact that one of the main NPCs that necromancers interact with in Highbourne at higher levels was a little hidden away hints that this may have been a somewhat uneasy alliance. Nonetheless, High Men of all faiths and professions were still working towards common goals, and were part of the great crossing when the race began its migration to Odus from the mainland of Tunaria. The settlement they founded on Odus, originally Arcadin, was renamed Erudin some time after the great leader Erud died. During the time period of EQ this elegant city is where most erudites can be found, and where players of erudite Wizards, Enchanters, Magicians, Paladins and Clerics of most gods start.
However, players that choose to play a Necromancer, a Shadowknight, or a Cleric that worships Cazic-Thule are no longer welcome in Erudin with their brethren. Instead they start in the city of Paineel or in the neutral city of Crescent Reach. In fact, players from Paineel are so despised by other erudites that they are kill-on-sight to guards in Erudin. This is also where the erudite lore starts to get really interesting. According to multiple sources, the founding of Paineel was related to a civil war caused by erudites that recklessly pursued necromantic magic.
The story (which you read more of here) goes that an Erudite named Miragul was obsessed with dark magic and personal power. Followers of Miragul visited the Dark Elf city of Neriak, and returned with knowledge of both necromancy and the god Cazic-Thule (the god of fear). Miragul's followers concluded that Cazic-Thule was the strongest god, and the best way to serve him was through necromancy. When the high council of Erudin discovered what they had been up to, it led to a civil war. The followers of the high council eventually won the war to all intents and purposes with a blast of magical power focused on the largest concentration of forces in Miragul's army. So great was the power of this blast that it ejected part of Odus into space.* Miragul's followers were presumed killed by the victorious inhabitants of Erudin. However a few survived and founded a new hidden city, Paineel, deep within the crater created by the blast. There they can be found to this day, in a city populated by more animated skeletal servants and guards than by live erudites.
I find this story really fascinating, because I know that it isn't true. . . or is at least extremely misleading. I have been to the past (EQOA), during the time of the great crossing. At the time erudites already had a long history of necromancy, and necromancers worked alongside practitioners of every magical tradition. Erud himself embraced followers studying all forms of magic, including necromancy, and worshipping any gods. In the screenshot of him for my previous post, if I remember correctly I was even talking to him while playing a Shadowknight! So what really happened?
The cataclysm itself was probably the nearly inevitable result of a war between arcane and necromantic spellcasters. Presumably in any prolonged conflict with necromancers, things soon start to go quite badly for the opposition. Anyone that falls and leaves a body in either army during the fighting is raised from the dead and added to the ranks of the necromancers. Perhaps desperate to end the battle in a way that wouldn't leave even more fodder for undead soldiers, the followers of the high council of Erudin resorted to a concentrated blast of pure magic. However, they seem to have underestimated the power they harnessed, nearly cracking the planet asunder. The explosion left an enormous crater, and the dust thrown up probably caused a period of global cooling (similar to volcanic winters) and famine from failed crops across Norrath. Ironically, it was the practitioners of arcane magic that nearly destroyed all life on Norrath during the conflict, not the "evil" necromancers.
The story of Miragul's followers sneaking off to learn about necromancy from the sadistic Dark Elves is probably just propaganda written by the victors after the war. But clearly there was a change in policy towards necromancy at some point. So why the sudden change after hundreds of years of coexistence between all schools of magic in Highborn, Arcadin and later Erudin? Perhaps the followers of Quellious, the goddess of peace, decided that they could no longer coexist beside followers of Cazic Thule. Or perhaps the association between necromancy and sadistic and brutish races such as dark elves, ogres and trolls became an embarrassment to some faction that sought a closer relationship with students of arcane magic among the High Elves. Or perhaps the followers of Miragul truly did do something abhorrent that triggered the war. We will likely never know what really happened, since history is written by the victors and in this case they seem to be lying.
A brand new level 2 Erudite Mage in the tutorial area, with his pet and a free mercenary (the later makes the modern game a lot easier solo experience than it was a decade ago). Erudites were always one of my favorite races for Magicians. They have high Int, so a deep mana pool, and they learn magical skills extremely quickly. Of course in the modern game starting stats make little difference, because even a Troll or an Ogre is going to have capped Int. by the ripe old age of level 19 or so if they focus on it. However, at least in places like Project 1999 I would imagine it's still a consideration. |
Regardless, by the time of EQ, the story of the evil Miragul and his followers causing the great war has become broadly accepted as truth. Even the erudites that live in Paineel seem to believe it, and to revel in the fact that despite the best efforts of powerful foes they survived the cataclysm and have prospered in their own way. However the test of erudite resilience is far from over. Though the cataclysm was dramatic, even that planet shaking event will pale before the next disaster that erudites will contribute to.
My next and final post in this series will be about erudites in the time of EQ II, 500 years in the future. I originally was going to cover EQ and EQ II in this one. However after I got done typing up the absolute bare minimum I wanted to say about erudites in the time of EQ, I had a full blog post.
*This chunk of Odus it landed on Luclin carrying some Kerrans, a race of feline humanoids that lived on Odus before the high men arrived. The descendants of these Kerrans later evolved into the Vah Shir. Of course this is a vast oversimplification. To read about what really happened to the Kerrans and the history of Erudite colonialism, see the first comment below from Bhagpuss.