Lore and Legend quests, also known as Enemy Mastery quests, involve the study of various creatures to learn more about them. In order to gain knowledge about these creatures, you must find and study various body parts. You can find suitable body parts for your studies by killing the type of creature you wish to learn more about. Find out more about these types of quests.
These Lore and Legend quests are but a small sample of the creature mastery quests available in EverQuest II.
Lore and Legend: Cyclops
Starts in: The Sinking Sands
Search the spider's nest near Terrorantula in the Sinking Sands to begin this quest.
Cyclops Information:
Little is known about the origin of the cyclops, including what deity may have placed them on the face of Norrath. It is rumored that around the time of the rending, some tribes of Seafury Cyclopes (who had a long tenure in the Ocean of Tears ) journeyed to the desert of Ro, adopting the name Sandfury.
From tales that are said to originate from the cyclopes themselves, it is told that this race worships both the Eye of the Night and the Eye of the Day (commonly believed to be a misconceived perception of a sun and moon). The Sandfuries are often tied with worshipping the Eye of the Night, while the long-unheard-from Seafuries worship the Eye of the Day.
Some also believe that the past of the Sandfury cyclopes is intertwined with the origin of the Seer Stone in Ro, though this is not an entirely common belief. Though we don't know much of the true nature of this race, we do know that they are fierce, tribal, and very territorial.
Cyclopes can often be found in the Pillars of Flame.
Rewards:
Book: The Eye of the Night (Furniture)
Trophy: The Gouger (Furniture)
Experience
Lore and Legend: Djinn
Starts in: The Pillars of Flame
Search the scrolls within the Ashen Order camp at T'Narev in the Pillars of Flame.
Djinn Information:
The djinn of the Desert of Ro originate from the Plane of Sky. Various portals created by conjurers intent on gaining greater power allowed the djinn to cross over. In some cases, they remained in the service of their summoning masters. In others, they tricked their way free... for a time.
Since djinn are not native to the primary plane of existence, they suffer the same degradation that many similar beings do when separated from their home dimension for too long. Because of this, the djinn must maintain some sort of link to the essence of their plane of origin. For the djinn of the desert of Ro, these existential anchors come in the form of the container with which the being is associated.
Lamps, flasks, boxes, vases and various forms of jewelry have all been used to house djinn. The specific shape of the object and the materials used have an unknown correlation to the type of djinn an item can support. What is obvious is that the object (or the materials it is made from) has to have originated from the Plane of Sky. Since all elements of a given plane are metaphysical extensions of the plane itself, it makes sense that the djinn require such objects to maintain themselves.
Search the scrolls within the Ashen Monk camp south of T'Narev in the Pillars of Flame, near group of monks practicing forms.
Naga Information:
It is whispered that the naga of Ro are descended from the harem of a powerful djinn lord. The legend says that a spiteful harem of djinn constantly bickered with one another, fighting for position within the Djinn Master's court. When the great djinn lord deigned to bring a beautiful human woman into his harem (which is another tale in and of itself), the tension within the harem distilled into a poisonous plot.
The djinn concocted a series of intricate lies to cast the new arrival as an assassin. Coyly, they approached their master and mixed the intrigues with common conversation. But the mighty djinn saw through their plot. Enraged, he cast them all out of his citadel, cursing them to take on forms to match their split-tongued lies. The djinn of the harem were thus transformed.
Examine a scroll atop one of the tables by the Orrery of the Ro System within the Tower of the Moon.
Windsister Information:
The screeching presence of harpies is a familiar facet of the wilds of Norrath. Within the desert of Ro , however, a special clan of the half-bird, half-woman monsters has taken up residence. The windsisters are a tight-knit tribe of especially hateful bird women who seem to be bent on dominating the rocky spires of their home.
The windsister harpies prefer the higher ledges and rock towers of Norrath. They seldom enter the narrow confines of the valley floor, preferring to leave that area for other creatures. This does not mean, however, that they are above swooping down to strike at vulnerable foes or steal valuables left out in the open. Part scavenger, part hunter, the harpies seek to take advantage of every opportunity that presents itself.
The windsister culture is a tribal matriarchy. Various elder sisters rule the local roots while kowtowing to an ancient brood mother. Every member harpy has the ability to lay self-fertilized eggs under the supervision of an elder sister. In the harsh reality of harpy life, these eggs are often cannibalistically consumed as food by the tribe during hard times or shattered during the nearly constant bickering between the members of the tribe.
Related Items:
harpy wing, harpy heart, harpy brain, harpy foot, harpy scale, harpy tongue, harpy claw, harpy skin
Where to find Windsisters:
Windsisters can often be found in the Pillars of Flame.