Difference between revisions of "The murlocs"

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'''History'''
 
'''History'''
----
+
 
      The Origin of the Murloc race is currently unknown. The Murloc people avoid the subject when confronted, they will politely dismiss the issue or ignore queries alltogether. What they do share is how their nation, The Dominion of The Murlocs, came into being. In the land of their origin, the Murlocs were an oppressed people without rights. People they refer to simply as "Adventurers" or sarcastically, "Heroes" would kill their kind repeatedly and without mercy. Their villages were under constant siege, by lone or groups of these "Adventurers".The Adventurers were much stronger then the Murlo Small victories such as killing one or several of these "Adventurers" were celebrated, but it was not long before they returned. The Murlocs say that the Adventurers could return from the dead, and often did so. Thier corpses would dissolve, leaving only bone, but within thirty yards the Adventurer(s) would return, their slaughter beginning anew.
+
The Origin of the Murloc race is currently unknown. The Murloc people avoid the subject when confronted, they will politely dismiss the issue or ignore queries alltogether. What they do share is how their nation, The Dominion of The Murlocs, came into being. In the land of their origin, the Murlocs were an oppressed people without rights. People they refer to simply as "Adventurers" or sarcastically, "Heroes" would kill their kind repeatedly and without mercy. Their villages were under constant siege, by lone or groups of these "Adventurers".The Adventurers were much stronger then the Murlo Small victories such as killing one or several of these "Adventurers" were celebrated, but it was not long before they returned. The Murlocs say that the Adventurers could return from the dead, and often did so. Thier corpses would dissolve, leaving only bone, but within thirty yards the Adventurer(s) would return, their slaughter beginning anew.
      Some terrible force kept the Murlocs from organizing, and from taking the attackers on in full force. They called this force "The Rules" and it was strict. Murlocs could only attack an adventurer if he/she got close enough to them, or were attacked by them. The other Murlocs would have to watch their kin be slaughtered unless one of the Murlocs, who when on the brink of death was allowed to flee, walked into another group of Murlocs. Then those who made contact with the wounded one could jump into the fray.  
+
 
      This hellish lifestyle continued unchanging for, as the Murlocs say "A long time". Then something happened. An event that would forever change the history of the Murlocs. An event they call "The Great Betrayal". The details of this incident are sketchy, but most reports go something like this. A group of otherwordly beings known as "Blizzard" came to each village and offered a new life for their young. A peaceful, simple, and happy existence, not like the short, brutish lives the Murlocs currently had. The Murlocs could not deny their offspring a better life, and tearfully entrusted them to the care of the ones known as "Blizzard". For what they again refer to as "A long time", the Murlocs knew nothing of their offspring until one fateful day. A group of Murlocs along the shores of a land called Hillsbrad were being attacked by a lone adventurer. This was nothing of mention, for this was a common occurence. But this time, at his side was one of the lost children, simply watching impassively as its master slew one after another of its kin. Occasionally it would pull out a small top hat and dance a seemingly joyful dance, but the Murlocs could see through the charade. They could see the true emptiness in its dance, the sadness behind the eyes. This particular child had a birthmark on its forehead that resembled a trident leaning to the left. The parents of this poor creature were in the village, they knew it to be their son by the birthmark. And they, along with the whole tribe flew into a terrible rage.  
+
Some terrible force kept the Murlocs from organizing, and from taking the attackers on in full force. They called this force "The Rules" and it was strict. Murlocs could only attack an adventurer if he/she got close enough to them, or were attacked by them. The other Murlocs would have to watch their kin be slaughtered unless one of the Murlocs, who when on the brink of death was allowed to flee, walked into another group of Murlocs. Then those who made contact with the wounded one could jump into the fray.  
      They had heard tell from other wandering murlocs about the lost ones as slaves to the Adventurers, but the tales were vague, and usually the Adventurers left no survivors. The entire tribe somehow broke free of "The Rules" domineering influence, and they rushed the lone adventurer, utterly destroying him. They waited for him to come back, and when he did, they killed him. This cycle continued for many hours, occaisionally other adventurers would try and rescue their comrade, but they too would fall. Soon the tribe was watching the corpses of several dozen adventurers. After a week, the adventurers stopped coming. The Murloc child was no longer a slave. They found he could not speak their native tongue, Gurglish, but spoke common. The tribe's shaman was familiar with the tongue and communicated with the child. And thus they learned the terrible fate of the lost Murloc children. The agents of Blizzard had taken the baby Murlocs to a place called Gee'Ehm Island. They were kept in a fortress on this island, and their natural agressive tendencies were squeezed out of them through therapy upon their impressionably minds. They were tought to mimic the dance of a frog who was shown to them on a gigantic screen. After they had mastered it, they were then sent to the Adventurer's greatest cities and given out to those with certain codes.  
+
 
      Outraged by the tale, the Tribe sent envoys to every corner of the globe, to communicate the terrible fate to the other Murloc tribes. This knowledge, and the influence of the quickly learning child, who had taken the name Miorgl, somehow destroyed any influence "The Rules" had. The Murloc villages fought back, Adventurers began to avoid the creatures they once slew without a second thought. The villages became small strongholds, and the bold Murlocs began to hunt the once-feared Adventurers, occasionally rescuing a child. This angered Blizzard, and they sent their agents to destroy these fortified towns. Many Murlocs were slain, and several tribes wiped out, but eventually the forces of Blizzard stopped coming.  
+
This hellish lifestyle continued unchanging for, as the Murlocs say "A long time". Then something happened. An event that would forever change the history of the Murlocs. An event they call "The Great Betrayal". The details of this incident are sketchy, but most reports go something like this. A group of otherwordly beings known as "Blizzard" came to each village and offered a new life for their young. A peaceful, simple, and happy existence, not like the short, brutish lives the Murlocs currently had. The Murlocs could not deny their offspring a better life, and tearfully entrusted them to the care of the ones known as "Blizzard". For what they again refer to as "A long time", the Murlocs knew nothing of their offspring until one fateful day. A group of Murlocs along the shores of a land called Hillsbrad were being attacked by a lone adventurer. This was nothing of mention, for this was a common occurence. But this time, at his side was one of the lost children, simply watching impassively as its master slew one after another of its kin. Occasionally it would pull out a small top hat and dance a seemingly joyful dance, but the Murlocs could see through the charade. They could see the true emptiness in its dance, the sadness behind the eyes. This particular child had a birthmark on its forehead that resembled a trident leaning to the left. The parents of this poor creature were in the village, they knew it to be their son by the birthmark. And they, along with the whole tribe flew into a terrible rage.  
      By now the once enslaved Miorgl had fully grown, and proven himself countless times against the foes of his people. He was respected by all his kind, and feared by the adventurers. He considered himself invincible, but this perception was soon changed. While swimming in a favorite pond of hi, he was jumped by a terrifyingly organized group of 40 adventurers. His blows were almost in vain, almost every wound taken by his opponents was healed almost instantly, while he continually took damage. This encounter probably would have ended in his demise had two factors not entered the battle. The first was a wandering Murloc warband, who jumped to their friend's aid, the second, a rival group of adventurers, only half the number of the first group started attacking the ambushers. The rivals were of different varieties than the first group. They were composed of large greenskinned creatures, giant bovine men, the living dead, and lean wiry tusked ones, as opposed the the larger groups humans, short stocky men, shorter large headed and skinny creatures, and the tall purple long-eared ones. The ambushers' forces were split, some still fighting Miorgl, others attacking the rival adventurers. This split was their downfall. The group was taking too much damage for the healers to heal, and most of the heavy damaging adventurers turned to slay the enemy adventurers. Miorgl and his comrade dispatched the healers with ease and then turned on the rest of the group. The group of rival adventurers realized what they were up against and fled from Miorgl, leaving him to slay the remnants of the first ambushing group. In the fierce melee, Miorgl lost his left eye.
+
 
      Miorgl knew he was lucky to have survived, and he knew he needed bodyguards. He appointed the leader of the raid group, a Murloc by the name of Slark as the first of his bodyguards/co-rulers who would be known as the his elite Deeplords. The other Deeplords were all Murlocs of great singularity. The second Deeplord, Jubgup, was a shaman. He came from the other continent and held a particular grudge for the purple longeared adventurers. The third was one of the lost children, like Miorgl, a spear thrower of great skill known as Gurlukk. The fourth Deeplord was a tidecaller, a type of Murloc wizard who specialized in magics related to the sea. She was Lur'ral. The fifth deeplord was a controversial choice, a Murloc Mutant. Murloc Mutants were shunned by other Murlocs due to their tendancy to eat adventurer flesh and possession of strange powers. This Mutant was the last deeplord, and his name was Krokull. After he had appointed the Deeplords, Miorgl disappeared for a time. The Deeplords governed the Murloc people in his stead. After he had been gone a month, adventurers began to attack en masse.
+
They had heard tell from other wandering murlocs about the lost ones as slaves to the Adventurers, but the tales were vague, and usually the Adventurers left no survivors. The entire tribe somehow broke free of "The Rules" domineering influence, and they rushed the lone adventurer, utterly destroying him. They waited for him to come back, and when he did, they killed him. This cycle continued for many hours, occaisionally other adventurers would try and rescue their comrade, but they too would fall. Soon the tribe was watching the corpses of several dozen adventurers. After a week, the adventurers stopped coming. The Murloc child was no longer a slave. They found he could not speak their native tongue, Gurglish, but spoke common. The tribe's shaman was familiar with the tongue and communicated with the child. And thus they learned the terrible fate of the lost Murloc children. The agents of Blizzard had taken the baby Murlocs to a place called Gee'Ehm Island. They were kept in a fortress on this island, and their natural agressive tendencies were squeezed out of them through therapy upon their impressionably minds. They were tought to mimic the dance of a frog who was shown to them on a gigantic screen. After they had mastered it, they were then sent to the Adventurer's greatest cities and given out to those with certain codes.  
      The Murlocs were fighting a losing battle. The adventurers came in great numbers, some in elite groups that were organized like the one that attacked Miorgl. For three months the Murlocs fought on without the leadership of their unofficial king, Miorgl, until the day he emerged from the sea. He regrouped the defending Murlocs, who at the time of his appearence were under siege by a large group of adventurers. With their king at their side their spirits were raised and the revitalized Murlocs fought back the humans. Miorgl informed this village, the current capitol, that had met with the Naga, another seadwelling race, and they had given him the key to escaping the adventurers once and for all. Word was sent to the Deeplords and they gathered their forces for the great escape.
+
 
      Their salvation apparently lay in a gate on Gee'Ehm Island, the foul place where the children had been taken, it led to another land where they would be allowed to build and advance in peace. There would be prejudice in this new land, but nothing they couldn't handle. The Naga had given Miorgl a tome that held the secrets to opening this gate. A mass exodus emptied the villages, and all off Murloc kind left for the Island. The Forces of Blizzard defended the Island dearly, but in the end they retreated leaving them Murlocs with their prize. They had paid for their freedom dearly. Nearly half their fighters had fallen. The Nagas' tome worked, and the Gate opened. It led to the lake spotted lush jungle Island the Murlocs now inhabit.
+
Outraged by the tale, the Tribe sent envoys to every corner of the globe, to communicate the terrible fate to the other Murloc tribes. This knowledge, and the influence of the quickly learning child, who had taken the name Miorgl, somehow destroyed any influence "The Rules" had. The Murloc villages fought back, Adventurers began to avoid the creatures they once slew without a second thought. The villages became small strongholds, and the bold Murlocs began to hunt the once-feared Adventurers, occasionally rescuing a child. This angered Blizzard, and they sent their agents to destroy these fortified towns. Many Murlocs were slain, and several tribes wiped out, but eventually the forces of Blizzard stopped coming.  
      The first years were difficult, but the Murlocs eventually prospered. The first human ship that landed on the Island would have been destroyed, had Miorgl not intervened. He made a contract with the trade ship, trading the created products of his people and some natural resources for technology. The Murlocs essentially jumped from the Dark Ages to the Modern age in the space of twenty years! The Deeplords were each given a part of society to control. Slark was made Overlord of the Armed Forces, Jubgup the leader of the enigmatic religion of the Murlocs, Gurlukk was appointed Minister of Trade and Commerce, Lur'Ral took charge of the bustling educational system, and Krokull was given the position he asked for, Minister of Agriculture and Enviromental protection. Now we are in the current day, society has changed little for the booming nation. The Deeplords now control the country, Slark having the most power, Gurlukk second. None of the other Deeplords visibly resent this, and still have a say in the way things are run even though Slark is considered the country's real leader since appearences by the King are became rarer and rarer. Some believe carrying his people to freedom and decades of war made their mark on Miorgl, that he is tired of the outside world and wants nothing more than to live in peace, untroubled by politics. The Murlocs believe he has earned more than that and do not seem to mind or question his seclusion.
+
 
 +
By now the once enslaved Miorgl had fully grown, and proven himself countless times against the foes of his people. He was respected by all his kind, and feared by the adventurers. He considered himself invincible, but this perception was soon changed. While swimming in a favorite pond of hi, he was jumped by a terrifyingly organized group of 40 adventurers. His blows were almost in vain, almost every wound taken by his opponents was healed almost instantly, while he continually took damage. This encounter probably would have ended in his demise had two factors not entered the battle. The first was a wandering Murloc warband, who jumped to their friend's aid, the second, a rival group of adventurers, only half the number of the first group started attacking the ambushers. The rivals were of different varieties than the first group. They were composed of large greenskinned creatures, giant bovine men, the living dead, and lean wiry tusked ones, as opposed the the larger groups humans, short stocky men, shorter large headed and skinny creatures, and the tall purple long-eared ones. The ambushers' forces were split, some still fighting Miorgl, others attacking the rival adventurers. This split was their downfall. The group was taking too much damage for the healers to heal, and most of the heavy damaging adventurers turned to slay the enemy adventurers. Miorgl and his comrade dispatched the healers with ease and then turned on the rest of the group. The group of rival adventurers realized what they were up against and fled from Miorgl, leaving him to slay the remnants of the first ambushing group. In the fierce melee, Miorgl lost his left eye.
 +
 
 +
Miorgl knew he was lucky to have survived, and he knew he needed bodyguards. He appointed the leader of the raid group, a Murloc by the name of Slark as the first of his bodyguards/co-rulers who would be known as the his elite Deeplords. The other Deeplords were all Murlocs of great singularity. The second Deeplord, Jubgup, was a shaman. He came from the other continent and held a particular grudge for the purple longeared adventurers. The third was one of the lost children, like Miorgl, a spear thrower of great skill known as Gurlukk. The fourth Deeplord was a tidecaller, a type of Murloc wizard who specialized in magics related to the sea. She was Lur'ral. The fifth deeplord was a controversial choice, a Murloc Mutant. Murloc Mutants were shunned by other Murlocs due to their tendancy to eat adventurer flesh and possession of strange powers. This Mutant was the last deeplord, and his name was Krokull. After he had appointed the Deeplords, Miorgl disappeared for a time. The Deeplords governed the Murloc people in his stead. After he had been gone a month, adventurers began to attack en masse.
 +
 
 +
The Murlocs were fighting a losing battle. The adventurers came in great numbers, some in elite groups that were organized like the one that attacked Miorgl. For three months the Murlocs fought on without the leadership of their unofficial king, Miorgl, until the day he emerged from the sea. He regrouped the defending Murlocs, who at the time of his appearence were under siege by a large group of adventurers. With their king at their side their spirits were raised and the revitalized Murlocs fought back the humans. Miorgl informed this village, the current capitol, that had met with the Naga, another seadwelling race, and they had given him the key to escaping the adventurers once and for all. Word was sent to the Deeplords and they gathered their forces for the great escape.
 +
 
 +
Their salvation apparently lay in a gate on Gee'Ehm Island, the foul place where the children had been taken, it led to another land where they would be allowed to build and advance in peace. There would be prejudice in this new land, but nothing they couldn't handle. The Naga had given Miorgl a tome that held the secrets to opening this gate. A mass exodus emptied the villages, and all off Murloc kind left for the Island. The Forces of Blizzard defended the Island dearly, but in the end they retreated leaving them Murlocs with their prize. They had paid for their freedom dearly. Nearly half their fighters had fallen. The Nagas' tome worked, and the Gate opened. It led to the lake spotted lush jungle Island the Murlocs now inhabit.
 +
 
 +
The first years were difficult, but the Murlocs eventually prospered. The first human ship that landed on the Island would have been destroyed, had Miorgl not intervened. He made a contract with the trade ship, trading the created products of his people and some natural resources for technology. The Murlocs essentially jumped from the Dark Ages to the Modern age in the space of twenty years! The Deeplords were each given a part of society to control. Slark was made Overlord of the Armed Forces, Jubgup the leader of the enigmatic religion of the Murlocs, Gurlukk was appointed Minister of Trade and Commerce, Lur'Ral took charge of the bustling educational system, and Krokull was given the position he asked for, Minister of Agriculture and Enviromental protection. Now we are in the current day, society has changed little for the booming nation. The Deeplords now control the country, Slark having the most power, Gurlukk second. None of the other Deeplords visibly resent this, and still have a say in the way things are run even though Slark is considered the country's real leader since appearences by the King are became rarer and rarer. Some believe carrying his people to freedom and decades of war made their mark on Miorgl, that he is tired of the outside world and wants nothing more than to live in peace, untroubled by politics. The Murlocs believe he has earned more than that and do not seem to mind or question his seclusion.

Latest revision as of 08:20, 6 March 2006

The murlocs
Murlocss.jpg
Flag of The murlocs
Motto: Rlrlgllglllrllrglrlglrlglrllrllghl!!!'
No Map Available Yet
Region The East Pacific
Capital Cannot be written in English, roughly translates into "Jewel of the Lake"
Official Language(s) Native Tongue: Gurglish Other Common Languages: English, German, Chinese
Leader Miorgl, God-King of the Murlocs
Population Currently 8 Million
Currency Murluckbuck 
NS Sunset XML


History

The Origin of the Murloc race is currently unknown. The Murloc people avoid the subject when confronted, they will politely dismiss the issue or ignore queries alltogether. What they do share is how their nation, The Dominion of The Murlocs, came into being. In the land of their origin, the Murlocs were an oppressed people without rights. People they refer to simply as "Adventurers" or sarcastically, "Heroes" would kill their kind repeatedly and without mercy. Their villages were under constant siege, by lone or groups of these "Adventurers".The Adventurers were much stronger then the Murlo Small victories such as killing one or several of these "Adventurers" were celebrated, but it was not long before they returned. The Murlocs say that the Adventurers could return from the dead, and often did so. Thier corpses would dissolve, leaving only bone, but within thirty yards the Adventurer(s) would return, their slaughter beginning anew.

Some terrible force kept the Murlocs from organizing, and from taking the attackers on in full force. They called this force "The Rules" and it was strict. Murlocs could only attack an adventurer if he/she got close enough to them, or were attacked by them. The other Murlocs would have to watch their kin be slaughtered unless one of the Murlocs, who when on the brink of death was allowed to flee, walked into another group of Murlocs. Then those who made contact with the wounded one could jump into the fray.

This hellish lifestyle continued unchanging for, as the Murlocs say "A long time". Then something happened. An event that would forever change the history of the Murlocs. An event they call "The Great Betrayal". The details of this incident are sketchy, but most reports go something like this. A group of otherwordly beings known as "Blizzard" came to each village and offered a new life for their young. A peaceful, simple, and happy existence, not like the short, brutish lives the Murlocs currently had. The Murlocs could not deny their offspring a better life, and tearfully entrusted them to the care of the ones known as "Blizzard". For what they again refer to as "A long time", the Murlocs knew nothing of their offspring until one fateful day. A group of Murlocs along the shores of a land called Hillsbrad were being attacked by a lone adventurer. This was nothing of mention, for this was a common occurence. But this time, at his side was one of the lost children, simply watching impassively as its master slew one after another of its kin. Occasionally it would pull out a small top hat and dance a seemingly joyful dance, but the Murlocs could see through the charade. They could see the true emptiness in its dance, the sadness behind the eyes. This particular child had a birthmark on its forehead that resembled a trident leaning to the left. The parents of this poor creature were in the village, they knew it to be their son by the birthmark. And they, along with the whole tribe flew into a terrible rage.

They had heard tell from other wandering murlocs about the lost ones as slaves to the Adventurers, but the tales were vague, and usually the Adventurers left no survivors. The entire tribe somehow broke free of "The Rules" domineering influence, and they rushed the lone adventurer, utterly destroying him. They waited for him to come back, and when he did, they killed him. This cycle continued for many hours, occaisionally other adventurers would try and rescue their comrade, but they too would fall. Soon the tribe was watching the corpses of several dozen adventurers. After a week, the adventurers stopped coming. The Murloc child was no longer a slave. They found he could not speak their native tongue, Gurglish, but spoke common. The tribe's shaman was familiar with the tongue and communicated with the child. And thus they learned the terrible fate of the lost Murloc children. The agents of Blizzard had taken the baby Murlocs to a place called Gee'Ehm Island. They were kept in a fortress on this island, and their natural agressive tendencies were squeezed out of them through therapy upon their impressionably minds. They were tought to mimic the dance of a frog who was shown to them on a gigantic screen. After they had mastered it, they were then sent to the Adventurer's greatest cities and given out to those with certain codes.

Outraged by the tale, the Tribe sent envoys to every corner of the globe, to communicate the terrible fate to the other Murloc tribes. This knowledge, and the influence of the quickly learning child, who had taken the name Miorgl, somehow destroyed any influence "The Rules" had. The Murloc villages fought back, Adventurers began to avoid the creatures they once slew without a second thought. The villages became small strongholds, and the bold Murlocs began to hunt the once-feared Adventurers, occasionally rescuing a child. This angered Blizzard, and they sent their agents to destroy these fortified towns. Many Murlocs were slain, and several tribes wiped out, but eventually the forces of Blizzard stopped coming.

By now the once enslaved Miorgl had fully grown, and proven himself countless times against the foes of his people. He was respected by all his kind, and feared by the adventurers. He considered himself invincible, but this perception was soon changed. While swimming in a favorite pond of hi, he was jumped by a terrifyingly organized group of 40 adventurers. His blows were almost in vain, almost every wound taken by his opponents was healed almost instantly, while he continually took damage. This encounter probably would have ended in his demise had two factors not entered the battle. The first was a wandering Murloc warband, who jumped to their friend's aid, the second, a rival group of adventurers, only half the number of the first group started attacking the ambushers. The rivals were of different varieties than the first group. They were composed of large greenskinned creatures, giant bovine men, the living dead, and lean wiry tusked ones, as opposed the the larger groups humans, short stocky men, shorter large headed and skinny creatures, and the tall purple long-eared ones. The ambushers' forces were split, some still fighting Miorgl, others attacking the rival adventurers. This split was their downfall. The group was taking too much damage for the healers to heal, and most of the heavy damaging adventurers turned to slay the enemy adventurers. Miorgl and his comrade dispatched the healers with ease and then turned on the rest of the group. The group of rival adventurers realized what they were up against and fled from Miorgl, leaving him to slay the remnants of the first ambushing group. In the fierce melee, Miorgl lost his left eye.

Miorgl knew he was lucky to have survived, and he knew he needed bodyguards. He appointed the leader of the raid group, a Murloc by the name of Slark as the first of his bodyguards/co-rulers who would be known as the his elite Deeplords. The other Deeplords were all Murlocs of great singularity. The second Deeplord, Jubgup, was a shaman. He came from the other continent and held a particular grudge for the purple longeared adventurers. The third was one of the lost children, like Miorgl, a spear thrower of great skill known as Gurlukk. The fourth Deeplord was a tidecaller, a type of Murloc wizard who specialized in magics related to the sea. She was Lur'ral. The fifth deeplord was a controversial choice, a Murloc Mutant. Murloc Mutants were shunned by other Murlocs due to their tendancy to eat adventurer flesh and possession of strange powers. This Mutant was the last deeplord, and his name was Krokull. After he had appointed the Deeplords, Miorgl disappeared for a time. The Deeplords governed the Murloc people in his stead. After he had been gone a month, adventurers began to attack en masse.

The Murlocs were fighting a losing battle. The adventurers came in great numbers, some in elite groups that were organized like the one that attacked Miorgl. For three months the Murlocs fought on without the leadership of their unofficial king, Miorgl, until the day he emerged from the sea. He regrouped the defending Murlocs, who at the time of his appearence were under siege by a large group of adventurers. With their king at their side their spirits were raised and the revitalized Murlocs fought back the humans. Miorgl informed this village, the current capitol, that had met with the Naga, another seadwelling race, and they had given him the key to escaping the adventurers once and for all. Word was sent to the Deeplords and they gathered their forces for the great escape.

Their salvation apparently lay in a gate on Gee'Ehm Island, the foul place where the children had been taken, it led to another land where they would be allowed to build and advance in peace. There would be prejudice in this new land, but nothing they couldn't handle. The Naga had given Miorgl a tome that held the secrets to opening this gate. A mass exodus emptied the villages, and all off Murloc kind left for the Island. The Forces of Blizzard defended the Island dearly, but in the end they retreated leaving them Murlocs with their prize. They had paid for their freedom dearly. Nearly half their fighters had fallen. The Nagas' tome worked, and the Gate opened. It led to the lake spotted lush jungle Island the Murlocs now inhabit.

The first years were difficult, but the Murlocs eventually prospered. The first human ship that landed on the Island would have been destroyed, had Miorgl not intervened. He made a contract with the trade ship, trading the created products of his people and some natural resources for technology. The Murlocs essentially jumped from the Dark Ages to the Modern age in the space of twenty years! The Deeplords were each given a part of society to control. Slark was made Overlord of the Armed Forces, Jubgup the leader of the enigmatic religion of the Murlocs, Gurlukk was appointed Minister of Trade and Commerce, Lur'Ral took charge of the bustling educational system, and Krokull was given the position he asked for, Minister of Agriculture and Enviromental protection. Now we are in the current day, society has changed little for the booming nation. The Deeplords now control the country, Slark having the most power, Gurlukk second. None of the other Deeplords visibly resent this, and still have a say in the way things are run even though Slark is considered the country's real leader since appearences by the King are became rarer and rarer. Some believe carrying his people to freedom and decades of war made their mark on Miorgl, that he is tired of the outside world and wants nothing more than to live in peace, untroubled by politics. The Murlocs believe he has earned more than that and do not seem to mind or question his seclusion.