Category Archives: Desert of Ro

Khalee’Sri


You say, “Hail, Keenora Fadan”

Keenora Fadan says to you in Cae’Dal, “An outsider within our midst. It is not unheard of, but it is remarkable. And with it, brings an opportunity I welcome.”

You say to Keenora Fadan, “What opportunity would that be?”

Keenora Fadan says to you in Cae’Dal, “To converse! When one sees the same faces day in and day out, it does not provide the necessary sustenance for diversity of conversation.”

You say to Keenora Fadan, “Oh! I do have some questions for you then.”

Keenora Fadan says to you in Cae’Dal, “By all means, ask them.”

You say to Keenora Fadan, “Your appearance is unlike any other elves I have known. Why is that?”

Keenora Fadan says to you in Cae’Dal, “Interesting. I was unaware that our appearance had grown noticeably different from other elves, but I guess it could have been related to our long seclusion from others, within an arid land.”

You say to Keenora Fadan, “The land changed you?”

Keenora Fadan says to you in Cae’Dal, “It is more accurate to say we adapted to the land. What had been a forested land of tremendous growth became arid. The trees that had provided shade found little water within the parched land. They thinned and eventually died, leaving few, scraggly copses across the land.”

You say to Keenora Fadan, “That’s what made the Desert of Ro.”

Keenora Fadan says to you in Cae’Dal, “You speak of the ancient Elddar forest, the cradle of elven-kind. Something similar occurred there within the Age of Blood, but that is not the forest I speak of. Our ancestors were elves of the Elddar forest who migrated when they had taken note of the slowly dying woodlands. They took to ships and landed on the shores of a faraway forested land. There, they established the colony of Khalee’Sri.”

You say to Keenora Fadan, “Your people experienced two different dying forests?”

Keenora Fadan says to you in Cae’Dal, “Such was the will of the Mother of All. She was presenting us with yet another aspect of nature. The desert may not look like it, but it is teeming with life! Though we remembered the forests of old, and many of us honor them to this day in our shroud patterns, we began to embrace the desert, and no longer ran from a life in the sun.”

You say to Keenora Fadan, “You found Growth in the desert?”

Keenora Fadan says to you in Cae’Dal, “Our ancestors were not believers at first, either. They had to have their eyes opened by another, just as I can open your eyes.”

You say to Keenora Fadan, “What do you mean?”

Keenora Fadan says to you in Cae’Dal, “There is a desolate region south of here. They call it Grunt’s Pass. If you are determined, you will find at least three different examples of tenacious growth within the inhospitable landscape.”
You say to Keenora Fadan, “I’ll take your challenge.”

Dorn B’Dynn


A tall and well-formed dark elf, Dorn B’Dynn is in self-imposed exile in the Desert of Ro, and hates every moment of it. Raised a member of the Cauldron of Hate, the guild of warriors in Neriak, B’Dynn has never been satisified with his position in Teir’Dal society. He has spent his long life plotting to increase his prestige, seeking the status that comes with personal power. B’Dynn took up the study of necromancy, but discovered that even that did not meet his needs. When teh guildmaster of the Cauldron of Hate decided he neded a trusted warrior to maintain a present in the Desert of Ro, B’Dynn saw great opportunity to gain a reputation, so he volunteered.

B’Dynn’s main duty is to ensure various smuggled goods shipped from Faydwer and Kunark are delivered safely to the Dismal Rage in Freeport. He also spies on other forces within Ro and the Oasis of Marr, mtains diplomatic ties to the Scorchfist Orcs, and arranges safe passage of trolls out of Grobb (a service that requires the trolls to serve a Teir’Dal master for several years – a source of many troll guards for the dark elves).

B’Dynn has gone far beyond his stated duties, however. He has forme da close alliance with the dervishes of the desert, and plans to bring them fully under his control in teh decades to come. He hopes to make them the core of his own army, with which he will claim control of all the lands from Freeport to Innothule Swamp. He then intends to take control of the troll lands as well, bolstering his army further. Once he has this level of mastery he plans to make a conerted effort to raid the remains of Takish’Hiz, and any other old elven ruin, regardless of how many dervishes and trolls he has to kill in the effort. He sees the gypsies as his primary opposition in this effort, and never misses an opportunity to make their lives difficult.

Quest: Seakillers’ Heads
Faction: Cauldron of Hate (-1 rank)
NPC: Dorn B’Dynn
CR: 17
Reward: +1 faction rank with the Cauldron of Hate and the Coalition of Tradefolk Underground (maximum +3 each from this quest). 10d10 platinum pieces
Consequences: -1 faction rank with the Gypsies and the Knights of Truth
Quest Summary:
A trio of 3 seafury cyclops brothers called Malquar, Heferus and Querl Seakiller have discovered one of the routes used by the smugglers who support the Teir’Dal, and have been stealing supplies and destroying ships. Dorn B’Dynn has discovered they have a lair in the southern Desert of Ro, but is unwilling to risk himself to find their exact location or to attack them himself. He is more than happy to allow a band of adventurers trying to gain acceptannce with the dark elves to risk their lives in solving his problem.
B’Dynn doesn’t care about the stolen goods or the destroyed ships and their crews, as such losses are inevitable in a smuggling operation, but if the Seakillers aren’t elminated the losses may become too great for him to hide from his masters in Neriak. What he needs is the heads of the three brothers brought to him as proof they are no longer a threat to his operations.
The quest can be rerun with different foes, such as sand giants, Quag Maelstrom and even Cazel

Walking in the Sand: A Case Study in Desert Spiders


(This Journal has several entries within it, complete with illustrations and charts. It seems to focus on the study of large spiders within the Desert of Ro.)

The Desert Spiders
A Study in Large Therephosids
Oran M’zal, Erudin Academy

Desert Spiderling
Appearance:
Very small (about the size of a small dog).
Light Brown with darker brown spots on their legs.

Ecology:
There were the smallest of the theraphosids I was able to find. They are called “desert” spiderlings, but are actually found closer to the city, and within the small grassy patches found on the edge of the desert itself. They are terrestrial hunters, and feed on small snakes and animals. Not generally regarded as threatening creature, they largely keep to themselves.

Dune Spiderling
Appearance:
Small, although larger than the desert spiderlings. Brown, with darker brown stripes on their legs – can be easily mistaken for their smaller cousins at a distance.

Ecology:
These are larger than the desert spiderlings, and are considered more dangerous (debatable, but they are certainly more aggressive). They hunt many of the same prey, but are found mostly out in the deserts themselves, as opposed to being closer to the city. The “desert” and “dune” theraphosids are certainly different species, and the “spiderlings” appear to be immature versions of their order.

Desert Tarantula
Appearance:
Their body is approximately the size of a large dog. With their legs included, they are about the size of a larger sized dinner table. As with the spiderlings, they are light brown with dark brown stripes on their legs and abdomen. Eyes are more pronounces, and reflect a light red color.

Ecology:
Again, the “desert” moniker tends to be a bit misleading – they are found on the outskirts of the grassy areas near the desert more often then actually inside the desert itself (although there are members out there). These creatures feed on the larger snakes and coyotes that cross its path, but seems to ear infrequently – this would make sense, given how infrequently food can become available out here.

Dune Tarantula
Appearance: Very large. While still similar in appearance to the smaller theraphosids in the Desert of Ro, they are notable for being far larger.

Ecology:
Most often found in the deeper parts of Northern Desert of Ro, these creatures feed on most anything that is smaller than themselves. They are far more aggressive than the other theraphosids, and are considered a dangerous nuisance, since they will readily attack caravan pack animals making their way through the desert.

Unknown Creature
Description:
In my search for more theraphosids in the southern Desert of Ro, I’ve come across what looks like tracks in the sand. I am aghast at the size of the tracks, and if my measurements are correct, this would be a spider of massive size. Something I wouldn’t have conceived would even exist.

Update:
I’ve talked to some of the travelers who have come through this area, and they’ve told me a story of something called the “Terrorantula”. I believe this might be the creature they are speaking of.

Terrorantula
Description:
Massive. It looks similar to the other theraphosids in this area, but many, many times larger.

Ecology:
I can’t begin to describe the size of this creature. I found it some days ago and have followed its movements, and I’m awed by how incredibly huge it is. I can’t be sure what its diet is, unless it is feeding off the other giants of the area. Many of us have heard stories of caravans that go missing in the desert and things of that nature… perhaps this beast has something to do with it.

Terrorantula
Update:
I’ve found what I think might be this creature’s lair. I have not yet entered it, but I believe that it might go much further back than it initially appears. Although it might be risky, I am going to attempt to enter the cavern, and see how deep it might go. Surely a creature of this size couldn’t simply have sprung up from no where… perhaps there are more of these beasts. I must know…

The Tale of the Rujarkian Warrior


Long ago, the Rujarkian orcs established a foothold in the Desert of Ro and swiftly became a major force in the harsh environment.
When the Caliphs of Maj’Dul forced them to scale back their offense, many warriors chafed at doing menial chores. Some sought to escape the drudgery of their new existence.

When the sun was directly overhead, there was no place to hide. Relentless, merciless and strong, it beat down on the backs and shoulders of the those foolish enough to be out of doors.

“Sand,” spat Grengar. “We keep working like this, we’ll be bones and sand.” He shaded his eyes with the back of his work-roughened hand and cursing the sun. “Orcs should not be doing this work; where are the little ones when we need them?”

For many long seasons, the Rujarkian orcs had been able to take what they wanted, from wherever they wanted. However, the Dervs – the nasty, vicious sand dwellers – had been fighting back. The fury of their defense took the orcs by surprise and decimated their frontline troops. This left the orcs with fewer resources for the menial tasks such as hauling goods to and from their ships.

Grengar spat again before picking up the load of lumber and hoisting it unassisted onto his shoulder. There were few orcs with his size and strength. He had quickly gained notice amongst the Rujarkians’ leaders, but his temper kept him from being assigned to anything other than tasks requiring physical labor. It galled him, for Grengar wanted more. He wanted control.

Reaching the mill within the Clefts, Grengar dropped the load and stretched to his full height. “This work is for the inferior!” he bellowed impatiently, his voice echoing. “Why is a warrior sent to do the job of a thrall?”

“You are no warrior in their eyes,” said one of the woodcutters softly. He was one of the Dervin thralls, his ankles bound by chains to the table upon which he cut larger hunks of wood into smaller pieces. Grengar growled and lunged at him, but the Derv did not flinch. “Go ahead; killing me would make it easy. You wouldn’t have to listen to me then.”

“That’s why you serve as a mule for the Rujarkians?” said the Derv. His voice was low so that only Grengar could hear him. And though Grengar felt rage boiling within him, he knew that the Derv spoke what he had long felt in his heart – that the Rajurkian leaders were preventing him from reaching his fullest potential.

“You know nothing,” said Grengar. He too lowered his voice, his tone a mixture of anger, frustration and curiosity. “Who are you to speak to me? I am Grengar, scion of the Rujarkians and stronger than fifty terrorgores!” The Derv laughed quietly and said, “That explains why they use you as a beast of burden. My name is Ramakh. I am a leader in my tribe.”

Grengar’s eyes narrowed. “You seek release, Derv? You want your life to be traded for others of your kind? That is not our way. I should kill you for speaking to me uninvited.” He gestured as though to strike the Derv with a tightly curled fist, but let it fall heavily into the palm of his other hand instead. The Derv should know this already; that he still chose to speak with Grengar could only mean he had information to impart which could suit them both.

Pushing an oversized piece of wood to the ground, Ramakh indicated that Grengar should help him retrieve it so they could converse further without raising anyone’s suspicions. As they bent together to pick it up, Ramakh whispered, “I do not seek my own release, though that would obviously be attractive to me. I am seeking your release.”

“My release? What do you mean?” Grengar dropped the wood onto the table with a thud and scowled. “You’re right”, said Ramakh with a sigh, “You are being held back. I was not chosen leader of my tribe for my good looks alone; I have certain abilities and skills. I can read minds, even the minds of orcs.”

Ramakh gestured toward the table, which was littered with wooden curls and a variety of tools. “This is my physical skill: woodworking. However many dervs have more than one skill and my secondary happens to be mind reading. If you want to be free of the life of boredom… if you want to truly become the warrior you were meant to be… you should join with us. You would be a leader among the Dervs; you could put those who keep you in drudgery in their place.”

Suddenly, Grengar could see himself as he was meant to be: a warrior with a team at his command. The work of carrying wood to and fro was not for him. He nodded barely to Ramakh and grunted, “Hunh. What must I do?”

“Go into the Sinking Sands at dark. My tribe is to the west, look for the deep blue tents,” said Ramakh. Grengar shook his head. “If I go alone, they will slay me before I make myself known. You will go with me as a token. If you have lied to me, I will snap you like the back of a scorpion.”

As the sun set, streaking the sky above the cleft in blood red and orange, Grengar went to the thrall’s cramped quarter and grabbed Ramakh by the throat. “You! I have need of your service!” he barked, removing the shackles from Ramakh’s ankle and shoving him toward the door. Keeping his fingers at the back of Ramakh’s neck, Grengar hissed, “If you have lied to me, you will pay with your life: slowly and painfully.”

The unlikely pair walked quickly, purposefully toward the gate leading to Sinking Sands. Although the sun had finally set, the sands of the desert gave back the heat of the day. Ramakh led Grengar from dune to dune until they reached a narrow canyon and a small camp of Dervs. As they approached, a young woman ran forward, weapons drawn.

“Peace, Herra,” said Ramakh, throwing his arms around her and holding her close. “I am safe and with me is our new friend and warrior, Grengar. He has saved me and is worthy of our trust.” Herra glanced at the burly Rujarkian hesitantly, but then crossed her weapons and put them away. “I great the one who saved my husband,” she said before standing on her tiptoes and shyly kissing Grengar on the cheek.

Though it took time for the other Dervins to accept a former foe, Grengar proved himself time and again against the creatures of the wilds. And so, like other orcs before him, Grengar found himself amongst the Dervs who welcomed him as the mighty warrior he had always wanted to be.

The Legend of Puab Closk: The Beginning


The Legend of Paub Closk: The Beginning
by Rao Lin, Tenth Keeper of Knowledge

It is said by those outside of the Ashen Order that Paub Closk was a visionary, a prophet born of the womb of Quellious, sent to save the world from the tyranny and viciousness of the Gods. Some claim he single-handedly restored order to the world during the Age of War.

These are exaggerations of course, but the truth is sometimes seen as far more outrageous than the myth. Grand Master Paub Closk did indeed help to save the humanity of the world, but he also made life far more dangerous. He gave the world its greatest weapon.

Unlike some of the more fancify stories suggest, Paub Closk was born in the cith of Freeport. He was the child of a hard working merchant family. When he was seven years old his parents and the members of their trade expedition between Freeport and Highhold Keep were slaughtered by orcs. Knowing the expedition would be dangerous, Paub’s parents made arrangements with the monks of the Ashen Order to take and teach Paub in case they were killed.

The monks came for him the day his parents were murdered.

The monks taught Paub about life and Quellious. As he grew older he found consolation in the The Tranquil and pledged himself fully to her. He began spending any free time meditating and reading. Slowly he began to gain true inner peace and understanding.

His teachers believed that he was on the edge of true enlightenment and encouraged him to take lone trips away from the city. Paub took their advice and went out on many excursions to he Desert of Ro. He felt more at home in the desert.

In one of his earlist journals he describes one such trip to the desert, “The brush of sand across my cheek and the cold of the desert’s night only encourage my journey. The wind whispers to me and in it I hear myself. I am the vast openness of the desert waiting for the day’s light to burn me clean.”

His connection to the dunes was obvious.

At the age of twenty-five he was the youngest ever to be granted the title of Sensei. He taught all of his students the ways of the desert and encouraged them to mold themselves into its likeness. Paub was the finest martial arts instructor to ever grace the halls of the Ashen Order.

Nearly everyone he taught became a Sensei in their own right and each of them gives credit to Paub. He gave his position to his protege after only ten years as Sensei.

He spent most of his time meditating and expanding on his martial knowledge. He traveled far and wide to learn new martial styles from all those he could. He refined and polished every style he learned and taught it to the entire Ashen Order.

Paub was well known for disappearing into the desert for weeks at a time without telling anyone when or where he was going.

One such journet came near the end of the Age of Turmoil. Paub disappeared into the desert for well over a season. It is said that the desert called to him and he answered her call, some say it was Quellious herself that called to him. So, that was where he went.

According to his students Paub walked and walked trying to find the voice that called to him. Late one night while meditating on the crest of a dune he heard the call clear. He turned around and saw a river rushing towards him followed by a great of whirlwind sand. It is said the store devoured him and spit him out atop a large red pillar.

All recounts of what happened next are the same. All the stories say that atop this pillar of stone he spoke with Quellious and she praised him for his search of enlightenment and the purity of his mind and self. She then gifted him with the greatest of martial styles, the Acanic Combat. It is said he spent many moons training atop the pillar with no food or drink. There he mastered the styles and brought them back to the Ashen Order.

Rise of the Orcs – The Rejoining


“Rise of the Orcs – The Rejoining”
Second Edition

This book details how the orcs would organize into armies the likes of which had not been seen on Norrath for millennia.

The following historical account details what stories would describe as the main turning point in the rise of the orcs. No longer primal savages, the orcs would organize into armies the like that hadn’t been seen on Norrath for millenia. Several accounts of thus time period still exist in varying forms, which have been condensed together within this volume.

The Deathfist: Having defeated the Freeport Militia on several occassions, the Deathfist orcs would cause the city’s armies to rethink their strategies. During this time, the Emperor of the Deathfist orcs would be visited by a being of immense power. This visitor would cause the Deathfist to send out a call to all of the minor tribes that made up the entire empire.

The Snow Orcs: Efficiently using many ancient artifacts acquired from the Dragon Vox, the Snow Orcs would begin to push back against the barbarians. Eventually laying siege to Halas, they would signal the death-knell for the rugged barbarians. The Snow Orcs would immediately change direction, however, after meeting with a strange visitor. Leaving Halas behind, they began marching to the south with a determined pace.

The Crushbone: Not much is known about the Crushbone orcs during this time period. Having taken part in a great war that ravaged the continent of Faydwyr, these orcs would fade into obscurity. All that is known is that a small group of Crushbones would sail across the ocean on great ships they built, intent on joining up with the Deathfist on the main continent. They claim their motivation for doing so would be due to a directive given to them by a mysterious visitor.

Snow Orcs: Marching through the frozen tundra of Everfrost Peaks, the Snow Orcs would gather every tribe along their way, eventually forming into a great army. They would continue this march, annihilating everything in their path. Rather than raiding and capturing small villages along their way, they would simply kill everyone and raze the buildings to the ground. This march would eventually end when they reached the homeland of the gnolls, Blackburrow.

Having evidenced the wanton slaughter they had caused on their way to the gnolls home, one would expect the orcs to have done the same to the dog-men. Instead, however, the gnolls were waiting for them and invited the orcs inside their den. No battle took place that day, and the orcs passed into the winding caves without harm. Making camp at sites prepared for them, it become evident the orcs and the gnolls were working together.

The residents of the nearby Qeynos received word of the plight of Halas and would send forces to help the barbarians. None of their forces could reach the frozen tundra due to pact between the gnolls and the orcs, however. All that would be learned during this time was the orcs now residing within Blackburrow were no longer guests, but instead dominators. By now, the Snow Orcs of Blackburrow had enslaved every last gnoll and were using them to mine or for their war efforts.

Deathfist Orcs: Not long after their visit by the mysterious stranger, Emperor Gash would begin to mobilize every member of his tribe into a great army. Spanning from the southern Rujarkian orcs to the western Kithicorian orcs of the Deathfist Empire, they all were given orders to arm themselves and collapse their nomadic camps. The stranger’s message was then delivered to every orcish soldier – War.

Amassing their mighty armies within the Desert of Ro, their ancestral homeland, the orcs began to march south. Just like the Snow Orcs, they would decimate anyone and everything within their path. From gypsies to desert madmen, there was nothing left alive in the Desert of Ro after they had crossed it’s endless dunes. They would continue their march until they finally reached the southernmost Innothule swamp. This was where their forces were joined to an even larger army.

The Second Rallosian Empire, comprised of ogres who regained their long-lost intelligence, welcomed the orcs into their ranks. Joining together into one great army, the Deathfist orcs watched as their Emperor bowed one knee and swore fealty to the leader of this titanic army – The Avatar of War. When the Avatar stated that the Deathfist armies were larger than he had expected, Emperor Gash smiled enigmatically and told him, “If this is the case, then we have already won, your Divineness.”

Bootstrutter’s Trail Guide to the Desert of Ro


“Bootstrutter’s Guide to the Desert of Ro,” by Hasten Bootstrutter. Edited by Jergo Wheybringer. This book describes the changes to the old Desert of Ro to give travellers fair warning of what to expect in these hostile lands.
Introduction: The Desert of Ro was previously mapped as three distinct sections: the Northern Desert of Ro, the Oasis of Marr and the Southern Desert of Ro. The impact of the Shattering and the Rending on these areas has rendered them virtually unrecognizable, though there are several key areas that remain. This trail guide addresses some of these areas, though your best travel guide is always common sense.

Many consider deserts to be vast, empty wastelands of dust and sand. Taking a little extra time to be mindful of one’s surroundings, one will begin to see the full range of color and beauty that only a desert can offer. The gentle coloration of the natural flora and fauna is soothing, with pale grey-green sages flowing into the soft golden sands. Bursts of color, such as the Oasis of Marr, can seem almost blinding after the simple desert palatte (sic).

The Oasis of Marr: Previously situated between the Northern and Southern Deserts of Ro, the Oasis is a burst of vibrant color now located near the docks at which the Guppy II made landfall. And though the Oasis is a respite from the heat of the desert, it is by no means a safe haven. The shifting lands have brought old dangers closer by removing the natural barrier of the desert sands.

Orc Highway: Several portions of this major north-south route still exist. It remains a dangerous area for non-orcs to traverse and is best avoided by those travelling alone. Parts of the Highway lead between overhanging cliffs that are sure to provide cover and concealment to the orcs that still call this region home.

The Brigand’s Boneyard: The former Deserts of Ro are not empty. Aside from the various crocodiles, caimans and sand giants, there are also a variety of small camp sites. Some of these are occupied at all seasons, while others seem to be intended for travellers. One would be wise to refrain from assuming that an empty camp is an abandoned one. The presence of various camps can be beneficial, as some of their residents are traders, willing to exchange goods for coin.

Sunken Spire: Though desert winds can reshape the lands with impressive speed, not all traces of ancient times are easily destroyed. After a particularly heavy windstorm, several spires appeared at various locations throughout the Desert of Ro. As soon as they became visible, however, a second storm quickly reburied many of them, though there are one or two that remained above the shifting sands and are still visible to this day.

The Chimney: At a distance, one can only see the dunes of a desert, stretching forever toward the horizon. Close up, as we have learned, there are places of deadly beauty as well as relative calm. While admiring the vista is useful for identifying one’s surroundings, one must also be wary of what may lie directly beneath one’s feet. Insect life abounds in the arid climate, with many of the world’s deadliest spiders and scorpions found only in the Desert of Ro.

The Eye of Anuk: The shifted lands have created underground caverns so deep that the light of day barely touches them. Within one of these deep caves, one will find a door to the past–a past so dark that I cannot imagine what lies behind it. Something waits beyond in a palpably brooding silence.

The Croc Caves: Several chimney spires in the sea attract one’s attention with their distinctive columnar shapes. At the base of one set of spires, several crocodiles lay still in the water, their eyes following every movement. Several boulders near the entry appear clawed and scratched, as though something large had moved them at some point while passing through. Could Lockjaw still be alive after all these years? While no direct evidence of his presence was seen, it is said that crocodiles are extremely long-lived.

The Twin Tears: The Oasis of Marr is not the only source of fresh water in the Sinking Sands, as this area is now called. Two large pools separated by a ridge of sand are rings of greenery on the desert plateau. Avoid the dry bone skeletons which inhabit the area and climb this ridge. The views are marvelous, looking toward the surrouding sea and the Pillars of Flame. If you chance upon the carpet merchant before coming to this spot, you will find your purchase quite useful.

Maj’Dul: The city is spectacular, rising high above the desert floor. There are various factions in the city that make it difficult to traverse with any safety. For my part, I have apparently offended the Court of Coin and needed to retreat to my ship. The Maj’Dulians are unyielding in their code of law, no matter how obscure such laws are to outsiders, or “barrashar,” such as myself. Still this is a beautiful place in its own way and I look forward to returning to the serpentine Port of Tears someday.

Ardathium, Volume I


These brief details are conclusions drawn by me in my brief encounter with the ruins of this lost citadel. I cannot claim any word of this to be absolute truth, for the information I had available was vague, if not cryptic through the impenetrable veil of ignorance and time that shadowed my vision. Throughout the whole of Norrath’s libraries and scholars, I was not able to find a single shred of evidence or legend relating to this place. Eerily, it was as if it had never existed, that the memory of Norrath itself had torn Ardathium from its mind.
Ardathium – that is the name of the place I shall detail as best I can in these pages. A glorious citadel constructed by the first followers of Mithaniel Marr in what is now known as the Southern Desert of Ro. I know for certain that this place exists, or existed, though in unfortunate, irreparable ruin beneath the unforgiving sands of the desert. I have been there, and I have seen it. I cannot tell you where or how to enter this place, for I was forced to leave prematurely during my investigation of the site. An earthquake forced me to escape, or be buried alive with the city’s forgotten dead. Unfortunately, the earth swallowed the city further into its belly, the topmost portion of Ardathium’s tower was buried deep beneath the sands once more. I cannot say when or if the city will rise again through the will and labor of united men and it would be the wasted energies of a fool to hope for as much within our lifetimes.

In the two and a half days that I was allotted the opportunity to explore the standing portions of this place, I learned so little and yet, so much. A great library had once been housed within the walls of the white and golden city of Truth. Though most of the tomes have dissolved into dust in the cruel clutches of time, I was fortunate to find a few legible documents, preserved by the desert’s heat. The script was ancient, but I recognized bits and pieces of the runic tongue of old. This story is one that I have concluded to be a possible fate of Sir Grenic Drere, the hero of our tale, and the fate of the city of Ardathium.

Deep Marshes


“Deep Marshes.” After the sudden invasion of Gukta by the new Rallosian Army, a band of frogloks heads north to seek help.

Without the aid of the Avatar of War, the ogres could never have planned such an attack. Gukta had been the site of many battles over the years, but the force arrayed by General Urduuk proved strongest of all. Now, though they were loathe to do so, the frogloks were on the run. The ogres had never before had such a force, despite their brute strength. No, it was not a newly intelligent ogre that bested the froglok, but the Avatar of War itself.

Down into the tunnels they ran, many clutching the eggs which would be a new generation of froglok. They had had time to clear the hatchery before flight. Though retreat is not the froglok way, the elders knew that living to fight another day and bearing away the eggs would be the better thing for them to do. A small garrison was left to distract the ogres and defend Gukta. The rest hurried into the dark.

“The ogre army will not be content with taking a swamp,” said Agakk, one of the elders. “We must send word to the outsiders, to warn them of the danger these ogres cause.” “I will go,” said Guruup, bowing deeply. “My unit and I will make our way out to Freeport. The Overlord must hear of this villainous turn of events.” Agakk nodded. “Yes, I agree. Go at once, Guruup and may Mithaniel Marr protect you.”

There are many ways through the woods and so it is with the swamps. Guruup’s unit was small, for speed would be their best defense. At Innothule’s northernmost point, the froglok unit conferred quickly. If they traveled up through the river valley, they would then need to cut east across the Commonlands to reach Freeport. Or, they could turn west to Qeynos instead. The direct route through the Desert of Ro was not favored, but it had the advantage of being the most direct route to Freeport.

“We must make haste, Guruup,” whispered Barab, one of his lieutenants. “Though the Desert is dangerously dry, it would be the way anyone would least likely expect us to take.” Guruup nodded and said, “You speak the truth, Barab. Through the Desert of Ro!” They caked their skin with mud to protect it from the hot desert air, then pushed onward. To increase their chances of survival, they subdivided into smaller units that one by one crossed into the unforgiving desert.

Traveling by night to keep out of the sun, the frogloks struggled through the swirling sands. Their skin was soft and supple by nature. Even with a layer of dried mud upon it, the frogloks felt the oppressive dryness in the air that seemed to suck every last ounce of energy from them. Gusts of wind drove the sand into their faces, rubbing them raw. As their skin cracked from lack of moisture, some of the frogloks picked at the scabs that formed almost instantly in the heat, licking their wounds to moisten their tongues with their own blood.

They were a tired, footsore and bedraggled group when they reached Freeport at last. Though many had not survived the harsh crossing, between the heat and the sand giants, more than three-quarters of Guruup’s was still unit intact. The frogloks paused briefly to take rooms at a local inn and to cleanse themselves, then they hurried to gain an audience with the Overlord.

An audience with the Overlord is not always granted, and certainly never at the first request. Guruup and his lieutenants waited three days before the Overlord would see them. Even then, it was clear that he was doing so for his own hidden purpose. He met with Guruup in the long hallway and Guruup had to complete his petition before the Overlord reached the opposite end of the hall.

Guruup was unable to convince the Overlord of the seriousness of the ogre forces. “Come now, little one,” the Overlord said upon reaching the hall’s end. “You have been fighting everyone for control of Grobb — that is, Gukta — for many generations. This is another petty squabble; I’m afraid Freeport’s military cannot be spared on something like this. You’ll have better luck elsewhere.” Guruup bowed, concealing his anger as the Overlord exited the hall.

“The Overlord will not get involved,” Guruup told the frogloks. “We have rested here long enough; let us proceed now to Qeynos. May the hand of Marr guide us.” “May the hand of Marr guide us,” Guruup’s unit repeated reverently. And so, the frogloks prepared for their next journey: across the Commonlands and through the plains of Karana to reach the city of Qeynos.

Innothule Swamp: Past and Present


Innothule Swamp Revamp:

As the stench of evil pullulates throughout the region surrounding the home of the trolls, the denizens of the Innothule Swamp surface to see the rejuvenated swamplands. Innothule Swamp received a revamp with the Game Update on Wednesday, July 25th. Read part of the lore of this area and view a photo gallery look at the changes that were made.

Background Lore:

Connecting the Southern Desert of Ro and the jungle of Feerott, the Innothule Swamp serves as a dangerous stone upon any traveler’s path, for the trolls of this region are disdainful of nearly all but their dark allies of the Teir’Dal and the ogres of Oggok.

Trolls are not the only things that one must be wary of, however. The frogloks that make their home in Guk come to the swamp’s surface to hunt and fish. Frogloks are generally peaceful unless provoked. The kobolds, on the other hand, are vicious and will attack most on sight.

This swamp is a great area for young trolls to begin adventuring. They will find that the despised frogloks carry many things on them such as weapons, armor, and coin. Such brutal dealings with the frogloks will bring much praise to any young troll from those back home in Grobb.

Ancient tales speak of an evil pact between the rulers of the planes of Fear and Hate that spawned this murky wetland. In homage and pride of this legend, the trolls who have inhabited these swamplands for eras have named this dank region Innothule. Upon the northeastern shore of the swamp, the troll village of Grobb resides – protected by a constant watch of trollish warriors and guardsmen.

Spiraling upward like the twisted, gnarly fingers of Innoruuk himself, willows and other dreary swampland trees are generously scattered across the terrain. A thick layer of brown and emerald, mossy slime blankets the earthen shores and the trunks of the swampland behemoths. Several mounts of damp, moldy earth rise up from the shallow waters, carving a chaotic and awkward path of solid ground.

The swamp is teeming with all sorts of vile creatures, including tribes of trolls who seek to make any travel through the swamp a one-way trip. Young frogloks are a common sight as the frogloks of Guk often come to the rich waters of Innothule to use as a breeding ground.

Kobolds have also settled in Innothule swamp over the passing decades, finding plentiful bounty of snakes, fish, and other swamplands creatures to make the constant threat of the territorial trolls worth risking.

Source: http://web.archive.org/web/20070820222447/http://eqplayers.station.sony.com/news_article.vm?id=50508