Category Archives: Antonica

Welcome to Qeynos, Citizen!


Welcome to Qeynos! As a new citizen of our city, there are probably hundreds of questions you still wish to have answered. This book is meant to assist you in finding activities which will interest and inspire you. Naturally, such a small book cannot possibly explain all you will need to know. Let it serve as a brief guide to the richness that you will experience throughout Norrath.

Collections

Collecting stones and shards can be a very rewarding hobby. You can collect items as you travel, examining them to determine whether they will be worthwhile examples to keep. Gathering little items can be addicting as well! Be sure to look up now and again to admire the beauty of Norrath.

Once you have completed a collection, present it to Mervos Stadrin in North Qeynos. He offers rewards for your completed collections. And should you complete an entire series of collectible items, you may receive something special for your home as well. Gathering collectibles is not only educational and rewarding but fun as well.

Exploration

The lands have changed much since the ancient days, and yet there are so many things that remain to remind us of our heritage. No doubt you have seen some of these precious memorials preserved in some of the villages, such as the Spirit of Faydark park in the Willow Wood. Please take a moment to remember the fallen by visiting the Claymore Plaza in North Qeynos.

There are many such places throughout the world as we are not the only folk who preserve our history. Be cautious in your travels but do not deny yourself the pleasure of discovery, either. Be wary and respectful of your surroundings and you will find many places throughout the lands to interest or thrill you.

Literature

Reading is a great way to learn more about the heritage of the land, the history of its inhabitants and the beliefs of those who are a part of Norrath. Visit Sage Indis Surion in South Qeynos to purchase some of his fascinating tomes. Though some are missing a page or two, the Sage has made notations in each volume, indicating where additional pages might be located.

The Sage sells “The Story of the Rat Queen,” which is part autobiographical and part analysis of the poor woman who lives in the Vermin’s Snye. It is said to be among Antonia Bayle’s favorites and is an interesting read. Additionally, one can find books scattered throughout the world that are excellent sources of information. You can also gain new skills by completing any of the Mastery tomes available.

Lost and Found

As you explore Norrath, you will occasionally find unusual objects. Sometimes, they are on creatures in the wilds. Sometimes you will notice something odd in the landscape and pause to take a closer look. In either case, let curiosity be your guide as many great discoveries have been made serendipitously.

You are encouraged to take on any investigative work with a healthy dose of caution. While many things you encounter in the wilds may be innocuous, remember that there is a chance for mischief. Be vigilant, for some of these items may have been planted to trap the unwary.

Adventure

While Qeynos is now your home, you will likely travel beyond the city limits many times in your life. As you travel, you will doubtless encounter folks who are trying to rebuild their lives as well as those whose needs are more commercial. These goals are not mutually exclusive, as strong enterprise can mean work for the displaced. Please feel free to assist representatives of the Far Seas Trading Company as they are a large local employer.

Heritage

Qeynos is proud of its diversity. Our reasons to move here are varied, but we must never forget our heritage. Rumors surface that items important to the history of Norrath are found throughout the world. You could always check with Hwal Rucksif inside the Keep of the Ardent Needle in Antonica for updates as he seems to get a fair amount of foot traffic.

Helping Others

Training in your chosen life’s path enables you to help others to the best of your abilities by giving you a focus. Fighters should speak with Master-at-Arms Dagorel in South Qeynos. Mages, you will learn much with Magister Niksel, also in South Qeynos. Priests should seek the counsel of Hierophant Aldalad in North Qeynos. Scouts, seek Vemerik the Counselor in Qeynos North. Train hard, act wisely and help your neighbors.

Welcome to Qeynos, Citizen! – 2nd Edition


Welcome to Qeynos! As a new citizen of our city, there are probably hundreds of questions you still wish to have answered. This book is meant to assist you in finding activities which will interest and inspire you. Naturally, such a small book cannot possibly explain all you will need to know. Let it serve as a brief guide to the richness that you will experience throughout Norrath. Your citizenship is not affected if you discard this book without accepting the tasks. If you work on these tasks, you should keep this book until you finish them all.

Collecting stones and shards can be a very rewarding hobby. You can collect items as you travel, examining them to determine whether they will be worthwhile examples to keep. Gathering little items can be addicting as well! Be sure to look up now and again to admire the beauty of Norrath.

Once you have completed a collection, present it to Mervos Stadrin in North Qeynos. He offers rewards for your completed collections. And should you complete an entire series of collectable items, you may receive something special for your home as well. Gathering collectibles is not only educational and rewarding but fun as well.

The lands have changed much since the ancient days, and yet there are so many things that remain to remind us of our heritage. No doubt you have seen some of these precious memorials preserved in some of the villages, such as the Spirit of Faydark park in the Willow Wood. Please take a moment to remember the fallen by visiting the Claymore Plaza in North Qeynos.

There are many such places throughout the world as we are not the only folk who preserve our history. Be cautious in your travels but do not deny yourself the pleasure of discovery, either. Be wary and respectful of your surroundings and you will find many places throughout the lands to interest or thrill you.

Reading is a great way to learn more about the heritage of the land, the history of its inhabitants and the beliefs of those who are a part of Norrath. Visit Sage Indis Surion in South Qeynos to purchase some of his fascinating tomes. Though some are missing a page or two, the Sage has made notations in each volume, indicating where additional pages might be located.

The Sage sells “The Story of the Rat Queen,” which is part autobiographical and part analysis of the poor woman who lives in the Vermin’s Snye. It is said to be among Antonia Bayle’s favorites and is an interesting read. Additionally, one can find books scattered throughout the world that are excellent sources of information. You can also gain new skills by completing any of the Mastery tomes available.

As you explore Norrath, you will occasionally find unusual objects. Sometimes, they are on creatures in the wilds. Sometimes you will notice something odd in the landscape and pause to take a closer look. In either case, let curiosity be your guide as many great discoveries have been made serendipitously.

You are encouraged to take on any investigative work with a healthy dose of caution. While many things you encounter in the wilds may be innocuous, remember that there is a chance for mischief. Be vigilant, for some of these items may have been planted to trap the unwary.

While Qeynos is now your home, you will likely travel beyond the city limits many times in your life. As you travel, you will doubtless encounter folks who are trying to rebuild their lives as well as those whose needs are more commercial. These goals are not mutually exclusive, as strong enterprise can mean work for the displaced. Please feel free to assist representatives of the Far Seas Trading Company as they are a large local employer.

Qeynos is proud of its diversity. Our reasons to move here are varied, but we must never forget our heritage. Rumors surface that items important to the history of Norrath are found throughout the world. You could always check with Hwal Rucksif inside the Keep of the Ardent Needle in Antonica for updates as he seems to get a fair amount of foot traffic.

Training in your chosen life’s path enables you to help others to the best of your abilities by giving you a focus. One way to focus your studies is to become familiar with some of the organizations that make Qeynos great. You will find representatives of the Concordium in South Qeynos at the Mage Tower. The Tunarian Alliance is based in the Elddar Grove. Look for the Celestial Watch in North Qeynos. And while the Qeynos Guard is everywhere, you will meet some of its leaders in North Qeynos on the steps to the castle. You’ll also find the Ironforge Exchange in North Qeynos, home to many fine crafters.

Though we have come through some dark times, we cannot dwell upon the past. In the Age of Destiny, every day is a gift and how we use that gift determines our personal destiny. Compassion, honor, and loyalty are ever the standard by which we should love our lives, no matter what challenges may come.

The Words of the Avatar


by Brother Nusad, Clan Historian
In the days after the Sleeper had been awakened and departed from realms unknown, mortals strode within the planes of the gods themselves. Seeking some way to halt this unwanted meddling, the gods withdrew their influence from Norrath and would speak no more. Because the druid rings and wizard spires ceased to function, mortals were cut off from one another. A dark time fell upon the lands as the treat of another Rallosian Empire stirred within the depths of the Feerrott.

Yet there was still hope. The goddess Quellious called forth an Avatar of Tranquility, granting a mortal monk some vestige of her power to ensure that Norrath survived the anguish that was to come. The Avatar appeared to some of the mortals and prepared them to defend the human city of Freeport against the Rallosian menace.

Word of these events reached Sensei Bodiki, honored master of the Whistling Fists Clan. He told his monks to prepare for battle, for they would join in the great war that was to come. Not since the days of Zan Fi had the entire order left their monastery to engage in such a conflict. The monks obeyed their honored leader and prepared to set sail for Antonica.

But just as the monks were about to depart, the Avatar of Tranquility arrived upon the shores of Mara. He asked to speak to Sensei Bodiki in private, so the two honored monks retreated to the top floor of the Tower of the Four Winds. They talked for hours, while all the other monks waited to learn what message the Avatar had brought for them.

Finally Sensei Bodiki emerged from the tower, though he walked alone. He said that the Avatar wished fro their order to remain at the monastery. The sensei could not share the reason why the Whistling Fist Clan was not to engage in the battle; Sensei Bodiki would only say that is was vital that they safeguard the island of Mara. Their island, he said, had some other part to play in Norrath’s future. The monks knew their honorable master would not mislead them, so they obeyed.

Only Sensei Bodiki himself departed the island to fight alongside the Ashen Order in the Battle of Defiance. The Avatar blessed the sensei’s decision, although he warned him that this conflict would be fraught with danger. The brave sensei felt that his place was to join others monks in their defense of Norrath.

The battle was won but the price was terrible: Sensei Bodiki was struck down by the Avatar of War. In a gesture of great honor, the Avatar of Tranquility himself bore the body of this fallen hero back to the isle of Mara, where it was laid to rest within the Sepulcher of Zan Fi.

The Whistling Fist Clan next elected Brother Zadekil to the position of sensei. The honorable Sensei Zadekil governed the order though many prosperous years in which great songs were sung of the brave Sensei Bodiki.

The Trials of Sir Morgan


This book is of an ornate Old Antonican design. A crest appears on the cover depicting images of a sword, a long mountain trail, a storm cloud and a bridge made of titanic timbers. There is a title, “The Trials of Sir Morgan.”
Once many quatrains ago there lived a brave knight named Sir Morgan. Mighty was his blade and fearless was his soul. Along with his noble friend and squire they traveled the wilds of Old Antonica defending the helpless and defeating the evil.

One day the gods of valor spoke to noble Sir Morgan and told him to go to the great and stormy plains of the Storm Lord, Karana. There in the vastness of green and wind travelers were being assaulted by giantkin and gnollkin. Many brave knights fell to the evil in the plains, but Sir Morgan rode to the rescue.

Sir Morgan and his faithful squire set foot near the edge of a mighty bridge of timber only the giants could have built. There at the bridge he repelled wave after wave of evil making the roads safe for travelers. His reputation grew and the residents of Karana came to love him and hold celebrations in his name.

But the seeds of evil were planted. Gods of hatred and envy whispered to his foes and the brave and mighty Sir Morgan was soon to stand alone. The faithful squire was kidnapped and taken away from Sir Morgan. The humble servant of the brave knight was no where to be seen. In the squire’s tent all that remained was a note written in blood.

The note was addressed to Sir Morgan and it was a challenge to him. “Defeat each of the trials and you shall see your squire alive again.” Sir Morgan spared no time. His faithful squire was in need of rescue. With exquisite armor donned and the greatest blade in hand Sir Morgan set foot towards the trials ahead.

Sir Morgan raced to meet his first challenge at the Fields of the Corrupted, home of farmers in league with the coalition of evil that wished for the knight’s demise. There, amidst the field he arrived knowing full well that no pitchfork could dare challenge the strength of his armor, but upon arrival his true challenge lumbered forth- scarecrows! One after the other the ten effigies fell to his blade. Sticks and hay were no match for he. He then rode to his next challenge.

On thundering hooves Sir Morgan rode, racing onward to the ancient pyramid and evil uncertain. Having to dismount his steed the knight was faced with an obstacle unbecoming, the pyramid had slipped into the sea. A beguiling sextet called to him in hopes of leading him to the Hold of Prexus. Grabbing soft clay from the shoreline the knight filled his ears. He removed his armor and fearlessly swam into battle. Yet again, against odds meant to cause him defeat, Sir Morgan was victorious. And on he rode.

Sir Morgan rode across the south bridge spanning the Plaincutter River when he found himself trapped by his next trial. There on either side were Bloodsaber knights, worshipers of death and decay. The commander and his platoon marched forward, weapons drawn. In a flurry and charge Sir Morgan began to dispatch of the evil knights, tossing of them into the unyielding grasp of the river below. Surely such vile men shall rise again as a horde of revenants, but not this day. He won this battle, but with each battle his strength dwindled. Still, onward he rode.

When the brave Sir Morgan arrived at Deadview Pass the ground began to quake. He was met by hill giants whose rumble arrived before their gaze. Trapped with the Plaincutter to his back he was forced to charge upon his steed. Galloping around and around the gallant knight caused the giants to lose their balance, many fell into the river never to rise. With but one to go he was tossed from his saddle by a club made of whole timber. Lumbering closer and closer came the last giant surely to crush the disoriented knight.

Doom was upon him, he could not gain his ground. Just when all hope seemed for naught his noble steed charged forward with great speed and great might. The steed pounced upon the barrel chested giant and forced him into the river, but the steed too followed both never to rise. The great steed gave his life for the valorous knight. With his spirit nearly crushed and a long march ahead, the knight put one foot in front of the other going forward to the final trial.

In a field of ancient ruins Sir Morgan arrived. The stench of undeath permeated the rubble. Here he stepped trampling upon toppled stone and crushed bones. This was once the place of ancient magic the ruins of the Keep of Immortality, all that is left of the evil mage Varsoon. The silence was broken when a figure arose and called forth familiars of two. The arcane creature ripped and tore at even metal armor. Sir Morgan fought on despite his dwindling strength.

As all seemed to get dark a ray of blessing beamed down upon the knight. The gaze of the Twin Deities gave him great might. Sir Morgan arose from near death and slew the familiars with ease. He spied the dark shadow that let them lose darting to the hills. He gave chase.

His chase was long and his prey would not tire. When it seemed as though the chase would never end it began to slow. The figure of evil step foot upon a mound surrounded by titanic thorns, like talons or a great maw rising from the ground. The shadowy figure stood quiet and waited for Sir Morgan and the final battle.

To great shock the evil behind the trials removed the veil of secrecy. The light of dusk gave way his features, it was Squire Wimbley, his faithful servant. “Why?” the knight asked. “I tire of being the servant.” He said with an evil bellow. “Now I see the truth of your arrogance and selfish ways. I wish to be the hero, but I cannot be the hero until Sir Morgan dies!” The squire was not himself.

Unknown to the knight, the squire was possessed by the evil of an ancient amulet he procured from the remnants of a place called the Keep of Immortality. The powers of envy and hate slowly overtook him. It lead to this battle to the death. The brave knight tried to suppress the advances of his once faithful squire. He did not want to harm him, but he was forced to or his own life would have been taken. Squire Wimbley fell to his blade. Sir Morgan freed the squire from his madness and all was well once again.

The Storm Shepherds – Tammin Whipperwillow


This book is one of the Storm Shepherd series titled “Tammin Whipperwillow”. It is the story of a young woman who has been given a divine gift and the responsibility that comes with those gifts.
Tammin Whipperwillow knew from a very early age that she was different. Whenever she would help her mother collect berries cooking, she would always say hello to the squirrels and they would say hello right back. Her mother would always laugh whenever Tammin would tell what the squirrels were saying, but Tammin didn’t understand what was funny.

It didn’t stop with just the squirrels. She would hear the birds talking about where to find the best grubs or which of the apples were ripe. Her mother always called her a “good luck” charm because Tammin always knew where to find the best fruit to gather. Not until Tammin was twelve years old did she realize that no one else could hear what the animals were saying.

One day, as Tammin was playing outside her family’s home in Rivervale, a dog came up to her and had an urgent look on his face. Tammin asked the dog what was wrong, and the dog told her that Lubby, Mayor Fatbottom’s son, had fallen into the well. Tammin quickly told her mother that Lubby was in trouble, and the whole town ran to help him.

When they asked her how she knew it happened, she told them the dog told her. Everyone laughed, except for old Dripple Smitherish. Later that day, Dripple stopped by their house. Dripple announced that Tammin had been called by the Storm Father. From that day on, Tammin would learn all of the teachings of the Storm Father, in addition to her numbers and letters.

As she grew older, she learned that she not only had the ability to speak with the animals, but could also sense the patterns of the weather. During the construction of the Third Wall, she would be asked if it was going to be a clear day to do the work, or if hopefully it would rain.

Not everyone believed she had the powers she claimed to have. Many people who knew the stories of the Storm Father claimed that he was a made-up god. They claimed praying to him would be as useful as praying to have Rivervale Island become part of Antonica again. She would always dismiss these claims, for she had been told by the forest why she was given these powers.

One day as the wind whipped up, it began to speak to her. She realized the wind was actually the voice of the forest. It told her that the Storm Father was with her, but not in the way that she thought he was. The forest went on to tell her that Tammin was one of the three people that could save her.

When Tammin asked what she needed to do to save the forest, the clear sky broke with rain. Wind gusts swirled the rain around in such a way that it formed a series of patterns that Tammin vowed not to forget. The rain first showed an old man holding a shepherd’s crook, then a crystal sphere that was broken in half. Darkness swarmed from the broken sphere, spreading throughout the forest. Soon the rain of darkness was so thick, she couldn’t see the forest.

When she asked whom the other ones that could help, she was shown a man with a sword and one with a bow. The one with the sword laid his weapon down on the rock in front of her and it became a shepherd’s crook. The one with the bow laid down his weapon and it became a perfect crystal sphere. She asked where they were, and where she stood, the trees began to slowly change with the seasons, building up in speed, until she saw many seasons pass before her very eye. Then all returned to normal.

She called out to the forest and asked it what she needed to do when she met the other three. The forest remained silent. She called out again, and the forest still remained silent. She knew that the answer would come one day. For now, she would wait. Wait for as long as she needed to.

The Stone Frum Pazt Vol. II


A war horde from the Ykesha Clan recovered the Gromzek Stone from the ruins of an Ogre Stronghold. Recognizing the hieroglyphs of the ancestor clans but not being able to decipher them, the stone was given the name “Stone of Frum Pazt” and presented to the Warlord Ykesha, ruler of their clan. Ykesha’s shamans recognized the blessings of the Gods of Fear and Hate upon the hieroglyphs, and calling upon them for divine assistance deciphered the meaning of the words scrawled in blood across the surface of the stone.
Ykesha believed he was, or desired to be The Wun, and his accomplishments coupled with the prophesies of the stone frum Pazt rallied even more trolls to the Ykesha Clan.

As Ykeshas’ might and renown grew, so did his paranoia until he hid himself depe within his fortress in the Innothule Swamp. The forces of the rival clans, all seeking possession of the stone frum Patz beset the Ykesha Clan. It was Clan Brokenskull that won possession of the stone, the Ykesha clan was destroyed, the survivors joining their one-time rivals for fleeing into the swamps, clanless and disgraced.

The clanless trolls endured in the Innothule swamp despite their disgrace, and a new Warlord by the name of Jurglash rose and united the remnants of the Ykeshan Clan. This new clan became known as the Grobb Clan, and its might would quickly grow to become the prominent troll clan on the Antonican mainland.

Eventually Warlord Redak, a powerful shadowknight of the Brokenskull Clan, rose to power and claiming the mantle of The Wun led the Brokenskulls to victory over several smaller clans residing on the mainland of Antonica. The Shaman had heard of a place of great evil called Befallen, and sent Redak alone to this place to recover powerful artifacts, and fulfill his destiny. Redak did as the shaman instructed and was never seen nor heard from again. The stone remained in the possession of the Brokenskull Clan, hidden and guarded in the tomb of the legendary Brokenskull Shaman, Nadox.

For decades the Grobb Clan prospered under the leadership of warlord Jurglash, their shaman dedicated themselves to the Gods of both Fear and Hate. The Shadowknights of Grobb built the Nightkeep in the Innothule swamp, on the edge of the clan’s village, and Da Bashers had become a force to be feared. Only the Brokenskulls remained as a threatening rival clan.

The Shaman of Grobb learned the whereabouts of the stone frum Pazt and an invasion horde was sent to recover it from the rival clan. The invasion was successful and the stone was brought to Grobb where it remains, awaiting the arrival of The Wun.

The Lore of Fauna: The Behemoth


The Lore of Fauna: The Behemoth
By Prof. Romiak Jusathorn
Planar Influence: Mana Sub Races: Unknown Frequency: Extinct Size: Titanic Region: Global Habitat: Land and Sea

Long before any creature dominated Norrath, there came into existence beasts of legendary nature. Many of these creatures came and left before the deities spread their children across the surface of Norrath. One of these legendary beast types is known as the Gargantile Cheldridea, or Behemoth.

The Behemoths were a race of immense reptile like beasts of gargantuan proportions. They were easily some 180 meters in length with a very broad ribcage. Their limbs were long and powerful, perfect for striking down the greatest of prey.

The tails of these beasts accounted for one quarter of their total length. They often employed the tail in battle with larger beasts of their era. The swipe from such a tail could kill a wurm. They walked upon all fours, but fossils have indicated that they most likely rose upon their hind legs during battles.

The behemoths were placed upon Norrath by entities unknown. I believe that their existence is a gift of nature, possibly a beast sprung from necessity. The Behemoth acted more as a force of nature than an intelligent beast of warlike destruction. They would slumber for centuries at a time and only awaken to destroy budding ancient communities of the few ancient societies of the era.

The behemoths were eventually destroyed, possibly by the major deities who played a stake in the population of Norrath’s prime races. Their immense fossilized bones can be in various hard to reach locations of Norrath. The fossils are quite a find, but never intact.

One Behemoth is rumored to still be in existence and was last recorded in an ancient dragonkind scroll to have been lumbering upon the frozen steppes of the Frigid Plain. This same scroll indicates a fear of these beasts among dragonkind, one of the first races to inhabit Norrath.

It is my theory that some of the early dragon communities could have been laid to waste by a single Behemoth. Evidence has shown that these gigantic beasts often lived a solitary life. For the dragons, it is a blessing that these creatures did not roam in herds.

In early ages, sea captains also reported to have seen the beasts in the deep oceans. There was once an ancient water beast that terrorized much of the Coldwind Coastline of Antonica. From evidence acquired, I believe this water beast to be a Behemoth. That beast is said to have been destroyed by the greatest warship ever built, the Q.S.S. Eradicator. Both the beast and the ship are said to lie in the deep abyss of the Ocean of Tears.

My studies continue and I have found many remains I believe to belong to these thunderous creatures. The greatest behemoth fossils I discovered came from such places as the community of Oggok, the Dreadlands of Kunark and the valley Dragonscale Hills of Faydwer.

Scholars of the Academy of Arcane Science dispute my findings. But I have speculated that the modern day ocean wurm is a distant relative to the Behemoths. They may have merely adapted to the water through means of biological evolution that I have theorized, Jusathorn’s Theory of Bioevolution. This theory explains that mana is the true creator of these beasts.

Mana creates out of necessity. The vessel of mana called Norrath requires bioevolution for survival. The behemoths acted as cleansers or exterminators to the world, mother Norrath’s ultimate guardians, not the children of deities. The behemoths, no doubt, had special innate magical resistances due to their mana nature.

This made them more than a match for any of the ancient races, including those of dragonkind. I believe there to be a quasi plane sprung off the plane of growth where many of these beasts will always lumber. It is on this quasi plane that I shall continue my research.

For further information please reference: “Behemoth, A Force of Nature” by Romiak Jusathorn and “The Theory of Bioevolution” by Romiak Jusathorn.

The Case of the Lost Lute


The Case of the Ayonic Lute
I have begun to develop a fascination with a magical lute called the Ayonic Lute. While passing through the Thundering Steppes I happened upon a curious bard by the name of Maestra Orlita. She was a ruling member of a miniscule quintet of bards that call themselves the Chaos Orchestra. Having piqued my interest in eccentric quintets, I decided to seek out the four remaining bards of this orchestra. What I found were two lyricists in Qeynos Harbor and two within East Freeport. Offering little save ancient songs, the lyricists went on to ignore me and force their out of tune melody upon the citizens of the great empires of man. If I were to find out anything more about the Chaos Orchestra, it would be in city records.

These words have yet to reveal themselves to you.

These words have yet to reveal themselves to you.

These words have yet to reveal themselves to you.

I found the “belly of a giggling fish.” To be more precise, I found the theater of the Laughing Trout, a tavern in Rivervale. I found a peculiar xylophone made from bones, the hagralaphone. This curious musical device emanated with arcane power. I discovered that the hagralaphone was made by woodworkers from Bogbottom Mills. Tracking down the halfling shop was an easy enough task, but it was overrun with goblins. I did find the descendant and current owner of Bogbottom Mills, Camfred. He told me that his ancestors created the hagralaphone out of the bones of an evil troll witch named Hagralazoo. They did this by order of the legendary bard, Vhalen.

I journeyed to Antonica to find the Bell Tower of Vhalen. It is there that Vhalen fell to a great horde of undead. It is in the ancient tower that I spoke to the vision of Vhalen, a projection of the bard that now is bound to Ethernere. He said that Hagralazoo, the troll witch and arch nemesis of Rivervale, had taken the cursed Ayonic Axe from the Chaos Orchestra as they fled Katta Grove. She tricked them into destroying themselves in a final concert. She then used the axe and its bardic powers to begin a series of secret concerts in which she would collect the valuables from the deceased audience and the unwitting bard whom she tricked into wielding the melodic axe.

The vision of Vhalen said, Hagralazoo lost the axe to an unwitting accomplice, Kelkarn. She had hoped the bard could assist her in completing an arcane composition that she had stolen from the mysterious sage, the Drafling. The composition could remove the curse from the axe, allowing the witch to use it. However, the composition was incomplete. Kelkarn was a well known bard and the troll witch came to him on a misty road during his many travels. In the guise of an old crone, Hagralazoo persuaded the bard to display his talents. She then gave him the Drafling composition and asked him to complete it. If he did, the Ayonic Axe could be his- a lie!

These words have yet to reveal themselves to you.

Hagralazoo never made it back in time to recover the Ayonic Axe thanks to the Drafling. When she did, she found the axe was removed. It vanished via the black market auctions of Freeport. Vhalen was able to find the Ayonic Axe and hide it. As luck would have it, the Drafling was an asssociate of his! Vhalen requested the remains of Hagralazoo be used to create the Hagralaphone. The unique xylophone could summon the troll witch back so that she could reveal the composition that Kelkarn completed. Many years living in the land between life and death may persuade the troll witch to reveal the location to Vhalen or another bard such as myself.

Rise of the Orcs – The Deadtime


“Rise of the Orcs – The Deadtime”
Second Edition

This book details the histories of several orcish tribes when they were nothing more than savage beasts.

The following historical account details the early years of the orcish people. Not much is known about these savages, for most that has been written about them speak only of their predations rather than their personal histories. The following facts have been taken from many different sources ranging from fragments of parchment to tales told by elderly elves.

The Deathfist Orcs – Before the Rending, Antonica was much larger than it is today. Many orcs would roam this once great continent, banding together in tribes. One of these tribes called themselves the Deathfist orcs. Making their home near the city of Freeport, they were a deadly threat to travelers.

Preying upon merchant caravans traveling to the nearby fortress of Highhold, the Deathfist orcs would acquire goods of all types, ranging from foodstuffs to finely crafted weapons. Attracting the attention of nearby brigands, they would ultimately come to an unspoken agreement to not get in each other’s ways, sometimes even joining forces with each other.

Working alongside their Dervish Cutthroat partners, the Deathfists would become enough of a threat to Freeport that the city started issuing bounties for proof of their deaths. This would continue for many years to come, but the city was never able to fully exterminate these ruthless savages.

Snow Orcs – One of several tribes of orcs living on the great continent of Antonica, the Snow Orcs had managed to thrive by choosing to migrate to a desolate, frozen wasteland. Living in the land that was once called Everfrost, the Snow Orcs had only one major enemy to contend within upon those frozen plains – the barbarians of Halas.

An uneasy peace would exist between their barbarian neighbors and themselves. Due to this truce, The Snow Orcs were able to devote more time to worshipping their god than their other tribal counterparts in other lands. One of the few tribes known to have shown signs of having more than just animal-level thought, the Snow Orcs would create small temples to perform primitive rituals and ceremonies to Rallos Zek.

The barbarian clans would eventually unite, causing the shaky truce to come to and end. Destroying every temple they could find, the barbarians would wage war upon the Snow Orcs for the coming centuries. During this time, the Snow Orcs would revert to savagery, all but forgetting their shamanistic qualities.

The Crushbone Orcs – Another tribe that would by migrating far away were the Crushbone Orcs. In a weird chapter of orcish history, the Crushbone tribe would build a great fleet of crude boats and rafts and sail off to the former continent of Faydwyr. Never before had anyone seen a level of ingenuity evidenced by these primal savages. Many of the orcs would survive the crossing of the ocean, which is the most astounding part of this tale.

Wasting no time in making new enemies upon this new continent, the Crushbone orcs would begin warring with the native dwarves and soon after, the elves. Being overwhelmed by the cooperation of the dwarves and elves, the orcs would be routed battle after battle. Were it not for finding an abandoned outpost in a secluded vale, the Crushbone tribe’s history would have ended there.

Using the fort as a base of operations, the Crushbone orcs would soon begin to turn the table on the elves and dwarves. Launching surprisingly organized raids upon the tree city of Kelethin, the Crushbone orcs would become a force of destruction rather than annoyance. Eventually seeking aid from adventuring types, the elves would find that the Crushbone orcs had organized into a haphazard army, but one that could not easily be put down even with the combined might of the elven and dwarven nations. In hindsight, this would be the first warning of what was to come.

Know Your Gnolls


My name is Pearl Honeywine and I am studying gnoll habitat and society to better understand these creatures. Through my work, “Know Your Gnolls,” I hope to increase the body of knowledge regarding these beasts and thereby also increase our ability to reduce their numbers.
“Know Your Gnolls,” by Pearl Honeywine — Being an exhaustive study into the habitat, social structure and culture of the gnolls of the Antonica region.

The gnolls of Antonica are descended from the gnolls of the Qeynos Hills and Blackburrow region of old Norrath. They look like upright canines, with an elongated snout, pointed ears high upon their heads. They are taller than the average human. It is impossible to distinguish between the male and female of the species at a distance. In order to understand the modern-day gnolls, one must first understand a bit of their history. By living amongst the gnolls, I have learned some of their secrets — secrets which were hitherto unknown outside their tribes.

A gnoll clan is a ruling regional tribe of gnoll, for example the Sabertooth Clan. A gnoll clan is comprised of a number of gnoll packs. These are more akin to large family units. A gnoll pack shares characteristics ranging from fur patterns to intellect. The Sabertooth Clan is comprised of many packs. Rarely, some gnoll clans may be comprised of a single gnoll pack of immense size. It is widely believed that the gnoll clan of yore, the Splitpaw Clan, was one such clan of albino gnolls.

As many unwary travellers can attest, gnolls will attack anything on sight, provided they feel they have the upper hand. As pack creatures, if one attacks a lone gnoll, other gnolls in the vicinity may join the fray to assist. Therefore, it is important to first gauge the proximity of gnolls to one another before attacking, unless one is certain that one’s weaponry, armor or enhancements are up to the challenge.

It is the pack mentality which makes the gnoll an occasionally formidable opponent. Several gnolls will band together and stake out territories to guard zealously, attacking all who come within range. The obvious exception the gnoll makes is toward anything larger than itself. Gnolls will gladly avoid anything that resembles either a hard battle or hard work. One might say the gnolls specialize in bullying and cowardice.

The Sabertooth Clan is comprised of many packs. Two gnoll packs within the Sabertooth Clan are the Darkpaw pack and the Timberclaw pack. A gnoll pack may specialize in a particular area such as foraging, pillaging, tunneling, etc. They are content to avoid other tribes to concentrate on maintaining their tribe’s current territories. They will make an exception to band together against non-gnolls, even when such groupings include other species entirely, such as orcs, trolls and ogres.

The main advantage the gnolls have in battle are their sheer numbers. I have been unable to discover their breeding grounds, although it is believed to still be located within the dark confines of Blackburrow. No matter how often tribes are reduced, they are able to repopulate their territory rather speedily. By continuing to replenish their tribes’ strength from a hidden, renewable resource, the gnolls are able to intimidate weaker species by overwhelming with strength in numbers rather than strategy.

This is not to imply that gnolls are unintelligent; they are cunning and sly creatures. While they place a higher value on hunters and warriors, there are gnoll shamans and mystics that practice arcane arts and rituals. These gnolls can still be formidable in battle by their strength, however it is their use of both offensive and defensive spells which can take down an enemy with an element of surprise.

No review of the gnolls is complete without mention of the most famous gnoll in history, Fippy Darkpaw, a member of the Sabertooth Clan of gnolls. Fippy Darkpaw specialized in planning elaborate attacks on the main gates of Qeynos during the Age of Turmoil. While his fate is unknown, his descendants formed the base of the numerous Darkpaw gnolls in Antonica.

Rumor has it that there is another Fippy Darkpaw, a gnoll of uncommon cunning and intelligence, who used his skills as a thief to steal a part of the Clock of Ak’Anon in Qeynos and render it inoperable. This mysterious Fippy still lives by his wits, they say, constantly on the move, observing non-gnolls and using the knowledge he gains against them. As he is swift and sneaky, it is difficult to say whether I have met him in disguise or if he exists at all. Personally, I do not believe such a clever gnoll could exist!

I hope this information provides you with enough basic information about gnolls that you will be able to learn more about them on your own. To capture the spirit of the gnoll, one must go into the various tribes and seek this information first-hand. Farewell, reader, and good luck in your quest to Know Your Gnolls!