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Epic Greyhawk DND 3/3.5 Edition Greyhawk Epic Level Guide DRAFT - A VERY ROUGH WORKING DRAFT Compiled and Edited by Rob Douglas Contributing Authors: Rob Douglas, Based on original material by E. Gary Gygax, Carl Sargeant, Man of the Cranes, ▾ Introduction With my own campaign encroaching on Epic Levels after the release of the Epic Level Handbook, I found myself wondering how these rules would impact the World of Greyhawk in particular. In older editions of the game, characters above 20th level seemed to be beyond what could be reasonably represented in the game. But with the release of the ELH, I was inspired to begin cataloging my ideas for an epic Greyhawk campaign. In this document I am attempting to gather D&D 3rd edition statistics for the Epic level features that have been introduced into the World of Greyhawk setting, as well as maintain links to details on elements of Greyhawk that are particularly Epic. I also want to provide a collection of adventure and campaign ideas for Epic level play. Since it was first introduced, there have been elements of the World of Greyhawk which were even more spectacular, more magical, and more epic than the basic rules of the game could cover. The Suloise Mages, the Twin Cataclysms, Iuz, Slerotin's Tunnel and innumerable artifacts, as well as the prospects of divine ascension, and interactions with the gods themselves, all call to mind elements more fantastic than the basic D&D rules can cover. Carl Sargeant's work with Iuz the Evil, and Ivid the Undying extended many of these concepts, and others have written of Vecna, the Ur-Flan, and the Age of Myth. And then there are the Gord novels, which definitely cover an epic level of interaction, including demon wars and ultimately the battle with Tharizdun. Greyhawk is a campaign world rife with possibilities for characters who have surpassed the powers of even the famed Circle of Eight, those who can contend or conspire directly with Mordenkainen, et al. I hope this work will help inspire such innovation, and continue to grow with more information to share with others. Chapter 1: Characters, Skills, and Feats ▾ Chapter 2: Epic Spells Iggwilv's Curse (Rot8) Invoked Devastation Rain of Colorless Fire Slerotin's Tunneling ▾ Chapter 3: Running an Epic Game in the World of Greyhawk ▾ The Epic Adventure ▾ Adventure Themes 1) Imprisoned Epic - something was imprisoned and now is about to escape or has escaped. 2) Strange lands - the world is not fully mapped or explored. While everyone [i]thinks[i] that the main land (the Flannaess) is the most advanced, maybe it is not. 3) Ancient Lore - Lost Epic lore from ages past comes to light. This is similar to Imprisoned, but tied more to historical events. The Elves, and the Suel both represent powerful, probably epic level cultures, and both have lost cities to the desert or demiplanes that could house epic items, spells, and/or monsters - or even NPCs. 4) Interplanar threats - once you look beyond this one world, epic things are more necessary to keep order in the multiverse. Greyhawk would be devestated by a gate opening that brought in thousands of demons. So being able to stop that gate at the source, and not disturb the balance of the world would be an epic challenge. 5) interplanetary threats - very similar, but slightly different. There was some work done on this in 2E with Spelljammer, but if you didn't use that, it opens up space travel as a truly Epic area of expertise. Perhaps stopping an invasion of devastation vermin from another planet would be a challenging task. Epic Dungeons Epic Wilderness Planar Travel ▾ The Epic Campaign ▾ Published Adventures Suitable for Epic Level play (pre-3E) The Apocalypse Stone The Dancing Hut Die, Vecna, Die! A Paladin in Hell - requires conversion, but is mostly extra-planar, and has Emerikol Return to the Tomb of Horrors ▾ Vortex of Madness Vortex of Madness The Black Acropolys ▾ Published Adventures Suitable for Epic Level play (3+E) Bastion of Broken Souls Adventure in ELH Dungeon 92: Raising of Redshore Dungeon 93: Storm Lord's Keep Dungeon ??: Githyanki Incursion Dungeon ??: Quicksilver Hourglass ▾ Site-Based Epic Adventures Darnakurian's Doom (Ivid) The Soul Husks (Iuz) ▾ Event-Based Epic Adventures The Avatars of Tharizdun (22 Questions) Foil the Old One Time-Travel to stop Dragon-Kings in -10000 to -7000 CY (Age of Myth) Epic Character Motivation in Greyhawk ▾ Demographics Planar Metropolises in Greyhawk Managing Wealth Divine Ascension 100 Epic Adventure Ideas Epic Encounters Rewards ▾ Chapter 4; Epic Magic Items ▾ Artifacts Minor Artifacts ▾ Major Artifacts (see Dragon #299) Cauldron of Night (Ivid) Causeway of Fiends (Ivid) Helm and Wand of Lynerden the Spinner (Ivid) Mace and Talisman of Krevell (Ivid) Malachite Throne (Ivid) Spear of Sorrow (Ivid) Unholy Bloodshield (Ivid) Dweornite Iuz the Evil, pg 37 ▾ Chapter 5: Epic Creatures In this chapter, we will discuss how various Epic-level monsters and other sentient threats can be used in the world of Greyhawk. As noted before, some adventures will likely take place on any of the various planes and demiplanes known to exist in the multiverse. As a result, any creature could be used. The goal here is to provide some Greyhawk-specific motivation for using these creatures. First we will look at the 3rd edition Epic creatures, including some from the Monster Manual, Epic Level Handbook, and other 3E d20 sources. There will also be a section detailing creatures from older editions that could be converted into Epic-level creatures in 3E. Monster Manual ▾ Epic Level Handook ▾ Abomination Atropal Genius Loci It may be that the god known as the Earth Dragon is actually a Genius Loci. If so, it cannot directly grant spells, but could be working for an evil god who does, with the intention of undermining Beory's control of Oerth. Hunefer The Hunefer is a mummy of an ancient god-like being. In Greyhawk, these creatures could be used to represent imprisoned avatars of Tharizdun or other gods. Defeating them might cause such beings to eventually escape their confines, even against the PCs desires. Or they could be the remains found in the Soul Husks caverns, from which Iuz draws his power. Defeating them would release that power from Iuz, resulting in a loss of Divine Rank and other abilities. Le Shay It is possible that the Sentinels mentioned in Ivid, guaring the entrance to Darnakurian's Doom are actually Le Shay. They are all that remains of the great elves of that time, when all of their kin were killed. They are immortal but cannot breed, and their only goal is to prevent Hunger from ever being released. Book of Vile Darkness Book of Exalted Deeds ▾ Older edition conversion Emerald Green Man? ▾ Chapter 6: Greyhawk as an Epic Setting Epic Geography ▾ Epic Organizations The Sentinels (Ivid) If this is a group of Le Shay, see that entry under Epic Creatures. However, the Setinels may also be a goup of Epic Level elven wizards. PCs may be asked ot join them, allowing them knowledge of the sword Hunger, and requiring them to protect it against groups of (evil?) adventurers seeking it. It is reasonable to assume that there are other elven artifacts from the same time that the elves are eager to secure and protect against human invovment, and the PCs may take on the role similar to that of an Agent Retriever for the elves, to find and secure these items. ▾ Epic NPCs While not all of the NPCs presented here are yet Epic-level, they are all powerful enough that they could become part of an Epic campaign and reach epic levels along with the PCs. For this reason, I include many PCs of levels 15 and higher. I also included they latest canonical class/level attached to each character, and my own conversion preference. I use ECL for determining whom to include, as there are some powerful personages who are not of a standard race who do have an Epic effect on the setting. In general, NPCs are grouped by their geography. ▾ Iuz Iggwilv, Wiz30 (Retof8, WG6,S4) ▾ Former Great Kingdom Goldwhite, Rog20+ (Ivid) Gwydiesin of the Cranes, Bard30+? (Ivid) Hierranea, Storm Giant, Clr13 (Ivid) Ivid, Animus, Clr7/Wiz14 (Ivid) The Specter (Ivid) The Walker (Ivid) Xaene, Lich, Wiz20+? Keoland Furyondy and Veluna ▾ Greyhawk Region Philidor, Wiz26+ (FtA:CB) Rary, Wiz25+ (Rary) Tenser, Wiz21+ (Retof8) ▾ References 22 Questions about Tharizdun, Gary Gygax Age of Myth, Man of the Cranes, WGR5 Iuz the Evil, Carl Sargent Ivid the Undying, Carl Sargent Living Greyhawk Gazetteer, Erik Mona, Return of the 8, ▾ Appendix - Epic Resources ▾ Wizards Epic Forum boards1.wizards.comforumdisplay.php ▾ EpicHawk Discussion Forum www.canonfire.commodules.php http://boards1.wizards.com/leaving.php?destination=http://www.canonfire.com/cfhtml/modules.php%3Fname%3DForums%26file%3Dviewtopic%26t%3D1090 ▾ DiceFreaks Epic Forum community.dicefreaks.comindex.php ▾ Maldin's Epic Mysteries melkot.comepic.html ▾ Duicarthan's NPC Conversions www.geocities.comnpcz.html ▾ Immortals Handbook www.immortalshandbook.com ▾ Book of Immortals - Mongoose publishing www.mongoosepublishing.comdetail.php search.barnesandnoble.comisbnInquiry.asp ▾ Legends of Avadnu www.rpgnow.comproduct_info.php enworld.cyberstreet.comindex.php
Posted: 01-23-2023 01:13 pm Timeline of the James Bay Frontier
This land may be profitable to those that will adventure it. -- Henry Hudson
Ratik is a relative newcomer in the history of Greyhawk and the Flannaess. There were elves there, surely, and dwarves, and gnomes too, but their arrivals are not set in the annals of the canonical text of Greyhawk; but the World of Greyhawk setting was always a human-centric setting, wasnt it, and although those races would most certainly have influenced and guided those human nations that came after them, very little has been said about how. There are exceptions, none set in the nation of Ratik, or the Thillonrian peninsula. What we do know is that the Grey elves had cities in the Griffs, that Vecna fought the Grey and High elves, and that Vecna destroyed the City of Summer Stars. If only Gary Gygax had penned more about those bygone elven civilizations, wed have had a far richer setting. Sadly, he wrote even less on the dwarves and gnomes, even less still of the halflings. Its a blank slate. Largely. Much is the same with Human history. Each nation was given a paragraph or two, enough to spur the imagination, no more. Those missives have been expounded upon since, though. So what id canon in regards to Ratik? I present a list of dates noted in Steve Wilsons Greychrondex_42 to illuminate what is considered canon in the world of Greyhawk concerning Ratik and its environs, most notably those dates regarding the Barbarians, Stonefist, the Bone March, and the North Province as they concern Ratik. These are mere bullet points. Some reach far back in the annals of time, but you cant have the present without the past, can you? If you would like to learn more, there is a wealth of source material out there. Ive detailed these events in this blog, much as others have before me. Those Histories are my interpretation. There are others. Many others. I encourage you to peruse: Canonfire!, Greyhawk Online, Jason Zavodas Hall of the Mountain King, Joe Blochs Greyhawk Grognard, Mike Bridges Greyhawkery, and Maldins Greyhawk. There are a whole host of others, including the fiction of Mystic Scholar and Greyhawk Stories. Be sure to download Anna B. Meyer's map while you are at it. Im sure you will find something to your taste.
That said, lets get started, shall we?
The Timeline of the James Bay Frontier Pre-devastation -2150 CY The founding of Haradaragh. First year of Flannae Tracking system (1 FT). [PGTG - 14]
Vecnas Reign [WGA4, Vecna Lives - 6] (rumored to be ruled from the Isles of Woe) [Slavers - 16]
Battle between Elves and Ur-Flannae. [Ivid - 74]
Building of Tostenhca [GA - 99]
c.-1500 CY Keraptis establishes himself as protector of Tostenhca [S2 White Plume Mountain - 3]
c.-1100 CY Keraptis driven out of Tostenhca. [S2 - 3]
c.-800 CY Keraptis battles and defeats Aegwareth, Elder Druid, for control of White Plume Mountain. [S2 - 3]
-458 CY Oerid migrations east at peak point (187 OR) [Folio - 5, WGA - 9]
-447 CY Suloise Migration begins (5069 SD) [Folio - 5, WGA - 9]
-422 CY Invoked Devastation and Rain of Colorless Fire [Folio - 5, WGA - 9, PGTG - 14, WGG3e - 3]
Port-Devastation -216 CY Founding of Aerdy (428 OR) [LGG - 93]
-171 CY Battle between Aerdians and Flannae tribe at Chokestone. (474 OR/1980 FT) [Ivid - 53]
-142 CY Eastfair founded as capital of North Province. (503 OR) [LGG - 73]
c.-110 CY Around this time, Vatun was imprisoned by clerics of Telchur. [LGG - 185]
-108 CY In the spring, Aerdian forces mass in Knurl and drive back Fruztii. The Aerdi free Johnsport from Fruztii hands. [LGG- 36]
11 CY Battle between Aerdians and Flan at site of present day Arrowstrand. (2161 FT) [Ivid - 50]
c.90s CY Keraptis leaves White Plume Mountain to further his research and never returns. [S2 - 4]
c.100 CY Battle of Spinecastle (Aerdians vs. Fruztii). [FtAA - 24]
109 CY The barbarians counterattack the construction site of Spinecastle in the winter but are defeated by the forces of Knight Protector Caldni Vir in the Battle of Shamblefield. Overking Manshen names Vir the first marquis of the Bone March. [LGG - 36, 89]
Ratik Founded 122 CY General Sir Pelgrave Ratik of Winetha leads an expeditionary force to push the Aerdy frontier to the foothills of the Griff Mountains. He defeats the Frutzii and drives them into the northern fastness of Timberway. He establishes a fort overlooking Grendep Bay at Onsager Point that he names Marner. [LGG - 90]
128 CY The Frutzii and Schnai launch a concentrated naval attack on Marner. This force is defeated by General Sir Pelgrave Ratik of Winetha. [LGG - 90]
130 CY The Overking of the Aerdian Empire elevates Pelgrave to Baron, and gifts him Timberway as a personal fief. The walled town of Bresht is renamed Ratikhill. [LGG - 90]
316 CY The Scarlet Brotherhood establishes relations with the Suel Barbarian lands of the north. (SD 5831) [SB - 4]
356 CY Barbarians from the North invade the Aerdys North Province, forcing the Overking to divert troops from the western front thus insuring Nyronds survival. [WGG3e - 3]
(Allied host of Frutzii and Schnai threaten to overwhelm Bone March and Ratik and sweep into the North Province. The Rax Overking Portillan diverts a force headed to contest Nyrond to counter the barbarian invasion. This is successful, but at a great cost.) [LGG - 90]
c.430 CY Vlek Col Vlekzed founds chiefdom of Hold of Stonefist. [Folio - 26,WGA - 36, FtAA - 38]
(Rise of an Outlaw Rover called Stonefist who murders the leaders of the Coltens and breaks from Tenh.) [LGG - 113]
Note: This second origination of Stonefist is not supported outside of LGG. This date for the rise of Stonefist is not supported in the text, but no date is given. The better case is that Vlek Col Vlekzed is a Colten Ataman who pulls the Colten Feodality under his central rule.
c.440s-460s CY Alain II of Ratik declares his fief an archbarony, and rules semi-independently (as does the ruler of Bone March). [LGG - 90]
Note: This occurs shortly after the Turmoil Between Crowns but that could be anywhere after the 9 year period between 437 CY and 446 CY, and is impossible to fix.
520 CY Beginning of Hradji Beartooths ill-fated journey to find Skrallingshold (Tostenhca) [GA - 83]
558 CY Scarlet Brotherhood agents encourage humanoids to raid the Bone March. (6074 SD) [SB - 5]
c.550s Schnai subjugate Fruztii [FtAA - 25]
560 CY Humanoids (Euroz, Kell, Eiger and others) began forays into Bone March. [Folio - 9, FtAA - 24, PGTG - 10, TAB - 19]
561 CY Full scale invasion of humanoids into Bone March begins. [Folio - 9, WGA - 20, LGG - 36]
563 CY Bone March falls to humanoids 9025 PG 5, WGA - 9,20, Ivid -19, LGG - 35, 91]
(All humans in that area were enslaved or killed [6078 SD]) [SB - 5]
(Spinecastle falls by surprise) [LGG - 31]
(Knight Protectors living in the Bone March flee to Ratik) [LGG - 158]
565 CY Korund of Ratik sails to Fireland [TAB -11]
573 CY It is probably shortly after this time that the Brotherhood agents poison King Cralstag of the Cruski, and are, in turn, slain by Cralstags heir, Lolgoff [LGG - 55]
575 CY Ratik-Fruzii (?) alliance defeats humanoids at Blufang-Kelten Pass (probably Ogres and gnolls of Teesar Torrent) [Dragon #57 - 15]
576 CY 576-582 CY Ratik and Frost Barbarians make gains against Bone March. [WGS1 The Five Shall be One - 4, WGS2 Howl from the North - 6] Snow, Ice, and Frost Barbarians ally against Hold of Stonefist. [WGS1 - 4, WGS2 - 6]
Snow Barbarians increase raids on Great Kingdom. [WGS1 pg. 4, WGS2 - 6]
577 CY Cruski and Schnai treaty. Schnai give up the lands south of Glot along the east coast to Cruskii [Dragon #57 - 14] Battle of Loftwood--combined Ratik/Frutzii force destroy humanoid forces under the Vile Rune orcs of the Bone March. [Dragon #57 - 15
578 CY Seuvord, Master of the Hold, becomes Rhelt Seuvord I of the Hold. [Dragon #57 - 14]
King Ralff II of the Frutzii organizes new army. [Dragon #57 - 14] Ships and men, under Lord Captain Aldusc from Sea Barons, sent to bolster North Province against Barbarians. [Dragon #63 - 15] Force from Ratik wins great victory over the Bone March orcs in Loftwood (Battle of Loftwood?) [LGG - 141]
579 CY Baron Lexnols heir, Alain IV, marries Lady Evaleigh, the daughter of the count of Knurl. [LGG - 91]
582 CY The events of the module WGS1, The Five Shall Be One, including the rise of the Cult of Vatun. [WGS1 - 3, WGG3e - 4, LGG - 15]
(Iuz triggers Greyhawk Wars by stirring unrest among Barbarians of the Thillonrian Peninsula) [LGG - 62]
By this time, the Cruski had regained Utsula from the Schnai, to whom they had lost it several decades before. [LGG - 106]
The events of the module WGS2, Howl From the North, including the arrival of "Vatun" and the gathering of the Barbarians for war. [WGS2 - 5, 1068 pg. 6. LGG - 15]
Greyhawk Wars 583 CY Iuzs deception of Barbarians revealed, Iuz returns home. [Wars: ADV - 8]
584-585 CY Part of the Loftwood despoiled as humanoids set fires. [LGG - 141]
585 CY Ratik starts ambitious castle building program. [FtAA - 73]
586 CY Alain IV, Archbaron Lexnol son, launches a raid to repatriate Bone March. It fails utterly. [LGG - 37]
(Alain is killed. Baron Lexnol collapses from the news and is rendered unfit to rule. Lady Evaleigh, Alains wife, begins ruling Ratik.) [LGG - 91]
588 CY Iuz loses control of Sevvord Redbeard of Hold of Stonefist, Hold of Stonefist renamed Stonehold. [PGTG - 12, TAB - 22-23, LGG - 16]
(Sevvord gathers Fists from across Tenh, kills all clerics of Iuz within reach, leaves rearguard to occupy Calbut and returns to Stonehold, driving barbarians back from Kelten and securing the pass, and the returns to Vlekstaad) [LGG - 109,113]
590 CY Longship from Fireland sails into the port at Marner in Ratik. [TAB - 38]
Full scale assaults by the Bone March over the Blemu Hills into Knurl is attempted, but Ratik holds. [LGG - 37]
Therein lies canon. It's pretty thin. Plenty of breathing room, I'd say. So, what do I plan to do with that breathing room? Flesh it out, of course. I hope to set down a history that reflects my northern soul, one replete with the Green God and stone circles laid down by the Fey, with a reclusive Sylvan culture, a very Celtic Flan, a lingering tyranny of Keraptis and his minions, the coming of the Suel, and ultimately the Oeridians. I'd like to create an epic adventure path set there, where the long dormant Elder Eye sleeps. It seems alot right now, maybe too much, but each journey begins with a single step. Those Histories I've been gathering are that first step. It's been a big one. I expect the next to be as large.
One must always give credit where credit is due. This History is made possible primarily by the Imaginings of Gary Gygax and his Old Guard, Lenard Lakofka among them, and the new old guards, Carl Sargant, James Ward, Roger E. Moore. And Erik Mona, Gary Holian, Sean Reynolds, Frederick Weining. The list is interminable. Thanks to Steven Wilson for his GREYCHRONDEX and to Keith Horsfield for his Chronological History of Eastern Oerik. Special thanks to Jason Zavoda for his compiled index, Greyhawkania, an invaluable research tool. Primary sources for this history were the DMG 1e, Ivid the Undying, WGR5 Iuz the Evil, WG8 The Fate of Istus, the Greyhawk Adventures hardcover, The World of Greyhawk Folio, and The World of Greyhawk Gold Box, Living Greyhawk Gazetteer, The Living Greyhawk Journals, Dragon Magazine.
The Art: All art is wholly owned by the artists. The-Road-Goes-Ever-On by watchtheskiies Cernunnos-Final by tavenerscholar Tundra by thomaswievegg Alaunius by yesterdawn Elf-of-the-woods by luchoinzunza WGS1 Five Shall Be One cover, by Jeff Starlind, 1991 WGS2 Howl From the North cover, by Jeff Starlind, 1991 Sacred-Forest by kvacm
Sources: 1015 World of Greyhawk Boxed Set, 1983 1064 From the Ashes Boxed Set, 1992 1068 Greyhawk Wars Boxed Set, 1991 2011A Dungeon Masters Guide, 1st Ed., 1979 2023 Greyhawk Adventures Hardback, 1988 9025 World of Greyhawk Folio, 1980 9253 WG8, Fate of Istus, 1989 9317 WGS1, The Five Shall be One, 1991 9337 WGS2, Howl from the North, 1991 9399 WGR 5, Iuz the Evil, 1993 9577 The Adventure Begins, 1998 9578 Players Guide to Greyhawk, 1998 11742 Gazetteer, 2000 11743 Living Greyhawk Gazetteer, 2000 Ivid the Undying, 1998 Dragon Magazine OJ Oerth Journal, appearing on Greyhawk Online LGJ et. al. Greychrondex, Wilson, Steven B. Greyhawkania, Jason Zavoda The Greyhawk Map, Anna B. Meyer
Posted: 01-29-2022 07:38 am Why the Suel are the best The Suel are the best because they are. Posted: 01-29-2022 02:03 am History of the South-East, Part 7: The Turmoil between Crowns By hook or by crook this peril too shall be something that we remember. ― Homer, The Odyssey
What can be said of the Celestial Houses of Aerdy? History says that they were great and good, and that their benevolence had brought peace and prosperity to all the lands of the Flanaess. Were that so, then why did Furyondy secede? Why did Nyrond and Tenh? And were they so, why was there such turmoil between crowns?
437 CY The Kingdom of Aerdy and the Great Kingdom were great as all empires are, through force of will. It had artifacts and artifice at its disposal, and the weight of arms, against which few nations, if any, could stand against. But it had grown myopic, sure in its omnipotence, and its longevity. Had not the Suel Imperium lasted centuries? But the Suel emperors had been vigilant, and watchful. And the Suel Imperium had not been cleaved from within. The Great Kingdom was. And as its great houses turned upon one another, those nations that until recently basked under its supposed radiant sun could only look on in horror as its sun set and it chose its new path to paradise through Hell. For three centuries the Aerdy held a vast empire which fluctuated in extent but little, until after the third Celestial House (dynasty) when the borders began to close in upon the original territory of the Aerdi. [Folio - 5]
[The Turmoil Between Crowns:] This name is given both to the decade of internal schisms under the rule of the last Rax overking, Nalif, and to the civil war which followed Ivid's ascension. [Ivid - 4]
Faith understands that to truly affect change, it must have the support of the crown, the aristocracy, and if necessary, the people. All sects are as motivated in such regard. All sects courted those houses that could presumably sway others, and the plebeians if it should come to that, to see the true path. Hextor's Faith was no different. But not all of the Celestial Houses looked upon their vision with the same enlightened eyes as others; some did; some more than others; and thus when most turned their blind eyes from the true path, the Hextorians turned to the one that understood the only true path as one of strength: House Naelax. Alone among the Oeridian faiths, the church of the Champion of Evil has grown in power as the Great Kingdom has declined. This rise was due in part to the departure of most of the church armies of rival faiths. Hextors faithful strongly backed the House of Naelax during the Turmoil Between Crowns that began in 437 CY. [Bastion of Faith]
War is wasteful. And its outcome is never certain. Great houses may band together against a common foe, only to betray one another at the most unexpected moment. Ivid I, House of Naelax, understood that. He also understood that whomever ascended the throne might only hold it for a short time if his house was exhausted in attaining it. The best course of action then, in his opinion, was to bypass all the uncertainty, and take a more certain, and decisive thrust. The other houses might not like it, they might even call foul, secretly wishing that they had landed that blow themselves. No matter. He had allies. And mercenaries. And the money to keep them. Overking Nalif was the last of the Rax line descended directly from the overkings. A flock of misbegotten cousins, exiles and ne'er do wells of Rax could lay some claim to the title of overking when Ivid had Nalif assassinated, but after a century of hopelessly ineffectual Rax rule all of the royal houses agreed that another Rax overking was simply unacceptable. Ivid proclaimed himself overking immediately and plunged the Great Kingdom into civil war. [Ivid - 4]
After the withdrawal of Nyrond from the Great Kingdom, the slide became precipitous. Buffoons and incompetents sat upon the Malachite Throne, and their mismanagement split apart the Celestial Houses. This period of degeneration culminated in the Turmoil Between Crowns, when the last Rax heir, Nalif, died in 437 CY at the hands of assassins from House Naelax. The herzog (great prince) of North Province, Ivid I, then laid claim to the throne. The herzog of South Province, Galssonan of House Cranden, broke with Rauxes and joined a widespread rebellion in the south. Years of civil war ensued, and only the intercession of dispassionate houses such as Garasteth and Darmen brought about the final compromise. The tyrannical Ivid I assumed the Malachite Throne at the price of granting greater autonomy to the provinces, notably Medegia, Rel Astra, and Almor. The recalcitrant herzog of South Province was quickly deposed and replaced by a prince from House Naelax, who sought immediately to bring the southern insurgents back into line. [LGG - 24]
The darkest chapter in the history of Aerdy began in 437 CY. In this year, the upstart House Naelax murdered the Rax overking, inaugurating a series of gruesome civil wars called the Turmoil Between Crowns. Within a decade, Ivid I of Naelax was recognized as the undisputed overking of all Aerdy. As Ivid was rumored to be in league with powerful evil Outsiders, the Malachite Throne of the Great Kingdom became known as the Fiend-Seeing Throne, and the once mighty and upright empire became a bastion of evil and cruelty. [LGG - 14]
The new "Grand Empire of Nyrond" watched, bemusedly at first, as Aerdy's House Rax degenerated. The failure to crush separatist movements in Ferrond and Nyrond had castrated the Rax overkings, who now seemed to exist only to appease the increasingly independent palatine states of Medegia, North Province, Bone March, and Ahlissa. The Turmoil Between Crowns, initiated in 437 with the assassination of Overking Nalif, changed bemusement to horror. Within nine years, the Malachite Throne had fallen to the debased House Naelax. With chaos and madness ruling from Rauxes, Nyrond's King Dunstan I knew that no enemy of Aerdy would ever be safe again. Nyrond, he noted, needed allies, and it needed them quickly. Though he could not pledge public support due to the threat of retaliatory strikes from Ivid I's Northern Army, amassed near Innspa, Dunstan I attended the conference in Chathold that resulted in the formation of the Iron League. There, he privately assured the new partners that any enemy of the League was also an enemy of Nyrond. Dunstan made good on that pledge, sending weapons and warships (though no troops) to aid besieged Irongate at the Battle of a Thousand Banners, the following year. [LGG - 77]
By 437 CY, tensions within the Great Kingdom threatened to tear it apart. House Naelax delivered the sundering blow by assassinating all rivals in House Rax, after which nearly a decade of civil war ensued. Ivid I finally secured the Malachite Throne after Prince Malchim III of House Garasteth, lord mayor of Rel Astra, sided with House Naelax and negotiated palatinate status for the major provinces of the Great Kingdom, including his own. Thereafter, Rel Astra guided its own course. Rel Astra became the primary destination for those who fell out of favor in the former Great Kingdom, a trend that continues as political refugees arrive from Ahlissa, the Sea Barons, and even North Kingdom. [LGG - 93]
c. 440s-460s CY Torn by turmoil, the Great Kingdom began to break apart. At first the Throne took no action. But as the tapestry of state continued unravelling, it had little choice but to rise from its stupor and take action, lest it lose the entirety of its lands. But try as it might, it could not stem the tide. The Iron League formed. Alain II of Ratik declared his fief an arch-barony, not entirely willing to completely sever ties with the mother country, as yet. But in truth, he ruled Ratik as though it was indeed independent, as did the Marquis of Bone March. What choice did they have? The Crown was embroiled in what came to be known as the Turmoil Between Crowns, and it took no interest in the administration of its provinces.
443-446 CY Much like all rulers, Ivid I wished to commemorate his reign. He commissioned a throne as none had ever seen before, crafted from a single, unblemished block of malachite. Over the next three years, a coven of mage-artificers and priests of Hextor worked on the block, shaping it into a mighty throne and drawing upon the malign eldritch energies of the Cauldron to imbue it with its terrible powers. There is ample reason the malachite throne is known as the "Fiend-seeing Throne." The throne which the Naelax overkings have ascended was crafted between 443 and 446 CY from a great crystal chunk found in the Cauldron of Night. The throne itself, fashioned by mages and priests, has magical properties (see the chapter on Rauxes). Its abilities include providing a gate to the Nine Hells. [Ivid - 22]
443 CY Debts must be paid, and the Hextorians would have what was due them. They demanded that the Heironians be expunged from Ivids domain, the Knights Protector with them. What of those knights devoted to Hextor? It was but a simple thing for them to forsake their vows for the greater good of having rid the Kingdom of weakness. Wasnt it that weakness which shackled their attempts to rid the land of the Death Knights? Hextor surely favoured those very same Death Knights. The Hextorians turned on their brethren with Ivids approval. In 443 CY, Ivid I set about hunting down and destroying the remaining Knight Protectors, for they opposed his ascension to the throne after he assassinated the last Rax overking. He did not succeed in destroying them, but they were widely dispersed, and some disappeared from the courts of the provinces to go into hiding. [LGG - 158]
446-447 CY Wars are expensive endeavours. So too interests due. Ivid I raised the stipend expected of those he protected, even if that protection had never been needed. The third recent split in the Great Kingdom came in the south, in 446-447 CY. Extreme repression and taxation of the population led to a general rebellion among commoners and nobles alike. [TAB - 18]
446 CY The tyrannical Ivid I assumed the Malachite Throne at the price of granting greater autonomy to the provinces, notably Medegia, Rel Astra, and Almor. The recalcitrant herzog of South Province was quickly deposed and replaced by a prince from House Naelax, who sought immediately to bring the southern insurgents back into line. In 446 CY, the herzog granted an audience to representatives of Irongate, who went to Zelradton to air their grievances. The offer turned out to be a ruse, and the ambassadors were imprisoned, tortured, and executed for Overking Ivid's enjoyment. The whole of the south arose again in violent rebellion, and one year later formed the Iron League and allied with Nyrond. [LGG - 24]
Paradoxically, the disintegration of the Great Kingdom paused a while, despite a wretched change at its very crown. The House of Rax became decadent, self-absorbed, weak, and ineffectual. Petty nobles began to scheme, to openly flout the Overking's edicts, and to enact their own laws and pursue their own mean-minded grudges. It was only a matter of time before Rax was overthrown and a new tyrant installed as Overking and, in truth, many petty nobles were glad when it happened. After decades of pointless strife, it was almost a relief to have central power and authority again. However, few of them would have chosen Ivid I as their new master. No direct evidence links Ivid, ruler of the North Province at the time, with the assassination of the entire House of Rax in 446 CY. But Ivid ensured his ascension by the simple expedient of killing every other minor princeling who made a claim on the throne, and plenty more besides. Madness had gripped the Malachite Throne when Ivid I, scion of the House of Naelax, was proclaimed His Celestial Transcendency, Overking of Aerdy, and many knew it. The Malachite Throne became known as the "Fiend-seeing Throne." It was whispered that the House of Naelax had willingly entered into a pact with fiendslords of the infernal tanar'ria pact that would endure down all the generations of their descendants. A time of terror had begun. Blood would wash the feet and hands of the madman enthroned in Rauxes. Little wonder that further secessions beset his lands. Civil war erupted in the Great Kingdom. The North Province, now ruled by Ivid's nephew, soon established independence, as did the wily Herzog of Ahlissa in the the South Province. He allied himself with the seceding Iron League: the lands of Onnwal, Idee, Sunndi, and the Free City of Ironwall. The Holy Censor, High Priest to the Overking, sought freedom for the See of Medegia. Almor grew in strength and freedom, supported by Nyrond as a buffer state between itself and the declining power of Rauxes, although Ivid managed to drag it back under his influence in later years. Momentous change beset the Great Kingdom. Not until Ivid V ascended the Fiend-seeing Throne would the Great Kingdom appear to increase in might again. This would take a century to happen and also be ultimately a temporary hiccup in the terminal decline of Aerdy. If all eyes were on the Great Kingdom for decades after Ivid's rise, it would help explain why they missed seeing the rise of a new power far to the west and north. [FtAA - 4,5]
[The alliance between the Hextorians and the House of Naelax] led to the faiths ascendancy over all other faiths in the Great Kingdom as of the coronation of Ivid I in 446 CY, but also resulted in the church of Hextor falling under the thumb of successive overkings. [Bastion of Faith - 90]
It came to pass that the rumblings of the frontiers reached the ears of the Overking. Ivid I understood that such rumbling had led to the formation of Furyondy and Veluna, of Nyrond and Tenh. Ivid I also understood that if those rumblings had been silenced early on, those nations would still be apart of the greatest kingdom to have ever graced the Oerth. Examples must be made, lest the south follow the way of the west. As the rule of the Overking grew more despotic, the people of the city began to murrnur, and the Lord Mayor headed a deputation bearing grievances to the Herzog. These emissaries were thrown into prison, given a mock trial, and executed by ritual torture for the Overking' s entertainment (446 CY). [Folio - 11]
Onnwal was shocked. Onnwal was incensed. Onnwal declares itself a Free State. Onnwal was originally a lesser fief of the Herzog of South Province, to be granted as he saw fit to his faithful followers. The oppressive rule of the Great Kingdom brought great discontent and instigated open rebellion, the whole of the South Province being in arms. All of the lower portion was lost to the empire when the Iron League was founded. [Folio - 13]
Long-standing pressures upon South Province to bring the southern fiefs into line drove Damalinor of Naelax, the new herzog appointed by Ivid, to attempt to break the rebellion with an infamous act of villainy. In 446 CY, the lord mayor of Irongate petitioned to have his grievances heard in Zelradton and accepted an invitation to attend the herzog at his palace. When he and his party arrived, they were imprisoned and tortured to death for the overking's entertainment. Their remains were on display for weeks in the Traitor's Garden in Rauxes. So horrified were the people of Irongate by the account of the mayor's demise that the city revolted against the herzog and the overking. South Province was plunged into civil war and chaos. [LGG - 57]
Ivid must be mad, some said. Ivid must be deposed others said. And thus civil war broke out within the Great Kingdom. I suppose some few must believe that was how the war began, but in truth, the war had been brewing for some time, steeped in a cauldron of ambition, avarice, and hate. Among the competing houses, the House of Cranden opposed Naelax, as did many elements of the House of Garasteth and the remnants of Rax. But in all houses princes were busy using the civil war as a cover for settling old scores and attacking their inhouse rivals. Ivid certainly had some such princes assassinated; the blame would be laid upon their own blood for this, increasing within-house divisions and making opposition to him less organized. [Ivid - 4]
447 CY Ivids treatment of the envoys shocked the entirety of the Great Kingdom. How dare Ivid! Onnwall screamed. So too the other southern provinces. The entirety of the southern Great Kingdom rebelled, with only the core of the South Province, Ahlissa, remaining loyal to Rauxes. The oppressive rule of the Great Kingdom brought great discontent and instigated open rebellion, the whole of the South Province being in arms. All of the lower portion was lost to the empire when the Iron League was founded in 447 CY. This alliance joined Onnwal with the Free City of Irongate (which barred the Onnwal peninsula), Idee, Sunndi, and the demi-humans of the Glorioles and the Hestmark Highlands in economic and military alliance. Onnwal and Irongate supplied the sea power, while the other members furnished troops for land actions -- although strong contingents from both of the former places were also sent into battle. [Folio - 13]
Onnwal and Irongate provided the primary naval support for the Iron League, with the Szek responsible for shuttling league business between the Azure Sea and their allies in Nyrond and the north. [LGG - 80]
[The] whole of the south was in arms against the realm, and after a brief struggle the Iron League was founded, an alliance of mutual support which aided the rebellious states to throw off the yoke of the Aerdi tyrants. [Folio - 11]
When the Turmoil of Between the Crowns sowed rebellion and caused widespread division in the Great Kingdom, Onnwal joined the other southern states who broke from the Malachite Throne. The herzog of South Province failed to force them back into line, and Szek Parmus Destron became an independent lord in the aftermath. [LGG - 80]
Onnwal had to pay. Ivid and the South Province believed that if Onnwals sedition was put to task, the city and its allies would fall and come to heel. Forces were gathered. Ships put to sea. Never before had such an armada been raised by the Great Kingdom against one of its own. In response, Herzog Damalinor declared open season on the rebellious states. He targeted Irongate in particular as the keystone of the rebellion. He called up a force composed of hundreds of his vassals and kin (most of whom were landless, errant princes) and as bounty, he offered them a piece of the conquered states as spoils. So numerous were the so-called "privateers" and their men-at-arms that the ensuing siege of Irongate would be called the Battle of a Thousand Banners. However, the force was stymied by the success of the kingdom's own design of the fortress-city. Irongate was impregnable, designed to withstand siege and repel invaders like no other city. The herzog's commanders failed to quickly penetrate the city, and the Provincial Expeditionary Force was slaughtered by a combined host of men, elves, and dwarves; the surviving invaders were hunted down in the hills and slain over the next few weeks. [LGG - 57]
lrongate was besieged by Aerdian forces for several months, but in the Battle of a Thousand Banners the siege was lifted when a ruse panicked the northerners, and great numbers of them were subsequently slain by a combined host of men and gray elves of the League. While never invaded, Onnwal is subject to periodic sea raids from the Herzog's squadrons. [Folio - 13]
Word of the success of Irongate's defense quickly spread, and a great conference was called in the city, including representatives of other various rebellious states once a part of or governed by the vast South Province. Irongate, Onnwal, Idee, Sunndi, and the Lordship of the Isles declared independence from the Great Kingdom, witnessed by ambassadors from Nyrond and dwarf nobles from the Glorioles, Hestmark Highlands, and Iron Hills. This was followed by the formation of the Iron League by Irongate, Onnwal, and Idee in late 447 CY. Irongate became the headquarters of the alliance, accepting ambassadors from the other states. [LGG - 57,58]
448 CY Lordship of the Isles declares independence from the Great Kingdom Lordship of the Isles. The Iron League was quickly joined by the Lordship of the Isles in 448, and eventually the county of Sunndi in 455. The Iron League became very successful at keeping its enemies in the Great Kingdom at bay, using spies and subterfuge to resist the efforts of all herzogs to reclaim it [.] [LGG - 58]
Ivid I of House Naelax brought pressure on the southern princes to fall into line, but the outrages committed by the new herzog of South Province, which included seizing Lordship vessels anchored in Prymp Town, drove the lords of the isles to declare independence along with the other states. The prince of the Isles joined the Iron League in 448 CY, providing naval support and conveyance for traffic between Irongate, Onnwal, and their allies in Nyrond. In so doing, the lord of Diren was forced to deal more plainly with his fellow lords on the other islands, sharing additional power and ceding more local autonomy to them over the ensuing years. [LGG - 71]
One must always give credit where credit is due. This History is made possible primarily by the Imaginings of Gary Gygax and his Old Guard, Lenard Lakofka among them, and the new old guards, Carl Sargant, James Ward, Roger E. Moore. And Erik Mona, Gary Holian, Sean Reynolds, Frederick Weining. The list is interminable. Thanks to Steven Wilson for his GREYCHRONDEX and to Keith Horsfield for his Chronological History of Eastern Oerik. Special thanks to Jason Zavoda for his compiled index, Greyhawkania, an invaluable research tool.
Primary sources for this history were the DMG 1e, The World of Greyhawk Folio, and The World of Greyhawk Gold Box, Living Greyhawk Gazetteer, Ivid the Undying, The Living Greyhawk Journals, Dragon Magazine.
The Art: All art is wholly owned by the artists.
Sources: 1015 World of Greyhawk Boxed Set, 1983 1064 From the Ashes Boxed Set, 1992 1068 Greyhawk Wars Boxed Set, 1991 2011A Dungeon Masters Guide, 1st Ed., 1979 2023 Greyhawk Adventures Hardback, 1988 9025 World of Greyhawk Folio, 1980 9399 WGR 5, Iuz the Evil, 1993 9577 The Adventure Begins, 1998 9578 Players Guide to Greyhawk, 1998 11374 The Scarlet Brotherhood, 1999 11621 Slavers. 2000 11742 Gazetteer, 2000 11743 Living Greyhawk Gazetteer, 2000 Ivid the Undying, 1998 Dragon Magazine OJ Oerth Journal, appearing on Greyhawk Online LGJ et. al. Greychrondex, Wilson, Steven B. Greyhawkania, Jason Zavoda The Map of Anna B. Meyer
Posted: 01-01-2022 12:54 pm Retconning Ratik Presume not that I am the thing I was. William Shakespeare 'Henry IV, Part 2' (1597) act 5, sc. 5, l. [61]
Time for a little retroactive continuity. Im sure many others have set their campaign in Ratik, but I doubt many have done much in my little corner of the world, the area nestled between northern Ratik and western Fruztii. Its a blank space on the map, as far as I can see. A blank slate, as it were. Time to fill it.
But what to do? Begin with a map? I have one: Darlenes map, and Anna B. Meyers map. Ive doodled others, sad recreations of what once were, those maps I purged with a great deal of my old notes when I cleaned out my shelves of what I presumed I would never use or need again. Ill sketch them out again, hopefully more legibly, and maybe again as I learn a CC3+. Now I need add some low-level adventures, just to get started. But what adventures? Most published adventures are in the Sheldomar Valley. That doesnt mean you cant steal a few here and there.
In the beginning, modules were not set in any particular place. A few had, such as the original monochromatic B1 In Search of the Unknown, suggesting that The Theocracy of the Pale, or Tenh, or Ratik were good places to set the adventurean odd statement, considering the World of Greyhawk Folio had yet to be published, so who could know where such places were? There were only vague references to Greyhawk as yet, artifacts, regions, and personages in the 1e DMG, but the adventuring world was very much a do-it-yourself, homebrew affair in those early days. S1 Tomb of Horrors was set in the Vast Swamp. Thats pretty specific now; not then. G1-3 (the monochromatic and the later compendium) were clearly set in mountainous terrain. But which mountains? Mountains abound in Greyhawk. It wasnt until S2 White Plume Mountain, that modules began to be set in place, its place easily discovered in the Folio. S2 specifically stated that White Plume Mountain is located in the northeastern part of the Shield Lands, near the Bandit Kingdoms and the Great Rift. Granted, it also stated that you could place it anywhere you like within your own campaign, as most people would not have a copy of the World of Greyhawk and its maps for another year. Best not to alienate your customers. That said, everyone knows where Hommlet is. Now. That may not be true of the Slavers series, or Lendore Isles, or Orlane, or a host of other villages of countriesbut Hommlet and the Temple of Element al Evil, you bet your ass they know where that is, even if they dont really know where Verbonbonc is. 2nd Edition want as far as to place those modules that had yet to find a home. I reference Return to the Keep on the Borderands and the Liberation of Geoff, in case youre wondering what Im alluding to. That said, the official setting of 2nd Edition was the Forgotten Realms. And Ravenloft. And Dark Sun. And Spacejammers. And Planescape. And Greyhawk, I suppose. 3rd Edition took a different path. Most of its adventures were set in a generic setting, even if the official setting of 3rd Edition was Greyhawk. Best not to alienate your customers. A few modules had minor references to Greyhawk, setting the adventure path there, but not specifically. Paizos Adventure Paths were clearly set in Greyhawk. As was Living Greyhawk. But not the WotC modules. That annoyed me at first. No more. Personally, I prefer that now. Place them where you wish.But I digress. So, lets recreate a campaign from memory, shall we? Or lets set down what I can remember of the James Bay Frontier campaign, anyways, reimagining what I remember. Lets also adapt what published materials I used to inspire said campaign.
Remember my northern Ratik map? Lets work with that, shall we?
Lets place B2 The Keep on the Borderlands where Riverport is. Do not feel constrained by the map of the keep, or the surrounding region. I will not be. Its my campaign and want to be inspired by these works, not actually run them as written. So, lets redo them. I would hazard a guess that the keep is too large, way too large. Its on the northern edge of what was once the Aerdy empire, after all, the frontier, out of sight, out of mind, an afterthought if not pressed upon be the barbarian hordes. It would not be showered with funds. Aside from that, its lonely upon its hill. So, redraw it. Make it smaller, more rural, as it were, befitting a keep on the borderlands. I placed it on the Porcupine River. Thats a defensible position. Also, no keep stands alone, so wrap a town around it. It requires acres of farmland to support it, and tradesmen, and those tradesmen require infrastructure. Ratik and the Great Kingdom were largely human, so most people there are human. But where there are humans there are halflings. They are an entrepreneurial sort. There would be gnomes as well. There were gnomes in Ratik prior, so they would have moved north with Ratiks forces when they pressed north. Place Hommlet at its base. Or something quite similar. Gary Gygax created a masterpiece when he wrote T1 The Village of Hommlet. We might as well learn from it.
Those two modules ought to seed your imagination. They did mine. Keep the caves to the north, their existence a mystery to the people of Riverport and environs, their humanoid inhabitants a growing concern to the farms and the small mining communities to the north, in this case, Potts, Porcupine, and Tymons. There are dwurfolk in them that hills, and mountains, too, by the way. Higher up in the Rakers are the northern mountain clans, the clanholds of Ukauric and Ukargic, and lower down at their base, the hill clans, the Ukacuprum and Ukashal. There would be far more hill dwarves in Potts, Porcupine, and Tymon than their mountain kin. The clan names given them are in keeping with the clan names to the south, the Ukaloa, Ukamanini, and Ukafane, by the way. The humanoids are being gathered in the caves by an evil presence that has recently come down from the mountains to seed its mayhem and discontent upon the sparsely populated James Bay Frontier, that little addition north of North Bay. How long has that presence been there? Longer than we imagine; indeed, it has been there since Keraptis considered these lands his. The temple there has been reoccupied recently by devotees to that great evil from a bygone age, the Elder Elemental God. Keraptis was lured there because of it, and he had grown even more powerful because of it. So had Rogahn and Zelligar, for that matter, before they disappeared into the north country to deal with the barbarian menace, never to return. Did those two malevolent personages build Quasqueton? I think not. They may have expanded it, but they came upon that fell place, centuries after Keraptis had hollowed out its corridors. Should I use the venerable maps of B1 In Search of the Unknown? Absolutely not. Theyre ridiculous, and lack verisimilitude. Redesign it. Take the temple out of B2 and put it in Quasqueton. Alter the description of it to match the unused temple in G1 The Steading of the Hill Giant. This temple is older and far more dormant than G1s, which still exudes a palpable aura of Evil. This one will be foreshadowing of what is to come.
We have an ancient temple that has called evil down from the mountains. Evil acolytes are gathering a humanoid horde, infesting the hills, attacking supply caravans, disrupting trade. They have even infiltrated the keep, as noted in B2. They have infiltrated the town too, much as they had in T1.
They have begun to spread their influence to the coast. Enter N1 Against the Cult of the Reptile God. See New Port? Thats Orlane
and Saltmarsh. Both, in fact. Slip N1 and U1-3 into the campaign. By then the PCs have gained a couple levels and Expictica Defilus will not be beyond the partys ability to handle without help as she is in a N1.
Enter B3. And Duchess and Candella. My favourite NPCs, if you recall. Allies, love-interests, foils to the PCs greed. What to do about what remains of B3? Ship B3 down the coast to Ulthek. We need not go as far south as Marner. Ulthek will do just fine, and it keep the campaign in the north. Ulthek sounds Viking, doesnt it? Lets make it a Suel marquis, still ruled by the family that has since the Houses of Pursuit settled here. They bent the knee when the Aerdi pressed north expanding their empire as far north as the Porcupine River (unnamed then). Keep Arik, make him another Ur-Flan, Keraptis vizier. Ditch the Protectors. Redesign the dungeon that lies below Ulthek.
Thats a start. Ive kept it low level, as Im just beginning to reimagine Ratik and its untapped potential. Can you see where this is going? Something akin to ToEE, surely, with G1-3 added for flavour. But thats for another day. Theres a lot of mid-level to consider.
So, what about the history leading up to this suggested start of a campaign? Theres little written about the region north of the Timberway. Its almost like nothing ever happened north of it. Even the Fruztziis history is south of the Timberway, for the most part.
What do we know about Ratik? Quite a bit, actually. But not enough. Ill embellish on what was. Take it as you will. Note: Italicised text from the Living Greyhawk Gazatteer, by Gary Holian, Erik Mona, Sean K Reynolds, Frederick Weining.
RatikProper Name: Archbarony of Ratik Ruler: Her Valorous Prominence, Evaleigh, the Lady Baroness (also Archbaroness) of Ratik (CG female human Rog9/Wiz3) Government: Independent feudal monarchy having severed all fealty and ties to the former Great Kingdom, its successor states, and noble houses; member of the Northern Alliance Capital: Marner Major Towns: Marner (pop. 6,600), Ratikhill (pop, 5,500} Provinces: Fourteen freeholds ruled by human and dwarven great lords Resources: Shipbuilding supplies, furs, gold, gems (IV), timber Coinage: [Modified Aerdy] orb (pp), crown (gp), scepter (ep), penny (sp), common (cp) Population: 138,500Human 79% (Sof), Dwarf 8% mountain 80%, hill 20%), Halfling 6%, Elf 3%, Gnome 2%, Half-elf 1%, Half-orc 1% Languages: Common, Old Oeridian, Dwarven, Cold Tongue Alignments: N, NG, CN, CG Religions: Procan, Xerbo, Kord, Norebo, Trithereon, Phyton, Oeridian agricultural gods Allies: Frost Barbarians, dwarves and gnomes of the Flinty Hills and Rakers, Nyrond, Knurl (see Bone March) Enemies: Bone March, North Kingdom, nonhumans in Rakers, the Pale (minor), Snow Barbarians (sometimes), Ice Barbarians
Overview: Ratik is a small but prosperous nation located in the northeastern corner of the Flanaess. It is seated in a cultural crossroads between the otherwise civilized south of the former Aerdi Great Kingdom and the barbaric north of the Suel on the Thillonrian Peninsula. Ratik stretches between the Rakers and the Solnor Coast, where the modest city of Marner, the capital, is its only major port. Its southern border is marked by the fortified hills separating Ratik from Bone March. These extend east all the way out to the Loftwood, where the hearty woodsmen are allied with the archbarony. Ratik's northern border divides the Timberway between itself and the Frost Barbarians, a long-standing informal boundary that has been respected by both sides for centuries and only recently was acknowledged by formal treaty. While these barriers have profoundly isolated Ratik from the rest of the Flanaess, they also have served to protect it from invaders for centuries. The climate of Ratik is wintry much of the year, with heavy snows swollen with moisture from the Solnor falling steadily during the height of Telchur's sway. The windswept Timberway remains the greatest focus of the realm. It is a hunting ground that produces the pelts and furs used widely in the dress of the nation. It also provides Ratik with its greatest bounty, the timber and shipbuilding supplies that drive much of the economic activity of the archbarony. The western border of Ratik is an endless range of foothills, inhabited by dwarves for millennia. These mountains are dotted with mines of gold and precious gems situated between citadels of stone that protect the ways from the denizens of the deep mountains. Some farming is conducted during the short growing season in the open lands between Marner and Ratikhill. Ratik is populated chiefly by folk of Aerdi descent, with an Oeridian-Suel mix being common. Few Flan are here, though many Fruztii and some Schnai are present, expatriate farmers from their homelands. Dwarves and gnomes are numerous in rougher lands. Only humans prefer the coasts, where their fishing villages are located. Ratik is well settled despite being located so far north of the population centers of the former Great Kingdom, partly because so many refugees fled here from Bone March. While the rulership of the realm rests completely with the hands of the baron or baroness, its lord takes counsel with numerous constituencies, including the Council of Great Lords (fourteen human and dwarven peers), as well as the burghers of the small cities and towns. The current baroness, Lady Evaleigh, is the widowed stepdaughter of old Baron Lexnol, who yet lives but has been incapacitated for several years. Baroness Evaleigh is mistrusted by many in the kingdom, for she was not born in Ratik and does not always seem to understand its precarious position. It was the old baron who won the trust of the Fruztii and negotiated a treaty with their king. The dwarf and gnome lords respect decisiveness, and Evaleigh has shown little during her short tenure. While the military is loyal to the crown, many grumble that the count of Knurl, Evaleigh's father, has grown far too influential in the affairs of Marner. Lexnol had been working on a treaty with the Schnai to shore up his position against Bone March and its allies in North Kingdom, but these efforts are currently in shambles. Few things would please North Kingdom's "Overking" Grenell more than to see this realm succumb to chaos. [LGG - 89]
History:
In the beginning there were the elves. Only the hearty Sylvain elves ventured this far east and north, the Grey and High elves remaining south where the fields were green and the sun warm. The Wood elves set few roots, migrating with the elk and moose, tilling the soil only insofar as to sustain their numbers. They did raise two cities, Ostaear to the north amid the tall trees, and Carasaear to the south where the lands were flat and as yet fallow.
Then the Flan migrated north, some fleeing the devastation wrought by Vecna and those Ur-Flan who shared his vision, others searching for the fabled realm of the Green God. They came upon the Sylvan elves, and together they hunted and fished, while others remained upon the Flats where the soil was rich and the winds were gentle. Some ventured into the Rakers, and into the Griffs, and found well-sheltered valleys there. It was in one of those that they discovered a valley blessed by Beory and Pelor, where summer never set. They raised a great temple to Pelor at its center and named their city Tostenhca. Great magics were worked there, its field were plentiful, and it prospered. Trade was plentiful, too, for the Dwur were pleased with their neighbours. Until Keraptis came and set all manner of monsters and demons upon them. He then revealed himself to that terrified city as its saviour, ridding it of ever greater peril, at ever greater cost until he was receiving its children as payment. The Dwur retreated from Tostenhca, until Gethrun Shoiraine begged them to aid him and his rangers in ridding his city of the evil wizard. Keraptis fled their collected might and Tostenhca returned to its past prosperity. Until Keraptis laid waste to the city. The people of Tostenhca fled into the valleys, and down into the lowlands. Those that remained slipped into barbarism.
So it remained until the Suel arrived in pursuit of the Suel emperors sun Zellifar. Enfeebled by the power of Slerotin, the Houses of Pursuit had wandered east, without purpose or direction until they circumnavigated the Nyr Dyv and gazed upon those plains that had nurtured the Flan, and the elves before them, and saw a rich land, a peaceful land; and they decided to make it theirs. They made war upon the Flan, and having conquered them, ruled over the Bone March, the Loft Hills, the Flats, and the Timberway. But they had roamed far, and were still not content. They took to the coast, and then to the sea, settling what lands they saw until sighting the Tilvenot to the south and the Thillonrian Peninsula to the north.
Then came the Aerdi, and they too meant to make those rich lands theirs. The Suel were no match for their fierceness, or the artifacts they wielded. They fought, and were defeated, and before long, those who did not pledge fealty to those they once ruled, were confined to those lands the Aerdi wished no claim to. They Houses of Pursuit had forgotten their past, and in time named their clans Rhizians. But they did not forget their destiny. They raided and probed those lands that were once theirs, and the Kingdom of Aerdy, not yet unified, could only chase those Barbarians that, season by season, beset their shores; and so it remained until Manshen bound the Celestial Houses of Aerdi to his will, declaring his Great Kingdom.
After the defeat of the Suel barbarians who invaded the northern Aerdy hinterlands from the kingdom of the Fruztii in 109 CY, Bone March was established by Overking Manshen as a fief to reward his victorious commanders. However, it soon became clear to the leaders of the Aerdi military that a further buffer was required if these new lands were to be protected from additional incursions from the north. General Sir Pelgrave Ratik of Winetha, a wily veteran of the barbarian campaigns, appointed in 122 CY to oversee an expedition that would attempt to drive the Aerdi frontier all the way to the foothills of the Griff Mountains. Ratik and his forces inaugurated their expedition by crossing Kalmar Pass, taking the town of Bresht in a blustery winter campaign that cost the Fruztii dearly. After brokering an alliance with the dwarven lords of the eastern Rakers, Ratik proceeded to force a retreat of the Fruztii up the narrow coast and into the northern fastness of the Timberway. He wisely refused to follow them into an obvious trap and instead broke off the pursuit and fortified his gains. He was immediately hailed a hero in the south and his legend grew quickly.Over the ensuing months, General Ratik established a military fort overlooking Grendep Bay at Onsager Point. He called the place Marner, and used the newly founded town as a base of operations from which to secure the whole territory. Ratik soon began exploiting the shipbuilding opportunities afforded by the tall pines of the Timberway, and Marner grew from a sizable stronghold to a small port city. Ratik sent glowing reports to his superiors in the south and was shrewd enough to back them up with a steady stream of riches, including highly prized furs and precious gems acquired in trade from the dwur. In 128 CY, the Fruztii and Schnai allied to create an invasion flotilla. They launched a concerted attack on Marner during the spring that almost caught the Aerdi by surprise. In defense, General Ratik set the major approaches to the port ablaze, forcing the armada through a narrow approach where it was cut to pieces by the siege engines of the fort and a squadron of the imperial navy. The overking was sufficiently impressed with the victory that in 130 CY he elevated Pelgrave Ratik to the aristocracy, granting him the title of baron and the new lands as a personal fief. The family of Ratik gained the status of a minor noble house within the Great Kingdom, The walled town of Bresht was renamed Ratikhill in honor of the new baron, and it quickly prospered from trade with Spinecastle passing through Kalmar Pass. [LGG - 90]
Manshen commanded Ratik to pacify the north. Scouts were sent north to discover what lay there. Ratik pressed north, and Suel House of the Timberway fell one after another: Abonhoth, Keth, and Ulthek. Each in turn pledged their fealty to the Overking, and each in turn wed their scions to those Aerdi houses that had campaigned north with Ratik. Ratik had paused where the Timberway thinned. Until gold and silver was panned in the River delta north of the Timberway. Prospectors surged north, then into the foothills. A port town, Riverport, sprang up at the extend of what came to be known as the Porcupine River, to supply them, and New Port, where the river discharged into the Bay named after the general who led Ratiks forces to the rivers edge, Sir James Hoodsen. The north was soon called the James Bay Frontier, and the mining camps north of Riverport The Porcupine.
Where the south has always been an archbarony of first Aerdy and then the Great Kingdom, the north was never culturally Aedri. It was Suloise, and Flan. These peoples were tied to their land and traditions, harvesting what was necessary, leaving all else for future need. They farmed, they fished, they felled those trees needed for ship and shelter. Most communities were small, clanholds, if not family. That changed when gold was found. The Aerdi rushed north, panning the beds and streams ever north until veins were spied in the foothills. The rush was on. Mining camps broke ground, then rock. Adits and shafts plunged into the hitherto solid rockfaces. There grew the need to supply them. Ports sprung along the river, trees felled, soil tilled. Drovers and carts cut furrows into the oerth. Palisades rose to protect them, and the Kingdoms claim to what until then was considered a wasteland. The Fists took note. Here were riches to be had, far from the established Holds to the south, far from their protection, too. And with them, the hordes of orcs and gnolls and ogres, who were far from pleased by the influx of so many humans.
The baron and the marquis of Bone March became fast allies, and their descendants enjoyed a great deal of peace and success over the next two centuries, needing only to fend off infrequent raids from [north of] the Timberway and the Rakers until the middle of the fourth century CY. However, a massive invasion by a unified host of Fruztii and Schnai threatened to overwhelm the nations and sweep into North Province in 356 CY. The Rax Overking Portillan was concurrently embroiled in a struggle over the secession of Nyrond and had assembled an invasion force to head west, which he was forced to divert north to counter the new threat. The attack was soon turned back, though at great cost. So fierce was the defense of the men and dwarves of Ratik that even the Fruztii were impressed. The barony and the Great Kingdom averted disaster, but at the price of losing all of the province of Nyrond. Ratik and Bone March gained semipalatinate status following the Turmoil Between Crowns, which saw a shift of power from the Malachite Throne to the provinces. Few of Ratik's riches headed south in tribute, and Alain II of Ratik took to calling himself archbaron henceforth.
Those little towns of New Port and Riverport flourished. Garrisons swelled. Piers bristled along the banks. Foreign interest took note. The Schnai. The Kingdom. The Sea Barons. The Lordship of the Isles. And the North Province. Marner took note and kept watch, strengthening the garrisons. The pious took note, as well. Avarice and greed were the only religion in the Frontier, and thus, souls must be saved. Clerics arrived to do just that, from Marner, from Rel Astra, from Rel Mord and Wintershiven. The Northerners were none too pleased by all the attention given them. Were it not for the gold and the silver, the south would never have given them a second thought. Were it not for the orcs and the gnolls and the Fists, the northerners might have wondered what need they of Marners oversight? They wondered anyways.
Danger lurked everywhere. Prospectors began telling tales of giants upon high cliffs and shadowy figures amid the pines. And to sea, fisherfolk told tales of sinister shapes on the horizon and fins in their wake, of great dark shaped that swelled the waters beneath their keels. The Rhizians did not speak of such, not within hearing of the Ratikaans, anyway, but they began sending ships far asea in search of the presumed lost tribes of Vatun, and emissaries to Marner to consult the tomes of the college there, and expeditions into the Corusks and Griffs is search of lost cities and the mysteries they might contain. Hradji Beartooth led one such ill-fated expedition on 520 CY, but kept what secrets he had learned when he returned, never to reveal exactly what he found. He died within the year, before he could return to claim what he might have discovered. As did the rest of his party.
The two states prospered greatly under the increased freedom, forming an alliance that allowed them to keep both North Province and the Suel barbarians at bay. House Naelax of Eastfair desired these rich provinces, but it was unable to successfully act against them until tragedy struck. In 560, nonhuman tribes from the Rakers and Blemu Hills struck into Bone March, subjugating the land in 563 and slaying its leaders. Herzog Grenell of North Province reached out to these usurpers, seeing an opportunity. Ratik and its baron, Lexnol III, had been forewarned and deflected most of the invaders, but could not prevent the disaster that befell the march. Lexnol, a skilled leader and tactician, realized that he was now isolated and no succor would be forthcoming from the south or the court of Overking Ivid V. He approached the lords of Djekul, who had grown less wary of the proud Aerdi in the intervening years and were even grudgingly respectful. With the Fruztii, Lexnol forged an affiliation called the Northern Alliance. Ratik subsequently became fully independent of the Great Kingdom and had the might to both hammer the orcs and gnolls of Bone March and dissuade an invasion from North Province. In 579 CY, Lexnol's only son, Alain IV, the heir to the throne of the archbarony, married Lady Evaleigh, the daughter of the count of Knurl. The county was the only surviving province of Bone March, and the union was arranged to improve the lot of both realms. The following year, the Seal of Marner was stolen by agents of Bone March, an effort by the nonhumans to quash the alliance between Ratik and the Frost Barbarians. The document was recovered before it was secreted to Spinecastle, but not before news of the theft drove a small wedge between the Fruztii and Ratikans.Alain acquired the dream of uniting Ratik and Bone March, but failed to convince the king of the Frost Barbarians of his plan to drive out the nonhuman tribes. Many whispered that Alain was encouraged in these ambitions by his step-family, particularly the count of Knurl, whose position between Bone March, North Province, and Nyrond was grossly precarious. In certain agreement were the immigrants from Bone March, who were driven from their lands by the invaders. In 586 CY, Alain led a force of men and dwarves into Bone March in an attempt to retake Spinecastle with the baron's grudging support. The attack failed, and Alain's surviving lieutenants watched as the young lord was dragged from his horse by gnolls and slain. Nearly three hundred Ratikans were left for dead during the hasty retreat. Upon hearing of his son's demise, old Baron Lexnol collapsed. He awakened the next morning with a shock of white hair and a palsy that confined him to bed. Lady Evaleigh, now widowed, assumed the throne and has guided Ratik through the trouble that has befallen it. Raids from Bone March have become progressively stronger and more organized the last few years. Her father's realm, the county of Knurl, was attacked a few months ago and was only saved by the snows of winter. [LGG - 91]
Conflicts and Intrigues: Ambassadors from the Scarlet Brotherhood were spied in Djekul. Ratik wants to expand the alliance against Bone March and North Kingdom to include the Snow Barbarians, but the Schnai will negotiate only with Lexnol. Agents of the Sea Barons have approached Evaleigh to gain access to Marner. A half-orc spy working for North Kingdom was discovered in Ratikhill but escaped. [LGG - 91]
Theres gold in them thar hills. Where there is gold, there is high-grading, and crime, and intrigue. The James Bay Frontier was always a freewheeling district, remote, resentful of the Great Kingdoms oversight. Then Marners. But there have been orcs and gnolls and ogres of late. And the Fists. And pirates plying the seas, eager to plunder what bullion and ingots they may.
The Fruztii have never been pleased with the Ratikaans settling this far north, in lands the had always claimed as theirs. But recent treaties had held their hand. Also, Ratik had helped Fruztii hold the Bluefang-Kelten Pass. And their fishing fleets have never prospered so much as when New Port and Riverport sprang to life. The Schnai have been less pleased. The Crustii, indifferent.
But there have been words of discontent of late since more and more ships from the south seas have come to port, some from as far south as the Tilvenot Strait.
One must always give credit where credit is due. This History is made possible primarily by the Imaginings of Gary Gygax and his Old Guard, Lenard Lakofka among them, and the new old guards, Carl Sargant, James Ward, Roger E. Moore. And Erik Mona, Gary Holian, Sean Reynolds, Frederick Weining. The list is interminable. Thanks to Steven Wilson for his GREYCHRONDEX and to Keith Horsfield for his Chronological History of Eastern Oerik. Special thanks to Jason Zavoda for his compiled index, Greyhawkania, an invaluable research tool. Primary sources for this history were the DMG 1e, The World of Greyhawk Folio, and The World of Greyhawk Gold Box, Living Greyhawk Gazetteer, Dragon Magazine.
The Art: All art is wholly owned by the artists. B2 Keep on the Borderlands cover, by Jim Roslof, 1980 T1 Village of Hommlet cover, by Jeff Dee, 1980 B1 In Search of the Unknown cover, by David A. Trampier, 1979 N1 Against the Cult of the Reptile God cover, by Tim Truman, 1980 U1 Sinister Secret of Saltmarsh cover, by Dave De Leuw, 1980 B3 Palace of the Silver Princess cover, by Erol Otus, 1981 Ratik Coat of Arms, realized in World of Greyhawk Folio, 1979 The Death of Prince Alain IV, by Joel Biske, Living Greyhawk Gazetteer, 2000
Sources: 1015 World of Greyhawk Boxed Set, 1983 1064 From the Ashes Boxed Set, 1992 1068 Greyhawk Wars Boxed Set, 1991 2011A Dungeon Masters Guide, 1st Ed., 1979 2023 Greyhawk Adventures Hardback, 1988 9022 S1, Tomb of Horrors, 1978 9023 B1, In Search of the Unknown, 1979 9025 World of Greyhawk Folio, 1980 9026 The Village of Hommlet, 1979 9027 S2, White Plume Mountain, 1979 9034 B2, The Keep on the Borderlands, 1980 9044 B3, The Palace of the Silver Princess, 1981 9058 G1-3, Against the Giants, 1979, 1981 9062 U1, The Sinister Secret of Saltmarsh, 1982 9063 N1, Against the Cult of the Reptile God, 1982 9064 U2, Danger at Dunwater, 1982 9076 U3, The Final Enemy, 1983 9147 T1-4, The Temple of Elemental Evil, 1985 9317 WGS1, The Five Shall be One, 1991 9337 WGS2, Howl from the North, 1991 9399 WGR 5, Iuz the Evil, 1993 9577 The Adventure Begins, 1998 9578 Players Guide to Greyhawk, 1998 11327 Return to the Keep on the Borderlands, 1999 11413 Against the Giants, The Liberation of Geoff, 1999 11742 Gazetteer, 2000 11743 Living Greyhawk Gazetteer, 2000 Ivid the Undying, 1998 Dragon Magazine OJ Oerth Journal, appearing on Greyhawk Online LGJ et. al. Greychrondex, Wilson, Steven B. Greyhawkania, Jason Zavoda The Map of Greyhawk, from Anna B. Meyer, free for download on her website Posted: 12-30-2021 11:00 am Tenjin, Rogue of the Burneal Forest Running a low level rogue in my first 5E game, set in the 576 era of Greyhawk, I started to write up a description of both my character's background and a relatively mundane event during the course of an adventure. As I started writing, it just kind of took off from there...
As the party sat around the fire, the priest finally caught a glimpse of the rogue's face, albeit very briefly. Tenjin adjusted his hood and for a moment, the priest saw the two distinct scars that lined Tenjin's profile, arching from the side of his head down to the curve of his jaw. Although she thought it was but a quick glimpse, Tenjin noticed her gaze and shifted his posture up in response, and began to speak in a low but steady voice. "Yes, you see my scars, so you can probably now understand why I keep them under my hood and behind a shroud. As a child, our village was often attacked by roving bands of Wolf Nomads." Bowing his head slightly, turning away from the fire's glow, Tenjin continued. "We were captured by a band, led by a Wolf Nomad shaman. In a ceremony, the shaman attempted to initiate us into the tribe by forcing men, women, and children to face wargs in a survival test. Moments before I was selected to test, I was able to get out of the grasp of a Nomad captor, and started to flee past the shaman into the tall grasses of the plains. Just as I thought I had ran past the shaman, he struck out with a taloned palm. I was blinded by both the pain and blood in my eyes, but my fear drove me way from the nomads into the grey dusk. I guess they did not anticipate a child as bold, or foolish, but I had no choice. In order to keep the remaining villagers at bay, they offered no chase...perhaps the Nomads felt they would ultimately catch me in my escape," Tenjin said, halting...."but they never saw me again." A silence fell across the party as Tenjin pulled the hood back over his head, hiding everything but the vague shadow of his face. Then, as the priest was about to respond, Tenjin added, in almost a whisper, "ever since, in the Burneal, you will hear them call me Tenjin Two-Scars...and now you know why." Tenjin then rose from the fire circle, and moved away toward the edge of the firelight. He tucked a small wooden medallion, hung on a thin leather cord, back into his jerkin. The priest identified it as the sign of Xan Yae, the goddess of twilight, shadows and stealth. Tenjin made a final silent glance toward the party as he moved into the dark, a slight picture of a face too young to look as weathered and weary, someone whose presence and unnatural quietude was forged out of a life lived in the shadow of the world.
Posted: 12-24-2021 12:40 am On Keraptis This thing of darkness I Acknowledge mine. ― William Shakespeare, The Tempest
Long before the coming of the Aerdi, the Ur-Flan held dominion over all they could see, having wrested it from the elves, and scattering them to the far corners. Those tales are harrowing, not for the feint of heart. Indeed, they are the stuff of unsettled sleep, if not nightmares. Their names resonate, even today, though those who whisper them know little of their exploits, only those terrors rumoured to have befallen any who might have stood against them. The Aerdi were lucky to have come to the Flanaess after those notable few had grown bored and left this plane, in search of the power and immortality they had always sought, or the history we know might have been quite different. Might? Surely would have, for the Ur-Flan were the very equal of those wizard-priests of the Suel and the Bakluni who had laid waste to their vast empires. Many famous villains can also trace their origins back to GREYHAWK: Vecna, Kas, Keraptis, Acererak, and Azalin to name a few! [Onnwal Gazetteer]
Vecna is as well known as Zygyg, but his dreaded name is not spoken aloud for fear of arousing him. Once the most powerful undead wizard of any known world, Vecna was destroyed at the height of his power by his treacherous lieutenant Kas. Only Vecna's withered Hand and jeweled Eye survived, possessing frightening powers that can corrupt even the purest soul. Vecna attempted to return and conquer Oerth only a few years before the Greyhawk Wars and he nearly succeeded. Before his defeat, a servant of his was briefly able to slay the entire Circle of Eight. A Vecna cult survives, attempting to bring him back. Other notorious personalities include Iggwilv, the necromancer-witch who gave birth to Iuz: Zuggtmoy, a female archfiend known as the "Queen of Fungi," who has tried to subvert and conquer the Flanaess; Tharizdun, a "dead god whose revival, some say, would mean the destruction of the world; Acererak, the demilich whose "Tomb of Horrors" has destroyed hundreds of adventurers; Keraptis, an evil wizard whose volcanic home in White Plume Mountain houses powerful artifacts - and the world's largest crab; the Falcon, a serpentine monster who tried to take over the City of Greyhawk from below but is believed slain; and the Slave Lords, the organized crime masters who once dominated the Pomarj and Wild Coast, and may rise again. [PGtG - 26,27]
The name Vecna inspires the most fear of those mentioned, but only because it was his Occluded Empire that sundered that of the elves, and for the horrors committed in his name. And it was Vecna who forged the sword that took the spirit of the Grey Elven king Galitholian Glitterhelm. And it was Vecna who had met his supposed end by that very sword, betrayed by his most ruthless and faithful servant. Those others, Acererak and Keraptis, were as wicked. As withering. As vindictive. Had they been brought down to as spectacular an end, maybe their names would have resonated through the ages as Vecnas had; maybe if their had left witnesses to the wrath. But alas, they did not; and woe to those who should come upon them, for one cannot prepare for what comes if there is no warning.
The History of The Pyronomicon Keraptis was an inquisitive sort. He must have been. And ambitious. Were he not, he would never have risen to the heights he had. But was he truly a Fire Elementalist? Maybe. I believe he was so much more, much like Leonardo DaVinci was more than an artist, in so far as he was a devotee to anatomy, natural history, science, and engineering. Truly, the Ur-Flannae were more than just magi, much as those early Suel and Babluni magi were wizard-priests, artificers and soothsayers. That said, I suspect he liked to play with fire, in more ways than one. Many scholars believe Keraptis was (or is, assuming the reports about his return are true) a Fire Elementalist, for the contents of the book are devoted exclusively to the study of elemental fire. In fact, half of the tome deals with the nature of the elemental plane of Fire and its denizens. Several additional chapters provide a thorough examination of the City of Brass (including a fairly accurate map of the city; [*]) and its inhabitants. The remaining pages detail an extensive selection of fire-based spells. Add to that the books appearance and Keraptis choice of residence, and the assumption that he was a Fire Elementalist seems to ring true. [Dragon # 241 - 79] [*see Al-Qadim, ALQ4 Secrets of the Lamp, by Wolfgang Baum, 1993]
But where did he come from? Fleet? Haradaragh? Who can say? His origins are lost to time. What can be said is that he rose to great power, travelled the planes, and delved into fell knowledge. And he learned much in those travels. But he needed a place in which to apply that knowledge, to unravel those mysteries he had gleaned. And those to administer to his needs while he did. He came upon gnomes he seduced with promises, and warped with malicious intent, and with them, he found the shining city of splendor, fabled Tostenhca, where summer never set. Would that they had never laid eyes on him, for he laid that fabled city low. He beset upon it monsters and misery, devils, demons and all manner of calamity, and then revealed himself, promising to free them of the parils that until then had been unseen and unheard of. They were grateful, for a time.
The History of Tostencha -2024 CY Some two thousand years ago, the wizard Keraptis established himself as "protector" of Tostenhcaa grand mountainside city of wide streets and towering ziggurats. But the wizard, who had extended his lifespan far beyond that of most mortals in his search for immortality, became more and more corrupt with increasing age. Over four centuries, the cost of his protection grew ever more burdensome, until eventually Keraptis was taking a piece of everything that the people of Tostenhca grew, made, or sold. With the announcement of yet another levyone-third of all newborn childrenthe people rose as one, ousting Keraptis and his personal bodyguard of deranged gnomes. [Return to White Plume Mountain - 3] Historical Development of Keraptis: Erik Mona, Lisa Stevens, Steve Wilson
The History of The Pyronomicon [In] a time when the Flan tribes still dominated eastern Oerik, the archwizard Keraptis rose to power in the lands abutting the southern Rakers, and while most historians agree that the mages kingdom encompassed what is now known as the Bone March, a few scholars believe the territories that later became Ratik and the Pale were part of this empire as well. Yet, as is well documented in the little known Legend of Keraptis, the archwizard was a cruel man, so brutal in fact that, near the end of his reign, he demanded his tormented subjects turn over to him one-third of their newborn children as part of their taxes. The peasants did not take this atrocity lightly, and under the leadership of the high priest Gethrun Shoiraine and his ranger followers, the kingdom of the tyrant mage was sundered. [Dragon #241 - 77]
I can only surmise that Keraptis required those children for his experiments. Or maybe he sacrificed them to Nerull and Incabulos, inhaling their life essences to prolong his life as he searched for the key to true immortality? Maybe, like Vecna, and maybe all the Ur-Flannae, Keraptis had a pact with the Serpent Mok'slyk, and needed the souls of the innocent to unlock those arcane mysteries that evaded him? In any event, those children were never seen again.
During the resulting chaos, Keraptis and his gnome bodyguards escaped to the south, but in his haste to evade capture, Keraptis was forced to leave behind several objects of particular value. Among them was The Pyronomicon, a huge tome devoted to the lore of Elemental Fire, which Gethrun claimed as his share of the spoils. Despite his inability to use the spells it contained, Gethrun retained the book some 50 odd years before turning it over to the elves of the Gamboge Forest. The elves, in turn, held the tome for more than 500 years, until the coming of the Oeridians. [Dragon #241 - 77,78]
Tostenhca was free of Keraptis, but they had lost the favour of Palor. Their endless summer set, and the snows descended upon them, and life became a struggle, forevermore.
The History of Keraptis Homeless, the wizard and his followers fled to the cities of the south and west. But wherever Keraptis went, his reputation preceded him, and he found no other settlements willing to accept his "protection." [RtWPM - 3]
During these travels, which lasted most of three centuries, the wizard acquired several implements of surpassing power. The secret gnomish conclave from which he drew his bodyguard gave him the hammer called Whelm. In return for aid that would enable them to crack their divinely ordained prison, the mythical Cyclopes presented Keraptis with the trident named Wave. While future-communing with the last living entities of a dying multiverse, he received the sword called Blackrazor. But true immortality still eluded his grasp. [RtWPM - 3]
The History of White Plume Mountain White Plume Mountain (82): The ancient volcano fortified by Keraptis is near the Riftcanyon, in hex T3-70. [WGG1e - 30]
c.-800 CY There were those who arrived without fanfare. Thingizzard, Witch of the Fens, was one such; she was already dwelling in The Great Swamp, north of White Plume Mountain, when the Elder Druid arrived, so who can say from whence she came. She certainly did not. Thingizzard was already living in the Great Swamp when Keraptis descended on White Plume Mountain some thirteen hundred years ago. Though the wizard thought nothing of attacking the volcanos Elder druid guardian, he chose not to trifle with the Witch of the Fens. It may well be that Keraptis thought her insignificant, but it is more likely that he left her alone because of his phobia concerning undead. Though she is not human, Thingizzard appears as an old woman with pure white hair. She doesnt know her own origins and doesnt care to learn them; her only interest is maintaining the peculiar ecology of the Great Swamp. In fact, regular infusions of Thingizzards necromantic potions have made this place what it is. The witch pours these concoctions into the water regularly to nurture her children the bog mummies. She can call these creatures to her defense at any time [
.] Not only is the Witch of the Fens very strong [
]), she [can] also [
]: animate dead, [
] control weather, curse, dream, [and affect the minds of any within her sight.] In addition, her knowledge of herbalism and potion brewing rivals that of the most respected mages in the land. [RtWPM - 15]
-724 CY Thirteen hundred years ago, the wizard Keraptis was searching for a suitable haven here he could indulge his eccentricities without fear of interference. He visited White Plume Mountain, going closer than most dared to, and discovered the system of old lava-tubes that riddle the cone and the underlying strata. With a little alteration, he thought, these would be perfect for his purposes. The already had a bad reputation, and he could think of a few ways to make it work. So, taking with him his fanatically loyal company of renegade gnomes, he disappeared below White Plume Mountain and vanished from the world of men. [S2 White Plume Mountain - 2]
Three hundred years after leaving Tostenhca, Keraptis learned of a great volcano called White Plume Mountain, in which still-living druids of the Elder Age guarded the secrets of immortality. Within the volcano, the wizard found a tangled maze of lava tunnels and an ancient druid serving as the sole protector of Elder secrets. The two fought a titanic battle for ownership of White Plume Mountain and its ancient mysteries, but in the end the wizard prevailed. After casting the druid's remains into a sea of magma, the triumphant Keraptis penetrated to the Druid's Fane, a secret chamber protected by molten rock. There, among other treasures of ancient sorcery, he found the archetypal iceblade Frostrazor and an enigmatic statuette. Keraptis used the figurines power to pronounce a heinous curse that laid waste to distant Tostenhca, thus exacting his revenge at last. Thereafter, Keraptis focused all of his vast faculties on the problem of death. He embarked on a dozen separate research efforts, all aimed at achieving eternal life without the need for constant magical maintenance and healing. It was one such project, empowered by the four enchanted implements he had obtained, that eventually allowed Keraptis to step forth from the Prime Material Plane into a distant shadowy realm where, he hoped, he would leave behind the constraints of mortality forever. Keraptis quit the volcano some five hundred years past. No one knows whether he achieved his ultimate goal or still pursues it in some far, dim dimension. Whatever his fate, Keraptis never came to White Plume Mountain again. [RtWPM - 3]
Masterless, the company of gnomes loyal to Keraptis continued to abide within the active volcano, living off the gargantuan fungal gardens that the wizard had magically grown inside the caverns. Generations were born, only to live out stale, sunless lives and finally die within the mount a in. [RTWPM]
Death need not be the end. Those of power know that. So too those of great faith. Aegwareth, Shade of Vengeance Keraptis slew the enigmatic Elder druid Aegwareth, who had protected the Fane for decades, and threw his remains into the surrounding sea of magma. Unbeknownst to Keraptis, however, the druid's spirit lingered within the magma pool, growing ever stronger with the passage of years. Now he openly seeks vengeance for his wrongful murder. The shade appears as a ghostly human, though his eyes, hair, limbs, and garments blaze with ethereal flame. In his normal, semisolid form, he can physically attack his foes, [burning them with his touch, and potentially aging them decades] on the spot. Only silver [or magical] weapons [can fully harm] Aegwareth in this form. The shade of vengeance is immune to sleep, charm, hold, cold, poison, mind-affecting spells, and death magic. In addition, he can fade into obscurity at will, becoming almost completely transparent. In this form, he is invulnerable to attacks and damage of any type, but cannot affect the physical world himself. (This obscurity power does not involve a retreat to the Border Ethereal, however, as that dimension is inaccessible from the Fane.) While obscure, the shade [can regenerate harm done to it.] Aegwareth has utilized the centuries since his death to strengthen his ties with an elemental entity of surpassing power called the Leviathan, which lives within the magma pool. Should he be unable to slay the original Keraptis upon his return, Aegwareth will call the Leviathan to complete the task, even though he knows that such a call will end his own existence. [RtWPM - 56]
The History of The Pyronomicon The Oeridians, in their efforts to subdue all who would stand against them, roused the ire of a great red wyrm that had been lairing near the border where the Rakers, the Gamboge, and the Flinty Hills meet. It seems that a large Oeridian force lured the dragon out and away from its abode while a much smaller unit emptied out the place. In its rage, Harak col Hakul Deshaun as the Oeridians later named the dragon, which loosely translates to he who comes with fire and fury [,] rampaged across the countryside, destroying anyone it found. Eventually, its wrath fell upon the elves of the Gamboge, and when all was done, Harak col Hakul Deshaun was the new owner of The Pyronomicon. For generations thereafter, the land within 50 miles of Haraks lair was carefully avoided by humans and demihumans alike, and in time, the legacy of Harak col Hakul Deshaun became little more than myth. This situation could not last forever, of course, and soon enough, the abandoned lands were reclaimed and settled anew. [Dragon #241 - 58]
189 CY In CY 189; a large and powerful band of adventurers from the Great Kingdom, having learned of the legend, pushed all the way to the great wyrms lair intent on dispatching the dragon once and for all, but when they entered the place, it was completely empty. Apparently, Harak col Hakul Deshaun, crafty even by dragon standards, had already relocated to parts unknown; an assumption based on the fact that, without a corpse or sign of struggle to say otherwise, the dragon could not be presumed dead. And with the disappearance of the dragon, so too did The Pyronomicon vanish from the chronicles of men. [Dragon #241 - 58]
The History of White Plume Mountain | White Plume Mountain Map |
Centuries under the shadow of such great evil can taint a land. Indeed, it can poison it. The greater the shadow, the longer, and deeper the taint, and Keraptis cast a very long shadow.
The Yellowflow River originates in the heated geysers and burbling hot springs of White Plume Mountain. While most of the volcanos sulfurous water flows into the Great Swamp to the northwest, a portion of it forms a river running south. Because of the waters high sulfur content, river life is sparse. With proper distillation, however, water from the river is drinkable. [RtWPM - 11]
White Plume Mountains mineral-rich effluvia have nurtured this abnormal outgrowth of thorny plumeberry bushes for years, giving the leaves an unhealthy pallor. No creature larger than a halfling can penetrate the Twisted Thickets without a machete or other cutting implement. [RtWPM - 11]
The swampland northwest of White Plume Mountain is, in essence, a large expanse similar to Twisted Thickets, half-drowned in the sulfurous water that pours continually from White Plume Mountain. Thus, travelers here face the same harsh conditions as they would in the Twisted Thickets, plus they must contend with the additional annoyance of knee-deep water. [RtWPM - 13]
Just to the southeast of White Plume Mountain lies a series of buttes, [the Dead. Gnolls Eye Socket,] bare except for a pale green covering of grassy vegetation. These outcroppings vaguely resemble the head and shoulders of a supine hyena. This unique formation, in conjunction with a large cave in the southeastern section, gives the area its unique name. [RtWPM - 11]
According to local legend, a dracolich named Dragotha makes its lair just west of White Plume Mountain. Tales of adventurers who have left to seek the beast and never returned are common in nearby communities, and several copies exist of a map purporting to lead to the lair. No such creature has stirred in recent memory, however, and the claims of its presence remain unsubstantiated. [RtWPM - 15]
One would think that few would come near such a place, let alone live there, but there will always be a few souls, whether brave or foolhardy, who will settle where others will not.
Mukos was a baronet from Greyhawk City who built a castle near White Plume Mountain some two hundred years ago. Unfortunately, he chose a poor location for his new homeright above an extended meenlock warren. These evil creatures took offense when the baronets stonemasons paved over the opening to their tunnel system. In the months thereafter, the castles inhabitants began to disappear, one by one. Those who remained complained of gradually intensifying nightmares, pursuit by unknown stalkers, and feelings of dread thick enough to choke on. When Mukos himself turned up missing one morning, the rest of the inhabitants fled, never to return. [RtWPM - 12]
| The Pyronomicon |
The History of The Pyronomicon 390 CY The Pyronomicons absence from recorded history lasted roughly 200 years before turning up again circa CY 390. This time, the owner was Foltyn, a capable Water Elementalist residing on a small island along the east coast of the Nyr Dyv. Though brilliant within his specialty, Foltyn was not known for his common sense, and he foolishly announced to the world his intention to destroy The Pyronomicon before the Joint Courts of Urnst during Richfest, when both Luna and Celene were full. Needless to say, it seemed like every powerful Fire Elementalist in the Flanaess descended upon Foltyns island abode exactly one week before the Midsummer festival, and in a spectacuJar, fiery display that lit up the night sky over an area some 100 miles in diameter, Foltyn and his island were wiped clean from the face of Oerth. [Dragon #241 - 78]
The History of White Plume Mountain At last, some one hundred years ago, an invasion fractured the placid flow of days beneath White Plume. Lured by tales of treasure, several powerful heroes calling themselves the Brotherhood of the Tome burrowed into the sealed-off chambers of the volcano and stole the wizards four implements of power: Wave, Blackrazor, Whelm, and Frostrazor. The theft of these weapons trapped Keraptis in his shadowy realm, preventing his return to the Prime Material Plane. The residents of White Plume realized that more attacks might follow now that outsiders knew about the complex inside the mountain. Seeking protection, the gnomes opened the sealed caverns wherein Keraptis had conducted his research. Though they uncovered many wonders, it was the discovery of Keraptis-imprints that changed life under White Plume Mountain forever. As part of his research into immortality, Keraptis had tried for some time to embody himself as a being of pure thought in the matrix of a certain kind of spell. In that way, he reasoned, he could live forever in the minds of others. Though he ultimately abandoned this idea, the fruit of his researchseveral variant copies of the spell on scrolls still remained. Each of these dweomers (called Keraptis-imprints or K-imprints) incorporated a full or partial copy of the wizards persona and knowledge, though all were in some way damaged or incomplete. Upon finding these scrolls in an opened chamber, an over-eager gnome immediately memorized one of them, thereby installing a copy of the absent wizards consciousness in his own mind. Believing himself to be Keraptis, he rose up and began to gather back the stolen weapons of power that the ancient wizard had owned. [RtWPM - 4]
His name was Nightfear. Or should I say that was the name he went by. He had long ago forgotten his name. Nightfear was once the gnome wizard Parfithal, a descendant of a gnome who followed the original Keraptis into White Plume Mountain countless generations ago. A sallow, average-looking gnome, he has a twisted smile and a demented gleam in his eyes. Following the precedent established by other pretenders, Nightfear managed to locate and claim one of his original implements of powernamely Wave. Unfortunately, the Resistance recently stole the trident from him, then lost it to Thingizzard. In his grief and rage over losing the weapon, Nightfear sent out all his husks to search the mountain, hoping to catch a glimpse of Wave through their eyes. But in such small groups, they proved easy targets for the troops of the other pretenders. Thirty of his thirty-one husks died, [Nightfears powers were shattered.]. His last husk is currently in the hands of Killjoy [
], but he is developing a new crop from underlings who have recently memorized partial K-imprints. At present, all of Nightfears other projects have come to a standstill while he schemes to retrieve his weapon. [RtWPM - 16]
Keraptis had not left his lair undefended. Besides Nightfear, there were others lured, cajoled, and coerced into doing just that. Seduced by the K-prints, and in some cases, emptied by the power of Keraptis intellect and evil.
| Quesnef |
Qesnef: a huge ogre Mage who lost a bet with Keraptis and must guard his treasure for 1001 years. Spatterdock: The False Keraptis known as Spatterdock was once an ogre mage called Quesnef who served both the original Keraptis and the first False Keraptis. But his days of serving others ended when he managed to acquire a K: complete imprint. Following the precedent established by other pretenders, Spatterdock managed to locate and claim one of the original implements of power: Whelm. Instead of wielding it himself, however, the False Keraptis allows his favorite servant, the vampire Ctenmiir, to carry and use the enchanted hammer in his name. because of the thirty-four subsumed minds currently under his control. His real form is that of a huge ogre mage, but he typically uses his polymorph self ability to affect the appearance of a doughty halfling. [RtWPM - 27] Killjoy: The two efreet called Nix and Nox once served the original Keraptis here under White Plume Mountain. Later, Nox became a servant of the first False Keraptis, but Nix was not so foolish. After the death of the first pretender, Nox himself became a False Keraptis-the one now known as Killjoy-and the two friends parted ways forever. Determined to stop the False Kerapti and restore his true master to power, Nix formed the Resistance, a ragtag group of assorted beings who strike at all the False Kerapti from hiding. Nix can acquaint visitors with the entire situation under White Plume Mountain, including the identities and nature of all the False Kerapti, their holdings, and their movements, plus the precise fate that awaits hosts of active K-imprints. He also knows how to bring back the original Keraptis (though he expects his master to return as a functional adult), and he is always on the lookout for allies who can help in that endeavor. As an efreeti, Nix looks quite terrifying. To avoid frightening his forces, he routinely uses his innate polymorph self ability to appear as a large man with [reddish-gold] skin and tiny nubs on his forehead where his horns should be. [RtWPM - 24]
Ctenmiir: vampire compelled by a curse to remain here in a trance except when defending the treasure secreted in his coffin.
Mossmutter The False Keraptis known as Mossmutter began life as a mold wyrm. Already a product of leakage from the Basin of Boundless Life (see area 63), the creature accidentally fell into the pool of pure life-principle while fleeing from hungry fungus hulks. Of course, the eventual explosion blew the creature into tiny pieces, but some of its spores survived that process. They germinated, grew into a colony, and eventually became a new mold wyrm-one with rudimentary sentience. As chance would have it, this evolved mold wyrm swallowed a gnome who had just become a False Keraptis. This new pretender had just used his entire working complement of spell-like abilities in a battle with several fungus hulks. (This certainly amounted to overkill, but ths gnome was not known for wisdom.) As the gnome lay dying inside the mold wyrm, his mind took the only other action it could and ejected the K: complete imprint as an attack against the mold wyrm, thus creating the first fungus-based False Keraptis. Unlike the other False Kerapti, Mossmutter prefers to accumulate subsumed minds through direct fungal infection. Instead of passing out K-imprint scrolls, he transmits imprints through his infected spores. Because of this, victims of his spore cough become vegetative skin puppets in his service rather than young mold wyrms. At present, he functions as a 17th-level wizard because of the fifty-one skin puppets in his hierarchy. Mossmutter envisions an underworld realm controlled by one dominant, contiguous bed of fungal consciousness: him! The mold wyrms memories of being Keraptis are even more hazy and damaged than those of the other False Kerapti. He remembers being human once, but rationalizes his current fungal incarnation as a magical experiment that, though hes forgotten its particulars, was obviously a success. Despite his imperfect memory, however, the mold wyrm did manage to locate and claim one of the original implements of power: Frostrazor. Unable to use it personallv, he allows his trusted follower Sapraphis to wield the weapon for him. [RtWPM - 45]
The History of The Pyronomicon 403 CY Although there is no record indicating which Fire Elementalist made off with the tome, it eventually found its way to the city of Greyhawk in CY 403, and into the possession of the sage Warfel II, the head of a generations-old family of scholars. When Warfel II died some years later, The Pyronomicon was passed on to his eldest child, Warfel III, who passed it down to his eldest child who, in turn, passed it on to the next generation, thus thus quieting the tomes storied existence. [Dragon #241 - 78]
576 CY So it was until CY 576, when a new wrinkle appeared in the tapestry that is The Pyronomicons history. Warfel VI reported that, while poring over an old adventure journal, the very shadows within his study began to coalesce and solidify at a frightening pace, eventually leaping off the walls as twisted and deformed gnomes. With no reason to expect an attack in his very home, Warfel was quickly overwhelmed by the diminutive invaders and rendered unconscious. Upon waking, he found that his entire abode had been ransacked, but upon further inspection, nothing had been taken, save for The Pyronomicon. This strange twist of fate did not end there. Elsewhere in the city, and at roughly the same time Warfels home was assaulted, Not surprisingly, Warfel assumed the ta trio of powerful magical items (a sword, a hammer, and a trident, respectively) mysteriously vanished from the magically-protected vaults of their owners. In place of each weapon was a taunting riddle daring the owners to retrieve the items from a hidden location beneath haunted White Plume Mountain. Even more shocking than the weapons theft was the individual claiming responsibility. The archwizard Keraptis, thought to have died more than a millennium before, had apparently returned, for the riddles bore his personal symbol. heft of The Pyronomicon was linked to the theft of the weapons, so when adventurers were recruited in order to recover the weapons, the sage made sure that they kept an eye out for The Pyronomicon as well. But of those few intrepid adventurers who escaped White Plume Mountain with their lives, none indicated that The Pyronomicon was there, or even Keraptis for that matter. [Dragon #241 - 78,79]
The History of White Plume Mountain 561 CY Youd think people would learn. This is a fell land, inhospitable at best, toxic at worst, maybe evil to its root and beyond, after so many centuries of what flowed from the lair of one such as Keraptis. Plague Fields was the closest human community to White Plume Mountain. But years of toxic seepage from the nearby Yellowflow River poisoned the groundwater, slowly killing off the livestock and crops. Gradually, the people moved elsewhere, and the town has now lain abandoned for fifteen years. [RtWPM - 11]
After two centuries of weathering, one tower still remains intact, but the rest of the castle is little more than rubble. A determined search through the ruins reveals that almost nothing of value remainslooters have obviously visited here many times before. [RtWPM - 12]
576 CY [Several] weeks ago, [
] three highly-valued magical weapons with the cryptic names of Wave, Whelm, and Blackrazer disappeared from the vaults of their owners in the midst of the city of Greyhawk. Rewards were posted, servants hanged, even the sanctuary of the Thieves Guild were violated in the frantic search for the priceless arms, but not even a single clue was turned up until the weapons former owners [
] each received a copy of the following note:
Search ye far or search ye near Youll find no trace of the three Unless you follow instructions clear For the weapons abide with me.
North past forest, farm and furrow You must go to the feathered mound Then down away from the sun youll burrow Forget life, forget light, forget sound
To rescue Wave, you must do battle With the Beast in the boiling Bubble Crost cavern vast, where chain-links rattle Lies Whelm, past water-spouts double.
Blackrazer yet remains to be won Underneath inverted ziggurat. That garnered, think not that youre done For now youll find you are caught.
I care not, former owners brave What heroes you seek to hire. Though mighty, Ill make each my slave Or send him to the fire.
It was signed with the symbol of Keraptis. [S2 -2]
Many have ventured within. Many have perished. Some have called it a fun house, what with the myriad obstacles within. Others have called it a trap, those who survived, that is. Some have even called it a mouse trap. A funny thing about a mouse trap is that its less a trap than a test. One might wonder, what might this particular mouse trap be testing for? Fortitude? Persistence? Intelligence? You would thank that might warn the wary off. Yet still they come. And die. Then we came. But we were better prepared than most. We came with a plan. It worked well, all resistance falling before us. We cleared the way, dealt with the K-imprints, their minions, their husks, and gathered the weapons. We took to wandering, what if we kept them? They were truly powerful artifacts. We would put them to better use than to display them under glass, under lock and key, mere curiosities. We were within sight of the exit when a wall of force appeared. Not much of an obstacle, after all wed been through. I made to dispel it when we heard: Not thinking of leaving, are you? I couldnt think of letting you go, especially with those little collectors items of mine. And since youve eliminated all of their guardians, why, youll simply have to stay
to take their places. Ill have to ask you to leave all of your ridiculous weapons behind and let [Box and Cox] escort you to to the indoctrination center. Ill be most disappointed if you cause me any trouble and [Box and Cox] have to eliminate you. Dont worryyoull like it here. [S2 - 14]
| Box and Cox |
A portal appeared, revealing a red sky replete with clouds that flowed like oil in water. Turrets. Minarets. Shining domes of brass. And withering heat as from a blast furnace. Two efreet stepped out from the shimmering heat. Then salamanders, slaadi, and legions of gensai. Giants.
585 CY Consequently, as of CY 585, the location of The Pyronomicon remains a mystery. [Dragon #241 - 79]
As it should. Few would understand what lay hidden within, what secrets were hidden betwixt the obvious, the spells, the ruminations of the city of brass and its maps. Fewer still would have the intelligence or the wherewithal to suss them out, even if they had the inclination to look. No matter; they never will. None have since they were penned. And what right have they to those mysteries, those secrets? They have as much right to it as they do to these trinket, Whelm, Wave, Frostburn and Blackrazer. They and it are mine. And I would have my book back. | Keraptis Upon His Throne |
One must always give credit where credit is due. This History is made possible primarily by the Imaginings of Gary Gygax and his Old Guard, Lenard Lakofka among them, and the new old guards, Carl Sargant, James Ward, Roger E. Moore. And Erik Mona, Gary Holian, Sean Reynolds, Frederick Weining. The list is interminable. Thanks to Steven Wilson for his GREYCHRONDEX and to Keith Horsfield for his Chronological History of Eastern Oerik. Special thanks to Jason Zavoda for his compiled index, Greyhawkania, an invaluable research tool. Thanks to Eric Mona, Lisa Stevens, and Steve Wilson for their Historical Development of Keraptis, to be found in Return to White Plume Mountain. Of course, this piece would not be possible if not for the writings of Lawrence Schick.
Primary sources for this history were the DMG 1e, The World of Greyhawk Folio, and The World of Greyhawk Gold Box, Living Greyhawk Gazetteer, S2 White Plume Mountain, Return to White Plume Mountain, Dragon Magazine.
The Art: All art is wholly owned by the artists. Wizard-s-Lamentations by rhineville Cloud-City-of-Brass by simonpape Prophet by nexumorphic Red-Wizard by nathanrosario Passive-Aggressive-II by dynax700si Hag by jay-emery Disease-Is-Born by damie-m White Plume Mountain Map, by Todd Gamble, Return to White Plume Mountain, 1999 The Pyronomicon, by Michael L. Scott, Dragon 241, Nov. 1997 Quesnef, by Bill Willingham, S2 White Plume Mountain, 1979 Efreet-Warlord by jasonengle Wizard-s-Lamentations by rhineville Efreeti, by Erol Otus, S2 White Plume Mountain, 1979 Keraptis Upon His Throne, by Wayne Reynalds, Return to White Plume Mountain, 1999
Sources: 1015 World of Greyhawk Boxed Set, 1983 1068 Greyhawk Wars Boxed Set, 1991 2011A Dungeon Masters Guide, 1st Ed., 1979 9025 World of Greyhawk Folio, 1980 9027 S2 White Plume Mountain, 1979 9577 The Adventure Begins, 1998 9578 Players Guide to Greyhawk, 1998 11434 Return to White Plume Mountain, 1999 11743 Living Greyhawk Gazetteer, 2000 Dragon Magazine 241 OJ Oerth Journal, appearing on Greyhawk Online LGJ et. al. Greychrondex, Wilson, Steven B. Greyhawkania, Jason Zavoda
Posted: 12-22-2021 07:34 am Cairn Hills - The Tomb of Aelfflaed the Beautiful Part 5
6.
The center 30x30 area of the room is encircled with vertical axis fan blades.
A set of these blades every ten feet. They have a diameter of just over 9 feet so there is a small amount of room between 1 set of blades and the next , The edges of the blades are razor sharp.
At the very center of the room is a 2ft high golden statue of a Satyr playing a flute sitting on a pedastle. Touching the statue will cause it to start playing and the fan blades will begin spinning unless the person touching the statue is wearing the Wind Amulet from room 7. The statue weigh is very heavy (as it is made of lead with a thin covering of gold foil). Posted: 12-18-2021 05:42 pm NPC - Paega - Priestess of Nerull
NPC - Paega - Priestess of Nerull
Little is known of Paega's past or if she is entitrely human. She is one of the prime servants of Nerull in Rel Astra and the most feared. Where she goes she does not just bring death, she brings suffering and fear. Murder in its most grusome and random sense is her form of devotion to Nerull.
Her left arm is withered and at its touch she can wither flesh as if it was weeks dead. Her right arm is swollen and green as if it were rotting in the sun and her right hand is clawed, her findertips like knives. She wears a pale mask with dark eyeless pits that drip blood. Those who stare into that abyss can become blinded as their own eyes leak blood. One look into those eyeless depths will cause weeks of restless nightmares.
Paega has been killed several times and each time Nerull has brought her back to plague the Oerth.
Posted: 12-16-2021 02:48 pm Cairn Hills - The Tomb of Aelfflaed the Beautiful Part 4 Cairn Hills - The Tomb of Aelfflaed the Beautiful Part 4
4. The long hallway has plastered walls that show scenes of fishing and ancient ships upon peaceful waters to the east. To the west the scenes show cloudy skys and storms lashing fields and farmland.
5. This room is plastered with bluish illustartions that appear to show underwater scenes. There is a wide pool of water at the center 30x30 section of the room. At the center of the pool, which is about 10 feet deep, is a golden statue of a mermaid. It weighs around 5lbs and is quite valuable. Anyone entering the pool without the Amulet showing the Water Sign will summon a Water Weird which attacks those within the room (other than the Amulet wearer. Posted: 12-10-2021 05:44 pm Blackmoor Land of a Thousand Witches - Baron Ambrus
Baron Ambrus of Blackmoor and his Half-Shedu Mount Gyozo
The mysterious land of Blackmoor is in no way made less so by the appearance of Baron Ambrus flying near the southern borders upon his mount Gyozo, a half-Shedu (some say half Manticore). The pair are accompanied by a half-dozen guardsmen on Gryphons and often stop to converse with merchant men and travellers who make the long trip to the forbidding northern land. Posted: 12-09-2021 11:56 am NPC - The Friendly Halfling Collection Agency - Repo Team NPC - The Friendly Halfling Collection Agency - Repo Team
The Friendly Halfling Collection Agency (City of Greyhawk Chapter) is based out of a semi-derelict mansion in the Slum Quarter. It is hard to know if there are really any halflings involved in the business (which is thriving, thank you very much) as the real owners never seem to be about. The agency doesn't loan anything itself but works for those that are owed and lack the means to force restitution themselves from their debtors.
Most people only get to know the primary collection squad. Due to the volitile nature of their work the collection squad sees a rapid turnover in membership.
Stig with his favorite two-handed spiked mace is the squad leader,
Dobin is to the left of Stig. To the right of Stig is Horn-helm or Pug as his friends call him. Redbeard Oli is next, then Starface the victim of a massive tattoo miscommunication (his real name is Gavin)
Posted: 12-05-2021 11:21 am Cairn Hills - The Tomb of Aelfflaed the Beautiful Part 3
Cairn Hills - The Tomb of Aelfflaed the Beautiful Part 3
3. Arrows of Wheat
Inside the room is a field of wheat. It is almost 5 feet high and still ripples slightly from the inrush of air when the sealed passage was opened. The wheat is made of gold and radiates strong enchantment.
Each stalk is crafted with exquisite skill and its value as a work art would far outweigh its value as gold. Removing the wheat is a problem. When a stalk is touched it becomes an arrow of gold +1 to hit and +1 to damage once fired they become normal organic stalks of wheat after they have done their damage. There are hundreds, perhaps close to a thousand stalks of gold wheat.
The walls of the room are plastered with crumbling scenes of a huge beast being hunted through a field of wheat. At the center of the room is the dry and withered form of the creature. It is quite dead. Surprisingly its skin is very supple. If skinned its hide can be made into a cloak that allows friendship and communication with bovine creatures.
At the 4 corners of the room are pedastals upon each is the statue of a Flan warrior bearing a bow. As the characters enter the room they will be fired upon by the stone archers. They archers will pluck stalks of wheat as they shoot as if from a handy quiver and fire the magic arrows. These statues will fire until there are no more targets or no more arrows but will not leave the room. Posted: 11-30-2021 09:58 am History of the South-East, Part 6: A Continuance of Sorrow Hateful to me as the gates of Hades is that man who hides one thing in his heart and speaks another. ― Homer, The Iliad
Wicked is as wicked does. The Great Kingdom was but a pale reflection of what it had been. The far-flung protectorates were falling from the fold. Were that its only concern. The Knights Protector had failed to safeguard the land they were sworn to defend. Evil had risen from within their very ranks, and threatened to overwhelm them. Hextor had risen in the east, and Heironeous had all but fled the land of the rising sun, preferring the west, where virtue still reigned.
300-350 CY As anarchy crept into the Great Kingdom, more and more of its northern provinces became increasingly independent. And in some case lawless. Petty fiefs sprang up, their rulers declaring themselves kings and barons and dukes and such. And where ruffians seized power, banditry prevailed. Those that banded together overwhelmed those that did not and became known collectively as the Bandit Kingdoms, a loose confederacy of tyrants that preyed upon one another and clung together to ward against those whod wish to annex them. They saw themselves differently. They saw themselves as Free Lords. The Bandit Kingdoms are a collection of petty holdings. Each little kingdom is ruled by a robber chieftain claiming a title such as Baron, Boss, Plar, General, Tyrant, Prince, Despot and even King. In all there are 17 states within the confines of the area, ruled by 4 to 6 powerful lords, and the rest attempting either to become leading rulers or simply to survive. [Folio - 8]
The Death Knights had become so powerful in the Great Kingdom that they began to hunt down the Knights Protector. Few came to the Knights aid. [Dragon #290 - 100 to 104]
311 CY History of the Orbs of Dragonkind Another [Orb of Dragonkind], a larger one, was discovered and lost in 311 CY by explorers in the Hellfurnaces, though this report is confusing in details. [Dragon #230 - 12]
c. 320 CY Following the lead of the Viceroyalty of Ferrond, the outer dependencies of Aerdy too began to claim sovereignty. The Great Kingdom, ever riven by inner turmoil and its increasing decadency, was shrinking. And in its lessened state, it could do nothing to stem the tide. Perranders, Velunians, Furyondians and Tenhas achieve success, establishing independent status one after the other in a series of minor but bloody wars. [Folio - 6]
Zagig had grown rich, and powerful. He decided he needed a place that befit his rank, where he could do what he will, away from these eyes who might disapprove. So, he set about doing just that, and laid the foundations to Castle Greyhawk. Centuries past, when Greyhawk city was still a burgeoning riverbank trading post, Zagig was already a powerful magician. His adventurous exploits had taken him the length and breadth of Oerth and beyondhis command of magic had grown to heroic proportions. Zagig built for himself an enormous castle complex north of young Greyhawk. He used it to conduct his experiments, to build his personal guard of soldiers, and to store the treasures of his career. [WGR1 - 2]
322 CY Never say that the Aerdi were ever uncivilized. Hygiene and social grace were, and still are, very important to them. Vast public baths were built in Innspa. This is not to say that they are not above enslaving an elemental or two to ensure their comfort. They were built in cy 322 by an eccentric wizard obsessed with personal hygiene, and the fire elemental he bound to heat the waters is still at work here. [Ivid - 77]
356 CY The founding of Nyrond marked the beginning of the Great Kingdoms decline. One might think that the founding of Furyondy marked such, but in truth, though it did mark the beginning of its dissolution, the Great Kingdom had not looked to their Western Provinces for decades, and those provinces had not sought their aid or council for as long, so when the Viceroyalty of Ferrond declared its sovereignty, the Great Kingdom hardly took note. Its attention was firmly focused on the East; so, when its Eastern protectorates began to secede, the Kingdom chose to take note, and to act. The House of Rax, ruling Aerdi dynasty, was at the time sundered by an internal feud, and the junior branch, then known as Nyrond, declared its lands free of the rule of the reigning Overking [Portillan] and sovereign. [Folio - 6] [T]he ruling dynasty of Aerdy, the Celestial House of Rax, had grown especially decadent. In response, the western province of Nyrond declared itself free of the Great Kingdom and elected one of its nobles as king of an independent domain. Armies gathered from all loyal provinces of Aerdy to suppress this brazen act. [LGG - 14]
The subsequent inexorable decline of the Great Kingdom can be seen in two stages. The first is the beginning of the many secessions from the Overkingdom, with Furyondy the first to establish independence in CY 254 and Veluna and Tenh following soon after with Perrenland re-asserting its independence. The decisive blow was the division of this royal house in CY 356 when the Nyrond branch rebelled. The attempts of the then-overking, Portillan, to reconquer Nyrond were stymied by an assault on the North Province of Aerdy from Flan barbarians which forced Portillan to defend his own lands rather than reconquer Nyrond. With the Urnst states and the Theocracy of the Pale swiftly following Nyrond's path, Aerdy's dominance was broken. [Ivid - 3]
Sometimes Fate takes a hand. Nyrond should have fallen. But just as the Aerdi dynasty was marching troops north to deal with Nyronds illegal declaration of independence, an allied host of Fruztii and Schnai invaded, threatening to overwhelm the Bone March and Ratik and sweep into the North Province. The Rax Overking Portillan had no choice but to divert his forces headed to contest Nyrond to counter the barbarian invasion. They were successful, but at a great cost. So many perished at in the kingdoms defence that it had to accept Nyronds independence. A coalition of Fruzt, Schna and mercenary barbarians mounted a major foray into the Aerdian North Province. The Overking's army, raised to invade Nyrond, swung northeast and soon the invaders were crushed. The end of the campaigning season arrived before any action could be taken against Nyrond. [Folio - 6]
Of course, Fate may not have had a hand in it, at all. Nyrond surely knew that the Kingdom would not take their declaration of independence lightly; surely, they knew that the Kingdom would retaliate. So, it isnt out of the realm of possibilities that Nyrond may have sent emissaries to the Thillonrian Peninsula, informing the Barbarian tribes that the North Province might soon be vulnerable. And the Northern tribes just may have listened. Stanger things have happened. Of course, no one can say for certain if this really happened. But the timing is suspicious. Then again, sometimes Fate takes a hand, doesnt it?
The Battle of Redspan Nyronds secession was just the beginning. They pressed Tenh to join them in revolt, convincing them that this was the time to rise, that true freedom could be theirs. Tenh did not need much convincing. Tenh had always believed that they were independent of the Great Kingdom, had always believed that they were self-determining, but until then, they had never brazenly declared themselves so, fearing retribution, for the Great Kingdom was vast and strong, and they were small. They saw that now was the time to do so. The Aerdi were hard pressed, the Aerdi were weakened, so if not then, when? They rose up with Nyrond, and the Tenha cavalry routed the Aerdian forces at Redspan. And when that was done, the Duke of Tenh ended his fealty to Aerdian Crown. Eventually, the Great Kingdom showed signs of decay. When the Nyrondal princes declared the end of their allegiance to the overking, the duke was persuaded to follow suit. The Battle of Redspan signaled the end of the duke's fealty to the overking of Aerdy. The Aerdy force was routed by the Tenha cavalry and pushed down the "Red Road to Rift Canyon" in an action made famous in the ballad of the same name. The army of the Great Kingdom was not actually swept into the Rift Canyon, as the ballad proclaims, but they were so thoroughly defeated that many of the Aerdi officers and soldiers chose exile in the Bandit Kingdoms over the punishments awaiting them at home. [LGG - 113]
361 CY History of the Orbs of Dragonkind
Everyone in the Flanaess must know the tale of the mad Zagig Yragerne, who is said to have taken a large white crystal ball [an Orb of Dragonkind] with him when he left this city one spring day in 361 CY and returned the following week with a hoard of treasure such as only a succession of kings would know, using some of these riches of course to build Castle Greyhawk. He returned here without the white ball, however, and never spoke of it nor even acknowledged its existence before or afterward. I have counted about two dozen other confirmed or probable appearances of the orbs between the fall of the Suloise Empire and the present day. The location of only one orb is known for certain to our cozy group of the Eight: The Orb of the Hatchling is unquestionably held in Rauxes, as Mordenkainen himself was able to demonstrate to our satisfaction last year. It is almost certainly the same orb held by Aerdys early overkings, but we do not know yet where the orb was found, how it was recovered, the uses to which it is being put, or the identity of its true owner or master. Unlike the sections of the fabled Rod of Seven Parts, the various Orbs of Dragonkind have never been reported to indicate the presence of any of their fellow orbs, for which I am sure we can all be thankful. No spell, not even a Wish, and some say not even a god, will reveal the location of an orb; you simply have to be lucky enough to find one and know it for what it is. They seem to function independently of one another, though tales circulate that unexpected abilities become manifest when two orbs are brought into proximity of one another. I believe most of these stories are exaggerations and falsehoods, but I cannot discount the possibility. Time, perhaps, will tell. [Dragon #230 - 13]
c. 357 CY Evil and decadence corrupted the Great Kingdom. All knew it. They cavorted with nether worlds and were thoroughly seduced by their promises. It was at this time that the evil began to grow within the rulers of the Great Kingdom. The House of Rax became decadent, its policies ineffectual and aimed at appeasement. The powerful noble houses took this as their cue to set up palatinate-like states, and rule their fiefs as if they were independent kingdoms. [Folio - 6]
c 375-399 The Long slow fall. Local rulers who were members of other royal houses began to use their titles of prince rather more aggressively. They began to enact more laws of their own, to administer local taxes increasingly independently of the overking, to build fortifications not only for themselves but for their own liegemen who came less and less to answer to the overking and more and more to obey only their own local lords. Mercenary armies became more common, and some princes conquered slices of other princes' lands. The drunken, enfeebled, or effete overkings allowed this to happen. The House of Naelax was the first to use humanoid mercenary troops around the Adri Forest for provisioning raids late in the fourth century. And it was this royal house which came increasingly to the fore. At this time, the Great Kingdom still had a relative freedom and equality of many priesthoods, although those of Lawful alignments were dominant. In Rauxes itself, the priesthood of Pholtus still played a commanding role as advisers, judges, and mediators. However, Naelax aligned itself firmly with the burgeoning priesthood of Hextor. In a land with increasing strife and struggle, this aggressive evil priesthood became more influential as the decades passed. [Ivid - 3]
c. 376 CY All great cities have a beginning. Sometimes that founding is unassuming, a crossroads, a need of portage, the discovery of riches nearby. Sometimes, it rises from necessity; Rel Mord began as such. Despite its location deep within Nyrond, Rel Mord is heavily defended and maintains the appearance of a huge fortress. Originally armored to protect itself against Nyrond's conquered states (the County of Urnst and the Theocracy of the Pale), the city watch now keeps its eyes toward the evil nations of the east. [WG8 - 14]
c.430s CY House Naelex reached its zenith with the ascension of Herzog Ivid I in the North. House Naelax reached its nadir in North Province with the rise of Herzog Ivid I of the North in the 430s CY. Over the intervening two centuries, the Naelax had grown to be the strongest individual house in the kingdom, and by this time an undeclared war was raging between Rax and Naelax. Unusual for Aerdi up until that time, the Naelax employed orc and goblin mercenaries to augment their forces. [LGG - 74]
435 CY Were the great Houses of Aerdy beloved? Were they ever? The Histories would say so, but they were written by those very same Houses. They would raise noble ideas of Golden Ages, and and the benevolence of the Celestial Houses, as though they were ordained and set upon the oerth to make it a brighter place. If that were true, then how did they fall so? Point in case, why was the House of Garasteth ousted from Roland, the Bay of Gates. And were those who displaced them any better? A despotic Garasteth ruler was overthrown in a military coup, and the leaders of that coup instituted their own despotism instead. To avoid assassination attempts, they kept their identities secret, meeting at irregular intervals in the windowless marbled keep known simply as Fortress. While The Five know who each other are, they meet masked and disguised in Fortress. [Ivid - 99]
437 CY The Great Kingdom continued to tear itself to pieces during the Turmoil between Crowns. The great Houses were always very much at odds with one another, always watchful, ever vigilant, and perpetually paranoid, because they have need to be. This name is given both to the decade of internal schisms under the rule of the last Rax overking, Nalif, and to the civil war which followed Ivid's ascension. [Ivid - 4]
What can be said of those houses? Who were they? Naelax: Ruling Royal House, major landholders, noted for their penchant for building large-scale, formidable castles and fortificationsand for their vanity. Rax-Nyrond: The Rax line is officially extinct, but there are some illegitimate descendants of Nasri who claim a line to the malachite throne, and historically the house is of major importance because of its junior branch and the foundation of Nyrond. Torquann: An Oeridian-Flan-Suel mix, this house has dominated commerce and trade along the eastern coastal provinces. Traditionally aloof in politics, this house has a long, long history of dour, hard, depressive rulers whose lands suffer heavy taxation and repressive laws. Garasteth: The House of Garasteth is feared for its mages and sages, and for its inscrutability and arcane knowledge. The house is not much given to temporal power, but sees itself as a guardian of true Oeridian culture and wisdom. The house is increasingly influential among local rulers given the threat of the Suloise Scarlet Brotherhood to the south (and in the Lordship of the Isles). Garasteth rulers are hard, cold, cruel individuals, but they are to be feared on account of their devotion to learning and their formidable intellects. Cranden: Once the royal house, the Crandens have dominated Almor and Ahlissa for centuries. A worldly, urbane aristocracy, their prestige plummeted with the secession of Almor and the abortive attempt to ally South Province with the Iron League. The House of Naelax moved swiftly to remove control of these provinces from Cranden, but the other houses were not prepared to see Cranden wholly destroyed and exerted pressure which even the overkings could not wholly resist. The House of Cranden is important because it resists the more insane evils of the overking, and the old affinity with the Iron League is not completely lost. Irongate and Sunndi have friends they trust among the lesser princes of this house. Darmen: Often thought flighty and trivial by the more powerful political houses, the House of Darmen has devoted itself to trade and commerce and found its niche there. Easily the richest house, Darmen has massive landholdings from eastern Ahlissa through the central provinces with their rich and fertile plains, even as far as North Province. The House of Darmen believes itself fated to be the next Ruling Royal House, with its ambitious young Prince Xavener employing a sensible long-term strategy. Xavener has no intention of wasting his armies assaulting Rauxes. Instead, he bankrolls mercenaries for competing houses elsewhere. Often, he bankrolls both sides. That way, he is certain to back the winnerwho will owe him a very large favor. When the time comes, with everyone else's armies decimated, Xavener will call in those favors and march on Rauxes. Such is his plan, at any rate. However, not all in the House of Darmen support him. [Ivid - 10, 11]
One must always give credit where credit is due. This History is made possible primarily by the Imaginings of Gary Gygax and his Old Guard, Lenard Lakofka among them, and the new old guards, Carl Sargant, James Ward, Roger E. Moore. And Erik Mona, Gary Holian, Sean Reynolds, Frederick Weining. The list is interminable. Thanks to Steven Wilson for his GREYCHRONDEX and to Keith Horsfield for his Chronological History of Eastern Oerik. Special thanks to Jason Zavoda for his compiled index, Greyhawkania, an invaluable research tool. Primary sources for this history were the DMG 1e, The World of Greyhawk Folio, and The World of Greyhawk Gold Box, Living Greyhawk Gazetteer, Ivid the Undying, the Greyhawk Adventures hardcover, The Living Greyhawk Journals, Dragon Magazine.
The Art: All art is wholly owned by the artists. evil-Knight by tottor Bath by armsav Raids by samuelebandiniart Zagig Tragerne, by Franz Vohwinkel (?), Expedition to the Ruins of Greyhawk, 2007 The-Roman by alicechan venetian-mask by mittelfranke Roman-Skull by brianbrianski
Sources: 1015 World of Greyhawk Boxed Set, 1983 1064 From the Ashes Boxed Set, 1992 2011A Dungeon Masters Guide, 1st Ed., 1979 2023 Greyhawk Adventures Hardback, 1988 9025 World of Greyhawk Folio, 1980 9253 WG8, Fate of Istus, 1989 9292 WGR1 Greyhawk Ruins, 1990 9399 WGR 5, Iuz the Evil, 1993 9577 The Adventure Begins, 1998 9578 Players Guide to Greyhawk, 1998 11374 The Scarlet Brotherhood, 1999 11621 Slavers. 2000 11742 Gazetteer, 2000 11743 Living Greyhawk Gazetteer, 2000 Ivid the Undying, 1998 Dragon Magazine OJ Oerth Journal, appearing on Greyhawk Online LGJ et. al. Greychrondex, Wilson, Steven B. Greyhawkania, Jason Zavoda The map of Anna B. Meyer
Posted: 11-28-2021 10:59 am Blackmoor Land of a Thousand Witches - The Crowned Beast of Stone
The Crowned Beast of Stone
At south-east of the Burneal Forest can be found a statue of some great beast crowned with a rusting ironband whose spiked ends, now snapped off into jagged spears, suggest gems or valuable crystals once ran astride the crown. The weed-choked creature now stares forlornly into the stream which begins life as spring whose waters pour from its open mouth and which rushes by its front paws before disappearing in the thick forest and eventually emptying into the great swamp and mire of the Cold Marshes to the south.
Few know of this crowned beast of stone for its waters are sovereign and potent and the Sisterhood and centaur shamans strive to keep its existence and location a secret. To this end they have set traps and guards within the forest, druids charm creatures and enchant plants, illusionists hide the spring, centaurs set guards that neither sleep nor rest nor tell tales, as well as magicians and witches that cast dire spells to protect this source of so many of their potions, solutions and balms.
The power of these waters is quickly diluted after it spills from the mouth of the crowned beast but within certain distances the waters have differing effects. The water at the mouth of the statue pours forth a deadly acid on one side and a supremely potent base from the other. As the water touches the earth it becomes useful for all manner of transmutation elixirs but a dozen feet further and it is sovereign remedy for curses and a foundation for healing potions, a dozen feet further on it is useful for charms and enchantments, till it covers the entire gamut of the alchemist's trade. The area where these liquid components can be gathered is not truly large and the waters quickly become no more than any other forest stream and no more useful. Within this area the Sisterhood and shamans have set their guards, wards and enchantments. Beyond this area a steady patrol of foresters, rangers, and centaurs patrol the forest and roads leading to it. Only those accompanied by those of the Sisterhood or the tribal shamans of the centaurs can pass these, and then only with certain badges, tokens and finally enchantments if they are to proceed to the innermost sanctum of the forest. But all this protection has brought inquiring eyes down upon that which they would seek to remain hidden and differing powers within and without the land of Blackmoor seek to find out what is being so lavishly protected. In singles, pairs and groups both spies and adventurers are being hired to seek out whatever is hidden within the depths of the cold northern forest. To date none have returned and only the fact that something valuable enough to warrant such costly measures as guards and enchantments drives the search for this unknown treasure forward. Posted: 11-27-2021 11:58 am City - The City of Blackmoor
City - The City of Blackmoor
Blackmoor lies in ruins much as it did when the first humans found it sitting on the edge of Blackmoor Bay long centuries ago. The foundations of Blackmoor are set deeper and more firmly than bedrock. They touch upon the boundary of the black abyss and the nightmare dreams of Elder Gods who were never worshiped by man. Above ground, though in ruins, the shape of the human city still exists. The docks are empty except for the hulks of rotting ships, some no more than masts and upper works still projecting higher than the aging quay. The Sea Market was the life-blood of this far northern city. The buildings were never tall here and have mostly collapsed within themselves, the streets are clear except for scattered debris and the clean-picked bones of those who were unable to flee the sack when the defenses failed. The quarters and districts and inner walls exist, the Craftsman's Way burned, the great tenements of the Labor District collapsed, fallen across streets and alleys making the entire area a vast layer of wreckage; shattered stone and broken beams. The Path of Temples an open pit revealing the depth of the Undercity and the inhumanly vast greenish blocks of greasy stone which are the cities true foundation. Tallest among the ruin is the vast cylinder which had served as castle and palace to the old kings and queens of Blackmoor. Its upper reaches empty and hollow but the blackness of its high walls seemingly invulnerable to the damage which destroyed the city. Beneath the Castle, beneath the city, the tunnels are old, much older than the memory of the dead whose ghosts haunt the ruins. Down they go, wide, unchanging, fetid and slimed with something more than moisture come in from the Bay. The passages go down, and branch, some opening into wide plateau's or vaulting chambers while other ways grow smaller and smaller, twisting worm-like till they become so small no sentient thing could travel further.
Posted: 11-26-2021 10:24 am Blackmoor - At One Stride Comes the Dark
At One Stride Comes the Dark There are terrible things beneath the streets of Old Blackmoor. A world exists deeper than the catacombs where the dead reside. The bowels of the earth do not hold this realm though it can be reached all too easily. The great ruined towers of Blackmoor where past generations built upon the foundations of races and beings older than humanity reach down into these dark realms. Tunnels, stairs, pits beslimed with horrific use, descend past the corridors of burial chambers and tombs, down and down till the stone gives way to textures that are smooth and warm with the fires of the oerth and not of this oerth; some passages constrict the body first into a crouch, then a crawl, then to a twisting and wriggling as if a great wyrm had shaped the passage to no bigger than its flesh could fit. Deeper still, whether narrowing tunnel or broad stairs with steps wide and steeper than the breadth a man could lift foot to tread, the passage twists; it twists the souls of men, twists their bodies inside out, twists their minds until each step is a scream, a nightmare that eats at them, gnaws their bones, crawls among their fears, deeper, deeper into the dark. And when no more can be born to those who have not turned away or lost themselves, body, mind and soul along this narrow twisting way, those who have survived, they step into the darkness, a wall, a pool, a great suffocating cloud deep in the earth and out onto a plain of silver grass and starlight. The land of Evening beyond the deep passages of Old Blackmoor. A dark road cuts through the silver grass and the guardians of thought line the way. Their bodies seem no more than thin pedestals of black rock; armless with wide eyes and skulls stretched above. But as you approach their bodies seem filled with stars, their eyes filled with light, their bodies glow softly in the semi-darkness. Posted: 11-24-2021 02:35 pm On the Ratik That Was, Wasnt, Then Was Again "Yes: I am a dreamer. For a dreamer is one who can find his way by moonlight, and his punishment is that he sees the dawn before the rest of the world." ― Oscar Wilde, The Critic as Artist
A rumination on Ratik: Ratik is a small but prosperous nation located in the northeastern corner of the Flanaess. It is seated in a cultural crossroads between the otherwise civilized south of the former Aerdi Great Kingdom and the barbaric north of the Suel on the Thillonrian Peninsula. Ratik stretches between the Rakers and the Solnor Coast, where the modest city of Marner, the capital, is its only major port. Its southern border is marked by the fortified hills separating Ratik from Bone March. These extend east all the way out to the Loftwood, where the hearty woodsmen are allied with the archbarony. Ratik's northern border divides the Timberway between itself and the Frost Barbarians, a long-standing informal boundary that has been respected by both sides for centuries and only recently was acknowledged by formal treaty. While these barriers have profoundly isolated Ratik from the rest of the Flanaess, they also have served to protect it from invaders for centuries. [LGG - 89]
The last civilized land, clinging to a narrow patch of land between towering mountains and an endless, mysterious, deep blue sea? Barbarians to the north, hordes of orcs and gnolls to the south? Whats not to like? As to the Timberway being split between the Fruztii and Ratik, I pushed the border north, to the widest river in the region, the likely most defensible border. Canon? No, but the border seemed far more natural there, and it fit in with what I had planned in my campaign.
| The Keep on the Borderlands |
Im getting ahead of myself. I do that. To begin, then. What was my introduction to Ratik? Not with the Folio. The World of Greyhawk boxed set. 82? Thereabouts. Thats not right, either. My introduction was with B1, B2, and B3. B2, Keep on the Borderlands, specifically. Not Greyhawk, you say? Not Ratik? I beg to differ. There was a time that modules were not tailored to specific sites. They were meant to be slipped into your own campaign, as you saw fit. And as to whether B1 and 2 were ever meant to be placed in Ratik, I give you exhibit B1, from B1:
Anyway, those were the modules we began with, and B1 suggested that Ratik was one of the places it could be set. My DM had mentioned as much, and added a town to the keep, and a campaign began.
Then, after a time, and a few modules, he and we parted ways. Henri wanted to run modules. We wanted more narrative. I became the DM. It was only after we had parted ways that I discovered how difficult DMing could be. Henri did a great job, in my opinion. The time spent in his game was fun, thrilling, magical. We were also winging it. We began playing with an incomplete set, with the Players handbook, the original Red Box, and B2. Henri made up a lot of rules on the fly, and we were none the wiser, seeing that none of us had any books at the time. We were all learning. And forgiving, then, too, at the beginning. Less so when we parted company.
Our town had not been named. So, I named it: Riverport. I nicknamed it Malice, after a song by the Jam (not terribly imaginative, but the name set the tone for the campaign to come). I look back now and have to laugh at how naively it began. What to name things? I stole from everywhere: books, songs, movies, myth, wherever. I had no maps, no source material at the start, so I concocted a greater empire, and named it Pengarde, an obvious rip-off of Arthurs surname.
Needless to say, it was messy. These days we refer to Greyhawk as a messy setting; but Greyhawk was a streamlined wonder compared to Pengarde. A word to the wise. Do not, and I mean never, use fantasy fiction as an inspiration for world creation. I most certainly did in those early years. The maps within those tomes are ridiculous for the most part, so too the names given to forests and rivers and deserts. I blame Tolkien and his Mount Doom for kicking off the trend. I was inspired by such earnest and evocative names, and seeded them throughout, only realizing afterward that no forest would ever be named Limitations, and by then I was stuck with them. But I also see a level of sophistication developing. It was built upon, layer by layer, likely how most campaigns begin, if one is not playing modules. Modules were expensive, and we did not have a game store yet that sold such things at the time. And when we did, there were LPs to buy. And novels. Etc. And I only made $3.30/hour at the time. So many priorities. Someone finally did open up a comic/gaming shop. I picked up the Gold Box, and read what there was to be had about Greyhawk. It was then that I came upon Ratik for the first time in print:
When the Bone March was created by the Overking, a further outpost was desired and the Aerdi banners pushed northward as far as the Timberway. A military commander was appointed to see to the establishment of a secure territory and lumbering was gotten underway, as the great pines of the area were highly desirable in shipbuilding. The active commander soon sent such a stream of riches southward (he was a just man, friendly with the Dwerfolk, and an able tactician, too) - accompanying them with detailed reports of successful actions against the last of the Frost Barbarians in the area - that the Overking took notice. After a raiding fleet was roundly beaten, the Overking elevated this general to the nobility, creating him Baron Ratik. Thereafter a succession of his descendants have ruled the fief, bravely combatting raiders so as to gain their respect and even friendship from some, while humans and demihumans alike prospered. 'When the hordes of humanoids began attacking, Ratik had ample warning from the dwarves dwelling in the mountains. Companies of men and gnomes hurried west to aid their countrymen against the invaders, while couriers were sent south (and north) to alert the people there. Resistance was so fierce that the area was bypassed, and· the attackers fell instead upon the Bone March. The isolated barony has since been ruled as a fief palatine. [WoGA - 32] Thats not much to go on, but it was enough to spark the imagination. I stole from that boxed set. Suloise, Oeridians, Flan. Cultural affectations. Garys encounter charts. This and that. The names within were far better than the Forest of Limitations, thats for certain. Would that I had picked up the Rise and Fall of the Roman Empire, and Herodotus, and Roman, Celtic myth. Beowulf, Gilgamesh. Cuchulainn. No matter, I picked up that boxed set and fell in love with that map. I was buying modules then. Those I could get my hands on, anyway. Those that were not too expensive, that is. G1-3, D1-3, S1-4, N1, I1,6-8, A1-4. Enough to stoke the imagination, though not as many as I wished to and wanted. LPs, novels, cinema tickets, the arcade, pop and chips. You remember. In time, we left for school (as did I), and then to begin lives and careers elsewhere. These things happen. I found myself without a group for a time. What to do to fill the void? I took the time to adapt my campaign to Ratik, which was obviously the inspiration for the original. | B3 Duchess and Candella |
I wanted the newly adapted campaign to have a frontier feel. Easier to handle, I believed. Towns were scaled down. What used to be concentrated in Riverport was spread about, giving the characters the need to travel. And ultimately renamed The James Bay Frontier (the bit above the North Bay), to differentiate it from the more settled, and presumably stable south (full disclosure, I live in the James Bay Frontier; maybe doing so was less than imaginative, but I thought the moniker was pretty cool, and it was far better than the Forest of Limitations). There was wildcat mining in the north. Stone circles and henges. A felled Flan civilization underfoot. Bandits. The mystery of Rogahn and Zelligar. And eldritch horrors of eons past. And giants in them thar hills. I found those old modules invaluable, especially B1-3, N1, G1-3. Duchess and Candella became staples in it. Allies. Love interests. Foils. And remained so even unto G1-3. | G3 Duchess |
A new campaign arose from the ashes of the old, with some old players, with some new. And in time, that too faded away as the lives of players overwhelmed them and they moved away. Enter 25 year hiatus. Did I buy more RPG material? You bet I did. Did I read much of it? No. I leafed through some, not all, and rarely completely. Sadly, I purged a lot of that original material, years later. That means dumpster. Not my D&D stuff. I was never going to dumpster that. As to the rest, much of it was never used: Boxed sets for Star Trek RPG, Doctor Who, Traveller 2300, Space 1889, I cannot remember what else. And reams of my old campaign notes. I regret that. But it was just unused paper in my mind at the time of the purge, the flotsam of childhood become jetsam; but I felt the wrench of small death as I chucked it, watching a precious portion of my youth discarded with it.
Time passed, the aforementioned 25 years before I was approached, lured back into nostalgia. I pulled out my old books even as I was buying the 5e stuff, and was thrilled to discover my old notes, originals as it were. Two thoughts collided as I leafed through the sacred pages, their naivetι, and my spark of imagination. Do I remember that old material that was purged? Not all. But I remember enough. Not a lot of the town names. Those are lost to time. So, here is a recreation, updated as it is upon referring to Anna Meyers map of the region. I even added Len Lakofkas Layakeel to it.
Are they to scale? No. Not really. Are they rough? Yes. Decidedly. Considerably. Consider them a scratchy pad rumination. Has my penmanship improved? Not a bit. If anything, it has failed in pace with my eyesight. I bid you be kind as I rewind. My players loved my campaign. To this day, those I still know say that mine was the best theyd ever played in. And in the end, isnt whether your players enjoyed your campaign all that matters?
One must always give credit where credit is due. This History is made possible primarily by the Imaginings of Gary Gygax and his Old Guard, Lenard Lakofka among them, and the new old guards, Carl Sargant, James Ward, Roger E. Moore. And Erik Mona, Gary Holian, Sean Reynolds, Frederick Weining. The list is interminable. Thanks to Steven Wilson for his GREYCHRONDEX and to Keith Horsfield for his Chronological History of Eastern Oerik. Special thanks to Jason Zavoda for his compiled index, Greyhawkania, an invaluable research tool.
The Art: All art is wholly owned by the artists. B2 The Keep on the Borderlands, Cover, by Jim Roslof, 1980 B3 Palace of the Silver Princess, Duchess and Candella, by Jim Roslof, 1981 G3 Hall of the Fire Giant King, Female Thief, by David A Trampier, 1978
Sources: 1015 World of Greyhawk Boxed Set, 1983 1068 Greyhawk Wars Boxed Set, 1991 2011A Dungeon Masters Guide, 1st Ed., 1979 9025 World of Greyhawk Folio, 1980 9023 B1 In Search of the Unknown, 1979 9034 B2 Keep on the Borderlands, 1980 9044 B3 Palace of the Silver Princess, 1981 9058 G1-3 Against the Giants, 1981 Dragon Magazine Posted: 11-24-2021 06:37 am NPC - The Green Knight
The Green Knight prowls the roads from the City of Greyhawk to Verbobonc. He bears some enchantment that appears to make him immune to magic. Lightning, fire, magic missiles, webs and more seem to wash over him and his mount without effect. The knight will challenge any who appear to be of knightly character to single combat. Fights are to first blood. Anyone able to strike him first will receive a ring that confers +2 protection and +1 saves against magic. In the future the knight will come to the aid of such a character who has won the ring and still bears it. If the character who won the ring ever tries to sell it, give it away or is defeted in combat the ring will disppear. Posted: 11-21-2021 08:47 am History of the South-East, Part 5: A Descent Into Sorrow His descent was like nightfall. ― Homer, The Iliad
The Great Kingdom had reached its apex; and with it, decadence. Its aristocracy had grown fat on indulgence; its throne even more so. An omen of the coming days had streaked across the sky, predicting its decline; of course, none had taken heed. Theirs was the time of unparalleled wealth, and unparalleled power. Had they looked to the past for guidance
For the Suel Imperium might have taught them the price of pride, hubris, and cruelty.
c. 200 CY The Viceroyalty of Ferrond looked to the east, and so apathy. And a rising incomitance. The Kingdom had left them; that much was sure. But the Kingdom still demanded its tithe, for the Kingdom believed that was its due. The Viceroyalty was not as convinced of that venerable seat of powers claim. For, did not Dyvers determine their course, did not Dyvers see to their affairs. What need did they have of the Malachite Throne then? For three centuries the Aerdy held a vast empire which fluctuated in extent but little, until after the third Celestial House (dynasty) when the borders began to close in upon the original territory of the Aerdi. [Folio - 5] As the power of the Malachite Throne in Rauxes waned, the Viceroys of Ferrond ruled more by their own writ and less by the leave of the Aerdi overlords. [Folio - 10]
The Kingdom, in its hubris, did not heed the stirrings of independence to the west. Trade flowed. Riches continued to arrive. But too slowly for its liking. So, Leukish was constructed to facilitate the flow. By 200, Aerdy coin had seen to the construction of Leukish, at that time the richest and most splendid port on all the Nyr Dyv. Thirty-seven years later, the duke moved the capital to the new city, leaving Seltaren to degenerate into a swarm of old politics and run-down buildings. The duke's family established Shorewatch, a beautiful castle in the village of Nesserhead, just east of Leukish. [LGG - 125]
202 CY "And it started like a guilty thing; Upon a fearful summons." [Hamlet] During the reign of Overking Jiranen, Lord Kargoth was reputedly the greatest knight of the day. So, when the standard bearer of the Knights Protector passed into legend, Lord Kargoth fully expected to be named his successor, a fitting tribute to his long and illustrious career. When a much younger Sir Benedor was proclaimed successor, the realm gasped in disbelief, despite it being rumoured that the youth had been touched by the spirit of Johydee. Kargoths pride was much wounded. The Banner should have been his, he seethed! He challenged the young knight in the Court of Essences to a contest of arms, and although fearful, the young knight accepted the challenge. The clearly weaker young knight parried Kargoths attacks, never giving up the floor, and held his own until sunset, upon which the challenge was called. Stalemate! According to custom, Kargoth had lost. He refused the young knights hand of truce and stormed from court and the sneers of his peers. He vowed revenge.
Kargoth took refuge from the deluge that accompanied his flight. He came upon a ruin, and a stair down into the dry darkness beneath it. An ancient shrine greeted his torch upon reaching its base, that and the whispered words of the demon Ahmon-Ibor, the Sibilant Beast. Kargoth knew this beast, Demogorgon, to be a fell fiend worshipped by the decadent Flan until they were pacified by the Aerdy. The whispers promised a plan of revenge and Kargoth was seduced by those whispers, and he swore a blood pact to seal his deal. Tentacles sprung out of the darkness and tore out his eyes, and Kargoth became the first Death Knight. He emerged to discover the Knights Protector riven by the slight given him. And he was pleased. Monduiz Dephaar returned to the Great Kingdom upon hearing of his mentors supposed disgrace, seeking to join Kargoth in his revenge. Others joined him. Dephaar did not see Kargoths disfigurement. Kargoth kept it hidden at all times. He kept his distance; he held his meetings in darkened rooms, his incensed ravings woven with belching clouds of acrid incense. | Saint Kargoth |
The whispers instructed him on when it was time to act upon his vengeance. When it was time, he gathered those who sided with him, and raided the Temple of Lothan, and taking its holy artifact, the Orb of Sol, in hand, he bent the Orbs power to his will. He raised it high, and speaking words of power, summoned the draconic tentacle demon beast Arendagrost, as he was bid. And set it free upon the world. Arendagrost began to cut a swath of destruction from Rel Deven to Rauxes. Sir Benedor rode hard to Rel Deven upon hearing the news. He arrived in time to witness those thirteen knights whod accompanied Kargoth rise from their death sprawls, their clothing scotched, their flesh burned, their eyes aglow with malevolence. He summoned all of his courage and closed with Kargoth. He attacked with abandon, sure in the knowledge that if he did not, he was lost. Near his end, he managed to wrest the Orb from Kargoth, and instructed by it, he too spoke words of power and he scattered those deathly knights that he once called peers, and began his relentless quest to destroy them. His victory came too late for the royal family, though. They had fallen victim to the rampaging fiend. Indeed, one had fallen and was raised by Kargoth in his own image to mock their feeble power, and set him too upon the world. Was Benedor successful? No. The Death Knights were swift, and they laid a trail of undead in their wake to slow him. [Adapted from Dragon #290 - 100 to 104]
203 CY The Order of the Knights Protector hunted the Death Knights, their desire to eradicate them. They were blight upon the kingdom they had sworn to protect; and truth be told, they could not abide the thought that those who had fallen to that dark path had been so easily lured from it. The Knights Protector failed. To their own detriment. Few events shook the order as greatly as the betrayal of the paladin Sir Kargoth, who made a pact with the forces of evil and unleashed a demonic terror upon the Great Kingdom in 203 GY. The abomination was destroyed at great cost, but the fallen knight seduced no fewer than thirteen members of the order to his dark banner. Kargoth's treachery cursed everything he touched, and sunlight turned all fourteen traitors into the first and most powerful of the so called death knights. The order went into slow decline after this upheaval, as many loyal knights spent much time hunting down the renegades. [LGG - 158]
The Death Knights: St. Kargoth the Betrayer, Lord Monduiz Dephaar, Lady Lorana Kath of Naelax, Prince Myrhal of Rax, Sir Maeril of Naelax, Sir Farian of Lirthan [destroyed by Benedor], Lord Andromansis of Garasteth, Sir Oslan Knarren, Sir Rezinar of Haxx, Lord Thyrian of Naelax, Sir Minar Syrric of Darmen, Duke Urkar Grasz of Torquann, Sir Luren the Boar of Torquann, and Lord Khayven of Rax. [Dragon #290]
213 CY How complacent was Rauxes? How depraved? How self-serving? Upon the death of Overking Jiranen, his son Malev auctioned off the throne to the highest bidder. For how much? A princely sum, I would imagine, for few could meet the price Malev would accept. His cousin Zelcor could, and did. [With] the death in the spring of 213 CY of the Overking Jiranen, a sovereign who had reigned many years, succession became a matter of intrigue. His fatuous son Malev was uninterested in the office and proceeded to secretly auction it off to the highest bidder among his relatives. Malev did not care who took the throne, and it came as some surprise when his cousin Zelcor reportedly met his price. [LGG - 23]
Royal Astrologers at Rel Astra proclaimed the coming of the Age of Sorrow, vindicating the disgraced Sage Selvor the Younger. Selvor the Younger, an Aerdi astronomer, extrapolated its path [of the comet that passed overhead in 198 CY] back to its celestial origin and declared the fireball to be an omen of wealth, strife, and a living death. This pronouncement caused panic in Rauxes and throughout the Great Kingdom, where it was interpreted to mean the end of the world. The subsequent incidents and unrest foreshadowed the Age of Great Sorrow to come, in 213 CY [LT1 The Star Cairns - 2] The Royal Astrologers proclaimed it as a great portent, confirming the sign of a coming Age of Great Sorrow prophesied by Selvor the Younger fifteen years earlier. Overking Zelcor promptly abolished the astrologers' order for trying to recreate earlier hysteria and banished the members to Rel Astra. So proceeded an inexorable decline that began as the rulers of House Rax became progressively neglectful, decadent, or dimwitted. [LGG - 23]
From 213 CY on, the Aerdi overkings grew lax, caring more for local prestige and wealth than for the affairs of their vassals in distant lands. This period was called the Age of Great Sorrow. As each sovereign passed, he was replaced with a more dimwitted and less competent successor, until the outer dependencies of Aerdy declared their independence. [LGG - 14]
The new Overking Zelcor began to distance himself from the Knights Protector, for public opinion had swayed against them and their favour. Lord Kargoth had fallen, and had seduced thirteen of their number to join him on his evil path, and the people had suffered for it. What had the Knights Protector done to stop their fallen, they asked? Nothing. Or so it seemed. The had chased that evil number hither and yon, and yet the Death Knights continued to wreak havoc. What then, were they good for, they asked? So too did Zelcor. [Dragon #290]
| Wastri |
215 CY Who was Wastri, the Hopping Prophet? The Malachite Throne had no idea. Neither did the Scarlet Brotherhood. Some few in the Brotherhood assumed him to be one of the original followers of Kevelli, but they had no proof of such a claim. He was powerful, to be sure; a god some thought; most believed him a heretic. The first appearance of the frog-like demigod Wastri in 5730 SD was met with surprise, confusion and disgust. Wastri had been the name of one of Kevellis students lost in the swamp so many years before; and the demigods humanocentrism, and his belief that humanoids existed to seve humans, paralleled their own philosophy. Regardless of his origins, the Hopping Prophet was obviously tainted. The Brotherhood declared him an impure creature (although this was done privately so as not to offend the demigod), which kept them from working closely with him. Wastri seemed content to remain in his swamp, initiating occasional raids into the forests and hills nearby in search of demihumans to impale. [SB] It is he who preaches the ultimate superiority of humankind. While humanoids can serve, demi-humans are fit only to be slain especially dwarves, gnomes, and halflings. These, with the aid of his gray-clad Servants, he hunts with his toad packs and exterminates whenever possible. [Dragon #71 - 56] Orcs, goblins, bullywugs, and such are sufficient to serve humans [
.] Those who disagree [
] are wrong and must be convinced of their error, with a weapon if need be. [LGG - 187]
Was Wastri Iuz? Is that possible? Might that master of mayhem and deceit begun to weave his web that far south of his domain? When Tarkhan [of the Wolf Nomads] arrived to raise the siege [of Eru-Tovar], Lord Choldraf was forced to screen the withdrawal of the luzites, since the humanoids under the wizard Mellard-Plict were too undisciplined and unreliable to handle the assignment. In fact, most of the wizards troops had deserted, or merely decided to wander off on a raid of their own, by the time the Battle of Black Water Bend was fought. The high priest is in disgrace now, but it is likely that Choldraf will find some way to redeem himself with luz. It is reported that the wizard fled immediately upon the loss of the battle, going far south and now raising companies of bullywugs in the Vast Swamp, supposedly at the behest of Wastri, the Hopping Prophet. [Dragon #56 - 19] This beg the question to be asked: Why did Choldraf flee to the Vast Swamp of all places? To redeem himself there? Why there, unless that was where Iuz was to be found.
There are those who say that Wastri was a but a man, a zealot dent on finding the path of spiritual perfection through isolation, privation, and meditation. In this he was encouraged by all who met him, for he was unpleasant and out of place in any normal society. It was as much ostracizing as choice that sent the zealous seeker forth to find the path to his enlightenment. The religious hermit found what he was seeking in the vast wilderness of mires and marsh. The experience was not what he expected. Wastri found he disliked being alone, so he made friends with the denizens of the swamp and sought convertssimply because he wanted the company of servants. Instead of contemplating the mysteries and seeking the greater truth, the fellow grew bored, since all he discovered within himself was shallowness. Rthe community of his followers grew, and as things developed, Wastris main interest centered on the first friends hes made in the bogs, the giant toads. Over the course of decades, the Hopping Profit grew more powerful, even as he and his faithful following assimilated certain characteristics of a strange sort as a result of their mingling. To this day, Wastri has continued to evolve to a point where he is no longer human. [Dragon #300 - 16]
230 CY Zelcor looked ever inward, slowly withdrawing those imperial troops that had stood steadfast upon the Kingdoms borders. Did he believe his borders secure? I doubt he gave them much thought, what with his having ignored the prophesy of doom that preceded his ascending to the throneascending?suppressing said prophesy might be a better description. I would make the brazen assumption that he recalled his forces in hopes of protecting Rauxes, any himself, from the Death Knights that had plagued his kingdom for decades. This period was [
] marked by a noticeable decline in the quality of Aerdy rulership from Rauxes. This time, called the Age of Great Sorrow, led to an important change in 230 CY, when Aerdy soldiers were withdrawn from Greyhawk [City] and the landgraf was charged with defending the Selintan region using local militia. [TAB - 58]
233 CY Was Zelcor a good and just king? Was he competent? Was he corrupt? As to the fist two questions, who can say; he had sat upon the Malachite Throne for decades, so he was certainly proficient at keeping that seat. As to the third? Most certainly. And that would certainly call into question the veracity of the first two. House Naelax finally regained the throne of North Province in 223 CY, after the untimely death of Herzog Atirr Movanich. Some say this was accomplished by paying off the heavily indebted Overking Zelcor I, who had no aversion to procuring his own berth over a decade earlier. [LGG - 74] 237 CY One might think that Seltaren was well situated upon the Plains of Palentine, central to all it oversaw. A bastion of Suloise culture. And so it was, and had been for centuries. [Gifted] with a moderate climate, the farms of [the Dutchy of] Urnst produce crops in all but the deepest winter Summer rains commonly flood the banks of the Nesser well south of the capital; wise farmers construct low stone walls around their fields, building outbuildings on short stilts. The famous rolling foothills of the north prevent serious flooding there, and make for breathtaking landscapes remembered in travelogues read across the Flanaess. [LGG] Despite all that, the cool breezes flowing off the Nyr Dyv called to the Duke of Urnst. He moved his capitol from Seltaren to Leukish and established the castle of Shorewatch, in Nesserhead just east of Leukish. Thirty-seven years [after the the construction of the port of Leukish], the duke moved the capital to the new city, leaving Seltaren to degenerate into a swarm of old politics and run-down buildings. The duke's family established Shorewatch, a beautiful castle in the village of Nesserhead, just east of Leukish. [LGG - 124]
247 CY The Knights Protector persevered, despite their having failed to destroy Kargoth and his chosen few. Lord Kargoths castle walls were pulled down by the Knights Protector, in a desperate bid to deny Kargoth any haven, any succor within the kingdom. Were that true; they razed it to erase the his memory from those who dwelt under its shadow. Were that possible. What secrets it may have held have remained buried ever since. Rumours persist that he settled on the Isle of Cursed Souls, but if truth be told, Kargoth had only been seen once upon that northern coast, and that during the Flan Festival of the Bloody Moon. [Dragon #290]
252 CY Some seed take decades to germinate: the Theocracy of the Pale, for instance. Who would have thought that its first seed was planted a century prior to its Emancipation? But it was. And it was first seed was sown by Overking Toran II, a paranoid, suspicious soul, if there ever was one. He saw enemies everywhere, he heard whispers in the far corners of his court. And knew that he had tenuous hold on the length and breadth of his Great Kingdom. None should rule but him. And to that end, those with any influence need be uprooted. Replaced. With those more loyal. Centuries before the founding of the Pale, when the Great Kingdom spanned nearly the length and breadth of the Flanaess, the church of Pholtus had the appointed task of administering the courts for the realm on behalf of the overking and the Celestial Houses. Its highest ranking member was given the title of Holy Censor and granted a fief to administer from the old city of Mentrey in Medegia, where judges of the law from all faiths were trained and appointed. When the order of Pholtus fell out of favor with the overkings of House Rax in the mid-third century CY, it was largely due to the perception that its leaders were attempting to impose their doctrine on the kingdom and create a theocracy through their control of the courts. While this may have been true of some its more outspoken leaders, the accusation undoubtedly owed more to the apathy of the Pholtans to the evolving politics at court. So it was with the near concurrence of all other sects, that its highest ranking cleric was removed from the Holy Censoriate by Overking Toran II in 252 CY and replaced with the priesthood of Zilchus, which was then closely allied with the Houses of Rax and Darmen. This was considered a reasonable compromise, as no consensus could ever be achieved between the faiths of Heironeous and Hextor, the most individually powerful sects of the Great Kingdom at the time. [LGG - 81]
254 CY Thrommel I was crowned in the city of Dyvers. And thus it began. Far from the influence of the Malachite Throne, the Viceroyalty of Ferrond declared independence from the Great Kingdom, and was thereafter called Furyondy. This marks the beginning of the dissolution of the Great Kingdom. Never again would their influence reach as far. In truth, its influence had not swayed Ferrond for some time.
The viceroyalty of Ferrond [was the first of the Great Kingdoms outlying protectorates to break from the fold], becoming the kingdom of Furyondy. Other regions also broke away from the ineffectual government of the overking over time, creating their own governments after achieving success in their wars of rebellion. [LGG - 14]
The heir to Viceroy Stinvri (the Viceroyalty had become hereditary some years previously) was crowned in Dyvers as Thrommel I, King of Furyondy, Prince of Veluna, Provost of the Northern Reaches, Warden General of the Vesve Forest, Marshall of the Shield Lands, Lord of Dyvers, etc. [Folio - 10]
[The withdrawal of Aerdy troops from Greyhawk] was briefly rescinded in 254 CY when Furyondy declared itself independent of the Great Kingdom, putting Greyhawk right on the Great Kingdoms border with the Former viceroyalty. A large imperial force was stationed at Greyhawk, with a smaller force camped outside Hardby, but their skirmishes with the Furyondian army came to nothing. [TAB - 58] The Pholtans had been betrayed. They felt supressed, banished to the fringe of the society they had guided and nurtured. And lost under the weight of the depravity that hung over the land like a shroud. The dreamed of a new land, a pure land, one free of persecution. In the aftermath of this episode, many of the most zealous members of the faith of Pholtus began abandoning the heartlands of Aerdy, citing religious persecution and rising decadence in the empire, accelerated by the withdrawal of Ferrond in 254 CY. While there was some truth to their claims, these were largely exaggerations and considered by most the protestations of a group suffering waning power and influence. Most of these religious emigrants traveled through provincial Nyrond, eventually settling in the western valleys of the Rakers in the Flan hinterlands. These lands were desired by few, being at the very frontiers of the Great Kingdom and located in the severe climes of the north. Here these Aerdi clerics and devout followers made a home for themselves among the native Flan, who held an old semi-independent realm to the northwest in a place called Tenh. These early pioneers struggled greatly against the depredations of a harsh land and its denizens to carve out a nation for themselves, calling it the Pale and dedicating it to their god. [LGG - 81,82]
mid-250s As the Houses Rax and Darmen waned, House Naelax grew more powerful with the aid of their close connection to the worship of Hextor. The Pholtans and Heironeans had proven themselves too weak to defeat the Death Knights. The court knew as much. It was time for those with true strength to steer their course. The Naelax grew powerful after the mid-250s CY, when their primary rival, the Heironean church, achieved independence in far-flung provinces such as Ferrond and the Shield Lands. Many of them withdrew from the increasingly decadent Great Kingdom, and no longer would these two rival orders contend equally for the attention of the Malachite Throne. [LGG - 74]
The rise of the Hextorians made the satellite states wary. So too the persecution of those deemed too powerful, too independent, in the eyes of the Malachite Throne. So too the Death Knights. They began to retreat from the core, and sometimes that meant past persecutors might become present protectors. A half-century after the Great Council of Rel Mord, the County of Urnst became a palatine state under the protection of the richer and more powerful Duchy of Urnst, a political situation that continues to this day. [LGG - 123]
261 CY The expected war with Furyondy never happened. There were skirmishes. There was much shield rattling. But before long, the would-be combatants settled into a wary stalemate. And even that eased. Furyondy needed their forces for what Keoland might desire. And Rauxes needed theirs for what enemies might arise within. The Overking withdrew most of the [imperial forces from Greyhawk] in 261 CY, leaving a small garrison at Hardby until 277 CY. As the Aerdy army left, the Landgraf of Selintan was ordered to bring his militia up to imperial standards and defend the Great Kingdoms border with the Kingdom of Furyondy. However, the landgraf [
] had been holding secret talks with [
] Dyvers [and he] knew Grehawk was in no danger from the new kingdom, which believed that the seizure if Greyhawk would provoke a swift counterattack from Rauxes [
.] [TAB - 58]
One must always give credit where credit is due. This History is made possible primarily by the Imaginings of Gary Gygax and his Old Guard, Lenard Lakofka among them, and the new old guards, Carl Sargant, James Ward, Roger E. Moore. And Erik Mona, Gary Holian, Sean Reynolds, Frederick Weining. The list is interminable. Thanks to Steven Wilson for his GREYCHRONDEX and to Keith Horsfield for his Chronological History of Eastern Oerik. Special thanks to Jason Zavoda for his compiled index, Greyhawkania, an invaluable research tool. Primary sources for this history were the DMG 1e, The World of Greyhawk Folio, and The World of Greyhawk Gold Box, Living Greyhawk Gazetteer, Ivid the Undying, the Greyhawk Adventures hardcover, The Living Greyhawk Journals, Dragon Magazine.
The Art: All art is wholly owned by the artists. Saint Kargoth, by Greg Staples (?), Dragon Magazine 290, 2001
Sources: 1015 World of Greyhawk Boxed Set, 1983 1064 From the Ashes Boxed Set, 1992 1068 Greyhawk Wars Boxed Set, 1991 2011A Dungeon Masters Guide, 1st Ed., 1979 2023 Greyhawk Adventures Hardback, 1988 9025 World of Greyhawk Folio, 1980 9253 WG8, Fate of Istus, 1989 9399 WGR 5, Iuz the Evil, 1993 9577 The Adventure Begins, 1998 9578 Players Guide to Greyhawk, 1998 11374 The Scarlet Brotherhood, 1999 11621 Slavers. 2000 11742 Gazetteer, 2000 11743 Living Greyhawk Gazetteer, 2000 Ivid the Undying, 1998 Dragon Magazine OJ Oerth Journal, appearing on Greyhawk Online LGJ et. al. Greychrondex, Wilson, Steven B. Greyhawkania, Jason Zavoda The map of Anna B. Meyer
Posted: 11-19-2021 04:20 pm NPC - Z'vnd'sh the Pit Lord
This is Z'vnd'sh, a Pit Fiend and minor Pit Lord. In my game he is a fairly big boss. He holds court somewhere in a side cavern near the Vault of the Drow and works in league with a cabal of drow sorcerors. Posted: 11-19-2021 02:44 pm Blackmoor Land of a Thousand Witches - Siivnna of the Reindeer People
Blackmoor Land of a Thousand Witches - Siivnna of the Reindeer People
In the uttermost north of the Flannaess is the Land of Black Ice. Life should not exist in this clime. The boundaries between our Oerthly world and other planes is thin here. The land is beyond mere cold, it seems a cursed world meant for elementals and monsters too strong and powerful for any mundane harm to befall them. It is true that here there be Dragons of white, of ice and snow and frost. The horror that is the Grey has entrance from its own fragment of a plane here. But here there are humans that are said to cross the world at its top following herds of the semi-mystical reindeer.
Siivnna left her people, the Reindeer People, on a quest that brought her far south to the lands of Blackmoor. She was a powerful shamaness when she left her lands, but on discovering Blackmoor and the Sisterhood, she has learned new magic, the rites and rituals of witchcraft come easily to her though she speaks only with her hands and no sound escapes her.
It is thought that she has not completed her quest, that searches for something or someone, and she travels the land of Blackmoor from border to border, now with a retinue of young women who follow her, rangers, witches, druids, who have taken on her language of hands and shun speech. Some within the Sisterhood are worried by her following. The Centaur-clans of Blackmoor have adopted her as if she were one of the four-legged.
Posted: 11-18-2021 06:40 pm NPC - Thorolf Thorolf is the Helmsman of the warleader Bovine's ship Blackwolf. On land he is always at Bovine's side and his horn sounds the summoning of the warband and at sea it calls to the other ships at night or when the fog has fallen (which it always does when approaching the Ghostland). He is a doughty warrior and hero in his own right and was once a sworn companion of Bovine's younger brother who fell in battle many seasons before.
It is said that his horn instills fear in men not of the north and that at sea it can be heard by any of Bovine's followers even if they be leagues apart. Thorolfs cloak is that of a bear and gives him strengeth, his belt is fashioned with the skull of a tusked troll and while wearing it wounds heal quickly even if they would be a mortal blow. His chestplate is from a Southron warleader and Thorolf's axe is called Oxkiller which causes terrible wounds and can split a man from head to groin.
Posted: 11-18-2021 11:25 am On Leomund I long to hear the story of your life, which must captivate the ear strangely. ― William Shakespeare, The Tempest
A sleeping town under a cover of new-fallen snow. The silver glow of the moon casts a dim light down upon the darkness, but does nothing to disturb the silence. On the lattices of a frost-coated window, a bright island of golden light dances, shimmering and flickering as the candle flame inside the room is tossed about by the wind that forces its way through the cracks around the window. In the flickering light, an old man traces his finger across the archaic writing of a tattered grimoire, pausing every few moments to gaze out the window and lose himself in dreams of forgotten lore . . . knowledge . . . and power. [Dragon #82 - 55]
Who was Leomund? The easiest way to answer this would be to put the question to Len Lakofka, himself, since the old sage was his character, and let him tell the tale in his own words. And he did just that in the Oerth Journal #10. Much has been written about Leomund over the years, not all of it by Len, so there might be some confusion as to who he was and what he did, and whether or not he was a member of this group or that. Such is the way of things. Others take the reins, they extrapolate, they interpolate, they expound, and the character becomes something else, a work of fiction that is not what was. His was a humble beginning.I was born on Fireseek the 3rd 479 CY (5994 S.D. for those of you who are civilized)
. in a forest somewhere, or so my mother told me. She was not very clear on exactly where and I never did press the issue. My guess is the Celadon Forest since she once said that she lived in Beetu in the Kingdom of Nyrond for a dozen or more years. When I visited Beetu I found it populated by a number of full-blooded elves as well as a number of people who are a mixture to human and elf. [OJ10]
We know more about his mother than we do his father. I never met my father but as the years passed I discovered that he was part elf, likely a quarter elf as best as I can determine. His heritage manifested itself as a very slight resistance to [sleep] and [charm] but more importantly by giving me a limited form of [infravision]. Being able to see a source of heat in complete darkness, when that source is about ten feet away, has saved my sorry rear end on more than one occasion! A least I did not get pointed ears out of the deal. Thanks dad. His heritage has also helped when it comes to my life span. Im 111 now and I only feel like Im 50 or so, not too bad for an old duffer like me. [OJ10] Was his father an adventuresome sort? Maybe. Most likely. His mother most certainly was. Mother was a thief, I mean rogue, just in case you were unclear. [OJ10] That may be why she was attracted to him. She and he were very likely first thrown together for just that reason. I would suggest she enjoyed a fast life, one fraught with risk. Why? Mother was a devout worshipper of Norebo [
.] [OJ10] What happened to him? Leomund does not say. And neither did his mother. Maybe he died. Maybe he didnt; maybe she absconded with the partys loot. Thats speculation. We must keep with what Leomund said, in regards to her. My mother, Elsieadar, was a pure blooded Suel. She was born in the Duchy of Urnst but found that her profession
. was not always welcomed with open arms, and, therefore, she decided to move to a more receptive locale. She had a typical Suel pale complexion, purple eyes and light curly red hair. She usually dressed in clothing that was bright red and orange splashed with yellow. My earliest memories of my mother were that she seemed to be aflame when she often wore her bright red town cloak. The cloak was red at the hem and gradually changed into reddish orange, orange and became yellow by the time it got to the neck and shoulders. The garment, at a distance, made the wearer look as though they were bathed in fire. I liked the look a great deal and copied it later in my career when I dabbled with pyrology and founded the Red Star League. [OJ10]
Mother travelled, with him in tow. That much is obvious, regardless why she left the Celedon Forest. First to Irongate, shortly after his birth, then on to the Spindrift Islands in 482 CY, where they lived for a time in Kroton, then on a small farm on the outskirts of Lo Reltarma. Why did she travel so much? Maybe by necessity. I remember nothing of the city and she told me very little. The exception was a sign of one of the thiefs guilds that existed in the Iron League. These rogues were of a lawful nature and politically inclined as well. Years later I came to know a number of them personally and they helped me with the organization of my own guild. [OJ10]
I think it obvious that she was a member of the guild. How else would a boy of such tender years learn such a thing? That said, I mentioned earlier that she was a devout woman, even if her devotions were self-serving. A risktaker, she naturally wished to stack the deck, so to speak; who better then to worship than the god of luck? Such devotion rubbed off on Leomund; if not her path. Mother was a devout worshipper of Norebo and because of her I took up the profession of cleric at the age of ten. [
] However, I did not become a cleric of Norebo. When I attended a Church of the Big Gamble I was torn between laughter and protecting my purse. Even at ten years of age I discovered Norebos house of worship to be a ludicrous place. Instead I found that Lendore was a bit more to my liking. His temples were clean and orderly and somehow that produced a feeling of tranquility that I found refreshing. [OJ10]
Even so, his future path was all too clear, even if he did not pursue it then. The clerics taught him to read, and he was soon reading everything he could get his hands on, even if that meant neglecting his devotions. His mentor, Rallyman, was both frustrated and pleased with his student. He might have censured the boy, but instead of getting angry, he encouraged him, and soon, Leomund was elevated to librarian. Then, just after his 16th birthday, Rallyman sent him upon a task. Go collect a tome, he said, to which Leomund set upon the road to Kroton to retrieve a book from Elesar a Bendar, a sage of some repute. He took along a couple of the sons of Rallymans old adventuring party, a fighter named Sormat and a roguish fellow named Tegger, for the road can be a dangerous place. We got the book all right and were on the way back when the little band of thieves hit us. Tegger was surprised by the first volley, surprised to see three arrows protruding out of his belly. Sormat and I were lucky to be missed by arrows as we watched Tegger go down to his knees and then kiss the ground. I pulled out my trusty hammer and dropped it. Sigh. I guess I should not tell every agonizing blow in this melee but when it was done there were five dead thieves (including Tegger) and Sormat was cut up badly enough to be unconscious. I was fortunate that the thieves took Sormat as the threat and not me. Thank you Lendor. I did have a cure and after some work I got him bandaged enough to get back on the trail. I did learn my first lesson in being a scavenger from this melee. I got a reasonably good fitting set of leather armor out of the deal and a few coins as well. More importantly I found the scrap of parchment with the map to the place where the thieves were to drop the book off. Sorehead, I mean Sormat, wanted to avenge poor Tegger and since I absolutely needed a guard I had little choice. It also taught me not to tell everything that I discovered to a fighter in the party while we were still on the adventure. What an idiot! I thought to myself I called him an idiot actually but then he punched me in the nose and this reinforced the lesson of not speaking to fighters. [OJ10]
I would be remiss if I did not describe Leomund, at this point. I had the look of a Suel male. I was thin and pale with dark blue eyes and reddish blond hair, which, alas, began to fall out when I was the tender age of 29. I topped out at 511 and have stayed below 150 pounds my entire life. I, like my mother, like to dress in red and orange but while adventuring I learned that a dark green or dark gray cloak is far more practical. [OJ10] So, Leomund was Suel. Yes and no. He most certainly was, but more. We would call him a Variant human, now. He would refer to himself as Quarf (Ύ human, Ό elf), his father Hulf (Human-elf).
Further adventures followed, but Leomund found that his interest in the arcane drew him from his devotions, and he began to wonder if a life in the service of Lendor was indeed his calling. He had an active and inquisitive mind, and a cloistered life did not lend itself to study and research, in much the same way as his life in the library had. He decided to leave the monestary and apprentice himself to the Sage Elesar a Bendar, who had subsequently moved to Loreltarma, where Leomund spent the next four years studying and copying text from one tome to another. And for the next thirty years, Bendar sent him on missions to the Spindrifts, Medegia, the Lordship of the Isles, and as far away as the Iron League nations, and beyond. A notable adventure when I was 37 years old and [by then, of considerable talent,] occurred in the Hold of the Sea Princes. As you know the Sea Princes had mostly retired by this year (516CY). A few, who did not live along the coast, had taken to keeping and selling slaves. It is a popular misconception that all the princes held slaves. That is not the case. Many of the coastal nobles abhorred slavery but they were not powerful enough in the central plain and western mountain valleys to stop the practice. Also the Island Fleet Commodores still favored slavery as well. Elesar sent the three of us to meet with Prince Jeon (the 1st). He was to direct us to the probable location of a book of great potency that was carried from the Suel Empire and had somehow made its way into the possession of the Plar of Hool. The Plar, then Yestiman ad Grep, was a fat, totally detestable fellow with blotchy skin who constantly scratched at himself in many uncomely ways. Yestiman was in Monmurg at the time for an annual festival celebrating the Holds former seafaring prowess. We tried to negotiate with Yestiman and offered the splendid diamond our master had given us (fully worth 20,000GP) to buy the book. He was intractable. He did, however, send an assassin to kill us in our sleep at the palace of the Prince. The assassin was truly amazed that a little halfling coming up behind him could do that much damage but his amazement was short lived. He died in the next few minutes. The Plar had already left for Hool. A place I did not want to visit! Accompanied by a few select mercenaries provided for us by Jeon we took off after the Plar. Poor Yestiman was last seen floating in his beloved Hool Marsh and we did get the book Elesar sent us for. [OJ10]
He gained a Cloak of Displacement from the corpulent Yestiman, and used it in conjunction with a Cloak of Blending, the results of which both surprised him, and opened his eyes to ethereal states of being, the research into which unlocked many mysteries and led to his developing his Tiny Hut, the spell that holds his name to this day. Then his Secret Chest. Then others. Leomund discovered that he had a flare for creating spells, most of which were dedicated to the preservation of his person, survival being the most important and fundamental goal of adventuring, in his experience. Mine too, come to think on it. Leomund was a pretty wise and cagey cat, in that regard.
Point in case: Leomunds Lamentable Belabourment (Enchantment/Evocation) Level: 5 Components: V Range: 1 Casting Time: 5 segments Duration: Special Saving Throw: Special Area of Effect: 1 or more creatures in a 1 radius
Explanation/Description: By means of this spell, the magic-user causes a combination of fascination, confusion, and rage upon 1 or more creatures able to understand the language in which the spell caster speaks. Upon casting the spell, the magic-user begins discussion of some topic germane to the creature or creatures to be affected. Those not saving versus magic will immediately begin to converse with the spell caster, agreeing or disagreeing, all most politely. As long as the spell caster chooses, he or she can maintain the spell by conversing with the subject(s). As long as there is no attack made upon them, they will ignore all else going on around them, instead choosing to spend their time exclusively talking and arguing.
If the spell is maintained for more than 3 rounds, each subject creature must attempt another save versus spell. Those failing to save this time will wander off in confusion for 3-12 rounds, avoiding proximity of the spell caster in any event. Those who make the confusion save are still kept in fascination and must also save in the 4th, 5th, and 6th rounds (or for as long as the caster continues the dweomer) to avoid the confusion effect. If the spell is maintained for more than 6 rounds, each subject must save versus spell to avoid going into a rage either at oneself, if one is the sole object of the spell, or at all other subjects of the spell and attack suicidally (regular to hit probability) against ones own person, or fall upon the nearest other subject of the dweomer with intent to kill. This rage will last for 2-5 rounds. Those subjects who save versus spell on the rage check will realize that they have fallen prey to the Belabourment, and will collapse onto the ground, lamenting their foolishness, for 1-4 rounds unless attacked or otherwise disturbed. If during the course of the maintenance of the spell the caster is attacked and/or otherwise distracted, he or she is still protected, for the subject or subjects will not notice. The magic-user can leave at any time after the casting and the subject(s) will continue on for 1 full round as if he or she were still there to converse with. In these cases, however, saving throws versus spell for continuance of the spell are not applicable, even if, for instance, the subject(s) would otherwise have had to save to avoid confusion or rage. Note that the spell is entirely verbal. [Dragon #68 - 25]
He wrote many spells, and most of them can be found in the books he wrote. More than a few others must have shared my opinion, because his spells with copied into many arcane tomes, too many to mention, actually, which might explain Leomunds widespread fame. Here is a list of the most famous, the tomes you would be most likely to find in libraries that exhibit an interest in the arcane:
Architecture By Leomund & Mordenkainen (Leomunds Secure Shelter, Leomunds Tiny Hut, Forcecage, Mordenkainens Magnificent Mansion)
Forgotten Arts of Oratory Magnetism By Leomund (Fascinate, Taunt, Irritation, Truename, Leomunds Lamentable Belabourment)
Thesis on the Planes of Anti-Matter By Leomund | Leomund's Secret Chest |
(Rope Trick, Distance Distortion, Astral Spell, Disintegrate, Leomunds Secret Chest, Duo-dimension, Deep Pockets)
Transcendental Impenetrabilities By Leomund (Leomunds Tiny Hut, Minor Globe of Invulnerability, Globe of Invulnerability, Prismatic Sphere)
Libram of the Great Paravisual Emanations by Nystul (Nystuls Magic Aura, Shadow Magic, Demi-shadow Magic, shades, Leomunds Trap)
[Dragon #82 (56,57,58), by Bruce Heard]
| Leomund/Guy Gas |
Leomund could not have done this all on his own. He took an apprentice in the year 539 CY. I had turned 60 but looked 39, or so my more polite friends told me. An earnest young mage named Guy Gas came to me for what turned out to be two years of additional training. As coincidence would have it, if you believe in coincidence, Guy Gas looked very much like me at the time. Not identical by any stretch, he was a little taller and heavier and his hair was a brighter shade of red than mine. However, people not knowing both of us, often thought he was I and would call him Leomund. I had somewhat of a reputation at that time (no, not that reputation the good one), and Guy Gas seemed to like the recognition. [OJ10] Guy Gas [
] traveled to Greyhawk where he set up shop and began to mingle with fellow mages there. That would have been fine but he took on my persona and identity! The faux Leomund even went so far as to join the Circle of Eight! He retired there, as me, in the year 576 CY! [OJ10]
Rumour has it that Leomund was one of the Circle of Eight. He refutes that, explaining that is was Guy Gas, and not him, and that his once apprentice had even cloned himself, and that each of those believed themselves to be their eponymous self. It does make for complexing what is truly his doings and what is theirs. Point in case: In the mid-500s, a Wild Coast wizard named Mordenkainen quietly began to confer with several sorcerers in the Greyhawk area about the possibility of forming a group dedicated to the preservation of the Flanaess from external threats. This group became known as the Circle of Eight, an outgrowth of an earlier group of eight powerful individuals formed by Mordenkainen known as the Citadel of Eight, said to be headquartered in the Yatil Mountains at Mordenkainens retreat. A few of the members of the Circle of Eight have been publicly named, such as Bigby and Tenser. The latter was already a semiresident of the Domain of Greyhawk, as he had taken control of an ancient castle on the southern shore of the Nyr Dyv near the city. Two other mages known to have joined the Circle were Bucknard (who vanished in 579 CY and was later replaced by Jallan) and the ancient mage Leomund, an immigrant from the east who retired from the Circle in 576 CY and has been little seen since. [TAB - 60] And: It has been said that Zagig, The Black One of the Vale of the Mage, Leomund, Melf, and Serten, all powerful archmages and rivals to the circle of eight, watch the comings and goings of the Power Tower. They call themselves the Ring of Five. [WGR1 Greyhawk Ruins - 3] And: Leomund was a clever and practical individual who invented numerous spells of containment used by adventurers the Flanaess over, He kept his whereabouts a secret, though he is generally thought to have once lived in Medegia. He has not been heard from in some years. [PGtG - 23]
Leomund was busy during this period, too busy in fact to have been involved in much of the shenanigans ascribed to him, if any. He was researching new spells, and that led to maybe the most epic adventure of his life: I started work on a special hourglass that I had thought about creating for a few years. My studies were going well and I was about to cast enchant an item on the hourglass when I got a visitor. She was a female elf mage named Delorn, as she introduced herself. She said she had heard of my research and that she was here to help and warn me. Well, I have always been an idiot when someone praises me and I did not realize that I had not talked of my research on the hourglass to anyone. We worked together for six months. Her knowledge of temporal mechanics, as she called them, was breathtaking! On the 1st day of Brewfest 580 (6095 SD) I turned the hourglass, which I had named Lendors Matrix, over for the first time. [OJ10] Delorn transformed into an aged, yet spritely gentleman: Lendor. You will be just in time to save some of my people [, he said, before fading from sight.] Fare well! Lendore found himself atop a palatial tower, surrounded by an array of windows that looked upon the most fantastical sight. I paused to look out of the windows. The city that I as in was huge and stretched as far as I could see in every direction. Many of the multi-colored stone buildings had four or more stories. There were a number of temples to the gods of the Suel. Lendors temple, about 250 feet away from me, could not be mistaken. The city had the ancient Suel Empire look about it. Good grief! I realized that I was in one of those ancient cities, probably the capital. I went to the one chair in the room and sat down. Before me was a large book with a silver and red cover. Written upon it an ancient Suloise was the title Tome of the Scarlet Sign. [OJ10] The Matrix had accompanied him. Or had it? Was this some other, created by another mage of that bygone age? The trap door opened and an amazed man paused on the ladder he was climbing and stared at me. Who are you? What are you doing here? he said in Suloise. The pronunciation was not quite what I expected but I understood him. I am here because of Lendors labor. That is the item that brought me here. I pointed at the hourglass. It is called Lendors Matrix. It teleported me and took me out of my time. [OJ10]
Leomund said that just then the last grain of sand ran out. Did it? Is he being coy? Did he spend far more time there than a few seconds? If he had, why did Lendor bother sending him there in the first place and not to his final destination. And who might that bygone mage have been? Who else might Lendor have aided in creating such a device as Leomunds Matrix? Slerotin? Was Leomund Slerotin? Thats wild speculation; but wouldnt that be a wonder, and it would tie in with Leomunds comment that Lendor said, You will be just in time to save some of my people [
.] | Who Will Stop the Rain? |
I imagine Leomund desperately trying to divert the Suel from their course, the weight of time and destiny thrawting him at every turn until the end; then his deperate bid to save those same people who might have heeded him, but didn't. Either way, that is idle musing on my part. An epic twist, in fact, even if the thought might be inspired by Raistlin and Fistandantolus. I'm sure Len would not approve, though.
In any event, Leomund said that he was transported from that bygone Suloise city. Did he expect to return to his study? He does not say, but he was transported again, this time to the deck of a ship, a black bank of fog rolling across the water towards it. What is that fog, he asked, only to discover that not only did they not understand him, they advanced on him with the likely intent of putting an end to him. It was then that Leomund realized that he he was woefully unprepared for whatever task Lendor had in mind for him. He did not have his books, his staff, or any of his adventuring gear upon him. He was in his study, after all, not prepping for adventure! He tried elvish, and one stepped forward. He was indeed an elf, but of no type Leomund had ever encountered. Do you know what that black fog is? he said in elfish. Well no, I didnt. Where on Oerth are we? Oerth? What is Oerth? This world is, as all know, Dyrth. Oh boy, I was on another world. Charming. All of this wonder was put on hold as the black fog boiled and flashed up closer and closer and began to overtake the ship farthest from us. In another two or three minutes it would be upon our ship. Have you tried to dispel it? Yes we have, to no avail. I stepped down from the bow and moved to the stern. No one hindered me. I conjured a dispel magic just before the fog caught us. To my great joy the fog that was about to overtake us evaporated into a white mist. The black fog, as it turned out, just a wall of fog and it was only a few dozen feet thick. We were on the other side of the wall of darkness and it was rolling away at the same speed. The hole I had created in the Fog was healing itself as the wall moved on and in another minute the gap was gone. I had saved our ship from the consequences of the fog and my popularity suddenly changed. I was hoisted aloft and, thank Lendor, NOT cast into the ocean. [OJ10] He had saved the ship, but not those less hearty upon the ships that accompanied them. But for what? They made landfall upon an unknown land. The surveyed the land around them, and set about building shelter for the coming months as they attempted to repair their ships and sails. The task proved daunting. And lengthy. Leomund spent the next nine years living with, teaching them, protecting them, until Lendor appeared, a wizened, crippled old man. Lendor confided that [he had taken me] away from Oerth because otherwise I would surely have died in the Greyhawk Wars. My own Red Star League was compromised on many levels by the Scarlet Brotherhood and I would have had great difficulty sorting out who was true friend and who was a spy. But my Master was good to me and gave me a Red Eye Cusp that I now wear in my left eye. It allows me full infravision out to 90 feet, how nice, no more of this having to get within ten feet. More importantly it allows me to see an aura of yellow around Lawful Mages who are NOT part of the Scarlet Brotherhood. [OJ10]
Where am I now? Well, in the Spindrifts, of course. I am a friend to the High Elves and Lendor put in a word with Corellon that gets me into most places where the High Elves still exist. I did rescue my library without losing a book and Ive been known to do a good Sage job from time to time. Ill be more visible in the next few years if the damn assassins from the Scarlet Brotherhood dont catch up with me. The last time I saw the Master of Obedience we agreed not to agree. I am a Suel but Im not a Suel who believes in any supreme race, thank you. [OJ10]
Take this work as you will. Most of the content is from the Oerth Journal #10, written by Lenard Lakofka, himself. I have just woven in what other sources available to me to add to the text, and to include all (unlikely) the canon material available. It's art heavy. The reason? Because as I began to look into his history, I discovered that I love Leomund. He is that tenacious soul who rose from meagre beginnings to unostentatious heights. He is humble. Yet truly powerful.
One must always give credit where credit is due. This History is made possible primarily by the Imaginings of Gary Gygax and his Old Guard, especially Lenard Lakofka, without whom we would not have Leomund at all. The primary source for this piece was Greyhawk Online's Oerth Journal #10, Leomund's Life, by Lenard Lakofka. Special thanks to Jason Zavoda for his compiled index, Greyhawkania, an invaluable research tool.
The Art: Wizard-in-the-woods by mattforsyth Ar-lath-ma-Lovers by vogelfreyh Welcome-Light by saimain Enhanced-Surveillance-Magic-the-Gathering by 88grzes Cali-Study by leodemoura Wizard by thegryph Leomund's Secret Chest, by D.C. Sutherland III (?), Players Handbook, 1978 Unearthed Arcana Cover, by Jeff Easley, 1985 The Rain of Colorless Fire, by Vince Locke, 2000 Magic-room by ddal84
Copyright: The art is solely owned by the artists. All source material presented within this blog is owned and copyrighted by WotC. The use of this material is not intended to challenge the rights of WotC. This document is fan content and presented solely for the personal use of those individuals who game within the Greyhawk Setting.
Sources: 9577 The Adventure Begins, 1998 9578 Players Guide to Greyhawk, 1998 Dragon Magazine 68, 82 OJ Oerth Journal #10, appearing on Greyhawk Online Greyhawkania, Jason Zavoda The map of Anna B. Meyer
Posted: 11-17-2021 03:32 pm NPC - Skirnir Skirnir is a young warrior of renown who follows the warleader Bovine the Bloody. Some call him a hero and he has several raids under his belt but he is from tribes of the Cruski nearer East rather than the more frigid and mountainous North as are most of the men in Bovine's warband. It is said that when he appeared among the Northern towns of The Fruz and Schnai he had worn out the boots in crossing through a wild and uninhabited, at least by humans, land that spanned the long miles between those of North and North-East. The title 'Bootless' was bestowed upon him and many a horn's worth of blood was spilled in the honor-square fighting over this unwelcome sobriquet. Now he is only called 'Bootless' when he is beyond hearing and much less often.
His prowess is well recognized and he is always in the forefront of combat, but his temperament is not that of a leader and his achievements not quite that of those who are deemed heroes among Bovine's warband. That may change this season of raids. Already he possesses several items of note; An enchanted torque of silver that is said to protect his flesh as a suit of chain as well as a silver emblem that is said to do the same that was taken from a Southron warrior. His great axe is the work of Dwarves and is said to aid the strength he puts behind his blows so much so that he can split a shield in a single strike. Posted: 11-17-2021 02:06 pm History of the South-East, Part 4: From Sea to Sea to Sea Men are so quick to blame the gods: they say that we devise their misery. But they themselves- in their depravity- design grief greater than the griefs that fate assigns. ― Homer, The Odyssey
The Great Kingdom had swelled, spanning from sea to sea to sea. It declared peace and prosperity for all, and believed all nations were blessed that were protected by its benevolence. In truth, it only desired peace in the interest of its personal prosperity, and for its own pleasure. Not all nations wished their wealth to enrich the capital. Not all nations wished to be blessed by it, and cracks were forming, in the west, where it had begun, and in the north, where it was never welcome. Even within, where its corpulence and rot were only just then beginning to boil and fester.
c. 100 CY The Great Kingdom had reached its greatest height, its widest expanse. It spanned from sea to sea to sea. And had grown to vast to be administered as one. It needed parceling, partitioning, governance from regional capitals. Thus, was Dyvar raised from town to port, its intent to oversee the Viceroyalty of Ferrond, itself founded from the amalgamation of Feryon, Voll, the Highfolk, the Quaglands, and the Shield Lands and the Northern Reaches. And then, the Great Kingdom, pleased with itself, turned away from their responsibilities there, and set the course for its eventual independence, for the Kingdom never again gave its west another thought, until it was to late to do so. In truth, the Kingdom had more pressing matters to deal with, closer to home, for Nyrond had always chafed against the benevolence if its rule. The realm began nearly five hundred years ago as the Viceroyalty of Ferrond, the proudest jewel in the crown of Aerdy. In those distant days, Ferrond consisted of modern-day Furyondy (Furyon) and Veluna (Voll), Highfolk, the Shield Lands, the Quaglands (Perrenland), and the hilly regions northeast of the massive Vesve Forest, then known as part of the Northern Reaches. The viceroy ruled fairly from Dyvers, where he was attended by scores of noble families culled from the Great Kingdom, as well as ennobled Flan who served Aerdy. [LGG - 46]
| Dyvers | A viceroy in Dyvers administered the Viceroyalty of Ferrond, including its Northern Reaches (now Perrenland and lands north and northeast of the Vesve Forest). [LGG - 23]
Dyvers: Long a trade port, Dyvers was also the capital of Aerdy's Viceroyalty of Ferrond. In that role, it served as a welcome port to goods and travelers who braved the unexplored shores of the Nyr Dyv. The palace of the viceroy rivaled that of his colleagues in the west, and its domed central structure and austere stone towers have long been cited in travelogues as among the finest examples of Oeridian architecture. [LGG - 41]
Veluna: [When] the first Aerdi soldiers surged westward in a great drive to spread the empire, they came upon the people of Veluna, already a burgeoning culture. The High Canon of Rao met with representatives of the Great Kingdom, and explained to them the goals of his peaceful land. Mindful of the vast Aerdi host looming on his borders, the canon wisely agreed to support the Great Kingdom, seeing in the easterlings a passion for progress and innovation that could be tempered by conversion to the holy tenets of Rao. So it was that the Archclericy of Voll entered vassalage to the Viceroyalty of Ferrond under a banner of peace and great religious expectations. (If the Velunese did not care to emphasize their Oeridian heritage, the overking was only too eager to do it for them.) In the years following the establishment of the Viceroyalty, Veluna acted as a sort of moral compass for Ferrond as a whole. Key adherents of Rao gained major positions in the court of the viceroy. Given the warlike Oeridian temper and the years of arrogance established in the west, the Velunese advisers had much work to do. [LGG - 129]
Highfolk: The Fairdells and the Vesve Forest were home to high elves for untold centuries. When humans first arrived, as emissaries from the Viceroyalty of Ferrond, the two races developed a kinship that exists to this day. [LGG - 53]
Perrenland: During the Migrations, the warlike Flan tribes of the Yatil Mountains absorbed most of the Oeridian, Suloise, and Baklunish invaders flooding the great Yatils pass called the Wyrm's Tail, though several Flan tribes were driven from the lowlands by Oeridians who established freeholds for their own clans. The disunity of these small clans was taken advantage of by advancing Aerdi forces, c. 97-100 CY. The Viceroyalty of Ferrond quickly gained full control of the eastern and southeastern sides of what is now Perrenland, making it a part of Ferrond's Quaglands. The fishing towns of Traft and Schwartzenbruin were forced to accept the authority of stern Aerdi bailiffs. [LGG - 85]
Shield Lands: As the migratory Oeridians ranged eastward in their search for a land that would support them, they passed through many regions of inhospitable climate, infertile land, and unfriendly local populations. Chief among these lands were the rugged plains north of the Nyr Dyv, which resisted meaningful human settlement for centuries, even as a strong Aerdi empire created the Viceroyalty of Ferrond to the west. [LGG - 31]
So passes the west from this narrative.
The Viceroyalty of Nyrond, which eventually included Urnst, was ruled from Rel Mord by a junior branch of House Rax. [LGG - 23]
102 CY The great houses were laying claim to lands throughout the realm. House Garasteth was no different, laying claim to the isles now known as the Sea Barons. So had House Atirr. War broke out between them, and Overking Manshen was forced to intervene, for so long as those fouses fought, his coast was open to raiding from the Barbarians to the north. He declared that a naval competition would settle the dispute; upon its completion, House Atirr was declared the winner and given dominion of what was to be christened the Sea Barons. [Early] in the first century of the Great Kingdom, Overking Manshen decided to create baronies from the fertile isles; Oeridian colonists soon settled them while the court in Rauxes struggled with their administration. In 102 CY, House Garasteth laid claim to the isles, and open conflict threatened to break out between House Garasteth and House Atirr, from North Province. Overking Manshen's wisdom was in full display when his solution to the problem was to conduct an open competition to settle the matter. He appointed four peers from the rival noble houses to the baronies of the four islands and instructed them to build fleets. The baron who was most successful at the naval exercises that ensued would be chosen to represent the entire realm as the lord high admiral of theGreat Kingdom. Baron Asperdi of Atirr won the post handily, and the largest island was named for him and his descendants. The headquarters of the Aerdi Admiralty was thereafter moved to Asperdi Isle, and the islands came to be known as the Dominion of the Sea Barons. [LGG - 99]
108 CY Overking Manshen desired to secure his northern border. The Fruztii Barbarians were a constant threat, and he meant to pacify the North once and for all.
In the spring of 108 CY, Aerdi forces massed in the frontier town of Knurl. With Knight Protectors of the Great Kingdom in the vanguard, the force swept northeast, between the Rakers and the Blemu Hills, in a march to the sea. By autumn, after having been met with relatively light resistance, the Aerdi succeeded in uprooting most Fruztii encampments, and the foundations of a great stronghold were laid at Spinecastle. The Aerdi freed Johnsport in a pitched battle with the barbarians before the onset of winter. Sensing that this would be only the first phase of a long struggle, Aerdi commanders summoned thousands of contingents from North Province over the objections of the herzog, a Hextorian who had wanted to lead the forces into battle himself. With the defeat of the Fruztii at Johnsport, the call went out that winter, and thousands of their kinsmen poured south along the Timberway the next year. Marching through passes in the Rakers, they assembled and attacked the works underway at Spinecastle, focusing their assault on the heart of the Aerdi fortifications. The defenders, including the bulk of the elite Aerdi infantry, were quickly outflanked and surrounded. A young Knight Protector of the Great Kingdom, Caldni Vir, a Heironean cavalier from Edgefield, commanded a large cavalry force patrolling the hills when the barbarian force struck. As part of the contingent led by the herzog into the north, he pivoted and headed back to Spinecastle while anticipating orders from his liege to counterattack. When the courier of the herzog delivered orders for Vir to pull back to the south in retreat, he spat in disgust and ordered the standard of the Naelax prince to be trampled in the mud. He then raised the standard of the Imperial Orb and charged. Approaching the site of the battle from the north, he descended upon the barbarians from higher ground, and they were unprepared for the hundreds of heavy horse and lance that bore down on them in the next hour. Their lines were quickly broken, and the Imperial Army was rescued to eventually take the day in what would be called the Battle of the Shamblefield. The Aerdi drove the surviving barbarians out of the hills, controlling the land all the way to the Loftwood by the following spring. Overking Manshen recognized the courage of the young knight Vir, and raised him as the first marquis of Bone March. The land was so named for the high price paid for its taking, as the fallen imperial regulars numbered into the thousands. [LGG - 36] Thus the Overking named Vir the first Marquis of the Bone March. And thus were the Fruztii broken. It is said that the blood of those thousands of unsanctified and unburied Barbarian and Imperial corpses was pressed into the mortar of Spinecastle. It is also said that the Fruztii laid a curse on its unfinished walls.
124 CY Irongate was tens of decades in the making. But its walls were raised high upon its cliffs, thick and sturdy, impossible to scale or breach, a fortified Aerdian presence on the Azure Sea. The city known today as Irongate was completed in 124 CY by imperial architects charged to give the Aerdi a fortified presence on the Azure Sea. [LGG - 56] The potential of the outpost and surrounding terrain was recognized early on by the imperial architects sent to fortify the harbor on behalf of the Malachite Throne. This was done in coordination with imperial miners and engineers, who organized the excavation effort with the dwarves. These master builders set about the task of erecting a city equal to the Great Kingdom's ambitions for the region, a plan that would take decades to complete. Not only did the Aerdi want a base of operations from which to exploit the resources of the peninsula, but they earnestly wanted a fortified port from which to maintain a naval force on the Azure Sea the year round. [LGG - 56]
The northern states had always been fiercely independent, and they baulked at the prospect of Aerdian rule. But the Malachite throne was persistent. They would lay claim to those lands, for had they not already as they had migrated east? Had they not pacified those lands, allowing those lesser houses that remained to settle there and live in peace? So, now that all the lands east of the Nyr Dyv were under their dominion, it was time for those nations to bend the knee to those who had made them possible in the first place. But they were Oeridian, scions of Johydee as the Aerdi were, and the Aerdi were loathe to put them to the sword. And thus the Great Kingdom sent its delegates to the Urnst offering to annex Urnst as a palatinate state rather than invading it. Urnst declined. By 124 CY, the Great Kingdom sought additional trade routes to the highly successful Viceroyalty of Ferrond. In that year, delegates sent by the Malachite Throne presented a bold plan to Urnst's senators. In effect, they proposed to annex Urnst into the Great Kingdom at. a palatine state, sparing the burgeoning empire the trouble of an all-out invasion. Though a detailed analysis revealed that the offer was indeed far more beneficial to the local lords than to Rauxes, the haughty nobility of Urnst shouted it down without debate, much to the chagrin of the northwest lords on the Franz River, who had long coveted a closer relationship with Aerdy. [LGG - 125]
134 CY Fortune had favoured House Attir. It had gained the island chain now know as the Sea Barons, and was soon to be handed the North Province, as well. In 134 CY, the early Rax overkings inaugurated a series of actions that would ultimately lead to the downfall of their house some three centuries later. In that year, the ill-tempered Overking Toran I deposed the scion of Naelax from rulership of North Province, appointing in his place the leader of the smaller but rapidly rising House Atirr. Citing the failures of the Naelax in supporting the heroic efforts of the Aerdy military in Bone March and Ratik, Toran reduced the house to a secondary role in the province. House Atirr ruled the province from its capital on the coast, eschewing Eastfair. The land experienced a brief renaissance under this enlightened leadership. However, this demotion was a slight that the Naelax would never forget. [LGG - 73,74]
141 CY Kargoth of Mansbridge was born a feisty lad, noted for his bravery and ambition from an early age. He was destined for greatness, most said. They said as much again when he was elevated to the ranks of the Knights Protector. 150 CY There was a time that the Rhennee had not navigated the shores of the Nyr Dyv, nor the rivers and tributaries that wound their way across the Flanaess. Where did they come from? Few know. The Rhennee are not telling, either, for the Rhennee are a secretive folk, as distrustful of those who are not their kin as those who are not are of them. All that is known for sure is that they were first seen within the Adri Forest. A minor human race called the Rhennee is found in the central Flanaess. These wayfaring people travel on river barges and are very clannish. Rhennee claim to have come to the Flannaess from another world and they do not trust outsiders. They have a bad reputation as thieves, but most are not truly evil. [TAB - 14] They are thought to have first appeared in the Flanaess in the area around the Adri Forest circa 150 CY, moving west to avoid harassment by Aerdy soldiers and citizens. The Rhennee increasingly left the land to become migrants on the central rivers, until very few land-dwelling Rhennee now exist. [TAB - 58] The Rhennee are truly the enigma among the races of Greyhawk. While the other foul races can trace their histories to elsewhere on the continent, the Rhennee have separate origins. They are thought to have first appeared in the Flanaess in the area around the Adri Forest around 150 CY, moving west to avoid harassment by Aerdy soldiers and citizens. The Rhennee increasingly left the land to become migrants on the central rivers, until comparatively few land-dwelling Rhennee now exist. Though they rarely speak of this to outsiders, their legends claim that the race came to Oerth accidentally from their home world of Rhop. Although the Rhenn-folk have only a few ideas of what their home plane was like or how they got here, they know that it was quite different from the Flanaess. [PGtG - 35] The Rhennee live exclusively on the waterways. making their homes on large barges that average about 60 feet long and 15 feet wide. These sturdy barges are similar in style to a junk; they are capable of navigating the Nyx Dyvs often choppy waters and treacherous storms, as well as riverways. These ships may have one or two masts. [PGtG - 35] Rhennee are fairly common on the waterways of the central Flanaess and near inland shores and banks. A few secret, inland encampments are said to exist, and here may also be encountered their rare, land-dwelling cousins, whom they derogacively refer to as the Attloi. The mutual distrust and antagonism between the Rhenn-folk and other peoples of the Flanaess have kept the Rhennee relatively unmixed with other races, though the Rhennee do bring children of other human races into their families. [LGG - 7]
155 CY There are mysteries aplenty upon the Oerth. Some are old, truly old, and were old even when the elves were young. Most are best avoided. But what can one do if one rises unexpectedly from below keel, and is stranded upon it?
| The Sinking Isle | In the past one notable man was far less circumspect than modern adventurers: Atirr Aedorich, a hero of the Great Kingdom in the days of its youth. In 155, as a young man, he was sent southward by his father to the university at Rel Astra, then a great center of learning in the magical arts. The Sinking Isle was less active in those days but as the fates would have it Atirrs ship was caught in a sudden squall, and driven onto the hidden claws of the Isle itself. Atirr was fascinated rather than terrified (such were the Great Kingdoms nobles in those days). For a full hour, while the crew sweated at the pumps and strained to place a patch over the hulls single rent, the young man gazed at the strange phosphorescent landscape, and prepared several sketches, until one of the Solnors strange and unpredictable great came questing the strait and lifted the wounded vessel clear. Atirr vowed to return and discover the islands secrets.Atirr did return northward some years later, but as Herzog of North Province. Not until his middle years did he have the leisure to the examination of certain ancient Suel tomes, and the exercise of the arts he learned at Astra, he devised a way to either predict or command the vagaries of the Sinking Isle. This knowledge, like much else, was lost in the Turmoil Between the Crowns, but several different descriptions survive of what he found when he drew alongside the risen city. In the short time before the sank Once again beneath the waves, Atirr and his to followers were able to recover and record information about a great many artifacts from among the spiky and highly decorated ruins. Among these were many panes of fine stained glass, some still intact, and some in tints never yet achieved by modern artists. Besides these were a number of twisted ornaments Of gold and lead, later discovered to be of sahuagin manufacture. Attir also discovered a book sealed against the water in a lead casket. All of these were returned to the court at Rauxes in honor of the Overking. The patient Atirr hoped to study them further in his retirement. He declared the book in particular to be most interesting, being among other things a recording in a lost language of an ancient history together with magical secrets.Tragically, Atirr was never to attain his goal. Two years after his discoveries he and all hands went down in a storm off the coast of North Province in a storm which apparently even the Herzogs powers could not quell. The book has since disappeared, though it may yet be found somewhere in the catacombs at Rauxes; it is difficult to be sure, as 90 little word now reaches the outside world of the doings at that court. It is known that Atirr was convinced from a preliminary study that the city itself was not primarily of sahuagin construction but must have been built by a terrestrial race, though sahuagin-like creatures and other sea life are depicted frequently in the architecture.Later observers have examined the coastlands and sea near the site of the Sinking Isle, and have on a dark evening seen what may have been its upper towers. The region is chill and forbidding for such a southern latitude. Fishermen say that the catch in those parts is extraordinarily good, but that nets are often fouled. Those attempting the water, find it dark and chill. Most are content to leave the Sinking Isle to the sahuagin, or whatever race of the deeps now holds it. [GA - 93,95]
166 CY The east coast of the Great Kingdom had never truly been pacified. Barbarians raided the North Coast unmolested, and piracy was ever a problem on the South Seas. The Overking was losing patience, and he committed forces to deal with it, once and for all time. He set his sights upon putting the Duxchaners to task for their misdeeds. Following a particularly terrible attack on Pontylver, during which the shipyards were set ablaze, Overking Erhart II was determined to put an end to the marauding. In 166 CY, he committed the combined navies of the Great Kingdom to breaking the power of the Duxchaners. Old Baron Asperdi's young but powerful naval force from the Sea Barons was brought to bear on them, led by Lord Admiral Aeodorich of House Atirr, then accorded the finest naval captain of the time. The town of Dullstrand was specifically founded to act as a base of operations for the invasion of these southern islands by the Aerdi fleet. [LGG - 71]
167 CY Monduiz Dephaar was born in Bellport to noble lineage. He was elevated at a young age to its Barony when his family fell to Fruztii raids along the Solnor Coast.
History of the Star Cairns The Suel had travelled long and far since the Twin Cataclysms, and in the intervening years they had found many lands that pleased them as had their homeland. But they never forgot the Motherland, or the fate it had fallen to, or at whose hands. In 167 CY, a copy of the Tome of the Scarlet Sign was delivered to Murtaree, court wizard to the Malachite Throne of the Great Kingdom. The tome was a treasure of the fallen Suloise Empire, and the wonders of that lost realm struck a chord within the dark heart of the Suel-born wizard The man was fascinated by the tales and information about his ancestors, and was especially intrigued by the depth of the hatred his people felt for their enemies, the Bakluni. The tales of ancient and terrible feuds kindled in him the fires of hatred, and he resolved to bring back to life the ancient war and destroy the Baklunish people. Consulting his peers other wizards of Suel heritage, working as advisors to various members of the AerdI court he found that there were others who felt similarly, and he easily talked them into joining his personal crusade. [LT1 The Star Cairns - 2]
168 CY The naval forces of the Great Kingdom defeated the Duxchan forces in the Battle of Ganode Bay with the naval power of the Sea Barons at the fore. Thus the Duxchan Isles became The Lordship of the Isles. Within two years of hotly fought battles in the Aerdi Sea, Atirr and his armada, which was outfitted with mages and powerful clerics of Procan, finally defeated the Duxchaners and their allies at the Battle of Ganode Bay. This won greater fame and praise for the Aerdi admiral, who eventually rose to the throne of North Province some years later. The most militant of the surviving Suel buccaneers retreated to the port of Ekul, on the Spine Ridge of the Tilvanot Plateau, but were no longer a significant factor. The Aerdi settled these islands in large numbers, founding Sulward as the capital, though the population remained largely Suel, particularly on Ansabo and Ganode, where local Suel lords were absorbed into the government of the realm. An Aerdi lord was appointed prince of the new realm and he was made responsible to the herzog of South Province, but given the right to carve up the islands into provinces as he saw fit and award them to his kin. [LGG - 71]
169 CY History of the Star Cairns Seeking a quiet place to study, [Muratree] and his cohorts could study and grow strong enough [to bring back to life the ancient war and destroy the Baklunish people], he was lucky enough to find two great veins of magic rock in the western arm of the Abbor-Alz. These veins enhanced different sorts of magic in ways that suited his purposes, and so the wizard hired dwarves and men to dig out lairs in these places, first breaking ground in 169 CY. When the hidden tunnels were completed, Murtaree cast a great forget spell on the workers to preserve the secret of their location. There were five locations in all arranged on the crossing ley-lines like an enormous victory-rune (its apex in the lower Abbor-Alz and its nadir in the Bright Desert), which the mage thought was most appropriate. The ambitious magic-users got to work creating items and spells of great power to use against their racial enemy. [LT1 - 2]
170 CY What of the southern continent? Did they prosper? Did they wither under the gaze of the fell serpent Meyanok? Yes. The Olman wared amongst themselves. The Touv continued on much as they always had. But both suffered the yuan-ti. And both were beset with the machinations of the cult of the serpent. (1577 TC) Tolanok was once an Olman city in the highlands of Hepmonoland. Abandoned during the Olman exodus, the Touv moved warriors into the city to hold the front line and to initiate attacks against the yuan-ti of Xapatlapo. After several years when the Olman did not return and the Xapatlapoans closed their borders, the Touv capital allowed civilians to settle the city. The hillside mines were reopened, and precious metals and gems flowed back to the capital; Tolanok became a very wealthy state, although the mediocre soil of the region kept it from growing too large. It was its financial prosperity and status as the smallest of the Touv city-states that eventually attracted the attention of the priests of Meyanok. Over the years the priests slowly replaced key individuals in the temples and the city government. In 170CY, the high priests of Meyanok called down the power of their god and withered all vegetation within five miles of the city wall. The citys stores of grain were lost, and the people were best by famine. Many fled, but most could not; those that died of starvation rose as the ravenous, a new form of undead. [SB - 54] It is no wonder that the Olman and the Touv floundered, just as the Great Kingdom flourished.
174 CY History of the Star Cairns Muratree never lived to see his grand scheme of destruction carried out. Not from lack of trying. Although Murtaree died in 174 CY when his transformation into a lich failed, his first students continued to work teaching their ideals to new students. Great works were made in these dungeons. More importantly, a pow& destructive artifact of unknown origin was kept here for safekeeping, divided into three pieces, each stored in a different cairn for greater security. [LT1 - 2]
c. 187 CY As a member of the Knights Protector, Monduiz Dephaar distinguished himself defending against the seasonal Barbarian raids, fighting alongside such heroes as Lord Kargoth. He fought with a fierceness that was frightening to behold, and in time, as his reputation spread up and down the coast, his name came to be known and then feared by the Barbarians. His atrocities were initially overlooked; but eventually they could not be ignored. He was censured by the Knights, but he carried on unabated, then shunned; and in his fury, he left, and settled for a while among the Schnai, where his sword was welcomed, and where he could continue to raid and vent his rage upon the Fruztii.
189 CY Patience and persistence served the Great Kingdom well. So too the divisive nature of Urnst, Oeridian to the north, Suloise to the south. The north had no wish to be ruled by the Suloise lords to the south, and those same Suloise lords preferred riches over the strife that had risen with repeated crop failures. Yes, patience and persistence had served the Great Kingdom well, that and a little magic and greed. Originally part of the much-larger seminal Urnst nation, the County of Urnst was established as a distinct protectorate nation by Overking Jirenen of Aerdy in 189 CY. Owning by far the most fertile land of any nation bordering the Nyr Dyv, Urnst stood as the breadbasket of the region for many years, supplying wheat as far afield as Calbut, in the duchy of Tenh. [LGG - 123]
[The] Senate had grown effete and corrupt. Crop blights (some say the result of druids bribed by Aerdy) and bread riots forced the leaders of Urnst to take action. In 189 CY, the Senate effectively sold to the Great Kingdom all of the land between the Franz and Artonsamay Rivers for an entire caravan of treasure and magical artifice. The lords of the north, long abused by the Suloise senate, rejoiced at the new arrangement. The Urnst nation was divided into a county, to the north, and a duchy, to the south. [LGG - 125]
193 CY The rejoicing was short lived. When Nyrond broke from the Great Kingdom, it entered a period of expansionism, swiftly capturing the County of Urnst in a brief and surprising series of charges toward the capital. Most Urnstmen bitterly resented the occupation years, during which their own aristocracy (largely Suel, with strong ties to that of the duchy) was integrated with arrogant nobility from Nyrond. This resentment rarely erupted into physical conflict, however; the people of Urnst enjoyed a much better fate than the Pale under similar circumstances. [LGG - 123] Though the folk of the County of Urnst welcomed the Aerdy with open arms, the newly palatine government of the south was far less trusting, fearing that the influx of Oeridian advisers and regulars might degrade the "pure" Suloise culture. Much to everyone's surprise, the overking took a hands-off policy to the heartlands after disbanding the Senate and placing ultimate authority in the hands of the duke of Urnst, selected by the Suloise nobles in 193 CY. [LGG - 125]
198 CY All eyes looked to the heavens as a comet appeared over the Flanaess. What did it mean, the people asked? All manner of omens were declared, most great boons, like the declaration of a thousand years of peace and prosperity, the Pax Aerdia. But not all predicted the great age to come; the sage Selvor the Younger proclaimed a coming time of strife and living death for the Great Kingdom. Those in power had no ears for such words in their time of unprecedented contentment. The History of the Star Cairns A great ball of fire appeared over the Oljatt Sea in 198 CY, passed over the southern Great Kingdom, and vanished beyond the Sea of Geamat. [
] Selvor the Younger, an Aerdi astronomer, extrapolated its path back to its celestial origin and declared the fireball to be an omen of wealth, strife, and a living death. This pronouncement caused panic in Rauxes and throughout the Great Kingdom, where it was interpreted to mean the end of the world The subsequent incidents and unrest foreshadowed the Age of Great Sorrow to come, in 213 CY. Unknown to the people of the Great Kingdom, the shooting star struck ground in the eastern Abbor-Alz. The impact was felt several hundred miles away in Murtarees southernmost site, momentarily distracting the attention of the mages working there. Mysteriously, the site vanished a few seconds later - with it, three well-known wizards of the Great Kingdom. Even worse, one of the pieces of the ancient weapon had been stored in the lost site. The remaining wizards abandoned for a time their plans of Bakluni destruction to deal with the troubles in the east, and fled the laboratories, some caking the time to activate magical and mundane defenses to protect their research. Eventually, the wizards who knew the true purpose of the dungeons were scattered to the winds or dead; the items found inside sparked their own legends, leading people to believe that the ruins were merely burial sites for great mages. They came to be called the Star Cairns, after the star-shaped entrances, and the belief that they were mausoleums. Monsters and other undesirables began using the cairns as lain, the great plans of the Suel wizard forgotten. [LT1 - 2]
One must always give credit where credit is due. This History is made possible primarily by the Imaginings of Gary Gygax and his Old Guard, Lenard Lakofka among them, and the new old guards, Carl Sargant, James Ward, Roger E. Moore. And Erik Mona, Gary Holian, Sean Reynolds, Frederick Weining. The list is interminable. Thanks to Steven Wilson for his GREYCHRONDEX and to Keith Horsfield for his Chronological History of Eastern Oerik. Special thanks to Jason Zavoda for his compiled index, Greyhawkania, an invaluable research tool. Primary sources for this history were the DMG 1e, The World of Greyhawk Folio, and The World of Greyhawk Gold Box, Living Greyhawk Gazetteer, The Scarlet Brotherhood, The Star Cains, Ivid the Undying, the Greyhawk Adventures hardcover, The Living Greyhawk Journals, Dragon Magazine.
The Art: Dyvers, by David Roach & Sam Wood, from Slavers, 2000
Sources: 1015 World of Greyhawk Boxed Set, 1983 1064 From the Ashes Boxed Set, 1992 1068 Greyhawk Wars Boxed Set, 1991 2011A Dungeon Masters Guide, 1st Ed., 1979 2023 Greyhawk Adventures Hardback, 1988 9025 World of Greyhawk Folio, 1980 9253 WG8, Fate of Istus, 1989 9399 WGR 5, Iuz the Evil, 1993 9577 The Adventure Begins, 1998 9578 Players Guide to Greyhawk, 1998 11374 The Scarlet Brotherhood, 1999 11621 Slavers. 2000 11742 Gazetteer, 2000 11743 Living Greyhawk Gazetteer, 2000 Ivid the Undying, 1998 Dragon Magazine OJ Oerth Journal, appearing on Greyhawk Online LGJ et. al. Greychrondex, Wilson, Steven B. Greyhawkania, Jason Zavoda Tha map of Anna. B Meyer
Posted: 11-13-2021 07:01 pm History of the South-East, Part 3: A Consolidation of Power
Achilles glared at him and answered, "Fool, prate not to me about covenants. There can be no covenants between men and lions, wolves and lambs can never be of one mind, but hate each other out and out and through. Therefore there can be no understanding between you and me, nor may there be any covenants between us, till one or other shall fall. ― Homer, The Iliad
The Flanaess had passed into the hands of the Oeridians, or should I say the Aerdi, for it was they who conquered the land, they who ruled it. And it would be their triumphs and tragedies that would set the stage for what would come. It is said that theirs' was a Good and Just empire, a shining beacon of what may be, but that history was written by the Aerdi; for in truth, empires are built upon the backs of the conquered, and that cruelty and suppression are their bricks and mortar. Building an empire is hard; retaining one is harder still. Luckily for the Aerdi, they had tools at their disposal.
1 CY With his Declaration of Universal Peace, the first Overking was crowned in Rauxes. The Aerdy calendar dates from the crowning of the first overking, Nasran of the House of Cranden, in Rauxes in CY 1. Proclaiming universal peace, Nasran saw defeated Suloise and Flanrebellious humanoid rabbles of no consequence and no threat to the vast might of Aerdy. [Ivid - 3]
But for all his well-meaning words, all power was to be his, and all Houses were to bend the knee to his magnificence. However, it quickly became clear to all the noble houses of the Aerdi that power in the Great Kingdom was being centralized in the hands of the rulers of Rauxes, and that the fortunes of the Great Kingdom would now rest with them. The needs and intrigues of the Celestial Houses would soon become subordinate to the politics of the Malachite Throne. [LGG - 23]
Frontiers of Great Kingdom reach Greyhawk City. The writ of the Overking of Imperial Aerdi extended to Furyon and Voll (now Veluna), across the northern prairies as far as Perrenland. For three centuries the Aerdy held a vast empire which fluctuated in extent but little, until after the third Celestial House (dynasty) when the borders began to close in upon the original territory of the Aerdi. [Folio - 5]
11 CY The Flan continued to be pacified. Theirs was a futile struggle, as the lands of their dominion shrank and shrank, they retreated into high valleys and the northern barrens. But still they fought where such resistance could be gathered. Until they threw all their remaining might into one last stand at Arrowstrand against the ever waxing Aerdian Kingdom. They were brave. They were valiant. But fate was against them that day, and they fell. But their fall was glorious. [Ivid]
12 CY Onnwal under heel, the Kingdom needed a port from which it could secure the Gearnat Strait, Relmor Bay to the east, and the Sea of Gearnat and Woolly Bay to the west, and thus lend safety and security to all who might sail with so it set about constructing Scant. The peninsula was awarded as a fief to the herzog of South Province, who constructed the port of Scant in 12 CY to facilitate its colonization by the Aerdi. The port also served as a means by which to share Onnwal's resources, particularly the silver and platinum being drawn out the hills, with the markets of Prymp and Chathold. The szeks of Onnwal who administered the land were originally appointed by the herzog in Zelradton and were usually favored members of his court. [LGG - 80]
75 CY Great Houses wax and wane. Sometimes they even cease to exist, as is the case if there is no heir left to carry on its name. House Crandon suffered such a fate. The ruling house of Aerdy became the Rax-Nyrond House after the death of Nasran's grandson, Tenmeris, in CY 75. Tenmeris's Queen, Yalranda, was a formidable diplomat and mediator who had done much to support her husband and was the true power behind the throne. Tenmeris, it was said, had a brain as small as his flatulent belly was vast. Yalranda was accepted as the only overqueen in Aerdy history because of her prowess in establishing dynastic marriages between the royal houses of Aerdy and her uncanny gift for forging alliances (and because of her strange, magical allure and ability to calm angry or confused nobles). That she died young, at age 40, is one of Aerdy's great tragedies. [Ivid - 3] Her eldest son, Manshen, broke with tradition and took the name of the [Rax-Nyrond] Royal House. This house was to rule for nearly 400 years. [Ivid - 3] Historians consider that the relative peace which existed between Aerdi royal houses for centuries is largely due to his wisdom building upon the informal understandings developed by Yalranda. [Ivid - 7]
Why would they think so? One would imagine the credit for the centuries of peace that followed should have been laid at the feet of Manshen; but Manshen, for all his diplomatic skill, and marshal success, was not one of Johydees Children. In the history of Aerdy, a handful of these gifted and strange people have played crucial roles. Queen Yalranda is said to have possessed precognitive powers which marked her as one of the Children. [Ivid - 7]
Johydee's Children is the name bestowed upon very, very rare Aerdi individuals of exceptional magical gifts. The name is given for two reasons, not because the individuals concerned are literally descended from Johydee. First, Queen Johydee of pre-Devastation history was a priestess of great magical prowess, favored by the gods themselves. Second, Johydee is known for her famed artifact, the mask, which allowed her to resist many forms of magic and to take on the appearance of anyone she chose. [
] Johydee's Children are strange, otherworldly people. Either they are wholly aloof, without any apparent emotion, or else they seem to live in a spiritual world which raises them far above the cares and feelings of ordinary folk. Either way, those who know them come to think of them as masked, inscrutable, impossible to "read." The Children are loners, never understood by others. [Ivid - 7]
98 CY The Great Kingdom was vast and powerful. As powerful as the Suel Imperium? Not likely. As vast? That is debateable. It was certainly not as long lived. But it did conquer and consolidate the lands east of the Nyr Dyv, and at its height it stretched from the Solnor to the Yatels, from the Barrens to the Azure. Neither the Flan nor the Suel could stand against its expansion, for it had artifacts of power at its disposal: Lum the Mads Machine, Leuk-Os Mighty Servant, and the Crown, the Orb and the Scepter of Might. It wielded the Iron Flask of Tuerny the Merciless. But did the Aerdi create these artifacts? No. Surely not. The Suel did. And if the Suel did not, the Oeridians surely took with them the means of their creation with them when they took flight. For the Suel had centuries to delve the mysteries of power and the art of artifice, and the Aerdi had but centuries since their flight from bondage. What else did the Aerdi wield? Dragons. Against which the nomadic and agrarian Flan, and the unestablished refugees of the Suel, had little hope of defending against. How do I know this? Because they are known to have at least one of the Orbs of Dragonkind. It was the least of them, for sure, and there is no record of their having another in their possession, but is was far more than either the Flan or the Suel had in theirs.
The Orbs of Dragonkind Excerpts from a letter from Otto to Johanna: | Otto |
Oerth, it is well known, has its own Orbs of Dragonkind, but their oral and written history is poorly known even to the learned. Sages have long suspected a connection between these orbs and the long-lost Suel Imperium [
]), dead just over ten centuries. [Dragon #230 - 9]
In the ancient days of the maturing Suloise Empire, starting about -2400 CY, a great series of wars was fought between the emperors forces and the various monsters that populated the southern Crystalmist Mountains, what we now call the Hellfurnaces. The emperor, Inzhilem II of the House of Neheli-Arztin, [
] the fifth such among the Suloise to be known as a Mage of Power [
], wished to establish mines deep within the Crystalmists to harvest rare minerals and crystals for his personal research, though he also [wished to throw] back some of the humanoid and draconic monsters that periodically raided the eastern provinces of his empire and reduced their taxable resources. Imperial armies, even supported by military wizardry, found themselves hard pressed by their opposition. The great families of red dragons throughout the southern Crystalmists had enslaved Iimitless numbers of brutish humanoids for use as sword-fodder, originally to attack one anothers territories or bring in additional treasures. These armies of orcs and goblinkind were now turned upon the empires soldiers, hurling themselves into battle with great ferocity and in numbers that well made up for their lack of skill or foresight. In addition, these dragons were exceedingly skilled at magic; baneful extraplanar powers supplied them with secret knowledge of spellcasting in return for great sacrifices of wealth. Worse yet, certain of those red dragons had undergone sorcerous rituals that infused their living bodies with shadowstuff from the Demiplane of Shadow, granting them new and devastating powers. These were the first of the accursed shadow dragons, and they and their servants built a vast network of caverns, halls, and tunnels beneath the Crystalmists that exists even to this day. Even the great Vault of the Drow is said by some sources once to have been the cavern-hall of an elder shadow dragon of this bygone age, some treasures of which may still lie hidden thereabouts. (The gods grant us that these treasures yet remain undiscovered by the drow! [)] Facing such evil strength, the army commanders sent word to lnzhilem that the issue was in doubt, and they asked for his personal intervention. Angered at first that his armies could do no more than hold their own against mere dragons and orcs, lnzhilem quickly became intrigued by the difficult problem posed by the Fiery Kings, as the troublesome dragons were known in the eastern lands. He returned to the capital to remedy the situation. [
] Inzhilem called upon and gained the direct assistance of the Suel deity Wee Jas herself, [and] lnzhilem gained sufficient knowledge to produce a solution. The emperor elected to construct a limited number of identical artifacts that would give his forces the ability to confront and destroy the Fiery Kings. Knowing the great importance that dragons attach to direct eye contact, which among the most paranoid and wicked of them is regarded as a challenge resulting in an immediate fight to the death, lnzhilem set upon the orb as the ideal form for these surpassing devices. Each orb would be carried into battle by a war-trained wizard and used to subdue, assault, or defend against all dragons present, while a group of elite soldiers and battle-priests who accompanied the wizard would move swiftly to finish off the draconic foes; this group would accompany a regular army, which would carry the battle to the dragons humanoid supporters. [
] Furthermore, lnzhilem planned that each orb would be useful against every sort of evil dragon known, not merely against the red and shadow varieties. To accomplish this, lnzhilem was forced to have his entire collection of caged and charmed dragons in the capital gardens slain by sorcerous means. A portion of the blood, bone, brain, and spirit of each dragon was captured and imprisoned in each orb, though the orbs themselves were not meant to contain true intelligence as such. So strong were the enchantments with which lnzhilem hoped to fill the orbs that rumors flew that every cruel dragon on Oerth would fall prey to them, and the evil races of dragonkind would be wholly exterminated and cast into myth. It was calculated that eight orbs would be enough to deal with matters in the east. [
] lnzhilem secretly directed the Imperial Congress about the year -2360 CY to produce such wizards as would be necessary to assist him in the mighty enchantments that would have to be cast. [History] fails to reveal all that followed, but one major event in the following years has survived for the telling. A smoldering feud within the House of Neheli-Arztin flared into violence in -2354 CY, and lnzhilem II was slain and destroyed beyond recovery before the struggle had ended. The partial house of Arztin ceased to exist as a result of retaliation, and the victorious partial house of Neheli kept the throne. Ubrond Thrideen (Third-Eye) became emperor. A devoted but unremarkable ruler, Ubrond apparently continued the project to produce the orbs and saw it through to its finish, but considerable interference took place and the original plan for the project went inexplicably awry. Eight orbs were still made (the date of their completion has been lost, but it was after -2350 CY), but the orbs were now of differing sizes and powers, each oriented toward the control of dragons of differing ages. The reason for this alteration has never been made clear, as it certainly reduced the effectiveness of these orbs when used in battle against dragons of ages older than allowed for by any one orb. This alteration was not the only one made, and certainly some of these alterations were performed without the knowledge or approval of the emperor or his staff. [The] Fiery Kings were able to insinuate agents among the wizards involved in the project, and without Inzhilems ability to grasp the full scope of the work and oversee the critical details, errors and even curses were worked into many of the final products. It is clearly known, for instance, that each Orb of Dragonkind possesses a malign, innate intelligence that attempts to overwhelm and destroy any user. Furthermore, each orb was given the power to affect good and neutral dragons as well as evil ones an obvious addition by the fiery kings. Once finished, the eight orbs were given names corresponding to the age level of the dragons they were meant to fight. In order from the smallest orb up, they were the Orb of the Hatchling, the Orb of the Wyrmkin, the Orb of the Dragonette, the Orb of the Dragon, the Orb of the Great Serpent, the Orb of the Firedrake, the Orb of the Elder Wyrm, and the Orb of the Eternal Grand Dragon. When not activated, each orb was a light, solid sphere of purest white jade, completely and elaborately carved with the entwined figures of dragons in battle with one another. None of these orbs could be damaged in the least by mundane forces, nor could any beast or animated construct bring them harm. If there were any means developed for their destruction, they have long been lost. [These] orbs were delivered to the Suloise armies and brought into combat with the Fiery Kings, but there is a break in the historical record here. A curious fragment exists that appears to be a message from a provincial lord to the emperor whose name is not given asking for the latters intervention to deliver us from those who hold the stolen Globe. Considerable strife between army commanders is also noted in some dispatches from the eastern provinces, with several references to a renegade officer, apparently mad, who called himself the King of the Fire Kings. It is apparent that one or more of the orbs either fell into enemy hands, was seized as part of a coup, or possessed a power or curse that led its user into insanity or rebellion. [Only] five of the orbs remained in the hands of the Suel until the time just before the Rain of Colorless Fire [:] the Orb of the Hatchling, the Orb of the Dragonette, the Orb of the Dragon, the Great Firedrakes Orb, and the Orb of the Elder Worm. [Three] had been lost or fallen into the hands of the enemies of the Suel in the empires last days. [...] Despite the slight renaming of some of the orbs in late-empire records, [
] the missing original orbs [were] the Orb of the Wyrmkin, the Orb of the Great Serpent, and the most powerful of them all, the Orb of the Eternal Grand Dragon. After the Rain of Colorless Fire, the historical record is dotted with appearances of these orbs, but very rarely is the exact identity of each orb known for certain. Obviously, most or all of the orbs were transported out of the empire before it was burnt into ashes. One orb, a small one said to be the size of a mans fist, was held in Rauxes by the Overkings in the youthful days of Aerdy, until it was stolen after two centuries by unknown thieves.
Orb of the Hatchling
This, the least of the eight orbs, is three inches across and easily fits into a pouch or pocket. As this orb was used in public by the early Aerdy Overkings upon small captive dragons, its powers are clearly established for anyone who researches the matter. This orb, like ail of its kind, confers upon the one who holds it the ability to converse openly with any dragons within hearing, both understanding the dragons and being understood by them. Further, the orb upon command casts a charm that affects a single young dragon aged five years or less, of any type or scale color, the spell being so potent that the beast finds it difficult, if not impossible, to resist. Thus the dragon may be led into captivity or slain from surprise, if action is swift. This orb has a mind of its own whose thoughts are devoted to wickedness and revenge. This is the weakest of all the orbs, and its mind is weak as well. Still, the user must have above-average intelligence and insight to maintain control over the globe, or else disaster results. This was sufficiently and tragically proven when Overking Erhart I allowed his eldest son to handle the Orb of the Hatchling in 98 CY; the orb proved too much for the youth, who evaded his father and threw himself over a parapet, dying of his injuries that evening. The orb was recovered in an undamaged state, of course, though it had fallen eighty feet to a stone-paved courtyard. After this, the orb was locked away beneath the castle until its theft only fifteen years later. Beyond its ability to charm young dragons, this orb appears to confer a low degree of magical protection on the one using it. It also grants the user the ability to see heat sources in darkness out to forty yards, and it bestows the spell clairvoyance at least six times a day, at the users will. It is thus useful, but hardly a grand artifact.
Orb of the Wyrmkin This remains one of the least known of the eight artifacts of its family. It likely confers the same communication powers of the next smaller orb but can charm dragons of slightly older ages. I would guess that it is four inches across. One of my sources refers to this orb as cursed but does not say in what way; the Suel hated to give away any secrets that an enemy might use against them, and they hated to admit to failure. We must pass this one by for now and move on.
Orb of the Dragonette Interestingly, this orb is unmistakably mentioned several times in ancient Suloise literature. One wizard was said to have used the orb to fly over the countryside and scout for monsters and other enemies of the Suel Imperium, which the orb was capable of stunning. This five-inch orb vanished after the Rain of Colorless Fire and may still lie beneath the ash of the Sea of Dust.
Orb of the Dragon This, like the previous orb, vanished without a trace after the fall of the Suel Imperium and probably still lies buried there. I discovered little about It, except that it was rarely used thanks to a flaw in its construction that killed one commander who used it. It is six inches in diameter.
Orb of the Great Serpent Ah! This might have been the orb that Zagig himself used in that great battle in which he won his own dragons hoard. Several legends and tales about the Orbs of Dragonkind refer to one the size of a mans head (this one would be seven inches, so its about right) that could blast enemies with waves of cold and ice, or turn aside the largest red dragons breath. A useful item to the Suloise long ago, no doubt! This orb is probably still at large somewhere in the Flanaess, but where, I cannot say.
Orb of the Firedrake All the comments I made about the previous orb apply to this one, too. This one would be eight inches across, but I have found no records to distinguish it from the other. I assume from the title that it is effective against red dragons, but who can say?
Orb of the Elder Wyrm Nine inches across, this orb was the largest one in the Suel Imperium at the time of its fall, and it had a black reputation. Though it had great powers by all accounts, and could kill any beast with but a word from the user, tales have filtered down that the orb was alive in some way and demanded blood for its favors. This is very possible, as I have seen notes that convicted criminals were attached to the army unit to which this orb was assigned, but no provisions were sent along for the prisoners beyond food for a few days. Were they executed by the orb or its user? It is possible. Even the commanders were loathe to use this device in the face of attacks by dragons, so its evil nature must have been great.
Orb of the Eternal Grand Dragon I would love to say that I know something about this orb, but oddly even the Suloise records are sparse about it, and the Suloise loved to brag when they had something worth bragging about. There is a note or two to the effect that this largest of all orbs, ten inches across, was kept securely locked away most of the time, but this is understandable if it was terribly powerful. It is curious, however, that there is no mention of its use during any battle.
[From The Orbs of Dragonkind," by Roger E. Moore. Dragon #230 8-16]
Explain to me again how the Great Kingdom was a beacon of all that was and is Good and Just.
One must always give credit where credit is due. This History is made possible primarily by the Imaginings of Gary Gygax and his Old Guard, Lenard Lakofka among them, and the new old guards, Carl Sargant, James Ward, Roger E. Moore. And Erik Mona, Gary Holian, Sean Reynolds, Frederick Weining. The list is interminable. Thanks to Steven Wilson for his GREYCHRONDEX and to Keith Horsfield for his Chronological History of Eastern Oerik. Special thanks to Jason Zavoda for his compiled index, Greyhawkania, an invaluable research tool. Primary sources for this history were the DMG 1e, The World of Greyhawk Folio, and The World of Greyhawk Gold Box, Living Greyhawk Gazetteer, Ivid the Undying, the Greyhawk Adventures hardcover, The Living Greyhawk Journals, Dragon Magazine.
The Art: All art is wholly owned by the artists. Otto, by Sam Wood, Living Greyhawk Journal #0, 2001 The Orbs of Dragonkind, by Larry Smith, Dragon Magazine #230, 1996
Sources: 1015 World of Greyhawk Boxed Set, 1983 1064 From the Ashes Boxed Set, 1992 1068 Greyhawk Wars Boxed Set, 1991 2011A Dungeon Masters Guide, 1st Ed., 1979 2023 Greyhawk Adventures Hardback, 1988 9025 World of Greyhawk Folio, 1980 9253 WG8, Fate of Istus, 1989 9399 WGR 5, Iuz the Evil, 1993 9577 The Adventure Begins, 1998 9578 Players Guide to Greyhawk, 1998 11374 The Scarlet Brotherhood, 1999 11621 Slavers. 2000 11742 Gazetteer, 2000 11743 Living Greyhawk Gazetteer, 2000 Ivid the Undying, 1998 Dragon Magazine OJ Oerth Journal, appearing on Greyhawk Online LGJ et. al. Greychrondex, Wilson, Steven B. Greyhawkania, Jason Zavoda The map of Anna B. Meyer
Posted: 11-08-2021 01:38 pm History of the South-East, Part 2: In the Shadow of Aerdy Without a sign, his sword the brave man draws, and asks no omen, but his country's cause. Homer, The Iliad
It is uncertain what those first Suel expected when they crossed the Tilva Strait, landing on the shores of the land that would later bear the name of the scion of Schnai, Eri-hep-Mona, who led them there. Hepmonaland was densely jungled. Riches, likely. Room to breathe, surely. Did they expect that other civilizations thrived there? Not likely. They found the Olman, who they took to be southern Flan, dark of skin and straight of hair; then the Touv, darker still, almost ebony, yet blue of eye. Those peoples could not have been more different. Where the Olman fought among themselves, raiding and slaving and fighting among themselves, the Touv were organized and learned; and where the Suel found great temples to serpent gods amid abandoned Olman cities, they found the Touv joined in a great nation, The Kingdom of Kunda. Unsure of either, the Suel kept largely to themselves. Mostly. A few mixed with the Olman and Touv; had they not, those fair-skinned newcomers would not have survived this land of jungle and disease. They built their cities along the coast, then inland, and ever so slowly, they adapted to their new land and lost touch with their original culture and history. This not to say that they lived in peace.
-252 CY The Touv had never been at peace with the Olman. The found the Olman worship of serpent gods repulsive, and their sacrificing humans to those gods repellant. For good reason, for they too had a serpent god, an evil god by the name of Meyanok; and the worship they witnessed held up a mirror to their own darkest ways. In -252 CY, a disguised priest of Meyanok worked his way into the inner circle of advisors to the [Kundali] Jolani prince and began to poison his mind and body. [SB - 50]
Why? Because it is Meyanoks way. Meyanok, born of darkness and pain, is the progenitor of all other evil gods of the Touv pantheon. [SB - 40] Priest and shamans of the serpent god are reclusive and dont often deal with strangers, at least not openly. They work through agents, many of whom are charmed, to disrupt civilization and harm the worshipers of other gods, and have been known to make human sacrifices. [SB - 41]
-250 CY It was the beginning of the end of 1200 years of the Kingdom of Kundali. [The Jolani] prince was so deluded that he believed that his other advisors and the king were plotting against him, so he declared his city-state independent of the Kunda Kingdom in -250 CY. Appeals and diplomatic measures from the capital were turned aside or twisted by the snake-priest, and the secession precipitated similar acts from Ichamamna and Byanbo. [SB - 50]
Barely checked resentment burst forth in two other Kunda city-states, and they also seceded. Trouble within the capital prevented the king from acting, and his successor was unable to reunite the states. [SB - 37]
The snake priests also destroyed one of the northern cities by a magical famine; even now, the land is cursed and few willingly travel near it. The famine provided a distraction for the city-state of Ichamamna, which had long sought to take over the once Olman yuanti city of Xapatlapo. [An] army of Touv warriers stormed the Xapatlapo, but fell to traps and poison, while yuan-ti turned their friends and family into snake-men, as well. [SB - 37]
-246 CY Back on the Tilvenot Peninsula, the Scarlet Brotherhood was patient. And persistent. Within two hundred years of their having found purchase there, their careful whispers and guidance found a foothold, and then a home, and before long the directives of the Scarlet Brotherhood had almost completely subsumed the goals of the Suloise Council of Noble Houses. By 5270 SD the councils goals were almost entirely subsumed by Brotherhood directives, with most council representatives chosen by indoctrinated families. [SB - 4] (5270 SD)
-245 CY A few of the Suloise Noble Houses fought to regain control of their lands and destiny, culminating in the Tilvanot Civil War. The three remaining independent Suel Houses attempted to overthrow the Scarlet Brotherhood, but they were doomed from the start. They had hoped to rally the other Houses, that those other Houses would see the truth that lay beneath the silky promises of the Brotherhood and join them in their bid for freedom of choice, but to no avail; the other Houses had been thoroughly seduced by the promises of manifest destiny and their innate supremacy. The last three Houses clutching at an independent identity attempted a coup in 5271 SD. The Tilvanot erupted in a brief civil war, which ended with a series of assassinations and two public demonstrations of the monks dreaded quivering palm ability, performed on the rebellions generals before their assembled troops. The surviving nobles of the three Houses were captured, tortured and executed as examples. [SB - 4] (5271 SD)
-243 CY The three remaining independent Suloise Noble Houses had fought a valiant, but ultimately doomed rebellion against the insidiousness of the Scarlet Brotherhoods control. The other Houses should have joined them. Had they, the Suloise people might have followed a different path, a kinder, gentler path. But that is unlikely. They were always a cruel and haughty people, and the ideals of the Scarlet Brotherhood had long been theirs, as well. In any event, they did not. And the independent Houses fell. And then, so too did the rest. And the Scarlet Brotherhood assumed formal control of Tilvanot government, calling the peninsula "The Kingdom of Shar." In 5273 SD the council was dissolved and the hierarchy of monks, assassins and thieves controlled the government as well as in deed. [SB - 4]
[The] Suel race continued to practice the evil deeds of their forbears. Enslavement of other races was an everyday practice. Holidays and celebrations were marked with ritualized torture. Dark sorceries were embraced to advance the cause. Such actions were performed in the most secret parts of the hidden city; the rare visitors from the outside world saw only a stern nation whose citizenry suffered from no more than patriotic extremism. Any visitor discovering too much disappeared, volunteered for torture or to serve in the breeding programs for inferiors. [SB - 4] (5273 SD)
-240 CY The Harvest King, ruler of Kunda strained to hold his kingdom together. He tried diplomacy, but to decadence and snake worship had begun to infect his cities. He had no choice but to resort to force, for the evils of the serpent could not be tolerated. He raised his armies, and marched against the centres of the snake, where the Yuan-ti and the sauhagin walked without fear. Ichamamna fell to his wrath, but not Byanbo and Johan. There were those states that remained loyal to the capital of Kundanol, even as their confederacy began to unravel. (1169 TC) The fragmentation of the [Kunda] Kingdom [
] came as a disappointment to the Anatali, but they have maintained friendly relations with Kundanol and are cordial with the other city-states. They have increased their patrols near Alocotla, hearing reports that the snake-men are taking people for some dark ritual. [SB - 47,48]
-217 CY What of the Oeridians? More specifically, what of the Aerdi, the fiercest of those mighty peoples? It came to pass that the people of Aerdi had reached the end of the world and looked upon the sea that birthed the sun. The strongest tribe of the Oeridians, the Aerdi, settled the rich fields east of the Nyr Dyv and there founded the Kingdom of Aerdy, eventually to be renamed the Great Kingdom. [Folio - 5]
In time, the Aerdi arrived at the shores of the great eastern waters, their long journey at an end. They named that vast ocean the Solnor (literally, "the birthplace of the sun"), and along its shores they founded a series of small states. These were largely tracts settled by individual noble houses of the Aerdi, such as the mystic Garasteth, the noble Cranden, the mercantile Darmen, the calculating Rax, and the militaristic Naelax. These small principalities accomplished little under their loose confederation, as they were individually unable to take on the Ur-Flan and Suel, so they quickly gathered under a single banner. [LGG - 23]
When the Aerdi completed their drive to the eastern coast of the Flanaess nearly a millennium ago, it became clear to most of them that their journey had finally come to an end at the shore of the Solnor. Their first permanent settlements were soon founded along the coast of the Aerdi Sea, between Pontylver at the mouth of the Flanmi and the Gull Cliffs in the north. After decades of battle with the native Flan and treacherous Suel, the Aerdi noble houses sought a place to call their own, and these places included settlements at Roland, Ountsy, and the largest of all at Rel Astra, the site of a small abandoned Suel settlement. [LGG - 93]
-216 CY With most of the known world conquered, the greatest of the tribes of Oerid drew the others into its fold, becoming one nation. In truth, they already were, and had been as they swept across the Flanaess. One House had risen to the fore, claiming lineage to Johydee. Whether that was true or not was debatable, but who could say? It might have. Indeed, most houses claimed Johydee as their mother. No matter. House Garasoth has risen to the fore, and to the throne; and those houses that might have contested the claim had long since bent the knee. And thus, Lord Mikar, scion of House Garasoth, became the first grand prince of Aerdy. (428 OR) In 428 OR (-216 CY), the scion of House Garasteth, Lord Mikar, became the first grand prince (equal to a king). He ruled a land now called the kingdom of Aerdy ("aer" meaning "sky" in Old Oeridian). [LGG - 23]
Empires need a capital from which to rule. But where? One might think the centre of their lands would serve best. But the Aerdy had gazed upon the sea that birthed Sol, and found the lands there to be temperate and beautiful. (428 OR) In 428 OR (-216 CY), these small states finally united under a single banner, and the kingdom of Aerdy was born. Rel Astra was chosen as its capital. The scion of Garasteth was the grand prince of the Aerdi at the time, and he set about building an impressive seat of government. A grand palace was constructed in the heart of the city and heavy walls were erected to enclose what is known today as the Old City. A large keep adjacent to the shore housed the admiralty of the kingdom, though the interest of the Aerdy turned decidedly west over the next few centuries. [LGG - 93]
Did the Aerdi command all the Flanaess? No. Would they? No. Some lands were as fierce as they. Some harsh. Some lands were far removed and inaccessible. Or altogether unknown to the Aerdi. The truth is, some lands only added people to the fold, and little else, and were thus spared the benevolence of Aerdian rule. The founding of the Kingdom of Aerdi in 5299 SD changed little in the Kingdom of Shar. A civilized neighbor to the north allowed the Brotherhood to trade for food and other resources, and offered them a foothold in the Flanaess where they could learn about the other forming nations. Over time, spies planted in the Aerdi kingdom moved to other lands, strengthening the Brotherhoods information network. [SB - 4]
-194CY Having reached the sea that gave birth to Sol, the host of humanity wondered, what lies there? Exploration of the Solnor Ocean beckoned. But such an endeavour was not for the feint of heart. It was vast. It seemed endless. And it was riff with dangers. In eastern Oerik, some small but farsighted groups living near the Gull Cliffs of the coast developed some skill at maritime travel. The travelers were of mixed stock, Oerid and Flannae, and part of the newly formed kingdom of Aerdy. The persistent Aqua-erdians generated two major seafaring explorations, both of which successfully returned with news of land far eastward. [Aqua]
-171 CY The Flannae could only watch as the Aerdi flooded into the east, a relentless tide that had no ebb. They sought to parley with these newcomers, for there was an abundance of uncultivated land and room for all. But, the Aerdians saw the fertile lands of the Flannae and meant to take them for their own. The Flan sought to defend them, but their cause was hopeless compared with the fierceness and resolve of the Oeridians. They clashed at Chokestone, and the Flan fell. (473 OR/ 5345 SD/ 1980 FT)
This place, and the lands around it, are deserted, not farmed by anyone. The site is that of a great battle between Aerdi men and a small Flan tribe in -171 CY. The Oeridians were easily triumphant, and an excessively brutal general ordered the torture and sacrifice of all surrendering Flan folk in thanks to Erythnul. The following day, the Aerdi army woke from its camp to find that the land for several square miles around had been stripped of vegetation. Only slate-like stone remained. As they trod upon the stone, it cracked as if it were brittle paper, releasing clouds of oily, choking smoke. Less than a third of the army managed to march away from the accursed area, and those who survived suffered lung infections and disease which brought their lives to very premature ends. From time to time since this slaughter, a huge black smoky serpentine shape has been spotted prowling the lands around Chokestone, slaying any who dare approach the land where the Flan were slaughtered. Astrologer-sages can predict this wandering; it occurs around once every 17 years, with the "snake" manifesting for [
] days. At other times, mages will sometimes try to obtain some of the stone for use in making dust of sneezing and choking, but they invariably send servants to obtain it rather than risking entry themselves. [Ivid - 53]
-122 CY The Aqua-erdians struck out east across the Solonor Ocean. Disenchanted by a warlike turn of events in their homeland, most of the remaining Aqua-erdians left Aerdy by sea, migrating eastward across the Solnor Ocean. Those who remained became the ancestors of the Sea Barons, now virtually independent, but swearing fealty to the Overking at Rauxes. [Aqua]
-110 CY The Battle of a Fortnights Length The Aerdi struck north, for the land there was rich, the soil black, the woods tall. It mattered not a whit that the tribes of Nyrond had no wish to enjoy the wealth and security of Aerdy. [The] Nyrondese cavalry was defeated by Aerdy forces commanded by nobles of House Rax, during the Battle of a Fortnights Length. Shortly, all the lands from the Harp River west to the Nyr Dyv swarmed with Aerdi famers, hunters, fishers, merchants, bandits, and soldiers. This conquest changed the character of the Kingdom of Aerdy, which saw its destiny as the rulership of all the Flanaess. [TAB - 57]
After the Battle of a Fortnights Length, the Duke of Tenh pledged fealty to the King of Aerdy, giving the Aerdian monarch authority over the duke and his personal holdings in Tenh and the Coltens, thus ending Flan dominion over the Flanaess. Not all nobles and officials of Tenh bent the knee to the King of Aerdy, maintaining Tenhs independence, but without support and armies to field, their declaration was tantamount to posturing. They were living in the Great Kingdom now, regardless their delusions of the supposed continuance of a bygone age. After several decades of increasing growth, power, and prestige, Aerdy embarked upon a series of conquests, the greatest of which was the defeat of the Nyrondal cavalry squadrons at the Battle of a Fortnight's Length. Thereafter, Aerdy was known as the Great Kingdom, whose monarch held sway from the Sundi swamplands in the south, westwards along the shores of the Telfic Gulf and the Sea of Yar, to the Nyr Dyv and from thence northwards through the Shield Lands and beyond the Tenh. [Folio - 5] (534 OR/ 5406 SD/ 2041 FT)
-107 CY The Ur-Flan remembered the days of Vecna and Keraptis, and how the world quaked at the mere mention of their name. They chafed under the benevelance of those good and righteous people, the Aerdi. Who were the Aerdi, after all, but scavengers picking at the carcass of their once great nation? A menagerie of ill-equipped, and ill-prepared Ur-Flan insurgents attempted to assassinate the King of Aerdy by summoning a "winged horror." It was their last fruitless gasp at freedom. It occurred in the year 537 OR (-107 CY), when an attack upon the traveling train of the king of Aerdy was foiled by a group of young men, primarily woodsmen and farmers from a nearby village. Ur-Flan insurgents released a winged horror upon the royal tent city in an effort to assassinate the leader of their conquerors. The young men of the village thwarted the attack, at the cost of most of their lives. The king was so impressed with the courage of the survivors that he raised them up as his "Knight Protectors." [LGG - 157] (537 OR/ 5409 SD/ 2044 FT) 1st Century BCY
What remained of the Flan nations fell one by one. A few took up arms against the Aerdi, but for the most part, the Flan bowed to the inevitability of their fate. The Flan Kingdom of Ahlissa was one of the last to fall, and their lands conquered were later form nucleus of the South Province. After the Aerdi first conquered the lands surrounding the lower Flanmi and founded the kernel of their empire along the Solnor Coast, their ambitions soon turned to the southwest, where great riches awaited. The Flan kingdom of Ahlissa was conquered in the [fifth century OR] and eventually became the core of mighty South Province. The lands farther south were controlled by the Suel, but a series a brutal wars brought regions such as Idee and Sunndi into the burgeoning Aerdi kingdom (as part of South Province) over the next century. [LGG - 80]
-46 CY The Aerdi continued to march beyond Ahlissa, unto the Suel land of Onnwal. The blue waters of the Azure Sea beckoned them, and they, thike the Suel before them, understood manifest destiny. But Onnwal was not to be bowed easily. Their lands were as rough and rocky as they themselves, their command of the seas uncontested until then, but they were few against the tide of Aerdy, and after long and bloody conflict, their shores surcame to their inevitable fate. In 598 OR (-46 CY), Onnwal was taken after a long and bloody conflict that ended with the establishment of Irongate and final control of the Headlands for the Aerdi. [LGG - 80]
c 9 CY Could the conquest of Nyrond and Ahlissa and Onnwal have occurred without Leuk-O, or Lum the Mad, and their Mighty Servant and Machine? Or without the Orbs of Power they wielded? Whom can say? All one can say is that those two had taken a hand and the world had fallen to their power. Then they faded away. But not before leaving wonders and terrors in their wake, for all great powers leave such in their passing. It was around this time that the last contact between the inhabitants of the Belching Vortex of Leuk-O and the hill folk of what are now called the Hestmark Highlands occurred. The folk of the Hestland Highlands hold many secrets, but perhaps none so enigmatic as the great portal known colloquially as the Belching Vortex of Leuk-O. Named for an ancient Oeridian general who is said to have entered the place and emerged with unheard of treasure. The Vortex appears as an undulating black, leprous membrane set against a sheer cliff face on the mountain known as Vashal-Tul in the language of the dwarves who once made their homes in the craggy hillsides nearby. In the days before the Kingdom of Aerdy, a small band of hill folk established a small colony at the foot of the membrane, which ancient texts refer to as a smooth opalescent barrier, soft to the touch but impenetrable even by magic. At some point, however, the gateway degraded, as did the village. Now, little more than eroded foundations can be found at the site, along with the time-buried remains of a people set upon by a terrible wasting disease. Leuk-O is said to have fallen victim to this illness, which caused his skin to turn sallow and his hair to fall from its roots. Those who have visited the Vortex [
] report a wasteland bereft of animal of plant life. Occasionally, it is said, the black membrane opens suddenly, expelling an invisible gas that can strip flesh from a mans bones. [LGJ#1 - 6]
-1 CY What of Shar, you ask? Shar remained a mystery. Because they wished to remain such. But they were aware of the Great Kingdom and its conquests. Even when the Great Kingdom swelled to its greatest size in 5516 SD under Overking Nasran, Shar was protected from land assaults by the Vast Swamp, and from naval attacks by the Brotherhoods ships and powerful magic. [SB - 4] They remained free. They sent out many of their most able to ensure they remained so.
One must always give credit where credit is due. This History is made possible primarily by the Imaginings of Gary Gygax and his Old Guard, Lenard Lakofka among them, and the new old guards, Carl Sargant, James Ward, Roger E. Moore. And Erik Mona, Gary Holian, Sean Reynolds, Frederick Weining. The list is interminable. Thanks to Steven Wilson for his GREYCHRONDEX and to Keith Horsfield for his Chronological History of Eastern Oerik. Special thanks to Jason Zavoda for his compiled index, Greyhawkania, an invaluable research tool. Primary sources for this history were the DMG 1e, The World of Greyhawk Folio, and The World of Greyhawk Gold Box, The Scarlet Brotherhood, Living Greyhawk Gazetteer, Ivid the Undying, the Greyhawk Adventures hardcover, The Living Greyhawk Journals, Dragon Magazine.The Art:All art is wholly owned by the artists. Light-Patrol by wacalacSerpent-Cult by northernhermitRed-Army by femireYuan-ti by draggynessLegio-X-Equestris by quintuscassiusAmbush by icerider098Red-Hood by benedickbanaSources:1015 World of Greyhawk Boxed Set, 19831064 From the Ashes Boxed Set, 19921068 Greyhawk Wars Boxed Set, 19912011A Dungeon Masters Guide, 1st Ed., 19792023 Greyhawk Adventures Hardback, 19889025 World of Greyhawk Folio, 19809253 WG8, Fate of Istus, 19899399 WGR 5, Iuz the Evil, 19939577 The Adventure Begins, 19989578 Players Guide to Greyhawk, 199811374 The Scarlet Brotherhood, 199911621 Slavers. 200011742 Gazetteer, 200011743 Living Greyhawk Gazetteer, 2000Ivid the Undying, 1998Dragon MagazineOJ Oerth Journal, appearing on Greyhawk OnlineLGJ et. al.Greychrondex, Wilson, Steven B.Greyhawkania, Jason ZavodaThe map of Anna B. Meyer Posted: 11-06-2021 02:39 pm History of the South-East, Part 1: A New Home A man who has been through bitter experiences and travelled far enjoys even his sufferings after a time. Homer, The Odyssey
What can one say of the Suel? They were clever. They were ambitious. They desired to rise to heights and power hitherto only known to the Grey Elves. And they did, even as the elves tried to limit what power might be known to them. Why, the Suel had asked? Had they not shown aptitude for architecture, for theatre and music and art, and magic? They implored the Grey Elves to reconsider. In response, the Grey Elves removed themselves from the lands of the Suel. And the Suel grew angry. The Suel found new allies, dark cousins of those once friendly Greys. And when those dark allies betrayed them, they sought power over those lesser peoples that dwelt around them. Then then over those further still, until they had mastery over all they surveyed west of the Crystalmists, the Hellfurnaces, the Barrier Peaks, and the Yatils. Those lesser peoples, the Bakluni, the Oeridians, they rebelled. Then came the War that would undo all of their great works. Or would it?
The start of the Great War surprised no one. For longer than a year, raiders from both nations stormed across the Haut Range, pillaging and burning homes and farms on either side of the great mountains. In the spring of 5031 SD Emperor Ad-Zol sent nine thousand troops across the mountains to punish the black-haired northerners. They were met on the fields of Padyr by a comparable force sent by the Bakluni Padishah Ramif; after a pitched battle that lasted almost three days, the armies had annihilated one another. The handful of surviving warriors from the Emperors army retreated to their homeland and reported imminent invasion by the foul Bakluni, and the very air that my people breathed became charged with the fervor of war.
from the Journal of Kavelli Mauk [SB - 2]
-448 CY The Year of the Prophets. They read doom in the cards, the bones, and the tea leaves. Within the span of a generation the empire would fall, they predicted. Repent, they cried. Turn from your wicked ways, they plead, warning against worship of the Chained God, and warding against something they named Shothragot. To no avail. The masses laughed and turned their backs on the doomsayers. But it was plain in their eyes that their laughter was false. They turned their backs on their prophets because they knew their emperor was displeased, and they feared their emperors wrath more than their prophets doom. Seven different prophets foretell of the destruction of the Suel Empire within 30 years. The Emperor, Yellax-ad-Zol has all seven drawn and quartered, even though one of the prophets is a High Priest of Beltar. [ OJ11] (196 OR/ 5068 SD/1703 FT)
-447 CY Not all were deaf to the prophets warnings. The Emperors son took heed, for, if seven prophets should face certain death to warn of impending disaster, who was he dispute them. He knew more than most, and heeded their warnings because hed read the Lament for Lost Tharizdun, that foul scripture penned by that mad priest Wongas, whod mysteriously vanished into the East a century earlier, and hed seen with his own eyes what that dark lord demanded at his worship when it had been fashionable to be seen to attend such things, and knew what that Chained God desired even if those other revellers did not. Zellifar-ad-Zol, son of the Emperor, mage/high priest of Beltar, breaks with his father and takes over 8,000 Suloise loyal to himself, and flees the kingdom, eastward. The ferocity and magical might of the movement scatters the Oerdians in its path, causing the remainder of the Oerdian to migrate. Slerotin, called the Last High Mage causes a huge tunnel to be bored into the Crystalmists, through which the Zolite Suel flee. He then seals the tunnel closed at both ends, trapping one lesser branch of the family, the Lerara, inside. The Zolites continue eastward heading toward the southeast as well as to Hepmonoland. [OJ11] (197 OR/ 5069 SD/1704 FT)
Most remarkably, the emperors son had fled the year before this, accompanied by thousands of citizens loyal to him. The emperor sent the houses Schnai, Cruskii and Fruztti to bring back his son to face justice. The houses vanished, lostno one knew whyto the lands to the east. from the Journal of Kavelli Mauk [SB - 2]
-446 CY The Emperor was not pleased! Traitor, he screamed, when he heard of his sons betrayal. His advisors and courtiers bowed and slunk away from their emperors wrath, for they knew it all too well, and feared their being heir to it in his sons absence. The emperor commands that the Houses Schnai, Cruskii and Fruztii move [and] bring his son, and the "Unloyal" back to face justice. [OJ1] (198 OR/ 5070 SD/1705 FT)
By 5070 DD, the population of our cities were falling, far beyond the attrition to be expected from the war with the northerners. Many commoners and even a few minor noble houses escaped the conflict and moved east, across the Harsh Pass and into the lands beyond. The nobles would have liked their contemporaries to believe the move was influenced by tales of the fertile lands and great wealth beyond the Crystalmists, but the truth is that they feared powerful rival houses, who might take advantage of the extingencies of the war with the dark-eyed northerners to eliminate them. from the Journal of Kavelli Mauk [SB - 2]
-445 to -423 CY The Zolites scatter the Flannae before them, and move south to the Tilvanot Peninsula. Zellifar carries with him two of the lesser Binders and the Chief Binder. The three pursuing houses, unable to find the magical tunnel, turned north, where they are met by regrouped Oerdians and fearful Flannae who harry and drive these Suel Houses south. Many are lost and remained in the Amedio Jungle. They eventually [turn] back east and march toward what is now the Rift Canyon. [OJ11] (199-221 OR/ 5071 5093 SD/1706-1728 FT)
-425 CY Kevalli Mauk had a vision of purity. Had the Suel remained pure, the Suel would have remained strong. Had the Suel remained pure, they would have held dominion over all of the world. The long-passed emperor Zeeckar had understood that when he had looked upon his empire and saw that the blood of the Suel had become tainted, and knew that such taint had been why the Suloise Empire had been much diminished. He had declared his War of Purity. He had set aside those most pure, their aim to return their people to their rightful place, his Scarlet Brotherhood. They had failed. But they had endured. Kevelli would see to it that Zeeckars prophetic vision should come to pass. It was on the first day of they year 5091 SD that I presented my vision to the council of nobles. The Brotherhood of the Scarlet Sign, my vision revealed would be an organization whose sole intent was to prevent dilution of the virtues of our people. The war with the Bakluni did not prevent contact with their nefarious race, and the excursions from the rebellious Roka, Chebi and Hochebi, and visitors from the west and south, polluted our people with their flesh and their cultures. The Brotherhood would swear to uphold the ideals of the Suel culture, forswearing physical and mental corruption. Their purity would be the purity of the flame, tempting the pure, searing the unworthy and branding the inferior. Despite resistance from certain obviously tainted houses, the council and the king approved my plan and presented me with a mansion and funds for the use in creating this order. from the Journal of Kavelli Mauk [SB - 2] (5091 SD)
-423 CY Zellifar was not the saviour his followers had imagined; indeed, his reading the Lament for Lost Tharizdun had twisted him and he proved as much a tyrant as his father, so, soon after taking flight, there were those among them who saw that they had traded one cruel emperor for another, and they began to steal away in the chaos he fostered as they were driven further east. One of Zellifars minions, the High Priest Pellipardus, slips away from the Zolites and takes his family. Zellifar does not pursue, fearing that this will take his attention away from the Three Houses of Pursuit: the Schnai, the Fruztii, and the Cruski. [OJ11] (223 OR/ 5093 SD/1728 FT)
-422 CY Zellifar parleys with the Houses of Pursuit. His Archmage, Slerotin, unleashes a mass enfeeblement on the mages of the three Houses, and a mass suggestion upon the other members of the Houses. Slerotin is blasted by magical energies upon the casting of these mighty spells, leaving the Rift Canyon as the only physical remains of this energy. The remnants of the Three Pursuing Houses flee northeastward. The Houses of Pursuit have been mind-swept. They have no purpose and no direction and no mages whatsoever after they are hit by these spells. They do not know why they are searching or what they are searching for. They have two binders but do not realize it! As they move aimlessly, they begin to seek a homeland. They do not remember where they came from. The memories of their gods are virtually blotted out. The three houses that eventually settle in the Barbarian States lose almost all contact with the more civilized and good gods of their people. As they begin to multiply and prosper Kord and Llerg become major gods to them but Fortubo, Lendor, Lydia and Jascar are forgotten. Farther south in Ratik a slightly different mix of peoples assembles. Gods like Phaulkon, Norebo and Phyton are still remembered. [OJ11] (224 OR/ 5094 SD/ 1729 FT)
Lendore comes to the Spindrift Islands. This group of islands has housed from time immemorial the strongholds of high-elven wizards and lords. They had little contact with humans until the arrival of the legendary Archmage, Lendore, who brought his fellowship out from the lands of the Suel Imperium in anticipation of the Invoked Devastation. Fleeing the impending disaster, the wizard and his band journeyed to the easternmost shores of Oerik, then further still, until they came at last to the Spindrift Isles. The Invoked Devastation occurred, as Lendore knew it must, but it was followed by a catastrophe he had not foreseen: the Rain of Colorless Fire and the destruction of the empire. [LGG - 68]
Kevelli Mauk, leader of the Scarlet Brotherhood, also heeded the warnings of the seven prophets. He gathered his servants and his ten most ardent students, and managed to escape to the Flanaess just before disaster hit. They crossed the Hellfurnaces and found those Suel whod first fled to the Sheldomar Valley as the Great War began and had already begun to settle there. But those Suel had not held true to the Path of Purity, having already consorted with the lesser Oeridians. They were not entirely without use, Mauk found, for they had news of Zellifar-ad-Zol and those thousands who had followed him into the east. (222 OR/ 5092 SD/ 1727 FT) The hour before the Rain began, Kevelli was overwhelmed by a premonition of doom; this supernatural warning gave him time to activate a now-lost artifact known as Lendors Matrix, an hourglass-shaped device that could temporarily suspend time and transport matter across great distances. He gathered his ten most ardent students their slaves and the Tome of the Scarlet Signthe manifesto of the Scarlet Brotherhoodand used the Matrix to teleport to the western side of the Hellfurnaces, moments before the cataclysm eradicated the Suel capital and surrounding lands. [SB - 3] Invoked Devastation and Rain of Colourless Fire Strike
| The Rain of Colourless Fire | The Great War had reached its height. Thousands had perished, and thousands would perish still. Each revelled in their atrocities, citing moral and racial superiority, eager to cleanse the land of the filth that tainted it.In the Suel Empire proper, the Suel mages gather their magical energies and cast the Invoked Devastation. No Bakluni cities survive this blast of magical energy. But Bakluni mages gather at Tovag Baragu, using the arcane powers of the Binders, and drawing upon the energies of their holiest site, withstand these energies and counterstrike with the Rain of Colorless Fire. The remains of this expenditure of energy are now called the Dry Steppes, and the Sea of Dust. The holders of all Four Binders are utterly destroyed but the binders themselves are not. [OJ11] (224 OR/ 5094 SD/1729 FT)
When the Invoked Devastation came upon the Baklunish, their own magi brought down the Rain of Colorless Fire in a last terrible curse, and this so affected the Suloise Empire as to cause it to become the Sea of Dust. [Folio - 5] The Suloise lands were inundated by a nearly invisible fiery rain which killed all creatures it struck, burned all living things, ignited the landscape with colorless flame, and burned the very hills into ash. [Folio - 26] 224_OR/ 5094 SD/1729 FT
Thus ended the Age of Glory, the west sundered and burned, its glory under a blanket of ash. When the Rain of Colorless Fire ended the Age of Glory and brought down the Empire, the tribes [of the Suloise] decided to seek their fate to the east, in the lands of the Flan. [WoGG - 27]
The Bakluni wizards have wrought terrible fate on my homeland. Lights without color fell from the sky and burned everything to ashpeople, homes, even the soil and the rock beneath. At last I understand the foreboding that consumed me this past hour and drove me to flee with a handful of students and slavesit was a premonition of the death of my city and my people. Saved by Lendors Matrix, we now stand at the entrance to the Harsh Pass, watching the destruction of millions of men and women, the greatest empire of humankind, and five thousand years of history. I swear such a thing will never happen again. Never will my people be stained and damaged by the actions of an inferior race. We will travel east and find the scattered survivors of our great empire. My Scarlet Brotherhood will build the Suel empire anew. All who do not kneel to us will be crushed. We must move with haste, for the fires of my nations death-pyre move this way. from the Journal of Kavelli Mauk [SB - 2,3]
-419 CY Long did Kevelli Mauk wander, harried by the migration of the Aerdy nation. Kevelli was not alone. He collected those Suel he found who shared his mind, those who understood the greatness of their people, and those disaffected by the Aerdy. He was herded ever east because whenever the Aerdy came upon he and his followers they recognized their former masters, and remembered their lot under the mastery of those cruel overlords, and drove him from those lands. Four times [Kevelli and his followers] stopped, hoping to settle, but each time migrating Oeridians arrived and claimed [their] chosen territory. The Suel band was forced to flee, their numbers too small to fend off attacks, despite the skills of their guards and warriors. The refugees struck south across a great swamp [
]. Eventually the travelers emerged from the swamp, at the narrowest part of the Tilvanot (south-hill) peninsula. Liking the cool breezes and misty skies of the place, they continued south and came at last to the great mesa, where they found a colony of several thousand followers of the Suel Emperors sun Zellif, who had been living there since 2071 SD. Zellifs people had claimed the peninsula as their own, driving away, beginning with, or enslaving the humanoid and Flan tribes there. [SB - 3]
The colony built an amazing city [Hesuel Ilshar] on the plateau, imitating the architectural styles of their lost homeland. The Tome of the Scarlet Sign was copied a dozen times; the manuscripts were passed to each Brotherhood recruit in turn for memorization. [SB - 3]
While aloof and sometimes cruel, the new Suel nationnow known by the unassuming name Shar, meaning puritywas careful not to reveal its true intentions. Suel from across the Flanaess continued to migrate into the Brotherhood lands; those that agreed with the Brotherhood philosophy stayed; others crossed the shark-infested waters of the Tilva (southern) Strait to the jungles of the continent to the south. [SB - 3]
-413 CY The Suel had spread out. Few migrated north. They were a southern people, accustomed to gentle climes and fertile fields. Those who had migrated before the Rain fell, found other gentle climes and other fertile fields, some even going so far as to venture across the waters, settling in the jungles to the south. But they were Suel, despite their having fled the plagues and the wars of the west. They had displaced the Flan, just as the Aerdy were displacing them after the Rains. And they had displaced the peoples of the Amedeo and Hepmonaland. (5103 SD) Zar was the first region of Hepmonaland to be settled by the refugees of the Suel Kingdom. Those who stayed here were the most stubborn and intractable of the lot; the more adventurous moved on, as did those seeking greater security from the people of the Falnaess. The city of Zar was founded in 5103 SD, little more than a cluster of rounded stone and wood buildings in a cleared space in the jungle. It grew as Suel refugees arrived and occasionally shrank as strange jungle diseases or infestations took their toll. [SB - 55]
c. 412 CY Those Suel who could not flee died as the Rains fell. But not all. The Suloise [tribes] who entered the Flanaess after the Ruin of Colorless Fire were actually a number of once-prosperous noble families and their retainers. Being on holiday, they escaped the burning of Zinbyle, the ruined city in the Sea of Dust recently found by explorers from the Yeomanry. After the Rain died away, the survivors lived in barbarism, scavenging for food and stealing from the frocks of goat-herders in the foothills of the bordering Crystalmists. It was in such a condition a decade after the disaster that the great wizard Slerotin found them, mistaking them at first for actual savages. Slerotin heard the entreaties of the Suloise survivors, who could offer him nothing but gratitude in return for helping them cross the Crystalmists to the rich lands of the Flannae and demihumans. I believe he gave them his aid purely to sate his own ego, for he was never known for his charity before, but perhaps I wrong him. in any event, Slerotin summoned his power and opened a great tunnel directly through over 70 leagues of solid rock. in this way did the Suloise enter the FIanaess with Slerotin, meeting some of their own kind who had earlier crossed the Kendeen Pass (later destroyed by a volcano) and settled along the Javan River. The tribes in time became organized clans and noble Houses. They grew in strength, preyed upon Flan and olve and dwur alike, and ran afoul of the Oeridian hordes. You know what followed then. Seventeen Suloise tribes," including the local goat-herders, braved the Passage of Slerotin to reach what is now the Yeomanry. An 18th group the Lerara, entered late. Further delayed by a fight between several nobles, the Lerara were trapped within the Passage when it was sealed. This little group of only 100-120 adults, with children and animals in tow, was forced to adapt to this dark land, thinking they were abandoned by the gods and cursed. Excerpt from a letter penned by Elayne Mystica, of the Free City of Iron Gate (inscribed 585 CY) [Dragon #241 - 43,44]
-411 CY Kevelli Mak did not live long after leading his followers to the Tilvanot. He lived long enough, though, to have left his mark, for he and his followers seduced the hearts and minds of those who had settled there, and in time rose to their rightful place, guides to the Way of Purity, and in that role, they steered the course of those people for all time. (5105 SD) Although Kevelli died in 5105 SD, his vision lived on. He was succeeded by his most talented student, Reshek Nes. Reshek followed her mentors lead and created a strict monk-like regime for the most talented students, building strength and focus through discipline and denial. [SB - 4]
-402 CY The Suel found Hepmonaland to their liking. The land was rich, and blessed with ample sustenance and resources. They were not alone; indeed, they found others, the Olman and their like, but these peoples there were primitive and though they might have once been great, they were no more. Thy were savages, unfit scions to their ancestors good fortune. The Suel soon spread out, taking what they would. (5114 SD) Lerga was settled in 5114 SD by a group of Suel nobles led by Duke Medajar, a noble priest of Llerg. According to legend, the priest had a dream vision of a great stone bear, and his group of refugees spotted a great bearlike formation of rock on a hillside, Megajar declared a halt and proclaimed the spot sacred to the God of Force. Using stone plundered from abandoned Olman ruins, Medagars people built shelters for themselves sand established the city of Lerga. [SB - 52]
c.-400 CY The Flan Ahlissan Kingdom was in full decline by this time. In the wake of the Ur-Flan and the devastating war with the elves, they had become a peaceful folk, having reverted to a tribal existence, content to tend their flocks and fields. They were no match for the coming Suel or Oeridians ... militarily. That is not to say that they were a helpless people, either. (244 OR/ 5116 SD/ 1751 FT)
-400 CY Those Suel who had remained in the Flanaess found themselves pitted against the Oeridians. They stood their ground, and they fought, much as the Flan had, and still did, but neither the Suel nor the Flan had hope of defeating the Oeridians. The Oeridians were fierce. The Oeridians were relentless. And in the end, the Oeridians were victorious. Those who pledged fealty were spared; those who did not, were not. The fierce Oeridian tribes hardly had matters all their own way. For two centuries, they fought the Suel and the fragmented humanoids for possession of the central lands of the Flanaess. The Oeridians incurred the enmity of the Flannae and demihumans of the lands as well. The arrogant Oeridians might have been overcome by this mix of forces, but for one thing: the Suel were far more unpleasant than the Oeridians were aggressive. The Suel invaders lied, cheated, stole, enslaved, pillaged, and killed out of hand. Over time, the Flannae and demihumans allied with the Oeridians to drive the Suel to ever more distant fringes of the Flanaess: into the northeastern Barbarian lands and into the southern jungles of Amedio and Hepmonaland. [FtAA - 3]
The success of the Oeridian domination of so much of the Flanaess was in part due to their friendliness towards the original demi-human peoples of the areadwur, noniz, hobniz, olveand their co-operation greatly strengthened the Oeridians. The willingness of the Flanae to join forces with the Oeridian armies also proved to be a considerable factor. Perhaps the biggest asset the Oeridians had, however, was the vileness of the Suloise - for the majority lied, stole, slew, and enslaved whenever they had inclination and opportunity. There were exceptions, of course, such as the Houses of Rhola and Neheli - late migrants who settled and held the Sheldomar as already mentioned. [Folio - 5]
To the far north, four of the strongest and fiercest Suel clans managed to retain large stretches of ground as Suloise. The majority of the Suelites were pushed to the extreme south, into the Amedio Jungle, the Tilvanot Peninsula, the Duxchan Islands, and even as far as across the narrow Tilva Straight into Hepmonaland. [Folio - 5]
One must always give credit where credit is due. This History is made possible primarily by the Imaginings of Gary Gygax and his Old Guard, Lenard Lakofka among them, and the new old guards, Carl Sargant, James Ward, Roger E. Moore. And Erik Mona, Gary Holian, Sean Reynolds, Frederick Weining. The list is interminable. Thanks to Steven Wilson for his GREYCHRONDEX and to Keith Horsfield for his Chronological History of Eastern Oerik. Special thanks to Jason Zavoda for his compiled index, Greyhawkania, an invaluable research tool. Primary sources for this history were the DMG 1e, The World of Greyhawk Folio, and The World of Greyhawk Gold Box, Living Greyhawk Gazetteer, The Scarlet Brotherhood, Ivid the Undying, the Greyhawk Adventures hardcover, The Living Greyhawk Journals, Dragon Magazine.
The Art: All art is wholly owned by the artists. whispered-words-in-cherry-red by maegondoGuildWars-2-Refugees by artbytheoI-was-born-for-this by immpThe Rain of Colourless Fire, by Erol Otus, Folio, 1980 Seventh Plague of Egypt, by John Martin, 1823 Clearwine-RuneQuest by ranarhRaistlin-portrait-2 by belegilgaladHeroes-of-Bronze-Platea-479-BC by martinkleknerSources:1015 World of Greyhawk Boxed Set, 19831064 From the Ashes Boxed Set, 19921068 Greyhawk Wars Boxed Set, 19912011A Dungeon Masters Guide, 1st Ed., 19799025 World of Greyhawk Folio, 19809577 The Adventure Begins, 19989578 Players Guide to Greyhawk, 199811374 The Scarlet Brotherhood, 199911742 Gazetteer, 200011743 Living Greyhawk Gazetteer, 2000Ivid the Undying, 1998Dragon MagazineOJ Oerth Journal, appearing on Greyhawk OnlineLGJ et. al.Greychrondex, Wilson, Steven B.Greyhawkania, Jason ZavodaThe map of Anna B. Meyer Posted: 11-04-2021 04:03 pm The Infinite Oerths Journal 32 Wonders never cease. I'm published again. Needless to say I'm thrilled.
This issue has a theme, and that theme was Infinite Oerths. That may sound odd to those already familiar with the intent of Gary Gygax's setting. Gary set the stage all those years ago, and then set it free. Make it yours he said. And we did. Each created a Greyhawk of his own, and each Greyhawk was unique. That was its charm. Greyhawk, by its very nature is a study of infinite possibilities.
But despite Gary's best intentions, canon slipped in through the cracks. He himself began adding to the setting's timeline in the pages of the Dragon magazine. Then others followed, and before long, these dispatches were becoming canon. And before too long, there were further sourcebooks by Sargant, Moore, Mona, and Holian. And yet more Dragon articles. We were knee deep in accepted canon. Of course, no one had to use it. Gary's invitation was still there, It will always be there. Thus was the invitation of the Oerth Journal for its 32nd issue: Infinite Oerths. What if the accepted history of Greyhawk was a little different? What if the Invoked Devistations had never happened? What if Mordenkainen had hair? He did once, after all. He looked a lot like E. Gary Gygax, if you recall. In any event, we were asked to peek behind the curtain of what might have been, or what your personal Greyhawk had evolved into over the years. Because some Greyhawks have been evolving for so very long time, as has Lord Gosumba's Greyhawk.
I was perplexed. I was crestfallen. I'd already begun a story that would likely not fit in such a theme. But Jay Scott, the infamous Lord Gosumba of the Free City of Altimira, pressed a promise from a few of we of the online Greyhawk community to submit to the magazine. I said I'd think on it. And I did. But what? An idea sprang to mind. That idea can be found within these pages. I hope you enjoy it. I won't say what it's about. That would be telling. That would spoil the story., and maybe the twist and surprise at the end. But I will mention that it's an exploration of a classic 1st edition module, loved and hated and venerated by many. It was written by Mr. Gygax, of course, as so many of those classic modules were; and were he still around to read it, I should hope that he would love it. He loved a twist, from what I've heard.
But don't just read my humble submission to the issue's pages. There are many worthy articles. There's advice from newcomer Amy Crittenden on "How to Make Greyhawk Your Own," and exploration of Gord the Rogue by Carl Scrivener. Joseph Bloch, the Greyhawk Grognard visits the "Many Castles of Greyhawk." It wouldn't be the Oerth Journal without a submission from Jason Zavoda and Will Dvorak, and neither failed to appear. Or Jay Scott, for that matter. All submissions are worthy of praise, but there are two of note: the first is the return of Gary Holian, writer of the Living Greyhawk Gazetteer and a number of exceptional entries in the Dragon, with an article about Death Knights in Greyhawk; and the other is by Mike Bridges about the Sea Princes and the fleets that sail Oerth's oceans. I'm in worthy company.
Download a free copy and enjoy. You can find a link here. Another thing to note is that those supporting the Oerth Journal through donation will receive a print copy of the OJ. Not this one, sadly, the deadline for receiving this particular journal has passed. But so long as you keep your support current, you'll receive a physical copy by mail. Here's a link to the Patronage page.
Posted: 11-04-2021 04:02 pm Land of Black Ice - The Frozen Monolith - Gateway to the Plane of the Gray Land of Black Ice - The Frozen Monolith - Gateway to the Plane of the Gray
Far, far to the north beyond the border of Blackmoor is a broken and pitted column atop a small mountain. From here can be seen the howling waste that is the Land of Black Ice. But it is here that the skin between the worlds is thin and this column is like a monstrous fang piericing the flesh of the Oerth and allowing the poison that is the Gray to seep in.
The strongest of the Sisterhood, the alliance between the witches of Blackmoor and their varied allies, has made their way to the Monolith and beyond. The witches have fought and defeated the forces of the Gray upon its own plane, and have sealed many portals within and without Blackmoor. This most distant and forbidding gateway is perhaps the oldest of any they have encountered. It is certainly powerful and dangerous leading directly to the great fortress at the heart of the Gray's domain.
A great battle was fought and won on that plane. The gates of the Gray's fortress were thrown down, its towers felled and walls broken in many places. But the Gray was not defeated and the Frozen Monolith remains open.
The sisters mount a strong guard on the Oerthly side of the gateway but still servants of the Gray slip from their plane to ours. Evil stirs within the ruined fortress and always there is need for the strong and brave and adventurous to cross through the gateway and strike down the evil of the Gray as it rises from ashes of its stronghold.
Posted: 11-03-2021 10:34 am NPC - Erik One-Eye Erik One-Eye
Once he was Erik Red-Beard till a Southron's sword got in under his helm and took his left-eye with it. Now he is marked as one of the Votan's chosen. Few warriors last long with one eye removed and Erik doesn't intend to stay in the land of the first-life longer than he need be.
Once he lead a warband himself but now he is one of the dozen or so heroes who accompanies Bovine on his raids east and south. He seeks the promise of the Votan, a glorious death in battle. He disdains the use of a helm but still keeps himself armored, not seeking a gut-wound just a quick death he can see, when it comes for him.
Now he is first into a fray with no desire to stand amid a shield wall or worry that he will be struck down from his blind side. After all such a death is the promise of such a wound. He should already be dead but the Chooser has marked him so that all will know he had earned his place in the second life among the chosen heroes already. Erik is impatient to join his brethren. Posted: 11-02-2021 08:11 am Ape, Gorilla {General Description- The largest living primates, gorillas are stocky animals with broad chests and shoulders, large hands, and forearms that are much shorter than the upper arm. The face is black and hairless, with small eyes that are close together and large, prominent nostrils. {Size - M {Height - 6' Tall, Broad {Weight - {Type - Natural {Movement - 12" {Behavior - Non aggressive and shy, but will fight fiercely if cornered. {Combat - Fights with both hands. If both hit will cause grabbing and rending damage. {Magic Resistance - Standard {Special Abilities - Grabbing and Rending Attack {Intelligence - Low {Speech -
{Vision - {Activity Cycle - {Diet - {Habitat - {Family Structure - 1-4 encountered {Life Cycle - {History - {Affinity/Antipathy - {Deities - {Useful Components - {References - Monster Manual - Pg7 Posted: 10-31-2021 02:30 pm History of the North, Part 11: The Never-ending Storm When wasteful war shall statues overturn And broils root out the work of masonry, Nor Mars his sword, nor wars quick fire, shall burn The living record of your memory: Gainst death, and all oblivious enmity, Shall you pace forth; your praise shall still find room Even in the eyes of all posterity That wear this world out to the ending doom. Shakespeare, Sonnet 55 (1609), Q 2&3
War is wasteful. It brings strife, pestilence and death. And it brings uncertainty in its aftermath. And sometimes, it is difficult to know if it is over. Because there may be an end to A war, but never to War.
587 CY All wars must end. Treaty Negotiations between Ket and Veluna, Gran March, and Bissel began, resulting in the Thornward Division. There was peace in the Bramblewood Gap, if one can call it that; in truth, tension rose, each side watchful, and a new type of war began, a Cold War.
Beygraf Zoltan's assassination in 587 CY and the resulting change in Ket's government led to a new policy regarding Bissel. Nadaid, Zoltan's state favored replacement, withdrew most of his troops from Bissel to deal with chaos in Lopolla, then began peace negotiations with the west, much to the frustration of battle-hungry Gran March war bands gathered at Bissel's southern border. Negotiations lasted from 587-589 CY, resulting in the controversial Thornward Division, by which Bissel's capital was lost and made a neutral city held and governed in common by Ket, Veluna, Gran March, and Bissel. Ket completely withdrew its armies, taking control of all Bisselite forts, towns, and lands north of the Bramblewood Gap. [LGG - 33]
Beygraf Zoltan was assassinated within four years of the first occupation of Bissel; significantly, the judgment of the mullahs was to not attempt his revivification. The political aftermath in Lopolla was considerable. As the struggle for power unfolded, army forces were withdrawn from Bissel, and civil war threatened Ket. A new beygraf took power by forming a coalition between many military leaders and a significant minority of the clergy. With the financial support of the Mouqollad, the coalition has stabilized Ket's government and borders. Beygraf Nadaid's policies are those of a moderate, so he has little respect among the clergy. The mullahs have demanded the right to scrutinize his government, to assure that it remains in the faith. Nadaid has little choice but to allow this; the outcome is in doubt. [LGG - 68]
Thornward is a sprawling, heavily fortified city with a population of about six thousand, surrounded by numerous army camps (limited in size by treaty), further boosting its total population to about eleven thousand. The caravan and river traffic through Thornward is of staggering size; items are often available here that are found only in much larger cities. The atmosphere in the city is tense and political intrigue is thick, but mercantile activity is nonstop; the city is brightly lit all hours of the night to keep trade moving. [LGG - 32]
Tang the Horrific came to the Wegwiur after escaping Iuzs forces chasing him to the icy sea. The Wolves were wary at first. Who was this wild man from the Paynims, they asked? The one who will lead you to victory, he answered.
The Wolf Nomads were reportedly astonished at the audacity, courage, and natural charisma of this fellow nomad. The council and the tarkhan himself agreed to the attack immediately, perhaps sensing the importance of this moment in history. In the late spring of 587 CY, the Wegwiur's Relentless Horde rode from Eru-Tova and attacked the unsuspecting orcs of the Howling Hills, driving than back in chaos from the Wegwiur Thralls caverns and surrounding area. Shamans carefully removed the bodies of their forefathers and packed the caves' many may treasures, while Tang and Tarkhan Bargru hounded the humanoids of this miserable land. Two days later, a retreat was called and the cavalry force returned home in triumph. By chance, this attack came just before the Shield Lands assault began to the south, and Iuz's attention was thus diverted from the important action at Critwall. Iuz lost no land in the fighting, but his orcs suffered many casualties and a stupendous loss of face in the eyes of Iuz and the Wegwiur, who thereafter raided the hordes more frequently. Tang and a small force of cavalry were last seen riding into the Lands of Iuz, leading an advancing orc army away from the retreating Wegwiur. [TAB - 22] Tang continued to harry Iuz. He and the Wolves darted in and out of the Howling Hills and the Fellreev, leading those disorganized bands there on a merry chase.
A former servant of Iuz and now the demigod's implacable foe, Tang had escaped with a small band of cavalry after a daring raid into the Howling Hills with the Wolf Nomads. Crossing the open plain to the Fellreev, Tang and his mercenary band encountered small groups of Rovers, gathering them at the village of Sable Watch. With their aid, together with Wardogs from the Forlorn Forest and beyond, he successfully attacked Iuzite forces in the Barrens, eventually capturing the fort of Hornduran. Most of the Rovers were still without mounts, so Tang made a fateful decision to raid into Stonehold for horses. The town of Vlekstaad was chosen as the target of the Rovers' nighttime strike. With most Fists either in Tenh or fighting the Suel in eastern Stonehold, Vlekstaad had almost no able soldiers in residence. Such defenses as they had were quickly penetrated, thanks to the Wardogs' amazing stealth. The stables of Vlekstaad provided a trove of horseflesh, but escaping with them proved more difficult than Tang had anticipated. He and his companions were trapped by a patrol of Fists and forced to battle for their lives. The expedition might have been lost there had not a young Wardog, Nakanwa Daychaser [
]), led his own band of warriors on Tang's trail. Trapped between the two forces of Rovers, the Fists were slaughtered, but Tang was mortally wounded. Nakanwa quickly assumed control of the surviving Rovers, ordering them to seize everything of value in the town, including its citizens. The remains of the town were set ablaze, becoming the funeral pyre of Tang the Horrific. With the return of Nakanwa and the wealth of Vlekstaad to the Barrens, new hope rose among the Rovers. Their warriors now had mounts and the people had meat. Perhaps as importantly, the tribes had new members, for the captive children were quickly adopted and the captive women quickly wed. Only time will tell if the razing of Vlekstaad will result in the rebirth of the Rovers of the Barrens. They still remain an elusive people, not revealing their new strength, for they are wary of the vengeance of the Fists. Yet, for the first time since Iuz brought evil into their land, they have real hope. [LGG - 95] Lady Katarina and the Great Northern Crusade made great gains against Iuz, who had spent much of his strength in his earlier lightning strikes and headlong plunge into his enemys lands. However, Iuz was spent, at the limit of his reach, and with each day, the Crusade pushed and pushed, and Iuz retreated and fell back.
In 587 CY, under the leadership of the newly installed Knight Commander Lady Katarina of Waiworth, the expatriate Knights of Holy Shielding returned to their homeland in force. [LGG - 159] Iuz was bent on retaining the Shield Lands. Indeed, he expected to possess it for quite some time to come. Forever, in fact. Thus, he named Adumdfort the regional capital of the Shield Lands, even though it is cut off from the rest of the Empire by naval blockade.
In the Bandit Kingdoms, the towns of Hallorn, Riftcrag, Rookroost, and Stoink are regional capitals. Hallorn rules the western Bandit Kingdoms, Riftcrag the Rift and Rift Barrens, Rookroost the region between the Rift and the Bluff Hills, and Stoink the southeastern Bandit Kingdoms. Admundfort was designated the regional capital of the Shield Lands in 587, but the island is almost completely cut off from the empire by a naval blockade. [LGG - 61]
(Formerly) twenty-three petty noble domains on the mainland, ruled from Admundfort (the island was its own separate domain); (now) two free domains (mainland area controlled from Critwall, and Scragholme Island), with the remainder of the land overrun but badly controlled by Iuz's forces. [LGG - 102] The Story of Rueven the Rhennee To the Sorcerers Nexus of Rel Astra he traded his immortal soul for the ability to channel magic at will. [RPGA Fright at Tristor - 3]
588 CY King Belvor sought vengeance. Iuz had raped his land and Iuz must be made to pay for that. Belvor struck with such rage as few knew him capable of, and his expeditionary force acquitted itself well in recapturing Grabford. But Belvor was not satisfied.
By 588 CY, with Critwall cleared of enemy forces, the government of the Shield Lands was reestablished, albeit over a very small area. Katarina was named Knight Commander of the region. Lady Katarina and her knights now look east, planning surgical strikes against the enemy, confident that they will reclaim their lost land. ("Perhaps not this year or the next," they say.) Heironeous has shown them the path of righteousness, and it is long and lined with great sacrifice and furious battle. Those shackled by the Lord of Pain will be released, they cry. Those who fear the break of dawn will be taught the art of war and the strength of courage. The lost lands will be reclaimed, they promise. The Shield will rise again! [LGG - 105]
Furyondy's armies smashed northward in early Planting, bulwarked by the Knights of the Hart and the archmage Bigby. Fighting continued for more than a year, with few meaningful victories for either side. Finally, in 588 CY, the Battle of Grabford provided Furyondy with a crucial victory that allowed it to encircle Crockport, the base of Iuz's operations in the occupied lands. When the city finally fell to the forces of weal, it was the site of uncontrolled chaos and slaughter of the occupying forces. Crockport had been the goal of the great Northern Crusade. Many fell victim to emotion in its recapture, and few good men remember the event with any degree of pride. If Crockport had been the initial goal of the Crusade, however, general revenge, and the ultimate destruction of Iuz the Evil soon took its place. Recaptured lands revealed the horrible truth of the occupationentire villages had been reanimated; Iuz's agents knew no pity, and reveled in destruction and butchery. Exactly three years to the day of calling the original Crusade, Belvor appeared in public in Chendl, proclaiming a "permanent and unalterable state of war" between Furyondy and the Empire of Iuz. [LGG - 47] Hope can be a rallying point. The liberation of even the least salient of a once conquered land can be the greatest victory in the eyes of the vanquished. Thus, Lady Katarina declared the New Shield Lands in defiance of Iuzs vassal state.
Brutal fighting, with no quarter asked or given, raged for a year before what was left of Critwall was regained. The government of the Shield Lands was proclaimed to have returned home in 588 CY, though by the end of 590 CY only a fraction of the western Shield Lands had been retaken, that being Scragholme Isle and the area within 20-30 miles of Critwall. [TAB - 21]
The current nation, often referred to as the "New Shield Lands," encompasses only the 20-30 miles surrounding the city of Critwall and Scragholme Island, at the mouth of the Veng-Ritensa River. A keep on Scragholme Isle, Bright Sentry, guards a small bur growing port that bears the same name and serves as the island domain's local capital. The current government proclaims that the recapture of all lost lands is its primary goal, though fighting has ground to a virtual standstill within the last year. [LGG - 103]
Of Vecna and Iuz: What became of Vecna and Iuz? Who can say? But where Vecna could not be scryed, Iuz somehow remained upon Oerth. Iuzs empire remained intact. And his tyranny marched on, unabated. But, all good things must come to an end. The fiends had fled and Iuz was stretched thin, tasked not only with administering his newly acquired empire, but beset with rebels and banditry and the persistent attacks of those who didnt appreciate his desire to remake the whole of Flanaess in his own image.
The use of the Crook of Rao by Canon Hazen of Veluna, in 586 CY, had dire repercussions for Iuz's armies. Bereft of their powerful masters, many lesser nonhumans and ambitious human generals attempted to stage coups throughout the occupied lands, even as rebel bandits and indigenous populations took advantage of the Flight of Fiends to strike back at their oppressors. [LGG - 62] It was inevitable that Iuz would lose control of Sevvord Redbeard of Hold of Stonefist. He cared not for that cold and distant land. It had little of value, except grist for the mill. And he knew that it would continue to slip into the state of chaos it has always courted. So, he turned his back on the Stonehold, so as to focus on the conflict that really mattered, Furyondy. Sevvord flew into a rage when he awoke and realised that hed been played a puppet to anothers schemes. He fumed! He raged! And all those within his gaze cowered from his anger. He gathered Fists from across Tenh, and killed every cleric of Iuz he could find, impaling them on posts and leaving them to rot in the wind. He and his slaughtered hundreds, if not thousands, of Tenha slaves when he could not find enough Iuzian clerics to sate his need. He wished to kill more, to line every road with the spiked corpses of an entire nation as a warning to any who might ever try to subjugate him again. However, he had not the time. He need return home. When he ran out of slaves, he left a rearguard to occupy Calbut and marched to drive the hated barbarians from his homeland. He would paint the Kelten Pass with their blood, he promised, and its flowing would thaw the Frozen River for all time.
For six years after the invasion, the Stoneholders held the Tenha enslaved. The evil of Iuz was present throughout the land as well, though never in plain sight. Perhaps this state of affairs would have persisted indefinitely had not an unnatural rage come upon the rhelt of Stonehold, during a meeting in the ruins of the duke's palace at Nevond Nevnend. [LGG - 113,114] By means not yet known, Iuz's charm-like control of Sevvord Redbeard was broken in mid-588 CY. Enraged at the abuse he suffered, Redbeard vowed revenge. [TAB - 22] In an astonishing turn of loyalty, he gave the command to put the clerics and agents of Iuz to the sword, also letting his warriors murder Tenha slaves out of hand. [LGG - 114] Iuz priests, soldiers, and advisors in the area were slaughtered on sight, and Tenh was plunged into bloodshed once again. The Master then ordered a looting of Tenh and a retreat to Nevond Nevnend and Calbut. Stonefist warriors meant to keep this area so as to guard Thunder Pass (called Rockegg Pass by the Tenha), the route through the Griff Mountains back to Stonefist. Reports were already filtering back to the Stonefist troops that a force of Ice and Snow Barbarians was raiding and burning its way across the Hold, and all wished to go home and do battle. [TAB - 22] The Fists then withdrew from all but the northernmost part of Tenh, which they still hold. Armies from the Pale and forces loyal to the exiled duke quickly crossed the borders, battling each other for possession of the southern and eastern regions of the duchy, including the Phostwood. [LGG - 114] There are 20,000 Stonefist men in Tenh, with conflicting desires. On the one hand, rulership of this fertile land is good, but on the other, their instincts are to pillage, maraud, decimate, and then go home with all the loot they can carry. Instead, they stay here as slave drivers. Spending days overseeing slave farmers is not exactly what Fist men find exciting. The Stonefist nation is young, born in adversity and constant marauding. Constant movement on attack and retreating to defensive fortifications after that attack, not occupying their conquests, is what makes the Stonefist men feel comfortable. There is another problem weighing on the minds of the Fists. Since the sham of the "Great God Vatun was exposed and barbarian shamans and priests have begun to see that Iuz was behind it all, the Fists face more hostility and raids from their traditional foes, the eastern barbarians. No longer are these two uneasy allies. Having occupied Calbut and secured Thunder Pass is useful to the Fists, but keeping men in Tenh when they are needed to defend Stonefist against the barbarians is irksome. Many seek to go home, putting Tenh through one last ordeal of slaughter and pillage before they go. In the interim, many are restless and bored, prone to drunkenness and mindless violence against the Tenhas. [ WGR5 Iuz the Evil - 67] [A] many-sided war began in Tenh, involving the mutually hostile forces of Iuz, Stonehold, the Pale, and Tenha expatriates. The war goes on today. [LGG - 16] 589 CY Was Reynard, a bandit chief of the Tangles, an outlaw or a freedom fighter? Was he fighting for his nation, or was he just on the lam and fighting for his life? Whatever the reason, he was much sought after by the Iuzite Boneheart. And when one is much sought after, its only a matter of time before one is found. Reynard was found. He was captured and slain and desecrated. The wildly insane Earl Aundurach, a new addition to the Lesser Boneheart, commands the surviving Tangles folk harshly and ineffectively. He prominently displays a magical scepter crafted from the bones of Reynard, the land's rebellious bandit chief, captured and slain in 589 CY. The earl is supposed to control all activities in the Bandit Lands to the north and west, but it is very doubtful that he does. [LGG - 30] Belvors crusade was successful. He and his armies succeeded in reconquering lost territory from Iuz. But as one might expect, his lords and his people began to lose their fervor and commitment to his cause the closer his armies came to Furyondys northern border. It is one thing to spend the lifeblood of Furyondy; it is quite another to spill Furyondian blood on Shield Land soil. By the end of 588 CY, the armies of Furyondy had restored the nation, as well as Critwall and Scragholme Isle in the old Shield Lands. The destruction and debauchery revealed as Iuz's agents fled sickened the crusaders, King Belvor declared eternal war upon the Old One, pledging to settle for nothing short of the complete destruction of Iuz himself. Raids against Iuz from Furyondy and the Shield Lands continue to the present. [LGG - 16] By the end of 588 CY, [Belvor] had succeeded [in reclaiming much of the Furyondian lands conquered by Iuz], but the king nevertheless declared permanent and unalterable war against Iuz. As part of the crusade, a small potion of the Shield Lands had been reclaimed. [PGtG - 12] Belvors armies may not have faltered, but the nations commitment certainly did. There was much posturing. Iuz must pay, was declared hotly. But who exactly would make him pay? The nations coffers were spent, the army weakened by such prolonged conflict, the prospect of defeating Iuz uncertain, at best. The borders were fortified, new castles built. A line had been drawn. Finally, in 588 CY, the Battle of Grabford provided Furyondy with a crucial victory that allowed it to encircle Crockport, the base of Iuz's operations in the occupied lands. When the city finally fell to the forces of weal, it was the site of uncontrolled chaos and slaughter of the occupying forces. Crockport had been the goal of the great Northern Crusade. Many fell victim to emotion in its recapture, and few good men remember the event with any degree of pride. If Crockport had been the initial goal of the Crusade, however, general revenge, and the ultimate destruction of Iuz the Evil soon took its place. Recaptured lands revealed the horrible truth of the occupationentire villages had been reanimated; Iuz's agents knew no pity, and reveled in destruction and butchery. [LGG - 47] Despite the angry pronouncement, however, many army units were disbanded in the spring of 589 CY, with only those units on border patrols and involved in castle-building along the frontier being maintained at full readiness. A full recovery from the war would take years. A few northern lords have called King Belvor a coward for refusing to strike further into the the Empire of Iuz, but the king has never had such plans; he wished only to recover lands lost to his state, knowing that he would have little ability to hold any territory gained in Iuzs forsaken realm. [TAB] The old guard had indeed grown old. They were tired. The War had cost them much. Thay had asked much from their people. And they continued to ask for much. But the young did not hear those venerable voices. They looked to those who had distinguished themselves in the field. These were the ones who saved us, those youth said. The mayor of Highfolk, twenty-eight-year-old Tavin Ersteader, was of low birth, coming from one of the region's northern villages. Ersteader distinguished himself as a young man, exploring several mysterious sites within the Yatils and Clatspurs and fighting against the forces of Iuz in the Vesve. Said to be a one-time apprentice to Melf Brightflame, Ersteader enjoys a warm relationship with the local elves, and is a good friend of Loftin Graystand, the former mayor, who retired in 589 CY. Ersteader is a sworn enemy to Iuz, and sponsors far more reconnaissance and attack missions against the Old One than did his predecessor. [LGG - 53] Was Iuz defeated? Certainly not. Was Iuz brought to the brink of defeat? Only a fool would think so. Could Iuz still strike fear into the hearts and minds of those who had opposed him? Most certainly. A terrible tragedy struck Lynwerd and his kingdom in 589 CY. A long-planned marriage between King Lynwerd and Lady Xenia Sallavarian, a distant cousin of Circle of Eight member Jallarzi and Duke Karll of Urnst, was scheduled to take place during Richfest of that year. In Wealsun, Lady Xenia was touring Rel Mord on foot when she collapsed of heatstroke. [LGG - 78] She could not be revived by her attending priest, and it was learned later that her body was devoid of her intellect and spirit, though she still breathed. Her body was taken back to Nellix, where it is tended by her family. Divinations and questioning of those present when the lady collapsed strongly hint that she was attacked by magical means, but little more was learned. [TAB - 31] She has not been seen since, and many suspect the worst, detecting sorrow and a grim hardness in their king. [LGG - 78,79]
590 CY Ratik: Alain was not the only one to desire the freedom of the Bone March. Lady Evaleigh wishes the same, for her fathers city of Knurl is hard pressed and in need of succour. And in truth, war will continue between the Bone March and Ratik, as it must, for each cannot rest while the other exists. The Bone March shall never forgive Ratik or the Frost Barbarians for their incursions into its territory. In 590 CY, a full-scale assault over the Blemu Hills into Knurl was also attempted, but failed. Thus far, the defenses of the count have held firm, but he expects another wave of attacks this year. [LGG - 37]
Humanoid tribes and bandit gangs appear to be cooperating of late. Masked advisors were seen by spies in the councils of the orcs and gnolls at Spinecastle. Treasure seekers have entered the abandoned keep at Spinecastle, but few have returned alive. Without aid from Ratik, Count Dunstan of Knurl might ally with Ahlissa or North Kingdom to save his realm. [LGG - 37] Ambassadors from the Scarlet Brotherhood were spied in Djekul. Ratik wants to expand the alliance against Bone March and North Kingdom to include the Snow Barbarians, but the Schnai will negotiate only with Lexnol. Agents of the Sea Barons have approached Evaleigh to gain access to Marner. A half-orc spy working for North Kingdom was discovered in Ratikhill but escaped. [LGG - 91] Fireland: The fleet from the Sea Barons had set sail three long years earlier and had not yet returned. Had they found Fireland? If they had, that is a tale for another day. But in truth, whether they had found Fireland or not, Fireland found Ratik. One day, much to Marners surprise, a longship from Fireland sailed into its port, its flanks scorched, its sails torn and tattered. In Marner, capital of Ratik, a lone long ship sailed into port in late 590 CY. The pale barbarians aboard the ship spoke a dialect of the Cold Tongue and claimed to be from a distant northeastern island called Fireland. They came with four other ships in search of help for an undisclosed problem facing their people; their other long ships were sunk by sea monsters or Ice Barbarian raiders. The aged explorer Korund of Ratik can supply maps and some information to anyone wishing to return to Fireland with these barbarians, but he is too infirm to travel and is growing senile as well. Frost Barbarians believe Firelanders are descended from sailers from the Thillonrian Peninsula who settled there centuries ago; the barbarians wish to establish contact with them. The glaciated land is called Fireland for its volcanoes, visible for many miles at night as red fountains in the sea. [TAB - 38] Frost Barbarians: Nobles from Ratik have great influence at court but are not always trusted. Scarlet Brotherhood agents are well received but bring strange news and promises. Merchants from the Lordship of the Isles have a growing presence, offering unusually generous trade deals that make some jarls suspicious. Hundgred's court is growing isolated from other northern barbarian nations. [LGG - 45] Snow Barbarians: An intermittent war smolders with Stonehold. King Ingemar generously feasts and rewards his chaotic jarls to insure their loyalty. Frost Barbarian jarls also being feted to gain their friendship and influence; this is viewed as blatant bribery, but it works. The king receives Scarlet Brotherhood agents at court, but privately says he does not trust them. [LGG] Ice Barbarians: Royal hatred of the Scarlet Brotherhood grows, as does distrust of the Frost Barbarians. Stonehold accuses the Ice Barbarians of attacking Vlekstaad. There are secret parlays between the Snow and Ice Barbarians for raids against the Sea Barons and possibly the Lordship of the Isles. [LGG - 55]
Stonefist: Rhelt Sevvord is the absolute master of these people, and his troops are expected to obey him without question. The punishment for disobedience is slow death, though the rhelt always rewards his loyal troops with plunder and captives. So far, Reword Redbeard has maintained his personal authority and become the most important figure in his nation's history since Stonefist himself. Still, many feel that his time has passed, and wait for a leader who will be strong enough to challenge him. [LGG - 109] Revenge is widely sought against the northern barbarians for the burning of Vlekstaad, but Iuz's forces are hated even more. Conspiracies are suspected between Iuz and several war band leaders to gain control of Stonehold. Murders of war band leaders (by their fellows) are on the rise. [LGG - 110] The Sea Baron Fleet returned from expedition across the Solnor. Ships from resource-hungry lands of the eastern Flanaess are striking out in search of trading partners, hoping to rebuild from the wars. The Sea Barons and the east coast city-states of Rel Astra, Ountsy, and Roland are now exploring the mini-continent of Hepmonaland, returning with fantastic tales and riches. (Many fall prey to disease, pirates, monsters, and privateers from the Scarlet Brotherhood and Lordship of the Isles, however.) Several major kingdoms full of new peoples are said to lie in this tropical land, some rumored to be at war with the slave-taking Brotherhood. [TAB - 38] The Sea Barons do not desire a permanent alliance with the Cities of the Solnor Compact, distrusting Drax's motives, but they feign friendship. The Sea Barons fear assassination or worse by the Scarlet Brotherhood, and treat with strangers in their lands harshly. Expeditions launched to the mysterious south in the last few years have returned with tales of fantastic wonders and riches. [LGG - 100]
Rovers of the Barrens: The Rovers are a feeble folk now, but they still mount small raids into neighbouring lands. They spend most of their time hunting bear, wolf and northern deer. They fish the Icy Sea. They harvest pine and fur from the Forlorn Forest. They hunt deer and bison. They lay low. As they must. For they must rebuild their strength, as they did after the Battle of Opicm River. A secret alliance with the Wolf Nomads is being negotiated. Scouts are searching for survivors from the scattered war bands, including allied centaurs and elves. Horses are supplied to tribes loyal to new war sachem, Nakanwa. All forces of Iuz that hunt Rovers (including Grossfort) are closely watched, to be either avoided or destroyed. [LGG - 95] The Pale: Theocrat Ogon Tillit leads Palish forces (with Tenha converts) and recaptures eastern Tenh from Iuzian forces. [With] an army at full strength and an additional force including thousands of refugee converts from the Tenh at the fore, Theocrat Ogon Tillit sponsored an invasion of the ruined duchy, to both gain territory and throw back Iuz's forces, clearly perceived as the number-one threat to the Pale's future existence. Eastern Tenh was taken back, and both banks of the Yol are now under Palish control. [LGG - 82] Unbeknownst to the populace, Tillit was injured in 588 CY, when he personally led one of the early battles in the Tenh. While he survived the attack, his wounds have not healed; in fact, they have worsened during the last two years, and his attendants think he might not survive till Puchfest. The Council of the Nine is aware of his condition, and the clandestine politicking to replace Tillit on the Throne of the Sun has already begun. [LGG - 82] Nyrond: Lynwerd found his nation in disarray following the war. His roads had been marched to mash, his strongholds broken and razed, the walls riven. His people were in similar state. [King Lynwerd] spent 590 overseeing the repair and strengthening of his kingdoms roads, armies, cities, and trade links. He finally managed to have weapons, clothing, food. and other assistance sent to the gnome clans of the Flinty Hills, winning their approval despite their grumbles over the tardiness of the aid. He approved trade with the Lordship of the Isles and the United Kingdom of Ahlissa (the latter to the shock and outrage of many in his court). [TAB - 31] Nyrond lost nearly seventy thousand soldiers in the Greyhawk Wars. Though her armies held off Aerdy's siege, they did so at terrible cost. Archbold had expended the nation's entire treasury, and had depleted much of his family's wealth. Hideously in debt to the Urnst States, the king faced a future of mined fields and horrible food shortages. Nearly half of his holdings were in tax rebellions. Many of the nation's best mages, craftsmen, and nobles fled Nyrond for easier lives to the west. Whether Nyrond would fall was never an issue. The question was simply that of timing. [LGG - 78] Bissel: With Thornwood declared a neutral city, Pellak was chosen as the new capital for Bissel. Bissels new capital was chosen in 590 CY to be Pellak, a trade and farming town at the country's center. Bissel's own Knights of the Watch held a huge citadel called Oversight near this town; the fortress never fell to the Kettites despite being besieged for several years. [TAB - 36] Bissel's four famed mercenary Border Companies are being reorganized and retrained after their defeat and disbanding during the Ketite occupation; they are not yet at their former strength. Many scouts and rangers are being sought for active duty in the north and west. A large castle-building project is underway along the southern banks of the Fals (Bissel's new northern border) and along the neutral zone around Thornward. Ket destroyed many forts, minor castles, barracks, signal towers, and army bases when it invaded Bissel and later when it withdrew. These are being rebuilt, but work is very slow due to lack of funds. The massive Castle Oversight, at Pellak, has become the headquarters for Bissel's branch of the Knights of the Watch. The influence of Gran March and the Watch is everywhere, particularly in the new margrave's court. The eventual recovery of Thornward is a core goal of the government. [LGG - 32] Iuz: Iuz retains a precarious hold on the East. The Bandit Kingdoms chaff under his rule. The remains of the Rovers of the Barrens and the remnents of Tenh strain against his rule. Stonehold has no love for Iuz, and he must resort to influence and stratagems to retain control when that does not appeal to his paranoid and visious self, whod rather rule by bane magics and brute force. Though some remain, the loss of the bulk of Iuz's fiends has resulted in low morale, revolts, and disorganization within an already chaotic regime. [LGG - 63] Now embroiled in what Furyondy has termed a "permanent and unalterable state of. war," Iuz's attention has been drawn to his southwestern border, perhaps at the expense of holding in Tenh, the Barrens, and the old Bandit Kingdoms. Though bereft of the bulk of his demonic aid, Iuz's armies are far more numerous than those of his enemies. They not only follow the Old One, but worship him, believing that to fail their infernal master is not only to fail their liege, but their god, as well. [LGG - 62,63] Did I not mention Vecna? How thoughtless of me. Last we saw of him, he was imprisoned in the Shadowfell after an epic battle with Iuz back in 581 CY. But, ever the paranoid soul, Vecna would never have lived as long as he had were he not a cagy one. He knew that one day he might be defeated. He knew that one day he might need a means of return. And he prepared for such a day. And that day had come. He had been plotting. He had been scheming. And he wanted revenge. Against Iuz. No matter how powerful a being is, there exists a secret that can destroy him. In every heart is a seed of darkness hidden from all others; find that evil seed, and your enemies are undone. Strength and power come if you know and control what others dare not show. Never reveal all that you know, or your enemies will lake your seed, too. [LGG - 186] Despite Vecnas entrapment in the Demiplane of Dread, long-laid plans have come to fruition. In Vecnas quest to achieve full and permanent godhood, he instigated several alternative strategies in the millennia of his existence. Many of these designs have played out with little to recommend them, but elements of more sinister schemes continue to move unnoticed. One such plan has promise at this point. Sometime during the span of years before his imprisonment, Vecna went to a lot of trouble secretly fabricating two tablets inscribed with a true dweomer in the Language Primeval. Then he buried them in a plausible archeological site. [
] Though any of a handful of demipowers would have served Vecnas purpose, the corpse king Iuz took the bait. Having stolen the tablets from their original discoverers several years ago, Iuz has slowly brought his considerable resources to bear on the tablets. The more Iuz learned, the more the ancient formula seemed, to him and all his divinatory means, an ancient dweomer of stupendous strength, whereby a demipower might bootstrap itself to full ascension! [
] The tablets lie. [Die Vecna Die! - 2,3] Iuz enacted the formula, and the formula drew the power from him, a conduit to Vecna, who then had the means to break free from the Shadowfell and emerge with the power of a greater god. Vecna then entered the city of Sigil, where he came perilously close to rearranging all existence to his whims. When Vecna was ejected from Sigil by a party of adventurers, Iuz was freed and Vecna returned to Oerth greatly reduced in power, though still a lesser god. Going forward:Mysteries abound. They always have, they always will. They are sometimes wondrous; sometimes chilling. They are almost always inexplicable. And despite the stranglehold Iuz has on his conquered lands, there are secrets which even he is unaware, patches where even he has no sway. Lake Aqal, for instance. This very deep, island-filled lake, the source of the Artonsamay River, is an enchanting place of otherworldly beauty and calm. Situated in the northwest arm of the Fellreev Forest, this strange area is, however, given a wide berth by woodland folk. Many creatures found here are 150% their normal size and correspondingly more dangerous. Water nagas, strange dragons, and greenhags are reportedly abundant in the unnaturally warm waters. The mutations in animal life, extremely lush vegetation, and the lake water's warmth are thought to result from a magical source that has nearly made this a tropical swamp. In 590 CY, a child of a Reyhu bandit reemerged from the region after being lost for two months, and given up for dead. The girl's tale of benign, long-featured men who walked on air engendered much derision among the bandits, though two parties entered the lake region within the week, seeking out new allies. None returned. [LGG - 147] The Story Reuven of the RhenneeFinally, in the bandit town of Stoink, Reuven spent his savings on a trained circus bear, Tasptaddle, with which he planned to exact his revenge against the cruel people of Tristor. He has been instructing the bear to kill wildlife and farm animals to frighten the Tristor residents, a prelude to a final act of villainy that will make his revenge complete. [Fright at Tristor - 3] Tristor also faces turmoil of a more personal nature over the course of the last month, the surrounding area has been plagued by the gruesome mutilations of wildlife and livestock. Local investigators, too frightened to range far from the hamlet for fear of an orcish attack, have failed to turn up meaningful leads. The towns constable has made it known that the person or persons responsible for finding the mutilator will be richly rewarded. The village has become a haven for disreputable bounty hunters and vigilantes, all hoping to solve the mystery. To date, nothing has come of their efforts, and the townsfolk are agitated over the slaughter of their animals, afraid that people will soon be victims themselves. [Fright at Tristor - 2] Their throats were cut, their innards opened to the world and spread all about them. Our agent in the region cannot guess at the hands behind these fiendish attacks, though he confirms that all live in fear that this demonic villain will soon tire of play with animals, and will start in upon the humble folk of Tristor.Portion of a letter from Field Agent Marim of the Blinding Path to His Worshipful Mercy, Theocrat Ogon Tillit, Supreme Prelate of the Theocracy of the Pale, Coldeven, 591 CY. [Fright at Tristor - 2] One must always give credit where credit is due. This History is made possible primarily by the Imaginings of Gary Gygax and his Old Guard, Lenard Lakofka among them, and the new old guards, Carl Sargant, James Ward, Roger E. Moore. And Erik Mona, Gary Holian, Sean Reynolds, Frederick Weining. The list is interminable. Thanks to Steven Wilson for his GREYCHRONDEX and to Keith Horsfield for his Chronological History of Eastern Oerik. Special thanks to Jason Zavoda for his compiled index, Greyhawkania, an invaluable research tool. Primary sources for this history were the DMG 1e, Ivid the Undying, WGR5 Iuz the Evil, WG8 The Fate of Istus, the Greyhawk Adventures hardcover, The World of Greyhawk Folio, and The World of Greyhawk Gold Box, Living Greyhawk Gazetteer, The Living Greyhawk Journals, Dragon Magazine, Fright at Tristor.The Art: Though-My-Sails-Are-Tattered-My-Anchor-Still-Holds by vodoofantasyVecna by myles1972Outsider by lostknightkgSources:1015 World of Greyhawk Boxed Set, 19831064 From the Ashes Boxed Set, 19921068 Greyhawk Wars Boxed Set, 19912011A Dungeon Masters Guide, 1st Ed., 19799025 World of Greyhawk Folio, 19809253 WG8, Fate of Istus, 19899399 WGR 5, Iuz the Evil, 19939577 The Adventure Begins, 19989578 Players Guide to Greyhawk, 199811742 Gazetteer, 200011743 Living Greyhawk Gazetteer, 2000Fright at Tristor, 2001Ivid the Undying, 1998Dragon MagazineOJ Oerth Journal, appearing on Greyhawk OnlineLGJ et. al.Greychrondex, Wilson, Steven B.Greyhawkania, Jason ZavodaThe map of Anna B. Meyer Posted: 10-31-2021 02:14 pm Ant, Giant General Description- Worker Warrior Queen Egg Size - S (2' long) Height - Weight - Type - Unnatural Movement - 18" Behavior - 9/10 encountered are workers. Greater numbers of workers/warriors encountered in nest. Queen only encountered in Queen Chamber. Queen does not move or attack. Eggs only encountered in Queen Chamber or Egg Chamber. Treasure only found in Queen Chamber. If Queen is killed workers/warriors will become Confused (as per spell) for 6 melee rounds and then leave nest. Combat - Only Warriors fight. Primary attack is bite with mandibles. If Bite attack successful they will sting with poison. Magic Resistance - Standard Special Abilities - Poison Sting Intelligence - Animal Speech - Appearance - Their bodies are covered with a hard armor called the exoskeleton. Most ants are either red or black in color. Like other insects, they have six legs; each with three joints. Ants have large heads with compound eyes, elbowed antennae, and powerful jaws. Vision - Activity Cycle - Diet - Habitat - Family Structure - 1-100 Worker/Warriors encountered outside nest. 1/10 will be warriors. Double that number inside nest. Life Cycle - History - Affinity/Antipathy - Deities - Useful Components - References - Monster Manual - Pg7 Posted: 10-31-2021 10:00 am Anhkheg Anhkheg General Description- Glistening black eyes, brown chitinous body, and pinkish underside. Size - L 10' to 20' long Height - Weight - Type - Unnatural Movement - 12" (6") Behavior - Burrows like an earthworm for organic matter and minerals. Combat - Prefers to ambush lying 5-10ft beneath oerth and when its antenna's detect movement bursts up from beneath prey. Prefers to attack with bite. Can spit digestive acid 30ft once every 6 hours Magic Resistance - Standard Special Abilities - Spit digestive acid Intelligence - Non Speech - Vision - Activity Cycle - Diet - Omnivorous Habitat - Forest and Agricultural Land Family Structure - 1-6 in Group Life Cycle - History - Affinity/Antipathy - Deities - Useful Components - Posted: 10-31-2021 12:22 am NPC - Bovine the Bloody
Bovine the Bloody
This dour warrior from the north is relatively young to command the respect and leadership of his warband. Personally he has over 180 men and women sworn to him, 3 longships worth, but as many as 8 longships have accompanied him on his southern raids. His crews are well experienced and doughty warriors but there is always a leavening of new warriors to replace those lost during raiding season. At least 30 of his followers, normally 10 per ship, will be raw recruits between the ages 14 and 16 while another 60 or so will have only 1 or 2 raiding seasons under their belt.
Of the remaining 90 or so men Bovine has two ship-leaders and a half-dozen heroes of his own standing while the bulk of the men are experienced warriors between the ages of 18-30 with a few greying oldesters in their 30's who somehow have not been chosen by the Votan to swell his ranks in the next life.
While most of his men are normal axe and sword wielding warriors, a small group are priests of the bear-cult. These men disdain the use of armor and weapons and some take on the form of monstrous bears in battle. It is said that normal weapons do them no lasting harm or even recoil from their flesh. A number of skalds also accompany Bovine's small host. These poet-magician-priests are said to be in service of the Votan and practice healing arts, enchantments, wizardry and even martial skills though not to the same degree as those purely wielding spear, axe or sword.
A small contingent of bowmen are aboard each ship. It is not a favored weapon of war among northerners but Bovine has among his ranks a renowned bowman from the west of the Island of Ghosts and he has trained those among Bovine's followers in the way of the Longbow. About a score of these warriors are bowmen and half-a-dozen of those coming on their first raid are apprenticed.
Among these warriors about 1/3 are swordwomen. They sale aboard a single longship and fight as a single group. They are lead by Hodra, Bovine's wife, and she is one of his two Ship-leaders. While skalds are all male, there are 3 Valkyr among Hodra's ship. These wise-woman carry staves that they use in battle both as a physical weapon but also as an item imbued with magical power. There are also a group of swordswomen, perhaps a dozen among the three-score, who know the ways of the Vol, a healing art that is similar to that practiced among the skalds.
The heroes who follow Bovine are from various clans and tribes in the north but there are 3 dark-skinned warriors, a father and two sons, who journeyed on some quest to the far north, a wild red-haired warrior from the mountains in the north of the Ghost Land. a skald from the eastern islands, and even a warrior from the old empire in the southern lands who wears strange green-bronze armor and seems to know every weapon created by man. Posted: 10-30-2021 09:26 pm Monster Ecology Template I'm working on a list of categories for monster ecology write-ups. This is what I have so far. Any ideas or suggestions? General Description- Size - Height - Weight - Type - Movement - Combat - Magic Resistance - Special Abilities - Intelligence - Speech - Appearance - Vision - Activity Cycle - Diet - Habitat - Family Structure - Life Cycle - History - Useful Components - Posted: 10-30-2021 10:07 am NPC Ch'lvendn
NPC 1. Ch'lvendn - M-U Lvl 9 H.P. 27 AC: (10)
Ch'lvendn was born on the rolling hills of the northern plains beyond the city of Yecha near the Lake of Sorrows. She traveled with her people the Chakyik who cross the empty places between the Burneal Forest and the Yatils, the Drawmij and the Fler in tribal groups of three-wheeled wagons holding round tents of felt, protected by their horsemen, their shamans and their wielders of magic (who are all female among the Chakyik). Her mother was a powerful figure in the council of the Three Elders who lead each tribe and her daughter inherited much of her mother's magical ability but none of her desire to stay among the people. When Ch'lvendn was old enough to become a journeywoman among the practitioners of magic she disappeared from the Chakyik during a quest to the ruins of a once great city destroyed a millennia ago. She traveled south and east increasing her skill, finding adventure and making a small name for herself among the cities and people of the more populous and less cold south. Currently she has a small residence in the City of Dyvers but she is not often found at home. She is no longer the teenage girl riding fearlessly away from all that she once knew, but her desire for power, treasure and adventure is still as strong. Posted: 10-30-2021 08:52 am NPCs - Back from the Dungeon
NPCs - Back from the Dungeon Returning from the Lost Library of Kes sans Thief and Torchbearer, the cleric Maynard and wizard Laran stay astride their mounts while the ranger Coln dismounets to investigate the marks of a large animal or monster's passage across the hilltop. Posted: 10-29-2021 09:27 am NPC - Kal'Merg and D'Rald
NPC - Kal'Merg and D'Rald
Their rivalry began as students at the Grey College in the City of Greyhawk. Kal'Merg and D'Rald dueled many times. Their last encounter was in the Astral plane from which neither returned. Posted: 10-29-2021 08:32 am History of the North, Part 10: The Diminishing Storm When the hurly-burly's done, When the battle's lost and won. Shakespeare, MacBeth (1605), Act I, sc.1, l.3.
The nations have spilled their lifeblood into the soil and soul of the Flanaess. Exhausted, they entrench and catch breath. They watch. And wait. Iuz controls the North. But his lands are poor and produce little. He gathers his strength. He watches. And waits. The Scarlet Brotherhood, their gambit played and played out, have a stranglehold on the south. They issue forth yet more spies. They whisper. They watch. And wait.
585 CY Ratik understood its peril, and it began an ambitious project, one that taxed its resources, but was deemed essential by Luxnol. What good would minding the nations finances do were they slaughtered by the orcs and gnolls to the south, and the Fists to the north. Castles and fortresses and redoubts sprang up along the Kelmar Pass and the Flinty Hills, and in the northern Timberway. More rose up within the Kelten Pass, for surely the Fists would come again.
Ratik is developing an ambitious castle building program, constructing strong keeps along its southern margins not far from the foothills of the eastern spur of the Rakers. They are digging in for a long struggle against the humanoids of the Bone March. Ratik is seeking mercenaries to defend the builders during the coming spring and summer. [FtAA - 73] The last we saw Lord Holmer, of the Shield Lands, he was hauled away in chains for a prolonged residency in Dorakka, A favoured guest of the Old One, himself. Most thought him dead. But there were rumours otherwise.
A daring group of Furyondian heroes rescued him in 585 CY, but he was a broken shell of a man by then and died, insane, late that year. [LGG - 14] Holmer is clearly and permanently a broken man. His mind is shattered, and he is nearly 65 years of age. Years of malnutrition, torture, and torment have ruined his body and his mind beyond recovery. The best healers and the most powerful magic can not heal him. The awful truth is that Iuz had virtually finished with Holmer anyway. Holmer is an empty man, and at the feast he will say but a few words, very carefully cued and amplified by Belvor with a triumphal flare. [WGR6 City of Skulls - 62] Politics prevailed. Belvor had no love for Holmer. He thought him arrogant and brash. And it truth, Holmer was but a pawn in Belvors need to further his ends, to raise moral and his own stature in the eyes of Furyondiands and the Shield Landers in exile. Lady Katarina had no wish for his return to the Seat of the Shield Lands, either.
Holmer is in no shape to be a ruler-in- exile. He will remain in Chendl, in Belvors palace, for security reasons after he has been exhibited to the people of the border lands. After a few months, an edict signed in Holmers hand will announce that he has renounced leadership of the Shield Lands to Countess Katarina. His edict will state that it is time for a younger warrior to stand in his stead and provide the great leadership his people need as they plan the recovery of their homelands. [WGR6 - 62]
Rumours flourished. As one might expect in these times of war. Demons walked the land, after all; they dined on women and children, they drank the blood of the vanquished. Therefore, it came as no surprise when Lake Quag ran with "blood." The gods are punishing us, the populace whispered and cried, sure that the divine and malevolent were exacting the price for their having treated with foul Iuz.
Lake Quag has been running with blood! Just north of the Mounds of Dawn, the waters of the lake run dark with blood; fish avoid the waters, superstitious nomads will not hunt or fish in the area, and old tales of an evil curse in the hills are being recounted by the Perrenland folk. [FtAA - 74] The North had not known such conflict since Vecna had vied with Glitterhelm. None remained to tend fields. Those who did fled the fields and cowered in their cellars at the first sight of a stranger, the crops left untended and trampled underfoot. Roads clotted with jackboots and hobnails. Trade, and travel not martial, quickly ground to a halt. Want, hunger, and pestilence were soon to follow. Northern Nyrond lay under a blanket of what became the "Winter of Hunger."
The folk of Gamboge Forest play a vital role in supplying the towns and villages of northern Nyrond with tubers, nuts, winter berries, and other food with which the Nyrondese can stretch their meager grain reserves. This supply of forage products is declining; Gambogers say they have been ambushed by forces of the Theocracy of the Pale who have stolen their goods, slain some of the woodsmen, and abducted others. The forest folk are reluctant to travel now, and a Nyrondese trading group that went to the forest has not returned. Starvation threatens many villages and people. [FtAA - 76] The military always becomes more powerful in times of war. They need; they demand; they take. An army marches on its stomach, they say. We need metal for swords, wood for pole arms, horses for cavalry and cartage. And the government bows to them in their time of need, because they must, so they say. We must support or troops, they say. Because they must. But the free cities balked. We have tens of thousands to feed, they said. The Furyondian Knights of the Hart were displeased. Had they not saved the free cities from Iuz? The rulers of those cities were not fit for office, they decided; and they called for the annexation of Verbebonc and Dyvers, returning them to the fold of Furyondy. Not all agreed.
Verbobonc was thrown into tumoil in 585 cy when the Furyondian Knights of the Hart called for the annexation of the viscounty and Dyvers as well. Though the people were calmed by a representative from Veluna, great tension remained in the land, and it increased dramatically when the Great Northern Crusade began in 586 CY. [TAB - 36]
In 585 CY, the Furyondian Knights of the Hart called for the annexation of Verbobonc. Though representatives from Veluna sniffed at such talk, the emergence of the Great Northern Crusade, in which Veluna and Furyondy acted as a single political unit, frightened many in the town who had long preferred the reason (and liberal tax laws) of Mitrik to the zeal (and active monitoring of the finances of the aristocracy) of Chendl. [LGG - 132] Politicians beware, for the people will be heard, and appeased. The people being those with a stake in what was to come: the lords, the landholders, the trading houses and the captains of industry. Magister Margus, Lord of Dyvers, did not pay heed to their call to be heard. And he paid the price for such miscalculation.
Magister Margus, the Lord Mayor of Dyvers dismissed the possibility of annexation and failed to address the concerns of his constituents. He was recalled from office later that year. [Slavers - 6] Larissa Hunter was appointed to the seat of Dyvers in his place. Larissa Hunter, First Captain of the Dyvers Free Army, was an aggressive patriot. Her enthusiasm and popularity forced King Belvor to send a representative to Dyvers in order to assure the city that it had nothing to fear from the kingdom or the Knights of the Hart, whom Belvor privately told to shut up. [Slavers - 6] Belvor was busy. Not only did he have to fight Iuz, a daunting task in itself, he had to play politics and suppress the squabbling of his liege lords. He had to placate the leaders of the faiths, too. More importantly, he had to send what support he could to what resistance still existed in those fell lands; for as long as they were a thorn in Iuzs side, Iuz was not free to send the whole of his legions against his all to tenuous front.
A few hundred men and half-elves have withdrawn entirely into the small woods, and from 585 CY on have gained assistance from clerics of a Trithereon sect in Furyondy, with access to considerable magic. Attempts to destroy the Tangles from Hallorn and Riftcrag have always failed, as the forest seems to regrow damage very swiftly. [LGG - 30]
King Archbold III had saved Nyrond. He had rallied the populace and led them to what some might call victory and others might call stalemate. In either case, Nyrond was most certainly spared the long night the Shield Lands and the Bandit Kingdoms were to endure. He deserved recognition. He deserved praise. He deserved rest. He would receive none of those. Archbold writhed and waned, poisoned by his youngest son, Prince Sewarndt, when the whelp tried to seize the throne.
In the fall of 585 CY, King Archbold III appeared to suffer a stroke, but his disability was revealed by a priest to be the result of poisoning. Prince Sewarndt, Archbolds corrupt youngest son, attempted to seize the throne at that time with a group of junior military officers, but his plans went array when the whole clergy of Heironeous in Rel Mord took up arms and attacked Sewarndts small force at the palace, rescuing the king. [TAB - 30]
Only the intervention of the capital's entire Heironean clergy saved the crown and the king. By the time Archbold's older son, Crown Prince Lynwerd, could lead an army to his father's side, Sewarndt and a handful of his cohorts had vanished into the Nyrondal countryside. Sewarndt's treachery shattered whatever resolve Archbold had clung to during the difficult war years. A wholly broken man, he abdicated in favor of Crown Prince Lynwerd in Fireseek, 586 CY. [LGG - 78]
586 CY Demons and devils walked the oerth. They brought mayhem and terror with them, misery and death. And where they took to the field, those nations of the world fell, riven and torn. The champions of weal searched for an end to their terror, and found it in Veluna.
The Flight of Fiends In Coldeven 586, Canon Hazen of Veluna employed the Crook of Rao, a powerful artifact, in a special ceremony that purged the Flanaess of nearly all fiends inhabiting it. Outsiders summoned by Iuz, Ivid, or independent evils fell victim to this magical assault, which became known as the Flight of Fiends. [LGG - 16]
No one knows how many demons survived the Flight of Fiends in 586 CY; few have surfaced. [LGG - 61]
| Crook of Rao | In Coldeven of 586 CY, word spread through Furyondy of and extraordinary event. The great fiends that had patrolled and ravaged the many lands seized by Iuz were no longer in sight. Their disappearance initially caused panic among the troops on the front lines, who feared the monsters had crossed deep into Furyondy as a prelude to a renewed invasion by Iuz's forces. However, word was soon received from the priests of Rao, contacted by their superiors in Mitrik, that the artifact known as the Crook of Rao had been recovered, and it had been used by His Venerable Reverence, Canon Hazen, aided by many lesser priests and the archmage Bigby, to rid the Flanaess of the fiends presence. Reports confirming the absence of these monstrosities conflicted with later news that a few fiends in scattered locations had withstood the Crooks effect and remained at large. Still, the majority of these demons had been cast from Oerth, back to their home planes.
The consequences of this event were twofold. First, chaos spread through many humanoid armies of Iuz, who recognized the loss of their masters; disorder even erupted among the mortal leaders of these forces, Iuzs priests and Boneheart spellcasters, who had no idea where the fiends had gone. Second, and more importantly, the armies of Furyondy that were arrayed against Iuz took heart. Northern lords, commanders, knights, soldiers, and commoners who dreamed of bitter revenge against Iuz now saw it within their grasp. King Belvor knew there was no chance to hold an offensive back without risking his throne in the process. He thus sent out word to his nobles that a counteroffensive against Iuz would begin on his command. He managed to suppress the usual squabbling between the lords of Furyondy and direct their attention to calling up levies, armed troops, requisitioning supplies, and laying hasty plans for attack. [TAB - 19] Archbold could rule no more. The poison that coursed through his body had left him weak and sickly, old and bent as never before. Lynwerd assumed the regency, and then the throne as his now wizened father abdicated.
King Archbold recovered from the assassination attempt, but he never recovered from the knowledge that one of his sons had tried to kill him. He became deeply depressed and ceased speaking with anyone, even his own family. During Fireseek 586 CY, the king abdicated the throne and went into retreat at his estate outside the capital. [TAB - 30] Sewarndt's treachery shattered whatever resolve Archbold had clung to during the difficult war years. A wholly broken man, he abdicated in favor of Crown Prince Lynwerd in Fireseek, 586 CY. [LGG - 78]
After his father Archbold III's abdication, Lynwerd assumed throne of Nyrond in 586 CY. He strengthened his country by restructuring the military, by encouraging births among his people and by resisting a demand by representatives of the Theocracy of the Pale to give up the North Lands of Nyrond. Despite financial reverses and personal tragedy, he has been able to expand and stabilize Nyrond's eastern borders, and to repair and strengthen his kingdom's roads, armies, cities and trade links. [PGtG - 25] The Pact of Greyhawk was but a piece of paper to King Belvor IV. His nation had been the vanguard to the world. He knew it was only a matter of time before Iuz attacked again. He knew Iuz aimed to lay waste to Furyondy once he rebuilt his hordes, no matter what those fools to the south thought.
The paladin King of Furyondy saw his nation lose land but survive against the armies of Iuz during the Greyhawk Wars. In 586 CY, he disregarded the Pact of Greyhawk to drive back Iuz's forces and reclaim the lost territory. He used much of his family's wealth to finance this war, and even now struggles to recover financially. [PGtG - 24] Belvor would not wait for Iuz. He would bring the war to the Old One. He declared his Great Northern Crusade to do just that. He had only to wait for those of like mind to rally to his banner. They did, as he knew they would.
In the face of Iuzs obvious threat and the northern nobles determination to strike, King Belvor IV saw no need to adhere to the Pact of Greyhawk, especially when the demigods empire was suddenly weakened by the loss of the fiends. The king also received many reports that Iuzs forces were preparing an unpleasant surprise for his armies in the conquered lands, specifically the raising of an undead army from the remains of the thousands of humans slain during the war. Such an act was odious in the extreme to Furyondian morality. Religious and sedar support for a new offensive was nearly universal once news of the banishment of the fiends was heard. [TAB - 20]
In Planting of 586 CY, Furyondy discovered evidence that Iuz was preparing to raise an undead army against it. Disregarding the Pact of Greyhawk. King Belvor and his nobles began a crusade to reclaim Furyondian lands that Iuz had conquored. [PGtG - 12] The Knights of Shielding living in Greyhawk joined crusade. Every last one of them. Of course, they did; they wanted their homeland back.
When King Belvor IV called the Great Northern Crusade in Planting 586, the ranks of Furyondy swelled with Shield Lands exiles. [LGG - 105] The Shield Landers needed a leader were they to join the crusade (Belvor would have said a figurehead, but whats in a name?). Holmer was no longer fit to lead themIuz had seen to that. In truth, Lady Katarina, cousin of Holmer, had been leading them since his abduction. Belvor approved. She was young, popular, brave; more importantly, she was under his roof, his guidance, and his authority.
Belvor appointed Lady Katarina, Earl Holmer's young cousin, as Lady Marshall of an entire army of Shield Landers, Knights of Holy Shielding, Furyondians, and foreign mercenaries. This force distinguished itself in early victories and was instrumental in the recapture of Grabford. Thereafter, Lady Katarina turned her attentions to her homeland, smashing into Critwall with zealous military precision. [LGG - 105]
Alain IV, Archbaron Lexnols son, was never a patient man. He had a vision the Bone March and Ratik as one, just as his father and the Marquis Clement had intended, and had discussed. He vowed to make it so. And thus, he launched a raid to repatriate Bone March.
It failed. Disastrously. Bone March is now steeped in discord, ruled by a coalition of invading nonhuman tribes, particularly orcs, gnolls, and ogres. Humanity, which once thrived here, is generally enslaved and subject to the capricious whims of petty bandit chiefs and nonhuman warlords who raid Ratik and even North Kingdom at will, going as far as Nyrond and the Flinty Hills to pillage. Nomadic bandit gangs, survivors and descendants of the once proud human culture, prey on one and all. Only the small, autonomous county of Knurl is secure at present, aside from a handful of nearly forgotten gnome strongholds in the Blemu Hills. [LGG - 35]
Infighting soon broke out between several of the nonhuman tribes, and the sides remained stalemated until 586 CY, when Alain IV, Archbaron Lexnol's son and heir, launched a raid into the fallen realm that was composed in large part of expatriates of the march, it was a doomed mission. The unusually organized nonhumans laid a trap for the force in the hills north of Spinecastle. Horrified survivors who escaped back to Ratikhill reported that the trapped raiders were dragged from their horses, torn apart, and eaten alive before their eyes. Raids into the archbarony from Bone March have resumed. [LGG - 37] Baron Lexnol collapsed from the news and was rendered unfit to rule. Lady Evaleigh, Alains wife, understood that were he to fail, Ratik would be lost, so she hid his infirmity at first, ruling in his proxy. But the state of his health could not be hidden forever. And soon, she dropped the pretence of her speaking on his behest and became Her Valorous Prominence, Evaleigh, the Lady Baroness of Ratik. Not all were pleased. The Fruztii had loved the old Baron, and the Schnai were less inclined to treat with a woman, especially one as young as she.
Upon hearing of his son's demise, old Baron Lexnol collapsed. He awakened the next morning with a shock of white hair and a palsy that confined him to bed. Lady Evaleigh, now widowed, assumed the throne and has guided Ratik through the trouble that has befallen it. Raids from Bone March have become progressively stronger and more organized the last few years. Her father's realm, the county of Knurl, was attacked a few months ago and was only saved by the snows of winter. [LGG - 91]
Trade need be found if the markets to the west were closed to the East. Maybe there were markets to the east? There was the rumoured Fireland. And there had to be other lands east of there. There was only one way to find out. Small Fleet from Asperdi (Sea Barons) sets sail across the Solnor Ocean.
Ships from resource-hungry lands of the eastern Flanaess are striking out in search of trading partners, hoping to rebuild from the wars. The Sea Barons and the east coast city-states of Rel Astra, Ountsy, and Roland are now exploring the mini-continent of Hepmonaland, returning with fantastic tales and riches. (Many fall prey to disease, pirates, monsters, and privateers from the Scarlet Brotherhood and Lordship of the Isles, however.) Several major kingdoms full of new peoples are said to lie in this tropical land, some rumored to be at war with the slave-taking Brotherhood. [TAB - 38] Several ships captained by half-elven smugglers joined a flotilla of the Sea Barons in their journey over the Solnor. They had an ulterior motive. The half-elves were reportedly searching for the last members of the dispossessed Council of Five of Lendore.
In the years since the Greyhawk Wars, some of the surviving exiles have joined together with half-elven captains on the Medegian coast. It is an open secret that they are smugglers, willing to transport any cargo for a price. Several of these ships secretly accompanied the flotilla of the Sea Barons in their voyage over the Solnor in 586-589 CY. The Spindrift exiles were thought to be searching for the last members of the Council of Five, who had fled across the waves when the clerics of Sehanine usurped their authority. It is not clear what benefit they seek by contacting their deposed leaders, but the half-elves clearly wish to return to their birthplace and free it of the magical affliction of Sehanine. [LGG 69,70]
586-590 CY Adumdfort was especially targeted for raids by Lady Katarina since Iuz declared it the seat of governance in the Shield Lands. Sacking one of his capitals would raise moral, proving to even the most sceptical that the Old Ones martial power was not what it was. Admundfort Island has been the target of over a dozen raids by different military, mercenary, and adventuring groups around the Nyr Dyv between 586 and 590 CY. The orcs of Admundfort have held out quite well, however, though they are largely cut off from their allies on shore by a Furyondian naval blockade. The city there is in ruins [
]. [TAB - 21]
c.586-591 CY Grennell wondered about the tactics of the orcs, for in truth, they had developed a cunning and patience hitherto unknown to those savage tribes, and strategies he had not taught them. Rumours abounded that the hierarchs of the Horned Society were not dead after all, that a few, if not all, had escaped Iuzs wrath, and were now headquartered along the coast of the Pomarj, or even in the Bright Desert or Rift Canyon. Rumours persisted that they had found their way into the Bone March. The Hierarchs and the rest of the leadership of the Horned Society were presumed destroyed in Coldeven 583 CY, during the night of the Blood-Moon Festival. Demonic forces sent by Iuz slew the Hierarchs there and allowed Iuz to quietly take command of their nation. It is possible that one or more Hierarchs survived the incident and is attempting to rebuild the organization, but most assume that the group is no longer a threat. Still, Arkalan Sammal, the renowned sage of Greyhawk, made an interesting appraisal based on reports gathered by the old sage in recent years. The society, he claims, survives in the present day and has metamorphosed from a group centralized within a single nation to one with its secret tendrils buried across the Flanaess. "The Horned Society must surely have known that the return of Iuz would spell its ultimate downfall," he reasons. "It would have planned for this eventuality, most likely by moving its operations out of Molag before the Old One's axe fell." Rumors during the last five years have placed the group's headquarters along the coast of the Pomarj, in Bone March, or even in the Bright Desert or Rift Canyon. Most people no longer care, for Iuz is now perceived as the true threat. However, suggests Arkalan, the Horned Society has become even more dangerous since its dispersal. As the Archmage Mordenkainen was heard to comment last year during a conclave in Greyhawk, "Are their members now dozens, hundreds, thousands? Where are they headquartered? What do they plot? Can we rest assured of the death of the Unnamable Hierarch? To the one who could answer these questions would go the thanks of a free people." [LGG - 156,157]
Fellreev Forest: This entire expanse of birch and scrub oak is claimed by Iuz, though the Old One enjoys little power here. Most of the forest is ruled by clans of sylvan elves allied with Reyhu refugees since the Greyhawk Wars. A significant force of undead is also here, rumored to be led by an escaped Horned Society Hierarch. Iuz gains little by sending traditional soldiers here, so he uses the Fellreev as a hunting ground for trained monsters. The Fellreev Forest has increasingly become a center of anti-Iuz resistance. However, the factions here are mutually hostile and do not cooperate. Human, nonhuman, and undead forces of the old Nerull-worshiping Horned Society are gathered under Hierarch Nezmajen (NE male human Clr15 of Nerull) in the north-central Fellreev and across the southwestern spur, particularly around Ixworth and Kindell. A powerful alliance of Reyhu bandits and sylvan elves rules the south-central Fellreev under a Reyhu lord, Skannar Hendricks (CN male human Ftr15). [LGG - 61]
Some might call Tang the Horrific a mercenary. Tang would have called himself an opportunist. He believed the strong had a right to rule. And he believed that the strong could take what they wished. That was their right. Such was the way of the Paynims. Tang rode where he wished. Tang fought where he wished. If others paid him to do that, all the better. He even worked for Iuz for a time. Until Iuz ordered him to slaughter Rovers. He refused, because the Rovers were just like him, and he did not wish to kill those people who wished to live as he did.
One of the most peculiar counteroffensives apparently began in the Shield Lands when a unit of light cavalry mercenaries employed by a Shield Lands lord managed to escape the armies of Iuz. This cavalry was led by a Tang the Horrific, who was probably the finest mercenary in the area at the time. According to unreliable folktales about him, Tang led a fighting retreat to the Icy Sea, then crossed west to the lands of the Wolf Barbarians. There, in the winter of 586-587 CY, Tang summoned a war council and told the tribal khans that the time was at hand to deal Iuz a telling blow. Upon learning that the ancient burial caves of the Wolf Nomads (Wegwiur) lay within Iuz's main homeland, Tang proposed that an army be raised to go to these caves and recover the ancient bodies and relics for reburial in safer regions. [TAB - 21,22] The Theocracy of the Pale had weathered the war well. It were largely unbloodied. It was strong. But it was abut the Rakers, and the Rakers have always been home to a whole host of evil things. The Pale knew as much. Monsters had always descended from their heights. But not as they had begun to. What was stirring them? What was driving them out of the Rakers?
The Pale is ruled by a clerical hierarchy in the name of the god, Pholtus. The Pale has been living under an inquisition for more than two centuries. Evil priesthoods and hostile cults are actively routed and destroyed, while other faiths are suppressed. Arcane magicians and other so-called consorts of demons are also closely watched. Despite these unpleasant aspects, Pale has much to recommend it. Monasteries house some of the Flanaess most impressive libraries and respected philosophers. Their soldiers are among the best trained and most disciplined in the Flanaess. Unfortunately, troll invasions from the troll Fens have tripled in size the last two seasons, and reports of a new Troll King are disquieting. [WoGG 3e - 13]
Nyrond had been far less fortunate than the Pale had been. The Stonehold, Iuz, and Ivid had set upon it on all sides, and though it had prevailed, it had done so at a cost. It had lost many in those battles. Indeed, its citizens had fled the onslaught. Its soldiers had fallen. Lynwerd needed to replenish his peoples. He encouraged his peoples return, enacted a baby bonus for fertile families, and he appealed to refugees and the nervous citizens of the County of Urnst to move to Nyrond to aid in its rebuilding.
King Lynwerd I seized the moment and made every effort to revive his declining realm. In his first year on the throne, he restructured Nyronds military command and cut back the size of his armies, freeing many troops to go home and farm their lands again. He reduced taxes almost to prewar levels, and he even authorized a bonus of 1 gp from his personal treasury to each Nyrondese family that celebrated a birth in 586 or 587 CY. (This latter project, though dogged by fraud, had the desired effect of boosting the postwar baby boom to record levels.) [TAB - 30]
When in 586 CY war flared again between Furyondy and Iuz, Lynwerd appealed to nervous citizens in the County of Urnst to move farther from Iuzs empire and settle instead in Nyronds western lands. More importantly. King Lynwerd stood up to representatives from the church of Pholtus and the Theocracy of the Pale, resisting calls to allow the North Lands of Nyrond to be given up to the Pale. This policy produced bad feelings in the Pale for the young king, but the Theocracy is now preoccupied with the war in Tenh and does little but sow dissension among Nyrondese peasants through temples and clergy of Pholtus. [TAB - 30]
Ket was pleased with the gains it had made. But Ket was wise in that it knew that Veluna and Furyondy and the Gran March would see to it that it would not hold it for long. So Ket made peace with those august powers, retreating from Bissel, keeping what it knew it could hold.
Beygraf Zoltan was assassinated within four years of the first occupation of Bissel; significantly, the judgment of the mullahs was to not attempt his revivification. The political aftermath in Lopolla was considerable. As the struggle for power unfolded, army forces were withdrawn from Bissel, and civil war threatened Ket. A new beygraf took power by forming a coalition between many military leaders and a significant minority of the clergy. [LGG - 68] What of Vecna? Last we saw of him, he and Iuz had spun into the Shadowfell, clawing at each others throats. But Iuz had returned to walk the Oerth. So, I ask again: What of Vecna?
An entity known only as the Serpent speaks directly to Vecna. Othersdaring to call themselves wizards, magicians, and sorcerersmanipulate the tiniest aspects of the Serpent and call it magic. But Vecna speaks to the Serpent, and the Serpent speaks back. It whispers to him tales of his ancestors, known only as the Ancient Brethren, and of how they discovered the Serpent so unimaginably long ago, when all worlds were young or even unborn. The Serpent tells Vecna that nothing lies beyond his grasp. Vecna knows he is destined to be master of everything. Death had not stopped him; betrayal at the hands of his lieutenant had not stopped him; even confrontations with other gods had not stopped him. Thus, when the forces of Ravenloft brought Vecna to the Demiplane of Dread, imprisoning him there, he simply laughed. Oh, he pretended to rage. He shook his chains and rattled his cage and cried out to be set free, but deep down he knew that this would not stop him. He knew that he and the Serpent would overcome this obstacle-perhaps even use it to his advantage and conquer this interesting little demiplane. The other domain lords trapped alongside him raged similarly in their own pitiful domains, yet the Whispered One learned quickly that they did not know what power held them prisoner. They did not see the strings behind the puppets. He was the newest among them, yet he was already their master. His knowledge had already made him greater, for the Serpent had told him the secrets of Ravenloft. [Vecna Reborn - 4] One must always give credit where credit is due. This History is made possible primarily by the Imaginings of Gary Gygax and his Old Guard, Lenard Lakofka among them, and the new old guards, Carl Sargant, James Ward, Roger E. Moore. And Erik Mona, Gary Holian, Sean Reynolds, Frederick Weining. The list is interminable. Thanks to Steven Wilson for his GREYCHRONDEX and to Keith Horsfield for his Chronological History of Eastern Oerik. Special thanks to Jason Zavoda for his compiled index, Greyhawkania, an invaluable research tool. Primary sources for this history were the DMG 1e, Ivid the Undying, WGA4 Vecna Lives, WGR5 Iuz the Evil, WG8 The Fate of Istus, the Greyhawk Adventures hardcover, The World of Greyhawk Folio, and The World of Greyhawk Gold Box, Living Greyhawk Gazetteer, The Living Greyhawk Journals, Dragon Magazine.The Art: Daybreak by forty-fathoms"King Lynwerd of Nyrond and his father, Archbold," by Joel Birke, Living Greyhawk Gazetteer, 2000 Crook of Rao, by Richard Pace, from Dragon #294, 2002 "The Death of Prince Alain IV, " by Joel Birke, Living Greyhawk Gazetteer, 2000 Ocean-Wind by nele-diel Lupus-Dei by bobgreyvensteinMongol-poster-study by funky-fubukiVecna by maradrawsSources:1015 World of Greyhawk Boxed Set, 19831064 From the Ashes Boxed Set, 19921068 Greyhawk Wars Boxed Set, 19912011A Dungeon Masters Guide, 1st Ed., 19792023 Greyhawk Adventures Hardback, 19889025 World of Greyhawk Folio, 19809253 WG8, Fate of Istus, 19899399 WGR 5, Iuz the Evil, 19939577 The Adventure Begins, 19989578 Players Guide to Greyhawk, 199811621 Slavers, 200011742 Gazetteer, 200011743 Living Greyhawk Gazetteer, 2000Ivid the Undying, 1998Dragon MagazineOJ Oerth Journal, appearing on Greyhawk OnlineLGJ et. al.Greychrondex, Wilson, Steven B.Greyhawkania, Jason ZavodaThe map of Anna B. Meyer Posted: 10-29-2021 07:47 am Blackmoor Land of a Thousand Witches - Jehenne of Chendl Blackmoor Land of a Thousand Witches - Jehenne of Chendl Jehenne was born in Chendl but spent most her life with her grandparents in Tusham a small hunting village in the north of Furyondy near the coast and the Vesve. It is there she took her first steps on her druidic path. Here she was taught by an ancient High Elven druidess and met her Owl-companion Hoot. In the Vesve she fought the minions of the Half-Demon Iuz, and the Swine-Kin of the great Devil-Pig. She watched the Hidden Paths of Iuz that ran through the dark western flank of the forest and destroyed the unnatural Losels that swarmed across those paths since Iuz introduced them from the Fellreev years before. Though the depredations of Iuz have grown steadily the Druidic circle of the Vesve heard the cries from their kindred in the cold Burneal and have sent what aid they could. Jehenne leads a group of a dozen lesser druids who answer the call of the Burneal Circle. None know what to expect in this northernmost of forests or what plagues both it and the adjoining land of Blackmoor, but they are soon to learn. Posted: 10-28-2021 01:55 pm Cairn Hills - The Tomb of Aelfflaed the Beautiful Part 2
Cairn Hills - The Tomb of Aelfflaed the Beautiful Part 2
Some openings between rooms are blocked as shown on the map. These are not doors but sealed portals of brick and mortar. They are covered with a decorated plaster showing scenes from the distant past of the Flan such as hunting, farming, celebrations. The passing years have made them very delicate. They are easily broken in a shower of dust and crumbling brick. Those who shatter a passage are cursed for a cumulative -1 penalty per portal until the curse is removed.
2.
Down the center of this room are two rows of crouching figures. Each is clothed in rotting fragments of cloth that show the dull remnants of bright colors now faded. As the players enter the room the figures will rise and turn toward the players. They will move toward them with arms outstretched while an eerie moaning will come from their desicated throats.
There are two rows of 8 figures each. They are chained togther in groups of 4. A single blow is enough to slay them but they will arise again within 24 hours. If anyone understands ancient Flan they will hear in the moaning speech pleas for mercy ande to be released. For every 4 of these ancient Flan slaves killed a -1 curse will be upon the slayer but for every 4 released from their chains a +1 blessing (24hour duration) will be placed on the one to release them.
While there is no key the chains can be struck or even twisted off by an exceptionally strong player.
The walls of the room are covered in decaying plaster that show chained slaves working in a field of wheat. There are broken baskets in the corners filled with the dust of wheat collected long centuries, perhaps millenia before. Posted: 10-28-2021 11:17 am Cairn Hills - The Tomb of Aelfflaed the Beautiful
Cairn Hills - The Tomb of Aelfflaed the Beautiful
(Map from random dungeon creator watabou)
The Cairn Hills are home to hundreds perhaps thousands of tombs and barrows reaching back into the distant past of the Flanaess. Many of them have been discovered and emptied but the valleys between the low hills still hide much to be discovered.
This tomb is untouched and therefore still holds treasure but it also contains dangers and protections for those who would rob it.
The surrounding area is home to bandits, gnolls, ogre's and trolls. A nest of manticores is nearby.
All rooms are of stone with ceilings 8 feet at the walls rising to 15 feet at the center. The walls are carved from dense blocks of a light grey stone. Each block weighs in excess of 500lbs. The roof is made from a darker stone and seems to have been melded together somehow. A faint trace of magic still lingers.
There is no light in the dungeon. The players will need to provide a light source if the cannot see in the dark.
1. Entranceway.
The outer door is covered with dirt and rubble but a recent storm causeed a slide and the upper poprtion of the doorway is revealed. There is a ward set into the door formed from the armbones and skull of an ancient Flan warrior. If it is touched it will say in ancient Flan "The curse of living death is upon this grave." The skull will then emit an eery laugh and collapse into dust. The door will split and fall to rubble. When the door collapses air is sucked into the room as if into a vacuum.
A set of stairs leads down 30 feet to the room.
At the center of the room is a small chariot. It is exquisitely made (elvish workmanship) it is inlaid with silver but the wood is dried and fragile. A figure is chained inside the chariot. An ancient Flan warrior dried and desicated. It has three +1 Javilins and a longsword of equally ancient design. When the first player steps into the room it will begin throwing javilins at them. After it is out of javilins it will attack with its sword. The chain holding it to rotting chariot will easly break free and allow it to pursue the players though it will not leave the room.
Attached to a peg inside the chariot is a whip that causes wounds to bleed for extra damage and can dismount a rider 10% of the time after a succesful hit.
End Part 1 Posted: 10-27-2021 03:01 pm NPC - Kres Orcbane Hobgoblin Captain of Ferendar Keep
NPC - Kres Orcbane Hobgoblin Captain of Ferendar Keep
When Spincastle fell three fortresses that protected the southern approaches to the city were eventually captured by Hobgoblins. Two fell to siege and starvation as the defenders vainly awaited rescue and the Hobgoblin forces won the third and largest, Ferendar Keep, through treachery. Today the Hobgoblins of the Bone March hold several of these small keeps and fortifications but they have been driven from the half-ruined, monster infested, precincts of Spinecastle. Kres Orcbane is a sub-chief among the Shining Spear but he is defacto ruler of the Hobgoblins of the Bone March as much of the Shining Spear tribe returned to the mountains including its ageing chieftain. He dwells in Ferendar Keep but directly commands the two nearest forts and has an alliance with the five other forts and outposts held by the lesser Gleaming Sword and Blazing Shield Hobgoblins. Kres has a deep hatred for Orcs as his father was slain by Bloody Eye warriors in an ambush that led to the Hobgoblin expulsion from the city. He receives support and advice from agents of the Horned Society but is also in talks with the Broken Hammer Bugbears to bring their cousins the Nail Biters from their warrens in the Eastern Rakers. The Hobgoblins are far more open to dealing with humans and their keeps and outposts all have sizable human populations as well as a large amount of Spinebred, mainly mixed Hobgoblin heritage, but as they are not accepted by the Hobgoblin tribes they have formed a society of outcasts and only those of Orcish heritage are unwelcome among the forts and keeps. The Spinebred within the city form the main source of spys and informants for Kres. Posted: 10-26-2021 02:36 pm History of the North, Part 9: The Raging Storm
"Our battle is more full of names than yours, Our men more perfect in the use of arms, Our armour as strong, our cause the best; Then reason will our hearts should be as good." Shakespeare, Henry VI, Part II (1597-99), Act IV, sc.1, l.154.
Iuz had rolled across the Far North. Tenh had fallen. Then the Horned Society fell. The Bandit Kingdoms fell or capitulated. The Shield Lands and Furyondy stood against the storm in the west. But not as one. And Nyrond stood vanguard against its raging in the east, enemies to the fore and aft. They gripped their swords and spears, and raised their shields against the coming evil. They did not have to wait for long. Furyondy looked to the north and saw doom as it never had. Fear prevailed among the populace, and faith in the Knights of the Hart, as well. However, faith can only gird the shield. Belvor needed nor than just fear and faith; he needed information, not rumours and hersay , if he were to defend against Iuz and his hordes; so he sent spies into Iuzs empire.
Iuzs assumption of power and armament for war did not pass unnoticed. Furyondys spies headed back to King Belvor IV with word of the swelling humanoid armies. The news could well have been written in the spies blood, though, for most of the human agents were discovered and slain, virtually closing King Belvors eyes and ears. When the few spies did reach him, though, the Furyondy king heeded the fate of Tenh and immediately set to building his defense. The citadels along the Veng River were stocked and garrisoned in expectation of immediate attack. Belvors vassals raised militia and shifted troops to the Veng border. Emissaries rode to the Shield Lands and Veluna to brace them for war. Belvor was determined that Furyondy would not fall. [Wars - 9]
Though ill-prepared, Furyondy was not complacent. King Belvor IV, while raising troops at home, dispatched his most silver-tongued advisors to the southern courts. Ambassadors bore the alarming news to Celene, Bissel, Veluna, the Uleks, andmost important of allKeoland. With impassioned eloquence, the emissaries warned of dire consequences should the northern kingdoms fall. They urged the nations to ally and thus check the tide of evil, finally and forever. Nor were their words in vain: most of the leaders heeded the call, but wondered how little aid they could provide and how long they could delay before sending it. [Wars - 10] The Shield Lands and Furyondy, both, prepared for what must surely come. They ought to have prepared as one, but suspicion will always supplant common sense. Such was the pride of Lord Holmer of the Shield Lands. He was suspicious of Belvor. He thought Belvor intended to annex his little state, the first step to that end sending aid against a threat that had never been much of one in the past. The rabble of the Bandits and the lesser forces of Iuz had never posted a true threat in the past, so why would his Knights of the Shielding need those of the Hart? He would regret his miscalculation.
Furyondy, which had great experience dealing with Iuz and his armies, dispatched emissaries to Admundfort, offering military and financial support for the grand invasion that surely was to come. [LGG - 14]
King Belors emissaries to the Shield Lands met with an icy reception from Lord Holmer, Earl of Walworth and Commander of the Knights of the Holy Shielding. Relations between the two rulers had always been prickly. Though ostensibly allied with Furyondy, the earl long suspected that Belvor intended to annex the Shield Lands. Thus the messengers news of the mustering of Molag struck Lord Holmer as suspicious: he did not entirely dismiss the warning, but suspected King Belvor of overstating the danger. Holmer felt it more perilous to admit powerful knights of Furyondy into his lands to aid in its defense than to face the rabble of the Horned Society with his own knights.
Fearing annexation so soon after reclaiming his damaged homelands, Holmer curtly refused these offers and expelled Belvor's agents from his realm. Within months, Iuz's armies, which had savaged the western Bandit Kingdoms, stood on his eastern border. [LGG - 104]
In the coming of Flocktime, Iuz struck. In the dead of night along the banks of the Veng and Ritensa, the humanoids of the Horned Society launched probing attacks. None made more than small headway against the knights of the Hart and Shielding, but the attacks still achieved their aim. While King Belvor and Lord Holmer peered myopically at their river frontiers, Iuzs true legions marched east, fording the Ritensa north of the Shield Lands and striking into the Bandit Kingdoms. The petty warlords were easily cowed by Iuzs might and, given the number of spies recently executed, the evil lord was confident that Belvor and Holmer were blind to his maneuvers. [Wars - 9]
Outflanked and unable to support resistance on two fronts, the Shield Lands crumpled swiftly. Over 11,000 Shield Landers fell in the invasion, with as many dying in the subsequent occupation. While life under the bandits and Hierarchs had been difficult, at least the rulers had been (in most cases) human. Now, under Iuz, farmers were forced to work for orcs, necromancers, and demons. These creatures knew nothing of mercy, and life in the Shield Lands became that of fearful persistence, of not knowing if the next day would bring death or disfigurement, knowing that it would not bring hope. Except for lone fortified keeps and minor pockets of rural resistance, the whole of the Shield Lands fell to Iuz. A daring defense of Admundfort allowed much of the capital's population to flee via ship to Willip, but the evacuation was not completed. Earl Holmer, ever the noble knight, remained with his homeland, only to be carried off to the dungeons of Dorakaa. [LGG - 104]
Occupied Admundfort was taken by Iuz as the new regional capital, to be administered by a Lesser Boneheart mage, Vayne, and assorted demons. The rest of the country fell to lesser leaders, including several fiends. The fertile lands of the Shield Lands became the breadbasket for Iuz's entire army, much of the physical labor carried out by zombies or humans under the constant threat of murder and subsequent revivification. [LGG - 104,105]
[Furyondy] sought alliance with the Shield Lands to secure itself against the Old One, but stupidly, the pettyminded rulers of the Shield Lands refused, believing this to be a step in a planned annexation by Furyondy. They paid dear for their foolishness. Iuz feinted an attack westward. Meanwhile, his main body of troops struck far to the east and southeast, into both the Bandit Kingdoms and into the Shield Lands, which they flanked to the east from bases in the old lands of the Horned Society. Admundfort and Critwall fell swiftly. Lord Holmer, who had refused a pact with Furyondy, was taken to meet his fate in the dungeons below Dorakaa. [FtAA - 6]
Shield Lands fell swiftly to Iuz as he swept from the west during the Greyhawk Wars. The well-maintained primary roads of the Shield Lands made this conquest easier for the Demipower, if anything. [WGR5 Iuz the Evil - 42]
Lord Holmer learned of Iuzs flanking march only after the humanoid hordes had breached the eastern border. Raging like a grass fire across the open fields of the Shield Lands, they drove on Critwall. When this dark report reached Lord Holmer, he pulled all but a screen of knights from the King Belvors emissaries to the Shield Lands river frontiers and personally fought his way back toward the undefended capital, Admund-fort. More than half of the knights fell in the drive toward the island, but those who reached the Nyr Dyv set fire to as many vessels as they could, then sailed across the channel to the capital. Ragged and weary, the remaining knights could not hold the capital before the onslaught of humanoids, though they came across in dories and trawlers. Admundfort and Critwall fell, and so too did Lord Holmer, borne away in clawed hands to the dungeons beneath Dorakaa. [Wars - 9,10] Furyondy prevailed where the Shield Landers failed. As Holmers forces reeled under the onslaught, Belvor ordered his armies forward into the Shield Lands, where they met stiff resistance. Had he not drawn forces from the Vesve, and had the retreating Shield Landers not joined him, he may not have carried the day.
The fall of the Shield Lands left Furyondys eastern flank exposed, a threat King Belvor moved quickly to block. Lords scoured the countryside, raising vast militias to complement the thin ranks of the Order of the Hart and troops were hurriedly transferred from the Vesve Forest frontier. The newly raised troops and reinforcements confronted the advancing humanoids at the Battle of Critwall Bridge, dealing Iuzs forces a severe blow. The armies of Furyondy repelled the humanoids and held the Veng River line against further advance. [Wars - 10]
Iuz was not finished, though. The conquest of the Horned Society and the Bandit Kingdoms was not enough. Neither was the sacking of the Shield Lands. Iuz had his sights set on the greener pastures of Furyondy. Iuz had his sights set on the whole of the south. He pressed on and lay siege to Chendl.
Iuz had no intention of letting his string of victories end, however. Using loot captured in the Shield Lands, Iuz hired humanoid mercenaries in the Vesve Forest. The mercenary army descended from the Vesve, overrunning the frontier guard of Furyondy and capturing Crockport. Furyondys capital, Chendl, lay open and unguarded across the belly of the land. But for a hasty confederation of Highfolk and knights, Chendl would have fallen by the next dusk. The ragged force of Highfolk and knights refused to grant the orcs an open fight, harrying them instead. Though the orcs advance continued, it slowed sufficiently for the defenders of Chendl to prepare. By the month of Reaping, however, Chendl lay surrounded. [Wars - 10] Furyondian forces fell back to the capital, surrounding it, stopping the Orcish advance into Fairwain Province.
The knights had managed to stop the orcish advance into Fainvain and the humanoids could do little more than surround Chendl. The Horned Societys incursions across the Veng occurred less often and grew less concerted. Best of all, the Canon of Veluna sent word that his forces were hurrying to Furyondys side. The news from Nyrond, too-though not the best-at least indicated that the Fists were contained. After considering these encouraging matters, King Belvor rallied his spirit and returned to the fight. [Wars - 11] Belvor would not see his capital razed to the ground. Neither would he allow those brave souls defending it sell their souls for naught. He attacked, breaking the orcish ranks, ending the Siege of Chendl.
Furyondy s first taskmore political than strategicwas to sunder the siege of Chendl. Gambling on the chaotic nature of the tribes surrounding the city, Belvor left most of his strength on the Veng border and personally led a picked command of elite units against the siege force. Belvors knights were severely outnumbered, but by strategic cunning and sorcerers aid, they gained the upper hand. The knights sliced through the humanoid lines and pinned the besiegers to the city walls. In short time, the fields around Chendl became a smoldering graveyard of goblinkind and the way to Chendl was open once more. By this time both Iuz and Furyondy were stretched to their limits. The furious pace of the war had exhausted their reserves of trained manpower and supplies. Through the months of Patchwall, Readyreat, and Sun-sebb, both nations scrambled to reprovision their forces. [Wars - 11]
Archbold of Nyrond was as hard pressed in the east. The Fists had sundered Tenh, and were raiding Nyrond with impunity. He raised what forces he had at his disposal, mindful of what would happen were he to leave his border with the Great Kingdom undefended, and marched against the Fists occupying the Nutherwood and Phostwood.
Meanwhile in the east, Archbold III of Nyrond finally rallied himself from the shock of tenths defeat. Smarting from accusations that he had allowed the troublesome dukedom to collapse, King Archbold decided to undeniably prove his support for his former colonies. Armed with reports that the Fists were mercilessly pillaging the fallen duchy, Archbold marched north into the Nutherwood. Elven contingents in his army allowed him to easily infiltrate the Phostwood and overwhelm the few Fists posted there. Without further warning, the Nyrondese burst from the forest. Unlike the Tenhas though, the Fists did not simply crumble: Archbold found himself facing a determined foe. Angered at the surprise attack, Sevvord executed a few lackluster commanders as examples to the others, then sacrificed Fists to delay the advance as he mustered his forces outside the village of Ternsmay. Though outnumbered, Sevvord held the advantageous ground. In the ensuing battle, neither side could gain the upper hand. After fighting well into the night, the Fists withdrew farther and fortified their position. Though Archbold had emerged victorious, the victory was bitter, for he could risk no further advance into Tenh. He had, however, forced Redbeard into a defensive stance as well. The battle ended in stalemate and the armies spent the next tedious weeks watching their enemies across a mile-wide no mans land. [Wars - 10]
By 583, however, war would return to haunt Nyrond. Confident that a personal victory over untrained barbarians would do much to bolster his flagging popularity in Nyrond's northern regions, Archbold led a huge army through the Nutherwood, hoping to strike a telling blow against the 'Fists inhabiting Tenh. Fighting lasted for an entire day. The barbarians fell back to more heavily fortified lands, but the cost to Nyrond was great. More than three thousand soldiers fell before nightfall, and Archbold himself suffered grievous wounds, not least of which to his pride. He had gambled Nyrondal cavalry against the hordes of Sevvord Redbeard and won, but it did not seem like a victory. [LGG - 78] The Story Reuven of the Rhennee
Reuven learned the ways of the forest in the distant Adri, saw combat in Nyrond during the Creyhawk Wars, and picked up a host of thiefly skills in the decrepit city of Seltaren, in the Duchy of Urnst. [RPGA Fright at Tristor - 3]
584-585 CY The orcs of the Bone March sought to crush Ratik, but the defenses of the Kalmar Pass and the walls of Ratikhill had defeated them time and again. So to the Dwarves of the Rakers, and the Gnomes of the Loft Hills. As had the Loftwoods. They could not raze the mountains or the hills, but trees could burn.
The site of a great Ratikkan victory over Bone March orcs (578 CY), the wood was partly despoiled by nonhumans setting fires (584585 CY). It is once again a battleground between Ratik in the north and orcs and gnolls in the south. [LGG - 141] Dangerous times make for strange bedfellows. The enemy of my enemy, and all that. Thus, the Bandit chieftan, Hendrick, did what he never would have done in times of peace. He allied with the wood elves near Fleischriver to battle forces of Iuz. One could not be free of such evil if one were dead, he reasoned.
Skannar Hendricks, a powerful chieftain of the Reyhu group of bandits, is a lot smarter than most. Fleeing from Iuz, attacked by a band of 200 Dazark encountered on the first day in the forest, his men then took something of a drubbing from the eastern wood elves, though they managed to slay a powerful fighter/mage. He decided that he really needed some allies. The wood elves didn't seem to want to simply murder the bandits wholesale, so Hendricks talked peace with them. Incredibly, this alliance has worked. Hendricks' men include fewer evil, and more neutrally aligned men than most bandit gangs. Likewise the elves have many neutrals. There was some room for understanding, since both hated Iuz and his ores. So, the wood elves have allowed Hendricks' men to build a couple of strongholds in the Fellreev and after a joint battle against a large force from Fleichshriver in Patchwall, 584 CY, some kind of friendship has been cemented. [WGR5 - 56]
Despite Hendricks partisan tactics, Iuz held the Bandit Kingdoms well in hand. He could have slaughtered the populace. He could have let his hordes loose to do what they would; but he had plans. He needed to consolidate his lands if he were to conquer further; to do so required wealth. Wealth and food, and trade. And governance. How else would he subjugate the weak? Rookroost, Riftcrag, and Stoink were made regional capitals to do just that.
In the Bandit Kingdoms, the towns of Hallorn, Riftcrag, Rookroost, and Stoink are regional capitals. Hallorn rules the western Bandit Kingdoms, Riftcrag the Rift and Rift Barrens, Rookroost the region between the Rift and the Bluff Hills, and Stoink the southeastern Bandit Kingdoms. [LGG - 60]
Iuz could not be everywhere, and so he could not control all of his vassals all of the time. Sometimes they went rogue, dispensing murder and mayhem without his sanction. Did this bother Iuz? Not particularly, not if their actions spread, for terror is a weapon, and so long as that terror furthered his ends, he was pleased with what it wrought.
In late 584 CY, when the Pact of Greyhawk had been drafted and the war was ended but for skirmishing in the far-distant lands of the Pomarj, Ratik, and the margins of the Lost Lands, the priest Bernel of Hallorn commanded a gathering of bandit forces drawn from these western lands at what is now called Steelbone Meadows. Bernel was certainly paranoid, possibly completely insane. Ten thousand bandits gathered to celebrate the war's end, expecting to be given instructions for the new campaigns of pillage they looked forward to after the winter. As most of them slept in their huge tented campsite, Bernel, who believed that the bandit leaders intended to turn against Iuz and reclaim their lands from Iuz's control, had over half of them slaughtered by fiends, ore assassins, and lethal magic. The survivors fled in all directions. They currently eke out a perilous living in these infertile, poor plains lands. Unfortunately, the survivors own chaotic evil disposition prevented them from allying against their oppressor. Many of them turned on each other, claiming that the other had co-operated with Bernel, betraying his fellows to ensure his own survival. Thus, the roaming bandit gangs are as likely to attack and kill each other as they are to strike against Iuz's forces, who rarely patrol these lands any more. Bernel was swiftly replaced by Iuz and is now a prisoner in Dorakaa's dungeons. The new commander at Hallorn has suffered a strange fate of his own. Perhaps the dying curses of the men slain at Steelbone Meadows have affected one victim, at least. [WGR5 - 49]
In late 584 CY, news from Greyhawk declared an official end to the war, and many warriors gathered in northeast Wormhall to confer with their leaders regarding plans for next year's summer raiding season. After many nights of drunken Brewfest revelry, more than ten thousand bandit men from Abbarra, Freehold, Midlands, Warfields and Wormhall were attacked as they slept by a treacherous (and probably mad) cleric of Iuz, using magic, assassins, and demonic servants. About half of these men escaped, most badly wounded, and fled overland to refuge in Greenkeep, Tangles, or the Rift. All nurse a grim hatred for Iuz and his forces in their homeland. The abandoned campsite, now known as Steelbone Meadows, is overgrown today, with rotting tents, rusted weapons, and scattered bones forming a grim, open graveyard. Though it is likely the massacre went against the wishes of Iuz (who had the mad cleric carried off to an unknown fate), it nonetheless offers a stern warning to those who wish to throw off the puppet rulers installed by the Old One. [LGG - 31]
What remains of the Bandit Kingdoms?
Abbarra: [Some] assassins survived (perhaps organized by their former leader, the ruthless Kor (NE male human Asn12) and now prey on Iuz's rare patrols in this area. These "terrorists" strike from hidden bases and live off the land. Abbarra is technically governed from Hallorn, but it is generally ignored by the empire. [LGG - 25]
Artonsamay, Duchy of the: Rumored to have been ruled by a puissant noble adventurer of Urnst's Gellor dynasty, Artonsamay was a favorite haunt of thrill-seekers and lawless folk lacking an evil or sadistic bent. None of this, however, served to aid the duchy when Iuz's forces invaded in 583; the realm's castle "capital" was destroyed, and most of the land's residents fled to the County of Urnst, Stoink, or the Rift. Great magic was employed in the battle, and Artonsamay is now mostly uninhabited wilderness (much of it barren) with poor hunting, governed from Stoink. Many, including Countess Belissica, believe that Duke Gellor [
] is dead, though the folk of Stoink whisper that no less than Iuz's high priestess, Halga, was seen there, tracking a man bearing an all-too-familiar appearance. [LGG - 26]
Dimre, Grand Theocracy of: Dimre is technically governed from Stoink, though it is autonomous in reality. Dimre's clergy preaches that to understand the glory of Light, one must first walk hand-in-hand with Darkness. Its army keeps watch on all borders, allowing none but the faithful to pass into their sacred land. [LGG - 26]
Fellands: The bulk of the bandits working with [Xavendra, an oddly refined and graceful cleric of Iuz] have turned to dark religion and evil debauchery. Xavendra has a well-known distaste for orcs, and some suspect she may make a play for independence (despite being a cleric of the demigod) should Iuz's full attention fall elsewhere. [LGG - 26]
Freehold, Mighty: The Freehold keep itself was altered in the early months of Iuz's occupation, becoming the grisly castle known as Fleichshriver. Remolded by fiendish hands, the citadel is an imposing reminder of the evil, otherworldly forces that once infested the local countryside. Though passers-by no longer need fear the claw and tooth of marauding demons, strange, haunting screams can still be heard from the seemingly abandoned keep; locals give it a wide berth. Iuz's archmage Null [
] of the Greater Boneheart, was known to come here in the past and might do so still. [LGG - 26]
Defenders of Greenkeep: Greenkeepers escaped the massacre at Steelbone Meadows and withdrew into their corner of the Fellreev. They suffered much from raids by wizards, clerics, and orcs under Iuz, but some hang on, helping and helped by the Reyhu-elf alliance across the river. They avoid the plains to the south. [LGG - 26]
Grosskopf, Grand Clans of: Many Grosskopf raiders with cavalry skills elected to take Iuz's suggestion that they relocate to the Barrens to fight the Rovers, with whom Grosskopf had clashed for many decades. The raiders live now at the Barrens' regional capital, Grossfort, forming the basis of a sizable army known as the Marauders of the North. Other Grosskopf troops work with allied orcs and goblins at Senningford and Narleon, fighting Stonehold skirmishers and supplying Iuz's troops in Tenh. Grosskopf and Fellands are both now controlled from the regional capital at Rookroost. [LGG - 27]
Johrase, Kingdom of: Kinemeet is now primarily an orcish city, its forces charged with controlling the plains for 100 miles or more in all directions. The commander here, usually a gigantic orc or intelligent ogre warrior, reports to either Rookroost or Riftcrag, depending on whim. The commander is replaced about once a year, however, thanks to duels for leadership. The orcs here are warlike in the extreme but loyal to Iuz, despite the fact that they frequently use Johrase shields and flags along with those of the Old One. [LGG - 27]
Midlands, Stronghold of the: Most surviving forces were destroyed at Steelbone Meadows, and the temple has been razed. The region is now under the control of Kinemeet's orcs, who usually answer to Graf Demmel Tadurinal [a cleric of Iuz], a toadying [sycophant] stationed in Rookroost. The graf also handles patrols along the Artonsamay. [LGG - 27]
Redhand, Principality of: Now that most of the Old One's demonic officers are gone from the land, many believe Zeech and his men are set for a rebellion. Word of this surely has reached Dorakaa, and all eyes watch the debased prince with grotesque curiosity, guessing at his fate should he defy Iuz. Zeech would get no help elsewhere, as he is greatly hated in Urnst and Furyondy. [LGG - 27]
Reyhu, Great Lands of: The old Reyhu region is administered by a quartet of clerics of Iuz in Balmund, who in turn report to either Riftcrag or Stoink (their orders are often confused on this point). Their incompetence does not eliminate the fact that the countryside literally crawls with orcs and their allies, and hence is well defended, if only by the sheer number of defenders. Reyhu's celebrated fields lay fallow, its crucial resource completely ignored and turning into wilderness. [LGG - 29]
Rift, Men of the: Rift folk are mostly as chaotic and evil as the nonhumans, but they are clever and skilled at mountaineering and trap-setting. Many thieves and berserkers are among the warriors here, and Erythnul worship is widespread. Iuz's agents inhabiting Riftcrag made it a regional capital in 584. They keep watch over the canyon from the city and from the Leering Keeps, five citadels perched on the northern edge and eastern end of the enormous chasm. Led by Cranzer [
] a powerful member of Iuz's Lesser Boneheart, these forces patrol the Rift, attempting to contain the plar's growing army while continuously assaulting the Tangles with axe and fire. The Rift holds mines that provide the region's best silver veins. Of late, Cranzer has made deals with the Rift bandits in order to make the regular silver shipments personally demanded by Iuz. [LGG - 29]
Rookroost, Free City of: Rookroost now governs all plains, forests, and hills between Cold Run and the Zumker River, all Iuzite forces in Tenh, and the plains across the Artonsamay south to the Rift Barrens. [LGG - 29]
Stoink, Free City-State of: Currently ruled by the fearless and grossly overweight Boss Renfus the Mottled [
]. Stoink sponsors brigand raids into northern Nyrond, and its forces loot the supply trains of the army of Tenha expatriates attempting to retake their homeland under Duke Ehyeh III. Cross-river raids between Stoink and the Urnst fortress Ventnor are increasing, but they have not yet invited an invasion by the County of Urnst north of the Artonsamay. The northern border with Dimre is stoutly defended to prevent raiding by overzealous minor priests. [LGG - 30] Earldom of the Tangles: Iuz rules this area from the small town of Hallorn, the earldom's former capital and now one of Iuz's regional capitals. Hallorn was once a grim place filled with little more than zombies, thanks to an insane priest of Iuz and his numerous demonic allies. [LGG - 30]
Warfields, Unified Bands of the: Warfields is much less a center of military activity these days, consisting mostly of wilderness and ruined towns. Administered from the regional capital at Hallorn, the land is rife with hobgoblins, and few humans remain. The hobgoblins send many of their number south to fight returning Shield Landers at Critwall. The former Guardian General, an imposing warrior called Hok [
], has not been heard from in over five years. [LGG - 30]
Wormhall: No one knows the true faces of the lords of Wormhall. Rumors suggest they are ordinary humans, fiends, reanimated lords of old, or worse. The structure and province are named for the tenebrous worms that literally crawl on the walls of the Wormhall, a revolting feature that has led many to suggest magic created by the infamous arch-cleric Kyuss is somehow involved in the affairs of the land. [LGG - 31]
584 CY Ket had long coveted the arable lands east of the Bramblewood, and had fought more than one Short War with Veluna and Furyondy and Keoland to gain a foothold there. Iuz had whispered in their ear. Now is your chance, he said. Strike while your enemies are in the North. Ket listened, and sent its forces into Bissel. In Goodmonth 584 CY, Ketite cavalry attacked Bissel's watchtowers along the Fals River at the northern end of Bramblewood Gap. Without many of the mercenaries within its Border Companies, who had traveled south and east to battle the Pomarj and Iuz, Bissel fell by mid-Harvester. Ket, encouraged by the Old One, forced Bissel's surrender after the fall of Thornward. The archfiend and the westerners had hoped to use the old margrave, Walgar, a ranger of some renown, as a puppet, but pride would not allow it. After giving up his lands, the aged ruler committed ritual suicide. Graf Imran Tendulkar, a Baklunish religious warrior, took a soft hand to rulership as Walgar's replacement. He and his men attempted (often in vain) to convert the Bisselites to western religions, all the while waiting patiently for the land to accept its new governors. Other nations, understanding Bissel's strategic importance, attempted to break Ket's hold. In a succession of battles, Veluna drove invading forces from the neck of the Fals River Pass and Highfolk gnomes defeated Ketite forces in the Northern Lorridges. Further advances into the nation were halted by Ketite horsemen, often with assistance from the remnants of Bissel's disbanded Border Companies, now bankrolled by western interests. [LGG - 33] The Great Kingdom desired the return of those provinces that had ceded from its oversight. Nyrond had begun the tide of defection. Nyrond was also the most powerful of all those who would defected. Should Nyrond fall, the rest would bend the knee once again, either by choice or by the sword. And so Ivid attacked Nyrond.
The reports of war, blood, and great conquests being made by the hated barbarians and barely-civilized Fists of the North excited and enraged the overking. Egged on by the priesthood of Hextor, Ivid entered the fray by storming into Nyrond and its ally Almor. [Ivid - 4,5] But Ivid was defeated.
It is a tribute to Ivid's incompetence that a nation with the vast armies and resources that the Great Kingdom had was fought to a standstill by much smaller Nyrond. For all the excellence of the Nyrondese armies, and their superb morale and training, Ivid should have been able to crush them. [Ivid - 5] Ivid was livid! Lack of dedication conducts a pogrom, executing servants, sages, and surfs; he executes his generals and nobles, transforming them into undead.
Ivid personally assumed complete command of all the armies of the Great Kingdom, despite the counsel of his best advisors. Ivid did not just overrule or even sack his generals: he executed them, sparing only his favorites. [Wars - 20]
Finally, Ivid V decided to create utterly loyal servitors among his generals and nobles. He expediently had them murdered and raised in unique undead forms; each was revived as an animus, an undead being possessing all the skills and talents of the former living person. With the logic of the terminally deranged, Ivid came to see this revivification as a reward for his favored courtiers. [FtAA - 8]
[Ivid] became utterly obsessed about such [disloyalty and betrayal] and ordered appalling reprisals, verging on genocide, against the people of those lands. He saw it as punishment for treachery in not dealing with such affronts to His Imperial Majesty. Convinced of treachery among his nobles, he invoked a unique new form of ensuring their obedience. With Hextor's priests and the aid of fiends, he had the nobles slain and brought back to unlife as powerful undead creaturesanimuses. He thought that by eliminating their human weaknesses and he could be certain of the loyalty of wholly acquiescent zombie-leigemen. What he actually had, however, was a large number of very powerful and embittered monsters who retreated to their own lands and simply defied him. In response, Ivid began executing as many traitors (the vast majority of them imagined traitors) as he could get his once-elite Companion Guard to lay their hands on. Rauxes was awash with blood; by the end of the wars, its population was barely above half its pre-war total. [Ivid - 5] One must strike while the iron is hot. Ivid had taken control of the Aerdian armies, much to the dismay of those generals still untouched by his hellish desire. The Great Kingdom was in disarray, its parts shattered as its herzogs and governors sought to salvage what they might.
Hearing of massacres in Ivids lands, King Archbold in Nyrond counterattacked the Army of the North between Womtham and Innspa. Though Ivids animus generals fought wellbeing themselves unafraid of deaththe chaotic heartlands of the Great Kingdom offered no support to the Northern Army. [Wars - 21] Almor was not so lucky as Nyrond. [It] was invaded by Ivid in 584 CY and its old capital, Chathold, utterly decimated by the Overking's mages and priests. The animus Duke Szeffrin now rules half of the old Almorian lands, and this creature, formerly a greatly favored general in Ivid's armies, is reputedly one of the cruellest of the animus nobles now holding sway over so much of Aerdy. [FtAA - 27]
Nyrond, for all its honour and decency, understood when a rabid dog needed to be put down. They took measures for the greater good, as even the most forthright must in such times. The crisis reached its climax during the Richfest celebrations of that year. An assassin emerged from the thronging crowds and struck Ivid a mortal blow with a poisoned dagger. When news spread of Ivids death, the gloom over the land lifted. The nobles stoked the fires of celebration, joyously preparing for the power struggle to come. [Wars - 21]
The Great Kingdom was spared that turmoil, however, by an even greater one. Just as the cunning of the mad Overking had saved Ivid from countless threats past, it saved him now from the grave. Secret arrangements, perhaps made with fiends summoned while on the Malachite Throne, resulted in the Overkings revivification. Ivid Vwho had seemed cold and soulless in life-seemed doubly so in death. [Wars - 21]
The supreme irony is that Ivid himself is an animus now. After an assassin's poisoned and enchanted dagger struck him, only this revivification process was able to prevent his death. Still, the process failed in some crucial respect, as Ivid still has the wasting disease he contracted shortly before the wars. The disease appears to be incurable. Ivid the Undying is dying by the day. [Ivid - 5]
The North and South Provinces fully secede from the Great Kingdom. The North Province seceded, and with the aid of humanoids from the Bone March, succeeded in repelling Nyrondese forces in the Flinty Hills. Wisely, the Nyrondese held off from further massed battles, perhaps sensing the imminent collapse of Aerdy. The North Province's secession did indeed trigger the complete disintegration of the Great Kingdom. Animus nobles across the land (and the few still living) withdrew all support and the remnants of their armies from the Overking. The Great Kingdom was no more; a welter of petty states, ruled by disputatious nobles (many of them undead), was all that was left. An empire that had stretched from Perrenland to the Aerdi Sea had been wholly expunged in less than four hundred years. Sic transit gloria mundi (or its Oeridian equivalent): so passes away the glory of the world. [FtAA - 8,9]
Herzog Grenell watched as the once Great Kingdom shrank, its power diminished, its lands divided. He declared himself King of his North Province. He knew his reign would be short is sanctimonious Nyrond had any say in the matter, so he marched his armies north to meet what would surely come.
Grace Grenell, Herzog of the North Province rebelled against his cousin in a desperate attempt to hold his lands against the march of King Archbold. Freed of the mad king, the Herzog and the orcs of the Bone March halted the Nyrondese armies in the rugged Flinty Hills. The Herzog callously sacrificed both human and orcish troops to grind King Archbolds advance to a halt. Though the Nyrondese could advance no further against the combined armies, Archbold, tantalized by the prospect of ultimate victory, refused to break off his assault. [Wars - 21] Grenell was wary. Indeed, he was quite fearful. He did not intend to join the ranks of Ivids most loyal servants. And if he were to be summoned to Rauxes he most certainly would have been. Therefore, he did what most vainglorious despots would do in such circumstances; he too seceded from the Kingdom.
The North Provinces defection from the Great Kingdom unleashed the pent-up fears and ambitions of all nobility in the Great Kingdom, both living and animus. The Herzog of the South, among the first nobles rewarded with death and revivification, reasserted his claim to the South Province. The wave spread outward from there: living nobles turned their fiefs into armed camps and animus lords sought to expand their realms. The Overkings authority collapsed entirely, leaving Ivid with only his personal estates. Thus, the always-fragile Great Kingdom shattered into a hundred petty principalities, dukedoms, baronies, counties, and earldoms. The Aerdi Empire was no more. [Wars - 21]
Grenell found himself in a rather precarious position. Not only did he have to watch his southern border. He had to be mindful of Nyrond and the Barbarians, too. To make matters worse, the Bone March was calling in the debt owed for their helping the now North Kingdom attack Nyrond: "We helped you fight Nyrond, now you help us storm Ratik."
For himself, Grenell doesn't give a fig about Ratik. Unfortunately, no few of his most powerful local rulers care a great deal about Ratikas do many ordinary folk. Many of them share the same Oeridian-Flan racial mix as the men of Ratik, and they admire the rugged bravery of Ratik's warriors in having kept the humanoids at bay for so long. They are opposed to any plan to conquer Ratik, and some of them are ready to go and fight for Ratik should Grenell dare act against that nation. There is another twist to this. The barbarian nations are strongly allied with Ratik. At the present time, their raids are focused on the Sea Barons and they do not often raid most points along the eastern North Province seaboard, save for Bellport. This is because many of the rulers and armies of that eastern seaboard have managed to make a peace of sorts with the fierce Flan barbarians, Prince Elkerst of Atirr being a notable example. Indeed, the barbarians increasingly trade with some North Province coastal towns and villages, and that trade brings much needed wood, furs, and other commodities in short supply in North Province. [Ivid - 44]
There was also the Barbarians to consider. If Grenell attacked Ratik, Barbarian raids would most certainly recommence. His was a precarious balance, as many of the peoples of his northern coast shared familial ties to those Barbarians.
Kaport Bay Kaport Bay is the most rugged of North Province's towns, a whaling station and fishing town of 5,200 souls. Together with its twin satellite villages of Low and High Scarport, this town has a characteristic atmosphere. The people here are hardy men and women with little time for frivolityor outsiders. They term themselves "Kaportlanders" and are proud of this. Flan blood is strong, and the Kaportlanders are no friends of Grenell and his court. Kaport Bay maintains three stout war galleys used to protect its whaling fleet, not least against the attacks of deep-sea kraken in the Solnor Ocean. Barbarians rarely raided here in the past, given their blood ties with the fair-haired Kaportlanders, and they do not do so now. [Ivid - 56] In time, the conflict paused. They had no choice. Coffers were empty. Their armies tired beyond comprehension. The combatants dug in, licked their wounds and waited, glaring across the span at hose who glared back, and slavered, whether they were satisfied with their gains or desirous of taking back what was theirs or not. This is not to say that all was calm. Because the Flanaess was not calm. It seethed.
Nyrond had another threat to contend with: the Bone March humanoids skirmished with Ratik and Nyrond itself. [FtAA - 7] What of the northeast? Tension is high. Violence certain. Nevertheless, for all the conflict west of the Rakers and to the south, the Thellonrian Penisnsula had been left largely unscathed.
Ratik and the Bone March are at each other's throats. [FtAA - 21]
The humanoids of the Bone March still seek to destroy Ratik, the beleaguered gnomes of the Flinty Hills, and any other territory they can advance into; their "alliance" with the North Province has already begun to disintegrate due to the ill-organized and undisciplined nature of these creatures. They have no leader, and are a quarrelsome rabble, but are numerous and hence dangerous. The Euroz tribe of ores (who rub their faces in the ash of burned victims when preparing for battle) are most numerous in Spinecastle, but their dominance may not last very long. They are known to subject human and demihuman (especially prized) captives to unspeakable degradations and tortures. [FtAA - 24]
And the barbarians are a law unto themselves, still raiding Aerdi, still supporting the brave folk of Ratik, still deeply hostile to the poisoned words from Stonefist. [FtAA - 10]
Thus ends the episode of the Greyhawk Wars. Ratik and the Thillonrian Peninsula have weathered the Greyhawk Wars, Ratik far better than the Barbarians did, I image. The Barbarians, especially the Fruztii, and maybe the Cruztii, to a lesser extent, have been in direct contact with the Stonehold. The Stonehold has vastly increased their holdings, at the expense of Tenh.
Even in Peace, treachery reigned:
On the Day of the Great Signing, however, Greyhawk suffered a great treachery: Rary, one of the Circle of Eight, destroyed his companions Tenser and Otiluke in a great magical battle, then fled. Many suspected that the former Archmage of Ket had hoped to hold the ambassadors hostage, perhaps capturing Greyhawk itself in the process. Instead, he and his cohort, Lord Robilar, went to the Bright Desert to form their own kingdom. Fearing further disruptions, the delegates hurriedly signed the Pact of Greyhawk. Ironically, because of the site of the treaty signing, the great conflicts soon became known as the Greyhawk Wars. [LGG - 16]
One must always give credit where credit is due. This History is made possible primarily by the Imaginings of Gary Gygax and his Old Guard, Lenard Lakofka among them, and the new old guards, Carl Sargant, James Ward, Roger E. Moore. And Erik Mona, Gary Holian, Sean Reynolds, Frederick Weining. The list is interminable. Thanks to Steven Wilson for his GREYCHRONDEX and to Keith Horsfield for his Chronological History of Eastern Oerik. Special thanks to Jason Zavoda for his compiled index, Greyhawkania, an invaluable research tool. Primary sources for this history were the DMG 1e, Ivid the Undying, WGR5 Iuz the Evil, WG8 The Fate of Istus, the Greyhawk Adventures hardcover, The World of Greyhawk Folio, and The World of Greyhawk Gold Box, Living Greyhawk Gazetteer, The Living Greyhawk Journals.
The Art: All art is wholly owned by the artists. Black-Legion by dominikmayerWe-die-we-fight-Ms-Orc-14 by bayardwuSources:1015 World of Greyhawk Boxed Set, 19831064 From the Ashes Boxed Set, 19921068 Greyhawk Wars Boxed Set, 19912011A Dungeon Masters Guide, 1st Ed., 19792023 Greyhawk Adventures Hardback, 19889025 World of Greyhawk Folio, 19809253 WG8, Fate of Istus, 19899399 WGR 5, Iuz the Evil, 19939577 The Adventure Begins, 19989578 Players Guide to Greyhawk, 199811742 Gazetteer, 200011743 Living Greyhawk Gazetteer, 2000Ivid the Undying, 1998Dragon MagazineOJ Oerth Journal, appearing on Greyhawk OnlineLGJ et. al.Greychrondex, Wilson, Steven B.Greyhawkania, Jason ZavodaThe map of Anna B. Meyer Posted: 10-26-2021 05:51 am History of the North, Part 9: The Raging Storm
"Our battle is more full of names than yours, Our men more perfect in the use of arms, Our armour as strong, our cause the best; Then reason will our hearts should be as good." Shakespeare, Henry VI, Part II (1597-99), Act IV, sc.1, l.154.
Iuz had rolled across the Far North. Tenh had fallen. Then the Horned Society fell. The Bandit Kingdoms fell or capitulated. The Shield Lands and Furyondy stood against the storm in the west. But not as one. And Nyrond stood vanguard against its raging in the east, enemies to the fore and aft. They gripped their swords and spears, and raised their shields against the coming evil. They did not have to wait for long. Furyondy looked to the north and saw doom as it never had. Fear prevailed among the populace, and faith in the Knights of the Hart, as well. However, faith can only gird the shield. Belvor needed nor than just fear and faith; he needed information, not rumours and hersay , if he were to defend against Iuz and his hordes; so he sent spies into Iuzs empire.
Iuzs assumption of power and armament for war did not pass unnoticed. Furyondys spies headed back to King Belvor IV with word of the swelling humanoid armies. The news could well have been written in the spies blood, though, for most of the human agents were discovered and slain, virtually closing King Belvors eyes and ears. When the few spies did reach him, though, the Furyondy king heeded the fate of Tenh and immediately set to building his defense. The citadels along the Veng River were stocked and garrisoned in expectation of immediate attack. Belvors vassals raised militia and shifted troops to the Veng border. Emissaries rode to the Shield Lands and Veluna to brace them for war. Belvor was determined that Furyondy would not fall. [Wars - 9]
Though ill-prepared, Furyondy was not complacent. King Belvor IV, while raising troops at home, dispatched his most silver-tongued advisors to the southern courts. Ambassadors bore the alarming news to Celene, Bissel, Veluna, the Uleks, andmost important of allKeoland. With impassioned eloquence, the emissaries warned of dire consequences should the northern kingdoms fall. They urged the nations to ally and thus check the tide of evil, finally and forever. Nor were their words in vain: most of the leaders heeded the call, but wondered how little aid they could provide and how long they could delay before sending it. [Wars - 10] The Shield Lands and Furyondy, both, prepared for what must surely come. They ought to have prepared as one, but suspicion will always supplant common sense. Such was the pride of Lord Holmer of the Shield Lands. He was suspicious of Belvor. He thought Belvor intended to annex his little state, the first step to that end sending aid against a threat that had never been much of one in the past. The rabble of the Bandits and the lesser forces of Iuz had never posted a true threat in the past, so why would his Knights of the Shielding need those of the Hart? He would regret his miscalculation.
Furyondy, which had great experience dealing with Iuz and his armies, dispatched emissaries to Admundfort, offering military and financial support for the grand invasion that surely was to come. [LGG - 14]
King Belors emissaries to the Shield Lands met with an icy reception from Lord Holmer, Earl of Walworth and Commander of the Knights of the Holy Shielding. Relations between the two rulers had always been prickly. Though ostensibly allied with Furyondy, the earl long suspected that Belvor intended to annex the Shield Lands. Thus the messengers news of the mustering of Molag struck Lord Holmer as suspicious: he did not entirely dismiss the warning, but suspected King Belvor of overstating the danger. Holmer felt it more perilous to admit powerful knights of Furyondy into his lands to aid in its defense than to face the rabble of the Horned Society with his own knights.
Fearing annexation so soon after reclaiming his damaged homelands, Holmer curtly refused these offers and expelled Belvor's agents from his realm. Within months, Iuz's armies, which had savaged the western Bandit Kingdoms, stood on his eastern border. [LGG - 104]
In the coming of Flocktime, Iuz struck. In the dead of night along the banks of the Veng and Ritensa, the humanoids of the Horned Society launched probing attacks. None made more than small headway against the knights of the Hart and Shielding, but the attacks still achieved their aim. While King Belvor and Lord Holmer peered myopically at their river frontiers, Iuzs true legions marched east, fording the Ritensa north of the Shield Lands and striking into the Bandit Kingdoms. The petty warlords were easily cowed by Iuzs might and, given the number of spies recently executed, the evil lord was confident that Belvor and Holmer were blind to his maneuvers. [Wars - 9]
Outflanked and unable to support resistance on two fronts, the Shield Lands crumpled swiftly. Over 11,000 Shield Landers fell in the invasion, with as many dying in the subsequent occupation. While life under the bandits and Hierarchs had been difficult, at least the rulers had been (in most cases) human. Now, under Iuz, farmers were forced to work for orcs, necromancers, and demons. These creatures knew nothing of mercy, and life in the Shield Lands became that of fearful persistence, of not knowing if the next day would bring death or disfigurement, knowing that it would not bring hope. Except for lone fortified keeps and minor pockets of rural resistance, the whole of the Shield Lands fell to Iuz. A daring defense of Admundfort allowed much of the capital's population to flee via ship to Willip, but the evacuation was not completed. Earl Holmer, ever the noble knight, remained with his homeland, only to be carried off to the dungeons of Dorakaa. [LGG - 104]
Occupied Admundfort was taken by Iuz as the new regional capital, to be administered by a Lesser Boneheart mage, Vayne, and assorted demons. The rest of the country fell to lesser leaders, including several fiends. The fertile lands of the Shield Lands became the breadbasket for Iuz's entire army, much of the physical labor carried out by zombies or humans under the constant threat of murder and subsequent revivification. [LGG - 104,105]
[Furyondy] sought alliance with the Shield Lands to secure itself against the Old One, but stupidly, the pettyminded rulers of the Shield Lands refused, believing this to be a step in a planned annexation by Furyondy. They paid dear for their foolishness. Iuz feinted an attack westward. Meanwhile, his main body of troops struck far to the east and southeast, into both the Bandit Kingdoms and into the Shield Lands, which they flanked to the east from bases in the old lands of the Horned Society. Admundfort and Critwall fell swiftly. Lord Holmer, who had refused a pact with Furyondy, was taken to meet his fate in the dungeons below Dorakaa. [FtAA - 6]
Shield Lands fell swiftly to Iuz as he swept from the west during the Greyhawk Wars. The well-maintained primary roads of the Shield Lands made this conquest easier for the Demipower, if anything. [WGR5 Iuz the Evil - 42]
Lord Holmer learned of Iuzs flanking march only after the humanoid hordes had breached the eastern border. Raging like a grass fire across the open fields of the Shield Lands, they drove on Critwall. When this dark report reached Lord Holmer, he pulled all but a screen of knights from the King Belvors emissaries to the Shield Lands river frontiers and personally fought his way back toward the undefended capital, Admund-fort. More than half of the knights fell in the drive toward the island, but those who reached the Nyr Dyv set fire to as many vessels as they could, then sailed across the channel to the capital. Ragged and weary, the remaining knights could not hold the capital before the onslaught of humanoids, though they came across in dories and trawlers. Admundfort and Critwall fell, and so too did Lord Holmer, borne away in clawed hands to the dungeons beneath Dorakaa. [Wars - 9,10] Furyondy prevailed where the Shield Landers failed. As Holmers forces reeled under the onslaught, Belvor ordered his armies forward into the Shield Lands, where they met stiff resistance. Had he not drawn forces from the Vesve, and had the retreating Shield Landers not joined him, he may not have carried the day.
The fall of the Shield Lands left Furyondys eastern flank exposed, a threat King Belvor moved quickly to block. Lords scoured the countryside, raising vast militias to complement the thin ranks of the Order of the Hart and troops were hurriedly transferred from the Vesve Forest frontier. The newly raised troops and reinforcements confronted the advancing humanoids at the Battle of Critwall Bridge, dealing Iuzs forces a severe blow. The armies of Furyondy repelled the humanoids and held the Veng River line against further advance. [Wars - 10]
Iuz was not finished, though. The conquest of the Horned Society and the Bandit Kingdoms was not enough. Neither was the sacking of the Shield Lands. Iuz had his sights set on the greener pastures of Furyondy. Iuz had his sights set on the whole of the south. He pressed on and lay siege to Chendl.
Iuz had no intention of letting his string of victories end, however. Using loot captured in the Shield Lands, Iuz hired humanoid mercenaries in the Vesve Forest. The mercenary army descended from the Vesve, overrunning the frontier guard of Furyondy and capturing Crockport. Furyondys capital, Chendl, lay open and unguarded across the belly of the land. But for a hasty confederation of Highfolk and knights, Chendl would have fallen by the next dusk. The ragged force of Highfolk and knights refused to grant the orcs an open fight, harrying them instead. Though the orcs advance continued, it slowed sufficiently for the defenders of Chendl to prepare. By the month of Reaping, however, Chendl lay surrounded. [Wars - 10] Furyondian forces fell back to the capital, surrounding it, stopping the Orcish advance into Fairwain Province.
The knights had managed to stop the orcish advance into Fainvain and the humanoids could do little more than surround Chendl. The Horned Societys incursions across the Veng occurred less often and grew less concerted. Best of all, the Canon of Veluna sent word that his forces were hurrying to Furyondys side. The news from Nyrond, too-though not the best-at least indicated that the Fists were contained. After considering these encouraging matters, King Belvor rallied his spirit and returned to the fight. [Wars - 11] Belvor would not see his capital razed to the ground. Neither would he allow those brave souls defending it sell their souls for naught. He attacked, breaking the orcish ranks, ending the Siege of Chendl.
Furyondy s first taskmore political than strategicwas to sunder the siege of Chendl. Gambling on the chaotic nature of the tribes surrounding the city, Belvor left most of his strength on the Veng border and personally led a picked command of elite units against the siege force. Belvors knights were severely outnumbered, but by strategic cunning and sorcerers aid, they gained the upper hand. The knights sliced through the humanoid lines and pinned the besiegers to the city walls. In short time, the fields around Chendl became a smoldering graveyard of goblinkind and the way to Chendl was open once more. By this time both Iuz and Furyondy were stretched to their limits. The furious pace of the war had exhausted their reserves of trained manpower and supplies. Through the months of Patchwall, Readyreat, and Sun-sebb, both nations scrambled to reprovision their forces. [Wars - 11]
Archbold of Nyrond was as hard pressed in the east. The Fists had sundered Tenh, and were raiding Nyrond with impunity. He raised what forces he had at his disposal, mindful of what would happen were he to leave his border with the Great Kingdom undefended, and marched against the Fists occupying the Nutherwood and Phostwood.
Meanwhile in the east, Archbold III of Nyrond finally rallied himself from the shock of tenths defeat. Smarting from accusations that he had allowed the troublesome dukedom to collapse, King Archbold decided to undeniably prove his support for his former colonies. Armed with reports that the Fists were mercilessly pillaging the fallen duchy, Archbold marched north into the Nutherwood. Elven contingents in his army allowed him to easily infiltrate the Phostwood and overwhelm the few Fists posted there. Without further warning, the Nyrondese burst from the forest. Unlike the Tenhas though, the Fists did not simply crumble: Archbold found himself facing a determined foe. Angered at the surprise attack, Sevvord executed a few lackluster commanders as examples to the others, then sacrificed Fists to delay the advance as he mustered his forces outside the village of Ternsmay. Though outnumbered, Sevvord held the advantageous ground. In the ensuing battle, neither side could gain the upper hand. After fighting well into the night, the Fists withdrew farther and fortified their position. Though Archbold had emerged victorious, the victory was bitter, for he could risk no further advance into Tenh. He had, however, forced Redbeard into a defensive stance as well. The battle ended in stalemate and the armies spent the next tedious weeks watching their enemies across a mile-wide no mans land. [Wars - 10]
By 583, however, war would return to haunt Nyrond. Confident that a personal victory over untrained barbarians would do much to bolster his flagging popularity in Nyrond's northern regions, Archbold led a huge army through the Nutherwood, hoping to strike a telling blow against the 'Fists inhabiting Tenh. Fighting lasted for an entire day. The barbarians fell back to more heavily fortified lands, but the cost to Nyrond was great. More than three thousand soldiers fell before nightfall, and Archbold himself suffered grievous wounds, not least of which to his pride. He had gambled Nyrondal cavalry against the hordes of Sevvord Redbeard and won, but it did not seem like a victory. [LGG - 78] The Story Reuven of the Rhennee
Reuven learned the ways of the forest in the distant Adri, saw combat in Nyrond during the Creyhawk Wars, and picked up a host of thiefly skills in the decrepit city of Seltaren, in the Duchy of Urnst. [RPGA Fright at Tristor - 3]
584-585 CY The orcs of the Bone March sought to crush Ratik, but the defenses of the Kalmar Pass and the walls of Ratikhill had defeated them time and again. So to the Dwarves of the Rakers, and the Gnomes of the Loft Hills. As had the Loftwoods. They could not raze the mountains or the hills, but trees could burn.
The site of a great Ratikkan victory over Bone March orcs (578 CY), the wood was partly despoiled by nonhumans setting fires (584585 CY). It is once again a battleground between Ratik in the north and orcs and gnolls in the south. [LGG - 141] Dangerous times make for strange bedfellows. The enemy of my enemy, and all that. Thus, the Bandit chieftan, Hendrick, did what he never would have done in times of peace. He allied with the wood elves near Fleischriver to battle forces of Iuz. One could not be free of such evil if one were dead, he reasoned.
Skannar Hendricks, a powerful chieftain of the Reyhu group of bandits, is a lot smarter than most. Fleeing from Iuz, attacked by a band of 200 Dazark encountered on the first day in the forest, his men then took something of a drubbing from the eastern wood elves, though they managed to slay a powerful fighter/mage. He decided that he really needed some allies. The wood elves didn't seem to want to simply murder the bandits wholesale, so Hendricks talked peace with them. Incredibly, this alliance has worked. Hendricks' men include fewer evil, and more neutrally aligned men than most bandit gangs. Likewise the elves have many neutrals. There was some room for understanding, since both hated Iuz and his ores. So, the wood elves have allowed Hendricks' men to build a couple of strongholds in the Fellreev and after a joint battle against a large force from Fleichshriver in Patchwall, 584 CY, some kind of friendship has been cemented. [WGR5 - 56]
Despite Hendricks partisan tactics, Iuz held the Bandit Kingdoms well in hand. He could have slaughtered the populace. He could have let his hordes loose to do what they would; but he had plans. He needed to consolidate his lands if he were to conquer further; to do so required wealth. Wealth and food, and trade. And governance. How else would he subjugate the weak? Rookroost, Riftcrag, and Stoink were made regional capitals to do just that.
In the Bandit Kingdoms, the towns of Hallorn, Riftcrag, Rookroost, and Stoink are regional capitals. Hallorn rules the western Bandit Kingdoms, Riftcrag the Rift and Rift Barrens, Rookroost the region between the Rift and the Bluff Hills, and Stoink the southeastern Bandit Kingdoms. [LGG - 60]
Iuz could not be everywhere, and so he could not control all of his vassals all of the time. Sometimes they went rogue, dispensing murder and mayhem without his sanction. Did this bother Iuz? Not particularly, not if their actions spread, for terror is a weapon, and so long as that terror furthered his ends, he was pleased with what it wrought.
In late 584 CY, when the Pact of Greyhawk had been drafted and the war was ended but for skirmishing in the far-distant lands of the Pomarj, Ratik, and the margins of the Lost Lands, the priest Bernel of Hallorn commanded a gathering of bandit forces drawn from these western lands at what is now called Steelbone Meadows. Bernel was certainly paranoid, possibly completely insane. Ten thousand bandits gathered to celebrate the war's end, expecting to be given instructions for the new campaigns of pillage they looked forward to after the winter. As most of them slept in their huge tented campsite, Bernel, who believed that the bandit leaders intended to turn against Iuz and reclaim their lands from Iuz's control, had over half of them slaughtered by fiends, ore assassins, and lethal magic. The survivors fled in all directions. They currently eke out a perilous living in these infertile, poor plains lands. Unfortunately, the survivors own chaotic evil disposition prevented them from allying against their oppressor. Many of them turned on each other, claiming that the other had co-operated with Bernel, betraying his fellows to ensure his own survival. Thus, the roaming bandit gangs are as likely to attack and kill each other as they are to strike against Iuz's forces, who rarely patrol these lands any more. Bernel was swiftly replaced by Iuz and is now a prisoner in Dorakaa's dungeons. The new commander at Hallorn has suffered a strange fate of his own. Perhaps the dying curses of the men slain at Steelbone Meadows have affected one victim, at least. [WGR5 - 49]
In late 584 CY, news from Greyhawk declared an official end to the war, and many warriors gathered in northeast Wormhall to confer with their leaders regarding plans for next year's summer raiding season. After many nights of drunken Brewfest revelry, more than ten thousand bandit men from Abbarra, Freehold, Midlands, Warfields and Wormhall were attacked as they slept by a treacherous (and probably mad) cleric of Iuz, using magic, assassins, and demonic servants. About half of these men escaped, most badly wounded, and fled overland to refuge in Greenkeep, Tangles, or the Rift. All nurse a grim hatred for Iuz and his forces in their homeland. The abandoned campsite, now known as Steelbone Meadows, is overgrown today, with rotting tents, rusted weapons, and scattered bones forming a grim, open graveyard. Though it is likely the massacre went against the wishes of Iuz (who had the mad cleric carried off to an unknown fate), it nonetheless offers a stern warning to those who wish to throw off the puppet rulers installed by the Old One. [LGG - 31]
What remains of the Bandit Kingdoms?
Abbarra: [Some] assassins survived (perhaps organized by their former leader, the ruthless Kor (NE male human Asn12) and now prey on Iuz's rare patrols in this area. These "terrorists" strike from hidden bases and live off the land. Abbarra is technically governed from Hallorn, but it is generally ignored by the empire. [LGG - 25]
Artonsamay, Duchy of the: Rumored to have been ruled by a puissant noble adventurer of Urnst's Gellor dynasty, Artonsamay was a favorite haunt of thrill-seekers and lawless folk lacking an evil or sadistic bent. None of this, however, served to aid the duchy when Iuz's forces invaded in 583; the realm's castle "capital" was destroyed, and most of the land's residents fled to the County of Urnst, Stoink, or the Rift. Great magic was employed in the battle, and Artonsamay is now mostly uninhabited wilderness (much of it barren) with poor hunting, governed from Stoink. Many, including Countess Belissica, believe that Duke Gellor [
] is dead, though the folk of Stoink whisper that no less than Iuz's high priestess, Halga, was seen there, tracking a man bearing an all-too-familiar appearance. [LGG - 26]
Dimre, Grand Theocracy of: Dimre is technically governed from Stoink, though it is autonomous in reality. Dimre's clergy preaches that to understand the glory of Light, one must first walk hand-in-hand with Darkness. Its army keeps watch on all borders, allowing none but the faithful to pass into their sacred land. [LGG - 26]
Fellands: The bulk of the bandits working with [Xavendra, an oddly refined and graceful cleric of Iuz] have turned to dark religion and evil debauchery. Xavendra has a well-known distaste for orcs, and some suspect she may make a play for independence (despite being a cleric of the demigod) should Iuz's full attention fall elsewhere. [LGG - 26]
Freehold, Mighty: The Freehold keep itself was altered in the early months of Iuz's occupation, becoming the grisly castle known as Fleichshriver. Remolded by fiendish hands, the citadel is an imposing reminder of the evil, otherworldly forces that once infested the local countryside. Though passers-by no longer need fear the claw and tooth of marauding demons, strange, haunting screams can still be heard from the seemingly abandoned keep; locals give it a wide berth. Iuz's archmage Null [
] of the Greater Boneheart, was known to come here in the past and might do so still. [LGG - 26]
Defenders of Greenkeep: Greenkeepers escaped the massacre at Steelbone Meadows and withdrew into their corner of the Fellreev. They suffered much from raids by wizards, clerics, and orcs under Iuz, but some hang on, helping and helped by the Reyhu-elf alliance across the river. They avoid the plains to the south. [LGG - 26]
Grosskopf, Grand Clans of: Many Grosskopf raiders with cavalry skills elected to take Iuz's suggestion that they relocate to the Barrens to fight the Rovers, with whom Grosskopf had clashed for many decades. The raiders live now at the Barrens' regional capital, Grossfort, forming the basis of a sizable army known as the Marauders of the North. Other Grosskopf troops work with allied orcs and goblins at Senningford and Narleon, fighting Stonehold skirmishers and supplying Iuz's troops in Tenh. Grosskopf and Fellands are both now controlled from the regional capital at Rookroost. [LGG - 27]
Johrase, Kingdom of: Kinemeet is now primarily an orcish city, its forces charged with controlling the plains for 100 miles or more in all directions. The commander here, usually a gigantic orc or intelligent ogre warrior, reports to either Rookroost or Riftcrag, depending on whim. The commander is replaced about once a year, however, thanks to duels for leadership. The orcs here are warlike in the extreme but loyal to Iuz, despite the fact that they frequently use Johrase shields and flags along with those of the Old One. [LGG - 27]
Midlands, Stronghold of the: Most surviving forces were destroyed at Steelbone Meadows, and the temple has been razed. The region is now under the control of Kinemeet's orcs, who usually answer to Graf Demmel Tadurinal [a cleric of Iuz], a toadying [sycophant] stationed in Rookroost. The graf also handles patrols along the Artonsamay. [LGG - 27]
Redhand, Principality of: Now that most of the Old One's demonic officers are gone from the land, many believe Zeech and his men are set for a rebellion. Word of this surely has reached Dorakaa, and all eyes watch the debased prince with grotesque curiosity, guessing at his fate should he defy Iuz. Zeech would get no help elsewhere, as he is greatly hated in Urnst and Furyondy. [LGG - 27]
Reyhu, Great Lands of: The old Reyhu region is administered by a quartet of clerics of Iuz in Balmund, who in turn report to either Riftcrag or Stoink (their orders are often confused on this point). Their incompetence does not eliminate the fact that the countryside literally crawls with orcs and their allies, and hence is well defended, if only by the sheer number of defenders. Reyhu's celebrated fields lay fallow, its crucial resource completely ignored and turning into wilderness. [LGG - 29]
Rift, Men of the: Rift folk are mostly as chaotic and evil as the nonhumans, but they are clever and skilled at mountaineering and trap-setting. Many thieves and berserkers are among the warriors here, and Erythnul worship is widespread. Iuz's agents inhabiting Riftcrag made it a regional capital in 584. They keep watch over the canyon from the city and from the Leering Keeps, five citadels perched on the northern edge and eastern end of the enormous chasm. Led by Cranzer [
] a powerful member of Iuz's Lesser Boneheart, these forces patrol the Rift, attempting to contain the plar's growing army while continuously assaulting the Tangles with axe and fire. The Rift holds mines that provide the region's best silver veins. Of late, Cranzer has made deals with the Rift bandits in order to make the regular silver shipments personally demanded by Iuz. [LGG - 29]
Rookroost, Free City of: Rookroost now governs all plains, forests, and hills between Cold Run and the Zumker River, all Iuzite forces in Tenh, and the plains across the Artonsamay south to the Rift Barrens. [LGG - 29]
Stoink, Free City-State of: Currently ruled by the fearless and grossly overweight Boss Renfus the Mottled [
]. Stoink sponsors brigand raids into northern Nyrond, and its forces loot the supply trains of the army of Tenha expatriates attempting to retake their homeland under Duke Ehyeh III. Cross-river raids between Stoink and the Urnst fortress Ventnor are increasing, but they have not yet invited an invasion by the County of Urnst north of the Artonsamay. The northern border with Dimre is stoutly defended to prevent raiding by overzealous minor priests. [LGG - 30] Earldom of the Tangles: Iuz rules this area from the small town of Hallorn, the earldom's former capital and now one of Iuz's regional capitals. Hallorn was once a grim place filled with little more than zombies, thanks to an insane priest of Iuz and his numerous demonic allies. [LGG - 30]
Warfields, Unified Bands of the: Warfields is much less a center of military activity these days, consisting mostly of wilderness and ruined towns. Administered from the regional capital at Hallorn, the land is rife with hobgoblins, and few humans remain. The hobgoblins send many of their number south to fight returning Shield Landers at Critwall. The former Guardian General, an imposing warrior called Hok [
], has not been heard from in over five years. [LGG - 30]
Wormhall: No one knows the true faces of the lords of Wormhall. Rumors suggest they are ordinary humans, fiends, reanimated lords of old, or worse. The structure and province are named for the tenebrous worms that literally crawl on the walls of the Wormhall, a revolting feature that has led many to suggest magic created by the infamous arch-cleric Kyuss is somehow involved in the affairs of the land. [LGG - 31]
584 CY Ket had long coveted the arable lands east of the Bramblewood, and had fought more than one Short War with Veluna and Furyondy and Keoland to gain a foothold there. Iuz had whispered in their ear. Now is your chance, he said. Strike while your enemies are in the North. Ket listened, and sent its forces into Bissel. In Goodmonth 584 CY, Ketite cavalry attacked Bissel's watchtowers along the Fals River at the northern end of Bramblewood Gap. Without many of the mercenaries within its Border Companies, who had traveled south and east to battle the Pomarj and Iuz, Bissel fell by mid-Harvester. Ket, encouraged by the Old One, forced Bissel's surrender after the fall of Thornward. The archfiend and the westerners had hoped to use the old margrave, Walgar, a ranger of some renown, as a puppet, but pride would not allow it. After giving up his lands, the aged ruler committed ritual suicide. Graf Imran Tendulkar, a Baklunish religious warrior, took a soft hand to rulership as Walgar's replacement. He and his men attempted (often in vain) to convert the Bisselites to western religions, all the while waiting patiently for the land to accept its new governors. Other nations, understanding Bissel's strategic importance, attempted to break Ket's hold. In a succession of battles, Veluna drove invading forces from the neck of the Fals River Pass and Highfolk gnomes defeated Ketite forces in the Northern Lorridges. Further advances into the nation were halted by Ketite horsemen, often with assistance from the remnants of Bissel's disbanded Border Companies, now bankrolled by western interests. [LGG - 33] The Great Kingdom desired the return of those provinces that had ceded from its oversight. Nyrond had begun the tide of defection. Nyrond was also the most powerful of all those who would defected. Should Nyrond fall, the rest would bend the knee once again, either by choice or by the sword. And so Ivid attacked Nyrond.
The reports of war, blood, and great conquests being made by the hated barbarians and barely-civilized Fists of the North excited and enraged the overking. Egged on by the priesthood of Hextor, Ivid entered the fray by storming into Nyrond and its ally Almor. [Ivid - 4,5] But Ivid was defeated.
It is a tribute to Ivid's incompetence that a nation with the vast armies and resources that the Great Kingdom had was fought to a standstill by much smaller Nyrond. For all the excellence of the Nyrondese armies, and their superb morale and training, Ivid should have been able to crush them. [Ivid - 5] Ivid was livid! Lack of dedication conducts a pogrom, executing servants, sages, and surfs; he executes his generals and nobles, transforming them into undead.
Ivid personally assumed complete command of all the armies of the Great Kingdom, despite the counsel of his best advisors. Ivid did not just overrule or even sack his generals: he executed them, sparing only his favorites. [Wars - 20]
Finally, Ivid V decided to create utterly loyal servitors among his generals and nobles. He expediently had them murdered and raised in unique undead forms; each was revived as an animus, an undead being possessing all the skills and talents of the former living person. With the logic of the terminally deranged, Ivid came to see this revivification as a reward for his favored courtiers. [FtAA - 8]
[Ivid] became utterly obsessed about such [disloyalty and betrayal] and ordered appalling reprisals, verging on genocide, against the people of those lands. He saw it as punishment for treachery in not dealing with such affronts to His Imperial Majesty. Convinced of treachery among his nobles, he invoked a unique new form of ensuring their obedience. With Hextor's priests and the aid of fiends, he had the nobles slain and brought back to unlife as powerful undead creaturesanimuses. He thought that by eliminating their human weaknesses and he could be certain of the loyalty of wholly acquiescent zombie-leigemen. What he actually had, however, was a large number of very powerful and embittered monsters who retreated to their own lands and simply defied him. In response, Ivid began executing as many traitors (the vast majority of them imagined traitors) as he could get his once-elite Companion Guard to lay their hands on. Rauxes was awash with blood; by the end of the wars, its population was barely above half its pre-war total. [Ivid - 5] One must strike while the iron is hot. Ivid had taken control of the Aerdian armies, much to the dismay of those generals still untouched by his hellish desire. The Great Kingdom was in disarray, its parts shattered as its herzogs and governors sought to salvage what they might.
Hearing of massacres in Ivids lands, King Archbold in Nyrond counterattacked the Army of the North between Womtham and Innspa. Though Ivids animus generals fought wellbeing themselves unafraid of deaththe chaotic heartlands of the Great Kingdom offered no support to the Northern Army. [Wars - 21] Almor was not so lucky as Nyrond. [It] was invaded by Ivid in 584 CY and its old capital, Chathold, utterly decimated by the Overking's mages and priests. The animus Duke Szeffrin now rules half of the old Almorian lands, and this creature, formerly a greatly favored general in Ivid's armies, is reputedly one of the cruellest of the animus nobles now holding sway over so much of Aerdy. [FtAA - 27]
Nyrond, for all its honour and decency, understood when a rabid dog needed to be put down. They took measures for the greater good, as even the most forthright must in such times. The crisis reached its climax during the Richfest celebrations of that year. An assassin emerged from the thronging crowds and struck Ivid a mortal blow with a poisoned dagger. When news spread of Ivids death, the gloom over the land lifted. The nobles stoked the fires of celebration, joyously preparing for the power struggle to come. [Wars - 21]
The Great Kingdom was spared that turmoil, however, by an even greater one. Just as the cunning of the mad Overking had saved Ivid from countless threats past, it saved him now from the grave. Secret arrangements, perhaps made with fiends summoned while on the Malachite Throne, resulted in the Overkings revivification. Ivid Vwho had seemed cold and soulless in life-seemed doubly so in death. [Wars - 21]
The supreme irony is that Ivid himself is an animus now. After an assassin's poisoned and enchanted dagger struck him, only this revivification process was able to prevent his death. Still, the process failed in some crucial respect, as Ivid still has the wasting disease he contracted shortly before the wars. The disease appears to be incurable. Ivid the Undying is dying by the day. [Ivid - 5]
The North and South Provinces fully secede from the Great Kingdom. The North Province seceded, and with the aid of humanoids from the Bone March, succeeded in repelling Nyrondese forces in the Flinty Hills. Wisely, the Nyrondese held off from further massed battles, perhaps sensing the imminent collapse of Aerdy. The North Province's secession did indeed trigger the complete disintegration of the Great Kingdom. Animus nobles across the land (and the few still living) withdrew all support and the remnants of their armies from the Overking. The Great Kingdom was no more; a welter of petty states, ruled by disputatious nobles (many of them undead), was all that was left. An empire that had stretched from Perrenland to the Aerdi Sea had been wholly expunged in less than four hundred years. Sic transit gloria mundi (or its Oeridian equivalent): so passes away the glory of the world. [FtAA - 8,9]
Herzog Grenell watched as the once Great Kingdom shrank, its power diminished, its lands divided. He declared himself King of his North Province. He knew his reign would be short is sanctimonious Nyrond had any say in the matter, so he marched his armies north to meet what would surely come.
Grace Grenell, Herzog of the North Province rebelled against his cousin in a desperate attempt to hold his lands against the march of King Archbold. Freed of the mad king, the Herzog and the orcs of the Bone March halted the Nyrondese armies in the rugged Flinty Hills. The Herzog callously sacrificed both human and orcish troops to grind King Archbolds advance to a halt. Though the Nyrondese could advance no further against the combined armies, Archbold, tantalized by the prospect of ultimate victory, refused to break off his assault. [Wars - 21] Grenell was wary. Indeed, he was quite fearful. He did not intend to join the ranks of Ivids most loyal servants. And if he were to be summoned to Rauxes he most certainly would have been. Therefore, he did what most vainglorious despots would do in such circumstances; he too seceded from the Kingdom.
The North Provinces defection from the Great Kingdom unleashed the pent-up fears and ambitions of all nobility in the Great Kingdom, both living and animus. The Herzog of the South, among the first nobles rewarded with death and revivification, reasserted his claim to the South Province. The wave spread outward from there: living nobles turned their fiefs into armed camps and animus lords sought to expand their realms. The Overkings authority collapsed entirely, leaving Ivid with only his personal estates. Thus, the always-fragile Great Kingdom shattered into a hundred petty principalities, dukedoms, baronies, counties, and earldoms. The Aerdi Empire was no more. [Wars - 21]
Grenell found himself in a rather precarious position. Not only did he have to watch his southern border. He had to be mindful of Nyrond and the Barbarians, too. To make matters worse, the Bone March was calling in the debt owed for their helping the now North Kingdom attack Nyrond: "We helped you fight Nyrond, now you help us storm Ratik."
For himself, Grenell doesn't give a fig about Ratik. Unfortunately, no few of his most powerful local rulers care a great deal about Ratikas do many ordinary folk. Many of them share the same Oeridian-Flan racial mix as the men of Ratik, and they admire the rugged bravery of Ratik's warriors in having kept the humanoids at bay for so long. They are opposed to any plan to conquer Ratik, and some of them are ready to go and fight for Ratik should Grenell dare act against that nation. There is another twist to this. The barbarian nations are strongly allied with Ratik. At the present time, their raids are focused on the Sea Barons and they do not often raid most points along the eastern North Province seaboard, save for Bellport. This is because many of the rulers and armies of that eastern seaboard have managed to make a peace of sorts with the fierce Flan barbarians, Prince Elkerst of Atirr being a notable example. Indeed, the barbarians increasingly trade with some North Province coastal towns and villages, and that trade brings much needed wood, furs, and other commodities in short supply in North Province. [Ivid - 44]
There was also the Barbarians to consider. If Grenell attacked Ratik, Barbarian raids would most certainly recommence. His was a precarious balance, as many of the peoples of his northern coast shared familial ties to those Barbarians.
Kaport Bay Kaport Bay is the most rugged of North Province's towns, a whaling station and fishing town of 5,200 souls. Together with its twin satellite villages of Low and High Scarport, this town has a characteristic atmosphere. The people here are hardy men and women with little time for frivolityor outsiders. They term themselves "Kaportlanders" and are proud of this. Flan blood is strong, and the Kaportlanders are no friends of Grenell and his court. Kaport Bay maintains three stout war galleys used to protect its whaling fleet, not least against the attacks of deep-sea kraken in the Solnor Ocean. Barbarians rarely raided here in the past, given their blood ties with the fair-haired Kaportlanders, and they do not do so now. [Ivid - 56] In time, the conflict paused. They had no choice. Coffers were empty. Their armies tired beyond comprehension. The combatants dug in, licked their wounds and waited, glaring across the span at hose who glared back, and slavered, whether they were satisfied with their gains or desirous of taking back what was theirs or not. This is not to say that all was calm. Because the Flanaess was not calm. It seethed.
Nyrond had another threat to contend with: the Bone March humanoids skirmished with Ratik and Nyrond itself. [FtAA - 7] What of the northeast? Tension is high. Violence certain. Nevertheless, for all the conflict west of the Rakers and to the south, the Thellonrian Penisnsula had been left largely unscathed.
Ratik and the Bone March are at each other's throats. [FtAA - 21]
The humanoids of the Bone March still seek to destroy Ratik, the beleaguered gnomes of the Flinty Hills, and any other territory they can advance into; their "alliance" with the North Province has already begun to disintegrate due to the ill-organized and undisciplined nature of these creatures. They have no leader, and are a quarrelsome rabble, but are numerous and hence dangerous. The Euroz tribe of ores (who rub their faces in the ash of burned victims when preparing for battle) are most numerous in Spinecastle, but their dominance may not last very long. They are known to subject human and demihuman (especially prized) captives to unspeakable degradations and tortures. [FtAA - 24]
And the barbarians are a law unto themselves, still raiding Aerdi, still supporting the brave folk of Ratik, still deeply hostile to the poisoned words from Stonefist. [FtAA - 10]
Thus ends the episode of the Greyhawk Wars. Ratik and the Thillonrian Peninsula have weathered the Greyhawk Wars, Ratik far better than the Barbarians did, I image. The Barbarians, especially the Fruztii, and maybe the Cruztii, to a lesser extent, have been in direct contact with the Stonehold. The Stonehold has vastly increased their holdings, at the expense of Tenh.
Even in Peace, treachery reigned:
On the Day of the Great Signing, however, Greyhawk suffered a great treachery: Rary, one of the Circle of Eight, destroyed his companions Tenser and Otiluke in a great magical battle, then fled. Many suspected that the former Archmage of Ket had hoped to hold the ambassadors hostage, perhaps capturing Greyhawk itself in the process. Instead, he and his cohort, Lord Robilar, went to the Bright Desert to form their own kingdom. Fearing further disruptions, the delegates hurriedly signed the Pact of Greyhawk. Ironically, because of the site of the treaty signing, the great conflicts soon became known as the Greyhawk Wars. [LGG - 16]
One must always give credit where credit is due. This History is made possible primarily by the Imaginings of Gary Gygax and his Old Guard, Lenard Lakofka among them, and the new old guards, Carl Sargant, James Ward, Roger E. Moore. And Erik Mona, Gary Holian, Sean Reynolds, Frederick Weining. The list is interminable. Thanks to Steven Wilson for his GREYCHRONDEX and to Keith Horsfield for his Chronological History of Eastern Oerik. Special thanks to Jason Zavoda for his compiled index, Greyhawkania, an invaluable research tool. Primary sources for this history were the DMG 1e, Ivid the Undying, WGR5 Iuz the Evil, WG8 The Fate of Istus, the Greyhawk Adventures hardcover, The World of Greyhawk Folio, and The World of Greyhawk Gold Box, Living Greyhawk Gazetteer, The Living Greyhawk Journals.
The Art: All art is wholly owned by the artists. Black-Legion by dominikmayerWe-die-we-fight-Ms-Orc-14 by bayardwuSources:1015 World of Greyhawk Boxed Set, 19831064 From the Ashes Boxed Set, 19921068 Greyhawk Wars Boxed Set, 19912011A Dungeon Masters Guide, 1st Ed., 19792023 Greyhawk Adventures Hardback, 19889025 World of Greyhawk Folio, 19809253 WG8, Fate of Istus, 19899399 WGR 5, Iuz the Evil, 19939577 The Adventure Begins, 19989578 Players Guide to Greyhawk, 199811742 Gazetteer, 200011743 Living Greyhawk Gazetteer, 2000Ivid the Undying, 1998Dragon MagazineOJ Oerth Journal, appearing on Greyhawk OnlineLGJ et. al.Greychrondex, Wilson, Steven B.Greyhawkania, Jason ZavodaThe map of Anna B. Meyer Posted: 10-26-2021 05:51 am NPC - Eydis Paladin of Ve
NPC - Eydis Paladin of Ve
Ve is the patron god of the Schnai. His brothers Veli and Votan are respected as are the other gods and goddesses in the pantheon of the Manskr (those people called Suel Babarians by outsiders).
It is Ve who dispells the darkness and ends the long night. He who kindles the fire. His home is the sun and his armor is golden. Those who serve him, his priests and paladins wear enchanted discs of gold upon their armor granting the various protections.
Eydis is one of Ve's favored champions. She bears several disks of power and an enchanted sword that burns with the fury of Ve. When she was a child she was given to the order of Ve and raised to be a warrior-priest but so great was here strength and piety that she became one of Ve's holy champions. Posted: 10-25-2021 04:54 pm Temple of Nerull - Rel Astra - The Three Faces of Death
Temple of Nerull - Rel Astra - The Three Faces of Death
The most well-known of Nerull's temples is in or mainly, beneath, the city of Rel Astra. Beyond the great three-headed statue to the deity is a winding stair that leads not to the UnderOerth but down to the dark plane of death controlled by Nerull.
The statue shows three faces of death. The right side is murder, the left darkness and the central head stares out from the Abyss. The hands of the statue are bathed in the blood of sacrifices to the dark god and his worshipers bathe their hands in the collecting pools beneath.
A greater temple to Nerull is said to exist but one that is hidden and known only to the highest members of his clergy. Posted: 10-25-2021 04:01 pm NPC - Andrais of Thornward and Serjeant Miklos
NPC - Andrais of Thornward and Serjeant Miklos Andrais is a Squire-Protector of Thornward in Bissel. Serjeant Miklos is his friend and chief Armsman. The two were born in an estate nestled among the lower mountain reaches near the city. They have known constant warfare due to the ceaseless border disputes and raids between Bissel and Ket as well as the threat from monstrous tribes that raid down from the mountains or up from the underdark. Bandits, rogue mercenaries and highwaymen are also a continual threat as the wealth of nations passes from east to west, west to east in this vital trade route between Baklunish west and the Flanaess. Posted: 10-24-2021 04:25 pm NPC - Rary
NPC - Rary
The stories told of Rary of Ket, once of the Circle of Eight, are lies. Half-Baklunish, Half-Keolander, Rary was raised in the mercenary camps of Lopolla. His father was an officer in the Keolandish White Lions, his mother a dancing girl of the Dar Peshdwar. Here Rary learned shield and sword, lance and saber, here also the Keolandish mage, Dee of Dunwich, introduced him to the arcane mysteries. Rary served his apprenticeship to the White Lions, but something of his mother's people called to him and he found himself a wanderer searching the ancient sand-swallowed cities of Zeif. It is said he journeyed further west to the lands of Sa'han, Behow and Chomur before returning once more to the east. Somewhere he encountered the mage Tenser, was introduced to Bigby, the leader of the Eight and joined their ranks. Rary was no traitor but his parting from the Circle was acrimonious and the lies and rumors of his leaving mark him darkly. It is said he can be found in the Bright Desert within a tower whose height cannot be measured, whose floors are hidden, that appear and disappear and a spiral stair that has no end, disappearing it the vast sky and descending to the heart of the Oerth. Few come looking for Rary and fewer still return. His legend is perilous as is his existence. True that wild Paynim serve Rary but it is the wilds of the Bright Desert and the unnatural beasts therein which are the true danger. Posted: 10-24-2021 04:02 pm Blackmoor Land of a Thousand Witches - NPC Maarika the Fallen Sister
Blackmoor Land of a Thousand Witches - NPC Maarika the Fallen Sister
Once one of the most powerful witches in Blackmoor and a leader among the Sisterhood Maarika crossed the passage torn through the barrier between the world of the Grey and our own. In the battle against the terror that afflicts Blackmoor she fell and was thought slain, but her body was never found.
Now she was somehow returned to Oerth, but her mind is twisted, her form ravaged by some disease that exudes darkness, and her power turned to evil. Whether she is a servant of the Grey or just driven mad by her wounds and time in the Grey's foul realm is unknown.
Some of the Sisterhood have confronted her only to be injured or slain. A force was sent against her and she had fled to the Land of Black Ice. Will she return? The Sisterhood would have her hunted down and have turned to adventurers who would do the task for coin as their own strength is stretched thin defending the land of Blackmoor. Posted: 10-24-2021 10:00 am History of the North, Part 8: The Storm to End All Storms "Your breath first kindled the coal of wars And brought in matter that should feed this fire; And now 'tis far too huge to be blown out With that same weak wind which enkindled it." Shakespeare, King John (1598) Act V, sc.2, l.83.
Salvation can come from the most unexpected quarters. Iuz had saved the Flanaess for his own purposes, to be sure; but save it, he did. At a cost. He and Vecna had been hurled into the nether planes, tearing at one another like rabid animals manic from the smell of blood. Were they gone forever? Only a fool would think so.
582 CY The mage sits down in front of the five Blades of Corusk and meditates for a minute. His hands move over the blades as he reads the magical writings. A frigid wind comes from the west, blowing the powdery snow in swirling whirlwinds. The words coming from his mouth sound like gibberish to you. As he reads the spell, a loud thunderclap sounds above you. As the echoes of the thunder die down, the swords shake and hum. Suddenly the swords disappear with an abrupt popping noise, and the snow turns to steam beneath them. You all hear a sharp crack behind you, and a sudden blast of wind pushes you for- ward. Surprised, the mage stops reading and spins around to see what happened. As you turn about, you see a barbarian giant standing before you. Appearing perfectly human, except for his 12-foot height, the man smiles down at you with a kind face. Two huge wolves stand on each side of him: these four beasts eye you with amber eyes. Meanwhile, the troops from the north and the south- west continue approaching. Thank you, my children. You have awakened me from centuries of cursed sleep. In gratitude, I shall grant you your most intimate desires as long as they do not alter the path events are destined to follow. Speak to me. [WGS2 Howl From the North - 41]
The deity looks over your heads toward the northeast. A smile breaks across his leathery face, showing pearly white, perfect teeth. Look, the great armies of the Ice Barbarians come to fight at our side. Behind them, the Snow and Frost Barbarians prepare to join the fray. Our peoples are finally as one. This is the way it was meant to be since the dawn of Oerth. As you turn to look behind you, the faint sound of seal skin drums and mammoth tusk horns reaches your ears. Riding on beasts ranging from horses to musk oxen, the barbarians approach just as the Great God said. The god turns and looks at the approaching enemy armies. A glint of pleasure gleams from his night-black pupils. He heaves a sigh and turns to look at you. It has begun. [WGS2 - 42]
Vatun, Great God of the North had returned, and he had a plan for his people. They would conquer the North, as they had always been destined to do. And not just the North, they were destined to conquer the world. Vatun's appearance surprised even those most convinced by the rumors of the Five Blades, including the barbarian kings who had used the rumors to further their power. Vatun must have somehow proved his power to these doubtful rulers, for the kings of Fruztii, Schnai, and Cruski each surrendered their ancestral sovereignty to "all-powerful" Vatun. [Wars - 7]
All the barbarians were inflamed by a rumor that swept their lands: that four of five legendary magical swords, the Swords of Corusk, had been found, and that when the fifth was obtained, a "Great God of the North" would rise and lead them to conquest and greatness. The fifth sword never was found, but one calling himself Vatun and claiming to be the Great God of the North appeared before the barbarians of Fruztii, Schnai, and Cruskii, and they swept west into Stonefist under his leadership. [FtAA -6]
It wasnt Vatun. It was Iuz. And he set them upon the Holds of Stonefist. The first strike was a stroke of unusual cunning and ingenuity. Constructing an elaborate fiction about a "Great God Vatun," Iuz managed to ally the barbarian nations together. Deluded by dreams of greatness, the barbarians subjugated the Hold of Stonefist. [WGR5 Iuz the Evil - 3]
The Barbarians swept across the Stonehold with fierce resolve. They would not be defeated. Vatun had returned and said as much. Sevvord Redbeard, Master of the Hold, desperately tried to fend off their assault, but he could not muster his forces fast enough. Even as Vatun appeared before his dread-filled followers, the Fists converged upon them to stop the ceremony. In the brief battle that ensued, Vatun easily routed the Fists and thereby won the prostrate praise of the barbarians. However, instead of completely crushing the Fists, Vatun sought them as allies.[Wars - 7]
Redbeard was run down, and brought before Vatun for judgement. No one can say what the Great God of the North said to the Redbeard, Vatun cleared the hall of all but him and the vanquished leader, but when the audience was concluded, the Redbeard had committed not only his atamans, but his life to that northern god. The Fists were overwhelmed and their leader, Seword Redbeard, underwent a dramatic, if not to say magical, change of allegiance. [FtAA - 6]
I have seen the light of a Great Northern God, my brothers, the Redbeard said to his atamans, and he showed me the error of our ways! We have spent our strength against the barbarians and the horsemen of the Barrens for too long. We have dribbled it away in small raids, when we should have crushed them under our Fists! Let us not waste it any longer when there is greater loot to be had in the south! The riches of Tenh is ours for the taking! Whos with me? And although they did not entirely trust the barbarians and their northern god, they trusted in the Redbeards strength. The Hold of Stonefist remained a threat to Tenh for more than a century, and ultimately brought about its destruction. The first action of the Greyhawk Wars was an invasion of war bands from Stonehold, though this was unlike any previous attack. The Fists had new tactics, and demonic assistance, that overwhelmed the defenses of the city of Calbut, and soon thereafter, Nevond Nevnend. Had the duke been in the city at the time, perhaps he could have rallied his troops to stand; as it was, both citizens and soldiers gave way to panicthough in hindsight, many have suggested that this was demonically inspired fear. The duke and his family fled to the County of Urnst, leaving their nation to the Stoneholders, and the clerics and demons of Iuz. [LGG - 113]
The men of Stonefist never conquered [the] castles [of Dour Pentress] and they have no living occupants now. The Fists have no desire to meet the ferocious fen trolls and the eastern lands are virtually unpatrolled by them. All that is known for certain is that madness and plague broke out among the thousands of defenders of these castles as the Fists stormed into Atherstone. Of course, Iuz had a hand in this. Some of the survivors say that fiends stalked the battlements and that black stinking fogs drifted across the walls for a week of unremitting horror. The defenders fled, some insane enough to flee even into the fens, and others from Dour Pentress went across the border to the Brilliant Castles where a few score now serve the Theocracy. The defenders left much behind such as wands, scrolls, magical weapons, magical arrows, and other valuables. Whether the minds and bodies of those entering could survive the ordeal they would face is most uncertain. To be sure, the Fists are wiser than to try. [WGR5 - 70,71]
The Duke and Duchess of Tenh were as surprised by the fury of the assault as the Redbeard had been. Though their forces fought valiantly to defend their lands, they were stretched thin, having recently fought to clear the Troll Fens. Their army was entrenched upon the Theocracy, and by the time they had marched to face the Fists, their cause was already lost. The Duke and Duchess fled to the County of Urnst, and their people to the borders of Nyrond. Within less than two weeks the capital of Tenh had fallen as well, and its duke fled to the County of Urnst. The rhelt of Stonehold was now overlord of Tenh, though under the supernatural control of Iuz, for a powerful and nearly undetectable charm had been placed on Reword. [LGG - 109]
583 CY All good things must come to an end. Iuz dared too much. He commanded the Barbarians to attack Ratik, and they began to doubt their newly returned northern god. Raiding the Sea Barons and the North Kingdom was one thing, so too striking Tenh, but they had kin in Ratik. And, for the Fruztii, a friend. The Vatun ruse did not last long. Commanding the barbarians to strike into Ratik, a long-time ally of the barbarians, was a mistake by Iuz, some think. Others say that he wished to abandon this part of the Flanaess to confusion, since its role as a ruse and feint was played to the full. In any event, the barbarians began to slink quietly home, though the Fists remained in Tenh and occupy it still. Now Iuz could concentrate fully on the war. [WGR5 - 4]
In 583 CY, Iuz returned to his homeland. The short absence he had taken to work his deceptions upon the barbarians threatened to reduce his evil empire to turmoil once more. Stung by setbacks in the east and determined to silence internal unrest, Iuz savagely restructured his nation. The straggling human nobles from the old Furyondy housesworms of men, too weak to oppose Iuz and too morally bankrupt to fleewere deposed or executed. In their stead, Iuz placed unholy things from the Abyss: nabassu, cambions, hezrou, mariliths, and vrock. Somehow he forced them to his will. [Wars - 9]
Iuz wished to weaken Furyondys ties to its western allies. He allied with Ket, for Ket had always coveted the rich lands to the east. The decades preceding the Greyhawk Wars were prosperous ones for Ket, but early in that conflict the beygraf allowed his armies to be drawn into the fighting in the central Flanaess. Seeing an opportunity to gain control of his nation's historic rivals in Bissel, Beygraf Zoltan went so far as to ally himself with Iuz the Old. This was done without the approval of the mullahs, but the initial success of the alliance was so overwhelming that their protests were largely silenced. [LGG - 67]
Conquest and pillage is well and good, but the Hierarchs knew that such pleasures must wait when their very existence was in jeopardy. Iuz had returned and taken an interest in taking back what he deemed his. It was only a matter of time before he attacked, and they had best be ready. Ever the pragmatic ones, the Bandits were of a like mind. Their armies began leaving the Shield Lands to prepare for the defense of their homelands.
In the early months of 583 CY, however, the occupiers began fleeing the country, leaving only handfuls of easily defeated bands behind. Though few understood at the time, reports that Iuz's armies were on the march frightened even the cold-blooded Hierarchs, who ordered all armies back to the heartlands to prepare for a defense. By Coldeven, when the Hierarchs were nearly all slain and the Horned Lands quietly fell to Iuz, the battered Shield Lands had been reconquered in the name of Earl Holmer, Knight Commander of the realm. [LGG - 104]
Had the Hierarchs prepared earlier, they might have survived. Would they have? Did they? Some suggest that they were not even there, that they had masked their timely retreat with blinds, replacements, or clones. In any event, the Horned Lands fell, like wheat to the scythe.
The week of the Blood Moon festival in the lands of their most Dread and August Presences, the Hierarchs of the Horned Society, took on an unusual aspect in 582 GY. Never before had the very streets of Molag run awash with blood. With the aid of fiends and his orcish army sweeping across the plains of the Society's lands, Iuz vanquished his old enemies in days rather than weeks. The blow was so decisive that the Hierarchs had no time to call on extraplanar aid before they were massacred. Absorbing the hobgoblin soldiery of the land into his own armies, Iuz swept onwards across the Ritensa to the Shield Lands. [WGR5 - 4]
Nor did the Lord of Evil stop at rebuilding his own lands, but reached also into the Horned Society to replace leaders there. The Dread and Awful Presences, the Hierarchs, made the task easy for him. The Hierarchs reigned in veiled seclusion, hiding their human identities from their humanoid minions. Rumors that the Hierarchs were fiendish overlords arose among the humanoids of the Horned Societyrumors the Hierarchs fostered to cement their power. Iuz decided merely to make the rumors reality. In the month of Coldeven, at the height of the Blood Moon Festival, the citadels of Molag ran red with blood as Iuz staged his coup. In less than a fortnight, the Hierarchs became creatures of mere legend and Iuz held absolute control over the Horned Society. [Wars - 9]
By Coldeven, when the Hierarchs were nearly all slain and the Horned Lands quietly fell to Iuz, the battered Shield Lands had been reconquered in the name of Earl Holmer, Knight Commander of the realm. [LGG - 104]
Bandit Kingdom troops began withdrawing from the Shield Lands, as well. They withdrew in early 583, concerned about a sudden change of orders sent to Horned Society troops (caused by Iuz, who had slain most of the Hierarchs and seized control of that realm). Warfields' army joined Iuz's, but it suffered gross losses at Steelbone Meadows massacre and rebelled. Warfields was then invaded and destroyed by Iuz's hobgoblins. Warfields' soldiers and citizens are scattered to the winds. [LGG - 30]
The Horned Lands running with blood, Iuz turned his attention on the Bandit Kingdoms. They had never been particularly loyal to one another, so, when they were finally attacked by a dedicated force they fell over like a line of dominos.
Mighty Freehold: The realm in the inner crook of the Fellreev Forest, south of the Artonsamay, was named for its sole fortified site, a huge walled keep, The Freehold allied itself with Iuz when the latter invaded in 583, but its forces were treacherously destroyed at Steelbone Meadows the following year. [LGG - 26]
The United Bands of Warfields: Warfields' army joined Iuz's, but it suffered gross losses at Steelbone Meadows massacre and rebelled. Warfields was then invaded and destroyed by Iuz's hobgoblins. Warfields' soldiers and citizens are scattered to the winds. [LGG - 30]
Barony of Wormhall: [Wormhall capitulated and] joined Iuz's troops, but they were slaughtered at Steelbone Meadows. Surviving troops and citizens fled into the Fellreev. [LGG - 30]
Abbarra: A wilderness of rugged plains situated between the Fellreev and Tangles, immediately west of the Midlands, Abbarra was long run by a syndicate of formidable assassins. In a land as chaotic and lawless as the Bandit Kingdoms, the blade of a trained killer is highly prized. Because of this, the Abbarrish have generally managed well as a people, despite the inferiority of their overfarmed land. Abbarra lost most of its able fighting men at Steelbone Meadows in northeastern Wormhall, the scene of a frightful massacre in Brewfest 584 CY brought on by a deranged cleric of Iuz. [LGG - 25]
Defenders of Greenkeep: Greenkeepers escaped the massacre at Steelbone Meadows and withdrew into their corner of the Fellreev. They suffered much from raids by wizards, clerics, and orcs under Iuz, but some hang on, helping and helped by the Reyhu-elf alliance across the river. They avoid the plains to the south. [LGG - 26]
Earldom of the Tangles: Iuz rules this area from the small town of Hallorn, the earldom's former capital and now one of Iuz's regional capitals. Hallorn was once a grim place filled with little more than zombies, thanks to an insane priest of Iuz and his numerous demonic allies. [LGG - 30]
Great Lands of Reyhu: Though Reyhu men invaded the Shield Lands with other Bandit Kingdoms after 579 CY, they feared Iuz and fled from his huge, eastward-moving armies in 583 CY, heading north into the Rift Canyon or the Fellreev, or southeast into the County of Urnst. Reyhu men now raid their old homeland from bases in Urnst, or else hold out in the central Fellreev in alliance with sylvan elves there. [LGG - 29]
Principality of Redhand: "Prince" Zeech [
], an effete renegade Shield Lands lord who broke with his nation in 577, swiftly allied himself and his forces with Iuz in 583. The alliance saved his realm from destruction, though the old lords and soldiers of the realm chafed at taking orders from half-orcs and worse. Redhand's capital is at Alhaster, but Zeech must report to the clerics of Iuz at Balmund, which he hates. Deadly conflicts between "Reyhu" orcs in the north and Redhand humans in the south are becoming common. [LGG - 27]
Stronghold of the Midlands: By 583, the Midlands and Rookroost were allied. Iuz's armies encountered staunch but ultimately pointless resistance on the Midlands fields. When the defenders fell, the route to the capital lay open, most surviving forces were destroyed at Steelbone Meadows, and the temple has been razed. [LGG - 27]
Riftcrag: The original bandit force here largely abandoned the city to Iuz's forces in 583, gathering in the deep recesses of the Rift and planning a dark revenge. These forces are augmented by many refugees from Iuz's attacks (notably Reyhu), and they are led by the charismatic self-proclaimed Plar of the Rift, Durand Grossman (NE male human Rog11). Native nonhumans and a few magically controlled monsters round out what is one of the three most active and well-defended resistance forces in the Bandit Kingdoms (the others being in the Fellreev). [LGG - 29]
Free City of Rookroost: It wisely offered to join Iuz in 583 when the demigod's armies laid waste to the Midlands realm to the south [
]. [LGG - 29] Kingdom of Johrase: Johrase allied with Dimre and fought Iuz's forces in 583, but it was routed and its men scattered to the east. [LGG - 27]
The Fellands: The invasion of 583 brought with it new leadership in the guise of Xavendra (CE female human Clrl3 of Iuz) an oddly refined and graceful cleric of Iuz. Lacking the fiends that provided most of her security, the cleric has had to accept former bandits into her circle of leadership in Groucester, (She reports to the regional capital at Rookroost.) The bulk of the bandits working with her have turned to dark religion and evil debauchery. Xavendra has a well-known distaste for orcs, and some suspect she may make a play for independence (despite being a cleric of the demigod) should Iuz's full attention fall elsewhere. [LGG - 26]
Grand Clans of Grosskopf: In 583, with the troops of Stonefist crowding Tenh and demon-led orc and hobgoblin armies rapidly approaching from the west, Grosskopf capitulated to Iuz. (Some men fled into the Bluff Hills, where they hold out yet.) Many Grosskopf raiders with cavalry skills elected to take Iuz's suggestion that they relocate to the Barrens to fight the Rovers, with whom Grosskopf had clashed for many decades. [LGG - 26,27]
Duchy of Artsonmay: Rumored to have been ruled by a puissant noble adventurer of Urnst's Gellor dynasty, Artonsamay was a favorite haunt of thrill-seekers and lawless folk lacking an evil or sadistic bent. None of this, however, served to aid the duchy when Iuz's forces invaded in 583; the realm's castle "capital" was destroyed, and most of the land's residents fled to the County of Urnst, Stoink, or the Rift. Great magic was employed in the battle, and Artonsamay is now mostly uninhabited wilderness (much of it barren) with poor hunting, governed from Stoink. [LGG - 26]
Stoink: Stoink declared for Iuz after witnessing the fate of Artonsamay and Johrase, and Iuz's "capture" of the city had little real effect on its daily life. [LGG - 29]
Grand Theocracy of Dimre: The appalling failure rate of such endeavors has led many to suggest (in private) that Dimre presents the Pale with a convenient means for disposing of challengers to the status quo. After several embarrassing defeats in the summer of 583 CY, even the armies of Iuz chose to let matters stand, signing a pact of nonaggression and alliance with Dimre. Dimre is technically governed from Stoink, though it is autonomous in reality. Dimre's clergy preaches that to understand the glory of Light, one must first walk hand-in-hand with Darkness. Its army keeps watch on all borders, allowing none but the faithful to pass into their sacred land. [LGG - 26]
What did the rest of the Flanaess do? Very little. Waited, mostly. Some prepared. Perrenland certainly did. When it looked to its borders, Iuz seemed so very close, with only the Vesve to the east and the Wolves to the north to stem his advance. Any allies it might have called upon seemed exceedingly distant just then. It felt isolated, so very alone, so Perrenland signed a formal agreement with Iuz recognizing a neutral stance.
The destruction of the Greyhawk Wars was diverted from Perrenland's borders by the signing in 583 CY of a formal agreement promising to maintain neutrality toward the bloodthirsty Iuz. Mercenaries were even offered to Iuz, though this act was reviled by Perrenders, and not one man volunteered to serve the Lord of Pain at any price. The pact seemed politically expedient at the time, but it did not please the Cantonal Council. [LGG - 86]
One must always give credit where credit is due. This History is made possible primarily by the Imaginings of Gary Gygax and his Old Guard, Lenard Lakofka among them, and the new old guards, Carl Sargant, James Ward, Roger E. Moore. And Erik Mona, Gary Holian, Sean Reynolds, Frederick Weining. The list is interminable. Thanks to Steven Wilson for his GREYCHRONDEX and to Keith Horsfield for his Chronological History of Eastern Oerik. Special thanks to Jason Zavoda for his compiled index, Greyhawkania, an invaluable research tool. Primary sources for this history were the DMG 1e, Ivid the Undying, WGR5 Iuz the Evil, WGS2, Howl from the North, WG8 The Fate of Istus, the Greyhawk Adventures hardcover, The World of Greyhawk Folio, and The World of Greyhawk Gold Box, Living Greyhawk Gazetteer, The Living Greyhawk Journals.
The Art: All art is wholly owned by the artists. The-Summoning-of-Israfil by 000fesbra000SONS-OF-TALOS-SONS-OF-SKYRIM by shikamaru-no-kageMedieval-Town by tumhohoWatchtower by helmie-dSources:1015 World of Greyhawk Boxed Set, 19831064 From the Ashes Boxed Set, 19921068 Greyhawk Wars Boxed Set, 19912011A Dungeon Masters Guide, 1st Ed., 19792023 Greyhawk Adventures Hardback, 19889025 World of Greyhawk Folio, 19809317 WGS1, The Five Shall be One, 19919337 WGS2, Howl from the North, 19919399 WGR 5, Iuz the Evil, 19939577 The Adventure Begins, 19989578 Players Guide to Greyhawk, 199811742 Gazetteer, 200011743 Living Greyhawk Gazetteer, 2000Ivid the Undying, 1998Dragon MagazineLGJ et. al.Greychrondex, Wilson, Steven B.Greyhawkania, Jason ZavodaThe map of Anna B. Meyer Posted: 10-22-2021 04:10 pm Sedr Magic of the Cruski, Fruztii and Schnai
Sedr Magic of the Cruski, Fruztii and Schnai
Often called "Suel Barbarians" these people of the north-eastern Flanaess are at most distant relations to those of the Suel Imperium. During the time before the Rain of Colorless Fire they served at times as mercenary tribes but more often waged intermittent war upon the Suel. At the height of the Imperium's power they were driven from their lands far to the north-east where they dwell today.
These three tribal-nations worship the same pantheon of Gods though each has their own patron, one of three brother deities. Veli is worshiped by Cruski, Votan by the Friztii and Ve by the Schnai. Many other other Gods and Goddesses are worshipped though among all three Fray the Oerth-Mother is highest among all three.
Fray it is who gave the tribes magic, the Sedr, though it is said she taught it first to Votan while his brothers disdained its use, so that today it is among the Fruztii that men and women practice the art, while among the Cruskii and Schnai the Sedr is held secret by the women of the tribes.
Sedr magic has three branches, the Seeing, the Ice Magic and the Bone Summoning. Most who practice the art learn evenly of all three though some become drawn to one particular craft of the others. Women who use the Sedr magic are called Volle or witches and men are called Vola or warlocks. Skalds, the bardic-priests of Votan, Veli and Ve wield some of the Sedr magic but also possess the gift of priestcraft from their patron deity.
The first branch, the Seeing involves ritual divination, but also the ability to walk among the lands of the dead and speak with those dwelling there.
The second branch is Ice Magic and it is both strong in defense and offense for the wielder granting spells that allow casting of frozen bolts of ice, granting resistance or immunity to cold, summoning frozen elementals, creating sheets or barriers of ice and so forth.
The last branch is Bone Summoning, necromancy, and the wielder summons the dead and commands them.
NOTE:
"Suel Barbarians" is something applied to them by outsiders but the reality is that they were barbarian tribes that both raided the Suel and served them at times as allied or mercenary forces, They worship none of the "Suel" pantheon. Votan, Veli and Ve are brother Gods and Fray is a mother Goddess, but there are many, many lesser Gods in this pantheon. Among the tribes they either refer to themselves as the Volke (Fruz) or the Manskr (Schnai and Cruztii) and never "Suel Barbarian" which is a terrible insult. Posted: 10-22-2021 01:20 pm The Frost Giant Jarl - Grugnur's Lament - Part 1
The Frost Giant Jarl - Grugnur's Lament
"I told you that chain would come in handy," Talberth said with an I-Told-You-So half-smile on his lips.
Several nasty looks came from the assembled party and the wizard-elf Telenstil put a hand on his old apprentice's shoulder.
They were a bleared-eyed and worn looking group. Blood-spotted bandages were on most of them and three of the five dwarves looked like they were about to collapse.
"It's freezing..." chattered the halfling among them even though he was well wrapped in a bear-skin cloak cut down to his size. A small orc stood beside him wearing his own bear-skin like a blanket with holes cut for his arms and legs. He wore a belt made of thick rope and two shortswords were sheathed at either side with a pair of daggers crossed at his middle.
Two of the dwarves were in well-fitted, finely crafted mail. One bore a warhammer that was etched with cryptic dwarven runes while the other held a double-headed axe, short handled and of obvious dwarven craft.
"I still don't trust orcs," the axe-wielder commented in the old, old dwarven tongue.
"You can trust that one well-enough," commented one of the thin and greyhaired dwarves. Ginnar, for all that he was the hammer-wielder's younger brother looked older than their father after months of captivity in Nosnra's steading. "Little Rat ran errands for me from the forge to my friends and those rebel orcs. He was so small the giants didn't seem to notice him."
"Those giants," said one of the ex-slaves beside Ginnar, "worse than any orc."
"He's been adopted by Harold," Galar said firmly. He set his warhammer down and rubbed his hands together. As eldest and a priest to boot his word was final. "Be polite."
Around them the strange mix of humans and humanoids began to move. They were in some huge cavern, though to the giants it must have seemed low-ceilinged if wide and round. The magic chain which had transported them here glowed with a nimbus of blue-white light and provided illumination if not warmth.
At the one end of the cave were piles of crates and the walls were hung with the skins of huge animals. A blackened circle showed where a fire was once lit and wood remained in it ready to be kindled into flame. Fuel in the form of cold, dried logs was piled against another wall.
As they watched the huge human ranger withdrew a tinderbox from his belt and started some dry moss aflame inside a little frame of twigs. Quickly a lively dance of fire was growing as he bent and fed it larger and larger sticks and splinters of wood.
The halfling-thief and his apprentice Little Rat, the orc, began to pry open boxes at the back of the cave.
The sylvan-elf Ghibelline approached the dwarves with a smile on his lips. "I told you we would be free one day Ginnar."
"That you did, lad," Ginnar replied with a smile of his own, "But I never believed we'd live to see it."
"We almost didn't," said a deep voice beside them.
The dwarves looked at the figure smaller than all of them and older. Ivo was a gnome from the Kron Hills and a crafter of illusions more powerful than any they had seen before.
"It was good fortune to find you beyond the walls and outside that dungeon of Nosnra's," Ivo continued.
"There is something loose down there even the giants were afraid of," said Serleg, one of the two Hill Dwarves rescued with Ginnar.
"Even that bastard, Fehrig, that flame-haired Fire Giant, came up from the forges and dragged us along with him," added Feg, Serleg's brother.
"I wish that I could have collected the blood-debt that one owes," grumbled Serleg.
"We'd meant to collect from many a giant, especially Nosnra," said Ivo, "But here we are."
"And where is here?" asked Ginnar.
"If what we'd read about that chain is correct," answered Ivo, "We are in the land of the Frost Giants. The great glacier, the home of Grugnur, the Frost Giant Jarl, and we mean to deal with him as we dealt with Nosnra. Only, perhaps, a bit more dead."
***
The fire only occupied a portion of the large ring left by the giants who had used the cave. It brought light and dancing shadows. A cloud of smoke rose to the ceiling and disappeared above a large animal skin, some hairy mammoth-sized creature as big as a barn. Harald, the old ranger, had found a large passage beyond that turned and twisted, screened by two more hangings before opening to a land of glaring ice and rock beyond. A quick scout of the area showed no tracks so he returned quickly.
The rest of the company, five dwarves, a halfling, a gnome, two elves, three humans and a small orc were sitting around the fire warming themselves and cooking things on sticks.
"So, are we truly in the glacier lands?" asked Nyradir, the dwarven warrior.
"Yes," replied Harald taciturnly. His face was grim as he approached.
"I am sorry Harald," said the old elven-mage. Telenstil knew how Harald had longed to stay, even if alone, to hunt down Nosnra or more likely die in the attempt. Only his loyalty to his companions had made him enter the ring of chain when they had enacted its enchantment, bringing them from the hills to these cold, cold mountains.
"We will need to keep watch..." Harald began.
"I will go," spoke up Ghibelline. The sylvan elf rose to his feat and Gytha the priestess of St. Cuthbert rose with him.
"I will accompany you," she said and a quick smile touched Ghibelline's lips while across from them a bitter twist flashed across the tall human mage's features and then was gone.
"The ice glares in the sun," warned Harald, "watch your eyes. It can blind."
"I was raised in the same hills as you," Gytha replied, but she squeezed the ranger's arm as she passed him by.
"No matter how bright the sun will not blind or dazzle my eyes," said Ghibelline. "And after the dark of Nosnra's dungeons I still dream of the sun," he said, 'and the stars."
The pair disappeared through the woolly curtain which helped protect the cave from the bitter cold. The fire had already taken the deadly chill from the air and the small mountain of fuel left by the giants promised that it would not run out soon.
"Elves and halflings have the best eyes for the daywatch," said Ivo, "and the dwarves and I can handle the night."
"We have some hours till dark," said Harald. "I will rest now but once it is dark I will set out and find this next nest of giants."
"Not you alone," said Telenstil, "I still have my ring to help us and we have enchantments."
"Galar no trouble, find giants," said Nyradir. "I wish Berronar would let you speak their language all the time," he said to the cleric in their mountain tongue.
"That is no small thing to ask," Galar replied.
"I can speak well enough for the pair of ya," Ginnar told the two dwarves.
"Master elf," Ginnar said to Telenstil both with politeness due an elder and the respect due to a rescuer who saved him from slavery, torture and inevitable death, "My brother be a priest of Berronar, and in the God's good graces, so I doubt not he can find a true path to these giants."
"Your brother, yourself and your companions are very welcome," said Telenstil, "But you need not accompany us..."
"Feg, Serleg and myself be better smiths than fighters, but still we are fighters," replied Ginnar. All three now stood and faced the others. "We go where you go. Your foes are ours," he said putting his thumbs in his belt and meeting the others eyes, "truly, these giants are our foes of old for all our kind, mountain or hill."
Telenstil stood and bowed to the three dwarves. "You are most welcome. We have much to avenge and even more to learn from these giants. For now let us take our ranger's advice and rest. Tonight we will begin."
Posted: 10-21-2021 09:11 am Blackmoor Land of a Thousand Witches - NPC Brenna
Blackmoor Land of a Thousand Witches - NPC Brenna
Brenna is originally from the Timberway among the Fruztii or Frost tribes, but she followed a spirit quest and found herself in Blackmoor near the Land of Black Ice and a welcome addition to the Sisterhood. Her way of magic is different from the witches of Blackmoor and is strongly linked to totems, rituals and amulets. The way of the Sedr magic practiced by the Fruz, has strong tinges of necromancy among its traditions and she wears the bones of dead heroes with which she summon them to fight for her if need be.
Her powers are also those of seeress and she can set her spirit to walk among the lands of the dead to ask questions of the past or project her sight to catch visions of the future. Finally he greatest strengths and protections come from the cold and she is granted both ice magic and power of elementals from the land of eternal cold.
She is familiar with the Grey and knows portals to its realm where the intersect with that of the frozen planes of Ice.
Posted: 10-19-2021 12:32 pm Blackmoor Land of a Thousand Witches - NPC Hilja
Blackmoor Land of a Thousand Witches - NPC Hilja
Hilja is druidess dwelling in the Burneal Forest. She is not often encountered in human form and when she is has the tendency to disdain clothing. She rarely speaks, at least in human tongue, but communicates with many animals usually while taking their shapes. She bears several amulets and totems that allow her to instantly change to one animal form or another.
While allied with the Sisterhood and a powerful enemy of the Grey she is not herself a member of the Sisterhood. Her concerns are less about Blackmoor or even humanity and more about the animals inhabiting the land. Posted: 10-18-2021 07:39 pm The Sewers of Verbobonc Part 1
The Sewers of Verbobonc Part 1
The city of Verbobonc sits above the Velverdyva on a plateau of solid rock but a series of tunnels were carved through the stone to a natural system of submerged or half-flooded caverns that connected to the river. Some of these tunnels were used for storage by citizens, some secretly dug by smugglers and thieves, one as a secret escape route from the Citadel for the Viscount, but most were simply for drainage and waste.
The tunnels near the citadel run six feet high and ten feet wide but the myriad branchings run only five feet wide. A green moss grows along the walls and ceilings and provides a ghostly luminescence which gives a 20ft clear visibility and a further 10ft of poor visibility. The sewer system grew with the expansion of the city and construction of many of the later tunnels was poor and collapses have been frequent,
Many repairs have been needed over the years and vigilance against creatures lairing in the stinking dank has been necessary on a regular basis. That is where the players come in.
Repair crews trying to open a collapsed passage have come under attack by a horde of giant rats. With the invasion of wolf-riding goblins the Viscount needs his guardsmen for more important work than rat-killing even to the point a assembling the city militia. Several guilds, prominently the Dock Workers Union, are offering a premium in silver and gold for the extermination of these rats.
The tunnel collapse is near the Wayside Inn and entrance can be found to the sewer through a trapdoor in its basement. Free lodging (3 rooms for up to a week with however many the players can fit in them) for the players venturing into the sewers and free use of the bathhouse afterwards. Posted: 10-17-2021 03:03 pm Ptolemides Part 3
Ptolemides Part 3
9a). At both of these spots marked in the corridor there is a large pool of dried blood. Between these marked spots on the map and location 9b there are smears and drops of blood streaked across the stone floor in the direction of area 9b.
9b). This area is layered with debris; wood that has been splintered, cloth torn into strips, even vegetation such as roots and wild vines. The debris is spread across the room and several feet thick. At a point near the center of the room a man's foot and lower leg is half buried under this mess.
If anyone pulls at this foot it will resist slightly then pull away revealing a foot with a leg severed a few inches above the knee. If the leg is pulled free or if anyone searches or disturbs the debris 2 swarms of baby giant ticks will erupt from their layered nest and attack. There are a total of 5 baby tick swarms within this room. After the initial 2 that attack, another 1 will form and attack whenever anyone disturbs the debris or tries to search.
If the debris is searched carefully, a long, messy and disgusting job, they will discover the upper body of a man in chainmail, a severed hand with a gold ring with ruby chips worth 10gp, a chipped and dulled longsword that radiates magic, which is -1 to hit but +2 to damage, and 32gp, 15sp and a small bag containing 5 uncut diamonds which appear to be cloudy crystals but are worth 50gp each.
New Monster: Tick, Giant (Baby Swarm) No. Encountered: 1d6 Size: S Movement: 25 Dexterity: 12 Armour Class: 9 Hit Dice: 5 No. Attacks: 1 Damage: 1d4 Saving Throw: 10 Morale: - Experience Points: 50 Treasure Class: -
A swarm of baby giant ticks represents 40 of these little monsters. Each is about 3 inches long and has 1hp. Any damage to the swarm represents the actual number killed in the attack.
Special: Fire will keep them at bay Piercing weapons do only 1hp damage per attack If reduced below 16 in number the swarm will dissolve and the surviving baby giant ticks attempt to skitter away.
10). This circular niche off the west side of the corridor contains a fountain and a small pool that is about 2ft high and the diameter of the niche. The water pours from a pitcher in the hands of a statue of a voluptuous naked woman. The water is collected in the circular pool at the statues feet. Followers of Lunaqqua will receive a blessing following their first drink of this water. This blessing will give them a +1 advantage in all dice rolls for the next 6 game turns. Subsequent drinking at this fountain will be refreshing but does nothing but dispel thirst.
Anyone desecrating this fountain (which includes attempts to damage it) will receive a curse of lycanthropy unless a save versus magic succeeds.
An overturned wooden bucket is at the edge of the stone pool.
11a). The door to this room is ajar. It can be barred from inside the room but no crosspiece is in evidence. It can be locked but the key is nowhere to be found.
11b). Three long tables are set side by side toward the center of this area. On each table is a nude body, two men and one woman. An overturned metal tripod and metal basin is near the west-most of the tables and half-burnt coals, now long cooled, have spilled from it. (The coals can be gathered and will burn for an hour, giving off a good deal of heat but very little light). Under the coals is a dagger made from a chunk of obsidian and wrapped with leather. It radiates magic if detected.
New Item: This is a Dagger of Mordezzan. It is a +1 magic weapon, but its main use is in the creation of animated skeletons and the production of Skins of Mordezzan. The dagger can make incisions in dead flesh that when complete will animate up to 3 skeletons per day. These skeletons will be at the command of their creator, except they will take no actions against a follower of Mordezzan who wears a Skin or bears the symbol of Mordezzan. A follower of Mordezzan who is a cleric or necromancer may wrest the command of these skeletons if they are of higher level.
New Item: The Skin of Mordezzan is the specially prepared skin of a sacrificial victim. It radiates evil and is worn by a follower of Mordezzan granting him the same armour class as that of leather armour, provides +1 to saving throws, and protection against paralysis, cold based and charm spells and abilities. Arcane markings are placed on the victim's skin, then they are submerged in a vat of enchanted liquid, then a Dagger of Mordezzan is used to remove the skin. Anyone trying to wear a Skin of Mordezzan who is not a follower must save versus poison of suffer 1d6 hp damage per combat round (save for half damage) and will suffer 1d6 hp damage per combat round until such a save is made even after the suit is removed. (Only 1 saving throw is necessary once the Skin is removed, but a save must be rolled each turn the Skin is worn.
A giant tick sits on top of the man's body on the center table. It has been poisoned while trying to drain the body. The tick is at half-hp and -1 to hit and damage. The bodies of 4 dead giant ticks are scattered around the floor north of the tables.
If anyone examines the bodies they will find arcane markings on the flesh that a necromancer will recognize as part of a ritual to animate the dead. Each body has bone deep incisions and it would take little effort to remove the skeletons from the surrounding flesh.
11b). A set of spikes on the east wall holds 7 human skins. These are completed Skins of Mordezzan. No trace of internal organs or bones are in evidence.
11c). The drained and dry body of a man in a dark blue robe is crumpled here. If searched it is revealed that he wears a Skin of Mordezzan beneath his robe, but it is damaged beyond repair showing many knife wounds in the back and head of the Skin and the man almost completely severed, hanging together only by the skin at the back of the neck.
12). The west wall of this room is lined with skeletons who stand motionless until someone approaches within 20ft, opens the northern doors or who attacks them from a distance. There are 9 skeletons lined up in two rows facing the west wall. In each of their hands is a human thigh-bone, one end spiked with nails, which they use like a spiked mace, damage 1d6. A stack of boxes three high is on the north wall and the south. Each box contains 2 skeletons. These will attack if the crate is open. These skeletons will obey the commands of anyone in a Skin of Mordezzan and will not attack anyone showing a symbol of Mordezzan.
12a). This door is shut but not locked. It can be barred from inside the room. The wooden crosspiece is on the floor near the door.
12b). This door is shut but not locked. It can be barred but no crosspiece is in evidence.
13). There is a large vat in the center of this room 5ft high and 10ft in diameter. The walls of this room are set with iron spikes and the bodies of 12 men are hanging upside down from the spikes. Each has been marked with arcane symbols and the sign of Mordezzan. Their bodies show lines of deep incisions head to toe.
An iron chain hangs from a pulley above the vat. Inside the vat is a thick, dark liquid that radiates magic if anyone detects such. The liquid is a primary ingredient in creating a Skin of Mordezzan, and a flask of it would be worth 5gp to an alchemist, Necromancer or seller of spell components. There is enough liquid in the vat to fill 1,000 flasks.
If anyone peers into the vat an Undead Minion of Mordezzan will reach out from the liquid and try to first grapple with the character then drag them into the vat. If this is successful the character will be attacked by 5 Undead Minions of Mordezzan
If the attempt to grapple the character fails, all 5 Minions will burst from the vat, pulling themselves over its edge and attack.
At the same time the Minions attack the bodies on the wall will begin to writhe and shake. In 2 combat rounds 5 of the bodies of the wall will have had their skeletons pull free of the flesh that surrounds them. They will drop to the floor and attack. 2 combat rounds after that 5 more will pull themselves free and 2 rounds later 5 more till a total of 15 skeletons have left their skins hanging on the walls. The empty skins are not yet enchanted and are merely dead flesh.
New Monster: Minion of Mordezzan Undead Type 3 No. Encountered: 1d6 Alignment: Lawful Evil Size: M Movement: 40 Dexterity: 10 Armour Class: 7 Hit Dice: 2 No. Attacks 3(Claw/Claw/Bite) Damage: 1d3/1d3/1d6 Saving Throw: 15 Morale: 10 Experience Points: 41 Treasure Class: S,T
Minions of Mordezzan are similar to ghouls but lack the ability to paralyze their prey. At one time they were loyal members of the Mordazzen cult and wore sacred Skins of Mordezzan. Upon the death of the cultist this Skin bonds with their own flesh and they rise after a short time as an undead Minion of Mordazzen.
Special: Immune to poison, paralysis, fear and cold-based attacks Protection from evil holds them at bay
14). This chamber has walls covered in torn, blood spattered and shredded tapestry. 2 of these hangings have gold thread woven into them and are worth 25gp each, even in their mangled condition. In the south-west corner is a pile of broken wood made up mainly of chairs but some larger furniture of unknown type as well. Along the north wall there is a table, swept clear but covered in dried blood, as is the floor around the table. Against the east wall there is an overturned and smashed cabinet. Mixed in with the cabinet are torn books and scrolls and broken glass.
If the cabinet is searched there is a 50% chance that a hidden drawer at the bottom of a splintered shelf will be found. The drawer is locked and a thief can attempt to pick it. If the secret drawer is smashed open the two glass vials in will be smashed.
The drawer contains 2 potion vials and a small spell book. Potion #1 is of Healing Potion #2 is of Fire Resistance
The small book holds 3 spells; Animate Carrion, Extermination, and Skeleton Servant.
14a). A bench runs along the south wall of this alcove. Huddled against the east wall on the bench are two figures in blue robes. If approached closer than 10ft these 2 Undead Minions of Mordezzan will attack. If attacked from a distance they will also attack.
14b). This alcove at the south end of the main room is hidden from casual view by a torn tapestry. There are pegs running down the west wall and 5 dark blue robes are scattered beneath them on the floor.
Most noticeable is the Undead Minion of Mordezzan, stripped of its blue robe and nailed to the south wall with iron spikes. The creature is at only 5hp but is still animated and struggles to free itself.
15). This door is locked and barred shut from the east side of the door. A glyph has been carved into the wood of the door. If shown around the city above it will be found out that it is the mark of Ptolemides Thieve's Guild, but such questions will be noted and the Thieve's Guild will be informed. Posted: 10-16-2021 11:41 am NPC - Jedzec Centaur Lord Blackmoor Land of a Thousand Witches - NPC - Jedzec Centaur Lord
Between the Burneal Forest and the Cold Marshes is a roadway, one heavily travelled by the centaur herds. Now that the land is under perpetual assault by the entity known as The Grey and its minions the herds have moved further west and only the warriors patrol the old pathways that enter the forbidding marshes.
Jedzec is a lord among his people and can be often found among the edge of the marshes though even he does not ride to deeply within the forbidding boundries of the frozen bog. He is an archer beyond compare and normally carries no other weapon than his bow that only the strongest may use. A skilled ranger he has an affinity with the Oerth and nature beyond most of his kind. Jedzec is an ally of the Sisterhood in Blackmoor and can call on their aid. In return he and his clan will aid any of the Sisterhood who call upon him. Posted: 10-15-2021 04:56 pm Historical - Queen Ehlissa the Nightingale
Historical - Queen Ehlissa the Nightingale
The great warrior-queen Ehlissa, called the Nightingale by her people, the Giade (later labeled the Flan by Oeridian invaders) was known for her voice which could charm, inspire and enchant those who heard it. She was of great will and determination. Uniting the tribes of her people against the eastern nomads who threatened the more settled western lands of the Flanaess. The Giade settled and farmed the areas near to the great forests and Elven communities venerating the long-lived demi-humans and learning their ways, but following the path of the Oerth-Mother, Father Wind and Storm, the two sisters of the Moons who watched over the night, the brothers Sun and Sea. In later day the great inventor-mage from mysterious Blackmoor would court her and give to her the powerful Nightingale he crafted for her, leading to the tragedy which broke the power of the Giade. Posted: 10-15-2021 01:20 pm Blackmoor Land of a Thousand Witches - Kampala Shrine of Obad-Hai
Blackmoor Land of a Thousand Witches - Kampala Shrine of Obad-Hai
Kampala is the chief shrine to Obad-Hai in Blackmoor. It is about 30 leagues north-east of the tail-end of the Fler beyond the Burneal Forest. The image of the Shalm is a stone pillar painted and bedecked with greenery. Beneath him are two stone boars and the shrine is dedicated to Obad-Hai in his aspect as the Boar-God.
There is a great hall that houses the druids and their families as well as a town that mainly serves the farmers who support the shrine as well as several inns that house worshippers and visitors.
The power of the Shalm keeps the Grey and its minions distant from the shrine, town and fields of Kampala. The several dozen druids in residence are generally younger initiates and older or injured druids seeking rest.
Druidism in Blackmoor is divided with Obad Hai having mainly a male following and those who follow the balance of nature itself with more females. The strength of the Sisterhood has drawn many of the women of Blackmoor to witchcraft, though the Sisterhood also contains warriors and other types of magic-users, and the druids of nature and balance are either allies of the Sisterhood or actual members. Those who follow the Shalm are not. They are not against the Sisterhood but follow a seperate path.
Posted: 10-15-2021 11:32 am Blackmoor Land of a Thousand Witches - Casva the Seer
Blackmoor Land of a Thousand Witches - Casva the Seer
The south-western reaches of the Burneal Forest are home to the Centaur clan lead by the war-chief Taraso. Unlike many of the centaur clans of the Burneal he has found common cause with the Sisterhood and their war against the entity known as the Grey and its minions. Taraso has also formed alliances with the tribes of ancient Flan who dwell in the depths of the wood. Casva is a powerful leader of one such tribe. A witch of great foresight and power to divine the future as well as visions of the past. The Flan natives bred with Oeridian invaders driven into the forest as a great wing of their migration was forced back by the wild Rovers of the east. The Baklunish Tiger have mixed with her people as well and Casva's grandfather was a Thousand Leader among the hors-nomads. While she is not part of the Sisterhood she is a close ally and deeply respected. She leads her tribe as well as the Mother's Council who represent all the women. Her Uncle Arsha leads the Father's. There is a Moon-sickness among her people and Casva is cursed with the touch of the Fox-God, changing when both Moons reach their fullness together. Posted: 10-14-2021 02:58 pm The Catacombs of Ptolemides
Continued from Clark Ashton Smith - Some Ideas and Descriptions from his Stories - 6a
The Catacombs of Ptolemides
Rooms and passages in the catacombs normally have ceilings roughly 10 feet overhead and sconces or holders where torches or lanterns can be set, but are no torches or lanterns will be found unless specifically mentioned. Light must be provided by the player characters otherwise the catacombs are lightless black (unless the described areas mention illumination).
The initial area is formed from carved stone with wooden supports for the typical entranceway.
1). The platform that the characters are standing on is circular and a little over 20ft in diameter. Large torches (taking two hands to hold) are set around the edges of the platform in metal standing brackets welded to the platform. These torches will burn for a full hour before guttering and going out. A slow but continual circulation of air bends the flames from the torches slightly to the west.
As the platform nears the last 10ft to the floor the PC's will see skeletal bodies in ancient armor affixed to the north, south and east walls. Iron spikes are set into each 10ft section of these walls the bodies of these long dead warriors have been thrust upon the spikes with enough force to pierce the ancient verdigris encrusted chest plates they all wear.
Several large mallets, some of wood, and some shaped from human thigh bones, are scattered near to the walls, and these can be used to beat upon the armor of the dead hanging upon the walls. If hammered for more than three combat rounds this noise will alert Tomeron's servants who man the winches above and they will begin to draw up the platform. If the room is dark a circle of light will appear 50ft above as the iron cover is first lifted before the chains take up the slack and the platform begins to rise. It will be several combat round before the platform begins to rise after the winches begin to turn but then the platform will be drawn up 10ft every 3 combat rounds. No amount of shouting will get Tomeron's servants to stop or bring the platform back to the ground once they have begun drawing it up, unless it is the command of Tomeron himself.
If anyone begins beating on one of the chest plates, tries to remove the armor or searches the bodies, a normal sized rat will leap from the mouth of the dead body and attack. 1 combat round after this attack, 6 rats will begin to pour from the various bodies and attack the PC's. 6 more will appear the following combat round, and finally 6 more after that in the next combat round for a total of 19 attacking rats.
If more than 8 of their number are slain the rats will flee toward area 1b where a rat-hole has been gnawed at the bottom of the secret door.
The 20th Rat
There is one rat that will not take part in the combat but will be the last rat through the hole at area 1b. If it is attacked it will continue in its attempt to flee. If it is slain and the body examined it will be revealed as some type of autonomaton formed of wood and metal enclosed in the pelt of a rat.
*Clockwork Scout No. Encountered: 1 or 1d6 Alignment: Neutral Size: S Movement: 15 Dexterity: 12 Armour Class: 4 Hit Dice: 1 No. Attacks: 1 Damage: 1d4 Saving Throw: 17 Morale: - Experience Points: 15 Treasure Class: -
Clockwork Scouts are part of a mechanical species developed during the height of Suel civilization in ages past. They have survived and can be found mainly in the ruins of ancient Suel centers of learning and sorcery.
Clockwork Scouts have a rudimentary sentience but what will and independent thought they might have is subsumed by the greater purpose and willpower of more powerful members of their species. They have no known language but can somehow communicate all the have seen, heard and experienced to there more powerful Clockwork beings.
Each clockwork scout is shaped into a skeletal version of a small animal and covered with such creatures fur, flesh or hide.
While a Clockwork Scout possess no treasure of its own their non-functioning bodies can be worth from 10 to 50gp depending on the type of damage. A function Clockwork Scout is easily worth over 250gp.
*The Clockwork Scout is from Frog God Games 'The Tome of Horror Complete S&W version' though slightly altered for my Greyhawk campaign.
1a). The dead body of a mangy dog is crumpled in the upper corner of the south facing passage. It is a thin and rat-eaten corpse, mainly skin, hair and bone. If closely examined a fragment of blue cloth can be found in its clenched teeth.
1b). This is a secret door that has been well-crafted to appear as a section of the north wall. It even has one of the old dead bodies and an iron pike set into it. At the bottom edge of the door the rats have gnawed a small hole. If a lightsource such as a bullseye lantern is directed through the hole a space or chamber can be seen on the otherside.
The door is stoutly build and an iron bar is set in place. It will take at least 300hp of damage to batter down the door. Any noise may attract a wandering monster but will not in itself signal for the platform to be raised.
(To be continued...) Posted: 10-14-2021 01:36 pm History of the North, Part 7: The Eye of the Storm "All was lost, But that the heavens fought." Shakespeare, Cymbeline (1611), Act V, sc.3, l.3
Blackness had blotted the North. Iuz pressed Perrenland and Furyondy. The Vesve was under siege. The Hierarchs had allied with the Bandits. The Fists were pounding Tehn. One would think that the nations of light would bind together and stand united, but lords of those supposedly noble and virtuous nations were but politicians, filled with dark thoughts and distrust. Such suspicion would haunt them later.
579 CY Ratik and the seat of Knurl were in dire need of allies. Raids from the ravening hordes of the Rakers had beset them since the Bone March fell, so it came to no surprise that they looked to one another for aid. They met, they parlayed, they negotiated, and while they did, Lady Evaleigh, caught Alains eye, and before too long Baron Lexnols heir, Alain IV, married Lady Evaleigh, the daughter of the count of Knurl. In 579 CY, Lexnol's only son, Alain IV, the heir to the throne of the archbarony, married Lady Evaleigh, the daughter of the count of Knurl. The county was the only surviving province of Bone March, and the union was arranged to improve the lot of both realms. [LGG - 91] Alain acquired the dream of uniting Ratik and Bone March, but failed to convince the king of the Frost Barbarians of his plan to drive out the nonhuman tribes. Many whispered that Alain was encouraged in these ambitions by his step-family, particularly the count of Knurl, whose position between Bone March, North Province, and Nyrond was grossly precarious. In certain agreement were the immigrants from Bone March, who were driven from their lands by the invaders. [LGG - 91] The Ratik-Fraztii alliance cleared the Kelten Pass to the Hold of Stonefist, pressing the Fists back, but not taking the town of Kelten. Rhelt Seuvord rallied his forces, pushing the Fruztii back into the Griff Mountains.
Things were not going as well west of the Rakers. When the Horned Society appeared after the disappearance of Iuz, affairs in the Shield Lands reached a desperate crescendo. Here were enemies dedicated to vile darkness and evil sacrifice, who had sworn upon the ashen altars of Molag's Hall of Dread that they would march to Admundfort and line the walls with the earl's intestines. Though years passed without significant military activity, the period between 550-570 saw heavy skirmishing along the western banks of the Ritensa River. Great forts such as Torkeep were raised, but such defenses soon proved inadequate. [LGG - 14] The Shield Lands ought to have been prepared. Indeed, they had banded together under the Knights of the Shield for just that purpose. But for all their vigilance, they were distrustful.
The Horned Society and the Bandit Kingdoms acting in concert, invaded, overran and then carved-up the Shield Lands between the two conniving forces. [CoG FFF]
In 579 CY, the Horned Society banded together with the lords of the bandit realms Warfields and Wormhall. With hobgoblin and mercenary armies supported by daemons and demodands, the vast host swarmed the western territories, bypassing strongholds and laying waste to villages and farmsteads. Thousands of Shield Landers gathered at Axeport to halt the invasion, but their line was broken and their bodies thrown as fodder to inhuman beasts. [LGG - 104] In spring 579, Warfields and Wormhall, directed and aided by the Horned Society, attacked the western Shield Lands; they were joined after their initial successes by armies from Reyhu, Redhand, the Rift, and other minor kingdoms. The Shield Lands fell, and Warfields men looted their way to Critwall and Axeport. [LGG - 30] The ravaging of the Shield Lands by both the Bandit Kingdoms and Horned Society in 579-583 CY similarly served to weaken this entire region, leaving the Shield Lands in ruins. Iuz took note of this and made use of it in his grandiose plans for conquest. [LGG - 15]
The Nomads were always a collection of independent peoples. Only the strong ruled. And only the clever continued to rule. But the Barren Plains are vast, and the peoples there are scattered, and the tribes have always had a mind of their own. [Tarkhan ] Bargru went with his personal guard to the lands of the Guchek, the Wild Dog people, whose territory borders the eastern portion of Lake Quag and the uppermost reaches of the Sepias. Jicta, Khan of the Guchek, had failed to appear when summoned for the stroke against the invaders at EruTovar. The Tarkhan underestimated the degree of revolt by Jicta Khan, for Perrenland had subverted the Gucheck by bribes and the promise of aid if the Wild Dog Nomads would declare independence from the Tarkhan of the Wegwiur. This move by Perrenland should have been no surprise, considering the earlier incursions by the Wolf Nomads. In any event, Bargru managed to escape the trap after an ambush, but at the spring of CY 579, the Guchek remained independent and defiant. [Dragon #56 - 19]
580 CY Ivid slid ever further into insanity. It is a wonder that he was able to hold what was left of his once great kingdom together. But try as he might, it shrank and shrank, as yet more of it slipped from his grasp. Despite creeping insanity, he ably defended his realm from the combined forces of the Golden League (579-580) and civil unrest during the Red Death plague of 581. [LGG - 24]
The Bone March was displeased. Had the Fruztii not allied with Ratik, theyd have surely overwhelmed the little nation. Ratik could only fortify and man so many passes and still secure the wide expanse of the Loftwoods. If only the pact could be broken. To break the alliance between Ratik and the Fruztii, the Bone March conspired with the North Province, for they could not enter Marner undetected. Thus, the Seal of Alliance stolen from Ratik's Baronial Vault. In 580 CY, intruders from Bone March attempted an audacious act of treachery by stealing the Seal of Marner, an object blessed by the gods of the Suel barbarians that was the symbol of the new Northern Alliance. The plot was foiled when the raiding party was captured in Kalmar Pass before making it back to Spinecastle with their prize. [LGG - 36,37] [But] not before news of the theft drove a small wedge between the Fruztii and Ratikans. [LGG - 91]
Doomsayers have always sown the seeds on impending doom. There are always those who heed their predictions. For them, the sky is always falling. But sometimes, just sometimes those prediction come true. The Declaimers foretold of such doom: in Stroun, they foretold of the fall of Tenh. The walled town of Stroun was long famed for its singular mage-priests of Boccob and Istus who were known throughout Tenh as "The Declaimers." Believed to be diviners without peer and to have powers of foreknowledge and precognition, these enigmatic men and women, no more than twenty in number, always refused to attend the courts of Ehyeh or any other noble. They gave their judgements, warnings, and announcements without fear or favor and did so when they deemed the time right. In 580 CY, they stood together in the town square and stated that Tenh would fall within three years. The immediate reaction was one of panic, followed by the building of the town's walls, and then, after a year, gradual amnesia as the words of the robed masters faded from memory. [WGR5 Iuz the Evil - 72]
The Rovers had a reprieve. The legions of Iuz and the Horned Society were elsewhere, waging war against the Bandit Kingdoms and the Shield Lands. So too the Fists of Stonehold. They wanted their land back. They wanted their pride back too. They saw an opportunity to take back their lost territories, but they were still weak, and they needed help. The Wolves were only too happy to help. A former servant of Iuz and now the demigod's implacable foe, Tang had escaped with a small band of cavalry after a daring raid into the Howling Hills with the Wolf Nomads. Crossing the open plain to the Fellreev, Tang and his mercenary band encountered small groups of Rovers, gathering them at the village of Sable Watch. With their aid, together with Wardogs from the Forlorn Forest and beyond, he successfully attacked Iuzite forces in the Barrens, eventually capturing the fort of Hornduran. Most of the Rovers were still without mounts, so Tang made a fateful decision to raid into Stonehold for horses. The town of Vlekstaad was chosen as the target of the Rovers' nighttime strike. With most Fists either in Tenh or fighting the Suel in eastern Stonehold, Vlekstaad had almost no able soldiers in residence. Such defenses as they had were quickly penetrated, thanks to the Wardogs' amazing stealth. The stables of Vlekstaad provided a trove of horseflesh, but escaping with them proved more difficult than Tang had anticipated. He and his companions were trapped by a patrol of Fists and forced to battle for their lives. The expedition might have been lost there had not a young Wa-rdog, Nakanwa Daychaser [
] led his own band of warriors on Tang's trail. Trapped between the two forces of Rovers, the Fists were slaughtered, but Tang was mortally wounded. Nakanwa quickly assumed control of the surviving Rovers, ordering them to seize everything of value in the town, including its citizens. The remains of the town were set ablaze, becoming the funeral pyre of Tang the Horrific. With the return of Nakanwa and the wealth of Vlekstaad to the Barrens, new hope rose among the Rovers. Their warriors now had mounts and the people had meat. Perhaps as importantly, the tribes had new members, for the captive children were quickly adopted and the captive women quickly wed. Only time will tell if the razing of Vlekstaad will result in the rebirth of the Rovers of the Barrens. They still remain an elusive people, not revealing their new strength, for they are wary of the vengeance of the Fists. Yet, for the first time since Iuz brought evil into their land, they have real hope. [LGG - 95] They had some success against the Horned Society in 580, taking part of the northern frontier, but the gains did not last. [LGG - 95]
The Bandits were, if anything, pragmatic. They had allied with the Hierarchs against the Shield Landers, and had gained territories there. But having sent so much of their strength to the Hierarchs, they had left their eastern border open to the Tenha. Ever pragmatic, they sought to strengthen their tenuous bonds, taking daughters to wife, willing or not. The eastern Bluff Hills and lands south to the Zumker were held by Grosskopf, long friendly with orcs and their kin, Grosskopf was invaded by Duke Ehyeh Ill's forces in 578 and forced to restrain its banditry. This warrior realm absorbed the Fellands in 581, following a marriage between their ruling families, and raids into Tenh began anew late that year. [LGG - 26]
Just as Iuz flowed from the north, Bissel found their home front vulnerable from within. They suspected Ket, and strengthened the pass to the Bramblewood, looking to the Highfolk and the Canons od Rao to aid Furyondy in stemming his tide. An attempted insurrection by necromancers in 580 CY, possibly tied to the plight of a disgraced, evil wizard-lord known as Evard, led to harsh suppression of fringe groups and zealous punishment of treason and sedition. A general sense of distrust and self-defeatism emerged in Bissel, no doubt encouraged by certain powers that wished to see the nation fall. [LGG - 33]
581 CY The Shield Lands had fallen, the combined forces of the Horned Society and the Bandit Kingdoms too much to bear. They had held their line without aid, suspicious of Furyondian aid, and realed under the combined forces relentless attack; and before long, they were pressed back unto the borders of the nation that they ought to have trusted in. By 581, all but Critwall had fallen to the invaders, who had been joined by other Bandit Kingdoms' troops. The victors carved up the Shield Lands, dividing it into chaotic holdings ruled by bandits, goblinoids, and agents of the Horned Society. Though many Knights of the Shield remained in Critwall, hundreds more spread to the good countries of the Flanaess, pleading with their leaders to send armies and aid to their fallen land. The gruff arrogance of the Shield Lands nobles had caused deeper rifts than anyone had imagined, however, and despite faint agreements that something must be done, little came of the recruiting effort. [LGG - 104]
A Tale of Two Deities Not all things go as planned. Sometimes, the most unexpected things can happen, things that even the Old One could never have planned for. Gradually, Vecnas cult grew and he assumed the powers of a demigod. The process took a long timegathering his power, responding to his worshipers, and settling himself among the greater powers. Vecna persevered and eventually reached the point where he was accepted as a minor demigod in the legions of evil. Guaranteed immortality, Vecna was still not satisfied. With his scheming mind, he has devised a plan to ascend to greater godhood and humble his rival deities. With his usual long patience, Vecna has been working on this plan for centuries. Working through his avatar or others, the Whispered One has carefully found seven magical items. Each item has been placed in a secret location, the position strategic to his plans. These items, when fully powered, will cast a mystical web of energy over all of Oerth, cutting off all other gods from their followers. Already they are creating interference on a local scale. Only Vecna will receive the adulation of his worshipers: the other gods will weaken and leave the path open for Vecna to rise to the fore. Then the Whispered One will open the gates of time and bring forth his faithful followers from the past. Feeding on their devotions, Vecna will become the greatest of gods. There is only one difficulty that remains for Vecnafinding his Eye and Hand. They are the final keys to fully empower the web, the final keys that open the gate of time. He knows not where these are. In the final confrontation with Kas, when they were sundered from his body, the gods (perhaps foreseeing his powers) hid them from his senses. Vecna cannot detect their energies; he can only find them by seeing their effects on others, much like finding a boat by the wake it creates. Too many times he has come close, only to have them escape his grasp. This time, he is determined not to fail. [WGA4 Vecna Lives! - 7]
The Circle of Eight sensed a great danger, but somehow their divinations were blocked. Mordenkainen sent some of his most trusted mages to investigate. And they died. Every last one of them: Bigby, Drawmij, Jallarzi Sallavarian, Nystul, Otiluke, Otto, Rary, and Tenser. Of course, death was not the end of all of them, but that is another tale. Mordenkainen sent others; their path led ever west and the name Vecna was raised time and again. And Kas. And Iuz. Their investigations led them to Tovag Baragu, where they came upon an avatar of Vecna, who had opened a portal to Vecnas past, the ruins of the palace of the Spidered Throne. Through the gateway can be clearly seen a great mass of people. They are all surging and milling forward, their attention focused on the window as if they can see through into the present. They, too, seem drawn by Turims chant. The first are just preparing to step through the opening. [WGA4 - 66] Against such odds, the Circles heroes could not hope to win, so they did the unthinkable, they summoned Iuz, for only a demigod could hope to defeat a demigod.
Whatever the means, Iuz the Old appears to challenge Vecna. This is a threat the [Vecnas] avatar cannot ignore. The two confront each other and begin a fierce battle at the center of the Stone Circles. [
] The two demigods do not simply cast spells at each other, they blast rays from their hands, whirling disks fly from their fingers, explosions burst among the stones, fiery balls scream through the air. In hand-to-hand struggle, their blows sound like thunder in the sky. The unbreakable stones of Tovag Baragu throw shards from the demigods strikes. [
] [WGA4 - 66]
[Things] seem to go well for Iuz at the begining of the battle [
] the balance of power quickly starts to swing the other way. Vecna is the better strategist and still has the powers of a lich. Worse still, with each blow [Vecna] seems to grow in strength. The gate he has opened to the past is starting to function. Already Vecnas worshipers are stepping through. Upon entering the present, these men fall to their knees in reverent prayer for their god. [
] The worshipers are not lambs. Most are evil fighters whipped into a berserk frenzy. They are not going to be denied. A fierce melee erupts around the gateway. At the start of the battle, 20 warriors have entered the circle. [Every few seconds] five more cross through unless their bridgehead into the future is contained. The warriors fight to the death [and] Vecna seems to have an endless supply of them. [The] only hope is to physically block the gateway or have Iuz try to damage the gate. [Iuz] launches a spell [
] at the arch. [
] There is a resounding crack, followed by an enraged scream from Vecna. The stone of the gateway splinters and the image in the arch suddenly scrambles [
]. Indeed, all the gateways suddenly start to show random scenes, leaping to different planes, times, and places without any control. Tovag Baragu has been permanently damaged. The gateway to Vecnas time is closed. At the same time, the magical aura shielding Greyhawk starts to weaken. Tovag Baragu was apparently the key power source for the shield. [
] [WGA4 - 67]
[The] demigods [lock] in hand-to-hand combat [and are] hurled as a pair through the gateway. [The] two plunge into the darkness, howling and tearing at each other. A great gout of flame rushes up and bursts out of the gate, sending a fiery blast 40 feet long and ten feet wide. [
] Spouting flame and randomly scanning planes and times is how Tovag Baragu remains from now on. Unnoticed in the fiery burst [
] two small objects hurtled through the gate to land in the tall grass some distance awaythe Hand and the Eye of Vecna. [WGA4 - 67]
Iuz came, and Iuz battled Vecna, and very nearly perished. He did not perish, though, but if he had, the world might have been in very dire straights. Had Vecna won, he would have severed Oerth from the celestial and outer planes, and it would certainly have plunged into an age darker than it had ever known, an age from which it would never be freed. But, he did not; and it did not. And so, strangely, to our most beleaguered incredulity, we owe a debt of gratitude to Iuz, for if it were not for him, the universe would have been plunged into darkness. But lets not get carried away, his confrontation with Vecna gave Iuz ideas. He imagined a world which bowed to him, and him alone.
581-582 CY What did the Elves know of what transpired? Who can say? They see much and say little. Whatever they knew, they were taking steps. The Highfolk of the Vesve were taking up arms. Celene was closing its borders. And the Elves of the Spindrifts were taking steps to safeguard their mysteries. For centuries the Spindrift Isles maintained their independence from all foreign powers, both through strength and through cunning. Perhaps the Scarlet Brotherhood made incursions into the Council of Seven in the years leading up to the Greyhawk Wars, but they were given no time to take advantage of their gains before the high elves took control of Lendore Isle. Elves have always been plagued with mysticism, and those of the Spindrifts had finally succumbed to the cult of Sehanine. The Final Calamity, it seemed, had arrived. It was a bloodless revolution, yet catastrophic for the inhabitants of Lendore Isle. They were informed that they must be exiled from the only home they had ever known, in order for the Spindrifts to serve as high elven holy ground. The high elves used powerful phantasms to overcome strong resistance, and threats of imprisonment persuaded most others to cooperate. The humans were given three days to prepare for their removal from the island. In that time, perhaps half of Lo Reltarma's population escaped through the Gate of Glass before the elves could deactivate it; the rest were either exiled to the mainland, the Sea Barons' isles, or other local regions, or were among the few allowed to remain as workers in Lo Reltarma. [LGG - 69]
One must always give credit where credit is due. This History is made possible primarily by the Imaginings of Gary Gygax and his Old Guard, Lenard Lakofka among them, and the new old guards, Carl Sargant, James Ward, Roger E. Moore. And Erik Mona, Gary Holian, Sean Reynolds, Frederick Weining. The list is interminable. Thanks to Steven Wilson for his GREYCHRONDEX and to Keith Horsfield for his Chronological History of Eastern Oerik. Special thanks to Jason Zavoda for his compiled index, Greyhawkania, an invaluable research tool. Primary sources for this history were the DMG 1e, Ivid the Undying, WGR5 Iuz the Evil, WG8 The Fate of Istus, WGA4 Vecna Lives, Die Vecna Die, the Greyhawk Adventures hardcover, The World of Greyhawk Folio, and The World of Greyhawk Gold Box, Living Greyhawk Gazetteer, The Living Greyhawk Journals, Dragon Magazine 56.
The Art: All art is wholly owned by the artists. Orcish-Warrior by voxelkeelyProphet-s-Secret by miggymntmyrProphet by crucifiedmajestyQuoth-The-Raven-Nevermore by kxg-witcherEvil-Unearthed by ralphhorsleyin-the-moors by aldeboranA-Pirates-loyal-Parrots by dominikmayerSources:1015 World of Greyhawk Boxed Set, 19831068 Greyhawk Wars Boxed Set, 19912011A Dungeon Masters Guide, 1st Ed., 19792023 Greyhawk Adventures Hardback, 19889025 World of Greyhawk Folio, 19809253 WG8, Fate of Istus, 19899399 WGR 5, Iuz the Evil, 19939577 The Adventure Begins, 19989578 Players Guide to Greyhawk, 1998Ivid the Undying, 199811742 Gazetteer, 200011743 Living Greyhawk Gazetteer, 2000Dragon MagazineOJ Oerth Journal, appearing on Greyhawk OnlineLiving Greyhawk JournalGreychrondex, Wilson, Steven B.Greyhawkania, Jason ZavodaThe map of Anna B. Meyer Posted: 10-14-2021 08:17 am The Lady has joined her Hero in Avalon
The Lady has joined her Hero in Avalon RIP Marlene Elizabeth Leonard January 11, 1937 to February , 2020
I love you, mom I miss you already
A Lament
O world! O life! O time! On whose steps I climb, Tremble at that where I had stood before; No more--Oh, never more! Out of the day and night A joy has taken flight; Fresh spring, and summer, and winter hoar, Move my faint heart with grief, but with delight No more--Oh, never more!
Percy Bysshe Shelley Posted: 10-14-2021 08:16 am The wizard of the cave of Les Trois Freres
The wizard of the cave of Les Trois Freres does a ritual dance high above a medley of animals of ancient times. His head is crowned with reindeer antlers; his ears are those of the wolf, and his face is bearded like a lion's. He has a horse's tail and bear paws. The wide and startling eyes appear to see not only the creatures gamboling beneath him but through the timeless space separating us from this paleolithic vision.
Posted: 10-13-2021 01:43 pm NPC - Fritha Wolfhealer
NPC - Fritha Wolfhealer
Fritha is a Fruz druidess. She has traveled south because of a dream-vision to the lands of Verbobonc. The wilds are her home though the great warmth has taken some getting used to. On her travels she has avoided most human and demi-humankind though she has had some interaction with rangers and sylvan elves as well as other druids.
She is a moderately powerful druidess but has a special affinity with wolves. No wolf will attack her and should any attempt top harm her in their presence they will defend her with their lives.
A patrol of goblin wolfriders who have recently invaded the viscounty discovered this in a rather fatal way when they set upon the lone druidess in the woodland near Nulb. Their own mounts turned upon the goblins and tore the surprised little grenskins to pieces. Now dozen of these wolves accompamies Fritha as travels toward her goal somewhere in the Kron Hills. Posted: 10-13-2021 12:48 pm NPC Alatou
Alatou is a demoness servant of Graz'zt. She is a temptress and her appearance is that of a beautiful women with the platinum tresses of a drow but horned like a gazelle and skin of a dark red. Her true form is hideous with the bristles of pig instead of hair, skin mottled and lined, rough as a reptiles. Cloven hooved and with brawny arms and black-clawed hands. Teeth are a mess of needle-like fangs and a jaw that can stretch wide-enough to swallow a barrel. She is powerful and has domains and holdings within Graz'zt's plane of the Abyss, but currently serves as one of Iuz's lesser demonic playthings, her strength and power hidden from all, but especially Iuz. Posted: 10-12-2021 09:17 pm NPC - The Prophetess of Sutek
NPC - The Prophetess of Sutek
Before Sutek she was a slave. Now she is the bringer of death and despair. Only those who worship Sutek will be spaired and then only till the Ancient Master is freed. There will be power in this life while it last and then sweet oblivion.
The Prophtess brings visions of what is to come. The devastation and desolation. The torturous pain that can only be temporarily abated whose surcease is the blessing of death and death is Sutek.
She wears long gloves of red because the touch of her hands is death. Flesh burns beneath her fingers, food rots, metal turns to rust. Her ungloved embrace will quickly kill a common man or woman but a hero could break free, though wounded. She is immensely strong and she is constantly surrounded by the ever growing followers of Sutek. So far they have been chased into the deserts of Zeif but she is smuggled into to towns to grant her visions to the new believers.
The bounty on her head is great but none have survived to collect it. Posted: 10-12-2021 04:24 pm History of the North, Part 6: The Storm "Now for the bare-pick'd bones of majesty Doth dogged war bristle his angry crest And snarleth in the gentle eyes of Peace."
Shakespeare, King John (1589) Act IV, sc.3, l.148.
Brutality swept across the North in the wake of The Great Kingdoms retreat and collapse. The Hierarchs of the Horned Society proved a fitting heir to Iuzs terror. They plotted and schemed, much as Iuz had, if more calculatingly than that infamous cambion had. They reaped what he had sown, and used the chaos of his passing to great advantage. His return had made little difference to them. But Iuz was patient, for all his flailing about in his rage after his release.
578 CY Despite his youth, King Ralff II of the Fruztii understood subjugation. His people had turned to their cousins to the east in their hour of need and found the duplicitous hand of the perfidious Schnai. The Schnai had lent their support. Yes, but that help came at a cost: suzerainty. The Fruztii had lost their governance. Indeed, they had lost their pride. Once, they were the terror of the Solnor Sea. Now, they were a subjugated people. The Shnai commanded them, calling their commands guidance. They had learned their lessons well from the diplomats of Shar, long ago. No more, he thought. He extended his hand to Ratik and they had taken it, and they had been true to their words. They had stood side by side with his people when the tribes of Schnai had not. Therefore, he turned to Ratik again: Train my people, he said, and when he sent the pride of their youth to Marner, the Archbaron not only trained them in the modern art of War, he equipped them for such. And so, when Ralff looked again to the East, he understood that he had kin there, he had obligations there, but he also understood that he had no friend there. The Fruztii sent raiding bands to sea with the Schnai, but due to careful urgings, numbers of mercenary troops also moved southward into Ratik and joined the Barons troops there. These Fruztii returned with knowledge of organized warfare and good-quality arms and armor and formed the core of a new standing army organized by King Ralff II in 578. The four companies of foot and one troop of horse actively patrolled and brought most of the realm under order. Chief men and nobles not raiding were prevailed upon to contribute men to patrol their own territories, so that by the end of the year, the frequency of banditry and humanoid raiding bands had been reduced to an all-time low. Even the high country around the head of the Jenelrad River was peaceful, and its Jarl swore an oath of fealty to Ralff. Without actually declaring independence from Schnai overlordship, the King of Fruzti showed that he was again capable of fielding an army capable of either defending his territory or taking anothers. The Schnai conveniently ignored the resurgence, probably hoping that the involvement in Ratik would again reduce the Frost Barbarians to vassal status. [Dragon #57 - 14]
But Ralffs gambit was already bearing fruit. Ratik had been hard pressed, and were in dire need of allies. They had held their own of late, thanks to the elves and dwarves and gnomes, but if they were unable to push the orcs and gnolls back from their borders, their days were numbered. Ratik had helped him. He would help Ratik.
Battle of the LoftwoodTheir expedition into Bluefang-Kelten Pass thus far successful, the Ratik-Frutzii alliance turned their attention south, their aim to destroy the humanoid forces under the Vile Rune orcs of the Bone March. The manpower pool of the Archbarony was totally dry in 577. Because of the relatively good relations between the Fruztii and Ratik, the woodsmen and elven warders of the Timberway were moved south to the Loftwood, and new recruits were formed into units of light troops called the Volunteer Borderers. The usefulness of the new Volunteer Borderers was proved in the summer of 578 when one of this formations patrols discovered that the orc tribe of the Vile Rune was indeed moving northward. In addition to 5,000 tribe members, the force had 2,000 goblins, 1,000 norkers and xvarts, and 1,000 hobgoblins, orgrilIons, gnolls, and ogres. With this detestable agglomeration were nearly 2,000 bandits and brigands serving as mercenaries. Its forerunners were worg mounted goblins, a handful of whom were slain to obtain the intelligence. Thus alerted, the Marshal of the Archbarony laid a trap which the unsuspecting invaders blundered into. The humanoid horde moved north along the fringe of the Loftwood where it butts against the hills. At the northern terminus of the trees there awaited the full army of Ratik, its numbers made to appear three times greater by magical means. The gnomes held the western (hillside) flank, while the light forester troops and elves formed the other arm of the U, well concealed in the dense timber. The Battle of the Loftwood saw considerable magical competitions in addition to the standard hand-to-hand combat between the strongest fighters on the opposing forces. The real fighting was between the masses of troops, however, and this was fierce in the extreme. At one point, a score of foreign volunteers saved the day because their leader, Queg, a Fruztii, had prepared an extensive ambush with rocks, tree trunks, pits, and trees to set fire to. This action turned back 250 or more hobgoblins, killing or wounding half of them, so that the flank of the Archbarons army couldnt be turned. Simultaneously, the gnomes on the left flank were nearly broken by a rush of gnolls, bandits, and goblins, and were saved only by the superb slinging of a flanking group of the Hillrunners and the innate tenacity of the gnomes themselves. Finally, the scale was tipped by an attack on the right (of the orc horde) by the elves and foresters. The humanoid invading force broke and fled, and in the rout there was a great slaughter. [Dragon #57 - 14] Seuvord Redbeard saw dissention among his Atamans, and knew he had to suppress it. He knew that he could not afford to be embroiled in a civil war. His nation was surrounded by enemies: The Rovers were once again increasing in strength to the west, and raids into those Barrens were far more perilous than they had been short years before. And except by all but the strongest of efforts, the passes to Tenh and Fruztii were closed to him. Were civil war to divide his lands, those enemies were sure to fall upon them and destroy them. He needed to unite his people. He also wished his own line to retain the Mastership of the Hold as a hereditary right, so he called a great council at Purmill, with promise safe conduct for all who attended. The Atamans were dubious. And they had right to be. Vlek had promised the very same, and look what happened to the Coltens? They came, but they came with a show of strength. With spears extended, and hands upon the pommels of their swords.
In CY 578, shortly after Tenh had coronated its new Duke, the Master of the Hold became Rhelt Seuvord I of Stonehold. Several of his cousins took ill from a mysterious flux shortly after the coronation, and about a dozen others were reported fleeing into the Griff Mountains with a small band of loyal followers. [Dragon #57 - 14]
Magic is not the only force that can wreak havoc. Those of the Old Faith can tell you that those who dismiss the forces the natural world do so at their peril. Nature can and will do more damage than mere wizards, indeed, most wizards, arcane or divine. Those who live in the shadow of smoking volcanoes can attest to such, as can those who live on the banks of rivers, and the sea
. Hurricane "Ivid" is one such reminder. It ravaged the Solnor Coast, crippling the Sea Barons majesty over the sea-lanes of the north. Trade halted. So did piracy, for that matter. But that was the least of the coastal settlements concerns, as they fled before Ivids landing.
[Most people of the Sea Barons] recall this three-day storm, which some laughingly called "Hurricane Ivid." [Ivid - 90] Nyrond knew all too well that The Great Kingdom would try to take back those lands that were once theirs. They knew that the Kingdoms first step would surely be to cut them off from the rest of the Iron League. Nyrond could not have that. It was only a matter of time before they would meet upon the waters of Relmor Bay.
The first major naval skirmishes between the Great Kingdom and the powerful Nyrondese navy took place in Relmor Bay in CY 578. Some say the Nyrondese engineered these skirmishes, preparing for what they considered to be an inevitable war. Certainly, Ivid V was making noises at court about reclaiming Aerdy's great imperial heritage, and Nyrond was the first major power heading west. He did have designs on Nyrond, but it may well be that the Nyrondese forced his hand. [Ivid - 4] Overking Ivid V was livid when he heard of his fleets first skirmish with Nyrond. How dare they, he screamed! What cheek! The Iron League! The Golden League. Iron was meant to be wielded! And the only thing golden about them was that they had all grown fat on the lifeblood of the Motherland! They will pay, he declared, and he called for total war against Nyrond and its allies.
The reports of war, blood, and great conquests being made by the hated barbarians and barely-civilized Fists of the North excited and enraged the overking. Egged on by the priesthood of Hextor, Ivid entered the fray by storming into Nyrond and its ally Almor. [Ivid - 4,5] The Golden League had no choice but to reciprocate and declare war on Great Kingdom.
[The war spanned] two years, ending in a minor strategic victory for Ivid's field army under the leadership of the Herzog, and seeing the withdrawal of Almorian and Nyrondese armies to the west of the Harp River. [WG8 Fate of Istus - 69] But The Great Kingdom could not wage total war against the Iron League. The Sea Barons needed to remain north to guard the coasts and sea-lanes there, for The Schnai and Cruski began to raid.
[As per their treaty,] the Schnai agreed to give up the land south of Glot along the east coast. The Snow Barbarians gained more gold and silver, while the Cruski regained their southern harbors. This made the raids into North Province and the Isles of the Sea Barons all the easier next year, and most of the able-bodied men were away on those journeys when the warbands of Stonefist (now Stonehold) rode into the tundra which the King of Cruski claimed. The few wandering tribes of Coltens there welcomed the invaders, while surviving Cruskii headed east as quickly as possible. The returning warriors were enraged at the boldness of the invasion, and it is likely that the attention of the Cruskii will be trained on a war with the Stoneholders in 579. Some 50 ship captains are already pledged to sail, and more are expected. [Dragon #57 - 14]
Without The Great Kingdoms oversight, the North slid into a state of endless conflict. The Bandit Kingdoms made forays into Tenh, the Pale, Nyrond, County of Urnst, parts of the Shield Land and Furyondy. They were bold. They were crafty. They were also directed by the Horned Society.
The usual turmoil of competing states preying upon one another and any available neighbor outside the territory sums up activity within the area until CY 578. Bandit groups made forays into Tenh, the Pale, Nyrond, County Urnst, and even the Shield Lands and portions of Furyondy. Most groups were mounted, but the usual number of river raiders and buccaneers from Redhand plied the waters. Prince Zeechs ships and galleys actually staged a major action against the Duchy of Urnst, managing to slip in through the easternmost portion of the Cairn Hills, loot and pillage, and then escape with their gains. The western bandit lords General Hok, Guardian of Warfields [
]; Oltagg, Baron of Wormhall [
]; Kor, Rhelt of Abbarra [
]; and the Master of Freehold, Eab Huldor [
] actively co-operated with the Hierarchs of the Horned Society. [Dragon #56 - 27] His father fallen at the Battle of Rockegg Pass, Eyeh III, of Tenh was crowned in Nevend Neverond to much fanfare and praise. He was his fathers son, they said; he will see us through these trying times. He had a vision of the trying times ahead as the circlet was raise over and upon his head, and he wondered how he might do just that, for his enemies were many and his allies few.
At a convocation in Nevond Nevend during Neefest, 578, Ehyeh III was crowned Duke, and the Tennese celebrated greatly. The old Dukes son was more warlike than his doughty father, and his early training as a fighter on the frontiers made Ehyeh III particularly anxious to secure all avenues against invasion. [Dragon #56 - 27]
As Ivid clashed with Nyrond and Almor, the Schnai and Cruski raided up and down the Solnor coast, landing warriors, murdering and pillaging, carrying away what they could, leaving broken villages and pillars of smoke I their wake. They howled and bellowed. They laughed, knowing in their hearts that is was what Vatun wished of them.
[The] Lord High Admiral reacted promptly to the summons of the Overking this despite some severe raiding from the northern barbarians. Asperdi has recently dispatched a sizable contingent of ships and men to the North Province. In essence, this force represents a squadron of warships to control the sea, while a solid block of fighting men, most of them veterans of skirmishes with barbarian raiders, stiffens the forces of the Herzog. Led by the Admirals eldest son, Lord Captain Aldusc, known as a respectable commander and excellent strategist, the convoy reached Bellport about mid-year in CY 578. The warships are now reported to be operating along the coast. Included are no fewer than six large galleys and perhaps a score of other warships. The troops were divided after landing into main and reserve groups. [Dragon #63 - 15] The Hierarchs had all but defeated the Rovers. They turned their attention to other fronts, no longer concerned about the nuisance that dwelt there. However, the Rovers and Wolves would not be defeated. They lunged and nipped and darted away, necessitating legions there that could have been better used elsewhere.
Pressure by the nobles holding the Shield Lands prevented the all-out move which the Hierarchs have long wished to make down the Ritensa River to the northern shore of the Nyr Dyv. The diabolical leaders of the Horned Society would gladly have allowed luz his hoped-for gains to their west, in order that they themselves might take Willip and overrun the Shield Lands. Instead, the Hierarchs, ignorant of luzs plans, spent themselves in dribblets, first against Furyondy and the Shield Lands and then in defending against mounting incursions of war parties from the north. Just as their forces were about to turn southward again, reacting to the contest between luz and Furyondy, a major raid struck into the Societys north, and the Hierarchs army had to turn around and move with all speed northward. [Dragon #56 - ] On that first day of contact there was only light skirmishing, as the Rovers and their allies probed for weaknesses, and the Hierarch in turn attempted to discover just how powerful an enemy he faced. On the next day, kobold and bandit scouts prevented an attack from the forest coming as a complete surprise. The attacking footmen and elves were easily repulsed, while the well-trained humanoid infantry, supported by missile troops and light horse, withstood several determined charges by the other contingent of the invaders. A stand-off of several days duration ensued, with Blontug growing progressively more certain that his enemy was not numerous enough to be a real threat, but unable to bring them to battle because his force lacked sufficient mobility. [Dragon #56 - 20] A major victory was narrowly missed by the Hierarch, but [their] aim was accomplished. The allied force was beaten and driven off, although cavalry losses on the part of the Society were excessive, and the enemy had established itself firmly in the northern portion of the Fellreev. [Dragon #56 - 21] The new Duke of Tenh wasted no time. The Bandits were raiding his western demesnes with increasing brazenness. He attacked what he expected to be the usual disorganized rabble, expecting an easy victory. He was treated to easy victories at first. The Bandits scattered. But as he plunged deeper into their territories, their resolve stiffened. The Bandit Kingdoms were never a collective. They had never trusted one another. With good reason: They plotted against one another; they raided one another with abandon. But they stood together when threatened. Even if that meant betraying their mother, their brother, their ally. For they knew that if they did not, they would have been put to the sword long before.
When Rovers of the Barrens overran the northern border of the Horned Society in 578 CY, the Guardian General of Warfields was among those bandit lords who pledged their support to the Hierarchs. [LGG - 29]
Duke Ehyehs plan was to sweep west to the junction of the Bluff Hills and the Rakers. He then would move north into the hills, clear them in a rapid westward push, and garrison any strongholds found there. He would then swing back southeast to overrun the land between the Bluff Hills and the Zumker. Any bandit forces caught by the move would be trapped and destroyed. With this accomplished, the next move would be to bring a second force across the Zumker, just above the Artonsamay. The two would then handle expected bandit lord reaction, take Rookroost, and secure all of the territory as far west as the Fellreev. Contemplated along with these actions was an even more ambitious plan to begin the next year, which would secure all the land west of the Artonsamayas far as the Tangles. [Dragon #56 - 27,28]
[News] came from Rookroost that the Zumker had been crossed in force by Duke Ehyeh, and the Tenhese were sweeping through the Bluff Hills to clear them of resistance before turning south toward the open country beyond. The normally independant and warring leaders of the Bandit Kingdoms had rapidly declared common cause against Tenh, and all the units with the Hierarchs army rode off, despite the threats and imprecations of Blontug. [Dragon #56 - 21]
The Fellands were conquered by the forces of Tenh in the spring of 578 CY, and ceased raiding eastward for a time. [LGG - 26]
[When] the banners of Tenh crossed the Zumker River, laying waste the Barony of Groskopf, and then entered Fellands, the Combination of Free Lords summoned all members to arms to defend the east. When even the western states responded, the Hierarchs were enraged, for they needed the bandit troops to eject the nomad and Rover invaders from the Fellreev Forest and the steppes of the Opicm. In a punitive invasion, the Hierarchs forces seized and occupied both Warfields and Wormhall. A very tenacious defense by the Abbarrish, reinforced by the survivors from the conquered territories, and scrapings from Tangles and the Freehold, caused the halt of the Societys penetration in the autumn of CY 578. [Dragon #56 - 27]
The [Dukes] plan worked with precision, but as soon as the Theocrat [of the Pale] got wind of it and his spy system is legendary disturbing reports began to reach the young Duke. The Prelates growing military strength was at Wintershriven, and the Faithful Bands were being called up. The Tennese companies originally being readied for action elsewhere were sent from Redspan on a long march to reinforce the Yol. Woodsmen were ordered to keep a close watch in the Phostwood Forest. The Duke entrusted the army in action against the bandit states to the redoubtable Marshal laba so the new threat could be under his own command. [Dragon #56 - 28]
A truce was negotiated with the Duke of Tenh; Groskopf ceded the land between the Griff Mountains and the Zumker to Tenh, and all of the Free Lords of the Combination swore to refrain from raiding Tenh. Thus freed of immediate warfare on their east, all of the leaders turned westward to confront the Horned Society, with the express aim of recovering the lost states and taking reprisals in addition. [Dragon #56 - 27]
A local legend says the city on the hill will never be conquered, so long as its huge raven population roosts in the city's central square. So far, the prophecy has held true. The city resisted a siege by Tenha forces in 578 CY but was forced by treaty to stop raiding western Tenh. [LGG - 29]
When the Combination of Free Lords sued for peace near mid-summer, the suit was welcomed, for it ceded a considerable portion of land to the Duchy, guaranteed bandit neutrality, and allowed the Tennese military forces to meet the threat now posed by the Pale. Duke Ehyeh brought a combined army of 4,000 horse and 11,000 foot across the Yol at the edge of Phostwood in Dozenmonth Readyreat, 578 CY. [Dragon #56 - 28]
Shortly thereafter, the duke of Tenh's troops crossed the Zumker and threatened Grosskopf. Warfields withdrew its support for the Horned Society, triggering a punitive invasion. The miniature kingdom was controlled by Molag until the Greyhawk Wars. [LGG - 30] Iuz was on the move as well. He had lay low for too long, imprisoned beneath Castle Greyhawk, and he was eager to bring misery and mayhem to the whole of the Flanaess. But where to start? He decided, much as the Hierarchs had, that he could not wage war in the south with the Nomads nipping at his heels, so, he sent his hordes north to lay siege to Eru-Tovar. It would be a simple campaign. It would take them no time at all, he imagined.
In the spring of 578, luz actually-sent an army into the north to take the poor town of Eru-Tovar, the only real city of the Wolf people, the pride of their Tarkhan. [Dragon #56 - 18]
When siege was laid to Eru-Tovar the following month, each commander strove to outdo the other, each wishing credit for taking the Wegwiur stronghold. This lack of co-operation enabled the defenders, numbering only about 3,400 effective troops, to withstand almost ten weeks of siege by a force totalling well over 25,000. The losses by the attackers were compounded by the rival factions often slaying their wounded cohorts if they held loyalty to the opposite commander. [Dragon #56 - 19] Tarkhan Bargru of the Wolves took command of his forces and rode against Iuz troops to break siege of EruTolvar.
Following the rise in power of the humanoid hordes of the cambion, luz, the Wegwuir avoided the eare east of the Black Water, spending their aggressive energies upon the Tiger Nomads to the west and even moving south along the Sepia-Uplands to raid Perrenland. In the spring of 578, luz actually-sent an army into the north to take the poor town of Eru-Tovar, the only real city of the Wolf people, the pride of their Tarkhan. As fate would have it, the Chakyiks were themselves interested in a venture against Ekbir, so they were quite happy to conclude a treaty. This freed a horde of 20,000 Wolf Nomads to face the invaders. Tarkhan Bargru himself commanded the force, which consisted of some 2,000 armored lancers (medium cavalry), 10,000 light horsemen, 7,000 light horse-archers, and 1,000 armored crossbowmen on horseback. [Dragon #56 - 18] Battle of Black Water Bend
[The Wolf Nomads] arrived outside Eru-Tovar late in the summer, just in time to raise the siege. The army of luz retreated eastward, and then fell back along the Black Water, hoping to withdraw safely to the nearer arm of the Howling Hills where humanoid reinforcements could be picked up in considerable numbers. The Tarkhans force caught the retiring army of luz along the great north bend of the Black Water. After a close pursuit lasting several days, during which the majority of the light humanoid infantry and goblin cavalry was shot to pieces by the Wegwiur horse-archers, a pitched battle was fought. As usual, the powerful figures in the opposing forces basically neutralized each other, while the troops engaged in combat of the more basic sort. Fortunately for the Wolf Nomads, luz himself was engaged elsewhere and could not intervene. The horsemen once again proved superior to the ill-disciplined masses of invading infantry, and only a few thousand survivors of luzs ruined army made it to the relative safety of the Howling Hills. Losses by the Wegwiur totalled some 2,000 killed and about twice that number wounded. Of the invading army, some 2,000 humans and 6,000 humanoids were slain, with no prisoners taken. It is assumed that desertion accounts for the balance of the total army initially encamped before Eru-Tovar. (This action is known as the Battle of Black Water Bend and was fought in the Dozenmonth of the Squirrel on the 22nd day, CY 578, or BH 3237.) [Dragon #56 - 19]
One must always give credit where credit is due. This History is made possible primarily by the Imaginings of Gary Gygax and his Old Guard, Lenard Lakofka among them, and the new old guards, Carl Sargant, James Ward, Roger E. Moore. And Erik Mona, Gary Holian, Sean Reynolds, Frederick Weining. The list is interminable. Thanks to Steven Wilson for his GREYCHRONDEX and to Keith Horsfield for his Chronological History of Eastern Oerik. Special thanks to Jason Zavoda for his compiled index, Greyhawkania, an invaluable research tool. Primary sources for this history were the DMG 1e, Ivid the Undying, WGR5 Iuz the Evil, the Greyhawk Adventures hardcover, The World of Greyhawk Folio, and The World of Greyhawk Gold Box, Living Greyhawk Gazetteer, The Living Greyhawk Journals, Dragon Magazine 56, 57, 63.
The Art: All art is wholly owned by the artists. Rule-of-One-Liberty by juggernaught9900Orc-warrior by padawanahot-tower by aerroscapeDead-and-Getting-deader by anatofinnstarkWar-Horse-Speedpaint by benedickbanaSources:1015 World of Greyhawk Boxed Set, 19831064 From the Ashes Boxed Set, 19921068 Greyhawk Wars Boxed Set, 19912011A Dungeon Masters Guide, 1st Ed., 19799025 World of Greyhawk Folio, 19809253 WG8 Fate of Istus, 1989 9577 The Adventure Begins, 19989578 Players Guide to Greyhawk, 1998Ivid the Undying, 199811742 Gazetteer, 200011743 Living Greyhawk Gazetteer, 2000Dragon MagazineOJ Oerth Journal, appearing on Greyhawk OnlineLiving Greyhawk JournalGreychrondex, Wilson, Steven B.Greyhawkania, Jason ZavodaThe map of Anna B. Meyer Posted: 10-11-2021 07:26 pm Blackmoor Land of a Thousand Witches - NPC Taraso Centaur-Lord
Blackmoor Land of a Thousand Witches - NPC Taraso Centaur-Lord
The Centaur clans of Blackmoor are perhaps the most war-like and organized within the Flanaess. As with all Centaurs they have an affinity with the bow that outshines all others, even the notable elven and halfling archers. Though they are profoundly good warriors they have no magic-users but a strong priestcraft worshipping their God Perum whose aspect changes with the seasons.
Taraso is a Lord of one of the larger clans of centaurs who roam the western borders of the Burneal Forest, often tangling with the Tiger Nomads even to the edge of the Drawmij Ocean. There is no open warfare between the nomads and the centaurs, but there is a great deal of rivalry and some trading between the two.
The centaurs have a better relationship with the people of Blackmoor and especially the Sisterhood. With the fight against the Grey the centaur warrior-priests were able to defend themselves but do little except to battle the minions and summonings of the Grey. Many of the Witches of the Sisterhood now ride with the Centaur clans and are welcome allies.
Taraso is a warrior-priest, though not the Priest-Defender of his clan and is a stern old Centaur. He has lost family to the Grey when the a large infestation of summoned creatures came upon their game-herds and killed many centaur-young who sheperherded them. He has an unplacable hatred for the Grey and is a fierce supporter of the Sisterhood. The Priest-Defender of his clan, Volcho, has a strong animus to the Sisterhood and any non-Centaurs. Posted: 10-11-2021 04:46 pm Clark Ashton Smith - Some Ideas and Descriptions from his Stories - 6a The Catac
Clark Ashton Smith - Some Ideas and Descriptions from his Stories - 6a The Catacombs of Ptolemides part 1
SPOILER WARNING!
If you have not read this story TURN BACK NOW! or risk losing forever the unspoiled appreciation of Clark Ashton Smith's prose.
6a). The Epiphany of Death (Written January 25, 1930)
Ptolemides, Catacombs of [PLC] Ptolemides, City of [TWN] Tomeron [NPC]
"Somehow, Tomeron seemed never to belong to the present; but one could readily have imagined him as living in some bygone age. About him, there was nothing whatever of the lineaments of our own period; and he even went so far as to affect in his costume an approximation to the garments worn several centuries ago. His complexion was extremely pale and cadaverous, and he stooped heavily from poring over ancient tomes and no less ancient maps. He moved always with the slow, meditative pace of one who dwells among far off reveries and memories; and he spoke often of people and events and ideas that have long since been forgotten."
"I cab readily recall, however, the studies to which Tomeron had devoted himself, the lost demonian volumes from Hyperborea and Mu and Atlantis with which his library shelves were heaped to the ceiling and the queer charts, not of any land that lies above the surface of the earth, on which he pored by perpetual candlelight."
"He maintained that life and death were not the fixed conditions that people commonly believed them to be; that the two realms were often intermingled in ways not readily discerned, and had penumbral borderlands; that the dead were not always the dead, nor the living the living, as such terms are habitually understood."
"Carrying torches, we left the mansion of Tomeron and sought the ancient catacombs of Ptolemides, which lie beyond the walls and have long been disused, for there is now a fine necropolis in the very heart of the city. The moon had gone down beyond the desert that encroaches toward the catacombs; and we were forced to light our torches long before we came to the subterranean adits; for the rays of Mars and Jupiter in a sodden and funereal sky were not enough to illumine the perilous path we followed among mounds and fallen obelisks and broken graves. At length we discovered the dark and weed-choked entrance of the charnels; and here Tomeron led the way with a swiftness and surety of footing that bespoke long familiarity with the place."
"Entering, we found ourselves in a crumbling passage where the bones of dilapidated skeletons were scattered amid the rubble that had fallen from the sides and roof. A choking stench of stagnant air and of age-old corruption made me pause for a moment but Tomeron scarcely appeared to perceive it, for he strode onward, lifting his torch and beckoning me to follow. We traversed many vaults in which mouldy bones and verdigris-eaten sarcophagi were piled about the walls or strewn where desecrating thieves had left them in bygone years. The air was increasingly dank, chill and miasmal; and mephitic shadows crouched or swayed before our torches in every niche and corner. Also, as we went onward, the walls became more ruinous and the bones we saw on every hand were greener with the mould of time."
ADVENTURE IDEAS
The Catacombs of Ptolemides
The city of Ptolemides was once a proud Pre-Imperium Suel City-State, but after the advent of the Imperium it was slowly abandoned and only a fraction of its population remained. It was home to an ancient temple of Lendor, perhaps the oldest Suel temple of the god's, and during the Rain of Colorless Fire this saved the city, in a manner.
A great storm surrounded the city during the Rain of Colorless fire and transported it between time. The people of Ptolemides who survived live their lives trapped between the beat of a heart. They do not die or age, they hunger little and lead a life of quiet dreaming. The farmland around the city survived even when most within the city did not and the crops are grown picked and grow again to be picked and consumed each day. Cattle bear young who grow to adulthood, are slaughtered and eaten, all as needed to fill the larders of the people, and generally all are unaware of this.
The city and its surroundings are a strange living scar in the outskirts of the Sea of Dust near to Slerotin's Passage. Those who enter the environs of the city become caught within the web of timelessness woven by Lendore. The only way out is the said to be deep under thre city in the Catacombs of Ptolemides.
Within the city only the sections near the outer gates and the central citadel are occupied, while entire quarters are abandoned and walled off, for Ptolemides is also a city of the dead.
When Lendore storm of time came it swallowed the city whole and only those within the citadel survived. These survivors were overwhelmed by the number of the dead, and in houses, manors, tenements and even the streets, the bodies were left unhallowed to putrefy and rot. But these unshriven spirits soon began to walk, to haunt the dead quarters of the city, and to prey upon the living.
Gates were shut, all entrances to these dead quarters walled off, closed and guarded. The priests of Lendore joined the city guard in a desperate attempt to drive back the dead. Then, more welcome than they have ever been, came the hidden cult of necromancers, and the greatest of these was Tomeron.
When Ptolemides was first settled, when the foundations stones were first set, these early Suel found the catacombs, and what they believed, perhaps rightly, was the entrance to the underworld, the land of the dead. These passages were old and endless, already filled with tombs and ancient bones and passages that went deep into the earth. For generations the bodies of the dead were placed reverently within vaults and mausoleums and niches cut into the walls. Over time the nearest of the passages were filled, and the tunnels were followed further and further while a slow sense of evil and darkness crept nearer, and the dead were no longer left undisturbed.
A great necropolis was built in the abandoned foreign quarter of the city and the catacombs of Ptolemides were sealed. The Rain of Colorless Fire and The Storm of Time came, and the dead walked, and then came the necromancers, and with them Tomeron.
Tomeron has unsealed the catacombs and from the abandoned manor where he now lives, in a dead quarter of the city, he directs others; magicians, thieves, priests, fighters, adventurers, fools, to do his bidding and search the catacombs. Of what is brought back to the surface Tomeron has his tithe, but always he seems disappointed, as if what he is truly looking for is never found.
NOTE: Here begins my conversion of TSRs 'Legendary' boxed set, the Ruins of Undermountain. I will just be using the maps for the most part (because my cartographic skill is so poor) but I've always loved this particular dungeon crawl and it will be a pleasure to convert for my Greyhawk campaign.
Tomeron, as I plan to use him, is a high level Necromancer.
Reaching Tomeron's manor is best done in daylight. What was once the artisan's quarter of Ptolemides is now a walled and guarded ruin. Only one gate into the quarter is left open, though rumors say that the Guild of Thieves knows of a secret way.
A small fortress has been built before the gate to this quarter and a toll of 5gp per person is collected to let anyone inside. A toll of 20gp per person is collected to let anyone back out again, and a tax on any treasure of 1 coin, armor, weapon, or valuable, is levied by the king.
There are three gates and a wide circular tunnel that lead to this dead quarter. The outer gate within the fortress will first be opened and as the party approaches the 2nd gate, this outer gate will be closed. Then the 2nd gate will be opened and when the party reaches the gate to the dead quarter, that gate too will close. Finally this 3rd gate will open and the party will be allowed to enter what was once the Artisan's Quarter.
If anyone wants out there is a bell that can be struck near the gate and a basket will be lowered from the wall to collect the 20gp return fee. After dark the guards will ask for extra coin to allow escape from this quarter, and some will not respond at all, preferring to lock and bolt their doors rather than face what might be ringing the bell.
Once outside the small fortress a returning party will be lead to a counting house next door to the fort and there the tax will be levied.
Shops catering to adventurers have sprung up on the avenue leading to this gate and a large inn called 'The Dirge' sits on the far corner from the fortress. It is common for a last drink to be bought here before entering the gate and all manner or business is transacted within this tavern. Hirelings hired, rumors gathered, notices left and what-not.
The dead quarters of the city are very grim and dangerous places, and Tomeron's is no exception. Most buildings are in ruins and many are unpleasantly occupied. rats, bats, vermin and spiders infest these buildings, as well as all manner and kind of undead. The main street is kept warded, at least during the day, but at night the undead roam and there is little shelter to be found.
Several necromancers do live within this quarter and far down its streets can be found an almost-palace that is their guild hall, but these buildings are guarded and sturdy and do not welcome visitors.
Tomeron, on the other hand, welcomes adventurers at anytime. His manor is in a large walled compound three blocks from the gate. The doors to his house are always open and lead to a large entrance hall. Tomeron himself will come to greet all those wishing to journey to the catacombs.
Inside this hall is a large staircase leading to a dimly lit upper floor, but the players will not be invited to see it more clearly. On its balustrade sits a pair of gargoyles, perhaps mere statues, but their unmoving features are grinning and malevolent. A half-dozen uniformed footmen are nearby, pale men with the stench of carrion about them, and the black beneath the stairs seems filled with something more awful than darkness.
To the left of the entrance-way is a set of double-doors. These open to a long, wide passage that turns and turns as it leads down, and finally comes to a broad square room. A quick estimates shows a ceiling vaulting out of site, and a room at least eighty feet wide as it is eighty feet long. Some tables and chairs are at the north end, at its center is a large round pit covered by an iron plate. Massive chains lead from the plate to four crank mechanisms spaced evenly around its sides.
"I take one coin in five and such items, jewels, gems and such-like as take my fancy. No more than one in three. If you agree and are prepared, that is your way to the catacombs," Tomeron points to the pit and the iron plate which covers it.
If the party agrees and wants to proceed Tomeron will speak a sharp command and four tall and heavily scared men will approach the cranks and begin raising the iron plate. Suspended by chains beneath the plate is a platform. Once the iron plate has reached the ceiling the platform will be even with the edge of the pit and a panel will be extended to act as a bridge. Once the party is on the platform the panel will be removed and the platform lowered into the pit.
Tomeron will call down to the party, "From here your adventure begins. Beat upon the armor of the dead to signal your return." Posted: 10-11-2021 11:41 am Clark Ashton Smith - Some Ideas and Descriptions - 5c
Clark Ashton Smith - Some Ideas and Descriptions - 5c
2nd Floor
1). The smell of burnt flesh is pervasive through this area. The ceiling is nearly fifteen feet high.
1a). Stairs going up to the Top Floor. Only a dull greenish light illuminates the top of the stairs.
1b&c). Stairs going down to the First Floor. This stairwells are unlit and are dark as a tomb.
1d). This area is lit by a burning flame held in the palm of a huge statue of a demonic bat-like creature which stands at the center 10 foot section of the south wall. Around the floor are scattered remnants of a hasty camp. A roll of bedding with blood stains, some scattered food (enough for 1 days rations if gathered up and the consumer is none to particular in what they eat) and a broken bone amulet of Pictish design (once this allowed control of the flesh automaton's on this level of the dungeon and the one outside the temple at the top of the stairs. It has been destroyed by acid and physical damage).
The statue stands 10 feet tall with sweeping wings sculpted up to the 15 foot ceiling. The face of the statue displays an evil grin and one large red gem (1,500gp value) the size of a fist. The left eye-socket of the statue is empty and weeps a dark viscous (and flammable) goo that has run down the face and body of the statue (and hardened to the body like a stream of wax down a candle but of a consistency more like clay). The right eye holds the gem.
At the clawed feet of statue us a charred corpse, its arm outstretched ending in a fingerless palm.
If the body is searched, a fairly disgusting process, a set of thieves lock-picks will be discovered hidden cunningly inside the belt.
If the gem is pried from the statues eye-socket a loud click will be heard and a stream of burning goo will be projected in a stream 10ft long from both eyes, while at the same time, a cloud of flammable gas will exhale from the statue's mouth and fill a 10ft diameter sphere directly in front of the statue. The cloud of burning gas will inflict 2d12 damage (1/2 dmg if saved against) to anyone within the area, while the burning goo will inflict three rounds of burning damage (again, 1/2 damage if saved against) to anyone caught buy the discharge. 1d12 the first combat round, 1d8 the second and 1d4 the 3rd. Only the first rounds damage can be saved against and items may, at the DMs discretion, on the burning victim, may also need to a saving throw or be destroyed or damaged.
The goo dripping from the eye or eyes can be collected. About enough to coat 3 arrowheads can be collected in an hour or 6 in an hour if both eyes are now leaking the goo. If exposed to air for more than an hour the goo dries, though this clay-like substance will also burn and about a 1lb of it can be scraped from the body of the statue.
2). This hall is composed of 10ft alcoves sealed off with a greenish crystal. Each crystal wall is strong enough to withstand 10,000hp damage before shattering. within each alcove can be seen the unmoving body of an Elder Thing.
Upon opening the door from area 1 the players are presented with a scene of horrific carnage. The bodies of two Elder Things have been torn limb from limb (though some body parts are missing). A thick, dark red blood is spattered across walls and floor. From area 2b comes a steady pounding noise.
2a). This shattered alcove is empty except for a covering of crystal shards. These shards are a natural bane to all shoggoth and shoggoth-like creatures. They can be used as sling stones and will act as magic +2 to hit/damage sling stones if used against such creatures, though they will do no or little damage to normal creatures. In addition, the possession of 5 or more of these fragments will act as a +1 item of protection against shoggoths and related creatures.
2b). From this location comes the steady pounding of 2 flesh automatons as they relentlessly assault the wall of greenish crystal. They have already caused over 9,000hp damage against this wall and it will shatter in 1d10+10 minutes. Upon shattering it will release an Elder Thing and both flesh automatons will immediately attack the creature.
If interrupted in either attacking the wall or the Elder Thing, both flesh automatons will turn and attack whoever interrupted their actions (ignoring the useless attacks of the Elder Thing), and continue attacking anyone on this level, before turning back to their assault on the wall or the Elder Thing.
The Elder Thing will attack anyone within reach and will attack and pursue them till it is destroyed or prevented by some other means.
2c). As per 2a except that among the crystal shards within the alcove may be found a hand-sized five-pointed object of dark green soapstone. This object acts as a +3 item of protection against shoggoths and shoggoth-like creatures.
2d). This alcove appears empty but behind the crystal wall is a portal that leads to a hidden vault deep within the Spiral Mountain Array. (The vault is merely a 100ft by 100ft space until the key to its exit can be found, which is not yet available in this adventure). If the wall is shattered a stream of Elder Things will pour out, one every combat round, if they can force themselves out of the alcove. 20 of these monsters will come pouring forth, the last will bear a malfunction crystal-tipped iridium rod of the Great Race. After 1d6 uses the rod will emit a crackle of blue electric light for 3 combat rounds then explode, disintegrating everything in a 20ft diameter sphere.
2e). This is a massive gelatinous cube that fills the hall and stretches some 70ft end to end. It still attacks as a 4hd monster but has 10 times the hit points of a normal cube (not really a cube then is it?). It usually circles the corridor endlessly and is fed by sacrifices by the ape-men. It has 3 times the normal treasure (the ape-men are not very thorough when looting their sacrifices). Currently the monster is cowering in this corner of the hall after having about 30% of its mass destroyed by magical attacks and suffering a violent bout of indigestion (see 2f).
2f). At the center of this gelatinous cube is suspended the body of a flesh automaton. It was swallowed before orders could be given and it is a sort-of standby mode. If freed from the cube it will attack anyone within sight, nearest first, and pursue them anywhere within or without the temple until destroyed.
(To be continued) Posted: 10-10-2021 12:31 pm Clark Ashton Smith - Some Ideas and Descriptions from his Stories 5b
Clark Ashton Smith - Some Ideas and Descriptions from his Stories 5b
Tsathoggua
"...we forthwith started to explore a left-hand avenue, which, though it had been laid out with mathematical directness, vanished at no great distance among the fronded trees. Here, somewhat apart from the other buildings, in a sort of square that the jungle had not yet wholly usurped, we found a small temple of antique architecture which gave the impression of being far older even than the adjoining edifices. It also differed from these in its material, for it was builded of a dark basaltic stone heavily encrusted with lichens that seemed of a coeval antiquity. It was square in form, and had no domes nor spires, no facade of pillars, and only a few narrow windows high above the ground. Such temples are rare in Hyperborea nowadays; but we knew it for a shrine of Tsathoggua, one of the elder gods, who receives no longer any worship from men, but before whose ashen altars, people say, the furtive and ferocious beasts of the jungle, the ape, the giant sloth and the long-toothed tiger, have sometimes been seen to make obeisance and have been heard to howl or whine their inarticulate prayers."
"...the black interior of the temple yawned before us, and from it there surged an odor of long-imprisoned mustiness combined with a queer and unfamiliar fetidity."
"...the place was paven with immense quinquangular flags of the same material from which its walls were built. It was quite bare, except for the image of the god enthroned at the further end, the two-tiered altar of obscenely figured metal before the image, and a large and curious-looking basin of bronze supported on three legs, which occupied the middle of the floor."
"I had never seen an image of Tsathoggua before, but I recognized him without difficulty from the descriptions I had heard. He was very squat and pot-bellied, his head was more like that of a monstrous toad than a deity, and his whole body was covered with an intimation of short fur, giving somehow a vague suggestion of both the bat and the sloth. His sleepy lids were half-lowered over his globular eyes; and the tip of a queer tongue issued from his fat mouth. In truth, he was not a comely or personable sort of god, and I did not wonder at the cessation of his worship, which could only to have appealed to very brutal and aboriginal men at any time."
"What unimaginable horror of protoplastic life, what loathly spawn of the primordial slime had come forth to confront us, we did not pause to consider or conjecture."
ADVENTURE IDEAS (Continued from 5a)
As the drums begin to beat scores of ape-men rush from the surrounding ruins. A group of eight with an alpha male leading run toward the stairs. It will take them no more than 2 melee rounds to cross the stone paves of the square and reach the bottom of the stairs, and only another melee round to rush up them and engage anyone at the doors at top.
NOTE: After the first group has begun their charge other small groups of 1d6+6 ape-men (with a 25% chance of an alpha male leading them) begin to make their way behind them or pull themselves up the walls on all side. As an example, for the first 11 melee rounds ape-men will rush up the stairs or make their way around the sides of the ziggurat ever other melee round, 5th round, 7th round, etc... and on the 9th melee round since the ape-men first charged the stairs, a group of six and an alpha male will climb to the top of the ziggurat above the doors and be able to jump down on the next melee round.
NOTE: These ape-men need make no morale cheeks and are immune to any charm spells. The are already under the complete swat of Xathoggua.
If anyone makes it inside the top floor, after opening or smashing down the doors, they will find that the ape-men will not enter. If the entire party is inside the top-floor room the ape-men will disappear from view, moving down the stairs, around the corners of the walls, or peer down from the roof above. Anyone steeping beyond the doors or sticking their head out will be pelted with 30+ thrown stones each melee round for three rounds and then attacked by a rush of ape-men. In no case will an ape-man step within the temple and any that do will go wild, frothing at the mouth, and then collapse in a shuddering semi-conscious heap. Such ape-men will only awaken if they are brought outside the temple or at the sound of a gong being beaten somewhere below (this will be dealt with in a future post).
Top Floor
The interior of the top floor is dank and slimed with a glowing greenish substance that has the smell of rotting vegetation and a slightly acidic quality that will burns the skin and stains and disfigures cloth and hide. It does add enough light to see within the chamber if there is no other illumination.
1a-1g are pedestals with what appear to be iron statues (or broken fragments of iron statues) of humanoid appearance. Each is of a warrior though their shape is slightly disturbing, legs appear too long, the chest narrow and sunken, the arms oddly jointed and the fingers numbering more or less than a humans. Such faces as can be seen are a strange combination of toad, bat and giant sloth. Each statue is exactly detailed and the work masterful, though slightly horrific and bizarre.
It can easily be seen that each of these statues have received severe damage, and several have been almost completely destroyed, and one appears to be missing. A closer look shows that they are covered with slowly moving fragments of metal as if they were swarmed by some infestation. A few moments will reveal that these fragments are minding the fragments, rebuilding the missing pieces and reconstructing each damaged statue.
These statues are a new creature for my campaign.
The Iron Men of Xathoggua
No. Encountered: 1 Alignment: Neutral Size: M Movement: 20 Dexterity: 5 Armor Class: 4 Hit Dice: 8 No. Attacks 1 (Plus Special) Damage: 3d8 Saving Throw: 11 Morale: - Experience Points: 4,000 Treasure Class: -
Constructed by Olman sorcerers in the distant past, the Iron Men of Xathoggua are similar to automaton's of iron. Each is dedicated to Xathoggua and can be commanded by the deity at will (overriding any other commands). Each Iron Man is constructed by a single priest of Xathoggua and controlled by a scroll of a silver-like metal. Only a single controlling scroll can ever be possessed and such a scroll allows command of only a single specific iron man. Anyone trying to possess and use more than one scroll will cause those iron men to attack the user. An iron man must be within sight of someone using a silver scroll and their voice must be able to be heard (an Iron Man has average hearing).
The art of building the Iron Men is now lost, but they are well nigh indestructable. Built from a magnetic black iron which fell to Hyperborea from the dark void of space, the priests of Xathoggua enchanted the alien metal, turning it into a viscous liquid and through their dark arts imbuing each with the life essences of ten powerful warriors and ten colonies of foul green slime, and a quantity of their own blood.
An Iron Man can be shattered with normal weapons, but the metal, even smashed to fragments, is drawn to each other with a force strong enough to pull free from the grip of a strong man. These pieces will find each other even across great distances. It would require great magic or the heat of a mighty forge to destroy this metal.
Allowed to reassemble itself an iron man will 'heal' at a rate of 3hp/turn. When it has reached half its hit points it will be able to function once more though only able to move at half speed and deal half damage, (it will still be able to carry out its special attack).
Special: Immune to charm, sleep, hold and other mind-affecting sorceries. Electrical attacks slow the Iron Man for 3 rounds Fire attacks due 1/2 damage or no damage if saved. Acid attacks do no damage
Every 5 melee rounds the Iron Man can vomit a green acidic substance up to 10feet striking a 5foot diameter sphere of space. This attack will cause 3d6 damage.
Each Iron Man is constructed with an flanged mace gripped in one hand with its other hand free.
Top Floor (continued)
1a) This Iron Man is utterly destroyed. The fragments are slowly shifting together but have only reformed the feet.
1b) This is an empty predestal
1c) This Iron Man is partially reformed and able to function. It's armor is chipped and cracked. The top of its head is missing and the glowing green liquid sloshes out over its face as it moves. It cannot use its special vomit attack.
NOTE: All surviving iron men will attack if anyone approaches within 10feet. If any of the iron men are activated then all are activated and will go on the attack (this includes only the iron men at locations 1c, 1e & 1f).
1d) This Iron man is only half complete. Its body has been rebuilt up to its lower chest. Inside its bowl-like interior is a pool of acidic slime. This glowing green slime may be collected in glass or metal containers. A jar's worth, if used as a missile or poured onto someone, will do 1d10 damage. There is 5 jars worth of slime that can be recovered.
1e). This iron man is at three-quarters hit points and functional. Its body is cracked and missing small pieces, through which leak the green acidic slime, but it is still able to perform its vomit attack. See 1C for the NOTE regarding the functional iron men.
At the feet of this Iron Man is the body of a half-orc sorcerer. The body has received grievous wounds and its right hand is missing. There is a +2 Dagger of Venom concealed in his left boot (5 doses of poison remaining) and 5 100gp gems sewn into each cuff of his pants (10 gems total). His belt has been cut and pockets turned out, but there is a large silver serpent-shaped buckle on his belt worth 50gp with a hidden compartment containing 3 doses of poison for his dagger. In a half-destroyed pack that still hangs over one mutilated shoulder, there is an acid-eaten spellbook which still contains 2 1st level spells and 1 2nd level spell (to be determined by the DM).
1f) This iron man is at half hit points and its special vomit attack functions normally. See the NOTE at 1c concerning this monster.
If activated this iron man will step forward, perhaps off its pedestal and reveal the squashed hand of the half-orc sorcerer whose body is at 1e. There are 2 rings on the broken fingers of this hand. One is in the form of a snake with emeralds for its eyes. It is of ancient craftmanship and worth 250gp to the right buyer. The other is a Ring of Shooting Stars. NOTE: This ring is made of an opposing metal to that of the iron men and the wearer of such a ring will be the focus of any attacks.
1g) This iron man is completely shattered. All it appears to be is a squirming pile of metal fragments oozing a glowing green liquid slime.
2) The stairs leading down to the 2nd floor.
(To Be Continued) Posted: 10-09-2021 02:19 pm History of the North, Part 5: The Coming Storm "Men's evil manners live in brass; their virtues we write in water." Shakespeare, Henry VIII (1613) Act 4, sc.2, l.45
The forces of weal and good had much to celebrate. Iuz was no more. Iggwilvs tyranny had been vanquished. But more than even these great victories, they had stood against a great menace that had hitherto lurked in a quiet corner of the world. However, no reprieve lasts forever. Evil rises again and again, and all must be vigilant, for it rises in the most unexpected places. One might expect that it takes root in tangled forests and fetid swamps, but that is not true; it festers in the hearts of the lustful, the wrathful, in avarice and vanity, pride and vainglory. And in the soul of the defeated. Thus, the greatest Evil might rise up in the most unlikely places, a village, or a hamlet, unseen.
c.550 CY A collection of hovels and their slovenly inhabitants formed the nucleus for the troubles which were to increase. A wicked cleric established a small chapel at this point. The folk of Hommlet tended to ignore Nulb, even though it was but six miles distant. [T1 The Village of Hommlet - 2] The village of Nubb began to fester with all manner if evil folk, culminating with the founding of the soon infamous Temple of Elemental Evil. The troubles began soon thereafter. Local caravans, gnome clans and the neighboring village of Hommlet, became easy targets for bandits from that region. [The Battle of Emridy Meadows, by Mike Bridges]
568 CY News of this evil quickly spread to the Viscounty of Verbobonc to the ears of Prince Thrommel IV, Marshall of the combined armies of Furyondy and Veluna [
]. Compelled to take up the quest, the Prince left his concerns to the north and promptly called upon his most pious knights, clerics, and his own picked guards to bring down this profane temple. [The Battle of Emridy Meadows, by Mike Bridges]
569 CY The Battle of Emridy Meadows By 568 CY, it became clear that the villains had established an army, and the following year saw a great battle between this horde and the forces of Verbobonc, Veluna and even Furyondy. Elves from the Gnarley proved vital to the success for the side of weal, and the Horde of Elemental Evil was scattered at the Battle of Emridy Meadows. Powerful mages and clerics sealed the temple with arcane bindings, claiming to have trapped a powerful demon within the golden doors of the edifice. For a time, peace returned to the lands of Verbobonc. [LGG - 132 ] The Battle of Emridy Meadows highlights this growing realization of mutual interests. Contingents of men-at-arms and cavalry from Furyondy and Veluna, together with a force of dwarves from the Lortmils, gnomes from the Kron Hills, and an army of elven archers and spearmen fought together against a vast horde of humanoids (ores, gnolls, and ogres predominantly) and evil men. The opposing forces met on the grassy fields south of the Velverdyva river several leagues below the city of Verbobonc. The allied forces were closing upon the stronghold of the evil creatures, a huge, walled fortress known as the Temple of Elemental Evil, not far from the unfortunate village of Hommlet, when elven scouts reported that a huge army was approaching from the south. The Marshall of Furyondy, leader of the combined forces, ordered a withdrawal northwards to a position scouted earlier. Ught cavalry skirmishes were sent out to screen the withdrawal, and no real fighting took place that day. When the horde of evil creatures marched forth next dawn they were confronted by the senied ranks of the allied army. The pikes of Furyondy and Veluna were arrayed so that their flank was secured by the Velverdyva, in the center were the banners of horse, and on the allied left were deployed bands of dwarves and gnomes, with a few units of elven archers placed in the intervals between. The humanoids fell immediately upon the left, while the men in the evil ranks rode to engage the center and right. The hordes of ores, gnolls, and ogres thrust aside their hated foes and rushed to encircle the balance of the allied army. Thus the fatal trap was sprung, for the whole allied army pivoted, squadrons of knights driving into the rear of the onrushing horde of evil, and squares of elves emerging from the Gnarley Forest on the left to seal the pocket. Trapped in a pocket, with the bend of the Velverdyva at their backs, and the human and demi-human army forming the chord of the arc, the packed mass of evil humans and humanoids fought hopelessly. After the great slaughter inflicted, the army went on to besiege the Temple of Elemental Evil, and it fell in a fortnight. The Demoness Tsuggtmoy (or Zuggtmoy) was imprisoned in the ruins of the place, with special wards to prevent her escape. Only a few of the wicked leaders of the Temple managed to escape, and it is suspected that these individuals were responsible for the subsequent kidnapping and total disappearance of the Prince of Furyondy. [Folio - 6,7]
So great was the slaughter, so complete the victory of good, that the walled stronghold of the Temple of Elemental Evil fell within a fortnight, despite the aid of a terrible demon. The place was ruined and sealed against a further return of such abominations by powerful blessings and magic. [T1 - 2]
Prince Thrommel summoned all his mages and clerics to cooperate in creating great seals to bind this evil within the deepest parts of [Zuggtmoys] dungeon. Four pairs of large bronze doors, starting with the Grand Entrance to the Temple, were each bound with heavy iron chains and their seals filled with softened metal. Lastly runes were carved into the bronze portals bearing adjurationsof arcane and holy power. With the final spells in place, Evil was contained at last. [The Battle of Emridy Meadows, by Mike Bridges]
One would be naοve to believe that Evil had been destroyed. If we have learned nothing from History, it is that victory is not enough. Evil hides. Evil lurks. In recent years, Dyvers has gained the unfortunate reputation of being a good place to "get lost"or, rather, to lose one's pursuers. After the Horde of Elemental Evil was routed at Emridy Meadows, some adherents to darkness who did not flee to the Wild Coast instead traveled north to Dyvers, bolstering the criminal element in the city. In part because of the aftermath of that conflict, the Gentry of Dyvers live in fear of Turrosh Male's Pomarj "empire" and have even charted out wholesale evacuation plans for the city in the event of invasion (the populace fleeing to either Furyondy or Verbobonc). [LGG - 41,42]
History is not just the waxing and waning of nations and fell gods. History is much more than that; it is the triumphs and tragedies of everyday folk who sometimes rise high, and those who do not, even those who are swept up and sometimes aside by events that sweep in and out of their lives. History of Keirens Journal Keiren Jallucian was an adventurous youth before rising to the seat of Master of the Greyhawk Guild of Wizardry, and later, President of the citys Society of Magi. He was prudent and practical, as well, which is why he survived as many harrowing adventures as he did. He kept a series of meticulously detailed journals and adventure logs that documented his experiences; but despite his keen forethought, he had one fault back then: He did not go home often. Adventuring can be a perilous ordeal, and sometimes you have to drop what youre carrying if you wish to live so see another day. Such was the case when a number of his catalogs were lost in 561 CY during an expedition to the Hellfurnaces. He had to admit that he could not recreate them from memory; there were too many encounters; too many curiosities, details, too many details. Not all were destroyed. One volume turned up in the hands of a Keoish wizard, who later gave it to House Rhola in exchange for access to their family library. They had possession of it for but a single season before ordering a servant to remove it from the household. Apparently, visions indicating death surrounded the book. The servant did not dispose of the book, as ordered to, but decided that he could make a quick coin off it. He did not; he was slain while on his way to a book dealer. Kierans journal surfaced again in 569 CY, plucked from a wizards corpse at the Battle of Emridy Meadows. At this point, its trail becomes a little sketchy, as there are too many rumours about its whereabouts. Reports claim that it surfaced in Veluna City, yet others in Celene. None are denied, none are confirmed, either. It is an odd thing, that book; it looks more like a satchel or handbag than a book, the wooden covers and spine encased in a heavy, hardened reddish leather (that Akastilan {more on him later} claimed is red dragon skin). Keiren scoffed at that when asked. From Greyhawk Grimoires, Keirens Journal, by Robert S. Mullin [Dragon #268 - 70-72]
570 CY You can not keep a good man down, can you? Though few knew it, Iuz had been freed from his imprisonment beneath Castle Greyhawk. Whether this was by error or perhaps design on the part of Robilar, who secretly carried a pair of highly unusual dispelling magics about himself on that fateful day, sages cannot say. What is known is that at the moment of Iuz's being freed, Archmage Tenser arrived on the scene together with Bigby the mage and a powerful fighter going by the unlikely name of Neb Retnar. Tenser had learned of Robilar's plan, feared that Riggby was being duped, and came post haste to prevent their action. Tenser and his cohort began battling the freed, enraged demigod. Riggby at once aided the assault. Robilar and Quij considered flight and felt their chances would be best if they made odds of four against one into six against one. Iuz was very nearly destroyed in that conflict, escaping to the Abyss just before Bigby would have destroyed him with his infamous crushing hand spell. He left behind him a backwash of chaotic evil magic which altered the alignment of Retnar, left Riggby catatonic for days, and caved in a large part of Castle Greyhawk's deepest dungeon complexes. Since that time, Iuz has always protected himself with a carefully secreted soul gem hidden on an unknown, unbelievably well-guarded Abyssal plane. [WGR5 Iuz the Evil - 5]
He seethed. He raged. He could think of nothing but revenge. Against those whod imprisoned him, against that overblown pup Robilar whod tried to kill him, against Bigby who almost had. Indeed, against all of the Flanaess. And he was far more powerful than when Cuthbert had locked him away. He returned to Dorakaa, and finding his fiefs disloyal, he exterminated most of the independent lords of the lands he still claimed as his own. Their bones, along with those other unfaithful he murdered, lengthened his Road of Skulls. After his release, Iuz was filled with a desire for vengeance and conquest. Sixty-five years of banishment had concentrated his mind wonderfully. With a savagery and cruelty allied to plans formed over many long years of thought, Iuz acted to gather together the warring bandits and humanoids of his land with an iron grip. He drew together his Boneheart, a Greater and Lesser circle of spellcasters, six in each echelon. His agents began to scour the Flanaess, seeking arcane evils and relics. Iuz readied his forces for a great war. [WGR5 - 3]
Iuz and the eight other demi-gods released; they were not happy. Can you blame them? The seeking of treasure in Castle Greyhawk itself had unintended consequences. Iuz was suddenly freed from imprisonment in the dungeons under Zagigs old castle in 570 CY, to the great consternation of those in Greyhawk who saw the half-fiend briefly when he emerged from the ruins. He then returned by magic to his old kingdom in the north. Several members of the Circle of Eight attempted to prevent Iuzs escape but were unsuccessful. Other powerful beings, some of demigod status and some demon lords, appeared around this time, also apparently freed from captivity by their own muggles or the careless intervention of adventurers such as Lord Robilar of Greyhawk, a Wild Coast warrior who diplayed a bad habit of setting evil monstrosities loose from their magical bonds. Every powerful being freed from Castle Greyhawk blamed Zagig personally for his or her imprisonment and vowed revenge as they fled to recover from their ordeal. [TAB - 61]
Far be it from Iuz not to hold a grudge. Once again Iuz rules, and his forces gather for fell purposes. Iuz has vowed to bring ruin upon Tensor the Archmage and Lord Robilar and the others who tried to slay him when his prison was sprung. [Folio - 12]
When Iuz was freed in 570 CY, he had great plans for the Flanaess. Risen to the power of a demi-god, Iuz has achieved more than a few of his initial goals. [FtAA - 29]
Nyrond saw, clearly, the Overking's preparations for a great war against the western state. Yet, when the first blow came, it did not come from Rauxes. It came from luz; meddling fools managed to release the fiend from his imprisonment in Castle Greyhawk in 570 CY, only a year after the forces of good in Furyondy and Veluna celebrated the sack of the notorious Temple of Elemental Evil in the Gnarley Forest. Their celebrations would not last many years. [FtAA - 5]
571 CY Stories are fruit upon the tree. They ripen over time. Sometimes epic tales have such paltry beginnings. The Story Reuven of the Rhennee [A] wandering band of Rhennee bargefolk came to Tristor upon the Yol River. The gypsies camped at the edge of town and pawned exotic medicines and poultices to the simple farming folk. Certain bottles of this medicine somehow spoiled, turning from a foul-tasting drink to a deadly poison. Two people died, and a young man was left both blind and paralyzed from the waist down. The town constable arrested the Rhennee and awaited the arrival of a judge, but the villagers soon stormed Tristors jail. After a brief scuffle, they ushered the bargefolk outside of town to a small hill, upon which stood a lone oak tree. There, each Rhennee was given a mock trial, found guilty, and lynched. As proper servants of Pholtus, however, the townsfolk of Tristor were not without mercy. They decided to spare one of the gypsies, a lad of four summers known as Reuven. After forcing the boy to watch the murder of his family, the villagers admonished him to give up his wicked ways and to abandon Tristor forevermore. The town buried the Rhennee near the oak tree. Within a year, they had put the madness behind them. The lone Rhennee boy, however, could not let the incident rest. As each year passed, his hatred of the people of Tristor grew like an inescapable malignancy. He wandered the Flanaess for years, gathering funds in exchange for hard work, learning a number of trades all the while. [RPGA Fright at Tristor - 3]
573 CY Iuz was not the only one with designs on the North. The Horned Society most certainly did, too. Oddly, so did the Scarlet Brotherhood. Why would they, you ask? Because The Brotherhood never thought small. They were wont to prepare for a future in which the whole of the Flanaess would be remade in their image. Does anyone truly know when The Scarlet Brotherhood began affecting the course of the Flanaess? Could it have been when the Prince of Furyondy-Provost of Veluna disappeared? Maybe. They had been plotting a very long time; so it stands to reason that if they did, then this might not have been their first strike. Or was it? No clues were left behind when the Prince vanished. The Prince, betrothed to the daughter of the Plar of Veluna, and serving as Provost of that state, as well as Marshall of Furyondy, was of key importance to the forces of good. [Folio - 8] At the time, few connected the appearance of these sagely, monastic advisers to the disappearance of Prince Thrommel of Furyondy, or to any number of political developments throughout the Flanaess. The arrival of the Brothers of the Scarlet Sign did trigger curiosity, of course, and in short order spies were sent to the Tilvanot. [LGG - 96] But was it the Brotherhood? It is far more likely that the masters of the sundered Temple of Elemental Evil were to blame, taking vengeance on that worthy paladin for his meddling in their affairs. But then again, the Brotherhood were always amicable with those who furthered their ends, werent they?
The Scarlet Brotherhood had designs further afield than The Sheldomar Valley and the Azure Sea. They had watched the nations of the Flanaess and its peoples for a very long time, and began inveigling their way into the courts and halls of all the lands wherever they found the descendants of the Suel migrations. The Suelii called themselves by names in the Cold Tongue, too: Cruski, the Ice Clans, who are the most noble and brave; Schnai, the Snow Clans, who are the most numerous and strong; and Fruztii, the Frost Clans, who are the bulwark and first in battle. They battled with each other over the long years since Vatun lay down in the cold, but they would always join their hosts together when an outsider threatened. The Schnai perfected the art of building longships, and the Fruztii found adversaries for the barbarian nations to fight and plunder. The Cruski joined with their cousins on many of these raids, taking special joy in fighting their particular rivals, the Sea Barons of Aerdy. This was the life of the barbarian Suel for hundreds of years, through victories and losses. Their freedom was undiminished, but it was subtly threatened several decades ago. Travelers from the south came to call at the courts of the barbarian Suel. Calling themselves the Brothers of the Scarlet Sign, they claimed to be kin of the Fruztii, Schnai, and Cruski. By blood, perhaps they were kin, though distantlybut, in spirit, they were the same devious manipulators who claimed to rule the ancestors of the northern Suel. They came with tales of the lost glory of the Suel race and its ruined empire. They told how the Cruski were descended from an Imperial House, the noble and loyal servant of the last Suel emperor. Old King Cralstag knew well that his ancestors, be they slaves or scoundrels, were never the lapdogs of an emperor who stank of magic. So he told the Scarlet Brothers, and before all in his court, as his judgment on their words. For this, the Brothers murdered him soon thereafternot with clean blade or strength of arms, but with hidden venom in his cup. The king's nephew, Lolgoff, knew the old king's judgment and the manner of his death. When the Brothers were brought before him, they spoke words of praise and honor for the dead king, and they smiled. Lolgoff smiled too, as he cut them apart with the old king's sword, for he honored Cralstag in deeds, not words. As king and fasstal, Lolgoff pronounced his judgment: The Brothers of the Scarlet Sign should receive only death in the kingdom of Cruski. [LGG - 55]
574 CY The Fruztii consulted with Ratik concerning what wonders may be hidden within their mountains, eager to see whether the lore of their skalds was to be found in the dusty tomes the southerners worshiped so. So, Ratik consulted the Library in Marner, and those sages and wizards employed there, and within those dusty tomes they exhumed references to lost cities of the Flan, to ancient relics of the dwerfolk, and to sunken cities of the Solnor Sea. And of course, they dug up references to dragons and the hordes they amassed. All these they brought to the attention of the Fruztii, and the Fruztii listened with great interest. And armed with this knowledge, the Fruztii and those scions of Ratik brave enough to accompany them, they climbed into the Griffs and the Corusks in search of such things.
575 CY Where the Schnai sent promises and warriors to support the Fruztii front lines as a rear guard of the Bluefang-Kelton Pass, Ratik did one better. Although already hard pressed in the south with the orcs and gnolls, they understood that they must also secure their north, so, they sent battle hardened troops to stand shoulder to shoulder with their northern kin. The Fists came, as they knew they must, and they came with ogres and orcs and gnolls, and the alliance held the pass against them. But holding the pass was not enough. Securing it was essential, as was securing the lands north of it. The Battle of Kelten Pass, as the Fist called it, only served to divide the Atamans of Stonefist. Were it not for Vleks iron rule, the Hold might have fallen into strife. The Coltens, despite generations of servitude to the invaders, have slowly emerged as a competing form of leadership, offering their method of election of the most popular warrior as an alternative to the Rite of Battle Fitness. So many aspiring leaders were slain in the often useless raids of the latter method that its proponents have grown scarce. When Ratik and the Fruztii made peace, the subsequent battles for the Kelten Pass brought several telling defeats to fists led by the descendant warband leaders. The Hold was then divided between those who followed the laws laid down by Vlek Col Vlekzed, and those who claimed that Stonefists methods are no longer appropriate and the Coltens Feodality should be restored. The nomads and settlers west and around the Frozen River championed the ways of Stonefist. The population around Kelten and the Hraak Forest wished to establish new forms of leadership. [Dragon #57 - 13]
The successful alliance of the Barony of Ratik and the Frost Barbarians has caused much consternation in Bone March. A joint Ratik-Fruztii army wreaked havoc within the March after the signing. Leaders of the humanoids have determined that the northern alliance must be dissolved. [WoGG - 29]
Duke Ehyeh of Tenh understood the need to strengthen his borders, what with the dangers of the Fists to the North, and with raiding Rovers there as well. South lay the Bandits and the aspirations of the Theocracy of the Pale. The Pale could one day be the greater enemy, for they were organized and strong. And fanatical in their devotions that he and his people did not share. In CY 575, Duke Ehyeh II began an active campaign to clear the Troll fens and border area on the west bank of the Yol. Considerable numbers of fortifications were built, and this two-year effort was deemed a general success. The Theocrat of the Pale concentrated his attentions south and eastwards because of the strong show by the Tennese. [Dragon #56 - 27]
576 to 582 CY The alliance between Ratik and the Frost Barbarians was mutually beneficial. Not only had they begun to secure the Fruztiis northern pass, they had begun to make gains against the Bone March to the south, too. But at a cost. They were small nations, their resources were limited, and were the orcs not soundly defeated, and soon, they knew all might be lost. The humanoids so soundly defeated in the campaign of 575 were again raiding over the border, and the gnomes of the Lofthills (west of Loftwood) were being continually besieged. Losses from the campaigns in Bone March and with the Frost Barbarians could be replaced by mercenaries and volunteers from foreign lands only. [Dragon #57 - 14] The Frost Barbarians had not turned their backs on their cousins, the Schnai and Cruski, for they had common cause. They each hated the Hold of Stonefist, as did their distant cousins, the Zeai, the whaling Sea Barbarians who dwelt upon the far Brink Isles and Tusking Strand, east of the Black Ice. And the Snow and Ice Barbarians shared common cause against the North Province and Sea Barons, for life was harsh upon the Thillonrian Peninsula, and thought their seas were plentiful, their slim growing season could not support them. The Schnai noticed their Fruztii cousins absence from the seas. And they saw their cousins increased reliance upon Luxnor of Ratik. But they were not worried. Let them break themselves upon the Fists and the Bone March, the Schnai said. They will weaken beyond recovery, and will be forever under our suzerainty when Ratik finally fell, for fall it must, in the end. And in the Fruztiis absence, the Schnai increased their raids on the Great Kingdom, knowing that they need not share the spoils with them. The Schnai were not the only ones to note the Fruztiis increased presence in the northeastern theatre. Tenh had heard of the Frost Barbarians alliance with Ratik, they had heard of their joint strike into the Bluefang-Kelten Pass, and they sent emissaries to treat with them, for, as they explained to them, we have common cause against the Fists of Stonehold, and the Fruztii listened.
576 CY Bonded by blood, and having shed blood to protect one another, the Fruztii and Ratik ratified their bond in the eyes of both their gods, for they knew that their only hope of their standing against their enemies, they would need to stand as one. This symbolic parchment was endorsed and blessed by the gods of both Ratik and Fruztii, and the superstitious Frost Barbarians place great store in its safety. [WoGG - 29]
Plague has a nasty habit of cropping up here and there, without warning. Of course, were there warning, plague would never gain a foothold, would it? And of course, sometimes symptoms take a while to take root. But all it takes is a sneeze, and before you know it, the victim is complaining about lassitude and fever. Red blotches appear, and then there is panic in the street. The Red Death had returned. And it was as lethal as it had been a century earlier. But what can be done? How is it spread? Physical contact? Air? Water? Or by some other mysterious agency. The name Iuz is whispered. The Horned Society. Even Keraptis. Plague abroad in Rookroostor that's what a large percentage of its populace believes. A week ago, the city was as disease free as a city like Rookroost ever is. Now scores are suffering from a malady that has herbalists and clerics puzzled . . . and worried. The word on the streets is that the Red Death has returned. [WG8 Fate of Istus - 6]
History of Keirens Journal The journal next surfaced in Admondfort, its owner known for wandering the shores of the Nyr Dyv. Akastilan claimed to have found it in the Cairn Hills, but he was known to spin a tale, and likely wrestled it from a hedge wizard. He promptly traded it in Urnst. Keiren was made aware of the volumes surfacing, and has stated that it focuses on his experiences in the Amedio Jungle. According to Keirens obserations, not every Amedio tribe is hostile to outsiders and, in fact some are quite friendly to visiters who come in peace. Several pages describe how one tribe even took him on a tour of an ancient Olman ruin, leading to his discovery of a lost spell. Although the original was etched into the surface of an immovable stone slab, the Journal contains a reproduction. The spell, calle Lightning Serpent, is one of two spells inscribed in the Journal, though both are unique. The other Kierens Curse Ward, is clearly of Kierens devising. In any event, Kierens Journal is an invaluable source of information for those who would learn more about the Amedio Jungle and its people. From Greyhawk Grimoires, Keirens Journal, by Robert S. Mullin [Dragon #268 - 70-72]
The Rovers were wont to increase their strength; but, their young warriors were impatient, and their elder chieftains remembered the days of old when the peoples on their borders quaked with fear upon hearing the thunder of their horses hooves. The young tribesmen who matured into warriors during the last two generations avoided their old battling and hunting grounds along the Fellreev Forest and the plains of the Dulsi, for they feared the might of luzs hordes. Instead, these nomads and woodland hunters withdrew to the steppes and other sites to the north and east. Their numbers increased, and they practiced their fighting skills against the men of the Hold of Stonefist and the savages and humanoids they met on raids into the Cold Marshes. Despite the difficulties of communication, the western tribes of the Rovers of the Barrens actually made alliances with the Wegwiur. In 566 there were a few light raids into the northeastern edge of the Fellreev. [Dragon #56 - 28]
577 CY Bellport grew tired of the repeated raids by the Schnai, and demanded the protection due them as a city of the North Province and the Great Kingdom. Lord Captain Aldusc was dispatched from Asperdi of the Sea Barons with a squadron of warships and troops to do just that. The warships are now reported to be operating along the coast. Included are no fewer than six large galleys and perhaps a score of other war ships. The troops were divided after landing into main [joining Herzog Grenell] and reserve [defending Bellport's landward approaches] groups. [Dragon #63 - 15]
Although the Schnai had not raided as far and as often as the Fruztii had in their days of glory, they were no strangers to such things; indeed, they were the most accomplished of seafarers, and they were truly as fierce as their cousins, as were the Cruski. They increased their raids, and their longships swept down the coast, striking the North Province and the Baronial Isles both, luring those who chased them or sought to stop them far out to sea where they could lose them with ease. But not all were so lucky. It was only a matter of time before the Schnai had their noses bloodied. They had underestimated the Sea Barons, and in their hubris and folly were dealt a defeat as they had not yet faced.
During the season of 577, much minor activity took place along the coast of North Province and off the northern end of the Island of Asperdi. Some raiders were met and actions were fought; some slipped through, some turned elsewhere. Reportedly a squadron of seven Schnai longships were set upon whilst sinking the hulks of two provincial merchants, the vessels Marntig and Solos. Guided by the smoke and flames, a flotilla of Baronial warships surprised the barbarians. Three of the Schnai were rammed and sunk. In hand-to-hand action, the flagship of the barbarians fleet was captured, but the three remaining longships escaped after jettisoning all of their captured cargo. In hand-to-hand action, the flagship of the barbarians' fleet was captured. Jarl Froztilth, leader of the Schnai, many of his men, and the captured ship were all taken to Asperdi. News of this success was said to have greatly heartened the Herzog. [Dragon #63 - 16] The Schnai recalled how once they and the Fruztii were the terror of the seas, and they wished the southerners to fear them so again. So, the Schnai treated with their cousins, the Cruski. And the Cruski were glad to treat with them, for the Schnai held what was theirs. The Schnai gave up the lands south of Glot along the east coast [and] the Cruski regained their southern harbors. This made the raids into North Province and the Isles of the Sea Barons all the easier next year, and most of the able-bodied men were away on those journeys when the warbands of Stonefist (now Stonehold) rode into the tundra which the King of Cruski claimed. The few wandering tribes of Coltens there welcomed the invaders, while surviving Cruskii headed east as quickly as possible. The returning warriors were enraged at the boldness of the invasion. [Dragon #57 - 14]
The Cruski and Schnai negotiated their treaty, with the Schnai agreeing to give back the lands south of Glot along the east coast to the Utsula Highlands.
The attention of the Cruski was directed wholly to the south, where choice plunder could be gained during the summer raiding season. After a particularly successful venture in 577, the Cruski and Schnai sat down together to bargain on a division of the spoils. In the end, the Schnai agreed to give up the land south of Glot along the east coast. The Snow Barbarians gained more gold and silver, while the Cruski regained their southern harbors. [Dragon #57 - 14] Iuz looked upon the expanse of Whyestil Lake and understood its use. Dorakaa lay upon its northern shore, Chendl lay within a days march of its southern. He looked to the south and knew that Furyondy ruled its waves from Crockport and he seethed. He coveted. Moreover, he realized that it had only been by the grace of Grazzt that he had not had to fend off their fleets, or had his seat of power razed to the ground. He commissioned forty galleys to be built at Dorakaa.
After a period of rebuilding and strengthening his domain, the Lord of Evil set his mind upon the lands to the south. Various pacts and treaties were concluded with the none-tooloved Horned Society, thus assuring no immediate trouble from the east. Groups of humanoids gnolls and flinds, orgrillons, bugbears, and even ogres under human leadership were sent across the Dulsi River to first occupy the nearer portion of the Vesve Forest, and then work south to harass the border of Furyondy. luz caused a fleet of 40 galleys to be built at Dorakaa in 577. With this force he hoped to wrest control of Whyestil Lake from King Belvor, thus exposing all of the northern portion of Furyondy, from the Vesve along the Crystal River to the Veng and then to the Whyestil, to easy invasion. To facilitate this move, luz joined forces with the resurgent followers of Elemental Evil, believing that such a threat on the Kingdoms southern border would distract the Furyondians from his much more ambitious plans in the north. While his forces were being readied, luz ordered his northern contingents to capture EruTovar and thus stop any possible move by the Wolf Nomads upon the upper portion of his realm while his invasion of the south was in progress. Leaving the execution of his will to trusted underlings, luz himself went far to the south to stir up trouble. [Dragon #56 - 19] Belvor was having none of it, though. He sent his Fleet to Dorakaa, destroying the majority of the Iuzan galleys under construction.
The intelligence network of Furyondy discovered the plan to wrest control of Whyestil Lake from their navy, and before the luzite army stood before Eru-Tovar, King Belvors fleet staged a daring raid upon Dorakaa. The majority of the galleys being built were burned in the stocks, and seven of those which had been completed and outfitted were captured, while another five were sunk. [Dragon #56 - 19] Duke Eyeh II of Tenh turned his attentions to the north, for the Fists flowed from Rockegg Pass each and every spring. He marched north to meet them, and although successful in repelling their savage attack, he fell in what came to be known as the Battle of Rockegg Pass. In 577, the Duke began early actions to the north, working into the mountains and fortifying the southern end of Rockegg Pass, some 20 leagues above Catbut. The Duke was himself killed in fighting against the Holders, whose units of fists resisted with great ferocity the closing of the pass. Despite the death of their leader, the Tennese (now under Marshal laba) finished what their liege had willed, thus effectively securing the Duchy on two sides. [Dragon #56 - 27] The Wolf Nomads were of a mind with the Rovers. For too long, the nations of the South had held dominion over lands they claimed as theirs. The Wolves wanted them back. So too did the Rovers. So, they came together to treat at the Great Beast Hunt to speak on it, and to plan. By CY 577, a conclave of all the clans staged a great beast hunt in the central portion of their territory, with many visiting Wolf Nomads taking part in the sport. The census sticks showed that clan warrior strength was as follows:In attendance were: 11 tribes of the Great Stags, counting 5,200 warriors; eastern area Bear Paws 1,150, 4 tribes; Southeastern area Red Horses 2,700 6 tribes; Northwestern area Black Horses 3,350 8 tribes; Northwestern area Gray Lynx 1,450 5 tribes; Northern woodlands area Horn Bows 1,800 4 tribes; West central area Sly Foxes 850, 4 tribes; Southern woodlands area Wardogs 3,100 fighting society; All tribes White Wardogs 950 fighting society; North tribes only. At the great conference, the Rovers agreed to a plan to make war upon the Horned Society to attempt to regain their lost territory around the Opicm and in the Fellreev. The help of the Wolf Nomads was not promised, but the Rover tribes knew it would certainly come if possible. The Sly Fox Clan, always on good terms with the sylvan elves of the Fellreev Forest, were to harass the enemy from the woodlands, while the western clans, the Red Horse, Black Horse, and Horn Bows, rode south and made war upon the hated peoples of the Horned Society. Chada-Three-Lances [
] was made War Sachem, and in the spring of 578, he led some 6,000 warriors on a campaign to accomplish the recovery of the lost lands. With the force went a party of about 900 centaur warriors. The latter had been displaced from their territory in and around the western end of the Fellreev, so they were more than eager to take part. [Dragon #56 - 22,23] Not all Shield Landers were of like mind. Some were petty. Some were greedy. Some wondered why they stood alone against the evils to the north. Prince Zeech was one such. Though brave, was not at all honorable. He saw how the Bandits took what they wanted while he was held back from taking what he thought could be his, like a horse held to rein, so he broke his ties with the Shield Lands and formed the Bandit Kingdom Principality of Redhand from what was once the province of Alhaster. The [Bandit Kingdoms] only coastal "kingdom," Redhand holds a section of the north coast of the Nyr Dyv, from the old Shield Lands to the mouth of the Artonsamay. "Prince" Zeech [a cleric of Hextor], an effete renegade Shield Lands lord who broke with his nation in 577 [
]. [LGG - 27] One must always give credit where credit is due. This History is made possible primarily by the Imaginings of Gary Gygax and his Old Guard, Lenard Lakofka among them, and the new old guards, Carl Sargant, James Ward, Roger E. Moore. And Erik Mona, Gary Holian, Sean Reynolds, Frederick Weining. The list is interminable. Thanks to Steven Wilson for his GREYCHRONDEX and to Keith Horsfield for his Chronological History of Eastern Oerik. Special thanks to Jason Zavoda for his compiled index, Greyhawkania, an invaluable research tool. Special thanks to Mike Bridges for his The Battle of Emridy Meadows. Primary sources for this history were the DMG 1e, Ivid the Undying, WGR5 Iuz the Evil, T1, The Village of Hommlet, the Greyhawk Adventures hardcover, The World of Greyhawk Folio, and The World of Greyhawk Gold Box, From the Ashes Boxed Set, The Aventure Begins, Living Greyhawk Gazetteer, The Living Greyhawk Journals, Dragon Magazine 56, 57, 268. The Art: All art is wholly owned by the artists. Viking by iamtretre Battle-For-Azeroth by astri-lohne Volcano-Guardian-Siren-Splash-art-illustration by adriengonzalez Rage by rhysiaint Iuz, by Eric Hotz, from WGR5 Iuz the Evil, 1993 Reuven, by Eric Hotz, from RPGA The Fright at Tristor, 1993 Archway by tacosauceninja Donner-Lake by chateaugrief Red Death, by Karl Waller, from WG8 Fate of Istus, 1989 Visions-in-the-fire by dominikmayer Front-Line by dominikmayer
Sources: 1015 World of Greyhawk Boxed Set, 1983 1064 From the Ashes Boxed Set, 1992 1068 Greyhawk Wars Boxed Set, 1991 2011A Dungeon Masters Guide, 1st Ed., 1979 2023 Greyhawk Adventures Hardback, 1988 9025 World of Greyhawk Folio, 1980 9026 The Village of Hommlet, 1979, 1981 9399 WGR 5, Iuz the Evil, 1993 9577 The Adventure Begins, 1998 9578 Players Guide to Greyhawk, 1998 Ivid the Undying, 1998 11742 Gazetteer, 2000 11743 Living Greyhawk Gazetteer, 2000 RPGA The Fright at Tristor, 2000 Dragon Magazine OJ Oerth Journal, appearing on Greyhawk Online Living Greyhawk Journal Greychrondex, Wilson, Steven B. Greyhawkania, Jason Zavoda
The map of Anna B. Meyer Posted: 10-09-2021 09:17 am Blackmoor Land of a Thousand Witches - The Moon Hall
Blackmoor Land of a Thousand Witches - The Moon Hall
The gathering place for the Sisterhood has no set location. It exists when the moons, Celene and Luna, are in certain conjunctions with the Oerth. The Great Veil is created and the Sisterhood passes within to seperate plane of existence. This is the Moon Hall of the Sisterhood. Three of the Nine who guide the Sisterhood hold the portal open while three others help to guard it with a large contingent of witches, warriors and summoned or allied creatures.
Once a year at the passing of the long night there is a great gathering where challenges for rank among the Sisterhood are conducted. None but members of the Sisterhood are allowed at this gathering, though at other times any witch may take a non-witch with them through the Great Veil and to the Moon Hall.
The Moon Hall is sometimes a mansion or palace or even a castle with many rooms. At other times it appears to be glades and groves within a think forest. There is no sun within the Moon Hall only the light from Celene and Luna. No matter what its appearance there will be room for gathering, dancing, feasting.
Amidst all this the spirits of dead witches wander and particpate and interact with the living. They appear semi-translucent and may change from young to old as they speak. Many of the dead are hard to converse with as they appear to be dreaming or distracted by things unseen to the living.
Beneath the Moon Hall are the crypts where the spirit jars of the dead are kept. Some are large and contain the bodies of the dead. Other jars are small and hold only the ashes or even the spiritual essence of some long fallen sister. But the crypts are also a prison and a vault holding items of great power. Sisters whose spirits have fallen to evil or madness are imprisoned and guarded by the honored dead of the Sisterhood. Items of power deemed to dangerous to use except in dire neccessity are entombed beneath the spirit jars of the strongest of the Sisterhood from times past.
Beyond the Moon Hall the plane becomes chaotic and home to terrors drawn from the nightmarish depths of the mind. Any interlopers or those who seek harm to the sisterhood within the Moon Hall are cast into this border of churning chaos.
Posted: 10-08-2021 02:33 pm Clark Ashton Smith - Some Ideas and Descriptions from his Stories 5a
Clark Ashton Smith - Some Ideas and Descriptions from his Stories 5a
SPOILER WARNING! If you have not read this story TURN BACK NOW! or risk losing forever the unspoiled appreciation of Clark Ashton Smith's prose.
5a). The Tale of Satampra Zeiros (Written Nov 16 1929, first published in Weird Tales Nov 1931)
Commoriom - [TWN] Polarion - [PLC] Satampra Zeiros - [NPC] Tirouv Ompallios - [NPC] Uzuldaroum - [TWN] White Sybil of Polarion - [NPC]
"I, Satampra Zeiros of Uzuldarium shall write with my left hand, since I have no longer any other, the tale of everything that befell Tirouv Ompallios and myself in the shrine of the god... (see post 5b), which lies neglected by the worship of man in the jungle-taken suburbs of Commoriom, that long-deserted capital of the Hyperborean rulers. I shall write it with the violet juice of the suvana-palm, which turns to a blood-red rubric with the passage of years, on a strong vellum that is made from the skin of the mastodon, as a warning to all good thieves and adventurers who may hear some lying legend of the lost treasure of Commoriom and be tempted thereby."
Commoriom Polarion White Sybil of Polarion
"Now Commoriom, as all the world knows, was deserted many hundred years ago because of the prophecy of the White Sybil of Polarion, who foretold an undescribed and abominable doom for all mortal beings who should dare to tarry within its environs. Some say that this doom was a pestilence that would have come from the northern waste by the paths of the jungle tribes; others, that it was a form of madness; at any rate, no one, neither king nor priest nor merchant nor laborer nor thief, remained in Commorion to abide its arrival, but all departed in a single migration to found at a distance of a day's journey the new capital, Uzuldaroum. And strange tales are told, of horrors and terrors not to be faced or overcome by man, that haunt forevermore the shrines and mausoleums and palaces of Commoriom. And still it stands, a luster of marble, a magnificence of granite, all a-throng with spires and cupolas and obelisks that the mighty trees of the jungle have not yet overtowered, in a fertile inland valley of Hyperborea. And men say that in its unbroken vaults there lies entire and undespoiled as of yore the rich treasure of olden monarchs; that the high-built tombs retain the gems and electrum that were buried with their mummies; that the fanes have still their golden altar-vessels and furnishings, the idols their precious stones in war and mouth and nostril and naval."
"...we saw in the moonlight the gleam of marble cupolas above the tree-tops, and then between the boughs and boles the wan pillars of shadowy porticoes. A few more steps, and we trod upon the paven streets that ran transversely from the high-road we were following, into the tall, luxuriant woods on either side, where the fronds of mammoth palm-ferns overtopped the roofs of ancient houses.
We paused, and again the silence of an elder desolation claimed our lips. For the houses were white and still as sepulchers, and the deep shadows that lay around and upon them were chill and sinister and mysterious as the very shadow of death. It seemed that the sun could not have shone for ages in this place- that nothing warmer than the spectral beams of the cadaverous moon had touched the marble and granite ever since that universal migration prompted by the prophecy of the White Sybil of Polarion.
"I wish it were daylight," murmured Tirouv Ompallios. Hos low tomes were oddly sibilant, were unnaturally audible in the dead stillness."
ADVENTURE IDEAS:
The Treasures of Satampra Zeiros
The city of Vol in the Amedio Jungle is dead but for the bestial life of the ape-man. While some parts of the city have been rebuilt by a few thousand of these strangely human-like and advanced creatures, most of the city remains locked in jungle-choked ruin. The oldest and more outlying areas of Vol are home to a more savage breed of ape-man as well as the beasts of the wild, the giant-sloth, clouds of giant bats, the sabre-tooth...
In the comfort of the old inn at Monmurg, the Silver Eel, Satampra Zeiros the One-Handed, tells of the great treasures to be found in a nameless and forgotten temple located in the abandoned suburbs of Vol, and of the map he is willing to sell for a substantial amount of gold, and a share in the treasure itself.
While Satampra's map is accurate, if slightly out of date, the treasures he speaks of, the eyes of the dark idol in the abandoned temple (rubies as big as northman's shields) and the collected offerings of millennia piled at the idol's feet, are not simply there for the taking. The temple is not abandoned, and the dark idol is not nameless. The wild ape-men of Kor, driven from the rebuilt center of the city by their more evolved cousins, have opened the doors to this ancient, squat stone temple and have found a god.
The passage to Vol, according to Satampra's map, is down the river from the Amedio Coast and onto a small tributary that ends at a collection of broken stone piers near the east of the city at the edge of the old suburbs. This basin is home to a water snake of gigantic proportions. Vasha, her ancestors altered by the power of ancient mages of Vol, is a stupendous creatures several times the size (and hit dice) of a normal water snake. She is of moderate intelligence but high cunning. She will not risk herself unless she is sure of success, though she is willing to sacrifice her progeny (what else are children for?) in great numbers. These water snakes are double the size and hit dice of normal water snakes and infest the half-submerged ruins immediately surrounding the pier.
Vasha lairs in a cavern beneath the basin. It was several passages and chambers (including a hidden chamber where the research was done on her ancient kin). Her nest has an escape tunnel that leads to the T'vala inlet which she will not hesitate to use. Vasha is a big coward at heart. Vasha is immune to charm spells and abilities and her children are highly resistant.
The overgrown houses, shops, barracks and boulevards have abundant animal life. Exploration of these ruined buildings will result in numerous encounters with wild animals defending their lairs. As with Vasha's children these animals are highly resistant to charm spells and abilities, but they are no more aggressive than any other wild beasts of the Amedio Jungle (at least for now).
If the players have Satampra's map it will show a path through the jungle and ruins that leads through, what one were, major streets of the outer city. These paths lead to a clearing. These paths are suspiciously clear and show signs of recent passage. piled at the idol's feet, are not simply there for the taking. The temple is not abandoned, and the dark idol is not nameless. The wild ape-men of Kor, driven from the rebuilt center of the city by their more evolved cousins, have opened the doors to this ancient, squat stone temple and have found a god.
The passage to Vol, according to Satampra's map, is down the river from the Amedio Coast and onto a small tributary that ends at a collection of broken stone piers near the east of the city at the edge of the old suburbs. This basin is home to a water snake of gigantic proportions. Vasha, her ancestors altered by the power of ancient mages of Vol, is a stupendous creatures several times the size (and hit dice) of a normal water snake. She is of moderate intelligence but high cunning. She will not risk herself unless she is sure of success, though she is willing to sacrifice her progeny (what else are children for?) in great numbers. These water snakes are double the size and hit dice of normal water snakes and infest the half-submerged ruins immediately surrounding the pier.
Vasha lairs in a cavern beneath the basin. It was several passages and chambers (including a hidden chamber where the research was done on her ancient kin). Her nest has an escape tunnel that leads to the T'vala inlet which she will not hesitate to use. Vasha is a big coward at heart. Vasha is immune to charm spells and abilities and her children are highly resistant.
The overgrown houses, shops, barracks and boulevards have abundant animal life. Exploration of these ruined buildings will result in numerous encounters with wild animals defending their lairs. As with Vasha's children these animals are highly resistant to charm spells and abilities, but they are no more aggressive than any other wild beasts of the Amedio Jungle (at least for now).
If the players have Satampra's map it will show a path through the jungle and ruins that leads through, what one were, major streets of the outer city. These paths lead to a clearing. These paths are suspiciously clear and show signs of recent passage.
The clearing, at the end of a short three mile journey through the ruins, is a paved square with an old and worn squat black building made of basalt blocks. It is a short, three-tiered, ziggurat with a set of stairs leading directly to a pair of double doors at its top level. There are at least fifty bodies scattered about the square. Two of the largest clumps of the dead, comprising about a dozen bodies each, are charred and smoking. The others appear to be chopped, battered and broken. Other than a few exceptions the dead are ape-men, some clad in dark mangy capes (giant-bat skin).
The first non-ape-man body appears to be a youth, fair-haired, the hands of an ape-man with a split-skull clutching his legs and the headless body of a second ape-man nearby. The youth has had his throat torn out. On his back is a large open pack which still contains food and some camping gear. He has an ordinary belt knife and clutches and unbloodied spear.
The second human body can be found at the foot of the ziggurat, a fruz warrior. There are a half-dozen ape-man bodies around him, slain, apparently, by a large axe clutched in his right hand. A close examination of his body shows that his arms and legs are swollen and tinged with green. He wears an enchanted shirt of chainmail and his axe is also magical and runecarved.
There are no other visible entrances to the ziggurat other than the double-doors at the top of the stairs (although 2 secret and hidden passages are among the ruined buildings bordering the square). The long flight of stairs up to the doors is festooned with ape-man dead with a large pile of bodies before the doors. These bodies will need to be cleared before any attempt can be made to open the doors. As the players reach to drag away the last body an automaton of flesh springs up, tossing aside the corpse of the ape-man. It is only slightly damaged and will attack anyone approaching the door or directing ranged attacks against it.
The doors are shut with iron spikes and a crossbar from within. It will take 449 hp damage to batter them down. As the first blow against them falls (or if they are opened by any means) drums from the surrounding ruins begin to sound.
To be continued... Posted: 10-07-2021 10:57 am NPC - Masruq, Paladin of Sutek
NPC - Masruq, Paladin of Sutek
The Lost Tomb of Sutek has been found by the Death God has not been freed. His power flows to his followers and Masruq is a devotee of the Death God, a holy warrior, a paladin of darkness. Sutek's high priestess has come down the Velverdyv to Verbobonc and no uses the Mirror of Travel to summon Sutek's followers from his tomb in the Dry Steppes to her dwelling in the city. Something in the Temple of Elemental Evil was not only imprisoning Zuggtmoy but also was one of the wards confining Sutek in his ancient prison tomb.
Qaribah, High Priestess has drawn Masruq through the mirror and now he leads a band death cultists in search of answers within the ruins of the Temple of Elemental Evil. The invasion of goblin wolf-riders has proven to be a valuable distraction and Masruq, Qaribah and a small army of followers under the guise of a large merchant caravan will tear the ruins of the temple apart, stone by stone, to find answers to free their Death Lord.
Posted: 10-06-2021 01:54 pm Blackmoor Land of a Thousand Witches - NPC Eira
Blackmoor Land of a Thousand Witches - NPC Eira
Eira was young and very powerful when she crossed into the Plane of Fog and Mist to battle the enitity known as the Gray. She struck down the greatest of the Gray's minion-conjurings and breached the glass-walled citadel of the Thought-Eater Lord. There she was lost for only three of her sister-witches could follow her and within the shattered fragments of fear, desire and nightmares they were separated.
The portals between the Plane of Fog and Mist remain open though now the largest are guarded and for the moment the great terrors sent by the Gray have been halted. Eira was first among the witches to track them down as they were hidden and invisible to the eye. Only the witches can see the portals and even the creatures and conjurings of the Gray can only by seen by wielders of magic or servants of the Gods.
With one hundred of her sisters Eira led the assault through the greatest portal in the dungeon-crypts beneath Castle Blackmoor and many witches fell during the breaching of that realm. Eira herself defeated the Wood-Rot, an ancient being that predated the arrival of humans to the Flanaess, and at its foul-core found the passage to the heart of the land of the Thought-Eater Lord.
The three who accompanied Eira to the Glass Citadel now gather strength for a return to that dread fortress to find what has become of their sister Eira. Posted: 10-05-2021 07:55 pm Saamal of Redmod sees the Light of Pholtus
Saamal is of a rich and noble Palish family, an accomplished knight and part of a growing number of the aristocracy who have fallen from the worship Pholtus. There is a more cosmopolitan air to the upper society due perhaps the growing wealth and military influence of the Pale. While Tenh has become a key trading hub with the barbarian north, it is the Pale who is the outlet to the southern lands of wealth and civilization. To the west the campaigns against the Bandit Kingdoms of Grosskopf and Fellands had cemented the alliance between Tenh and the Pale while the capture of the fortress-city of Redspan from the Bandits signaled the rise of the Pale's strength in arms. The clergy and theocratic rulers of the Pale have looked upon this with dismay. Wealth and military might are nothing without the Light of Pholtus guiding the way. And so Samaal, youngest of the House of Koiv, is summoned to Wintershiven and, beneath the Great Temple, brought into the Shining Ones presence... Posted: 10-05-2021 05:43 pm History of the North, Part 4: A Pause Before the Storm
Iuz had fallen, and Iggwilvs tyranny had been short-lived. One would think that they had been working together, that each relied on the others success. The timing would suggest just that. Maybe they had. Each had leant an ear to Grazzts whispers. Both had designed on the Vesve Forest. But thankfully, both had fallen short. And both were in chains, one beneath Castle Greyhawk, the other in the Abyss. This is not to say that the North was peaceful, because in truth, it was not and had never been. It is a harsh land, not given to pastoral pursuits. It has always been rife with raiding and banditry. New Evils were bound to rise up. And they did.
513 CY Despite Iuzs absence, Evil still flourished everywhere in the North. A new name was whispered in the taverns and inns, in the courts and halls of those who held sway: The Horned Society. It was said that it was a foul haven of deviltry. And like Iuz before them, it had designs on the North. It did. First, it must gather its forces if it were to fester. Deprived of their lord [Iuz], the euroz and jebli armies massing on Furyondy's borders rapidly dissolved. The barbarous creatures fought the regents of Iuz and won for themselves the east and west shores of Whyestil Lake. East of the lake, savage chieftains and unscrupulous humans founded the Horned Society. [Wars - 3]
515 CY The Horned Society were not the only ones to have designs on the North in Iuzs absence; indeed, so did the petty despots that were once under Iuzs heel. They each and all sought to expand south, for that was where the riches lay, and that was where the yet untapped sources of slaves lay. However, they could not march south, not whilst the Nomads and the Rovers were ever a nuisance to them, raiding across the Cold Marches and Howling Hills. So, they put aside their differences and gathered as one and marched north to put an end to that nuisance, once and for all. The Nomads and Rovers darted in and out of their armies reach, and revelled in their early successes, but as those armies marched ever north and as the Barrens open to their maneuvers were squeezed ever smaller, the Rovers had no choice but to turn and fight. The inevitable battle did not go well for the Rovers. They massacred at the Battle of Opicm River. A few escaped, but the once proud and fierce Rovers had been brought low, and all they could do was hide, and prey for a day when they could take their revenge. The Nomads were more fortunate. They did not have the Icy Sea and the Corusks blocking their flight. Or the Fists of the Stonehold at their back, either. They broke into smaller bands and slipped away into the vast expanse of the northern plains and the tangles of the Boreal Forest, and vanished as though they were one with the wind and the trees. At the great battle of Opicm River, the might or the Rovers of the Barrens gathered to war upon a combined host from the land of luz and the newly formed Homed Society. The wardog soldiers and light cavalry of the Rovers were decimated and scattered, and many of their chieftains were slain. Perhaps three or four clans of but a few tribes each are all that now remain of the force which once sent the tumans of the Wolf Nomads flying back across the Dulsi without their gray-tailed banners. [WoGA - 33]
There were those who remained loyal to Iuz, though, for they knew the Old One could return, would return. They knew they must survive were they to be of use to their absent master when he did, so, they feigned allegiance, and added their strength to that gathering, their aim to placate those who would otherwise take His lands, and as they seemed to lend aide, they held back, all the while watching their foes weaken. They bided their time, and waited.
520 CY The Barbarians had little concern for what might be going on beyond the Griff Mountains. True, they always looked to the Kelten Pass and the Hold of Stonefist, for there were always raiding parties of Fists that managed to cross those imposing peaks between the snows, but they were few in number, and not of great concern. Their relative security aside, they understood that one day those Evils to the West might come; so, they searched for uncharted passes that might be hidden from them. And they searched for fabled Skrellingshald, for the elder wives wove tales of the wonders that one might find there. But where was it? None could say, but those fancy tales told of a becalmed climate and rich soils, and steeply walled, easily defended, paths to it. That in itself made it worth seeking. But did it ever actually exist? Were they indeed just fancy tales? Most believed just that. Nevertheless, there were those who thought differently. There was always a kernel of truth in even the wildest of fables, they believed, and so, they shouldered packs and girded themselves for the great dangers that lurked in those peaks. Few ventured into them, fewer returned. Hradji Beartooth was one who had. He returned with wonders and curiosities, and with what they hoped was a tale to tell. They expected him to gather the clan around the hearth and regale them with his exploits and heroism. However, he did not speak on it. Not a word. Moreover, neither did those who had staggered out of those lofty mountains with him. What? You have never heard of Skrellingshald? Maybe you have, for Skellingshald is what the northern tribes called that long forgotten city of Tostenhca. Hradji returned later that year with a diminished following and with a greatly increased wealth which consisted largely of [
] golden spheres. He quite naturally refused to disclose the location of the mountain, as he planned to gather a stronger force for the next season and return with still greater booty. Unfortunately, Hradji and the majority of his men died within the year, some of them as soon as they arrived home. What is more, all those who had any prolonged contact with the gold similarly sickened and died. Hradjis heir disposed of the hoard by trading it to merchant interests in the Great Kingdom, and reputedly the curse still circulates as the coin of that land, although this last may be a tale fabricated to weaken the Emperors currency. [GA - 93]
521 CY Iggwilv need not be present to affect her world. She had left tomes and artifacts behind, and they were much sought after. It was only a matter of time before they surfaced.
History of the Nethertome [The] Nethertome was absent from recorded history, its whereabouts and owner unknown. Then, in CY 521, it turned up in the library of Thillion Flamefingers Dern, an aged Bisselite mage who died without an heir. During the auction of Thillions belongings, the tome was sold to one Gelvin Torlar, a mage who, at the time he bought it, did not have the magical wherewithal to employ its secrets. Surprisingly, Gelvin held the book against all comers, even in those early years when his personal might was lacking and those who wished to seize the tome for themselves assailed him on what seemed a weekly basis. By the end of the decade, however, the constant battle to hold the tome had exhausted Gelvins funds and magical resources, and he was forced to sell the Nethertome for a mere pittance, else starve or be slain in a spell duel. Although Gelvin made it known that the Nethertome had been sold, the actual transaction took place secretly. Thus, the buyers identity was never learned, and the Nethertome vanished once again. [Dragon #225 - 52]
522 CY Not all news was bad. Indeed, some kingdoms were hale and prosperous, their lines of succession secure, the transfer of power smooth and free of strife. Such was the case in Furyondy, where King Belvor III took the throne. Of course, courts everywhere are notorious for schemes and political maneuvering; even the best of them. As pressure from the north ebbed, Prince Belvor III, King Avrass son, energetically courted the Order of the Hart. By playing on the suspicions of the Great Lords of the south, Belvor III swung the Order of the Hart into the royal faction. [Wars - 3]
523 CY The North has always been a harsh land. What spoils there are have always gone to the bold, and the lucky. Storrich of the Hold of Stonefist was bold. But he was not lucky, and he was forced to flee. None of these more recent reports has been sufficient to spur the practical northern peoples into any sort of action or investigation, and it was quite by accident that anything more was discovered. In 523 one Storrich of the Hold of Stonefist failed in an attempt to advance himself by less than traditional methods. Poisoners are not highly regarded even in that grim country, and so Storrich and his followers were obliged to flee. Since the season was summer and the Ice Barbarians would not be likely to let his ship pass unmolested, Storrich and his pursuers turned westward. Unfortunately for Storrich and his men, the pilot of the ship ran it aground offshore the Wastes, and Storrichs company was obliged to take to the land, the pursuit still hot on their heels. As a last desperate measure Storrich attempted entry into the Burning Cliffs region, risking a stone path that he and his men found leading into the smolder. Storrichs pursuers turned back at this point well satisfied, and informed the Master of the Hold that they had driven Storrich to his death, having waited some days for him to attempt a return and having seen nothing. It proved to be untrue. [GA - 97]
525 CY Storrich surfaced in Dyvers spouting outlandish tales.
Two years later Storrich appeared in Dyvers, and being a rather loquacious individual he soon disclosed his story- several stories, in fact, some of them mutually contradictory, but it is possible to piece together a relatively plausible scenario from his boastings. The general outline of the story was that Storrichs company happened on a city of fire-loving creatures, and managed to steal some valuable gold and jewelry. The subsequent conflict, and the flight southward through the flames and fumes claimed all of Storrichs following, as only he was protected from the full effect of the Burning Cliffs (apparently by magical effects of certain of his possessions). The identity of the creatures which Storrich robbed is uncertain; his claims gradually grew more diverse. At various times they were elementals, devils, demons, and harginn, and even efreeti. Unfortunately these discrepancies were never resolved. Within a month of his arrival Storrich died of a choking fit at a banquet. There were no other survivors to corroborate Storrichs story, but it is clear that he had somehow acquired a great wealth of jacinth and gold. He spent liberally in his last weeks of life, and still left behind a considerable trove. [GA - 97]
526 CY It is a wonder that Dyvers is not the jewel of the Flanaess. Indeed, it was the focus of government and commerce in the West of the Great Kingdom until the Vicecounty of Ferrond seceded. It was a port then, and is a port now. And rightly so. It was well situated as such: on the Nyr Dyv, at the mouth of the Velverdyva, it was central to all trade north and south, and east and west. It was truly the wonder of the West. All roads lead to Dyvers, it was said. All the peoples of the Flanaess did indeed come to Dyvers, and all the peoples of the world have made their home there. It is a secular place, the worship of coin far more prevalent than that of Pholtus and Rao by a Gold County Mile. And so it came as no surprise that Dyvers grew uncomfortable with Furyondys close ties with Veluna. The city was originally a part of the Viceroyalty of Ferrond and contributed heavily to the war which saw the institution of the Kingdom of Furyondy. Because of the alliance and close ties with Veluna, whose policies the Gentry of Dyvers see as restrictive, the city declared its independence. King Thrommel II allowed this act to pass unchallenged. [Folio - 21]
The people of Dyvers are a mercantile folk, prone to cutting corners to achieve profit. Furyondy's relationship with Veluna troubled the freethinking folk of the city, as Veluna's cleric rulers were highly principled, rather ascetic, and encouraged great donations to church coffers. When many cities in Furyondy established a code of "canon law," replete with church courts stocked with Raoan doctrine and Cuthbertine punishments, the Gentry of Dyvers decided that enough was enough. Preparing for the worst, they informed the crown of their intention to split from Furyondy in 526 CY. Perhaps because Furyondy feared the growing power of Greyhawk and felt it needed an ally in the region, Thrommel II, the reigning monarch, allowed the secession to pass unchallenged. [LGG - 41]
537 CY King Belvor III of Furyondy died quietly in his sleep; or so the story goes. He had made a few enemies though, so who can say? Some nobles accused the Great Lords of assassination despite the fact that the Dread and Awful Presences -- the Hierarchs of the Horned Society -- claimed their magic wrought the king's death. A commission of wizards and priests led by Lord Throstin of the Hart determined that King Belvor died naturally in his sleep. The Great Lords were exonerated, but the Hierarchs never withdrew their claim: the deed only increased their standing in the Horned Society. [Wars - 25] After his father's death, Belvor IV used his monarchial power to force the Great Lords back into the fold as [his father had]. Though his reign was relatively short, Belvor's (III) coalition lasted, holding the fractious kingdom together during the years of his son's regency. [Wars - 3]
c.550 CY Hradji Beartooth braved the dangers of the Griff Mountains because he knew his people might need a haven. He also knew that his people sorely needed what wonders Skrellingshald might have wielded to keep them safe those eons past, no matter whether it was arcane or not, for the Fruztii had been decimated during the Battle of Shamblefield, and were a shadow of their former selves. Not so the Schnai. They had not spent themselves against the shields of the south. They had taken to the seas instead. And so, when the Fists of the Stonehold had swept out from the Griff Mountains, the Frutzii had little choice but to treat with their cousins to the East. Help us fortify the passes, they pled. And the Schnai were only too willing to help. They sent warriors to strengthen the Bluefang-Kelten Pass. But not so many as did the Fruztii, for they sent longships to Krakenheim to protect their poor cousins from what retaliation might come from the Great Kingdoms North Province and the fleets of the Sea Barons. And the Fruztii found themselves under the suzerainty of the Schnai. Their king was but a puppet. And they chaffed under their cousins rule. While the Fruztii were historically the most persistent in their raids upon the Aerdy, the Schnai explored the seas and the northern isles. Their discovery of Fireland during the early years of Fruztii raids southward was a great distraction. Rather than seek conquest in the Flanaess, they chose to explore the Lesser and Greater Isles of Fire, while they built settlements on the more habitable islands of Sfirta and Berhodt. They would inevitably return home with tales of monsters and giants, and of treasures almost obtained. [LGG - 106]
c. 556 CY The Fruztii had asked for held, and they cousins were only too pleased to come to their aid, but before too long, the Fruztii understood their folly, for the Schnai had taken control of teir ports, their Great Hall in Krakenheim, and their king. They had fallen under the suzerainty of the Schnai, and there was nothing they could do to stop it. The Fruztii have never recovered from the Battle of Shamblefield, and have been under the suzerainty of the Schnai for the past two decades and several times previously as well. The supposed figurehead placed upon the throne of the Fruztii has, however, built his kingdom carefully, and in actuality it is now independent in all but oath. [Folio - 10]
558 CY The Scarlet Brotherhood set out to stir up trouble for the Great Kingdom. They sent agents into the Rakers and whispered into the ears of the Euroz, the Kell, the Eiger, and others, to encourage the orcs and the gnolls there to raid the Bone March, for if Ivids attention was in the north, they might once again gain influence in the south. (6074 SD)
559 CY Humanoids began raids into Bone March. These were limited in scope at first, for the orcs and gnolls did not fully trust the red-robed agents that whispered in their ears. They are not prepared, the whispers said. They look to the barbarians to the north and have not guarded against you, they said. But the orcs were cautious. For they knew not what these red-robed whisperers hoped to gain. And because they had heard the whispers of Men before, and knew that Men had always used their people to blunt the swords of their enemies with orcish blood. The gnolls were less cautious, for the whispers promised them blood, and they do so love the smell of it.
560 CY Finding resistance limited, the orcs and gnolls made more forays into Bone March, striking widely so as to keep the Marquis forces rushing to and froe across the breadth of his lands to defend against them, never once conceiving that the orcs were acting far more strategic than they ever had before. They were a savage species, after all. Hordes of humanoids (Euroz, Kell, Eiger and others) begin making forays into the Bone March, and these raids turned into a full scale invasion the next year. [Folio - 9]
561 CY The forces of Marquis Clement tired. And still the orcs came. And when the orcs found no resistance, the whisperers said, The time is ripe. He has not the strength to defeat you! The orcs still did not trust the whisperers from Shar, but they saw the truth in their words. And so the tribes flowed from their mountains into the Bone March and laid waste to all that stood against them. They flowed out into the Theocracy of the Pale, and into neighbouring Nyrond. They flowed out into Ratik. Because that was what the agents of Shar instructed them to do. But the greatest of their hosts spilled out onto the Bone March, for the agents of the Brotherhood knew that turmoil within the Great Kingdom was so great that it could not muster effective opposition. And because they had parleyed with Herzog Grace Grennell of The North Province, and he had promised to delay his defense. But also because theyd parlayed with others, far darker in purpose than Grennell. Thus, the orcs and the gnolls made great gains into the March in so little time. But not so in the Theocracy of the Pale, Nyrond, or Ratik, for there resistance was stiff, swift and sure.
563 CY The Bone March fell to the humanoids and all humans in that area were either enslaved or killed, Lord Clement among them, as he was held up within the walls of Spinecastle, waiting for succor from Ratik and the North Province, when it fell after a prolonged siege, virtually overnight. Survivors say that the orcs and gnolls had nothing to do with its fall, that it fell from within, that dark forces rose up from its very foundations, causing those within to throw open the gates in their haste to flee, and only then did the humanoids gain entry. It was the castles curse, they said, making some gesture they thought would ward off the Evil they said they saw that day. The hordes did not hold the castle for long; for they too were struck by such horrors that drove them from its halls. While within, they were driven mad; and those that survived said that blood flowed from its walls, that rooms rippled and disappeared, and that they were induced to strike one another down. Retreating from Spinecastles horrors, they never again entered it. The Knight Protectors of the Bone March were overwhelmed by the hordes, and those who could fled to Ratik, bolstering the defenses of Ratikhill. This land fell to the horde of invaders [Euroz, Kell, Eiger and others], its lord slain, and its army slain or enslaved. Humans in the area were likewise enslaved or killed, and the whole territory is now ruled by one or more of the humanoid chiefs. [Folio - 9]
The Euroz orcs and the gnolls continued to flow out of the Rakers, betraying and attacking the North Province in their blood frenzy, even as Spinecastle held out against them. Grennell expected as much and was prepared. He met them within the March, and drawing them into defensive redoubts, he slowed their advance, and then halted it altogether. And having done so, he parleyed with them and allied with them against Nyrond and Almor, for he believed that such a force could not be defeated until it had blunted itself against hard resolve, and he much rather it do so against that of other lands and not his. Then he would turn on the humanoids, and take their spoils as his own.
What did the Scarlet Brotherhood think about their success? They were elated. They were infuriated. The orcs slaughtered their agents along with all the other humans, for the orcs understood that those red-robed whisperers were not their friends. They understood that they were pawns in a greater game that was not their own. And they recognized the scent of slavery when they smelled it.
The Death Knight Lord Monduiz Dephaar made good use of the chaos that ensued, craving a kingdom for himself out of the lands surrounding his stronghold somewhere in the Blemu Hills in the wake of the collapse of the Bone March, and even now commands legions of humanoids and bandits, who call him Dreadlord of the Hills. Both Prince Grenell of the North Kingdom and the humanoids of Spinecastle gave the Dreadlord wide berth.
565 CY Ratik was in need of allies. Their most stalwart ally, Marquis Clement of the Bone March had fallen and his lands were in the thrall of orcs and ogres and Death Knights. Tenh was beset by Stonefist and the Theocracy of the Pale, and indeed, the Fists had raided Ratiks very north. Their only ally was the Theocracy of the Pale, if having a common enemy could necessitate their being allies, for the Theocracy was, if anything, hostile to all who werent blind adherents to the Faith of their Blinding Light, and the people of Ratik were not. But they were not entirely without hope. They had kin. Of a sort. The Fruztii had passed them by in their raiding. Why? Theyd been enemies once, after all. Because the Fruztii had kin within their domain, and their kin had become a people of Ratik. Marner gathered those elders of Fruztii descent and asked them, Will your brothers to the north treat with us? After much talk and deliberation, the elders agreed that the Frutzii would. The Fruztii wished to be free of the Schnai. They were beset upon by the Fists. And their strength had been broken upon the shield of the Great Kingdom. But who? They chose Korund of Ulthek, for his mother was of Fruztii decent and his father was the Ward of the North. And Korund sailed north to visit his kin north of the Timberway. And with their aid, he secured a meeting in Djekul. And then in Krakenheim, where His Most Warlike Majesty, King Ralff listened carefully and was intrigued. Soon, Marner came to Krakenheim, and Krakenheim came to Marner. Where else might we find allies, His Valorous Prominence, Lexnol, the Lord Baron of Ratik asked. The Fruztii pondered this question. Fireland, they said.
In 565 CY, the explorer Korund of Ratik sailed with a number of barbarian friends to Fire-land, returning with a crude map made with respectable instruments and a bit of magic. From this, the Savant-Sage and I have concluded that Fire-land is a collection of islands. No single island is great enough to be a continent, though the largest might be the largest island on Oerth. The whole surface area of Fire-land would likely cover less than one million square miles. We would so like to have a more accurate and recent assessment! [TAB - 11]
566 CY The Rovers may have been defeated by the Horned Society at the Battle of Opicm River, but they could still be a thorn in its side. Pride dictated that they spit in the face of defeat. Pride dictated that they regain their lost lands. They allied with the Weigweir and together, they began raiding northeastern edge of Fellreev. The young tribesmen who matured into warriors during the last two generations avoided their old battling and hunting grounds along the Fellreev Forest and the plains of the Dulsi, for they feared the might of luzs hordes. Instead, these nomads and woodland hunters withdrew to the steppes and other sites to the north and east. Their numbers increased, and they practiced their fighting skills against the men of the Hold of Stonefist and the savages and humanoids they met on raids into the Cold Marshes. Despite the difficulties of communication, the western tribes of the Rovers of the Barrens actually made alliances with the Wegwiur. In 566 CY there were a few light raids into the northeastern edge of the Fellreev. In a few years, wardog parties were reported in the forest west of Cold Run. [Dragon #56 - 27]
c.570s One should never underestimate the powerful. The Circle of Eight never did. They knew that Iuz and Iggwilv might return, and they prepared for that day.
Iggwilv reappeared in the late 570s, after the Lost Caverns of Tsojcanth were rediscovered and her vampire-warrior daughter Drelzna was destroyed. Iggwilv, who had apparently regained her old powers and then some on other planes or worlds, attempted to attack the Flanaess with a vast army of fiends and monsters. She was thwarted by Tenser, who sent heroes to recover a lost artifact (the Crook of Rao) that blocked her extraplanar forces from entering the Prime Material Plane on Oerth. Iggwilv thereafter secretly assisted her son Iuz with his empire building. When she tried to recapture Grazzt, she was herself caught and imprisoned in the Abyss. [Rot8 - 55]
History of the Nethertome Nonetheless, it is known that the Nethertome did not accompany her on the journey to her Abyssal prison, but the current whereabouts of the book cannot be confirmed. It is generally believed that luz turned it over to one of his Boneheart wizards, and most fingers point to Jumper or Null, as the Nethertome would be most useful to them in their work at Fleichshriver. [Dragon #225 - 52]
One must always give credit where credit is due. This History is made possible primarily by the Imaginings of Gary Gygax and his Old Guard, Lenard Lakofka among them, and the new old guards, Carl Sargant, James Ward, Roger E. Moore. And Erik Mona, Gary Holian, Sean Reynolds, Frederick Weining. The list is interminable. Thanks to Steven Wilson for his GREYCHRONDEX and to Keith Horsfield for his Chronological History of Eastern Oerik. Special thanks to Jason Zavoda for his compiled index, Greyhawkania, an invaluable research tool. Primary sources for this history were the DMG 1e, Ivid the Undying, WGR5 Iuz the Evil, WG8 The Fate of Istus, Return of the Eight, the Greyhawk Adventures hardcover, The World of Greyhawk Folio, and The World of Greyhawk Gold Box, Living Greyhawk Gazetteer, The Living Greyhawk Journals, Dragon Magazine 56, 225.
The Art: All art is wholly owned by the artists. Black-and-White-159 by haiashousterThe-Nine-The-Lord-of-the-rings by anatofinnstarkThe-Lost-City by artofjokinenDeaths-Remnant by adamburnRed-sketch by noahbradleyVolcanic-Vision by noahbradleyMs-Orc-Queen by bayardwuOrc-rider by zsoltkosaViking-Metropolis by ourlakIggwilv by nyaka-nSources:1015 World of Greyhawk Boxed Set, 19831064 From the Ashes Boxed Set, 19921068 Greyhawk Wars Boxed Set, 19912011A Dungeon Masters Guide, 1st Ed., 19792023 Greyhawk Adventures Hardback, 19889025 World of Greyhawk Folio, 19809399 WGR 5, Iuz the Evil, 19939577 The Adventure Begins, 19989578 Players Guide to Greyhawk, 19989576 Return of the Eight, 199811742 Gazetteer, 200011743 Living Greyhawk Gazetteer, 2000Ivid the Undying, 1998Dragon MagazineOJ Oerth Journal, appearing on Greyhawk OnlineLGJ et. al.Greychrondex, Wilson, Steven B.Greyhawkania, Jason ZavodaThe map of Anna B. Meyer Posted: 10-05-2021 04:59 pm Grey Company - Mercenary groups of Oerth Part 1
Grey Company - Mercenary groups of Oerth Part 1
A company always on the run A destiny, oh it's the rising sun I was born, a crossbow in my hands Behind the shield I'll make my final stand, yeah That's why they call us Bad company I can't deny Bad, bad company Till the day I die Until the day we die
Greyhawk 579cy
These are interesting times for the Flanaess. The forces of Iuz are on the move, the Great Kingdom crumbles, the Baklunish west has been stirred to life by the rise of a death cult, the frozen Suel barbarians to the north are raiding in unheard of numbers, the natives of Hepmonaland wage war against the trading colonies... it is a good time to be a mercenary.
(The computer game Battle Brothers has gotten me thinking about running a different kind of Greyhawk Campaign. The players form a mercenary band instead of the normal adventuring party. Yes they search for treasure where they can find it but there is plenty of easier and more available coin to be made as mercenaries doing everything from caravan guarding, bandit hunting, treasaure seeking... to aiding in open warfare. A group of 3-5 players run a company of 12-20 player characters and henchmen that work from city to town hiring out when they can or finding their own employment when no contracts are available. For example...)
Verbobonc 579cy, the viscounty is beset by an invasion of goblin wolf-riders. The Verbobonc Lancers have their hands full, the militia is overwhelmed (and some body needs to handle the crops and man the shops) and the Viscount has begun hiring mercenaries. The Flanaess is troubled and few realms have aid to spare... the rise of the mercenary company is at hand.
In the viscounty the following contracts are being offered:
1. The bounty on bandit heads is at an all time high. With open warfare against the goblin tribes Verbobonc Guardsmen and Lancers have their hands full. The Viscount is offering bounty for the heads of proven bandits as well as hiring out mercenary groups to assault known bandit strongholds even those outside the borders of the viscounty. The Black Crows, a group of around 30 outlaws, has taken over a derelict town in the swamps to the south-east of the viscounty, the flee the Lancer patrols but the Lancers are busy fighting wolf-riders; the Viscount seeks a mercenary company to root them out.
2. Riverboat and caravan guards are needed. Losses to river pirates and outlaw bands are starting to take their toll and the merchant guild of Verbobonc is seeking to hire small mercenary bands to guard particular shipments. Provisions will be provided.
3. A large tribe of wolf-riders has set up near Nulb and a set battle is brewing. So far the number of skirmishes increases day by day. Mercenary companies are needed to aid in these fights and the general push against the main wolf-rider horde.
Posted: 10-05-2021 08:22 am Oerthly Encounters Red Hanlan & Black Harris Part 6
Oerthly Encounters Red Hanlan & Black Harris Part 6#5 Kalib, human male, (5th Level Fighter) twin brother of Kalife STR 18/89, INT 8, WIS 8, CON 17, HP 41, AL LE
AGE 30
Physical Description:
Kalib has a fringe of dark hair around this head but is otherwise bald. He has a heavy, black beard and mustache. 6"4' tall he is very heavy and very muscular, muscle-bound actually. He has tattoos over his right arm and shoulder. Across the right side of his chest is the tattoo of a demon showing half of its face. He has a large wide scar starting at the top of his forehead and running across the left side of his head.
He wears a large black poncho when on a raid with a chainmail shirt underneath. The poncho is simply a thick piece of cloth dyed black with a hole cut for his head and a belt across his waist. Over his face he wears the mask of a grinning pig-like face.
His normal wear is worn farmer garb. He dislikes his chainmail shirt and only wears it on raids or when Black Harris tells him to.
Background:
Kalib was born on a farm in Furyondy, His mother died in child birth and his father took it out on Kalib and his brother Kalife. At age12 the pair beat their father to death, gathered what money and belongings were on the farm and left.
They were quickly caught and placed in a prison where they were even more quickly sold as workers for a nobleman's farm. The life actually suited them. The nobleman was smart enough to recognize strong arms and weak minds, and violent tempers.
At age 16 the pair had grown from oversized murderous children to gigantic musclebound adults. The nobleman had them trained, as much as possible, in the art of combat, and kept them on as bodyguards, and since he dabbled in the free market of the underworld, as enforcers as well.
After a few years the pairs' brutal methods became too much for the nobleman and he passed on his dangerous employees to a traveling merchant and fence for stolen goods. In their early twenties they ended up working as hired thugs living in the Old Town of Greyhawk, which is where they met and joined up with Black Harris.
Personality and attitude:
Kalib is loyal only to his brother and Black Harris. He and his brother have a surprising fondness for cats, dogs and horses and will not abide any form of cruelty to these animals.
If his brother is killed Kalib will stop whatever he is doing and will cradle his brother in his arms weeping and crying piteously. He will not defend himself and the shock will reduce his intelligence and personality to that of a five-year old's.
Equipment: Chainmail shirt (+2) Two handed sword +2/+3 versus Hill Giants (He is completely unaware of this aspect of the swords enchantment) Draft Horse named Matilda
#6 Kalife, human male,( 5th Level Fighter) twin brother of Kalib STR 18/99, INT 8, WIS 8, CON 17, HP 41, AL LE AGE 30
Physical Description:
Kalife's appearance is similar to his brother's but he has no scar and his tattoos cover the left side of his body, a duplicate of Kalibs. He is a little more muscular but it is only apparent when the two are standing side by side.
He also wears a rough cloth poncho on raids with a shirt of chainmail underneath and a mask shaped like a donkey's with one ear is missing.
Background: See Kalib
Personality and attitude:
Kalife is very quiet and he only talks to his brother or Black Harris. He will support either in any situation. If his brother is killed he will go into a berserk rage, ignoring wounds, and attacking his brother's killer with fanatical strength (+4 to hit/+7 to damage). He will then go on to attack anyone not a brigand who is nearby. Afterwards, If Black Harris is around he will follow him everywhere and not want to be separated from him. If both are dead he will run off and live like a wild-man or beast, and his effective INT will drop to 3.
Equipment: Chainmail +2 Two-handed Bastard sword +2/ +3 versus the Undead (as with his brother he has no idea that the sword has any special enchantment except that he doesn't need to sharpen or polish it (which suits him fine). Draft Horse named Sara Posted: 10-04-2021 02:30 pm History of the North, Part 3: The Rise of Iggwilv and Iuz
The North lay forgotten. The South was beset by turmoil. It was mired in petty wars. It had little interest in the goings-on of such remote regions; besides, what if banditry plagued it, what if petty kingdoms had sprung up across its breadth? If people lived there. It was too vast and too cold and too far away to be of any concern. Had they taken the time to concern themselves; because if they had, then maybe, just maybe, they would have been able to stem the tide of horror and misery that would eventually sweep across the whole of the Flanaess. But such is hindsight.
446 CY Far from the North, the South Province seceded from the Great Kingdom. This may seem a small thing to the North, and it was, but it having done so shifted the attention of the Great Kingdom eve further away from the Norths continued stability. After the withdrawal of Nyrond from the Great Kingdom, the slide became precipitous. Buffoons and incompetents sat upon the Malachite Throne, and their mismanagement split apart the Celestial Houses. This period of degeneration culminated in the Turmoil Between Crowns, when the last Rax heir, Nalif, died in 437 CY at the hands of assassins from House Naelax. The herzog (great prince) of North Province, Ivid I, then laid claim to the throne. The herzog of South Province, Galssonan of House Cranden, broke with Rauxes and joined a widespread rebellion in the south. Years of civil war ensued, and only the intercession of dispassionate houses such as Garasteth and Darmen brought about the final compromise. The tyrannical Ivid I assumed the Malachite Throne at the price of granting greater autonomy to the provinces, notably Medegia, Rel Astra, and Almor. The recalcitrant herzog of South Province was quickly deposed and replaced by a prince from House Naelax, who sought immediately to bring the southern insurgents back into line. In 446 CY, the herzog granted an audience to representatives of Irongate, who went to Zelradton to air their grievances. The offer turned out to be a ruse, and the ambassadors were imprisoned, tortured, and executed for Overking Ivid's enjoyment. The whole of the south arose again in violent rebellion, and one year later formed the Iron League and allied with Nyrond. [LGG - 24] 450 CY Dunstan I of Nyrond realized that once the The Great Kingdom had finally stabilized, he would need allies. His borders needed to be secure. But mostly, he would need allies to come to his aid when called. Who better than those who had recently seceded for its tyranny? He called the Great Council of Rel Mord, and representatives from Almor, the Iron League, the Duchy of Urnst, and Greyhawk arrived to treat with him. They did, but there was a cost. He need withdraw Nyrondal troops from the Pale and the County of Urnst, for those who would ally with him would not do so if he too occupied lands not his, for they would not throw off the yoke of one Overking only to treat with another. They came to an accord, and roundly condemned the Great Kingdom. By 450 CY, Aerdy had survived two distinct civil wars. Ivid and his court had defeated their enemies in the aristocracy, and had entrenched themselves in the empire's political machine. With a stabilized foe, Dunstan realized in his old age that he still needed willing allies, should Aerdy take the offensive. In Harvester, he called the Great Council of Rel Mord. Delegates from every Nyrondal principality and subject state attended, as did representatives from Almor, the Iron League, the Duchy of Urnst, and even Greyhawk. After a month and a half of negotiation, Dunstan the Crafty withdrew Nyrondal troops from the Pale and the County of Urnst, and realigned the internal borders of his subject lands. Furthermore, he publicly threw his considerable support behind the Iron League, and rebuked the Great Kingdom of Aerdy as a "corpulent reanimated corpse, spreading contagion and sorrow to all that it touches." [LGG - 77,78] From its Emancipation, The Theocracy of the Pale was not a tolerant land; indeed, it never had been. It chaffed under the lack of self-determination and freedom they themselves denied any who didnt proscribe to their narrow view: that was only one god, Pholtus, henceforth known as The Blinding Light, and that there was only one Truth and that was His. Nyrond saw otherwise, and had seen fit to exert their authority to that effect. The Theocracy determined that no other authority would supress their Truth again. They were the Chosen of The Blinding Light, selected by the god Himself, and governed by His priests. His Word was Law, and woe to those who deviated from His path. The Theocrat demanded that an Inquisition be enacted, heretics were rooted out, imprisoned and even slain. Those not of the faith were discouraged from entering their domain, lest they spread their false gods among the faithful. Judgement was always swift when under the Question, for the defendant was always considered Sinful until proven Innocent. Not all were pleased with the Council of Nine and its inquisition. A splinter group rebelled against Wintershiven, claiming that faith was a personal path, not to be interfered with by the State and the Council. The Council saw the matter differently. They swiftly put down the heretical clerics with a division of the army personally led by three members of the council. And thus the Church Militant was born, the paramilitary body of warrior priests responsible for ensuring the purity of doctrine and safeguarding church properties, especially the Basilica of the Blinding Light. They and the Council did not always see eye to eye. 453 CY The North has always been a place of mystery. Its seas are adrift with archipelagos of ice. Its shores burn. And there were wonders there that few had seen, let alone explained. Some sought to. One of those was Sormod, who mounted an expedition to the Land Beyond the Black Ice. Some years ago a fragmentary document was recovered from Blackmoor Castle which gave substance to the widespread accounts of a land beyond the black ice where the sun never sets. While a firm description of the land itself was lacking, the parchment gave explicit directions for finding it among the wastes of the Black Ice. This information fell into the hands of one Sormod, a merchant and adventurer from Perrenland who was visiting Eru-Tovar, where the parchment surfaced for sale at the bazaar. The romantic Sormod mounted an expedition as soon as he could gather the backing, and departed from Dantredun in Richfest of CY 453. [GA - 100] 460 CY Was Sormod successful. Yes and no. He and his party explored further than had anyone from the Great Kingdom ever had before. They discovered that others had already broken the trail they followed. What they found there was beyond all expectation. And as one might expect, they found greater dangers than they had expected, as well. In CY 460 there surfaced in the city of Greyhawk a volume purporting to be the personal journal of one Henriki Ardand, the expeditions magician. Whether true or false, it is a most marvelous tale. Henriki tells of the difficult passage over the sooty ice, where the expedition was endangered by subterranean hot springs of the same sort that underlie Blackmoor. These apparently weaken the ice and make passage over it a risky business, apt to result in a sudden downward drop as a cavern collapses under the weight of travelers. In places too, there are small volcanoes, which blacken the snows newfallen on the ice. Between these dangers and the jumbled areas of collapsed ice, as well as certain iceworms (most probably remorhaz) and the hostile dark-furred bugbears of the region, the progress of the expedition was rather slow and several members were lost or refused to go on. At last, however, they reached a range of low peaks jutting just above the ice as their directions had described. What greeted them on the other side must first have appeared to the surviving members to be a paradise. Henriki calls it the Rainbow Vale. After a region of mists the explorers saw before them a green and fertile bowl of land, warmed and lighted by a sunlike body floating half a mile above its center. Several large islands of land likewise drifted about it, some of them large enough to hold small rivers whose cascades of droplets caused Henriki to name the valley as he did. Below the miniature sun was a central lake, beside which the members of Sormods group could see several clumps of broken reddish towers. Sormod and his band descended the steep cliffs into the valleys forests, passing first through birch, fir, and sablewood, then through oak and beech woodlands where they stopped to gather uskfruit and yarpik nuts, then past magnolias and fig trees, and down to the shores of the lake where they found palm and deklo trees flourishing in the steamy heat. Curls of vapor could be seen rising from the area of the lake beneath the valleys illuminator. They camped beside one of the skyborn waterfalls near the ruins they had seen from the valleys rim, and discovered to their surprise that the buildings were of deeply rusted iron. Finally they pitched camp. Perhaps exhausted by the long journey, or drowsy in the unaccustomed heat, the watchmen slept. Sormods party was neither particularly weak nor poorly equipped, but they had little chance unwarned against the sudden onslaught that overtook them: goblins, bugbears, and giant spiders, some of the latter of astounding size and speed and fiendish intelligence. The camp was scattered, and Sormod, Henriki, and the other survivors watched in horror as their companions were bundled away and hauled up on ropes of spider-silk to the nearest of the floating islands. Henriki and the others managed to regroup, and for some weeks they cautiously explored their surroundings. They discovered a group of human primitives who evidently worship the spiders and their humanoid henchmen, and they also found many inexplicable constructions of metal and glass in the ruins. Without their equipment they did not wish to risk an overland journey, but they discovered from conversations with one of the friendly cavemen that there was a tunnel leading southward which eventually would reach the surface. Assured of an escape route, they mounted a raid on the sky-island to which their companions had been taken, using Henrikis remaining powers. They dis- covered no sign of their comrades, but they did find some very large statues of spiders in a grove beside the spider-village, each decorated with large diamond eyes. They took these and fled. The long passage southward through the tunnels claimed yet more members of the group, in some cases to heat exhaustion as they passed the warm springs. Eventually, however, they emerged south of the Black Ice at the headwaters of the Fler. From there they passed through the Burneal Forest, where Sormod was lost to a poisoned arrow in a dispute with forest tribesmen. The survivors (including Henriki, a priest of Pharlagn from Schwartzenbruin, and two Wolf Nomads) divided the treasure between themselves and dispersed, none willing again to risk the terrors of the land beyond the Black Ice. [GA - 100] Tales of succession and exploration are well and good, you say; but what so they have to do with Iggwilv and Iuz? Be patient. This is where Iggwilv joins our narrative. Where did she come from? I cannot say, for she has been decidedly closed-lip about her origins. Perhaps Perrenland, but that is unlikely, for someone there would surely have taken note of the rise of so powerful a wizard. Perrenland is a small place, all things considered, bounded by mountains on all sides, save one, and it is cut off from the rest of civilization there by savage tribes to the north. It is akin to a village, in many ways, most notably in that everyone knows everyone elses business. The again, no other region had taken note of her rise, either. Iggwilv first appeared in historical chronicles of Perrenland in 460 CY. Even then she was a powerful wizard, a master at fiend-summoning, planar exploration and necromantic magic. She had already summoned and bound the demon lord Graz'zt and given birth to a son by him: Iuz, adopted as an infant by a petty lord north of Whyestil Lake. [Return of the Eight - 55] The Archmage Iggwilv first made her presence known circa CY 460. Shortly thereafter, she conquered the fledgling nation of Perrenland, ruling it for a decade from her secret lair in the Lost Caverns of Tsojcanth. It is often said that much of Iggwilvs power came as a result of her discovery of that fell place and the treasures it contained. Nonetheless, power is what she had, and she used it well. Oddly, some learned historians claim that Iggwilv was an accomplished necromancer, even a specialist in that field. How these noted scholars substantiated such a theory is a mystery, for Iggwilv had long borne the reputation of one who associated with fiends, and such creatures were heavy among the ranks of her servants. The very fact that she managed to summon and bind Grazzt himself would seem to suggest that conjuration, rather than necromancy, was her forte. [Dragon #225 - 51]c. 476 CY The peoples of the North were as curious about faraway lands as those to the south were sometimes curious about theirs. Indeed, there were adventurous souls who travelled to those more temperate climes and were seduced by them. Some few even settled there. So it came to pass that Uroch came to the site of Elredd, and founded its city upon its steep cliffs. There has been a settlement of some sort on the site of Elredd for more than a thousand years. The city itself came into being only a century or so ago, however. It was founded by a warrior named Uroch, who hailed from the Wolf Nomads [....] [WG8 - 37] 467-469 CY Plague swept the lands, beginning in Rookroost and fanning out faster than a man could run. It arrived as all plague does, suddenly: one week they were disease free, or as free from such as any populace ever is, and then scores were afflicted the next. The afflicted complained of lassitude, joint pain, and headache; soon, red boils appeared and the headache grew crippling. Hours later copper coins rested atop eyelids. Poultices, infusions, leeching were ineffective; indeed, even magics and the ministrations of the clergy proved useless. Thousands died; and just as swiftly as it began, it disappeared having burned itself out. Rookroost was ever vigilant of The Red Deaths return. But as in all of these cases, vigilance lasts only as long as a generation before it becomes the grist of old-wives tales and fairy fancies. Old records describe a plague that decimated the Bandit Kingdom's population as it swept across the Flanaess some four score years ago. [WG8 - 6] A bardic song talks of a 'wasting disease' that swept Oerik nearly a century ago. [WG8 - 40] 476 CY The Hold of Stonefist is an unforgiving land. It was born of deceit and violence. It has poor soil, a growing season shorter than any save Blackmoor. Only the Coltens have ever shown any inclination to till the land, to fur, and to fish. The rest proved as cruel and restless as their master. They wished to roam and raid widely, for to do otherwise invited subjection. Vlek Stonefist knew this, for he believed the same. Thus, he set about occupying his people in the manner to which they were accustomed: raiding. The Rovers were poor, and they moved about too much to be easy prey, so he set his people upon the Tenh. When they mobilized against his Fists, he sent them over the mountains to raze the Fruztii and Ratik. He sent raiding parties north against the Cruski. Resistance was everywhere, but the Fruztii, gravely weakened by having repeatedly thrown their might against the shield of the south were ill prepared for attacks from the north. The Fists grew ever bolder, so the Fruztii began to raise palisades against them, but they no longer had the strength to man the breadth of the Fists onslaught. The Frost Barbarians parlayed with their cousins, and together, they came to an accord, they must ally against the Hold of Stonefist. 479 CY When was Iuz born? Where did he come from? No one knows. It is said that he was the son of a forgotten despot of a petty fief. In truth, only the wild ruled that rocky, heathered marsh. It was a petty land, ruled by a petty man, who when he died in 479 CY, few if any mourned him. His dismal patch of marsh fell to his son, a boy who was named Iuz. Was he the despots son? Few deny the claim. None believe it. The lord died in 479 CY, and Iuz probably trained and supported in secret by his [true] parents took over the estate. [Rot8 - 55] The truth? Iuz was born of a human mother, the necromancer Iggwilv, and a great tanar'ri lord, Graz'zt, ruler of several Abyssal planes. The young cambion tanar'ri soon used his powers to great effect. Realizing that his warriors could not hope to triumph by simple force, Iuz began to ally his men with other minor clan leaders to beat off stronger enemies. Of course, those allies always ended up suffering most of the casualties and their leaders died in battle with astonishing predictability. Slowly, the size of Iuz's warband increased. Celbit and Jebli orcs of the Vesve margins began to join. The human scum serving Iuz didn't like the orcs overmuch, but they soon saw how their enemies liked them even less. And of course, there was Iuz's magic. Many cambions wield magic, but that of Iuz, aided by his mother, was far more powerful than anything the competing hordes could muster. Iuz had control of the entire Land of Iuz in little over a decade. [WGR5 Iuz the Evil - 3] Few took note of this new presence in that secluded northern waste, despite the tales of refugees that fled south of slavery and ghastly abominations, the risen dead, and the road of skulls that stretched from Dorakaa to the Howling Hills. The fiefs always fought one another. Petty lords rose, and fell with regularity. This Iuz would do just the same, they imagined. He had risen. He would fall in due course. And if he didnt, his was a secluded land of no consequence. What harm could he do? [The] land now called Iuz was a fractious collection of independent fiefs. The petty princes who ruled these plots of land vied to inherit the lands of Furyondy, which at that time reached far north. Among these princes was a paltry despot of the Howling Hills, who died in that year and left the land to a son of questionable origin Iuz. Oddly, rumors alternately described the "son" as an old man and a 7-foot-tall, feral-faced fiend. [Wars - 2] Iuz was not content with his little patch of marsh. He was destined for greater conquest. So said his mother. So said his father, before he was whisked away. Iuz sent his hordes out. Conquer, he commanded. Pillar! Kill! And they did. Iuz's domain began to spread like mold upon an overripe peach, primarily due to his use of humanoid tribes. Most human princes considered orcs and goblins vermin-ridden inferiors, an attitude best typified by His Eminence Count Vordav, who swore to "burn on sight any hovel of those miserable scum." Though this attitude allowed the petty princes to "maintain a false sense of purity for the old Aerdi traditions," it also meant their armies were quickly overmatched by Iuz, who made full use of orcish cruelty and fecundity. [Wars - 3] c.480 CY Iggwilv had designs. Perhaps Grazzt had whispered sweet dreams of conquest in her ears. She began launching attacks into Perrenland from her base in the Lost Caverns. In her unpredictable fashion, Iggwilv created an empire from her base in the Lost Caverns of Tsojcanth, named for a legendary wizard of old and hidden in the Yatils. In 480 CY, Iggwilv sent her humanoid and barbaric human minions out to conquer and loot surrounding territories. [Rot8 - 55] 481-491 CY Perrenland was ill prepared for Iggwilv. They had grown lax, secure behind their mountain passes, and their appeasing the Nomads with trinkets and wine. And Iggwilv flowed out of the mountains here and there, without warning, seemingly without plan, and without rest. Perrenland was enslaved from 481 to 491 CY; all Lake Quag was taken; and her raiders pushed at the southern boundaries of the Wolf Nomad lands, perhaps with the assistance of troops supplied by Iuz to the east. Uninterested in the administration of her new lands, she stripped them of their treasures to support research into new magic. [Rot8 - 55] c.490 CY Arch-mage Iggwilv sent her evil minions to conquer the lands around her abode. So successful was she that the Marches of Perrenland were subjugated for a decade, and great indeed was the loot brought to Iggwilv's lair in answer to her insatiable demands for treasure. Legend states that the arch-mage gained much of her prowess from discovering the Lost Caverns of Tsojcanth, where in was hidden magic of unsurpassed might. It is certain that lggwilv ruled her domain from these caverns. There she also conducted arcane experiments and rituals, trying to further increase her powers. [S4 - 2] These experiments were her downfall, for during one she accidentally freed the demon Graz'zt, whom she had imprisoned and forced into servitude. There was a terrible battle, and although the demon was forced to flee to the Abyss, lggwilv was so stricken from the contest that her powers and strength were forever lost. With the wane of her evil, lggwilv's realm was sundered. Her former henchmen and slaves stole her treasure and scattered to the four winds in the face of enemy armies. The arch-mage, however, used the last of her power to prepare a hiding place in the caverns for her remaining wealth. Legends say that this included several tomes of great power and the fabled lamp called Daoud's Wondrous Lanthorn. What else might be hidden no one knows, for no one has yet discovered Iggwilv's hoard. [S4 - 2]
Iggwilvs reliance on fiends to increase her power eventually caused her downfall. During the course of one of her malevolent rituals, she made a critical mistake that accidentally freed Grazzt from his captivity, and a spectacular battle ensued. In the end, Iggwilv was triumphant, forcing Grazzt to flee to his Abyssal home, but she paid a dear price for that victory. The wounds she suffered reached far beyond merely the physical, damaging her psyche to such a degree that much of her personal power was torn from her. When the news of Iggwilvs condition reached her oppressed subjects, they immediately took up arms and marched on her secluded abode. Her minions realizing that the reign of their queen was ended, scattered before the oncoming armies and took with them the bulk of her amassed fortune. Among the items stolen by her former servants was the Nethertome. [Dragon #225 - 51] The Nethertome is divided into several chapters. Like Iggwilvs Fiendomicon, most of it deals with the lower planes (and the tanarri in particular). The beginning chapters give a highly detailed and surprisingly accurate treatise on the Blood War, though it has an obvious bias favoring the Abyssal fiends. The next handful of chapters describe the chaotic nature of the Abyss, methods of safe travel through its infinite layers, and most importantly, areas that should be avoided by mortals. Several more chapters describe the denizens of the Abyss, the tanar'ri in particular. These chapters describe their politics, psychology, and general behavior with astounding clarity, almost as if it had actually been written by a tanarri. In many places, individual tanarri are named. The most notable, and most oft referred to, is Grazzt, of course. The last chapter contains a modest and seemingly incomplete assortment of wizard spells, two of which are unique to the Nethertome. [Dragon #225 - 52]
Daoud's Wondrous Lanthorn: This artifact is wrought from the finest yellow gold. Its beautifully crafted framework is set with huge jewels and crystal lenses. An unwavering pure flame burns within. The faces are normally fitted with the crystal lenses, but the jewels are actually additional lenses, fashioned to fit the four faces of the lanthorn. The lanthorn's magical powers change, depending upon which of the gem lenses are fitted to it, as well as upon the continued burning of the lanthorn's magical flame. [S4 - 20] Prison of Zagig: Only five of these brass devices are believed to exist. Each is nearly identical, appearing to be nothing more than a small, well-made bird cage. Normal handling or examination will not reveal it to be magical. [S4]505 CY Just as Iggwilv had descended upon Perrenland, so did Iuz upon Furyondy. Furyondy could have sundered Iuz, had they acted with concert and speed, but greed and ambition being what they are, the lofty lords had proven their worth in those early day. The opted for self-interest, when they ought to have opted for security. But who knew then what Iuz might become? Them! Had they been vigilant! Had they been true! A three-way split had grown in the ranks of nobility. The most powerful faction was the Great Lords of the south, who used Iuz's threat to lever their lands from the king's control. Second in power was the Order of the Hart, which grew in unity and strength to oppose Iuz's border raids. Least in power was King Avras III with his estates and kin. [Wars - 3] 505 CY King Avras of Furyondy took note of the doings of Iuz, for what king wouldnt be concerned about the rise of Evil on his border. The Vesve was already hard pressed by this Iuz, as orcs and hobgoblins bearing Iuzs mark had penetrated their canopy and were laying waste to all they encountered. Avras mustered his troops and sent them north. But even as they engaged his vile forces, the armies of Iuz had already begun to break apart. For Iuz was not to be found. And it was his tyranny that had held them together. But neither Furyondy nor Vesve was directly involved in the banishment of Iuz, generally dated to 505 CY. [WGR5 - 3] St. Cuthbert of the Cudgel has been allowed to strike against Iuz, when his avatar assisted those imprisoning Iuz in 505 CY. That St. Cuthbert would wish to fight Iuz is not unexpected. Of the "martial" [...] Powers, Heironeous has his great struggle with his hated brother Hextor [....] But St. Cuthbert is a doughty, tough fighter, and he hates Iuz's [...] nature. That he was allowed to strike against the Old One is surprising. He could only have done so if [the other] Powers agreed to this, for all Powers must agree to such an action. Istus could tell us that Incabulus cared not, but Nerull's croaking voice was decisive in giving permission. [WGR5 - 6] Other blows beset [Iuz]. His mother offended Graz'zt, who drew her to the Abyss and imprisoned her there; Iuz's growing alliance with Zuggtmoy, tanar'ri Lady of Fungi, never had the chance to grow to fruition. Within Iuz's own lands, many factions struggled for power when their master left. Tanar'ri and gehreleth came to odds with each other and decided to leave the barren lands to their own fate. Orcs and evil humans began to squabble and fight. Chaos reigned, and the good folk of Furyondy and the Vesve breathed a sigh of relief. [WGR5 - 3] 510 CY Avarice has been the undoing of many a man, and Sandor, lord of Polvar, province in eastern Ket, was no different. In 510 CY the last of the Euroz and Jebli tribes were driven forth from the Lortmil Mountains. One particularly large horde made the ill-advised attempt to reach the Yatil Mountains by crossing the gap from the Lorridges. Unfortunately for these creatures they had been preceded by lesser bands, and the combined cavalry of Bissel and Veluna stood ready to stem the tide. A large part of the force was destroyed, but the remainder survived by dint of a ferocious counterattack and entered the southern Yatils. There they were harassed by halfling, human, and elven forces raised by the locals, who were not at all of a mind to allow such prolific and ferocious creatures a foothold. The horde finally turned southward in an attempt to reach the Barrier Peaks region by passing through the Bramblewood Forest. Here they met their final and fatal opponent, one Sandor the Headstrong, the young lord of Polvar province in eastern Ket. Unlike the other harriers of the goblin/orc horde, the lord of Polvar was not particularly concerned that they would settle in his lands (clearly they did not desire to do so). He was motivated instead by rumors that had filtered into Ket after the earlier engagements: that the cartloads so fiercely protected by the hordes leader (the half-orc Urgush) represented a great store of gems and precious metals garnered during the hordes years in the Lortmils. Sandor was determined that such a prize should not escape, and he pursued the host in a series of forced marches which unfortunately exhausted his footsoldiers to the extent that many fell behind and the remainder could not bring about a decisive attack against Urgushs resistance. The chase led through the Bramblewood and into the hills, Sandors force gradually regaining strength and Urgushs growing fewer. In desperation Urgush turned up an unknown valley, determined to make a final stand. Here disaster met both sides. There are numerous hot springs in the northern Barrier Peaks and in the Yatils, and they are widely known and generally appreciated by the Kettites, so Sandor was not surprised or particularly worried when he began to pass through the outlying regions of a system of geysers, full of white frothy stone and colored pools and pits. He only slowed his cavalry over the difficult terrain. A supremely confident man, he was not much disturbed either when scouts reported a number of nearby lakes of a blood-red color said to be unlucky by Kettite peasants. The wains of the humanoid horde were in sight, and obviously bogged down. Sandor prepared his men for a hard pressing attack, hoping to disperse the horde and take their prize, when the ground began to tremble. With terrible swiftness, a powerful wind swept down the valley, tumbling the orcs on their faces and oversetting the precious carts. A wealth of gems could be seen to spill from them. Sandors force had barely begun to comprehend this when they too were bowled over. Only those on the upper slopes, where Sandor had been organizing the crossbowmen, were spared. None of the others rose again, even so far as their knees. Farther down the valley trees were snapped at the base by the strange wind. Geysers triggered by the earlier tremors spouted into the air. Sandor sent a cautious group of scouts into the ruined valley, but they fainted well before they had descended to the floor. He himself attempted the descent, and had to be dragged back out of the area by the rope which he had the foresight to attach to himself beforehand. Sandor and some of the scouts recovered, as did some of those who had been on the valleys middle slopes. But all others were lost and the invisible poison barred further entry. After two fruitless days Sandor yielded to the demands of his much reduced force and made his way back to Polvar, swearing each of his men to secrecy concerning the location of the treasure and vowing to return. No sooner had Sandor recovered at Polvar than he set out again, being careful to put under his command all those who had first seen the valley. The sight of the wealth of the Euroz and Jebli tribes had inflamed his desires, and he was certain that with certain magical treasures he had acquired he and his force would return with wealth sufficient to make Polvar a nation in its own right. He never returned. [GA - 97] 511 CY Evil was on the rise across the lands. It rose from the marshes and fens just as it had flowed out of the mountains, unexpected, and en masse. What stirred the trolls so, none can say, though the name Iuz was whispered more than once. Its the Old One, they said, nodding knowingly. But Iuz was imprisoned, as those privy to such information knew, so it couldnt have been him. Other names were whispered alongside his: Keraptis, for one, for all the Tenha know it, and all expect him to return. Battle of Dour PrentessThese identically-designed castles were the bulwarks of Tenh's defenses against the Troll Fens. Each castle was built with a curtain wall defense, inner castle walls, and a castle keep. In addition, mages with wands of fire defended them and great stone chutes were mounted along all walls to shower oil on attacking trolls which was then set ablaze with fiery arrows from the expert longbowmen of Pentress. High Pentress was home to the paladin Henschel Pentress, great-grandson of the noble who paid for these castles to be built. Dour Pentress was so named because of a spectacular siege-battle there in 511 CY when over two thousand trolls surrounded the castle, cutting it off from supplies in a Troll Winter, for a period of over three months before it was relieved. [WGR5 - 70]
One must always give credit where credit is due. This History is made possible primarily by the Imaginings of Gary Gygax and his Old Guard, Lenard Lakofka among them, and the new old guards, Carl Sargant, James Ward, Roger E. Moore. And Erik Mona, Gary Holian, Sean Reynolds, Frederick Weining. The list is interminable. Thanks to Steven Wilson for his GREYCHRONDEX and to Keith Horsfield for his Chronological History of Eastern Oerik. Special thanks to Jason Zavoda for his compiled index, Greyhawkania, an invaluable research tool. Primary sources for this history were the DMG 1e, Ivid the Undying, WGR5 Iuz the Evil, WG8 The Fate of Istus, S4 Lost Caverns of Tsojcanth, the Greyhawk Adventures hardcover, The World of Greyhawk Folio, and The World of Greyhawk Gold Box, Greyhawk Wars Boxed Set, From the Ashes Boxed Set, The Adventure Begins, Living Greyhawk Gazetteer, The Living Greyhawk Journals, Dragon Magazine 225. The Art: Daoud's Wondrous Lanthorn, from S4 Lost Caverns of Tsojcanth, 1982 Prison of Zagig, by Jeff Easley, from S4 Lost Caverns of Tsojcanth, 1982 Redwater-Lake by skoggangrSources:1015 World of Greyhawk Boxed Set, 19831064 From the Ashes Boxed Set, 19921068 Greyhawk Wars Boxed Set, 19912011A Dungeon Masters Guide, 1st Ed., 19792023 Greyhawk Adventures Hardback, 19882138 Book of Artifacts, 19939025 World of Greyhawk Folio, 19809038 S4 Lost Caverns of Tsojcanth, 19829399 WGR 5, Iuz the Evil, 19939577 The Adventure Begins, 19989578 Players Guide to Greyhawk, 199811742 Gazetteer, 200011743 Living Greyhawk Gazetteer, 2000Ivid the Undying, 1998Dragon 225OJ Oerth Journal, appearing on Greyhawk OnlineLGJ et. al.Greychrondex, Wilson, Steven B.Greyhawkania, Jason Zavoda The map of Anna B. Meyer Posted: 10-03-2021 02:31 pm Zelsana Blacmoor Land of a Thousand Witches - Zelsana Zelsana is a Palish witch come to Blackmoor. She was born to a brothel-worker in the capital of Wintershiven and recognized by the midwife who brought her into the world as having the link with Moon, Oerth and Stars that are marks of power among witches. As a babe she was purchased by the coven of Wintershiven, of necessity a secret organization amid the rigid and intolerant Pholtite rulers of the Pale. In the years of her childhood the growing Order of Witchfinders was making life for witches in the realm daily more perilous. As a teenage girl Zelsana was smuggled into Tenh where the Old Faith was still respected if not always followed. Zelsana spent her early womanhood in Tenh growing in power and respect among the people. She delved deeply into the history of witchdom, learning of the Yaga who was called Iggwilv or Louhi among those of Blackmoor. She who was the Mother of Witches and her Daughter who brought together the first coven and opposed the workings of her mother. Visions of that cold realm, the marshes that were the Yaga's first home in ancient times, the coming the gods with their steeds of metal and fire, the gleaming City of the Gods, the nameless horror on the mountain plateau that sat above the gleaming city... She saw the coming of the Gray to the Land of Black Ice, the Sisterhood and its fight against the minions of the Gray as they sifted through the fields and forests of Blackmoor. Zelana heard the thousand voices of the Sisterhood an she knew where she needed to be. Posted: 10-03-2021 01:14 pm Blackmoor Land of a Thousand Witches - NPC Tuure
Blackmoor Land of a Thousand Witches - NPC Tuure
Tuure is from the Burneal Forest, her folk belong to an ancient Flan tribe which hid among the green depths of the wood when the Bakluni and Oeridians first crossed into the northern Flanaess. Her father was a Tiger Nomad caught in a trap by her people the Vigonor who later became a member of the tribe and respected leader.
While Obad-Hai is primarily worshiped among the Vigonor men, the women have long followed the witching way. The Sisterhood is strong along the north-eastern forest while further to the west the tribal witches have maintained their independance. They have also not yet encountered The Grey and the need for joining forces has not presented itself. Yet.
Tuure is a young witch but has journeyed far across the forest. She has seen the attacks by The Grey, even crossed into the lands of Blackmoor and now is a member of the Sisterhood and the branch of tribal witches helping to protect the forest. Posted: 10-03-2021 12:45 pm Anzelika
Blackmoor Land of a Thousand Witches
Anzelika, the younger daughter of the Canon of Redmod, was a typical maiden of the Pale. She was devoted and obedient to the will of Pholtus and dutiful to her father. That is until her visions began... The Pale does not welcome witchcraft. The Canon was not a tolerant man. Some years before he had suffered through the theft of a powerful chalice by a Rhennee thief and the willing defilement of his oldest daughter, Beautiful Light; then to have his youngest daughter show signs of powers that bore the earmarks of witchcraft was too much for the arrogant and pompous old cleric. Anzelika was cast out and sent from the Pale. Distant relatives in Tenh were contacted and, she who was once his daughter, sent there as no more than a servant. Anzelika's awaking powers and a hidden resolve within her delicate frame stirred a sense of freedom and rebellion within her. As the merchant train she accompanied crossed the borders into Tenh she left one night and took her first steps beyond the bonds the Pale and her father had set upon her since her birth. Her wanderings and adventures took her far beyond Tenh. The Bandit Kingdoms, the fabled White Plume Mountain, and further and further north till she came, finally, to Blackmoor. Today she is a powerful member of the Sisterhood. Her visions have allowed the defeat of machinations of Iggwilv and the forces of the Gray which plagues the land. Her sight stretches the ultimate north and shining metal city set against a mountainous plateau which radiates unspeakable evil. Posted: 10-01-2021 04:49 pm Blackmoor Land of a Thousand Witches - the Sisterhood
Blackmoor Land of a Thousand Witches - the Sisterhood
Blackmoor is a land of mystery. There are tales of its past with cities and kingdoms, wars and catastrophies, heroes and common folk, but still a place distant and removed from the normal commerce and happenings of the Flanaess.
Blackmoor was never a truly peaceful land. Beneath the surface and around the borders a cold grey presence could always be felt. It was a lifestealing hand that took the sick and preyed upon the newborn. Those who first took up the fight against this presence were the witches. In Blackmoor the witches healed the sick, assisted the clerics of Beory, Telchur, Velnius and Zodal, acted as mid-wives, cared for injured animals, and acted as judges. They were soothsayers and diveners of fate. All of Blackmoor from the king to the smallest village had a witch to advise and heal. Among the Council of Women they were predominantly leaders and were the teachers of the young girls, administering the test and right of passage from girl to woman.
With thw coming of the Grey, as they called the lifestealing presence, they became those who fought. Swords and spears were ineffective against the creatures of fog and mist which began to appear. Magicians was rare, clerics and priests were few, but the witches were many. Every girl who showed signs of power and ability were mentored and encourged to pursue the arduous path of witchery. And as the Grey strengthened, the Sisterhood was formed.
The Sisterhood, in some nascent form, had existed in Blackmoor for centuries. Never had it needed the strength, discipline and organization that the fight against the Grey demanded.
Nine witches form the Nyma Urd who guid the Sisterhood. They are the most powerful witches not necessarily the oldest. Once a year they may be challenged for their position on the Nyma Urd. There are thought to be a thousand witches in the Sisterhood, but that number has been growing. Certain events have set back the Grey and expeditions into the Land of Black Ice and beyond the very boundary of the Planes of Existence have rewarded the Sisterhood with both artifacts of power but also victories against The Grey on its own plane, that of Fog and Mist. Posted: 10-01-2021 11:38 am Aefre and the Breath of Blood
Blackmoor Land of a Thousand Witches Aefre and the Breath of Blood
Aefre is born of the old tribes of the Burneal Forest who dwelled within before the riders from the west came, the Oerid driven back in defeat and welcomed by the old forest people. Today most who dwell within the chill forest are descended from both Oerid and forest people, only a few tribes are like Aefre's. While appearing youthful and quite beautiful Aefre is not young. She is the spiritual leader of her people and follows the rituals and ceremonies passed through the generations of the forest people. The forest is her home and she rarely is away from its borders but she is aware of what transpires in the lands around. Members of the Sisterhood bring her news but mainly come to her to learn. Aefre is the keeper of many powerful spells and rituals otherwise forgotten. The forest people once held many items of power; objects of wood and stone, leaf and root. There were also older than they. Weapons and objects of metal, crystal and light. Since the mingling with the Oerids most such items were lost, broken, stolen or sold. The Breath of Blood is one of the last. It is a golden box which only Aefra knows the opening of. Instead as a creature, an elemental of blood. This servant of Aefre's is from an age before humanity, older than elves. It keeps her young, protects her, but at what cost she does not say. Few have seen her with this golden box and none living but her have seen it opened.
Posted: 09-30-2021 08:29 pm Blackmoor Land of a Thousand Witches - Inkeri
Blackmoor Land of a Thousand Witches - Inkeri
Blackmoor is a shattered land but still a land of great power. The capitol is in ruins, the army scattered, the various lords barely ruling over their own lands. Darkness and mist have descended upon the farms and forests. Villages that remain are walled enclaves. Only the power of the witches keeps the land and its people from disappearing into the fog which rises from the valleys and flows from the hills.
Inkeri is a woman of strength and madness. She has fought off the otherworldly things that now inhabit the wilds of Blackmoor but at the cost of her sanity and her soul. The Sisterhood honors her and aids her when they can but she walks in two worlds and can be both a halp and a dnager to any that cross her path.
Originally she was a healer but her change has brought out a darkness that deals death to those who would stand in her path. Necromancy flows through her fighting the power of life and healing and slowly it is winning. She commmands flocks of dead avians and the animated body of a slain griffin is her mount. She is attracted to death and killing, healing those injured but absorbing some spark of spirit from the dead, Those she whose bodies she has drained of this final spark cannot be reincarnated or resurrected
Any who might harm Inkeri for whatever reason will earn the enmity of the Sisterhood and a society of over a thousand witches makes a very powerful foe. Posted: 09-30-2021 05:14 pm Adventure Idea - She Speaks A Scarlet Mist
She Speaks A Scarlet Mist
Who can say when the blood of man was polluted with the foulness of undeath. From what blackened and defiled corner of the Oerth where first they arose is unknown. Every corner of the globe speaks of them, Bruja, Dachnavar, Draugir, Chang Kuei, Mara, Striga, Vampire.
In the Flanaess it is the same, in any decent land they are hunted and outlawed. Vampires are social creatures that form a family with a patriarch or matriarch ruling over them, but these paternal figures feel no love or attachment for their offspring and will use them for their pleasure and their defense willingly sacrificing all those they deem their 'children' for their defense or even simple gain. At times they will tire of their family and will slaughter them all gathering their tainted blood in great casks like wine to be aged and consumed at a later date.
Vampires always choose the strongest or most beautiful or talented humans to be their victims and future 'children'. Around this family are collected groups of ensnared servants or 'thralls' as the Fruz from the northlands call them. These are half-drained victims of the vampires who are ensorceled into fanatical loyalty to their vampiric masters.
While vampires may be found in ruins, catacombs or graveyards, they often join the society of large cities such as Greyhawk or Dyvers as long as they can remain undetected. Some have taken over northern halls or holdings of the Sea-Barons or villas in the Great Kingdom.
There are rumors and traces of a vampiric brood gathering in the vast metropolis of Greyhawk and the local guard as well as a some of the ruling Oligarchs are interested in rooting them out. While a small bounty is placed on the capture or heads of any proven thralls, a much greater reward can be gathered for the bodies (living or dead, but living pays better) of any of the Vampiric family. The Lord or Mistress of the clan would garner the greater reward but such a capture or even a defeat of one of these monsters is deemed unlikely. Posted: 09-30-2021 09:52 am Blackmoor Land of a Thousand Witches - The Red Witch
- Blackmoor Land of a Thousand Witches - The Red Witch
The frozen land of Blackmoor, choked with mists and twilight. Few travel to that far world and few tales have returned. The great bard of Greyhawk has returned from a long sojourn there where it is said he found the City of the Gods. Silvertongue the Bard found strange and powerful forces at work in Blackmoor but he also found allies in a society of witches that are the hidden strength of that land.
The Red Witch travels the borders of Blackmoor alone though she is protected by golems of her own creation and terrible para-elementals. She practices a form of magic unknown in the Flanaess but it is said to have links to the ancient Olman rites of their priest/magicians and some Hepmonaland shamans are said to have similar powers and rituals. The Red Witch practices Blood Magic, summons para-elementals of blood, constructs golems of blood. She can cause blood to boil or to become Blood Worms that eat their way out of the skin. Her magic is terrible and powerful.
Her interests are in Blackmoor though she is said to welcome young women frfom anywhere who wish to learn her brand of witchcraft and become apprentices. Posted: 09-29-2021 03:06 pm NPC - Blackmoor Land of a Thousand Witches - Czylle
The frozen land of Blackmoor, choked with mists and twilight. Few travel to that far world and few tales have returned. The great bard of Greyhawk has returned from a long sojourn there where it is said he found the City of the Gods. Silvertongue the Bard found strange and powerful forces at work in Blackmoor but he also found allies in a society of witches that are the hidden strength of that land.
Czylle commands the elements. Lightning dances at her will. She would be a leader in any other land but the society of witches has no leaders. All are equal in their ranks once they have begun the first mastery of their art till they take their last breath on this Oerth. She goes gloved and cloaked in grey and her eyes burn with an inner fire. She looks far beyond this plane into worlds beyond and one day she will step beyond this Oerth and perhaps not return.
Posted: 09-29-2021 09:19 am Teleen of the Blood Jewels
Teleen is an Ancient. Among the Sisterhood of Witches there is great honor in the guarding of the Moonhall, the semi-Oerthly place of gathering and memory. It is easy to get lost within and years may pass as moments in its halls. Centuries past Teleen came to Blackmoor, a High Suel, great in power. She told nothing of herself but already the Blood-Jewels were set above her brow. She wished only to forget and found the Sisterhood, who welcomed her without question. In her search for forgetfulness Teleen plumbed the depth of Castle Blackmoor, walked the cold wastes of the Land of Black Ice and finally lost herself in the passages of the Moonhall. Now she has returned and seeks the Plane of Fog and Mist, ready to set herself against the Gray. Posted: 09-28-2021 03:14 pm Silent Ones
Little is known of the Silent Ones. They are said to be protectors of the lost secrets of the great Suel Mages of Power. Once they held great influence in the court of Keoland but now they are seldom seen. Dark or gray robed they walked the halls of power a feared and respected force. Always masked, silent but their word was a touch, a gesture, and obeyed. Today their respect comes of fear. Suspicion of their motives and growing dislike among the people and the court signals a time of confrontation with this ancient order and what then? What powers do they truly possess and what might be found in their silent, lonely tower. Posted: 09-28-2021 01:47 pm Clark Ashton Smith - Some Ideas and Descriptions from his Stories 4
Clark Ashton Smith - Some Ideas and Descriptions from his Stories
SPOILER WARNING!
If you have not read this story TURN BACK NOW! or risk losing forever the unspoiled appreciation of Clark Ashton Smith's prose.
Inspired by the rules and setting of the Astonishing Swordsmen and Sorcerers of Hyberborea boxed set and the discussion of the same on the OD&D Forum I have started sifting through my collection of Clark Ashton Smith for ideas.
4). The End of the Story (Written Oct 1, 1929 First Published in Weird Tales May 1930)
Nycea (Lamia) - [NPC][MON]
"She was not tall, but was formed with exquisite voluptuous purity of line and contour. Her eyes were of a dark sapphire blue, with molten depths into which the soul was fain to plunge as into the soft abysses of a summer ocean. The curve of her lips was enigmatic, a little mournful, and gravely tender as the lips of an antique Venus. Her hair, brownish rather than blond, fell over her neck and ears and forehead in delicious ripples confined by a plain fillet of silver. In her expression, there was a mixture of pride and voluptuousness, of regal imperiousness and feminine yielding. Her movements were all as effortlessness and graceful as those of a serpent."
"...if you could behold her as she really is, you would see, in lieu of her voluptuous body, the folds of a foul and monstrous serpent."
ADVENTURE IDEAS:
On the northern-eastern most edge of the Gnatsmarsh is a half-sunken portion of the Celadon Forest. It is filled with the rotting boles of trees with twisted roots like the long necks of giant serpents rising from the scum-covered water. The abbot of an ancient Pholtite monastery sends out a call for help (via messengers throughout the region and to others of his order). Men from the nearby town of Beetu have begun vanishing and now even some of his own monks have disappeared. One of the monks was bearing a minor relic which has allowed the abbot to divine its general location; in a wood of evil repute only a half-days march from the monastery. Within the wood are the ruins of a castle and it is within these ruins that the abbot believes the relic can be found, and perhaps the missing men.
The forest is home to bully wugs, giant ticks and toads, wolves and weasels, snakes and spiders, all of whom seem determined to keep the players from reaching the ruins. There is a deeply submerged path that shows signs of recent passage, the woods themselves are marshy and filled with quicksand, tangles and briars, making it rough and slow going.
The ruins are no more than overgrown rubble except for a wide cleared area near their center (once the great hall of the castle). At the center of this clearing is a well-like circular stair that descends into darkness. Around these stairs dance a strange group of men, bullywugs and satyrs. All are diseased, the satyrs and men with burning red eyes matted fur and hair and all with weeping sores. Most are at half their normal hit points. If come upon unawares they will be dancing wildly about the stairs, two of the saytrs playing pipes. But it is hard to reach the center clearing without rousing another dozen of the bullywugs who rest among the thick growth and rubble. This rubble provides them with 3/4 cover and the ape-men will hoot, holler and throw stones (which are plentiful). If these bullywugs are roused the saytrs and others will scatter among the stones and do their best to keep any from reaching the stairs. All have been charmed by Nycea and will fight to the death with a smile upon their lips.
At the bottom of the steps is a maze of passages and rooms, the walls wet and crusted and a thick smell of corruption and decay ever present. Within the corridors and rooms stalk a pair of Manticores and nest of wererats who laired here before the coming of Nycea and now hide from her minions.
Nycea herself lairs deep within the ruins near an primordial well that descends unto a dark lake in the Underoerth (an escape route for the ancient lamia). She is truly ancient, stronger with more hit dice and powers than a normal monster of her kind. She possesses several magical items, most notably an orb that allows her to scrye the surrounding land and use her powers to charm select males who will sneak away and come to her. Those so charmed bear the mark of Nycea visible only to others charmed by her, which allow them safe passage to her lair. Unfortunately Nycea is the carrier though not victim of a dread disease which she spreads to her more intimate minions. The disease causes 1d4 hit points of damage per day through fevers and weeping sores.
Nycea surrounds herself with charmed minions (all male) and snakes. Snakes, snakes, snakes, they adore Nycea and are drawn to her. snakes of all kinds surround and protect her.
The charmed monk with the relic (the fingerbone of a powerful cleric) wears this item about his neck in a lead cylinder. If opened it provides protection (10ft radius) to Nycea's charms and if she is struck in combat by this finger bone she will be dispelled in an explosion of light. The finger bone will disappear and reappear in the monastery.
While it is possible to defeat Nycea I like the idea of her as an illusive enemy that may haunt the players in future adventures. Posted: 09-28-2021 12:07 pm History of the North, Part 2: A Myth of Unity
All empires crumble. They begin with a single conquest, and before long, want and avarice overwhelm them. They grow fat on their power and plunders, and in time, they collapse under their own weight, as they must, for their grasp always exceeds their reach. They conquer, and then conquer again, further and further afield until the crown can no longer contemplate the vastness of its territories. They are too far-flung; the distances are too vast; they sprawl out to this horizon and that, and beyond those, again. Where is that again, it asks? Tenh? The Quaglands? The minutiae of the day-to-day governance of so vast a territory overwhelms it, and it must then rely on its governors, for who knows their lands better than they? So long as the taxes are collected, what of it? Thats all well and good until the governors take umbrage with sending the crown their gold, receiving naught in return.
300-350 CY Anarchy crept into the Great Kingdom, and more and more of its northern provinces became increasingly independent. Some became lawless. Many became lawless. Petty fiefs sprang up, their rulers declaring themselves kings and barons and dukes and such. Where ruffians seized power, banditry prevailed, and they became known for such. Such were the Bandit Kingdoms, which called themselves a confederacya fancy word for what they might have been; but in truth, they could never be, because they preyed upon one another even as they clung together to ward against those who would annex them. The Bandit Kingdoms are a collection of petty holdings. Each little kingdom is ruled by a robber chieftain claiming a title such as Baron, Boss, Plar, General, Tyrant, Prince, Despot and even King. In all there are 17 states within the confines of the area, ruled by 4 to 6 powerful lords, and the rest attempting either to become leading rulers or simply to survive. [Folio - 8]
310-360 CY The fiefs north of the Nyr Dyv looked to their borders, both north and east, and discovered that they were bounded by villainy and evil. Something must be done, they realized, otherwise they would be pillaged and sundered by it. A vanguard of lords and knights came to the fore and banded them together, promising to keep them safe. The knights became the Knights of the Shield, and the lands took their name, becoming the Shield Lands. When the Bandit Kingdoms began to grow powerful, the petty nobles of the north shores of the Nyr Dyv banded together in a mutual protection society. [Folio - 15]
When similar circumstances resulted, ultimately, in the formation of the lawless Combination of Free Lords to the north, the southern nobles banded together, forming the "Shield Lands" as a bulwark against the depredations and chaos of the north. Since the earl of Walworth commanded Admundfort, at the time the only notable city in the region, he was chosen as the knight commander of the combined forces of the nobles. Within a handful of years, the new capital saw the formation of the Knights of Holy Shielding, a Heironean order that both formed the core of the new national army and served as an example of good, clean living through dedication to strict, militaristic goals. [LGG - 104]
| Veralos |
318 CY The North was vast. And for all its peoples, for all its scattered states, and for all its history, it was largely undiscovered. Few saw the foundations of the Ur-Flans kingdoms, but they were there for those tenacious enough to find them. Why, some would ask. They were swept aside, and of no concern. But not everyone was so foolish. Some knew what power they wielded, what wonders they forged before the rise and fall of Vecna. Zagig Yragerne was one of those. He wished to find the fabled city of Veralos, for he believed that a culture that could produce Vecna and sunder the Elven Empire surely must have produced a great many artifacts worth seeking. So, he and his Company of Seven, a young Murlynd and Keoghtom among them, left to much fanfare to do just that, and returning a year later, they claimed to have found and plundered the city, producing a wagon laden with treasures to prove their claim. Their expedition revived the legend of the lost citadel, and indeed, that of the Ur-Flan and their civilization, which had all but been forgotten since their Aerdy conquerors pulled down their ancient settlements and built their new ones on top of them, laying waste to Flan magic, art, and writings.
320 CY The Great Kingdom had not been vigilant in the North, but neither did it rule the North in its entirety, either. And even if they had, they most certainly could never have truly conquered it. Or defended it. Neither could the Rovers of the Barrens. And they had roamed it even before they had ever heard the name Vecna. Nomads swept into the North from the West, but the northern steppes were so vast, the Rovers remained unaware of the Relentless Horde until it had already gained a foothold in their lands. And, by then, it was already too late to stop them. Before too long, they had cut off Blackmoor and the Quaglands from the rest of the Great Kingdom. Mixed Oerid-Baklunish nomad bands had gradually moved into and laid claim to the steppe lands beyond the Yatil range, pushing eastwards as far as the Griff Mountains. Border skirmishing with the southern nations went on as these wild horsemen pushed into the Flanaess. Perhaps the civilized states could have stopped their eastward progress had they not been busy fighting with the Aerdi for their independence. [Folio - 6]
The Relentless Horde pressed the Rovers of the Barrens ever east. Because they must. They had little choice; they too were being harried from the west, themselves forced ever eastward by the Brazen Horde, who were conquering the whole of the Paynims. Soon, Kha-Khan Ogobanuk, ruler of the Restless Horde, had conquered most of the Plains. Ilkhan of Tiger Nomads ruled the western steppes in his name. The Wolf Nomads pressed on but could advance no further than the Cold Marshes and the Howling Hills. Their horses could not race across the former, and they met with the Rovers resolve in the valleys of the latter. The Tiger Nomads were driven from the southern plains by the invading Brazen Horde almost three centuries ago. Thrown together with the Wolf Nomads, and other bands of mixed Oerid and Baklunish refugees from the plains, they arrived in the northern steppes in defeat and disarray. Yet, within a few years, they grew strong enough for their ilkhan to command the whole of the western steppes under the great Kha-Khan Ogobanuk of the Relentless Horde (c. 320 CY) [LGG - 114]
Following the lead of the Viceroyalty of Ferrond, the outer dependencies of Aerdy too began to claim sovereignty. The Great Kingdom, ever riven by inner turmoil and its increasing decadency, was shrinking. And in its lessened state, it could do nothing to stem the tide. Perranders, Velunians, Furyondians and Tenhas achieve success, establishing independent status one after the other in a series of minor but bloody wars. [Folio - 6]
Even as Furyondy broke free of the Great Kingdom, they sought to lay claim to the Quaglands. But the Quaglands were isolated, cut off from the rest of the South except through mountain passes. Always a fiercely independent people, they had no wish to be or remain under their dominion. Rebellions were endemic from the beginning of the Great Kingdom's presence in the Quaglands. Most Aerdi bailiffs were practical overseers, not given to excesses of taxation or punishment, but the intractable natives seemed unable to learn obedience in any form. Nor, it seemed, could they learn unity, as decades of Aerdy rule turned to centuries. Many mountain and lowland tribesmen eventually served in the military of Ferrond, then in Furyondy after 254 CY; from this they gained the experience and discipline necessary to mount a successful rebellion. They took the first appearance of the Relentless Horde in the north (c. 320 CY) as the opportunity to break free of the yoke of their overseers. The bailiffs and the troops loyal to them were expelled, and the distracted kingdom of Furyondy was unable to spare the forces necessary to put down this last rebellion. [LGG - 86]
342 CY The Theocracy of the Pale chaffed under the dominion of the infidel. Neither Nyrond nor the Great Kingdom followed the path of the blessed Blinding Light, so what right did they have to determine their destiny of the Faithful! The Council of Nine selected its first Theocrat to rule as the semi-independent leader of the Pale. And bided its time. Ceril the Relentless, [
] greatly revered as a patron saint of the nation [
] founded the Council of the Nine, which organized the government of the early nation and chose the first theocrat from their number in 342 CY. Together, they fashioned a government in accordance with their strict interpretations of doctrine. The Palish considered themselves far removed from the politics of the overking and his court, whom they continued to fear and mistrust despite their separation. [LGG - 82]
345 CY The Quaglands soon discovered that being part of a greater whole had its benefits when it was taken from them. The Hordes were sweeping across the North, and they as they pled for aid from the Aerdi and Dyvers, they were cut off. None came. Hostilities were inevitable; the Tigers were warlike and desperate for lands to call their own; but if anything, the Quaglanders were crafty, and adroit at dealing with this new threat. The nomads were indeed a threat to the Quaglands freeholders, and the Sepia Uplands saw many bloody skirmishes between the two peoples. Even the death of the nomads' Kha-Khan Ogobanuk and the division of the horde into twin nations (345 CY) did not completely end the hostility. [LGG - 86]
Over the next century, the Tiger Nomads maintained their independence from the Wolf Nomads, but were unable to increase their territory; thus, a certain stability was achieved, despite chronic warfare. Raids into Perrenland and Ekbir continued as well, though the Perrenders became so skilled at negotiating with the nomads that often, raids would turn into exchanges of horses for liquor. Unfortunately, the nomads' consumption of liquor might turn any barter session into an attack, so the maneuver was hardly foolproofbut at least drunken nomads were more easily defeated. [LGG - 115]
With their cousins, the Wolf Nomads, they were the terror of the north, from the Dramidj coast to the Griff Mountains. When KhaKhan Ogobanuk made his final journey to the invisible realm in 345 CY, the ilkhan of the Tiger Nomads withdrew from the Relentless Horde, forming his own nation of Chakyik. [LGG - 114]
[The Tiger Nomads] warred with the Flan tribes of the Burneal, whom they called the Uirtag, as well as the Guryik people from the Land of Black Ice. [LGG - 114]
Luckily for the Quaglands, the Nomads were far from unified. The Wolf Nomads consider themselves the true heirs of the great Relentless Horde that once challenged all the nations of the northern Flanaess. Led by the mighty Kha-Khan Ogobanuk, the host encompassed both the Wolf and Tiger nations until 345 CY. All the lands west of the Griff Mountains were under their sway, though by the end of the khakhan's lifetime the territory east of the Fellreev Forest was already lost. After Ogobanuk was laid to rest in the Howling Hills, the Wolf and Tiger Nomads became separate nations, though still bound by language and tradition. Both the ilkhan and tarkhan have followed the kha-khan's decree and studied the art of beguilement, for any ruler who cannot deceive his enemies is not clever enough to lead a free people. [LGG - 133]
c. 350 to 360 CY The Short War: Keoland looked to their north and saw the vacuum the Great Kingdoms retreat had created there. The Hordes were sweeping across the North. Newly formed Furyondy had shown itself to be less than unified. And Ket was increasingly belligerent. Keoland realized that they were vulnerable, for what prevented the Bakluni from rushing in from Ket? Nothing! They had done as much in the Quagmands, after all. And in due time, Ket did just that, and Keoland marched out from the Gran March to secure what had not been considered such until then. Keoland held sway from the Pomarj to the Crystalmist Mountains, while her armies pushed into Ket and threatened Verbobonc and Veluna City (c. 350-360 CY). The Ketite expedition came to grief in successive battles (Molvar, Lopolla), while an alliance between Veluna-Furyondy ended the Keoish threat in that quarter (Short War). Coincidentally, the Olvenfolk within the boundaries of Keoland objected to the warlike policies of the King and began expelling royal garrisons in the Ulek Provinces and Celene. In the ensuing struggle, the freemen of the western portion sided with the demi-humans. Raiders in the far south took advantage of these conditions to harry the Keoish coast from Gradsul to Gryrax. [Folio - 12]
Bissel has long been the gateway between three worlds (the Baklunish West, the Sheldomar Valley, and the rest of the Flanaess), and as a result has been repeatedly invaded, conquered, and settled by a variety of Oeridian, Suloise, and Baklunish peoples. Some present-day villages and trade routes were established before the ancient Baklunish-Suloise Wars. The area shows the influences of many cultures, but the inhabitants tend to be untrusting of foreigners and keep to themselves. The land was eventually brought into Keoland (c. 302 CY), its troublesome peoples forcibly subdued by the Knights of the March, Keoish forces invaded Ket and Veluna from Thornward through 350-360 CY. [LGG - 32]
356 CY The founding of Nyrond marked be beginning of the Great Kingdoms decline. One might think that the founding of Furyondy had marked such, because in truth, the Great Kingdom had already begun to lose its furthest protectorates; but it had not looked to its Western Provinces in decades; nor had those provinces sought their aid or council, so when the Viceroyalty of Ferrond declared its sovereignty, the Great Kingdom hardly took note. It had grown myopic. Its focus was inward, its attention was rooted in the East, and that was where its interests lay; so, when its Eastern protectorates began to secede, the Kingdom rose from its stupor and took note. The House of Rax, ruling Aerdi dynasty, was at the time sundered by an internal feud, and the junior branch, then known as Nyrond, declared it lands free of the rule of the reigning Overking [Portillan] and sovereign. [Folio - 6]
[T]he ruling dynasty of Aerdy, the Celestial House of Rax, had grown especially decadent. In response, the western province of Nyrond declared itself free of the Great Kingdom and elected one of its nobles as king of an independent domain. Armies gathered from all loyal provinces of Aerdy to suppress this brazen act. [LGG - 14]
Sometimes Fate takes a hand. Nyrond should have fallen. But just as the Aerdi dynasty was marching north to deal with Nyronds illegal declaration of independence, an allied host of Fruztii and Schnai invaded, threatening to overwhelm the Bone March and Ratik. The Rax Overking Portillan diverted his forces to counter the barbarian invasion. Had he not, the March and Ratik would have fallen and the Barbarians would have swept into the North Province. They did not. The Aerdi held the line. The Aerdi pressed the Barbarian back into the sea. But at a great cost. So many perished in the Kingdoms defence that Portillan no longer had the strength to put Nyrond to heel. He had no choice but to accept Nyronds independence. A coalition of Fruzt, Schna and mercenary barbarians mounted a major foray into the Aerdian North Province. The Overking's army, raised to invade Nyrond, swung northeast and soon the invaders were crushed. The end of the campaigning season arrived before any action could be taken against Nyrond. [Folio - 6] Of course, Fate may not have had hand in it, at all. Nyrond surely knew that the Kingdom would not take their declaration of independence lightly; surely they knew that the Kingdom would retaliate. So it isnt out of the realm of possibilities that Nyrond may have sent emissaries to the Thillonrian Peninsula, informing the Barbarian tribes that the North Province might soon be vulnerable. And the Northern tribes just may have listened. Stanger things have happened. Of course, no one can say for certain if this really happened. But the timing is suspicious. Then again, sometimes Fate takes a hand, doesnt it?
The Battle of Redspan Nyronds secession was just the beginning. They pressed Tenh to join them in revolt, convincing them that this was the time to rise, that true freedom could be theirs. Tenh did not need much convincing. Tenh had always believed that they were independent of the Great Kingdom, had always believed that they were self-determining, but until then, they had never brazenly declared themselves so, fearing retribution, for the Great Kingdom was vast and strong, and they were small. They saw that now was the time to do so. The Aerdi were hard pressed, the Aerdi were weakened, so if not then, when? They rose up with Nyrond, and the Tenha cavalry routed the Aerdian forces at Redspan. And when that was done, the Duke of Tenh ended his fealty to Aerdian Crown. Eventually, the Great Kingdom showed signs of decay. When the Nyrondal princes declared the end of their allegiance to the overking, the duke was persuaded to follow suit. The Battle of Redspan signaled the end of the duke's fealty to the overking of Aerdy. The Aerdy force was routed by the Tenha cavalry and pushed down the "Red Road to Rift Canyon" in an action made famous in the ballad of the same name. The army of the Great Kingdom was not actually swept into the Rift Canyon, as the ballad proclaims, but they were so thoroughly defeated that many of the Aerdi officers and soldiers chose exile in the Bandit Kingdoms over the punishments awaiting them at home. [LGG - 113]
The Theocracy of the Pale, already self-determining, proclaimed its autonomy in the wake of Nyronds successful bid. There was little risk to doing so, they thought; the Kingdom would not reach them without crossing newly independent Nyrond. They were free and clear, they thought. They prepared for the possibility, nonetheless.
As the rot of cultural and social decay started to penetrate the Great Kingdom, many of the more devout and outspoken followers of the god Pholtus withdrew from the increasingly corrupt core of the land. Some of these settled between the Rakers mountain range and the Yol River. When Nyrond declared its independence from the Great Kingdom, so did these religious refugees. Thus was the Theocracy of the Pale formed. [WG8 - 47]
c. 357 CY "And then it started like a guilty thing; Upon a fearful summons" [Hamlet] Evil and decadence had corrupted the heart of the Great Kingdom. All knew it. They had cavorted with nether worlds and grown cruel. It was at this time that the evil began to grow within the rulers of the Great Kingdom. The House of Rax became decadent, its policies ineffectual and aimed at appeasement. The powerful noble houses took this as their cue to set up palatinate-like states, and rule their fiefs as if they were independent kingdoms. [Folio - 6]
359 CY Nyrond, the Theocracy of the Pale soon discovered, did not recognize the Pales right to self-determination. In its hubris, Nyrond did not see itself as divisible as it had the Great Kingdom. Nyrondal forces marched into Wintershiven, and annexed the newly formed Theocracy of the Pale, and, later, the County of Urnst. While occupied, Wintershiven was burned to the ground, and ultimately abandoned. And so it came to pass that New Wintershiven was founded twenty miles north of the old. Some still claim that the invaders razed the city to the ground. Calmer heads disagree, citing nothing more than carelessness: apparently some drunken Nyrondese soldiers set fire to a barn, and the fire spread to destroy the city. [WG8 - 47] The occupation was short. Nyrond chose to accept Theocracy and Urnst independence after the treaty of Rel Mord, in return for pledges of mutual protection. The Pale celebrates this day as the Emancipation.
371 CY The Bandit Kingdoms had never been stable. Only the strong ruled there, and woe to any who let their guard down. Robber Baron Latavius of Rookroost found that out, as many others had before him. He forgot that even as he kept his friends close and his enemies closer, that they were still his enemies, no matter what their title. [Rookroost's] founder was an Oeridian robber baron named Latavius, and under his dominion the city enjoyed its most dynamic period of growth. [When] Latavius died suddenly -- under rather suspicious circumstances -- the throne of Rookroost was taken over by the former commander of Latavius's personal bodyguard. [WG8 - 3]
c. 400 CY Stalemate is inevitable when combatants are evenly matched; attrition takes its toll, and before long, they dig in and wait for the other to make a mistake. They probe. They flank. But in the end, they fortify. Keoland raised sturdy walls to protect the Fals Road at Thornward; just as Ket raised Avernand to anchor its line of forts to either side of the Irafa Road. And there they watched. And waited. After suffering defeats in Ket during the Short War, Keoland pulled back and made Bissel the "Littlemark," the kingdom's northernmost domain. Thornward, now a town of respectable size, was established as its capital to check Ketite expansion south and east of Bramblewood Gap; it grew into a major trade center between Baklunish west and Oeridian/Suloise east. Bissel also profited greatly from trade between Keoland and Furyondy through the Fals River Pass, and Mitrik became the destination of much overland and river traffic. Knights of the Watch have had much influence here over the last 190 years, serving in the margrave's court and armies. [LGG - 32,33]
The Quaglands finally threw off the yoke of Dyvers. Furyondy had claimed them, but the freeholders discovered that there was little benefit to being within its fold. Furyondy offered little aid, yet demanded that the Quaglanders pay their taxes and fill the ranks of their legions. It was only a matter of time before they realized that Furyondy needed them more than they had ever needed Furyondy. If the ever had. The original Flan tribes dwelling in the Yatil Mountains were far more warlike and fierce than most of their fellows elsewhere in the Flanaess. Would-be invaders were absorbed by these powerful clans. Attempts at expansion into Perrenland were vigorously resisted by the inhabitants. These attempts brought the various clans together in a loose association under the banner of the strongest of their number, Perren. [Folio - 13]
Nomad raids continued for many years in the north, while Ket several times invaded the Wyrm's Tail and nearly took Krestible. The Quaglands and Yatil freeholders defended their borders tenaciously, but lacked the strength to make themselves truly secure. A plan was then devised to unite the defenses under a single leader, while allowing clan holdings to remain relatively independent. The freeholds were marked into eight cantonments, joined by oaths of mutual armed assistance called the Covenant of Concatenation. The leaders of these collected states elected the strongest of their number, Perren, to be their voormann, c. 400 CY. Such was their devotion to this great warrior and statesman that he was elected voormann five consecutive times; after his death, the young nation adopted his name.[LGG - 86]
430 CY Few looked to the North. It was cold. It was savage. It had little of value, so thought the South. And so, it was left to its own devices. Thus, only the strong ruled. Vlek Col Vlekzed was one such. Who was he? Where did he come from? Some say that he was a Rover, who after years of plundering the lands around his, had fled to the northern peninsula with those Rovers and bandits who followed him. He was reckless and fierce, and took the lands of the Colten Feodality for his own, having lured them to their deaths on the pretense that they were to treat and come to an accord of peace. Others contend that he was one of the Colten Atamans, and that he seized control of all their lands when he betrayed his peers, slaughtering them while they revelled in his Hold, besotted on his wine. Still others contend that he was from Tenh. Wherever he came from, and however he came to control the Atamans, he drew them into his fold, and collectively, they came to be known as the Hold of Stonefist. The inhabitants of the area, the Coltens Feodality, were tricked into negotiation with Vlek. These negotiators and their escorting force were slaughtered, the remainder of the Coltens host routed by surprise and ferocity, and Vlek settled down to rule over the whole territory. [Folio - 16]
The Coltens folk had no place in this hierarchy, and many fled to the Hraak Forest, or beyond the Big Seal Bay and the northern thrust of the Corusks to dwell in the Taival Tundra, in the land of the Ice Barbarians). [LGG - 109]
The inhabitants of the area, the Coltens Feodality, were tricked into negotiation with Vlek. These negotiators and their escorting force were slaughtered, the remainder of the Coltens host routed by surprise and ferocity, and Vlek settled down to rule over the whole territory. [Folio - 16]
437 CY The Great Kingdom continued to tear itself to pieces during the Turmoil between Crowns. The North took little note. Rauxes and Rel Astra were distant lands, and few Northerners had ever heard their names. This name is given both to the decade of internal schisms under the rule of the last Rax overking, Nalif, and to the civil war which followed Ivid's ascension. [Ivid - 4]
438 CY The Second Short War
Ket, Keoland, and Furyondy continued their savage dance. Keoland wished to expand its influence north, and had little use of Rao and the Blinging Light of Pholtus. Furyondy had no desire to cede its hard won lands to southern kings. Ket wished to drive the infidels from the Barrier Peaks and Yatils. The borders were fluid, rarely found in the same place from year to year, short war to short war. Furyondy vs. Keoland, ends Keoish influence in Veluna and wrests Littlemark from beneath Keoish control. Littlemark becomes a tributary state of Furyondy for a few decades. [Folio - 9]
Bissel was conquered by the combined forces of Furyondy and Veluna in 438 CY, which ended Keoish influence in western Veluna. The throne in Chendl kept Bissel's office of the margrave, but replaced the ruling family with nobles sympathetic to the affairs of the east. [LGG - 33]
c.440s-460s Torn by its turmoil, the Great Kingdom began to break apart. Beginning with the Viceroyalty of Ferrond, the other western satellite states followed suit, Veluna, Bisset, Keoland. At first the Malachite Throne took no action. But as the tapestry of state continued unravelling, it had little choice but to rise from its stupor and take action, lest it lose the entirety of its lands. But try as it might, it could not stem the tide. The Iron League formed. Nyrond seceded. Alain II of Ratik declared his fief an arch-barony, not entirely willing to completely sever ties with the mother country, as yet. But in truth, he ruled Ratik as though it was indeed independent, as did the Marquis of Bone March. What choice did they have? The Crown was embroiled in what came to be known as the Turmoil Between Crowns, and it took no interest in the administration of its provinces.
One must always give credit where credit is due. This History is made possible primarily by the Imaginings of Gary Gygax and his Old Guard, Lenard Lakofka among them, and the new old guards, Carl Sargant, James Ward, Roger E. Moore. And Erik Mona, Gary Holian, Sean Reynolds, Frederick Weining. The list is interminable. Thanks to Steven Wilson for his GREYCHRONDEX and to Keith Horsfield for his Chronological History of Eastern Oerik. Special thanks to Jason Zavoda for his compiled index, Greyhawkania, an invaluable research tool. Primary sources for this history were the DMG 1e, Ivid the Undying, WGR5 Iuz the Evil, WG8 The Fate of Istus, the Greyhawk Adventures hardcover, The World of Greyhawk Folio, and The World of Greyhawk Gold Box, Living Greyhawk Gazetteer, The Living Greyhawk Journals, Dragon Magazine 293.
The Art: All art is wholly owned by the artists. JUDICATOR-LET-THERE-BE-NOTHING by mitchellnolteSources:1015 World of Greyhawk Boxed Set, 19832011A Dungeon Masters Guide, 1st Ed., 19799025 World of Greyhawk Folio, 19809577 The Adventure Begins, 19989578 Players Guide to Greyhawk, 199811742 Gazetteer, 200011743 Living Greyhawk Gazetteer, 2000Ivid the Undying, 1998Dragon MagazineOJ Oerth Journal, appearing on Greyhawk OnlineLGJ et. al.Greychrondex, Wilson, Steven B.Greyhawkania, Jason ZavodaThe map of Anna B. Meyer Posted: 09-27-2021 02:34 pm Clark Ashton Smith - Some Ideas and Descriptions from his Stories 3
Clark Ashton Smith - Some Ideas and Descriptions from his Stories 3Clark Ashton Smith - Some Ideas and Descriptions from his Stories SPOILER WARNING! If you have not read this story TURN BACK NOW! or risk losing forever the unspoiled appreciation of Clark Ashton Smith's prose.
Orginioally inspired by the rules and setting of the Astonishing Swordsmen and Sorcerers of Hyberborea boxed set I have begun revising these ideas for my Greyhawk campaign.
3). The Last Incantation (Written Sept 23 1929, Published in Weird Tales June 1930)
Malygris (Mage) - NPC Meros Valley - [PLC] Nylissa - [NPC] Poseidonous - [PLC] Susran (capital of Poseidonos) - [TWN] Zemander (stream) - [RVR]
Malygris Poseidonous Susran
"Malygris the magician sat in the topmost room of his tower that was builded on a conical hill above the heart of Susran, capital of Poseidonis. Wrought of a dark stone mined from deep in the earth, perdurable and hard as the fabled adamant, this tower loomed above all others, and flung its shadow far on the roofs and domes of the city, even as the sinister power of Malygris had thrown its darkness on the minds of men.
Now Malygris was old, and all the baleful might of his enchantments, all the dreadful or curious demons under his control, all the fear that he had wrought in the hearts of kings and prelates,were no longer enough to assuage the black ennui of his days. In his chair that was fashioned from the ivory of mastodons, inset with terrible cryptic runes of red tourmalines and azure crystals, he stared moodily though the one lozenge-shaped window of fulvous glass. His white eyebrows were contracted to a single line on the umber parchment of his face, and beneath them his eyes were cold and green as the ice of ancient floes; his beard, half white, half of a black with glaucous gleams, fell nearly to his knees and hid many of the writhing serpentine characters inscribed in woven silver athwart the bosom of his violet robe. About him were scattered all the appurtenances of his art; the skulls of men and monsters; phials filled with black or amber liquids, whose sacrilegious use was known to none but himself; little drums of vulture-skin, and crotali made from the bones and teeth of the cockodrill, used as an accompaniment to certain incantations. The mosaic floor was partly covered with the skins of enormous black and silver apes; and above the door there hung the head of a unicorn in which dwelt the familiar demon Malygris, in the form of a coral viper with pale green belly and ashen mottlings. Books were piled everywhere; ancient volumes bound in serpent-skin, with verdigris-eaten clasps, that held the frightful lore of Atlantis, the pentacles that have power upon the demons of the earth and the moon, the spells that transmute or disintegrate the elements; and runes from a lost language of Hyperborea, which, when uttered aloud, were more deadly than poison or more potent than any philtre."
Nylissa
"...the girl Nylissa whom he had loved.
ADVENTURE IDEAS:
Malygris is a dark and mysterious figure in the city of Dyvers. He is rumored to be an exile from the City of Greyhawk but has, for longer than the life of an ordinary man, sat in his small tower in Dyvers Quarter of Merchants (an area for the manors and palatial dwellings of the rich) and brought what he wants from the world to him.
He is a font of knowledge esoteric, sorcerous and nefarious with many agents across the land to assist him. Information is the primary coin for his services or the players can become his paid agents, or cross paths with them, or act as hired adventurers sent to find some rare item or component while Malygris sits in his tower and dreams dark dreams. Posted: 09-27-2021 12:42 pm Gettum! Posted: 09-26-2021 03:32 pm NPC - Vir'Veth Warrior-Mage
NPC - Vir'Veth Warrior-Mage
During the giant incursions into Geoff in 576-577cy A mysterious elven figure was seen leading contingents of ogres, orcs and hobgoblins in the worst of the fighting. Now revealed to be a Drow, the dark splinter-race of elves that vomited from the Underoerth during those dark times, Vir'Veth was one of the first encountered by people of Geoff.
He rode a Nightmare and went armored as a warrior and cast spells as a mage. His weapons and armor bore powerful enchantments but during the last weeks of fighting his blade shattered as it met the power of the druid Haakul's staff and his armor was pierced by the arrows of the ranger Evest, she of the Lightning Bow.
Vir'veth was not slain and to this day leads a band of outlaws and monsters who lair in the Crystalmist Mountains above the Hornwood. Posted: 09-26-2021 02:26 pm History of the North, Part 1, Arrivals
Much had happened in the North, more than one might expect. Its surprising how many peoples chose to settle in that unforgiving land. The Elves had prospered there, so had the Flan. There had been peace there for many years before the Ur-Flan had swept in and swept aside all who stood against them. Then they too prospered there. Some might think that they were lesser than those who came after them, because, were they all that powerful, surely they would still rule all of the Flanaess, surely they would have brushed aside the martial fury of the Oeridians. They would have had they been interested in worldly affairs. They were not. They were concerned with extending life. With immortality. They were concerned with attaining power not seen since eldritch times. Were the Ur-Flan wiped out? Those lesser ones, yes. But not all. No, not all. There were many who survived the coming of the Kingdom of Aedy. We should hope that we never draw their attention ever again.
| Keraptis |
Some two thousand years ago, the wizard Keraptis established himself as "protector" of Tostenhca--a grand mountainside city of wide streets and towering ziggurats. But the wizard, who had extended his lifespan far beyond that of most mortals in his search for immortality, became more and more corrupt with increasing age. Over four centuries, the cost of his protection grew ever more burdensome, until eventually Keraptis was taking a piece of everything that the people of Tostenhca grew, made, or sold. With the announcement of yet another levyone-third of all newborn childrenthe people rose as one, ousting Keraptis and his personal bodyguard of deranged gnomes. Homeless, the wizard and his followers fled to the cities of the south and west. But wherever Keraptis went, his reputation preceded him, and he found no other settlements willing to accept his "protection." During these travels, which lasted most of three centuries, the wizard acquired several implements of surpassing power. The secret gnomish conclave from which he drew his bodyguard gave him the hammer called Whelm. In return for aid that would enable them to crack their divinely ordained prison, the mythical Cyclopes presented Keraptis with the trident named Wave. While future-communing with the last living entities of a dying multiverse, he received the sword called Blackrazor. But true immortality still eluded his grasp. Three hundred years after leaving Tostenhca, Keraptis learned of a great volcano called White Plume Mountain, in which still-living druids of the Elder Age guarded the secrets of immortality. Within the volcano, the wizard found a tangled maze of lava tunnels and an ancient druid serving as the sole protector of Elder secrets. The two fought a titanic battle for ownership of White Plume Mountain and its ancient mysteries, but in the end the wizard prevailed. After casting the druid's remains into a sea of magma, the triumphant Keraptis penetrated to the Druid's Fane, a secret chamber protected by molten rock. There, among other treasures of ancient sorcery, he found the archetypal iceblade Frostrazor and an enigmatic statuette. Keraptis used the figurines power to pronounce a heinous curse that laid waste to distant Tostenhca, thus exacting his revenge at last. Thereafter, Keraptis focused all of his vast faculties on the problem of death. He embarked on a dozen separate research efforts, all aimed at achieving eternal life without the need for constant magical maintenance and healing. It was one such project, empowered by the four enchanted implements he had obtained, that eventually allowed Keraptis to step forth from the Prime Material Plane into a distant shadowy realm where, he hoped, he would leave behind the constraints of mortality forever. Keraptis quit the volcano some five hundred years past. No one knows whether he achieved his ultimate goal or still pursues it in some far, dim dimension. Whatever his fate, Keraptis never came to White Plume Mountain again. [Return to While Plume Mountain - 3,4]
Masterless, the company of gnomes loyal to Keraptis continued to abide within the active volcano, living off the gargantuan fungal gardens that the wizard had magically grown inside the caverns. Generations were born, only to live out stale, sunless lives and finally die within the mount a in. At last, some one hundred years ago, an invasion fractured the placid flow of days beneath White Plume. Lured by tales of treasure, several powerful heroes calling themselves the Brotherhood of the Tome burrowed into the sealed-off chambers of the volcano and stole the wizards four implements of power: Wave, Blackrazor, Whelm, and Frostrazor. The theft of these weapons trapped Keraptis in his shadowy realm, preventing his return to the Prime Material Plane. The residents of White Plume realized that more attacks might follow now that outsiders knew about the complex inside the mountain. Seeking protection, the gnomes opened the sealed caverns wherein Keraptis had conducted his research. Though they uncovered many wonders, it was the discovery of Keraptis-imprints that changed life under White Plume Mountain forever. As part of his research into immortality, Keraptis had tried for some time to embody himself as a being of pure thought in the matrix of a certain kind of spell. In that way, he reasoned, he could live forever in the minds of others. Though he ultimately abandoned this idea, the fruit of his researchseveral variant copies of the spell on scrolls still remained. Each of these dweomers (called Keraptis-imprints or K-imprints) incorporated a full or partial copy of the wizards persona and knowledge, though all were in some way damaged or incomplete. Upon finding these scrolls in an opened chamber, an over-eager gnome immediately memorized one of them, thereby installing a copy of the absent wizards consciousness in his own mind. Believing himself to be Keraptis, he rose up and began to gather back the stolen weapons of power that the ancient wizard had owned. [RtWPM - 4] Historical Development of Keraptis: Erik Mona, Lisa Stevens, Steve Wilson
c.-800 CY There were those who arrived without fanfare. Thingizzard, Witch of the Fens, was one such; she was already dwelling in The Great Swamp, north of White Plume Mountain, when the Elder Druid arrived, so who can say from whence she came. She certainly cant. Thingizzard was already living in the Great Swamp when Keraptis descended on White Plume Mountain some thirteen hundred years ago. Though the wizard thought nothing of attacking the volcanos Elder druid guardian, he chose not to trifle with the Witch of the Fens. It may well be that Keraptis thought her insignificant, but it is more likely that he left her alone because of his phobia concerning undead. Though she is not human, Thingizzard appears as an old woman with pure white hair. She doesnt know her own origins and doesnt care to learn them; her only interest is maintaining the peculiar ecology of the Great Swamp. In fact, regular infusions of Thingizzards necromantic potions have made this place what it is. The witch pours these concoctions into the water regularly to nurture her children the bog mummies. She can call these creatures to her defense at any time [
.] Not only is the Witch of the Fens very strong [
]), she [can] also [
]: animate dead, [
] control weather, curse, dream, [and affect the minds of any within her sight.] In addition, her knowledge of herbalism and potion brewing rivals that of the most respected mages in the land. [RtWPM - 15]
-563 CY Evil always finds a foothold. The Sueloise acolytes of Tharizdun had ventured out long before the Reign of Colourless Fire, spreading their masters word of hopelessness and oblivion to any who might listen. Most found their message abhorrent. Just so the Highfolk. The Olven knew much after so many millennia, and they knew Tharizduns message well, and were ever vigilant against it. The Temple was built in a previous age, a secret place of worship to Tharizdun, He of Eternal Darkness. It drew the most wicked persons to it, and the cult flourished for generations, sending out its minions from time to time to enact some horrible deed upon the lands around. However, a great battle eventually took place between Tharizdun and those opposed to his evil. Unable to destroy him, they were strong enough to over- come his power and imprison him somewhere, by means none have ever been able to discover. Thus Tharizdun disappeared from the face of the earth, and from all of the other known planes, and has not been seen again since. [WG4 - 3]
A temple to Tharizdun is located near the Realm of the Highfolk, it is cleared, but a mystic force keeps it from being destroyed. [OJ1] (4957 SD/1588 FT)
After a time his servants returned again to the Temple, deserted as it was of any manifestation of their deity. Amongst these wicked folk were many powerful magic-users and clerics. All sought with utmost endeavor to discern what had happened to Tharizdun, so that he could be freed and returned to rule over them once again. All attempts were in vain, although the divinations and seekings did reveal to these servants of Eternal Darkness that a Black Cyst existed below the Temple. By physical work and magical means they delved downward to reach the Black Cyst. What they discovered there dismayed and disheartened them. In the hemisphere of black needlerock (floating as if by levitation) a huge form could be seen. Was this the physical manifestation of Tharizdun? None could tell. The misty form was black and indistinct and enclosed in vaporous purple energy as well. No ritual, no spell, no magic could pierce the enigma. As time passed, the seekers ritualized their attempts to determine if this was their imprisoned deity. An altar of black needlerock was constructed directly under the 12 long form so that it seemed to rest upon the stone. As generations passed, various other things necessary to survival in the Black Cyst were formalized into a paeon of lament and worship for Tharizdun, and endless services to awaken the being were conducted by route. Then, as time continued to pass, even this ritual grew stale and meaningless. The clerics of Tharizdun began to pilfer the hoard of beautiful gems sacrificed to him by earlier servants 333 gems of utmost value [
.] Replacing these jewels with stones of much less value, the former servants of this deity slipped away with their great wealth to serve other gods and wreak evil elsewhere. In the end only a handful of faithful clerics remained to repeat the daily ritual of attempted awakening. Some of this handful were slain by monsters, others eventually grew old and died. The last High Priest [Wongas], alone, wandered off into the place reserved for his remains in the dungeon, for alone he was unable to take his proper place in the Undertemple. Thus, a century ago, [Wongas] died, and the Temple was without inhabitant of human sort. [WG4 - 3]
Black Cyst You have dared all and descended the spiralling purple steps formed by the strange column of gray smoke, lilac light, and jet black. This swirling, pulsing column of radiation has opened a means of entrance to somewhere far beneath the surface of the earth - or perhaps to some place not of this earth. All of you feel the press of time, a sense of urgency. How long will this strange gate remain open? You all hope not to learn the hard way as you hurry down a seemingly endless flight of steps made of the purple radiance. Ten minutes seems more like ten hours, but at last you have come to what must be your final goal, for the stairs of light give way to more mundane ones of black stone
. [WG4 - 29]
-458 CY The people of Oerid had been freed of the oppressive Suel. Their queen Johydee tricked them into teaching her their magic, and into moulding a most singular mask, whose clay had been secretly infused with her very lifeblood. And once free, they chose to leave their homeland west of the Barrier Peaks, for they knew the nature of the Suel. About the year 180 OR, the council of [headmen] of this Oeridian tribal confederation, heeding the advice of their shamans, chose to lead the Oeridians out of their ancestral homeland and make them a migrant folk. Some of their gods had said the Oeridians were destined for unsurpassed greatness as a people, and the source of their power lay in the east. [TAB -55] Abandoning their lands to the Baklunish and pursued by humanoid marauders who cared for nothing but looting and murder, the Oeridians headed for the great pass between the Barrier Peaks and Yatil Mountains. They crossed through the Tuflik Valley (now Ket) in 187 OR and began their generations-long trek to glory across the Flanaess. [TAB - 55] The fierce Oeridian tribes likewise moved east, thrusting aside Flan and Suloise in their path. The Oerid migrations were similar in cause to those of the Suel, in that the Baklunish-Suloise Wars, and the hordes of Euroz and associated humanoid groups used as mercenaries by both sides, tended to pillage northwards and eastwards, driving the Oerids before them. [Folio - 5]
-448 CY The Year of the Prophets. They read doom in the cards, the bones, and the tea leaves. Within the span of a generation the empire would fall, they predicted. Repent, they cried. Turn from your wicked ways, they plead, warning against worship of the Chained God, and warding against something they named Shothragot. To no avail. The masses laughed and turned their backs on the doomsayers. But it was plain in their eyes that their laughter was false. They turned their backs on their prophets because they knew their emperor was displeased, and they feared their emperors wrath more than their prophets doom. Seven different prophets foretell of the destruction of the Suel Empire within 30 years. The Emperor, Yellax-ad-Zol has all seven drawn and quartered, even though one of the prophets is a High Priest of Beltar. [OJ11] (196 OR/ 5068 SD/1703 FT)
-447 CY Not all were deaf to the prophets warnings. The Emperors son, Zellifar, took heed, for, if seven prophets should face certain death to warn of impending disaster, who was he dispute them. Small wonder: Zellifar knew more than most. He heeded their warnings because hed read the Lament for Lost Tharizdun, that foul scripture penned by that mad priest Wongas, whod vanished mysteriously into the East a century earlier. And hed seen with his own eyes what that dark lord demanded at His worship, when it had been fashionable to be seen to attend such things, and knew what that Chained God desired even if those other revellers did not. Zellifar-ad-Zol, son of the Emperor, mage/high priest of Beltar, breaks with his father and takes over 8,000 Suloise loyal to himself, and flees the kingdom, eastward. The ferocity and magical might of the movement scatters the Oerdians in its path, causing the remainder of the Oerdian to migrate. Slerotin, called the Last High Mage causes a huge tunnel to be bored into the Crystalmists, through which the Zolite Suel flee. He then seals the tunnel closed at both ends, trapping one lesser branch of the family, the Lerara, inside. The Zolites continue eastward heading toward the southeast as well as to Hepmonoland. [OJ11] (197 OR/ 5069 SD/1704 FT)
The Suloise Migration soon followed. Not all were as powerful or as cruel and depraved as their ruling houses, and they soon learned that those not as powerful or as cruel were as dispensable as slaves. They were thrown into the war with the Bakluni, and they died in that war while their high Houses looked on, not risking their own sons. And so, they fled. And they brought their own cruelty and depravity with them. (5069 SD) The Oeridians were not alone in their drive eastward. Suloise refugees fled in many directions from the cruelties of their tyrannical and war-ravaged empire. Many Suloise crossed the Crystalmists through the Kendem Pass, which they called the Harsh Pass, braving every sort of monster and privation to seek the fabled security of the uncivilized lands beyond. [TAB - 55]
-446 CY The Emperor was not pleased! Traitor, he screamed, when he heard of his sons betrayal. His advisors and courtiers bowed and slunk away from their emperors wrath, for they knew it all too well, and feared their being heir to it in his sons absence. The emperor commands that the Houses Schnai, Cruskii and Fruztii move [and] bring his son, and the "Unloyal" back to face justice. [OJ1] (198 OR/ 5070 SD/1705 FT)
-445 to -423 CY The Zolite scatter the Flanae before them, and move south to the Tilvanot Peninsula. The three pursuing houses, unable to find the magical tunnel, turn north, where they are met by regrouped Oeridians and fearful Flanae who harry and drive these Suel Houses south. (5071 to 199 to 221 OR/ 5093 SD/ 1706 to 1728 FT/ 2216 to 2238 BH)
-423 CY Zellifar was not the saviour his followers had imagined; indeed, his reading the Lament for Lost Tharizdun had twisted him and he proved as much a tyrant as his father, so, soon after taking flight, there were those among them who saw that they had traded one cruel emperor for another, and they began to steal away in the chaos he fostered as they were driven further east. One of Zellifars minions, the High Priest Pellipardus, slips away from the Zolites and takes his family. Zellifar does not pursue, fearing that this will take his attention away from the Three Houses of Pursuit: the Schnai, the Fruztii, and the Cruski. [OJ11] (223 OR/ 5093 SD/1728 FT)
-422 CY Zellifar parleys with the Houses of Pursuit. His Archmage, Slerotin, unleashes a mass enfeeblement on the mages of the three Houses, and a mass suggestion upon the other members of the Houses. Slerotin is blasted by magical energies upon the casting of these mighty spells, leaving the Rift Canyon as the only physical remains of this energy. The remnants of the Three Pursuing Houses flee northeastward. The Houses of Pursuit have been mind-swept. They have no purpose and no direction and no mages whatsoever after they are hit by these spells. They do not know why they are searching or what they are searching for. They have two binders but do not realize it! As they move aimlessly, they begin to seek a homeland. They do not remember where they came from. The memories of their gods are virtually blotted out. The three houses that eventually settle in the Barbarian States lose almost all contact with the more civilized and good gods of their people. As they begin to multiply and prosper Kord and Llerg become major gods to them but Fortubo, Lendor, Lydia and Jascar are forgotten. Farther south in Ratik a slightly different mix of peoples assembles. Gods like Phaulkon, Norebo and Phyton are still remembered. [OJ11] (224 OR/ 5094 SD/ 1729 FT)
| Rain of Colourless Fire |
Invoked Devastation and Rain of Colourless Fire Strike
The war waxed, and in their fury and despair, the Suel and the Bakluni used ever more powerful magic to defeat their enemy, until mere armies were nothing more than a mass of bone and blood to be ground down, and melted into the soil. Their magics grew until the Suel set the Invoked Devastation upon the Bakluni and the Bakluni gathered about the Tovag Baragu and called down the Rain of Colorless Fire in retaliation. Their lands withered and died, and burned, and before long, those once great empires were no more, and those people who survived the fury were fleeing for their lives, for those who tarried, surely died. They were met by their former thralls, who remembered their past bondage, and took steps to prevent their falling into such again. These were joined after the Rain of Colorless Fire by a flood of weary survivors who walked through the Crystalmists by way of the Passage of Slerotin. This magically engineered tunnel, which was recently rediscovered and is now being exited at the border of present-day Yeomanry. Though the new land they entered was green and fertile, most Suloise pressed eastward, eager to put as much distance between themselves and their decaying empire as possible. [TAB - 55] Some of the Suloise attempted to cross north of the Nyr Dyv, but they were driven back by tribes of warlike Oeridians who had followed the Velverdyva River downstream, still seeking their destiny. Many of these Oeridians settled along the Velverdyva, forming the core of the land that would be later called Ferrond by the Great Kingdom, and Furyondy and Veluna today. [LGG]
-419 CY Zellifar enters the Griff Mountains alone. None know where he goes or what he does there. [OJ11] (225 OR/ 5097 SD/1732 FT)
-417 CY Yellax-ad-Zol was enraged by his sons betrayal and had sent out three of his most loyal Houses to slaughter his sons followers and to drag his son back in chains. They had only just left when the Colourless Fire burned their homeland; they had seen the fire fall beyond the Crystalmists; they had seen the Hellfurnaces open up and spit their own molten rain into the sky. And though they continued their pursuit, as they were bid, they knew that they would never return. The Three Houses of Pursuit move into the Thillonrian Peninsula. They turn to the gods they deem to be strong in the face of the harsh climate; Kord and Llerg. Magic is not practiced, and only priests, wise men and skalds may use it without fear. Witches are not uncommon, but are forced away from normal men. The skalds and priests develop a runic alphabet that carries mystic powers. They do not know where they have come from. Their skalds do not know of the Suel Empire. They have retained memory of their more primitive gods such as Kord and Llerg. Some others like Phaulkon are still remembered but the more civilized gods (Lydia, for example), are forgotten! [OJ11] (227 OR/ 5099 SD/1734 FT)
-416 CY Zellifar, last scion of Emperors, teleports from the Griff Mountains back to the remains of the Suloise Empire. He is destroyed by the lingering magics and final throes of conflict in the area. Thus ends the Suloise Empire, mightiest and longest lived of Empires on Oerth, and its reckoning (although some skalds of the Northern Barbarians, and the Scarlet Brotherhood still use it to keep records). [OJ11] (228 OR/ 5100 SD/1735 FT) Stories tell of a barbarian empire created by the warriors of Vatun, the "Great God of the North." The empire, if it existed at all, lasted only for the lifetime of the first fasstal of the Suelii. Some say Vatun was betrayed by a companion deity, but others blame a rival Oeridian god (Telchur) and his clerics; a few even say that the barbarians proved unworthy, being unable to sustain a mighty god's presence. Regardless, as recorded history dawned in the north, the barbarians' empire was only a tale of old. [LGG] Their skalds sang epic tales of that time. They said that were the Five Blades of Curusk united, Vatun shall be freed from his imprisonment and work his revenge against Telchur and the Oerids. But those were mere tales of fancy. Everyone knew as much. Had Vatun existed, no mere southern god could have displaced him with such ease. But the old songs dwelt deep in their hearts. Theyd been sang to them since theyd lain a-cradle. And so they raided the southern seas and the southern coasts, awaiting Vatuns triumphant return. For that was what Vatun had commanded them to do. And Vatun punished those tribes that did not, sending quakes and high seas and fierce winds until they set sail south once again.
The Fruztii settled in the lands north of the Timberway and west if the Spikey forests where the climate tended towards a more temperate temperament. They farmed their fertile lands. They harvested the bounty of Grendep Bay. They even mined the eastern Griffs. But they also raided the southern coasts with abandon, for those people were weak.
The Schnai settled the land between the Corusk Mountains and the wide Grendep Bay, with only the Spikey Forest separating them with the Fruztii. Despite their identical climes, the landscape of the Schnai is more rugged than the Fruztiis, though not so rough as the Cruskis. The same could be said of the people, who are more factious than the Fruztii, but more united than the Cruski. It was these differences that inevitably brought their kin under their dominion. They may not have always been the most powerful of the Suel barbarians, but they never come under the rule of either of their cousin states. Perhaps this is due to the superior seamanship of these barbarians, for they have never been attacked by land. [LGG - 106]
The Cruski settled further east upon Rhizia, the Thellonrian Peninsula, than any of their kin. Theirs is the coldest and most severe of the Suel barbarian kingdoms. Fiercely independent, they hunted and fished and whaled from their seaside towns and their mountain steadings. And like all of their kin, they built longships, for it was and is their way to raid south, and prey upon those plying their trade at sea. The Cruski themselves are a people of pure Suel race, speaking the Cold Tongue as their native language. Though they have always been the least numerous of the Suel barbarians, their royal lineage is the oldest. The king of Cruski holds the title "Fasstal of all the Suelii," indicating his preeminence among the nobles of the Suel race and giving him the right to pronounce judgment on any of them. Politically, this has little real importance, for he has no power to enforce his judgments. However, it is said by some that the god Vatun granted this authority to the fasstal of the Suelii; if Vatun awoke, the full authority of the office would return to the fasstal, and a new barbarian empire would emerge under his leadership. [LGG - 54]
Post Devastation: Centuries ago Vecna rose. And Vecna fell. Epic sagas could and have been sung of his dark deeds and exploits. His Occluded Empire lingered long after his passing, as have the cursed tomes he studied and laid down. But none have endured as did his Hand and his Eye, for they were a part of him, and still are.
The Eye and Hand of Vecna Each time one of these artifacts has surfaced, disaster and ruin have followed. Paddin the Vain used the Hand to start the Insurrection of the Yaheetes, a rebellion the Emperor of the Malachite Throne later crushed. With the Hand's power, the so-called Vecna II held monstrous sway over Tyrus for 100 years. The Eye was instrumental in the extermination of the house of Hyeric, once the ruling dynasty in Nyrond, and Miro the Paladin-King was corrupted by the power of the Hand. Each time, the Hand and Eye have failed their owners at some crucial moment.
Over the years, a cult of worshippers has arisen to venerate the vile Lord Vecna and work to pave the way for his return. For this cult, the Eye and the Hand are powerful relics worth obtaining at any cost. Their servants are always watchful for any reappearance of the Eye or Hand, eager to track down and snatch them up from whomever possesses them. The most recent of these reappearances occurred only a few years past, just prior to the great wars that engulfed the Flanaess, when both the Eye and Hand fell into the clutches of the cult. This event was marked by foreboding failures of magic and evil omens across the land. Fortunately by all accounts, the Eye and Hand were cast through the dimensional portal of Tovag Baragu on the Dry Steppes and lost in some unrecorded void of the outer planes. [Book of Artifacts - 35]
The Cup and Talisman of Al'Akbar
Indeed, artifacts are slippery things. They pass from hand to hand with a rapidity that baffles the mind. Or, maybe not. They can be dangerous to own, and lethal to play with. A boon, and a bane, both. Such was the case with the Cup and Talisman of AlAkbar, last rumored to be in Bandit Kingdoms, where they likely fell into the hands of someone of neither lawful, not of good, temperament. They have likely divested themselves of him, for they have minds of their own, artifacts, and fell into the hands of someone more suited to them, or someone who could transport them to someone or somewhere else, if not. This pair of holy relics were given by the gods of the Paynims to their most exalted high priest of lawful [and] good [temperament] in the days following the Invoked Devastation. It was lost to demihuman raiders and was last rumored to be somewhere in the Southeastern portion of the Bandit Kingdoms. The Cup is made of hammered gold, chased with silver filigree, and set with 12 great gems in electrum setting [
.] [DMG 1e - 157]
Unfortunately, the miraculous powers of the Cup and Talisman did not bring happiness to the people or peace to the temple. When travelers returned to their distant homelands with tales of these two wonders, emperors, kings, and warlords coveted the items. Driven by greed and fear, they marched their armies and sent their agents, to seize the treasures. Just what battles occurred and who won them is an answer lost with the names of those who warred for the artifacts. Perhaps one rose victorious over the others only to have the two treasures seized from him. Perhaps they were stolen by bandits in the chaos of war. All that is known is that when the wars finally ceased, the Cup and Talisman had disappeared forever. Even today, though, the legend of their miraculous power lives on in expressions such as "cured by the cup" for any miraculous healing or "By the star of Akbar," an oath to ward off disease. [Book of Artifacts - 30]
c.-400 CY Once they were on the move, it was only a matter of time before the Oerdian and Suloise settlers arrived in the Flanaess. The inhabitants of this region have always been fiercely independent. During the Migrations, the warlike Flan tribes of the Yatil Mountains absorbed most of the Oeridian, Suloise, and Baklunish invaders flooding the great Yatils pass called the Wyrm's Tail, though several Flan tribes were driven from the lowlands by Oeridians who established freeholds for their own clans. [LGG - 85]
-366 CY Not all Flan kingdoms were as formidable as the Ur-Flan were. And in the wake of those wizard-priests, they had settled into as far more peaceful and pastoral existence. And so, the coming of the Aerdy tribes incited panic among the citizens of Veralos, for it was only a city of artisans, highly skilled in creating the wonders of ages past, magical tablets and statuary and ensorcelled jewelry, even weaponry that was coveted by all the lords of Sulm, Itar, Ahlissa, and Nuria; but alas, they were not skilled in those arms. Legends say that an Ur-Flan prophet came to that ancient citadel of Veralos, and reaping their fear, he persuaded them to seek the succor of an ancient and sinister force. [Dragon #293 - 90,91] (278 OR/ 5150 SD/ 1785 FT)
-365 CY Veralos committed the Dark Rites bid them, and the sleeping power rose up from the depths of the Rift Canyon and the city of Veralos was no more. When the Aerdy came upon the Rift Valley, all they found were steep cliffs, howling winds, undulant grasses, and dust-devils. They said the dust-devils swooned and wailed. They said their dreams were plagued by visions of untold horrors. And they quit the cliffs of the Rift Canyon before too long, having never raised a single palisade to defend the howling plains or the twisted forests that surrounded it. [Dragon #293 - 90,91] (279 OR/ 5151 SD/ 1786 FT) The Oeridians swept the Flan aside with ease. They were fierce. They were relentless. And theyd come prepared. They had learned from their former masters, and remembered those lessons well. They studied those Suel books and artifacts theyd taken with them. They tinkered. They failed at first to comprehend what they studied, and then one day they didnt. Great magics were revealed to them. And the art of artifice. Leuk-O was particularly adept at such studies. And he was a wonderful tinkerer. He recreated those marvelous machines the Suel had used against them with such deadly effect. And he used them well. [D82, D299]
Restless and driven, great pre-Aerdy commanders of warfare such as Andorann, Leuk-O, with his massive magical juggernaut, and Tuerny the Merciless conquered vast swathes of land because this was what they had to do. No matter how rich and fertile any particular land might be, there was always an imperative to expand further, to head beyond, to conquer the vastness of the Flanaess and gain the longed-for glory of triumph and rulership. [Ivid - 6]
The Oeridians brought a handful of magical artifacts of extraordinary antiquity with them. Until its rumored destruction by the earth elementals of Al-Fasrallah, the Mighty Servant of Leuk-Oa huge war machine/juggernaut resistant to damage from weapons and magicand the similar machine of Lum the Mad wreaked havoc on opposing armies. Orbs of dragonkind were used to capture dragons from the Griff-Corusk Mountains and press them into service. The effects of a squadron of dragons creating magical fear in a wide swathe was decisive in many a battle. Of course, such artifacts as these and the crystal of the ebon flame and Johydee's mask are well known to sages and students of history. Other artifacts of equal power of non-Oeridian origin are known to them also. But the timing of the use of the artifacts the Oeridians possessed, and the employ of planar travel and teleportation to move them from one site of battle to another with great speed, made the artifacts devastating in the hands of Oeridian combat mages. [Ivid - 7]
Orb of Dragonkind: It is written that when certain of the good deities conspired to devise means to easily control the evil dragons plaguing mankind, demon servants of evil changed the magical forces involved so as to include all of dragonkind and then caused the Orbs fashioned to have inimical properties as well. In all, [eight] globes of carven white jade were made, [one] each for each age in a dragon's life span. The smallest is but [three] inches in diameter, the largest is about [ten] inches across. Each is covered with bas reliefs of entwined dragons of all sorts, the whole being of incredible hardness, and somehow imprisoning the very essence of all dragons. [DMG, 1e - 159]
-217 CY In time, the Aerdy conquered all the lands east of the Nyr Dyv; indeed, most of the Flanaess was theirs, save the Sheldomar Valley, the Thillonrian Peninsula, and the Tilvenot Peninsula. The strongest tribe of the Oeridians, the Aerdi, settled the rich fields east of the Nyr Dyv and there founded the Kingdom of Aerdy, eventually to be renamed the Great Kingdom. [Folio - 5] -110 CY Battle of a Fortnight's Length
After several decades of increasing growth, power, and prestige, Aerdy embarked upon a series of conquests, the greatest of which was the defeat of the Nyrondal cavalry squadrons at the Battle of a Fortnight's Length. [Folio] (534 OR/ 5406 SD/ 2041 FT) Theirs was no longer just the Kingdom of Aerdy. In their hubris, they named their domain The Great Kingdom, for theirs was the greatest in their memory, surpassing even the breadth of that once vast Suloise Empire. Thereafter, Aerdy was known as the Great Kingdom, whose monarch held sway from the Sundi swamplands in the south, westwards along the shores of the Telfic Gulf and the Sea of Yar, to the Nyr Dyv and from thence northwards through the Shield Lands and beyond the Tenh. [Folio - 5]
After the Battle of a Fortnights Length, the Duke of Tenh pledged fealty to the King of Aerdy, giving the Aerdian monarch authority over the duke and his personal holdings in Tenh and the Coltens, thus ending Flan dominion over the Flanaess. Not all nobles and officials of Tenh bent the knee to the King of Aerdy, maintaining Tenhs independence, but without support and armies to field, their declaration was tantamount to posturing. They were living in the Great Kingdom now, regardless their delusions of the supposed continuance of a bygone age.
The duchy joined in a short-lived alliance with the Nyrondal princes until the Battle of a Fortnight's Length. In the wake of that defeat, the duke of Tenh pledged fealty to the king of Aerdy, giving that monarch authority over the duke and his personal holdings in Tenh and the Cohens. Neither the Convocation of Knights and Marshals, nor any of the other nobles or landholders, ever endorsed the duke's pledge. They considered Tenh to be an independent realm, though they chose not to test the Great Kingdom's claim on the field of battle, effectively bowing to Aerdy for over four centuries. [LGG - 112,113]
1 CY With his Declaration of Universal Peace, the first Overking was crowned in Rauxes. The first Overking was Nasran from the House of Cranden. Proclaiming universal peace, Nasran saw defeated Suloise, Flan and rebellious humanoid rabbles of no consequence and no threat to the vast might of Aerdy. [Ivid - 3] But for all his well-meaning words, all power was to be his, and all Houses were to bend the knee to his magnificence. However, it quickly became clear to all the noble houses of the Aerdi that power in the Great Kingdom was being centralized in the hands of the rulers of Rauxes, and that the fortunes of the Great Kingdom would now rest with them. The needs and intrigues of the Celestial Houses would soon become subordinate to the politics of the Malachite Throne. [LGG - 23]
c. 100 CY The fell sword Druniazth, servant of Tharizdun, had passed from hand to hand in its quest to release its master. Those who wielded it were themselves wielded, used and discarded as each in turn were found wanting, until, centuries after being lost by Baron Lum the Mad at the Battle of the Bonewood, it came to one who would not be so used, and it was cast into the Rift Canyon as she sought to rid herself of its influence.
108 CY Overking Manshen desired to secure his northern border. The Fruztii Barbarians were a constant threat, and he meant to pacify the North once and for all.
In the spring of 108 CY, Aerdi forces massed in the frontier town of Knurl. With Knight Protectors of the Great Kingdom in the vanguard, the force swept northeast, between the Rakers and the Blemu Hills, in a march to the sea. By autumn, after having been met with relatively light resistance, the Aerdi succeeded in uprooting most Fruztii encampments, and the foundations of a great stronghold were laid at Spinecastle. The Aerdi freed Johnsport in a pitched battle with the barbarians before the onset of winter. Sensing that this would be only the first phase of a long struggle, Aerdi commanders summoned thousands of contingents from North Province over the objections of the herzog, a Hextorian who had wanted to lead the forces into battle himself. With the defeat of the Fruztii at Johnsport, the call went out that winter, and thousands of their kinsmen poured south along the Timberway the next year. Marching through passes in the Rakers, they assembled and attacked the works underway at Spinecastle, focusing their assault on the heart of the Aerdi fortifications. The defenders, including the bulk of the elite Aerdi infantry, were quickly outflanked and surrounded. A young Knight Protector of the Great Kingdom, Caldni Vir, a Heironean cavalier from Edgefield, commanded a large cavalry force patrolling the hills when the barbarian force struck. As part of the contingent led by the herzog into the north, he pivoted and headed back to Spinecastle while anticipating orders from his liege to counterattack. When the courier of the herzog delivered orders for Vir to pull back to the south in retreat, he spat in disgust and ordered the standard of the Naelax prince to be trampled in the mud. He then raised the standard of the Imperial Orb and charged. Approaching the site of the battle from the north, he descended upon the barbarians from higher ground, and they were unprepared for the hundreds of heavy horse and lance that bore down on them in the next hour. Their lines were quickly broken, and the Imperial Army was rescued to eventually take the day in what would be called the Battle of the Shamblefield. The Aerdi drove the surviving barbarians out of the hills, controlling the land all the way to the Loftwood by the following spring. Overking Manshen recognized the courage of the young knight Vir, and raised him as the first marquis of Bone March. The land was so named for the high price paid for its taking, as the fallen imperial regulars numbered into the thousands. [LGG - 36] Thus the Overking named Vir the first Marquis of the Bone March. And thus were the Fruztii broken. It is said that the blood of those thousands of unsanctified and unburied Barbarian and Imperial corpses was pressed into the mortar of Spinecastle. It is also said that the Fruztii laid a curse on its unfinished walls.
113 CY The North was a mystery to most in the Flanaess, a bitter cold, savage land where monsters and barbarians dwelt. Bards sung sagas of what might have once been tall tales, myth, or even what might have been. Alisedran had wondered as much, and so, he set his mind to discovering how tall those tales actually were. He mounted an expedition to those wild lands, and a year later, he returned and published On Sledge and Horseback to the Barbarians of the North, an exploration of that far region, and about a curiosity, a mysterious hanging glacier that now bears his name. Where might that mysterious glacier lie? Who knows? The barabarians and the dwarves are rather closed-lipped about it. [Dragon #191 - 68, #243 - 90, #265 - 58, FTAA - 67, WGR4 - 93]
The Ice-Shard Tome
Finally, the book contains an accurate map to the Hanging Glacier of Alisedran, with notation in no language known in the Flanaess, either current or ancient. [Dragon #243 - 89]
Another sight believed to be a holy place for Telchur and for over 450 years, is the Hanging Glacier of Alisedran. This structure, found in 113 CY by the explorer after whom it is named, supposedly lies somewhere in the Corusk Mountains. Though the priests of Telchur still search for it, the barbarians of the Thillonrian Peninsula bear them no great love and have made the search a fruitless one to date. [Dragon #265 - 58]
122 CY Further buffer was required if the new lands were to be protected from further incursions by the Barbarians. The Fruztii were broken, and the Overking wished to capitalize on their weakness. General Sir Pelgrave Ratik of Winetha was commanded to lead an expeditionary force to push the Aerdian frontier back to the foothills of the Griff Mountains. Ratik and his forces inaugurated their expedition by crossing Kalmar Pass, taking the town of Bresht in a blustery winter campaign that cost the Fruztii dearly. After brokering an alliance with the dwarven lords of the eastern Rakers, Ratik proceeded to force a retreat of the Fruztii up the narrow coast and into the northern fastness of the Timberway. He wisely refused to follow them into an obvious trap and instead broke off the pursuit and fortified his gains. He was immediately hailed a hero in the south and his legend grew quickly. [LGG - 89,90]
He established a fort overlooking Grendep Bay at Onsager Point that he named Marner, and used it as a base to solidify his gains. He fostered an alliance with the dwerfolk, with the gnomes. And he was also fair with those Fruztii who remained on their freeholds, so long as they declared fealty to the Overking.
128 CY The Fruztii and Schnai pooled their strength to launch a concentrated naval attack on Marner. They almost defeated Ratik and his forces, for theirs were far greater in number than his. But Sir Percival Ratik knew that he could never defeat such a force in the field, so he set the approaches to Marner aflame, forcing the Barbarians into a narrow salient where they were cut to pieces by the siege engines of his fort and a squadron of the Imperial Navy. Bruised, the Barbarians retreat, only to find their longships ablaze.
130 CY The Overking was pleased and elevated Pelgrave to Baron, and gifted him the Timberway as his personal fief. His doing so was a small thing, it cost him nothing. And the Timberway was hardly secure and he and Sir Percival knew it; but Percival was pleased, too, nonetheless, and he campaigned hard to defeat what resistance remained there. And so, again, the Overking was pleased. The walled town of Bresht was renamed Ratikhill in honour of Sir Percivals victory. That too was another small thing, and that too cost the Overking nothing. The overking was sufficiently impressed with the victory that in 130 CY he elevated Pelgrave Ratik to the aristocracy, granting him the title of baron and the new lands as a personal fief. The family of Ratik gained the status of a minor noble house within the Great Kingdom, The walled town of Bresht was renamed Ratikhill in honor of the new baron, and it quickly prospered from trade with Spinecastle passing through Kalmar Pass. [LGG - 90]
167 CY Monduiz Dephaar was born in Bellport to noble lineage. He was elevated at a young age to its Barony when his family fell to Fruztii raids along the Solnor Coast.
c. 187 CY | Monduiz | As a member of the Knights Protector, Monduiz Dephaar distinguished himself defending against the seasonal Barbarian raids, fighting alongside such heroes as Lord Kargoth. He fought with a fierceness that was frightening to behold, and in time, as his reputation spread up and down the coast, his name came to be known and then feared by the Barbarians. His atrocities were overlooked, initially; but eventually they could not be ignored. The Knights censured him, but he carried on unabated, then shunned; and in his fury, he left, and settled for a while among the Schnai, where his sword was welcomed, and where he could continue to raid and vent his rage upon the Fruztii.
198 CY The Sage Selvor the Younger proclaimed a coming time of strife and living death for the Great Kingdom. Those in power had no ears for such words in their time of unprecedented contentment. 200 CY Leukish founded.
Leukish began as a trading post between Ferrond and Nyrondal. Later the Duchy of Urnst's own treasures, precious metals and stones, were discovered, and the city flourished as the duchy's size and wealth grew. [WG8 - 58]
213 CY Royal Astrologers at Rel Astra proclaimed the coming of the Age of Sorrow, vindicating the disgraced Sage Selvor the Younger.
The new Overking Zelcor began to distance himself from the Knights Protector, for public opinion had swayed against them and their favour.
233 CY The fell sword Druniazth, servant of Tharizdun, was discovered in the Rift Canyon by a group of illithids, who traded it to drow merchants in 233 CY. Their caravan, however, was attacked and destroyed somewhere in the Underdark between the Rift Canyon and the Crystalmists and the blade passed out of living memory. [Dragon #294 - 96]
254 CY Far from the influence of the Malachite Throne, the Viceroyalty of Ferrond declared independence from the Great Kingdom, and was thereafter called Furyondy. This marks the beginning of the dissolution of the Great Kingdom. Never again would their influence reach as far. In truth, its influence had not swayed Ferrond for some time.
Thrommel I crowned in the city of Dyvers. The heir to Viceroy Stinvri (the Viceroyalty had become hereditary some years previously) was crowned in Dyvers as Thrommel I, King of Furyondy, Prince of Veluna, Provost of the Northern Reaches, Warden General of the Vesve Forest, Marshall of the Shield Lands, Lord of Dyvers, etc. [Folio - 10]
The migration of Pholtusians from the Great Kingdom increased with the independence of Furyondy, citing religious persecution. The people there had turned away from the Flan gods, remembering the time of the Ur-Flan and Occluded Empire, and having embraced the gods of Oerid, they no longer wished to be reminded of those times and of Pholtus failure. Most travel through Nyrond and settle in the western valleys of the Rakers among the Flan in a semi-independent Flannae state. [Their message] is simple: "There is now only one hope of salvation, Pholtus of the Blinding Light. Only those blinded to iniquity and its lures can hope to prevail in these terrible times. Look at how the rich live while you travail to pay their taxes; is this right? But this is how Nyrond is. Hence, Nyrond must be changed, and we're the men to do it, just as we are the men to root out the evil within these lands which matches the evils of Iuz and Aerdi outside." [WGR4 The Marklands - 66]
Tenh, still independent of mind, wished a return to their own dominion. They had heard of the Great Kingdoms fall into depravity and despotism, and encouraged by the its attention being drawn increasingly inward as the Death Knights ran amok and its provinces gradually sought their own council, they declared independence. They prepared for what response might come. And waited.
283-288 CY The capital of Furyondy had always been Dyvers. Dyvers was prosperous, Dyvers was sprawling, and Dyvers, as one might expect of a thriving port, could be, and was, a den of vice and iniquity. Steeped in profit and pleasure, Dyvers had grown secular, and Thrommel III had desired a devout and shining city befitting the glory of The Blinding Light. He had Chendl remade, and moved his court and government there, to be closer to the Archclericy at Voll. [S]everal decades after Furyondy as such was formed, the king, Thrommel III, decided he needed a new capital. Thus, a new Chendl was built: a beautiful wealthy, clean, and peaceful city, a city of wide canals and graceful temples. It took five years for the city to progress from plans to reality, and thereafter it has remained unchanging . . . perfect. [WG8 - 83]
One must always give credit where credit is due. This History is made possible primarily by the Imaginings of Gary Gygax and his Old Guard, Lenard Lakofka among them, and the new old guards, Carl Sargant, James Ward, Roger E. Moore. And Erik Mona, Gary Holian, Sean Reynolds, Frederick Weining. The list is interminable. Thanks to Steven Wilson for his GREYCHRONDEX and to Keith Horsfield for his Chronological History of Eastern Oerik. Special thanks to Jason Zavoda for his compiled index, Greyhawkania, an invaluable research tool. Primary sources for this history were the DMG 1e, Ivid the Undying, WGR5 Iuz the Evil, WG8 The Fate of Istus, Return to White Plume Mountain, WGR4 The Marklands, the Greyhawk Adventures hardcover, The World of Greyhawk Folio, The World of Greyhawk Gold Box, Living Greyhawk Gazetteer, From the Ashes Box Set, The Adventure Begins, Book of Artifacts, The Oerth Journal, The Living Greyhawk Journals, Dragon Magazine 82, 191, 243, 256, 265, 293, 294, 299.
The Art: All art is wholly owned by the artists. P-E-A-C-E by huseyinkara Keraptis, by Wayne Reynolds, Return to White Plume Mountain, 1999
Hag by jay-emery Heretic by morkardfc Vision-in-the-Flames by cobaltplasma
Rain of Colourless Fire, by Erol Otus, World of Greyhawk Folio, 1980 The-Frozen-Tundra-Of-Arbistoma by tacosauceninja Little-Winterberg by martinamm
Hand and Eye of Vecna, from Book of Artifacts, 1993 Forbidden-Tome by 1157981433Glacier by mndcntrlMonduiz Dephaar, by Adam Rex, from Dragon #291, 2002 Bastion by oliverbeck
Sources: 1015 World of Greyhawk Boxed Set, 1983 1064 From the Ashes Boxed Set, 1992 2011A Dungeon Masters Guide, 1st Ed., 1979 9025 World of Greyhawk Folio, 1980 9399 WGR 5, Iuz the Evil, 1993 9577 The Adventure Begins, 1998 9578 Players Guide to Greyhawk, 1998 11742 Gazetteer, 2000 11743 Living Greyhawk Gazetteer, 2000 Ivid the Undying, 1998 Dragon Magazine OJ Oerth Journal, appearing on Greyhawk Online LGJ et. al. Greychrondex, Wilson, Steven B. Greyhawkania, Jason Zavoda
The map of Anna B. Meyer Posted: 09-25-2021 12:42 pm 579cy Greyhawk 579cy
The year is 579cy and Zuggtmoy is free.
The Slavelords have been defeated. The giant incursion into Geoff and the northern states has been curtailed. The Drow have been revealed. A strange metal citadel in the Barrier Peaks has been discovered and looted. White Plume Mountain has been plundered. Even the little town of Saltmarsh has been saved from an attack from the sea. Acererak's Tomb has once again defeated its explorers and its legend grows.
After nearly 40 years of campaigning in Greyhawk I've moved 3 years forward in game time. Most of the current material found on this blog will be written for 579 in mind, but a good number of projects that I'm working on can be set at anytime, some can be used with any setting or any edition of the game (But when I write about game mechanics I write for 1eAD&D).
What has changed in 579cy? There is a silent war in the city of Greyhawk between the oligarchs. The main contention is between the guild of Thieves and the guild of Assassins.
In the viscounty of Verbobonc, the Wild Coast, Kron Hills, Lortmils. Celene, and surrounding lands there is an invasion of wolf riding goblins.
A death cult has risen in the Bakluni states but members of it are coming to Verbobonc and the ruins of the Temple of Elemental Evil. Prince Thrommel has been rescued and now plans on marrying the daughtere of Viscount Wilfirick.
In Nyrond the cult of Incabulos is on the rise.
And still the Flanaess is much how it was in 576cy. The rumor of war is perhaps louder , but no sweeping changes have altered the maps or destroyed nations (at least not in my campaign or what I write about).
Much, Much more is coming in 579 and I plan on working on my version of Greyhawk piece by piece. I hope it can be of some use for other DMs.
Posted: 09-25-2021 10:44 am Clark Ashton Smith - Some Ideas and Descriptions from his Stories 2
Clark Ashton Smith - Some Ideas and Descriptions from his Stories 2
SPOILER WARNING! If you have not read this story TURN BACK NOW! or risk losing forever the unspoiled appreciation of Clark Ashton Smith's prose.
Originally I was working on converting CAS stories to the Astonishing Swordsmen and Sorcerors of Hyperboria setting but Ive refocused on Greyhawk.
2). SADASTOR Charnadis (Demon) - [MON] Lyspial (Siren) - [MON] Sadastor (Planet) - [PLC]
Charnadis Sadastor
"...I found a vast and winding valley that plunged even deeplier into the abysses of this dreadful world. It was walled with perpendicular cliffs and buttresses and pinnacles of rusty-red stone, that were fretted into a million bizarrely sinister forms by the sinking of the olden seas. I flew slowly among these cliffs as the wound ever downward in tortuous spirals for mile on mile of utter and irredeemable desolation, and the light grew dimmer above me as ledge on ledge and battlement on battlement of that strange red stone upreared themselves between my wings and the heavens. Here, when I rounded a sudden turn of the precipice, in the profoundest depth where the rays of the sun fell only for a brief while at noon, and the rocks were purple with everlasting shadow, I found a pool of dark-green water - the last remnant of the former ocean, ebbing still amid steep, insuperable walls. And from this pool there cried a voice, in accents that were subtly sweet as the mortal wine of the mandragora, and faint as the murmuring of shells."
Lyspial "...I am a siren, and my name is Lyspial. Of the seas wherein I swam and sported at leisure many centuries ago, and whose gallant mariners I drew to an enchanted death on the shores of my disastrous isle, there remains only this fallen pool. Alas! For the pool dwindles daily, and when it wholly gone I too must perish."
ADVENTURE IDEA
The Treasure of Sadastor In a deeths of the Underoerth the demon Charnadis hides his treasure hoard on an isle at the center of a red lake. At the proper conergeance of the stars (around once per month) the demon sacrifices a beautiful maiden so that he may remain on this plane of existence. Prevent the sacrifice and Charnadis will be dispelled and his treasure will be for the taking.
If only it were that simple.
At the center of a small lake of accursed water in the cavern of Sadastor lies the isle of Lyspial, a drow vampiress-siren. She is bound to her lake and isle and must feed from the blood-red waters. It is she who sacrifices any that can be brought or lured to her isle. At its center is a small manor house and behind the manor a tall enchanted ash-tree that flourishes in the radiant magic of the Underoerth. From this tree she hangs her victims by their heels while their blood and life essence flow from their slashed throats. A channel runs from the tree down to the waters of her lake.
Charnadis is the willing paramour and servant of Lyspial. The great winged demon has servants of his own, both human and demonic. The humans, members of a cult which worship Charnadis, spread rumors of the treasure of Charnadis and gather slaves to be sacrificed to Lyspial. But Lyspial hungers for men and women of strength and power as well as the blood of slaves, so that the rumors that bring treasure hunters and adventurers are as desired as a steady flow of life and blood of lesser men and women. Charnadis also steals a few succulent maidens for his own desires and for Lyspial to sacrifice.
The cavern of Sadastor is home to a tribe of troglodytes who worship Lyspial. They live in a series of caves that honeycomb the cavern They are armed with poisoned blow-pipes and arrows, nets, jars of enchanted smoke that make men sleep, etc... to aid in the capture of anyone entering the cavern. They do not attack the drow cultists and the slave caravans which they recognize by certain signs and emblems that the cultists use and wear within the cavern.
Charnadis has at his command lesser demons and his drow cultists.
Lyspial has at her command Charnadis, his servants, the tribe of troglodytes and all within the cavern. Within the lake there are many lacedon ghouls, the tree and the top of the manor is home to several harpys, and Lyspial has charmed several adventurers (future sacrifices) who attend her within her small manor-house and will fight for her.
The manor has many small luxuries and treasures but in a chamber beneath her bedroom is a treasure vault containing a respectable amount of gold and jewels and a number of magic items, weapons and armor gathered from slain adventurers. A greater gorgon guards this treasure. Posted: 09-25-2021 10:08 am NPC - J'Lr
NPC - J'Lr
J'Lr is a ranger from Celene. She is older than she looks but still young for a Sylvan Elf. The forces of Celene have been fighting the growing strength of the Brokenjaw Goblin Wolfriders. The rangers of Celene have managed to turn aside a large wing of the goblin tribe but it is now on its way to the Kron Hills and J'Lr heads a contingent of rangers sent ahead to warn the gnomes and people of the Kron Hills.
Celene and the Viscounty of Verbobonc have been on strained terms since the release of Zuggtmoy from her prison in the Temple of elemental Evil a few years back and J'Lr has been told to warn the gnomes but let the gnomes warn the Viscount. J'Lr doesn't intend to obey those orders as she gets along well with the Verbobonc Lancers and will at least take her warning directly to one of the Lancer garrisons. Posted: 09-24-2021 09:43 am NPC - Zervan Cloud Giant Ambassador
NPC - Zervan Cloud Giant Ambassador
Arrogant, immensely powerful, brilliant, haughty and thoroughly evil, Zervan represents the Cloud Giant Confederation when it deals with its lesser brethren (any giants who are not Cloud Giants). He was an immessary to the ill-fated Nosnra and the Drow inspired campaign against surface dwellers that had him flitting between the grubby Hill Giants like Nosnra's ilk, the frozen Frost Giants and the sweaty and overheated Fire Giants. Now he is returned to his home, a cloud castle that floats among the Crystalmists. Some trouble with the dull, grey Stone Giants is brewing so he knows his time home will be short.
Zervan is tall even for a Cloud Giant and carries with him a enchanted blade crafter by enslaved dwarven weaponsmiths. It bears the trapped spirit of a Cloud Dragon within it, Xft by name, and constantly struggles for domination with Zervan. If Zervan can mentally dominate the spirit of Xft he gains the usae of the spells and abilities of an adult Cloud Dragon for the day. Each day he must struggle for control of the sword and if the dragon ever wins he will have Zervan destory the sword, frreeing the spirit of Xft and exchanging Cloud Giant flesh for enchanted steel. Xft will walk away in the body of Zervan and Zervan will bide his time till he can dominate a person of his liking and take their body for his own. So far Zevan has always won.
Posted: 09-23-2021 12:03 pm Oerthly Encounters Red Hanlan and Black Harris Part 5
Oerthly Encounters Red Hanlan and Black Harris Part 5#4 Zeffin, human male, (Level 2 Cleric) Salin's assistant Wis 16 HP 12, AL LE, AGE 18
Physical Description: Zeffin has the fair-haired pale-skinned looks of a Suel. He wears a closely trimmed beard and mustache. His hair is also trimmed very close to his head. He has the fine scarring, though a bit less, as that of Salin. In his case, though, it is much more noticeable. His scars show as redish lines against his pale skin, and the more recent have a purplish look to them. He is tall, 6", broad-shouldered and thin-waisted.
On raids he wore a chainmail shirt and black pants with a white, featureless face mask. He has a black ceremonial robe with a grey skull on its chest. He now wears this on raids over his chainmail. In town he dresses in his armor and plain grey or brown pants.
Background: Zeffin is from Sterich. His family is old and established. Minor nobility. They are western nobles and after years of conflict with the humanoids of the Crystalmist and Joten Mountains they began to make deals with these creatures of evil. First it was simply allowing passage so that raiders would not attack their land, soon their descendants began acting as fences for goods which these raiders brought with them. Finally they embraced the evil which they hadallowed past their borders. Zeffin is part of a growing cult of Hextor among his father's family and retainers. He was assigned to assist Salin by the superiors of his order.
Personality and attitude: Zeffin is a sadistic and brutal individual. He is fond of torture and would rather save a few of their victims to practice on. Occasionally the band will take a prisoner and squeeze information out of them. The brothers Kalife and Kalib had been in charge of this information gathering but Zeffin proved to have a greater skill and exuberance for such work. He is loyal to Salin and has a touch of hero worship for the successful cleric.
Equipment: Chainmail Shield Horseman's mace Heavy Warhorse: "Beast", Black, with white streaked forehead and 3 white socks Posted: 09-22-2021 02:41 pm Regional Products of the Flanaess - Cloth Part 1
Cloth - (Almor, Bissel, Celene, Ekbir, Furyondy, Geoff, Gran March, Great Kindom, Medegia, North Province, Nyrond, Ulek Duchy, Urnst County, Yeomanry)
These are the listed exporters of cloth but what kind of cloth?
I'd break down cloth types to
Cotton Hemp Linen Silk Wool
And then some subdivision, if necessary, such as types of Silk. Also in dealing with Silk and also the question of trade I would add Ket, Verbobonc, Dyvers and Greyhawk to the list of cloth exporters. If these last 4 aren't producers of cloth they are hubs of trade and will export cloth.
Keep in mind from the information provided is for export and doesnt say who is buying and where those merchant trains, wagons and caravans are taking the cloth.
Cotton is produced in warm climates. Hemp is primarily used for sailcloth Linen is made from Flax which favors cool and damp environments Silk is a product of the far west Wool requires sheep and only safe and settled lands are going to be able to have large herds of sheep safe from predators.
I plan on basing Ekbir as the main producer and exporter of Silk (and silk sub-products such as Satin, Samite, Velvet and Damask). Ket is then the go between in trade between west and east, shipping out silk and importing linen (with hemp, wool and cotton, being produced both east and west).
Why this matters to a DM? Merchants always provide me with a good amount of material for adventures. Showing which way trade flows and what is traded adds a handing dose of detail to the game and helps generate adventures.
Posted: 09-21-2021 05:38 pm History of the Oerth, Part 11, Of The Winds of War
War can come from the most unexpected places. Who would have thought that the first blow to fall in a war that would engulf the known world would land in the Hold of Stonefist? No one. But such was the case. 579 CY
The mage sits down in front of the five Blades of Corusk and meditates for a minute. His hands move over the blades as he reads the magical writings. A frigid wind comes from the west, blowing the powdery snow in swirling whirlwinds. The words coming from his mouth sound like gibberish to you. As he reads the spell, a loud thunderclap sounds above you. As the echoes of the thunder die down, the swords shake and hum. Suddenly the swords disappear with an abrupt popping noise, and the snow turns to steam beneath them. You all hear a sharp crack behind you, and a sudden blast of wind pushes you forward. Surprised, the mage stops reading and spins around to see what happened. As you turn about, you see a barbarian giant standing before you. Appearing perfectly human, except for his 12-foot height, the man smiles down at you with a kind face. Two huge wolves stand on each side of him: these four beasts eye you with amber eyes. Meanwhile, the troops from the north and the south-west continue approaching. Thank you, my children. You have awakened me from centuries of cursed sleep. In gratitude, I shall grant you your most intimate desires as long as they do not alter the path events are destined to follow. Speak to me. [WGS2 - 41] The deity looks over your heads toward the northeast. A smile breaks across his leathery face, showing pearly white, perfect teeth. Look, the great armies of the Ice Barbarians come to fight at our side. Behind them, the Snow and Frost Barbarians prepare to join the fray. Our peoples are finally as one. This is the way it was meant to be since the dawn of Oerth. As you turn to look behind you, the faint sound of seal skin drums and mammoth tusk horns reaches your ears. Riding on beasts ranging from horses to musk oxen, the barbarians approach just as the Great God said. The god turns and looks at the ap- proaching enemy armies. A glint of pleasure gleams from his night-black pupils. He heaves a sigh and turns to look at you. It has begun. [WGS2 - 42]
Vatun, Great God of the North had returned, and he had a plan for his people. They would conquer the North, as they had always been destined to do. And not just the North, they were destined to conquer the world. Vatun's appearance surprised even those most convinced by the rumors of the Five Blades, including the barbarian kings who had used the rumors to further their power. Vatun must have somehow proved his power to these doubtful rulers, for the kings of Fruztii, Schnai, and Cruski each surrendered their ancestral sovereignty to "all-powerful" Vatun. [Wars - 7]
All the barbarians were inflamed by a rumor that swept their lands: that four of five legendary magical swords, the Swords of Corusk, had been found, and that when the fifth was obtained, a "Great God of the North" would rise and lead them to conquest and greatness. The fifth sword never was found, but one calling himself Vatun and claiming to be the Great God of the North appeared before the barbarians of Fruztii, Schnai, and Cruskii, and they swept west into Stonefist under his leadership. [FtAA - 6]
It wasnt Vatun. It was Iuz. And he set them upon the Holds of Stonefist. The first strike was a stroke of unusual cunning and ingenuity. Constructing an elaborate fiction about a "Great God Vatun," Iuz managed to ally the barbarian nations together. Deluded by dreams of greatness, the barbarians subjugated the Hold of Stonefist. [WGR4 Iuz the Evil - 3] The Barbarians swept across the Stonehold with fierce resolve. They would not be defeated. Vatun had returned and said as much. Sevvord Redbeard, Master of the Hold, desperately tried to fend off their assault, but he could not muster his forces fast enough. Even as Vatun appeared before his dread-filled followers, the Fists converged upon them to stop the ceremony. In the brief battle that ensued, Vatun easily routed the Fists and thereby won the prostrate praise of the barbarians. [Wars - 7] Redbeard was run down, and brought before Vatun for judgement. No one can say what the Great God of the North said to the Redbeard, Vatun cleared the hall of all but him and the vanquished leader, but when the audience was concluded, the Redbeard had committed not only his atamans, but his life to that northern god. The Fists were overwhelmed and their leader, Seword Redbeard, underwent a dramatic, if not to say magical, change of allegiance. [FtAA - 6]
I have seen the light of a Great Northern God, my brothers, the Redbeard said to his atamans, and he showed me the error of our ways! We have spent our strength against the barbarians and the horsemen of the Barrens for too long. We have dribbled it away in small raids, when we should have crushed them under our Fists! Let us not waste it any longer when there is greater loot to be had in the south! The riches of Tenh is ours for the taking! Whos with me? And although they did not entirely trust the barbarians and their northern god, they trusted in the Redbeards strength. The Hold of Stonefist remained a threat to Tenh for more than a century, and ultimately brought about its destruction. The first action of the Greyhawk Wars was an invasion of war bands from Stonehold, though this was unlike any previous attack. The Fists had new tactics, and demonic assistance, that overwhelmed the defenses of the city of Calbut, and soon thereafter, Nevond Nevnend. Had the duke been in the city at the time, perhaps he could have rallied his troops to stand; as it was, both citizens and soldiers gave way to panicthough in hindsight, many have suggested that this was demonically inspired fear. The duke and his family fled to the County of Urnst, leaving their nation to the Stoneholders, and the clerics and demons of Iuz. [LGG - 113]
The men of Stonefist never conquered [the] castles [of Dour Prentress] and they have no living occupants now. The Fists have no desire to meet the ferocious fen trolls and the eastern lands are virtually unpatrolled by them. All that is known for certain is that madness and plague broke out among the thousands of defenders of these castles as the Fists stormed into Atherstone. Of course, Iuz had a hand in this. Some of the survivors say that fiends stalked the battlements and that black stinking fogs drifted across the walls for a week of unremitting horror. The defenders fled, some insane enough to flee even into the fens, and others from Dour Pentress went across the border to the Brilliant Castles where a few score now serve the Theocracy. The defenders left much behind such as wands, scrolls, magical weapons, magical arrows, and other valuables. Whether the minds and bodies of those entering could survive the ordeal they would face is most uncertain. To be sure, the Fists are wiser than to try. [WGR5 - 70,71]
The Duke and Duchess of Tenh were as surprised by the fury of the assault as the Redbeard had been. Though their forces fought valiantly to defend their lands, they were stretched thin, having recently fought to clear the Troll Fens. Their army was entrenched upon the Theocracy, and by the time they had marched to face the Fists, their cause was already lost. The Duke and Duchess fled to the County of Urnst, and their people to the borders of Nyrond. Within less than two weeks the capital of Tenh had fallen as well, and its duke fled to the County of Urnst. The rhelt of Stonehold was now overlord of Tenh, though under the supernatural control of Iuz, for a powerful and nearly undetectable charm had been placed on [Redbeard]. [LGG - 109]
All good things must come to an end. Iuz dared too much. He commanded the Barbarians to attack Ratik, and they began to doubt their newly returned northern god. Raiding the Sea Barons and the North Kingdom was one thing, so too striking Tenh, but they had kin in Ratik. And, for the Fruztii, a friend. The Vatun ruse did not last long. Commanding the barbarians to strike into Ratik, a long-time ally of the barbarians, was a mistake by Iuz, some think. Others say that he wished to abandon this part of the Flanaess to confusion, since its role as a ruse and feint was played to the full. In any event, the barbarians began to slink quietly home, though the Fists remained in Tenh and occupy it still. Now Iuz could concentrate fully on the war. [WGR5 - 4]
581 CY Not all things go as planned. Sometimes, the most unexpected things can happen, things that even the Old One could never have planned for. Gradually, Vecnas cult grew and he assumed the powers of a demigod. The process took a long timegathering his power, responding to his worshipers, and settling himself among the greater powers. Vecna persevered and eventually reached the point where he was accepted as a minor demigod in the legions of evil. Guaranteed immortality, Vecna was still not satisfied. With his scheming mind, he has devised a plan to ascend to greater godhood and humble his rival deities. With his usual long patience, Vecna has been working on this plan for centuries. Working through his avatar or others, the Whispered One has carefully found seven magical items. Each item has been placed in a secret location, the position strategic to his plans. These items, when fully powered, will cast a mystical web of energy over all of Oerth, cutting off all other gods from their followers. Already they are creating interference on a local scale. Only Vecna will receive the adulation of his worshipers: the other gods will weaken and leave the path open for Vecna to rise to the fore. Then the Whispered One will open the gates of time and bring forth his faithful followers from the past. Feeding on their devotions, Vecna will become the greatest of gods. There is only one difficulty that remains for Vecnafinding his Eye and Hand. They are the final keys to fully empower the web, the final keys that open the gate of time. He knows not where these are. In the final confrontation with Kas, when they were sundered from his body, the gods (perhaps foreseeing his powers) hid them from his senses. Vecna cannot detect their energies; he can only find them by seeing their effects on others, much like finding a boat by the wake it creates. Too many times he has come close, only to have them escape his grasp. This time, he is determined not to fail. [WGA4 Vecna Lives! - 7]
The Circle of Eight sensed a great danger, but somehow their divinations were blocked. Mordenkainen sent some of his most trusted mages to investigate. And they died. Every last one of them: Bigby, Drawmij, Jallarzi Sallavarian, Nystul, Otiluke, Otto, Rary, and Tenser. Of course, death was not the end of all of them, but that is another tale. Mordenkainen sent others; their path led ever west and the name Vecna was raised time and again. And Kas. And Iuz. | Tovag Baragu |
Their investigations led them to Tovag Baragu, where they came upon an avatar of Vecna, who had opened a portal to Vecnas past, the ruins of the palace of the Spidered Throne.
Through the gateway can be clearly seen a great mass of people. They are all surging and milling forward, their attention focused on the window as if they can see through into the present. They, too, seem drawn by Turims chant. The first are just preparing to step through the opening. [WGA4 - 66]
Against such odds, the Circles heros couldnt hope to win, so they did the unthinkable, they summoned Iuz, for only a demigod could hope to defeat a demigod. Iuz came, and Iuz battled Vecna, and very nearly perished. He didnt perish, though, but had had he, the world might have been in very dire straights. Had Vecna won, he would have severed Oerth from the celestial and outer planes, and it would certainly have plunged into an age darker than it had ever known, an age from which it would never be freed. But, he hadnt; and it hadnt. But Iuz didnt win either. He and Vecna plunged into the portals of Tovag Baragu. What became of them? The heroes couldnt say. And so, strangely, to our most beleaguered incredulity, we owe a debt of gratitude to Iuz, for if it were not for him, the universe would have been plunged into darkness. But lets not get carried away, his confrontation with Vecna gave Iuz ideas. He imagined a world which bowed to him, and him alone.
584-585 CY The Loftwood burned. The orcs had attacked Ratik and been thrust aside. Little Ratik! In their rage, the orcs set their wood ablaze. And when the men of Ratik rushed to save their precious trees, the orcs meant to set them ablaze, too. The site of a great Ratikkan victory over Bone March orcs (578 CY), the wood was partly despoiled by nonhumans setting fires (584585 CY). It is once again a battleground between Ratik in the north and orcs and gnolls in the south. [LGG - 141] 584 CY The Bone March skirmishes with Ratik and Nyrond. Bone March is now steeped in discord, ruled by a coalition of invading nonhuman tribes, particularly orcs, gnolls, and ogres. Humanity, which once thrived here, is generally enslaved and subject to the capricious whims of petty bandit chiefs and nonhuman warlords who raid Ratik and even North Kingdom at will, going as far as Nyrond and the Flinty Hills to pillage. [LGG - 35] Despite the fact that those tribes abut the North Kingdom still raided those towns with impunity, the Bone March still expected the debt of their having helped the North Kingdom by attacking Nyrond to be paid: "We helped you fight Nyrond, now you help us storm Ratik." They and the North Kingdom shared a border, and common interests, were mentioned. Grennell could not help but notice the implied threat. For himself, Grenell doesn't give a fig about Ratik. Unfortunately, no few of his most powerful local rulers care a great deal about Ratikas do many ordinary folk. Many of them share the same Oeridian-Flan racial mix as the men of Ratik, and they admire the rugged bravery of Ratik's warriors in having kept the humanoids at bay for so long. They are opposed to any plan to conquer Ratik, and some of them are ready to go and fight for Ratik should Grenell dare act against that nation.
There is another twist to this. The barbarian nations are strongly allied with Ratik. At the present time, their raids are focused on the Sea Barons and they do not often raid most points along the eastern North Province seaboard, save for Bellport. This is because many of the rulers and armies of that eastern seaboard have managed to make a peace of sorts with the fierce [Suel] barbarians, Prince Elkerst of Atirr being a notable example. Indeed, the barbarians increasingly trade with some North Province coastal towns and villages, and that trade brings much needed wood, furs, and other commodities in short supply in North Province. [Ivid - 44]
Kaport Bay Kaport Bay is the most rugged of North Province's towns, a whaling station and fishing town of 5,200 souls. Together with its twin satellite villages of Low and High Scarport, this town has a characteristic atmosphere. The people here are hardy men and women with little time for frivolityor outsiders. They term themselves "Kaportlanders" and are proud of this. Flan blood is strong, and the Kaportlanders are no friends of Grenell and his court. Kaport Bay maintains three stout war galleys used to protect its whaling fleet, not least against the attacks of deep-sea kraken in the Solnor Ocean. Barbarians rarely raided here in the past, given their blood ties with the fair-haired Kaportlanders, and they do not do so now. [Ivid - 56] Grennel thought on what might happen if he honoured his debt to the orcs. If he attacked Ratik, the Barbarian raids would surely recommence. His was a precarious balance. And besides, hed already aided the orcs when he sent agents to liberate the Seal of Marner from the Baronial Vault. And they did, and they passed the Seal on the orcs waiting in the Kelmar Pass. It wasnt his fault the orcs had lost the Seal to the Ratikkans pursuing them. Besides, hadnt he already helped them enough? The influence of North Province (now North Kingdom) has led to greater organization and military effectiveness among these barbaric tribes. [LGG - 35]
Trade shrank as the Tilva Strait closed, and piracy had plagued the seas north of it since, if the reduction of trade could actually be conceived as its cause, for indeed, the Solnor Coast had always been beleaguered by pirates and privateers. In truth, the Scarlet Brotherhood controled the sea lanes between the Aerdi Sean and the Densac Gulf, and the Azure Sea. Spindrift Sound itself is navigable, but shipping is menaced by the Scarlet Brotherhood and the activities of a few pirates based on the eastern Medegian coast. [LGG - 68]
The Lordship of the Isles quickly became a hotbed of intrigue. The new prince, a little-known Suel lord named Frolmar Ingerskatti of Ganode, immediately withdrew the Lordship from the Iron League and set about lending his naval forces to the maneuvers of the Scarlet Brotherhood, including the blockade of the Tilva Strait that continues to the present day. [LGG - 72]
The Brotherhood commands the southern seaways, with naval blockades in the shark-infested waters of the Tilva Strait, and in the so-called "Southern Gates" of the Azure Sea, between the Amedio Jungle and the Tilvanot Peninsula neat the Olman Isles. [LGG - 98]
Ratik understood its peril, and it began an ambitious project, one that taxed its resources, but was deemed essential by Luxnol. What good would minding the nations finances do were they slaughtered by the orcs and gnolls to the south, and the Fists to the north. Castles and fortresses and redoubts sprang up along the Kelmar Pass and the Flinty Hills, and in the northern Timberway. More rose up within the Kelten Pass, for surely the Fists would come again. Ratik is developing an ambitious castlebuilding program, constructing strong keeps along its southern margins not far from the foothills of the eastern spur of the Rakers. They are digging in for a long struggle against the humanoids of the Bone March. Ratik is seeking mercenaries to defend the builders during the coming spring and summer. [FtAA - 73]
c.586-591 CY Grennell wondered about the tactics of the orcs, for in truth, they had developed a cunning and patience hitherto unknown to those savage tribes, and strategies he had not taught them. Rumours abounded that the hierarchs of the Horned Society were not dead after all, that a few, if not all, had escaped Iuzs wrath, and were now headquartered along the coast of the Pomarj, or even in the Bright Desert or Rift Canyon. Rumours persisted that they had found their way into the Bone March. The Hierarchs and the rest of the leadership of the Horned Society were presumed destroyed in Coldeven 583 CY, during the night of the Blood-Moon Festival. Demonic forces sent by Iuz slew the Hierarchs there and allowed Iuz to quietly take command of their nation. It is possible that one or more Hierarchs survived the incident and is attempting to rebuild the organization, but most assume that the group is no longer a threat. Still, Arkalan Sammal, the renowned sage of Greyhawk, made an interesting appraisal based on reports gathered by the old sage in recent years. The society, he claims, survives in the present day and has metamorphosed from a group centralized within a single nation to one with its secret tendrils buried across the Flanaess. "The Horned Society must surely have known that the return of Iuz would spell its ultimate downfall," he reasons. "It would have planned for this eventuality, most likely by moving its operations out of Molag before the Old One's axe fell." Rumors during the last five years have placed the group's headquarters along the coast of the Pomarj, in Bone March, or even in the Bright Desert or Rift Canyon. Most people no longer care, for Iuz is now perceived as the true threat. However, suggests Arkalan, the Horned Society has become even more dangerous since its dispersal. As the Archmage Mordenkainen was heard to comment last year during a conclave in Greyhawk, "Are their members now dozens, hundreds, thousands? Where are they headquartered? What do they plot? Can we rest assured of the death of the Unnamable Hierarch? To the one who could answer these questions would go the thanks of a free people." [LGG - 156,157]
Fellreev Forest: This entire expanse of birch and scrub oak is claimed by Iuz, though the Old One enjoys little power here. Most of the forest is ruled by clans of sylvan elves allied with Reyhu refugees since the Greyhawk Wars. A significant force of undead is also here, rumored to be led by an escaped Horned Society Hierarch. Iuz gains little by sending traditional soldiers here, so he uses the Fellreev as a hunting ground for trained monsters. [LGG]
586 CY The Flight of Fiends In Coldeven 586, Canon Hazen of Veluna employed the Crook of Rao, a powerful artifact, in a special ceremony that purged the Flanaess of nearly all fiends inhabiting it. Outsiders summoned by Iuz, Ivid, or independent evils fell victim to this magical assault, which became known as the Flight of Fiends. [LGG - 16]
No one knows how many demons survived the Flight of Fiends in 586 CY; few have surfaced. [LGG - 61]
Alain IV, Archbaron Lexnols son, was never a patient man. He had a vision the Bone March and Ratik as one, just as his father and the Marquis Clement had intended, and had discussed. He vowed to make it so. And thus, he launched a raid to repatriate Bone March. It failed. Disastrously. Bone March is now steeped in discord, ruled by a coalition of invading nonhuman tribes, particularly orcs, gnolls, and ogres. Humanity, which once thrived here, is generally enslaved and subject to the capricious whims of petty bandit chiefs and nonhuman warlords who raid Ratik and even North Kingdom at will, going as far as Nyrond and the Flinty Hills to pillage. Nomadic bandit gangs, survivors and descendants of the onceproud human culture, prey on one and all. Only the small, autonomous county of Knurl is secure at present, aside from a handful of nearly forgotten gnome strongholds in the Blemu Hills. [LGG - 35]
Infighting soon broke out between several of the nonhuman tribes, and the sides remained stalemated until 586 CY, when Alain IV, Archbaron Lexnol's son and heir, launched a raid into the fallen realm that was composed in large part of expatriates of the march, it was a doomed mission. The unusually organized nonhumans laid a trap for the force in the hills north of Spinecastle. Horrified survivors who escaped back to Ratikhill reported that the trapped raiders were dragged from their horses, torn apart, and eaten alive before their eyes. Raids into the archbarony from Bone March have resumed. [LGG - 37]
Baron Lexnol collapsed from the news and was rendered unfit to rule. Lady Evaleigh, Alains wife, understood that were he to fail, Ratik would be lost, so she hid his infirmity at first, ruling in his proxy. But the state of his health could not be hidden forever. And soon, she dropped the pretence of her speaking on his behest and became Her Valorous Prominence, Evaleigh, the Lady Baroness of Ratik. Not all were pleased. The Fruztii had loved the old Baron, and the Schnai were less inclined to treat with a woman, especially one as young as she. Upon hearing of his son's demise, old Baron Lexnol collapsed. He awakened the next morning with a shock of white hair and a palsy that confined him to bed. Lady Evaleigh, now widowed, assumed the throne and has guided Ratik through the trouble that has befallen it. Raids from Bone March have become progressively stronger and more organized the last few years. Her father's realm, the county of Knurl, was attacked a few months ago and was only saved by the snows of winter. [LGG - 91]
Trade need be found if the markets to the west were closed to the East. Maybe there were markets to the east? There was the rumoured Fireland. And there had to be other lands east of there. There was only one way to find out. Small Fleet from Asperdi (Sea Barons) sets sail across the Solnor Ocean. Ships from resource-hungry lands of the eastern Flanaess are striking out in search of trading partners, hoping to rebuild from the wars. The Sea Barons and the east coast city-states of Rel Astra, Ountsy, and Roland are now exploring the mini-continent of Hepmonaland, returning with fantastic tales and riches. (Many fall prey to disease, pirates, monsters, and privateers from the Scarlet Brotherhood and Lordship of the Isles, however.) Several major kingdoms full of new peoples are said to lie in this tropical land, some rumored to be at war with the slave-taking Brotherhood. [TAB] Several ships captained by half-elven smugglers joined a flotilla of the Sea Barons in their journey over the Solnor. They had an ulterior motive. The half-elves were reportedly searching for the last members of the dispossessed Council of Five of Lendore. In the years since the Greyhawk Wars, some of the surviving exiles have joined together with half-elven captains on the Medegian coast. It is an open secret that they are smugglers, willing to transport any cargo for a price. Several of these ships secretly accompanied the flotilla of the Sea Barons in their voyage over the Solnor in 586-589 CY. The Spindrift exiles were thought to be searching for the last members of the Council of Five, who had fled across the waves when the clerics of Sehanine usurped their authority. It is not clear what benefit they seek by contacting their deposed leaders, but the half-elves clearly wish to return to their birthplace and free it of the magical affliction of Sehanine. [LGG - 69,70]
588 CY What became of Vecna and Iuz? Who can say? But where Vecna could not be scyed, Iuz somehow remained upon Oerth. Iuzs empire remained intact. And his tyranny marched on, unabated. But, all good things must come to an end. The fiends had fled and Iuz was stretched thin, tasked not only with administering his newly acquired empire, but beset with rebels and banditry and the persistent attacks of those who didnt appreciate his desire to remake the whole of Flanaess in his own image. The use of the Crook of Rao by Canon Hazen of Veluna, in 586 CY, had dire repercussions for Iuz's armies. Bereft of their powerful masters, many lesser nonhumans and ambitious human generals attempted to stage coups throughout the occupied lands, even as rebel bandits and indigenous populations took advantage of the Flight of Fiends to strike back at their oppressors. [LGG - 62]
It was inevitable that he would lose control of Sevvord Redbeard of Hold of Stonefist. He cared not for that cold and distant land. It had little of value, except grist for the mill. And he knew that it would continue to slip into the state of chaos it has always courted. So, he turned his back on the Stonehold, so as to focus on the conflict that really mattered, Furyondy. Sevvord flew into a rage when he awoke and realised that hed been played a puppet to anothers schemes. He fumed! He raged! And all those within his gaze cowered from his anger. He gathered Fists from across Tenh, and killed every cleric of Iuz he could find, impaling them on posts and leaving them to rot in the wind. He and his slaughtered hundreds, if not thousands, of Tenha slaves when he could not find enough Iuzian clerics to sate his need. He wished to kill more, to line every road with the spiked corpses of an entire nation as a warning to any who might ever try to subjugate him again. However, he had not the time. He need return home. When he ran out of slaves, he left a rearguard to occupy Calbut and marched to drive the hated barbarians from his homeland. He would paint the Kelten Pass with their blood, he promised, and its flowing would thaw the Frozen River for all time. For six years after the invasion, the Stoneholders held the Tenha enslaved. The evil of Iuz was present throughout the land as well, though never in plain sight. Perhaps this state of affairs would have persisted indefinitely had not an unnatural rage come upon the rhelt of Stonehold, during a meeting in the ruins of the duke's palace at Nevond Nevnend. [LGG - 113,114] By means not yet known, Iuz's charm-like control of Sevvord Redbeard was broken in mid-588 CY. Enraged at the abuse he suffered, Redbeard vowed revenge. [TAB - 22] In an astonishing turn of loyalty, he gave the command to put the clerics and agents of Iuz to the sword, also letting his warriors murder Tenha slaves out of hand. [LGG - 114] Iuz priests, soldiers, and advisors in the area were slaughtered on sight, and Tenh was plunged into bloodshed once again. The Master then ordered a looting of Tenh and a retreat to Nevond Nevnend and Calbut. Stonefist warriors meant to keep this area so as to guard Thunder Pass (called Rockegg Pass by the Tenha), the route through the Griff Mountains back to Stonefist. Reports were already filtering back to the Stonefist troops that a force of Ice and Snow Barbarians was raiding and burning its way across the Hold, and all wished to go home and do battle. [TAB - 22] The Fists then withdrew from all but the northernmost part of Tenh, which they still hold. Armies from the Pale and forces loyal to the exiled duke quickly crossed the borders, battling each other for possession of the southern and eastern regions of the duchy, including the Phostwood. [LGG - 114] There are 20,000 Stonefist men in Tenh, with conflicting desires. On the one hand, rulership of this fertile land is good, but on the other, their instincts are to pillage, maraud, decimate, and then go home with all the loot they can carry. Instead, they stay here as slave drivers. Spending days overseeing slave farmers is not exactly what Fist men find exciting. The Stonefist nation is young, born in adversity and constant marauding. Constant movement on attack and retreating to defensive fortifications after that attack, not occupying their conquests, is what makes the Stonefist men feel comfortable. There is another problem weighing on the minds of the Fists. Since the sham of the "Great God Vatun was exposed and barbarian shamans and priests have begun to see that Iuz was behind it all, the Fists face more hostility and raids from their traditional foes, the eastern barbarians. No longer are these two uneasy allies. Having occupied Calbut and secured Thunder Pass is useful to the Fists, but keeping men in Tenh when they are needed to defend Stonefist against the barbarians is irksome. Many seek to go home, putting Tenh through one last ordeal of slaughter and pillage before they go. In the interim, many are restless and bored, prone to drunkenness and mindless violence against the Tenhas. [WGR4 - 67] [A] many-sided war began in Tenh, involving the mutually hostile forces of Iuz, Stonehold, the Pale, and Tenha expatriates. The war goes on today. [LGG - 16] 590 CY The fleet from the Sea Barons had set sail three long years earlier and had not yet returned. Had they found Fireland? If they had, that is a tale for another day. But in truth, whether they had found Fireland or not, Fireland found Ratik. One day, much to Marners surprise, a longship from Fireland sailed into its port, its flanks scorched, its sails torn and tattered. In Marner, capital of Ratik, a lone long ship sailed into port in late 590 CY. The pale barbarians aboard the ship spoke a dialect of the Cold Tongue and claimed to be from a distant northeastern island called Fireland. They came with four other ships in search of help for an undisclosed problem facing their people; their other long ships were sunk by sea monsters or Ice Barbarian raiders. The aged explorer Korund of Ratik can supply maps and some information to anyone wishing to return to Fireland with these barbarians, but he is too infirm to travel and is growing senile as well. Frost Barbarians believe Firelanders are descended from sailers from the Thillonrian Peninsula who settled there centuries ago; the barbarians wish to establish contact with them. The glaciated land is called Fireland for its volcanoes, visible for many miles at night as red fountains in the sea. [TAB - 38] Ratik: Alain was not the only one to desire the freedom of the Bone March. Lady Evaleigh wishes the same, for her fathers city of Knurl is hard pressed and in need of succour. And in truth, war will continue between the Bone March and Ratik, as it must, for each cannot rest while the other exists. The Bone March shall never forgive Ratik or the Frost Barbarians for their incursions into its territory. In 590 CY, a full-scale assault over the Blemu Hills into Knurl was also attempted, but failed. Thus far, the defenses of the count have held firm, but he expects another wave of attacks this year. [LGG] Humanoid tribes and bandit gangs appear to be cooperating of late. Masked advisors were seen by spies in the councils of the orcs and gnolls at Spinecastle. Treasure seekers have entered the abandoned keep at Spinecastle, but few have returned alive. Without aid from Ratik, Count Dunstan of Knurl might ally with Ahlissa or North Kingdom to save his realm. [LGG - 37]
Ambassadors from the Scarlet Brotherhood were spied in Djekul. Ratik wants to expand the alliance against Bone March and North Kingdom to include the Snow Barbarians, but the Schnai will negotiate only with Lexnol. Agents of the Sea Barons have approached Evaleigh to gain access to Marner. A half-orc spy working for North Kingdom was discovered in Ratikhill but escaped. [LGG - 91] Frost Barbarians: Nobles from Ratik have great influence at court but are not always trusted. Scarlet Brotherhood agents are well received but bring strange news and promises. Merchants from the Lordship of the Isles have a growing presence, offering unusually generous trade deals that make some jarls suspicious. Hundgred's court is growing isolated from other northern barbarian nations. [LGG - 45]
Snow Barbarians: An intermittent war smolders with Stonehold. King Ingemar generously feasts and rewards his chaotic jarls to insure their loyalty. Frost Barbarian jarls also being feted to gain their friendship and influence; this is viewed as blatant bribery, but it works. The king receives Scarlet Brotherhood agents at court, but privately says he does not trust them. [LGG - 106]
Ice Barbarians: Royal hatred of the Scarlet Brotherhood grows, as does distrust of the Frost Barbarians. Stonehold accuses the Ice Barbarians of attacking Vlekstaad. There are secret parlays between the Snow and Ice Barbarians for raids against the Sea Barons and possibly the Lordship of the Isles. [LGG - 55] Stonefist: Rhelt Sevvord is the absolute master of these people, and his troops are expected to obey him without question. The punishment for disobedience is slow death, though the rhelt always rewards his loyal troops with plunder and captives. So far, Reword Redbeard has maintained his personal authority and become the most important figure in his nation's history since Stonefist himself. Still, many feel that his time has passed, and wait for a leader who will be strong enough to challenge him. [LGG - 109] Revenge is widely sought against the northern barbarians for the burning of Vlekstaad, but Iuz's forces are hated even more. Conspiracies are suspected between Iuz and several war band leaders to gain control of Stonehold. Murders of war band leaders (by their fellows) are on the rise. [LGG - 110] The Sea Baron Fleet returned from expedition across the Solnor. Ships from resource-hungry lands of the eastern Flanaess are striking out in search of trading partners, hoping to rebuild from the wars. The Sea Barons and the east coast city-states of Rel Astra, Ountsy, and Roland are now exploring the mini-continent of Hepmonaland, returning with fantastic tales and riches. (Many fall prey to disease, pirates, monsters, and privateers from the Scarlet Brotherhood and Lordship of the Isles, however.) Several major kingdoms full of new peoples are said to lie in this tropical land, some rumored to be at war with the slave-taking Brotherhood. [TAB - 38] The Sea Barons do not desire a permanent alliance with the Cities of the Solnor Compact, distrusting Drax's motives, but they feign friendship. The Sea Barons fear assassination or worse by the Scarlet Brotherhood, and treat with strangers in their lands harshly. Expeditions launched to the mysterious south in the last few years have returned with tales of fantastic wonders and riches. [LGG - 100] Rovers of the Barrens: The Rovers are a feeble folk now, but they still mount small raids into neighbouring lands. They spend most of their time hunting bear, wolf and northern deer. They fish the Icy Sea. They harvest pine and fur from the Forlorn Forest. They hunt deer and bison. They lay low. As they must. For they must rebuild their strength, as they did after the Battle of Opicm River. A secret alliance with the Wolf Nomads is being negotiated. Scouts are searching for survivors from the scattered war bands, including allied centaurs and elves. Horses are supplied to tribes loyal to new war sachem, Nakanwa. All forces of Iuz that hunt Rovers (including Grossfort) are closely watched, to be either avoided or destroyed. [LGG - 95] Iuz: Iuz retains a precarious hold on the East. The Bandit Kingdoms chaff under his rule. The remains of the Rovers of the Barrens and the remnents of Tenh strain against his rule. Stonehold has no love for Iuz, and he must resort to influence and stratagems to retain control when that does not appeal to his paranoid and visious self, whod rather rule by bane magics and brute force. Though some remain, the loss of the bulk of Iuz's fiends has resulted in low morale, revolts, and disorganization within an already chaotic regime. [LGG - 63] Now embroiled in what Furyondy has termed a "permanent and unalterable state of. war," Iuz's attention has been drawn to his southwestern border, perhaps at the expense of holding in Tenh, the Barrens, and the old Bandit Kingdoms. Though bereft of the bulk of his demonic aid, Iuz's armies are far more numerous than those of his enemies. They not only follow the Old One, but worship him, believing that to fail their infernal master is not only to fail their liege, but their god, as well. [LGG - 62,63] Did I not mention Vecna? How thoughtless of me. Last we saw of him, he was imprisoned in the Shadowfell after an epic battle with Iuz back in 581 CY. But, ever the paranoid soul, Vecna would never have lived as long as he had were he not a cagy one. He knew that one day he might be defeated. He knew that one day he might need a means of return. And he prepared for such a day. And that day had come. Hed been plotting. Hed been scheming. And he wanted revenge. Against Iuz. "No matter how powerful a being is, there exists a secret that can destroy him. In every heart is a seed of darkness hidden from all others; find that evil seed, and your enemies are undone. Strength and power come if you know and control what others dare not show. Never reveal all that you know, or your enemies will lake your seed, too." [LGG - 186] Despite Vecnas entrapment in the Demiplane of Dread, long-laid plans have come to fruition. In Vecnas quest to achieve full and permanent godhood, he instigated several alternative strategies in the millennia of his existence. Many of these designs have played out with little to recommend them, but elements of more sinister schemes continue to move unnoticed.
One such plan has promise at this point. Sometime during the span of years before his imprisonment, Vecna went to a lot of trouble secretly fabricating two tablets inscribed with a true dweomer in the Language Primeval. Then he buried them in a plausible archeological site. [
] Though any of a handful of demipowers would have served Vecnas purpose, the corpse king Iuz took the bait. Having stolen the tablets from their original discoverers several years ago, Iuz has slowly brought his considerable resources to bear on the tablets. The more Iuz learned, the more the ancient formula seemed, to him and all his divinatory means, an ancient dweomer of stupendous strength, whereby a demipower might bootstrap itself to full ascension! [
] The tablets lie. [Die Vecna Die - 2,3]
Iuz enacted the formula, and the formula drew the power from him, a conduit to Vecna, who then had the means to break free from the Shadowfell and emerge with the power of a greater god. Vecna then entered the city of Sigil, where he came perilously close to rearranging all existence to his whims. When Vecna was ejected from Sigil by a party of adventurers, Iuz was freed and Vecna returned to Oerth greatly reduced in power, though still a lesser god.
One must always give credit where credit is due. This History is made possible primarily by the Imaginings of Gary Gygax and his Old Guard, Lenard Lakofka among them, and the new old guards, Carl Sargant, James Ward, Roger E. Moore. And Erik Mona, Gary Holian, Sean Reynolds, Frederick Weining. The list is interminable. Thanks to Steven Wilson for his GREYCHRONDEX and to Keith Horsfield for his Chronological History of Eastern Oerik. Special thanks to Jason Zavoda for his compiled index, Greyhawkania, an invaluable research tool. Primary sources for this history were the DMG 1e, Ivid the Undying, WGR5 Iuz the Evil, WG8 The Fate of Istus, WGA4 Vecna Lives, Die Vecna Die, WGS2 Howl from the North, the Greyhawk Adventures hardcover, The World of Greyhawk Folio, and The World of Greyhawk Gold Box, Living Greyhawk Gazetteer, The Living Greyhawk Journals, Dragon Magazine.The Art: All art is wholly owned by the artists. Stillness-And-The-Fading by ardak Failed-Crusade by seven-tenth Vatun, by Ken Frank, from WGS2 Howl from the North, 1991 Tovag Baragu, by Ken Frank, WGA4 Vecna Lives!, 1990 Portrait-of-a-Rogue by kirin12090 Pirate-Wizard by kashivan Battle Looming by David Shong The Death of Alain IV, by Joel Biske, from Living Greyhawk Gazatteer, 2000 Ocean-Wind by nele-diel Arrival Again by David Shong Vecna by juliedillon
Sources: 1015 World of Greyhawk Boxed Set, 1983 1043 The City of Greyhawk Boxed Set, 1989 1064 From the Ashes Boxed Set, 1992 1068 Greyhawk Wars Boxed Set, 1991 2011A Dungeon Masters Guide, 1st Ed., 1979 2023 Greyhawk Adventures Hardback, 1988 2138 Book of Artifacts, 1993 9025 World of Greyhawk Folio, 1980 9253 WG8, Fate of Istus, 1989 9317 WGS1, The Five Shall be One, 1991 9337 WGS2, Howl from the North, 1991 9399 WGR 5, Iuz the Evil, 1993 9577 The Adventure Begins, 1998 9578 Players Guide to Greyhawk, 1998 11442 Bastion of Faith, 1999 11742 Gazetteer, 2000 11743 Living Greyhawk Gazetteer, 2000 Ivid the Undying, 1998 Dragon Magazine OJ Oerth Journal, appearing on Greyhawk Online LGJ et. al. Greychrondex, Wilson, Steven B. Greyhawkania, Jason Zavoda
The map of Anna B. Meyer Posted: 09-20-2021 06:09 pm NPC Oerthly Encounters Red Hanlan and Black Harris Part 4
Oerthly Encounters Red Hanlan and Black Harris Part 4#3 Salin, human male, (Level 6 Priest of Hextor) Str 16 Int 10 Wis 16 Con 15 Dex 12 Chr 12 HP 35, AL LE, AGE:24
Physical Description: Salin is a tall man, 6"3' with a slim sturdy build. He has a swarthy complexion and thick black hair. He has a fine network of scars over his entire body due to the practice of ritual scarring. It is part of the faith of Hextor as it was taught to him by his family and his temple. These scars form a very light spidery pattern covering his entire body. He continually adds to this with scars earned by his abilities and for participating in certain ceremonies. While to the uninitiated these scars are meaningless, they would tell a sage learned in the ways of this cult of the deity the story of Salin's life as a priest and disciple of Hextor.
Normally Salin only wears his black robes decorated with rings of grinning white skulls during ceremonies. During raids he wears a plain black robe and a white skull mask. Now he wears his robes of priesthood during raids, though he still uses the white skull-face mask. Beneath his robes he wears an enchanted shirt of chain and a steel skull cap under his mask.
In towns and villages he dresses as a fighter in his armor and plain, serviceable trousers.
Background: Salin is a Perrinlander by birth. His father, a mercenary, was a devotee of Hextor. Salin felt a strong calling toward Hextor and was accepted as a novice, swearing an oath of blood and steel on his 14th birthday.
Salin has only been a part of Black Harris' band for the last six months (still before the breakup with Red). He was recruited by Harris in the Principality of Ulek. Salin had been involved in a mission in the Pomarj and was reporting in to his superiors at the city of Gryrax. After hearing from a young mercenary devotee, Bismon, about Black Harris and consulting his superiors, Salin volunteered his services. While not a follower himself, Black Harris respects the powers of a cleric and the warlike nature of Hextor, and gladly brought Salin into his band.
Personality and attitude: Salin views Black Harris as a project and a potential warrior of Hextor. Red Hanlan never showed the proper respect, and his chaotic nature irritated Salin's sense of discipline. Then Salin came up with his plan, and introduced Tess, an agent of the temple, to throw discord into the friendship of these two men. Something has gone wrong. At first the plan went beyond his expectations, but Tess was supposed to assassinate Red Hanlan at her earliest opportunity. Now she seems to have gone rogue and become his partner and paramour. Salin desires the death of this traitoress with almost as much fervor as Black Harris. Her failure to complete his plan will be a mark, a physical mark, of shame.
Equipment: Spells 1st) Curse/Bless, Command, Cause/Cure lt.wnds, Dark/Light, Cause/Remove Fear. 2nd) Chant, Enthrall, Flame Blade, Hold Person, Spir.Hammer. 3rd) Animate Dead, Prayer, Pyrotechnics
Chainmail +2 Hammer of Pain: This Warhammer, usable only by those of an evil alignment, acts as a +2 weapon to hit and damage. 3 times every 24 hours its user can cause a jolt of pain which will stun an opponent for 1-3 rounds of combat (save vs rods and the victim will merely suffer a -2 on their chance to hit on the next combat round). There is a 10% chance that the pain will be inflicted upon the user every time this special ability is used (non-cumulative). Stunned victims cannot attack, cast spells, lose all dexterity bonuses and add 2 points to their AC (AC2 = AC4 while stunned)
Warhammer ( used for spiritual hammer spell, Salin keeps 2 a dozen of these among the pack animals.
Set of razor-edged knives and sharpening stone ( Salin will never use these as a weapon, they are for ritual scaring only)
Heavy War Horse : Blood, a dark reddish-brown coated stallion. Posted: 09-20-2021 10:03 am Clark Ashton Smith - Some Ideas and Descriptions from his Stories 1
Clark Ashton Smith - Some Ideas and Descriptions from his Stories 1
SPOILER WARNING! If you have not read this story TURN BACK NOW! or risk losing forever the unspoiled appreciation of Clark Ashton Smith's prose.
Originally Inspired by the rules and setting of the Astonishing Swordsmen and Sorcerers of Hyberborea boxed set and the discussion of the same on the OD&D Forum I started sifting through my collection of Clark Ashton Smith for ideas but Im currently gearing up for Greyhawk.
The Abominations of Yondo (This story first appeared in print in the April 1926 issue of Overland Monthly but the typescript is dated February 5th 1925)
Cactus-Forest [WD] Fungi, Monstrous [MON] Insects, Long-Legged [MON] Lake, Weird [RVR] Monstrous Thing [MON] Ong (Lion Headed) [Deity] Ong, Inquisitors of [ORG] Vipers, Pale-Green [MON] Yondo, Desert of [PLC]
Cactus-Forest Ong Ong, Inquistors of
"It was noon of a vernal day when I came forth from that interminable cactus-forest in which the inquisitors of Ong had left me, and saw at my feet the grey beginnings of Yondo."
Yondo, Desert of
"The sand of the desert of Yondo is not as the sand of other deserts; for Yondo lies nearest of all to the world's rim; and strange winds, blowing from a gulf no astronomer may hope to fathom, have sown its ruinous fields with the grey dust of corroding planets, the black ashes of extinguished suns. The dark orb-like mountains which rise from its pitted and wrinkled plain are not all its own, for some are fallen asteroids half-buried in that abysmal sand. Things have crept in from nether space, whose incursion is forbid by watchful gods of all proper and well-ordered lands; but there are no such gods in Yondo, where live the hoary genii of stars abolished, and decrepit demons left homeless by the destruction of their antiquated hells."
Cactus-Forest Fungi, Monstrous Vipers, Pale-Green
"...in that fantastic wood, I had found no token or memory of spring; and the swollen, fulvous, dying and half-rotten growths through which i had pushed my way, were like no other cacti; but bore shapes of abomination scarcely to be described. The very air was heavy with stagnant odors of decay; and leprous lichens mottled the black soil and russet vegetation with increasing frequency. Pale-green vipers lifted their heads from prostrate cactus-boles, and watched me with eyes of bright ochre that had no lids or pupils. These things had disquieted me for hours past; and I did not like the monstrous fungi, with hueless stems and nodding heads of poisonous mauve, which grew from sodden lips of fetid tarns; and the sinister ripples spreading and fading on the yellow water at my approach..."
Insects, Long-Legged
"I went forward, sinking at each step in a loathly softness, and followed by certain long-legged insects that I had met among the cacti. These insects were the color of a week-old corpse, and were as large as tarantulas; but when I turned and trod upon the foremost, a mephitic stench arose that was more nauseous even than their color."
Lake, Weird
"Topping one of the any mound-like ridges, I saw the waters of a weird lake, unfathomably dark and green as malachite, and set with bars of profulgent salt. These waters lay far beneath me in a cup-like basin; but almost at my feet on the wave-worn slopes were heaps of that ancient salt; and I knew that the lake was only the bitter and ebbing dregs of some former sea. Climbing down, I came to the dark waters, and began to lave my hands; but there was a sharp and corrosive sting in that immemorial brine, and I desisted quickly, preferring the desert dust that had wrapped about me like a slow shroud."
Monstrous Thing
"It was then that I heard a diabolic chuckle on the hillside above me. The sound began with a sharp abruptness that startled me beyond all reason, and continued endlessly, never varying its single note, like that mirth of some idiotic demon. I looked up, and saw the mouth of a dark cave, fanged with green stalactites, which I had not perceived before. The sound appeared to come from within this cave. ...with all the rapidity of nightmare, a monstrous Thing emerged. It had a pale, hairless, egg-shaped body, large as that of a gravid she-goat; and this body was mounted on nine long, wavering legs with many flanges, like the legs of some enormous spider. The creature ran past me to the water's edge; and I saw that there were no eyes in its oddly sloping face, but two knife-like ears rose high above its head, and a thin, wrinkled snout hung down across its mouth, whose flabby lips, parted in that eternal chuckle, revealed rows of bat's teeth."
In the few short pages of the Abominations of Yondo there is much more about the desert and its horrific denizens. Asteroid pits, ruined cities and ruined temples, mausoleums broke and surrounded by rotting cypresses. Shadow creatures, beckoning statues, vapors with the sickening odor of corruption, empty suits of armor marching across the desert, mummies of ancient kings ridden by ape-like demonic beasts with distorted bodies.
An obvious scenario idea is for the players to be driven through the mutated cactus-forest with the desert their only means of escape, but Yondo can be the setting for many adventures. The story is a description of Yondo's horrors but it hints at greater terrors and perhaps great rewards for those who would dare explore its shattered fanes and ruined necropoli.
My current inclination is to use this for inspiration with a Sea of Dust setting. I keep seeing the Sea of Dust as pure desolation, but this gets me thinking of a horrible poisoned land with fearsome abomination and bizarre ruins. Something with a great CAS or Lovecraftian influence. Posted: 09-19-2021 10:02 pm Clark Ashton Smith - Some Ideas and Descriptions from his Stories 1
Clark Ashton Smith - Some Ideas and Descriptions from his Stories 1
SPOILER WARNING! If you have not read this story TURN BACK NOW! or risk losing forever the unspoiled appreciation of Clark Ashton Smith's prose.
Originally Inspired by the rules and setting of the Astonishing Swordsmen and Sorcerers of Hyberborea boxed set and the discussion of the same on the OD&D Forum I started sifting through my collection of Clark Ashton Smith for ideas but Im currently gearing up for Greyhawk.
The Abominations of Yondo (This story first appeared in print in the April 1926 issue of Overland Monthly but the typescript is dated February 5th 1925)
Cactus-Forest [WD] Fungi, Monstrous [MON] Insects, Long-Legged [MON] Lake, Weird [RVR] Monstrous Thing [MON] Ong (Lion Headed) [Deity] Ong, Inquisitors of [ORG] Vipers, Pale-Green [MON] Yondo, Desert of [PLC]
Cactus-Forest Ong Ong, Inquistors of
"It was noon of a vernal day when I came forth from that interminable cactus-forest in which the inquisitors of Ong had left me, and saw at my feet the grey beginnings of Yondo."
Yondo, Desert of
"The sand of the desert of Yondo is not as the sand of other deserts; for Yondo lies nearest of all to the world's rim; and strange winds, blowing from a gulf no astronomer may hope to fathom, have sown its ruinous fields with the grey dust of corroding planets, the black ashes of extinguished suns. The dark orb-like mountains which rise from its pitted and wrinkled plain are not all its own, for some are fallen asteroids half-buried in that abysmal sand. Things have crept in from nether space, whose incursion is forbid by watchful gods of all proper and well-ordered lands; but there are no such gods in Yondo, where live the hoary genii of stars abolished, and decrepit demons left homeless by the destruction of their antiquated hells."
Cactus-Forest Fungi, Monstrous Vipers, Pale-Green
"...in that fantastic wood, I had found no token or memory of spring; and the swollen, fulvous, dying and half-rotten growths through which i had pushed my way, were like no other cacti; but bore shapes of abomination scarcely to be described. The very air was heavy with stagnant odors of decay; and leprous lichens mottled the black soil and russet vegetation with increasing frequency. Pale-green vipers lifted their heads from prostrate cactus-boles, and watched me with eyes of bright ochre that had no lids or pupils. These things had disquieted me for hours past; and I did not like the monstrous fungi, with hueless stems and nodding heads of poisonous mauve, which grew from sodden lips of fetid tarns; and the sinister ripples spreading and fading on the yellow water at my approach..."
Insects, Long-Legged
"I went forward, sinking at each step in a loathly softness, and followed by certain long-legged insects that I had met among the cacti. These insects were the color of a week-old corpse, and were as large as tarantulas; but when I turned and trod upon the foremost, a mephitic stench arose that was more nauseous even than their color."
Lake, Weird
"Topping one of the any mound-like ridges, I saw the waters of a weird lake, unfathomably dark and green as malachite, and set with bars of profulgent salt. These waters lay far beneath me in a cup-like basin; but almost at my feet on the wave-worn slopes were heaps of that ancient salt; and I knew that the lake was only the bitter and ebbing dregs of some former sea. Climbing down, I came to the dark waters, and began to lave my hands; but there was a sharp and corrosive sting in that immemorial brine, and I desisted quickly, preferring the desert dust that had wrapped about me like a slow shroud."
Monstrous Thing
"It was then that I heard a diabolic chuckle on the hillside above me. The sound began with a sharp abruptness that startled me beyond all reason, and continued endlessly, never varying its single note, like that mirth of some idiotic demon. I looked up, and saw the mouth of a dark cave, fanged with green stalactites, which I had not perceived before. The sound appeared to come from within this cave. ...with all the rapidity of nightmare, a monstrous Thing emerged. It had a pale, hairless, egg-shaped body, large as that of a gravid she-goat; and this body was mounted on nine long, wavering legs with many flanges, like the legs of some enormous spider. The creature ran past me to the water's edge; and I saw that there were no eyes in its oddly sloping face, but two knife-like ears rose high above its head, and a thin, wrinkled snout hung down across its mouth, whose flabby lips, parted in that eternal chuckle, revealed rows of bat's teeth."
In the few short pages of the Abominations of Yondo there is much more about the desert and its horrific denizens. Asteroid pits, ruined cities and ruined temples, mausoleums broke and surrounded by rotting cypresses. Shadow creatures, beckoning statues, vapors with the sickening odor of corruption, empty suits of armor marching across the desert, mummies of ancient kings ridden by ape-like demonic beasts with distorted bodies.
An obvious scenario idea is for the players to be driven through the mutated cactus-forest with the desert their only means of escape, but Yondo can be the setting for many adventures. The story is a description of Yondo's horrors but it hints at greater terrors and perhaps great rewards for those who would dare explore its shattered fanes and ruined necropoli.
My current inclination is to use this for inspiration with a Sea of Dust setting. I keep seeing the Sea of Dust as pure desolation, but this gets me thinking of a horrible poisoned land with fearsome abomination and bizarre ruins. Something with a great CAS or Lovecraftian influence. Posted: 09-18-2021 03:45 pm Red Hanlan and Black Harris Part 3
Red Hanlan and Black Harris Part 3#2 Falil, human male, (Level 4 Magic User) Lyndos' aid Int 17 Dex 16 HP11, AL NE, AGE 35
Physical Description: Falil is short 5"4', dark haired, fullbearded and stout. He is surprising quick and agile. He has an intricate tattoo on his forearm. It contains in code the words which will activate the magic wand he carries. He has a terrible memory.
He wears a black hood on raids, just a simple black cloth bag with eye and nose holes cut into it. Over his normal old brown robe he wears a large black cape.
Background: Falil is the son of a Sterich merchant. His only interest was in magic and since he showed noaptitude for the family business he was apprenticed to a local mage of minor power. While studying with the mage a magical construct went awry killing the mage and the two other apprentices. Falil was accused of their murder but was actually innocent. He fled and was found by Black Harris sleeping along the bank of the Javan river. At the urging of Lyndos they spared the apprentice mage. Under the vigorous tutelage of Lyndos, Falil has proven to be an apt student, handy with languages and copying scrolls.
Personality and attitude: Falil is devoted to Lyndos. He is a lazy unassuming character who would liked to have simply lived out his life on his father's estate.
Equipment: Falil is able to memorize 1 less spell/ level than he would be allowed for his intelligence. He knows only those spells which Lyndos will teach him. He has no spell book of his own but normally has memorized; Sleep, Magic Missile & Invisibility
Sling 20 steel bullets Wand of Magic Missiles (12 charges) Mule, Henry Posted: 09-18-2021 12:03 pm The Hunters Market Verbobonc part 1
The Hunters Market Verbobonc Part 1
Verbobonc is a busy trading town . Goods come downriver from as far away as Ket and the Barrier Peaks or Highfolk and the Yatil Mountains. Merchants come to Verbobonc to buy the goods before they reach Dyvers or the City of Greyhawk where the prices are the highest.
Hunters and adventurers gather the skins, hides and saleable parts and meat but must sell to the town guilds and merchants rather than selling from a stall in the market.
This is a price and parts list by creature for the going rate of undamaged, unrotted monster/animal parts paid by the Verbobonc merchants to unlicensed hunters and adventurers. Skinning salvageable parts from monsters and animals is a basic skill and easily learned if a bit messy.
Alligator, Giant - Head 5gp with teeth - Hide 1gp per 5ft square undamaged section of the heavy back, sides and neck - Skin 1sp per 1ft square undamaged section of Underbelly - Teeth 1sp per tooth
Ankheg - Chitin 1gp per 5ft square undamaged section. - Eyes 5gp per pair
Ant, Giant - Antenna 50cp each - Chitin 10cp per 1ft square section
Ape, Carnivorous (Very Rare in the Viscounty of Verbobonc [VoV]) - Head 5gp for complete head (1gp if damaged ir missing fangs) - Hide 10gp for relatively complete upper body - Teeth 1gp per F fng
Baboon (Very Rare in the VoV) - Head 1gp for complete head - Teeth 1sp per fang
Badger - Pelt 1sp
Badger, Giant - Pelt 3sp
Basilisk (The merchants in Verbobonc can handle about a half-a-dozen basilisk sales per month. More than that and the price they will pay will drop dramatically) - Blood 1gp per quart - Brain 25gp - Eyes 100gp per eye - Head 250gp with eyes - Hide 10gp per 1ft square undamaged section - Heart 25gp - Horn 100gp - Teeth 10gp per tooth
Bear, Black - Claws 1 sp each - Meat 25cp per pound - Skin 1gp
Bear, Brown - Claws 1sp each - Meat 25cp per pound - Skin 2gp
Bear, Cave - Claws 3sp Each - Meat 50cp per pound - Skin 10gp
Beaver - Pelt 25sp
Beaver, Giant - Pelt 10gp
Beetle, Giant - Bombardier - Chitin 1gp per 1ft square section - Vapor Gland 10gp
Beetle, Giant - Boring - Brain 5gp - Chitin 1gp per 1ft square
Beetle, Giant - Fire - Chitin 2gp per 1ft square - Glands 5gp each
Beetle, Giant - Stag - Chitin 1gp per 1ft square - Horn 1gp
Beholder (Although Beholder carcases are sought after it may take time for VoV merchants to get buyers from Dyvers or Greyhawk, or further abroad) - Body the generally undamaged body of a Beholder is worth from 5,000 to 10,000gp - Central Eye 500 to 1,000gp - Eyestalks 500 to 1,000gp each
Black Pudding - Ash 1sp per pound
Blink Dog - Hide 100gp - Living Pups 1,000gp to 2,000gp
Boar - Heart 50cp - Hide 1sp - Meat - 1cp per pound
Bugbear - Head 5sp bounty - Head (rare pumpkin head) 10gp - Heart 1sp - Hide 10sp
Bulette (Merchants in VoV can handle at most two carcases a month though after 1 month they can set up buyers for up to 2 dozen more bodies) - Body 5,000gp to 10,000gp - Chitin 500gp per 5ft square plate - Head 500gp to 1,000gp - Heart 500gp - Hide Underbelly 500gp for complete underbelly - Limbs 250gp per limb
Carrion Crawler (Merchants in VoV can handles around a dozen bodies a month. More than that an the price will drop) - Body 250gp for complete body - Head 200gp - Tentacles 25gp each Posted: 09-17-2021 01:41 pm I'm published!
Although I'm likely known for my History of Oerth posts, I'm deviating from the norm to announce weird and wonderful news. I'm published! I've been writing for years, and have completed two novels and a handful of short stories, none of which could be considered Fantasy, or even speculative in any shape or form. I wrote contemporary stories, and turn of the century novels, one set in Timmins, my hometown, in the year of its birth, and the other a faux history of my great grandfather's supposed experiences in the Great War. I say "supposed history" because he never once spoke about his experiences while in uniform. This is not to say that I'm not acquainted with fantasy or Dungeons and Dragons, because I most certainly am. I read science fiction when I began reading, and then Lord of the Rings in my early years of high school. I picked up Gary Gygax's "Gord" of Greyhawk novels, and the original Dragonlance trilogies as they came out. I must say that I tired of the Forgotten Realms novels rather quickly, even as I continued to buy and read them for many years. I preferred the Black Company series to them. Time passed, my friends who played D&D moved away, and the game slipped into the past. That's likely a similar story to many readers of this blog. I swapped fantasy for classics and histories and literary novels like Hemingway and Fitzgerald and Faulkner, and a host on Canadiana I won't bore you with since you've likely never heard of Findley and Robertson and so many other Canadian authors, and there I stayed until relatively recently, when the nostalgia bug hit me. I was "lured" back to D&D by a friend at work. We played for about a year, then not as we had a hard time finding players not on shiftwork, or inclined to play with a couple of middle-aged old farts. But the desire remained. I browsed my old modules, and felt the tingle of nostalgia. 5e was fine, it's good in fact, but it was those old books of my glory years that brought on those feelings of love and longing. I've a reverence for those old books. That's probably the memory of the love of old friends, but there you have it. I got the bug, and began watching YouTube videos of Matt Colville, Seth Skorkowsky, RPGmodsFan, Critical Role, captcorajus, and AJ Pickett. I also watched a few streams too, like Lord Gosumba's game and Return to the Bandit Kingdoms and the like. And then Legends and Lore, where I was inspired by a number of Greyhawk contributors who'd never lost the love of that old setting. I thought that maybe I could take a stab at contributing to the Greyhawk community, too. So, I began a blog. But I had to delve deep into all those old sourcebooks to refamiliarize myself with Greyhawk. Did I really know it, back then? Not really. It was intimidating. It seemed so much work to flesh it all out, when I leafed through its pages. So I created my own stuff, doing exactly what Gary Gygax wanted me to do with the Greyhawk setting; the funny thing is that my homebrew world was almost identical to Ratik and the North Kingdom and the Thillonrian Peninsula. Was I having a Freudian moment when I was brewing it? Maybe. Long story short, I submitted some of my stuff to Greyhawk Online, and I soon saw my work posted on a website that was not my blog. Then the unthinkable happened: they asked me to contribute to the Oerth Journal. My deadline? About 2 weeks. I ought to have panicked. I'd never written fantasy before. But I didn't. I had 1400 words of a short story written within a few hours. And a 1st draft a few days later. I rewrote. I refined. I had a few people read it and make suggestions. Actually, only one person made suggestions. I completed the last rewrite and sent it in for rejection. But they did not reject it. They published it! Wonders never cease. So, here it is! I give to you my first published work of worry (we writers are a particularly self-denigrating sort, always convinced that no one will actually like what we've done). But don't just read my story; there's lots of creative material within. And don't stop there, download all 31 issues if you're a fan of that wonderful old setting. You must be. You're reading a blog called "Greyhawk Musings," after all.
Posted: 09-17-2021 11:17 am Encounter - The Body of a Dwarf
Encounter - The Body of a Dwarf
While this encounter can be used in practically any dungeon setting it is meant for a low level dungeon set in the Kron Hills on the edge of the Lortmils. The ruins of a dwarven outpost will be the first in the discovery of a long since conquered and destroyed dwarven fortress city which once ruled over the mountains and highlands before the coming of the Flan. The dwarf is a local mountain dwarf named Galleb and if his body is returned to his clan and especially his silver coin the players will be received kindly by them. Search parties of mountain dwarves are in the area looking for him hoping to find him aliv, but alas... 1) The body of a dwarf.
This dwarf's body is sitting against a section of wall (against a fountain, door, etc...) with both feet splayed out and his head, covered in a dark bristle of short hair, is leaning forward with his chin resting on his chainmail clad chest. The players will need to see if he is sleeping, though the wide pool of dried blood surrounding him points to a different kind of rest. If he is touched his body falls over on its side with a dull thud (unless the body is prevented from doing so).
If the players are observant they will notice a silver coin drop from his mouth (it was placed there after his death as a token of respect and is meant to pay his entrance the caverns of the dead). His body has not been looted.
There is a steel helmet beside him that has taken a serious dent (and another dent can be found on the dwarf. It was this crushing blow that killed him).
He is an average-sized dwarven warrior (meaning he is broad-shouldered and barrel-chested). He appears to have been dead for some time since his blood is dried and his flesh a bit green-tinged and withered. Surprisingly there is little rot about him and he smells no worse than most living dwarven warriors. No creatures or even insects have touched his body.
What can be found on or near him.
Armor: 1) Steel helm; badly dented (cannot be used till dent is hammered out). 2) Chainmail; patched and repaired but serviceable. Sized for an average dwarf. 3) Boots; leather - These boots are enchanted and allow the wearer to move silently. They are sized for a dwarf with average feet.
Weapons: 1) One-Handed war-axe in good repair. Sized for a dwarf (short handled) enchanted. (adds a positive modifier to hit and damage). 2) Dagger
Items: 1) Belt with 6 pouches 1a) Tinderbox 1b) Coins - 16gp, 23sp, 5cp 1c) Canteen - water laced with dwarven whiskey 1d) 2 silver tubes. 2 empty, 1 scroll of heal light wounds (in dwarven) 1e) a silk cloth wrapped around a steel framed hand-sized mirror 1f) a cloth bag containing 2 dozen small glass marbles 2) Silver Birth Coin near body - this will radiate a sense of well-being to anyone touching it. The coin is simply a normal silver coin but removing it from the dwarf's body will cause it to generate a feeling of wrongness, slight at first, that increases the further distance away from the body it travels. This feeling will afflict the possessor even if the coin is abandoned and only placing it back against the dwarves corpse will relieve this feeling. The coin is very ancient belonging to the old dwarven kingdom of the Lortmils and is now given out as a luck piece when a dwarven child is born.
3) Pants, cloth shirt, underwear, all common place and slightly soiled. Posted: 09-16-2021 12:53 pm NPC - Perricard Weaponsmith
NPC - Perricard Weaponsmith
The art of crafting enchanted weapons is rare. Surprising to some it is a craft come originally from the Dwarvensmiths of old. As dwarves are not known to be often spellweavers it seems strange to many that there is the renown for enchanted blades and armor. Their craftsmen seem to be able to enchant many things but it is their weaponsmiths that are renowned.
Perricard isn't a dwarf. He is a human late of Furyondy and a great enchanter of swords. Their are spells at his command but a deeper knowledge of blades he is said to have gained among the ruins of a dwarven kingdom in the Lortmils. Perhaps this is why he has moved to Verbobonc.
Gnomes do not like Perricard and he is not welcome in the Kron Hills. Currently he is hiring adventurers to return to the Lortmils and seek out that dwarven ruin, but what he searches for he has told none. Posted: 09-16-2021 11:18 am History of Oerth, Part 10: Of The Fog of War
Iuz was loose upon the land. But he was not alone. The Horned Society had risen in his absence. Banditry had sprung up as prolific as spring flowers across the breadth of the north. The sun that had once shone across the Great Kingdom had set, and in its twilight, that once celestial nation lay in disarray, riven by schemes and betrayal. Orcs had sundered the Bone March. The high seas of the Solnor Coast were beset with conflict and piracy. And those east of the Rakers found themselves ever more isolated.
574 CY The Fruztii consulted with Ratik concerning what wonders may be hidden within their mountains, eager to see whether the lore of their skalds was to be found in the dusty tomes the southerners worshiped so. So, Ratik consulted the Library in Marner, and those sages and wizards employed there, and within those dusty tomes they exhumed references to lost cities of the Flan, to ancient relics of the dwerfolk, and to sunken cities of the Solnor Sea. And of course, they dug up references to dragons and the hordes they amassed. All these they brought to the attention of the Fruztii, and the Fruztii listened with great interest. And armed with this knowledge, the Fruztii and those of Ratik brave enough to accompany them, they climbed into the Griffs and the Corusks in search of such things.
The History of The Ice-Shard Tome While searching for the lair of a white dragon, the barbarians chanced upon an illusion-cloaked dungeon entrance and ventured inside. There they fought evil, cold-dwelling creatures and passed through strange areas of chilling, life-sapping vapor. Finally, they reached a great ice-encrusted chamber. While the intruders were busy digging out a chest from the ice, their activity awakened the dungeons most dangerous guardian: a massive automaton fashionedso swear the barbariansof steel-hard ice. Although the golem slew two of their number, the barbarians were ultimately triumphant and claimed the icy dungeons treasures as their own. Among the hoard was the book that was to become known as the Ice-Shard Tome. Of the books owner there was no sign. [Dragon #243 - 89, by Anthony Nixon and David Head.] The Frost Barbarians were distrustful of wizardly magic and eager to sell what came to be known as the Ice-Shard Tome upon returning from their expedition into the Corusk Mountains to Crylandren, a wizard of Marner. He copied what he wished from the book before selling it, and over the next few years, the Ice-Shard Tome was sighted variously in Rel Astra, Rauxes, and Rel Mord, moving ever deeper into central Flanaess. On its journey the tome acquired both its popular title and a sinister reputation.
575 CY Where the Schnai sent promises and warriors to support the Fruztii front lines as a rear guard within the Bluefang-Kelton Pass, Ratik did one better. Although already hard pressed in the south with the orcs and gnolls, they understood that they must also secure their north, so, they sent battle hardened troops to stand shoulder to shoulder with their northern kin. The Fists came, as they knew they must, and they came with ogres and orcs and gnolls, and the alliance held the pass against them. But holding the pass was not enough. Securing it was essential, as was securing the lands north of it.
The Battle of Kelten Pass, as the Fist called it, only severed to divide the Atamans of Stonefist. Were it not for Vleks iron rule, the Hold might have fallen into strife. The Coltens, despite generations of servitude to the invaders, have slowly emerged as a competing form of leadership, offering their method of election of the most popular warrior as an alternative to the Rite of Battle Fitness. So many aspiring leaders were slain in the often useless raids of the latter method that its proponents have grown scarce. When Ratik and the Fruztii made peace, the subsequent battles for the Kelten Pass brought several telling defeats to fists led by the descendant warband leaders. The Hold was then divided between those who followed the laws laid down by Vlek Col Vlekzed, and those who claimed that Stonefists methods are no longer appropriate and the Coltens Feodality should be restored. The nomads and settlers west and around the Frozen River championed the ways of Stonefist. The population around Kelten and the Hraak Forest wished to establish new forms of leadership. [Dragon #57 - 13]
The successful alliance of the Barony of Ratik and the Frost Barbarians has caused much consternation in Bone March. A joint Ratik-Fruztii army wreaked havoc within the March after the signing. Leaders of the humanoids have determined that the northern alliance must be dissolved. [WoGG - 29]
576-582 CY The alliance between Ratik and the Frost Barbarians was mutually beneficial. Not only had they begun to secure the Fruztiis northern pass, they had begun to make gains against the Bone March to the south, too. But at a cost. They were small nations, their resources were limited, and were the orcs not soundly defeated, and soon, they knew all might be lost. The humanoids so soundly defeated in the campaign of 575 were again raiding over the border, and the gnomes of the Lofthills (west of Loftwood) were being continually besieged. Losses from the campaigns in Bone March and with the Frost Barbarians could be replaced by mercenaries and volunteers from foreign lands only. [Dragon #57 - 14]
The Frost Barbarians had not turned their backs on their cousins, the Schnai and Cruski, for they had common cause. They each hated the Hold of Stonefist, as did their distant cousins, the Zeai, the whaling Sea Barbarians who dwelt upon the far Brink Isles and Tusking Strand, east of the Black Ice. And the Snow and Ice Barbarians shared common cause against the North Province and Sea Barons, for life was harsh upon the Thillonrian Peninsula, and thought their seas were plentiful, their slim growing season could not support them. The Schnai noticed their Fruztii cousins absence from the seas. And they saw their cousins increased reliance upon Luxnor of Ratik. But they were not worried. Let them break themselves upon the Fists and the Bone March, the Schnai said. They will weaken beyond recovery, and will be forever under our suzerainty when Ratik finally fell, for fall it must, in the end. And in the Fruztiis absence, the Schnai increased their raids on the Great Kingdom, knowing that they neednt share the spoils with them. The Schnai werent the only ones to note the Fruztiis increased presence in the northeastern theatre. Tenh had heard of the Frost Barbarians alliance with Ratik, and theyd heard of their joint strike into the Bluefang-Kelten Pass, and they sent emissaries to treat with them, for, as they explained to them, we have common cause against the Fists of Stonehold, and the Fruztii listened.
576 CY Bonded by blood, and having shed blood to protect one another, the Fruztii and Ratik ratified their bond in the eyes of both their gods, for they knew that their only hope of their standing against their enemies, they would need to stand as one. This symbolic parchment was endorsed and blessed by the gods of both Ratik and Fruztii, and the superstitious Frost Barbarians place great store in its safety. [WoGG - 29]
577 CY Bellport grew tired of the repeated raids by the Schnai, and demanded the protection due them as a city of the North Province and the Great Kingdom. Lord Captain Aldusc was dispatched from Asperdi of the Sea Barons with a squadron of warships and troops to do just that. The warships are now reported to be operating along the coast. Included are no fewer than six large galleys and perhaps a score of other war ships. The troops were divided after landing into main [joining Herzog Grenell] and reserve [defending Bellport's landward approaches] groups. [Dragon #63 - 15]
Although the Schnai had not raided as far and as often as the Fruztii had in their days of glory, they were no strangers to such things; indeed, they were the most accomplished of seafarers, and they were truly as fierce as their cousins, as were the Cruski. They increased their raids, and their longships swept down the coast, striking the North Province and the Baronial Isles both, luring those who chased them or sought to stop them far out to sea where they could lose them with ease. But not all were so lucky. Some raiders were met and actions were fought; some slipped through, some turned elsewhere. Reportedly a squadron of seven Schnai longships were set upon whilst sinking the hulks of two provincial merchants, the vessels Marntig and Solos. Guided by the smoke and flames, a flotilla of Baronial warships surprised the barbarians. Three of the Schnai were rammed and sunk. In hand-to-hand action, the flagship of the barbarians fleet was captured, but the three remaining longships escaped after jettisoning all of their captured cargo. In hand-to-hand action, the flagship of the barbarians' fleet was captured. Jarl Froztilth, leader of the Schnai, many of his men, and the captured ship were all taken to Asperdi. News of this success was said to have greatly heartened the Herzog. [Dragon #63 - 16]
The Schnai recalled how once they and the Fruztii were the terror of the seas, and they wished the southerners to fear them so again. So, the Schnai treated with their cousins, the Cruski. And the Cruski were glad to treat with them, for the Schnai held what was theirs. The Schnai gave up the lands south of Glot along the east coast [and] the Cruski regained their southern harbors. This made the raids into North Province and the Isles of the Sea Barons all the easier next year, and most of the able-bodied men were away on those journeys when the warbands of Stonefist (now Stonehold) rode into the tundra which the King of Cruski claimed. The few wandering tribes of Coltens there welcomed the invaders, while surviving Cruskii headed east as quickly as possible. The returning warriors were enraged at the boldness of the invasion. [Dragon #57 - 14] The History of the Ice-Shard Tome
Crylandrens corpse was found shortly after selling the Ice-Shard Tome, his corpse frozen, his veins reputedly filled with ice. The windows to his study were thrown open, despite that winter being the bitterest in living memory. Rumors persist that the tome is under some kind of curse, that a powerful, extraplanar mage has been tracking the book, slaying those who have handled it, but always failing to possess it himself. A list of similar deaths follow in its wake, always grisly, if never substantiated. [Dragon #243 - 89]
578 CY Despite his youth, King Ralff II of the Fruztii understood subjugation. His people had turned to their cousins to the east in their hour of need and found the duplicitous hand of the perfidious Schnai. The Schnai had lent their support. Yes, they had. But that help came at a cost: suzerainty. The Fruztii had lost their governance. Indeed, theyd lost their pride. Once, they were the terror of the Solnor Sea. Now, they were a subjugated people. The Shnai commanded them, calling their commands guidance. They had learned their lessons well from the diplomats of Shar, long ago. No more, he thought. He extended his hand to Ratik and theyd taken it, and theyd been true to their words. Theyd stood side by side with his people when the tribes of Schnai had not. And so, he turned to Ratik again: Train my people, he said, and when he sent the pride of their youth to Marner, the Archbaron not only trained them in the modern art of War, he equipped them for such. And so, when Ralff looked again to the East, he understood that he had kin there, he had obligations there, but he also understood that he had no friend there. The Fruztii sent raiding bands to sea with the Schnai, but due to careful urgings, numbers of mercenary troops also moved southward into Ratik and joined the Barons troops there. These Fruztii returned with knowledge of organized warfare and good-quality arms and armor and formed the core of a new standing army organized by King Ralff II in 578. The four companies of foot and one troop of horse actively patrolled and brought most of the realm under order. Chief men and nobles not raiding were prevailed upon to contribute men to patrol their own territories, so that by the end of the year, the frequency of banditry and humanoid raiding bands had been reduced to an all-time low. Even the high country around the head of the Jenelrad River was peaceful, and its Jarl swore an oath of fealty to Ralff. Without actually declaring independence from Schnai overlordship, the King of Fruzti showed that he was again capable of fielding an army capable of either defending his territory or taking anothers. The Schnai conveniently ignored the resurgence, probably hoping that the involvement in Ratik would again reduce the Frost Barbarians to vassal status. [Dragon #57 - 14]
Battle of the Loftwood Their expedition into Bluefang-Kelten Pass thus far successful, the Ratik-Frutzii alliance turned their attention south, their aim to destroy the humanoid forces under the Vile Rune orcs of the Bone March.
The manpower pool of the Archbarony was totally dry in 577. Because of the relatively good relations between the Fruztii and Ratik, the woodsmen and elven warders of the Timberway were moved south to the Loftwood, and new recruits were formed into units of light troops called the Volunteer Borderers. [...] The usefulness of the new Volunteer Borderers was proved in the summer of 578 when one of this formations patrols discovered that the orc tribe of the Vile Rune was indeed moving northward. In addition to 5,000 tribe members, the force had 2,000 goblins, 1,000 norkers and xvarts, and 1,000 hobgoblins, orgrilIons, gnolls, and ogres. With this detestable agglomeration were nearly 2,000 bandits and brigands serving as mercenaries. Its forerunners were worgmounted goblins, a handful of whom were slain to obtain the intelligence. Thus alerted, the Marshal of the Archbarony laid a trap which the unsuspecting invaders blundered into. The humanoid horde moved north along the fringe of the Loftwood where it butts against the hills. At the northern terminus of the trees there awaited the full army of Ratik, its numbers made to appear three times greater by magical means. The gnomes held the western (hillside) flank, while the light forester troops and elves formed the other arm of the U, well concealed in the dense timber. The Battle of the Loftwood saw considerable magical competitions in addition to the standard hand-to-hand combat between the strongest fighters on the opposing forces. The real fighting was between the masses of troops, however, and this was fierce in the extreme. At one point, a score of foreign volunteers saved the day because their leader, Queg, a Fruztii, had prepared an extensive ambush with rocks, tree trunks, pits, and trees to set fire to. This action turned back 250 or more hobgoblins, killing or wounding half of them, so that the flank of the Archbarons army couldnt be turned. Simultaneously, the gnomes on the left flank were nearly broken by a rush of gnolls, bandits, and goblins, and were saved only by the superb slinging of a flanking group of the Hillrunners and the innate tenacity of the gnomes themselves. Finally, the scale was tipped by an attack on the right (of the orc horde) by the elves and foresters. The humanoid invading force broke and fled, and in the rout there was a great slaughter. [Dragon #57 - 14,15]
Seuvord Redbeard saw dissention among his Atamans, and knew he had to suppress it. He knew that he could not afford to be embroiled in a civil war. His nation was surrounded by enemies: The Rovers were once again increasing in strength to the west, and raids into those Barrens were far more perilous than they had been short years before. And except by all but the strongest of efforts, the passes to Tenh and Fruztii were closed to him. Were civil war to divide his lands, those enemies were sure to fall upon them and destroy them. He needed to unite his people. He also wished his own line to retain the Mastership of the Hold as a hereditary right, so he called a great council at Purmill, with promise safe conduct for all who attended. The Atamans were dubious. And they had right to be. Vlek had promised the very same, and look what happened to the Coltens? They came, but they came with a show of strength. With spears extended, and hands upon the pommels of their swords. In CY 578, shortly after Tenh had coronated its new Duke, the Master of the Hold became Rhelt Seuvord I of Stonehold. Several of his cousins took ill from a mysterious flux shortly after the coronation, and about a dozen others were reported fleeing into the Griff Mountains with a small band of loyal followers. [Dragon #57 - 14]
Magic is not the only force that can wreak havoc. Those of the Old Faith can tell you that those who dismiss the forces the natural world do so at their peril. Nature can and will do more damage than mere wizards, indeed, most wizards, arcane or divine. Those who live in the shadow of smoking volcanoes can attest to such, as can those who live on the banks of rivers, and the sea
. Hurricane "Ivid" is one such reminder. It ravaged the Solnor Coast, crippling the Sea Barons majesty over the sea lanes of the north. Trade ground to a halt. So did piracy, for that matter. But that was the least of the coastal settlements concerns, as they fled before Ivids landing. [Most] people [of the Sea Barons] recall this three-day storm, which some laughingly called "Hurricane Ivid." [Ivid - 90] 579 CY Baron Lexnols heir, Alain IV, marries Lady Evaleigh, the daughter of the count of Knurl.
In 579 CY, Lexnol's only son, Alain IV, the heir to the throne of the archbarony, married Lady Evaleigh, the daughter of the count of Knurl. The county was the only surviving province of Bone March, and the union was arranged to improve the lot of both realms. [LGG] Alain acquired the dream of uniting Ratik and Bone March, but failed to convince the king of the Frost Barbarians of his plan to drive out the nonhuman tribes. Many whispered that Alain was encouraged in these ambitions by his step-family, particularly the count of Knurl, whose position between Bone March, North Province, and Nyrond was grossly precarious. In certain agreement were the immigrants from Bone March, who were driven from their lands by the invaders. [LGG - 91] The Ratik-Fraztii alliance cleared the Kelten Pass to the Hold of Stonefist, pressing the Fists back, but not taking the town of Kelten. Rhelt Seuvord rallied his forces, pushing the Fruztii back into the Griff Mountains.
580 CY The Bone March was displeased. Had the Fruztii not allied with Ratik, theyd have surely overwhelmed the little nation. Ratik could only fortify and man so many passes and still secure the wide expanse of the Loftwoods. If only the pact could be broken. To break the alliance between Ratik and the Fruztii, the Bone March conspired with the North Province, for they could not enter Marner undetected. Thus, the Seal of Alliance stolen from Ratik's Baronial Vault. In 580 CY, intruders from Bone March attempted an audacious act of treachery by stealing the Seal of Marner, an object blessed by the gods of the Suel barbarians that was the symbol of the new Northern Alliance. The plot was foiled when the raiding party was captured in Kalmar Pass before making it back to Spinecastle with their prize. [LGG - 36,37] [But] not before news of the theft drove a small wedge between the Fruztii and Ratikans. [LGG - 91]
One must always give credit where credit is due. This History is made possible primarily by the Imaginings of Gary Gygax and his Old Guard, Lenard Lakofka among them, and the new old guards, Carl Sargant, James Ward, Roger E. Moore. And Erik Mona, Gary Holian, Sean Reynolds, Frederick Weining. The list is interminable. Thanks to Steven Wilson for his GREYCHRONDEX and to Keith Horsfield for his Chronological History of Eastern Oerik. Special thanks to Jason Zavoda for his compiled index, Greyhawkania, an invaluable research tool. Primary sources for this history were the DMG 1e, Ivid the Undying, WGR5 Iuz the Evil, WG8 The Fate of Istus, the Greyhawk Adventures hardcover, The World of Greyhawk Folio, and The World of Greyhawk Gold Box, Living Greyhawk Gazetteer, The Living Greyhawk Journals, Dragon Magazine 57, 63, 243.
The Art: All art is wholly owned by the artists. Viking Repose by sebmckinnon Snow by all-my-life-i-dream Medieval-Knight by lijinbo78 Vikings by kristmiha North-war by castaguer93
Sources: 1015 World of Greyhawk Boxed Set, 1983 1064 From the Ashes Boxed Set, 1992 1068 Greyhawk Wars Boxed Set, 1991 2011A Dungeon Masters Guide, 1st Ed., 1979 9025 World of Greyhawk Folio, 1980 11743 Living Greyhawk Gazetteer, 2000 Dragon 57, 63, 243 LGJ et. al. Greychrondex, Wilson, Steven B. Greyhawkania, Jason Zavoda
The map of Anna B. Meyer Posted: 09-16-2021 08:34 am Gygax's letter from AlarumsandExcursions #2
Gygax's letter from AlarumsandExcursions #2 Dear Lee;
Hello! and our thanks for the two copies of A&E. Brian Blume takes care of SR, and he immediately made off with one copy of your zine, so you can rest assured of the trade arrangement.
It certainly is a good feeling to have so many persons enjoying something one had a hand in creating. I have been a sf and fantasy fan since age 12, a wargame enthusiast since age 10 and began designing and writing about 1965. The games and rules are fairly successful these days, but I have yet to sell a sf or fantasy story, and that will be my next real project -- in a year or so when I have time to rewrite my favorite fantasy novel in hopes of something more than the usual rejection slips.
In case you don't know the history of D&D, it all began with the fantasy rules in CHAINMAIL. Dave A. took those rules and changed them into a prototype of what is now D&D. When I played in his "Blackmoor" campaign I fell in love with the new concept and expanded and changed his 20 or so pages of hand-written "rules" into about 100 ms. pages. Dave's group and ours here in Lake Geneva then began eager and enthusiastic play-testing, and the result was the D&D game in January of 1974. It is an ongoing game, as the GREYHAWK booklet shows, and when Dave hands me the ms. for BLACKMOOR I am sure that there will be more alternatives yet. I have personally worked out enough material lately to do still another supplement, and the heaps of material sent in by fans would certainly fill another -- besides providing a good bit of material for publication in SR. So as long as players desire, TSR will continue to provide more D&D goodies (although my partners bemoan the fact that this tends to deprive the historical end of out operation.)
If you have seen WAR OF THE WIZARDS, you are aware of how imaginative and creative a man Professor M.A.R. Barker is. We have arranged, finally, to publish his masterwork, EMPIRE OF THE PETAL THRONE. Professor Barker has been at work on his fantasy world creation for something like 40 years! It shows in his work. I hardly know where to begin in describing EPT. First, I must liken the whole of the Professor's work to JRRT's (and I understand that Professor Barker has a novel which he hopes to complete soon!). The whole of the game EMPIRE OF THE PETAL THRONE is perfectly thought-out and logically structured. Its form was influenced by D&D (and I am greatly flattered about that) although its author had been testing various other forms prior to the publication of D&D.
I will not describe the world of 'PETAL THRONE, for Professor Barker does that himself, far better than I could hope to, in his game. Suffice it to say that we have spared no expense to do it justice when TSR publishes it. The box will be about 9" x 12" with a full-color illustration of the city of BeySy on the cover. The Professor is also one heck of an illustrator, and he did that map in a medieval style with building erections, larger-than-life figures of men, and so forth. In addition to a rules book (about the same number of words as D&D, possibly quite a few more) done in two-column, 3 1/2 x 11 size with a plastic ring binding so it will open flat to any section, there will be three full-color, plasticized mapboards (similar to the one found in STAR PROBE). Two are the map of the world, and the other is the city of Jakala. The first two are done with permission, on SPI hex maps, while the latter is done on a slightly smaller hex grid. The unfortunate part is what the whole will cost -- the $20 price range -- but we plan to make the separate parts available so that much cash won't have to be laid out all at once. We expect the work to be available by 15 July.
We also have a wonderful "parlor" version of D&D dungeon adventures coming up fairly soon -- great for when there are only non-addicts to play games with, for the family, or when there is only an hour or two for play. The game is well done, and its components are top-quality, and we expect it to be popular for many reasons -- not the least of which is it will help D&D enthusiasts demonstrate to the uninitiated why they love fantasy games.
I sang through both of the tunes in "Music to Loot Dungeons By". Good show!
There seems to be considerable confusion amongst your contributors -- particularly those who tend to be in a flap about incomplete or unpalatable solutions (to them) of D&D rules/questions/problems. The game is complex and complicated. When it was released, it was by no means in a final (or even polished) form, but were we to sit on it for another few years in order to get it that way? Can a broad fantasy game ever be finished? Of course we could not hold off publication, for it was too much fun to keep from others.
Dave and I disagree on how to handle any number of things, and both of our campaigns differ from the "rules" found in D&D. If the time ever comes when all aspects of fantasy are covered and the vast majority of its players agree on how the game should be played, D&D will have become staid and boring indeed. Sorry, but I don't believe that there is anything desirable in having various campaigns playing similarly to one another. D&D is supposed to offer a challenge to the imagination and to do so in many ways. Perhaps the most important is in regard to what the probabilities of a given situation are. If players know what all of the monster parameters are, what can be expected in a given situation, exactly what will happen to them if they perform thus and so, most of the charm of the game is gone. Frankly, the reason I enjoy playing in Dave Arneson's campaign is that I do not know his treatments of monsters and suchlike, so I must keep thinking and reasoning in order to "survive". Now, for example, if I made a proclamation from on high which suited Mr. Johnstone, it would certainly be quite unacceptable to hundreds or even thousands of other players. My answer is, and has always been, if you don't like the way I do it, change the bloody rules to suit yourself and your players. D&D enthusiasts are far too individualistic and imaginative a bunch to be in agreement, and I certainly refuse to play god for them -- except as a referee in my own campaign where they jolly well better toe the mark. Let us consider the magic-user question.
We allow magic-users to employ the number of spells shown on the table, so a 1st level m-u gets exactly one 1st level spell to use once before he must go back to his books and prepare to use the spell once again -- or a spell once again. To allow unlimited use of the spell is to make the m-u's too powerful. There is a better solution, of course; one I have been aware of since the first. That is to utilize a point system based on the m-u's basic abilities and his or her level. Spell cost is then taken as a function of the spell and the circumstances in which it is cast and possibly how much force is put into the spell. All that would have required a great deal of space and been far more complex to handle, so I opted for the simple solution.
Again, as a case in point, Ted Johnstone says I have trouble telling which rules are so completely obvious that he doesn't need to explain them. That, dear friends, is a statement which could only be made by someone who has never authored a set of rules or a game! Many of the rules which are completely obvious to me are totally obscure to others. I can say in complete truthfulness that I have had to explain each and every section of the rules to some players, either in person or by letter.
I desire variance in interpretation and, as long as I am editor of the TSR line and its magazine, I will do my utmost to see that there is as little trend towards standardization as possible. Each campaign should be a "variant", and there is no "official interpretation" from me or anyone else. If a game of "Dungeons and Beavers" suits a group, all I say is more power to them, for every fine referee runs his own variant of D&D anyway.
I recall that I told Bob Sacks that in Greyhawk we do not have existing religions included, for this is a touchy area. We have such groups as "The Church of the Latter Day Great Old Ones," Church of Crom, Scientist", "Brethren of St. Cuthbert of the Cudgle", and so on. Gods sometimes intervene. There are some artifacts and the like which aid clerics. In general, however, clerics are powerful enough without much aid, for they have quite a few advantages and work up very quickly. Fighters are really the ones whom everyone should be irate about, for they have the hardest time of it, if not backed up by other classes or by lots of other fighters or blessed with the most powerful of magic gear.
How does one use gunpowder weapons in the confined spaces of the dungeon? What happens to ears? Blackmoor has some gunpowder usage but the filthy stuff won't work in Greyhawk's world.
By the way, a score of 18 is only the usual top limit for humans in Greyhawk. We have monsters with intelligence scores well over 18, and one player is about to work out a deal which will jump his to not less than 19.
Please inform Ted that I too subscribe to the slogan "D&D is too important to leave to Gary Gygax." Gosh and golly! Whoever said anything else. However, pal, best remember that it is far too good to leave to you or any other individual or little group either! It now belongs to the thousands of players enjoying it worldwide, most of whom will probably never hear of you or your opinions unless you get them into THE STRATEGIC REVIEW. As soon as we can manage it, we intend to have expand SR, publish bimonthly and include a letter column.
Thanks again for sending A&E. It was most enjoyable. Watch out though, that it doesn't start D&D down the road of DIPLOMACY fandom with its constant feuds, bickering, invective, etc. Now tell the fellows to pick on Dave Arneson awhile -- after all he had as much to do with the whole mess as I did!
Regards, E. Gary Gygax
Posted: 09-15-2021 05:58 pm The Best Free Premium Link Generator For 2021 If you're tired with paying for files to be downloaded online from file hosting sites & other sites, a Premium link Generator lets you skip the fees for hosting & filing & download your files instead by generating a Premium download link for free. Our web site is simple to navigate & all of our services are free. Our sophisticated leech scripts will instantly download your file to our server. You don't need a premium account to download the file. The linked files will be uploaded on our server, and then delivered to you at the highest speed, without ads speed throttle, hourly or daily limits. Select a file hosting service to be able to make an exclusive link by using a file sharing web site such as nitroflare.com A web-site for file hosting is an online web hosting service that is specifically designed to store user information and user files on a server. As a typical user, after you have accessed or downloaded files from your file hosting web site, you are then allowed to give or refuse this access to others. Usually, there will be an annual fee charged by you. Most file hosting sites allow unlimited download & sharing. The files are saved on the servers either owned or lease by the website hosting the files itself. Downloading from a website hosting files is simple to do, since you need to visit a site that offers you the software or program that allows you to download indefinitely for a specific cost. Most of these software applications & services are available free of charge. You can download the Rapid Downloader free to speed up your online downloads. Users of web browsers make use of this type of download program to speed up downloads. There are sites for file hosting that offer you a no-cost space to store your files. For every gigabyte of files uploaded and download, you'll get a free space for you to save your files on the web. It is recommended that you upload files every day or weekly to maximize the use of your storage space. This will ensure that you maximize the use of the space you have. File hosting gives you the freedom to upload unlimited numbers of files to your site. For each file you upload, you will have to pay an uploader's cost. Uploading files is typically done using an FTP program. For example, if I needed to upload a 50 gigabyte data file then I'd use my web browser & connect to the FTP application I am using. Once I am connected, I can transfer the file through this program & then view the data that resulted on my monitor or with any other player for media. Another feature provided by these websites is file sharing. It lets you share your files with others. No need to sign up for a free account. Individual users would find it simpler to upload files one at a time one, and then share them with friends via FTP or email. Posted: 09-15-2021 02:10 pm Spell - Gremorley's Portal
Spell - Gremorley's Portal
The mage Gremorley, a sneaky, cunniving and untrustworthy enchanter developed this spell from looted spellbooks of a powerful Suel thaumaturge Y'sn El'et who lived during the age of the Imperium.
Using a bar of pure gold enchanted with the blood of a dragon (the type of which will influence the type of gateway opened) Gremorley learned to inscribe a certain set of forgotten runes in a precise geometric pattern. The Sage P. Greco is said to have found the translation of these runes through painstaking and arcane research and it is to him that those wishing to employ the portal should consult.
The spell creates a man-sized opening between dimensions which allows both access and egress to either side like a gate standing open. The dangers of such a portal should be immediately apparent. Luckily the duration of the portal is limited. It is said to be effective from either dimension but it cannot be canceled or dispelled as it is a rift between the dimensions which must heal itself rather than an ongoing magical effect. Posted: 09-14-2021 03:39 pm Regional Products of the Flanaess - Cloth and Fur Regional Products of the Flanaess - Cloth and Fur Blue = Fur Red = Cloth
As can be seen the origional resource map shows a strong interconnection between areas exporting fur (almost all the northern realms with the exception of Blackmoor and the Snow Barbarians. The same is reasonably true regarding cloth production and export.
Fur in this case can be guessed at as referring to heavy winter furs rather than the inclusion of pelts, skins or hides.
Cloth production and especially exportation seems much more questionable. It is so widespread that it makes me wonder who is buying the exports?
Posted: 09-13-2021 05:06 pm History of Oerth, Part 9: Of A Rumour of War
The Great Kingdom has all but collapsed under the weight of its own wickedness. New powers have taken to the field in the wake of its collapse, each eager to snap up what is unclaimed. But in the absence of law and order, chaos has risen. Evil is sweeping the land. Two names will enter the fray: Iuz and Ivid, and the Flanaess will fall into such tyanny as it had not known since the name Vecna was whispered by those under the weal of his Occluded Empire.
505 CY King Avras of Furyondy took note of the doings of Iuz, for what king wouldnt be concerned about the rise of Evil on his border. The Vesve was already hard pressed by this Iuz, as orcs and hobgoblins bearing Iuzs mark had penetrated their canopy and were laying waste to all they encountered. Avras mustered his troops and sent them north. But even as they engaged his vile forces, the armies of Iuz had already begun to break apart. For Iuz was not to be found. And it was his tyranny that had held them together. But neither Furyondy nor Vesve was directly involved in the banishment of Iuz, generally dated to 505 CY. [WGR5 Iuz the Evil - 3]
St. Cuthbert of the Cudgel has been allowed to strike against Iuz, when his avatar assisted those imprisoning Iuz in 505 CY. That St. Cuthbert would wish to fight Iuz is not unexpected. Of the "martial" [...] Powers, Heironeous has his great struggle with his hated brother Hextor [....] But St. Cuthbert is a doughty, tough fighter, and he hates Iuz's [...] nature. That he was allowed to strike against the Old One is surprising. He could only have done so if [the other] Powers agreed to this, for all Powers must agree to such an action. Istus could tell us that Incabulus cared not, but Nerull's croaking voice was decisive in giving permission. [WGR5 - 6]
Other blows beset [Iuz]. His mother offended Graz'zt, who drew her to the Abyss and imprisoned her there; Iuz's growing alliance with Zuggtmoy, tanar'ri Lady of Fungi, never had the chance to grow to fruition. Within Iuz's own lands, many factions struggled for power when their master left. Tanar'ri and gehreleth came to odds with each other and decided to leave the barren lands to their own fate. Orcs and evil humans began to squabble and fight. Chaos reigned, and the good folk of Furyondy and the Vesve breathed a sigh of relief. [WGR5 - 3]
511 CY Evil was on the rise across the lands. It rose from the marshes and fens just as it had flowed out of the mountains, unexpected, and en masse. What stirred the trolls so, none can say, though the name Iuz was whispered more than once. Its the Old One, they said, nodding knowingly. But Iuz was imprisoned, as those privy to such information knew, so it couldnt have been him. Other names were whispered alongside his: Keraptis, for one, for all the Tenha know it, and all expect him to return.
Battle of Dour Prentess Dour Pentress was so named because of a spectacular siege-battle there in 511 CY when over two thousand trolls surrounded the castle, cutting it off from supplies in a Troll Winter, for a period of over three months before it was relieved. [WGR5 - 70]
513 CY Despite Iuzs absence, Evil flourished everywhere in the North. A new force rose up and took the name of The Horned Society, a foul haven of deviltry. And like Iuz before them, they had designs on the North. But first, they must gather their forces were there plans to come to fruition. Deprived of their lord [Iuz], the euroz and jebli armies massing on Furyondy's borders rapidly dissolved. The barbarous creatures fought the regents of Iuz and won for themselves the east and west shores of Whyestil Lake. East of the lake, savage chieftains and unscrupulous humans founded the Horned Society. [Chronological History of Eastern Oerik, by Keith Horsfield]
| The Horned Society |
515 CY The Horned Society sought to make great gains in Iuzs absence, and indeed, so did the petty despotic fiefs that were once under Iuzs heel. They each and all sought to expand south, for that was where the riches lay, and that was where the yet untapped sources of slaves lay. But they could not march south, not whilst the Nomads and the Rovers were ever a nuisance to them, raiding across the Cold Marches and Howling Hills. So, they put aside their differences and gathered as one and marched north to put an end to that nuisance, once and for all. The Nomads and Rovers darted in and out of their armies reach, and revelled in their early successes, but as those armies marched ever north and as the Barrens open to their maneuvers were ever squeezed smaller, they had no choice but to turn and fight. The inevitable battle did not go well for the Rovers. They were all but massacred at the Battle of Opicm River. The Nomads were more fortunate. They did not have the Icy Sea and the Corusks blocking their flight. They did not have the Fists of the Stonehold at their back, either. They broke into smaller bands and slipped away into the vast expanse of the northern plains and the tangles of the Boreal Forests and vanished as though they were one with the wind and trees. At the great battle of Opicm River, the might or the Rovers of the Barrens gathered to war upon a combined host from the land of luz and the newly formed Homed Society. The wardog soldiers and light cavalry of the Rovers were decimated and scattered, and many of their chieftains were slain. Perhaps three or four clans of but a few tribes each are all that now remain of the force which once sent the tumans of the Wolf Nomads flying back across the Dulsi without their gray-tailed banners. [Greyhawk Gold Box] There were those who remained loyal to Iuz, though, for they knew the Old One could return, would return. They knew they must survive were they to be of use to their absent master when he did, so, they feigned allegiance, and added their strength to that gathering, their aim to placate those who would otherwise take His lands, and as they seemed lend aide, they held back, all the while watching their foes weaken their selves. They bided their time, and waited.
520 CY To the east, those upon the Thillonian Peninsula had little concern for the doings of those across the Griff Mountains, excepting those few Fists who managed to cross those imposing peaks. Their relative security aside, they understood that one day those Evils to the West might come; so, they searched for what uncharted passes might be hidden from them. And they searched for fabled Skrellingshald, for the elder wives wove tales of the wonders that one might find there. But where was it? None could say, but the fancy tales told of a becalmed climate and rich soils and steeply walled, easily defended, paths to it. That in itself made it worth seeking out. But did it ever actually exist? Or was it just the grist of fancy tales? Most scoffed. It was just the stuff of fancy, they said. But there were those who thought differently. Theres a kernel of truth in even the wildest of fables, they believed, and so, they shouldered packs and girded themselves for the great dangers that lurked within those peaks. And of those who did, few returned. Hradji Beartooth was one who had. He returned with wonders and curiosities and what they hoped was a tale to tell. They expected him to gather the clan around the hearth and regale them with the tale of his exploits and heroism. But he didnt speak on it. Not to a single soul. And neither did those whod staggered out of those lofty mountains with him.
What, youve never heard of Skrellingshald? Maybe you have, for Skellingshald is what the northern barbarians called that long forgotten city of Tostenhca. Hradji returned later that year with a diminished following and with a greatly increased wealth which consisted largely of [
] golden spheres. He quite naturally refused to disclose the location of the mountain, as he planned to gather a stronger force for the next season and return with still greater booty. Unfortunately, Hradji and the majority of his men died within the year, some of them as soon as they arrived home. What is more, all those who had any prolonged contact with the gold similarly sickened and died. Hradjis heir disposed of the hoard by trading it to merchant interests in the Great Kingdom, and reputedly the curse still circulates as the coin of that land, although this last may be a tale fabricated to weaken the Emperors currency. [GA - 93]
c.550 CY In truth, Hradji Beartooth, although as ever distrustful of magic as all Fruztii, had braved the dangers of the Griff Mountains because he knew his people might need a haven, and that they sorely needed what wonders Skrellingshald might have wielded to keep them safe those eons past, for the Fruztii had been greatly weakened by the Battle of Shamblefield, and were a shadow of their former selves. Not so the Schnai. They had not spent themselves against the shields of the south. They had taken to the seas instead. And so, when the Fists of the Stonehold had swept out from the Griff Mountains, the Frutzii had little choice but to treat with their cousins to the East. Help us fortify the passes, they pled. And the Schnai were only too willing to help. They sent warriors to strengthen the Bluefang-Kelten Pass. But not so many as did the Fruztii, for they sent longships to Krakenheim to protect their poor cousins from what retaliation might come from the Great Kingdoms North Province and the fleets of the Sea Barons. And the Fruztii found themselves under the suzerainty of the Schnai. Their king was but a puppet. And they chaffed under their cousins rule. While the Fruztii were historically the most persistent in their raids upon the Aerdy, the Schnai explored the seas and the northern isles. Their discovery of Fireland during the early years of Fruztii raids southward was a great distraction. Rather than seek conquest in the Flanaess, they chose to explore the Lesser and Greater Isles of Fire, while they built settlements on the more habitable islands of Sfirta and Berhodt. They would inevitably return home with tales of monsters and giants, and of treasures almost obtained. [LGG - 16]
555 CY The turmoil in the Great Kingdom settled once Ivid V was crowned Overking. But much to the displeasure of the Scarlet Brotherhood, the new Overking banished all foreign advisors from the courts of his nation. The Brotherhood had lost its foothold in Suundi, so they took measures that they hoped would distract the Overking. Indeed, they hoped for far more than that. 6071 SD
558 CY The Scarlet Brotherhood set out to stir up trouble for the Great Kingdom. They sent agents into the Rakers and whispered into the ears of the Euroz, the Kell, the Eiger, and others, to encourage the orcs and the gnolls there to raid the Bone March, for if Ivids attention was in the north, they might once again gain influence in the south. 6074 SD
559 CY Humanoids began raids into Bone March. These were limited in scope at first, for the orcs and gnolls did not fully trust the red-robed agents that whispered in their ears. They are not prepared, the whispers said. They look to the barbarians to the north and have not guarded against you, they said. But the orcs were cautious. For they knew not what these red-robed whisperers hoped to gain. And because they had heard the whispers of Men before, and knew that Men had always used their people to blunt the swords of their enemies with orcish blood. The gnolls were less cautious, for the whispers promised them blood, and they do so love the smell of it.
560 CY Finding resistance limited, the orcs and gnolls made more forays into Bone March, striking widely so as to keep the Marquis forces rushing to and froe across the breadth of his lands to defend against them, never once conceiving that the orcs were acting far more strategic than they ever had before. They were a savage species, after all.
561 CY The forces of Marquis Clement tired. And still the orcs came. And when the orcs found no resistance, the whisperers said, The time is ripe. He has not the strength to defeat you! The orcs still did not trust the whisperers from Shar, but they saw the truth in their words. And so the tribes flowed from their mountains into the Bone March and laid waste to all that stood against them. They flowed out into the Theocracy of the Pale, and into neighbouring Nyrond. They flowed out into Ratik. Because that was what the agents of Shar instructed them to do. But the greatest of their hosts spilled out onto the Bone March, for the agents of the Brotherhood knew that turmoil within the Great Kingdom was so great that it could not muster effective opposition. And because they had parleyed with Herzog Grace Grennell of The North Province, and he had promised to delay his defense. But also because theyd parlayed with others, far darker in purpose than Grennell. Thus, the orcs and the gnolls made great gains into the March in so little time. But not so in the Theocracy of the Pale, Nyrond, or Ratik, for there resistance was stiff, swift and sure.
563 CY The Bone March fell to the humanoids and all humans in that area were either enslaved or killed, Lord Clement among them, as he was held up within the walls of Spinecastle, waiting for succor from Ratik and the North Province, when it fell after a prolonged siege, virtually overnight. Survivors say that the orcs and gnolls had nothing to do with its fall, that it fell from within, that dark forces rose up from its very foundations, causing those within to throw open the gates in their haste to flee, and only then did the humanoids gain entry. It was the castles curse, they said, making some gesture they thought would ward off the Evil they said they saw that day. | Spinecastle |
The hordes did not hold the castle for long; for they too were struck by such horrors that drove them from its halls. While within, they were driven mad; and those that survived said that blood flowed from its walls, that rooms rippled and disappeared, and that they were induced to strike one another down. Retreating from Spinecastles horrors, they never again entered it. The Knight Protectors of the Bone March were overwhelmed by the hordes, and those who could fled to Ratik, bolstering the defenses of Ratikhill. This land fell to the horde of invaders [Euroz, Kell, Eiger and others], its lord slain, and its army slain or enslaved. Humans in the area were likewise enslaved or killed, and the whole territory is now ruled by one or more of the humanoid chiefs. [Chronological History of Eastern Oerik] The Euroz orcs and the gnolls continued to flow out of the Rakers, betraying and attacking the North Province in their blood frenzy, even as Spinecastle held out against them. Grennell expected as much and was prepared. He met them within the March, and drawing them into defensive redoubts, he slowed their advance, and then halted it altogether; and having done so, he parleyed with them and allied with them against Nyrond and Almor, for he believed that such a force could not be defeated until it had blunted itself against hard resolve, and he much rather it do so against that of other lands and not his. Then he would turn on the humanoids, and take their spoils as his own.
What did the Scarlet Brotherhood think about their success? They were elated. They were infuriated. The orcs slaughtered their agents along with all the other humans, for the orcs understood that those red-robed whisperers were not their friends. They understood that they were pawns in a greater game that was not their own. And they recognized the scent of slavery when they smelled it.
The Death Knight Lord Monduiz Dephaar made good use of the chaos that ensued, craving a kingdom for himself out of the lands surrounding his stronghold somewhere in the Blemu Hills in the wake of the collapse of the Bone March, and even now commands legions of humanoids and bandits, who call him Dreadlord of the Hills. Both Prince Grenell of the North Kingdom and the humanoids of Spinecastle gave the Dreadlord wide berth.
565 CY Ratik was in need of allies. Their most stalwart ally, Marquis Clement of the Bone March had fallen and his lands were in the thrall of orcs and ogres and Death Knights. Tenh was beset by Stonefist and the Theocracy of the Pale, and indeed, the Fists had raided Ratiks very north. Their only ally was the Theocracy of the Pale, if having a common enemy could necessitate their being allies, for the Theocracy was, if anything, hostile to all who werent blind adherents to the Faith of their Blinding Light, and the people of Ratik were not. But they were not entirely without hope. They had kin. Of a sort. The Fruztii had passed them by in their raiding. Why? Theyd been enemies once, after all. Because the Fruztii had kin within their domain, and their kin had become a people of Ratik. Marner gathered those elders of Fruztii descent and asked them, Will your brothers to the north treat with us? After much talk and deliberation, the elders agreed that the Frutzii would. The Fruztii wished to be free of the Schnai. They were beset upon by the Fists. And their strength had been broken upon the shield of the Great Kingdom.
But who? They chose Korund of Ulthek, for his mother was of Fruztii decent and his father was the Ward of the North. And Korund sailed north to visit his kin north of the Timberway. And with their aid, he secured a meeting in Djekul. And then in Krakenheim, where His Most Warlike Majesty, King Ralff listened carefully and was intrigued. Soon, Marner came to Krakenheim, and Krakenheim came to Marner. Where else might we find allies, His Valorous Prominence, Lexnol, the Lord Baron of Ratik asked. The Fruztii pondered this question. Fireland, they said.
In 565 CY, the explorer Korund of Ratik sailed with a number of barbarian friends to Fire-land, returning with a crude map made with respectable instruments and a bit of magic. From this, the Savant-Sage and I have concluded that Fire-land is a collection of islands. No single island is great enough to be a continent, though the largest might be the largest island on Oerth. The whole surface area of Fire-land would likely cover less than one million square miles. We would so like to have a more accurate and recent assessment! [TAB - 11]
566 CY The Rovers may have been defeated by the Horned Society at the Battle of Opicm River, but they could still be a thorn in its side. Pride dictated that they spit in the face of defeat. Pride dictated that they regain their lost lands. They allied with the Weigweir and together, they began raiding northeastern edge of Fellreev. The young tribesmen who matured into warriors during the last two generations avoided their old battling and hunting grounds along the Fellreev Forest and the plains of the Dulsi, for they feared the might of luzs hordes. Instead, these nomads and woodland hunters withdrew to the steppes and other sites to the north and east. Their numbers increased, and they practiced their fighting skills against the men of the Hold of Stonefist and the savages and humanoids they met on raids into the Cold Marshes. Despite the difficulties of communication, the western tribes of the Rovers of the Barrens actually made alliances with the Wegwiur. In 566 CY there were a few light raids into the northeastern edge of the Fellreev. In a few years, wardog parties were reported in the forest west of Cold Run. [Dragon # 56 - 28] 570 CY Though few knew of it, Iuz had been freed from his imprisonment beneath Castle Greyhawk.
Whether this was by error or perhaps design on the part of Robilar, who secretly carried a pair of highly unusual dispelling magics about himself on that fateful day, sages cannot say. What is known is that at the moment of Iuz's being freed, Archmage Tenser arrived on the scene together with Bigby the mage and a powerful fighter going by the unlikely name of Neb Retnar. Tenser had learned of Robilar's plan, feared that Riggby was being duped, and came post haste to prevent their action. Tenser and his cohort began battling the freed, enraged demigod. Riggby at once aided the assault. Robilar and Quij considered flight and felt their chances would be best if they made odds of four against one into six against one. Iuz was very nearly destroyed in that conflict, escaping to the Abyss just before Bigby would have destroyed him with his infamous crushing hand spell. He left behind him a backwash of chaotic evil magic which altered the alignment of Retnar, left Riggby catatonic for days, and caved in a large part of Castle Greyhawk's deepest dungeon complexes. Since that time, Iuz has always protected himself with a carefully secreted soul gem hidden on an unknown, unbelievably well-guarded Abyssal plane. [WGR5 - 5]
He seethed. He raged. He could think of nothing but revenge. Against those whod imprisoned him, against that overblown pup Robilar whod tried to kill him, against Bigby who almost had. Indeed, against all of the Flanaess. And he was far more powerful than when Cuthbert had locked him away.
He returned to Dorakaa, and finding his fiefs disloyal, he exterminated most of the independent lords of the lands he still claimed as his own. Their bones, along with those other unfaithful he murdered, lengthened his Road of Skulls. After his release, Iuz was filled with a desire for vengeance and conquest. Sixty-five years of banishment had concentrated his mind wonderfully. With a savagery and cruelty allied to plans formed over many long years of thought, Iuz acted to gather together the warring bandits and humanoids of his land with an iron grip. He drew together his Boneheart, a Greater and Lesser circle of spellcasters, six in each echelon. His agents began to scour the Flanaess, seeking arcane evils and relics. Iuz readied his forces for a great war. [WGR5 - 3]
One must always give credit where credit is due. This History is made possible primarily by the Imaginings of Gary Gygax and his Old Guard, Lenard Lakofka among them, and the new old guards, Carl Sargant, James Ward, Roger E. Moore. And Erik Mona, Gary Holian, Sean Reynolds, Frederick Weining. The list is interminable. Thanks to Steven Wilson for his GREYCHRONDEX and to Keith Horsfield for his Chronological History of Eastern Oerik. Special thanks to Jason Zavoda for his compiled index, Greyhawkania, an invaluable research tool. Primary sources for this history were the DMG 1e, Ivid the Undying, WGR5 Iuz the Evil, WG8 The Fate of Istus, the Greyhawk Adventures hardcover, The World of Greyhawk Folio, and The World of Greyhawk Gold Box, Living Greyhawk Gazetteer, The Living Greyhawk Journals, Dragon Magazine 56, 293.
The Art All art is wholly owned by the artists. It's Medieval Time by kozivara knight-full-plate-armor Wallpaper Elsest Fortress by aikurisu Spinecastle, by Kalman Andrasofszky, Dragon 293 Viking by matejko77 Viking Metropolis by ourlak Iuz, Age of Conan
Sources: 1015 World of Greyhawk Boxed Set, 1983 1043 The City of Greyhawk Boxed Set, 1989 1064 From the Ashes Boxed Set, 1992 1068 Greyhawk Wars Boxed Set, 1991 2011A Dungeon Masters Guide, 1st Ed., 1979 2023 Greyhawk Adventures Hardback, 1988 9025 World of Greyhawk Folio, 1980 9386 WGR3, Rary the Traitor, 1992 9398 WGR4, The Marklands, 1993 9399 WGR 5, Iuz the Evil, 1993 11374 The Scarlet Brotherhood, 1999 11742 Gazetteer, 2000 11743 Living Greyhawk Gazetteer, 2000 WGR Ivid the Undying, 1998 Dragon 56, 293 OJ Oerth Journal, produced by the Council of Greyhawk, and appearing on their website LGJ et. al. Greychrondex, Wilson, Steven B. Greyhawkania, Jason Zavoda
The map of Anna B. Meyer Posted: 09-13-2021 10:37 am Regional Products of the Flanaess By Nation (Expanded)
Regional Products of the Flanaess By Nation (Expanded)From the map found in the 1983 World of Greyhawk boxed set (Pg#45 A Guide to the World of Greyhawk) depicting regional products we are given 15 symbols representing major exports of the various nations (2 symbols of which depict unknown products or that no major exports exist).
Cloth - (Almor, Bissel, Celene, Ekbir, Furyondy, Geoff, Gran March, Great Kindom, Medegia, North Province, Nyrond, Ulek Duchy, Urnst County, Yeomanry)
Copper - (Almor, Blackmoor, Geoff, Gran March, Great Kingdom, Ice Barbarians, Idee, Nyrond, Pale, Perrenland, Snow Barbarians, Ulek County, Veluna, Verbobonc, Wolf)
Electrum - (CoG, Iuz, North Province, Pomarj, Sterich, Sunndi, Ulek Duchy, Urnst Duchy)
Food - (Almor, Bissel, Celene, Ekbir, Frost Barbarians, Furyondy, Gran March, Great Kingdom, Idee, Medegia, North Province, Nyrond, Pale, Sea Princes, Shield Lands, South Province, Tenh, Tusmit, Ulek County, Ulek Duchy, Ulek Principality, Urnst County, Urnst Duchy, Veluna, Yeomanry, Zeif, Hepmomaland)
Furs - (Frost Barbarians, Ice Barbarians, Iuz, Ratik, Rovers, Stonefist, Tiger, Wolf)
Gems - (of 4 types) (Bissel I, Blackmoor II, Bone March I and II, Geoff I, Gran March III, Great Kingdom IV, CoG I-IV, Ice Barbarians I, Irongate II and III, Ket I and IV, Nyrond I and II, Onnwal III, Pale IV, Pomarj I and II, Ratik IV, Scarlet Brotherhood I and III and IV, Snow Barbarians I and II, Sterich II and III, Stonefist I, Sunndi II and IV, Tiger I, Ulek County I and II, Ulek Duchy, Ulek Principality II and IV, Ull II, Urnst Duchy Duchy, Verbobonc I-IV, Yeomanry II, Zeif III, Hepmonland ?)
Gold - (Bissel, Frost Barbarians, Furyondy, Geoff, Great Kingdom, CoG, Highfolk Town, Highfolk Valley, Idee, Pomarj, Ratik, Rovers, Scarlet Brotherhood, Sterich, Tusmit, Urnst County, Urnst Duchy, Veluna)
Ivory - (Blackmoor, Stonefist, Hepmonaland)
Lumber - (Hepmonaland)
Platinum - (CoG, Onnwal, Sunndi, Tenh, Urnst Duchy, Hepmonaland)
Silver - (Bandit Kingdoms, Bone March, Celene, Frost Barbarians, Geoff, Great Kingdom, CoG, Ket, Nyrond, Pomarj, South Province, Sterich, Stonefist, Tiger, Tusmit, Ulek County, Ulek Principality, Ull, Urnst Duchy, Veluna, Yeomanry)
Spices - (Lorship of the Isles, Scarlet Brotherhood, Hepmonaland)
Woods, Rare - (Highfolk Valley, Lorship of the Isles, Scarlet Brotherhood)
Most of the distributions seem a bit odd, for instance Hepmonaland alone produces Lumber for export. I propose to expand on the existing list of exports and include variations in type (in a different method than appears to be used for gems) and production level.
Here is an alphabetical listing of the nations and their resources.
Almor - (Food, Cloth, Copper) Bandit Kingdoms - (Silver) Bissel - (Food, Cloth, Gold, Gems I) Blackmoor - (Ivory, Copper, Gems II) Bone March - (Silver, Gems I and II) Celene - (Food, Cloth, Silver) Dyvers - (Shipbuilding Supplies - Not a Listed Export Product) Exbir - (Food, Cloth) Frost Barbarians - (Food, Fur, Silver, Gold) Furyondy - (Food, Cloth, Gold) Geoff - (Cloth, Copper, Silver, Gold, Gems I) Gran March - (Food, Cloth, Copper, Gems III) Great Kingdom - (Food, Cloth, Copper, Silver, Gold, Gems IV) Greyhawk, City of [CoG] - (Silver, Electrum, Gold, Platinum, Gems I-IV) Highfolk, Town - (Gold) Highfolk, Valley - (Gold, Rare Woods) Horned Society - Ice Barbarians - (Furs, Copper, Gems I) Idee - (Food, Copper, Gold) Irongate - (Gems II, III) Iuz - (Furs, Electrum) Keoland - (Food, Cloth, Gold, Gems III) Ket - (Silver, Gems I and IV) Lordship of the Isles - (Rare Woods, Spices) Medegia - (Food, Cloth) North Province - (Food, Cloth, Electrum) Nyrond - (Food, Cloth, Copper, Silver, Gems I and II) Onnwal - (Platinum, Gems III) Pale - (Food, Copper, Gems IV) Perrenland - (Copper) Paynims - Pomarj - (Silver, Electrum, Gold, Gems I and II) Ratik - (Shipbuilding Supplies - Not Listed as an Exported Resource, Furs, Gold, Gems IV) Rel Astra - Rovers - (Furs, Gold) Scarlet Brotherhood - (Rare Woods, Spices, Gold, Gems I and III and IV) Sea Barons - Sea Princes - (Food) Shield Lands - (Food) Snow Barbarians - (Copper, Gems I and II) South Province - (Food, Silver) Spindrift Isles - Sterich - (Silver, Electrum, Gold, Gems II and III) Stonefist - (Fur, Ivory, Silver, Gems I) Sunndi - (Electrum, Platinum, Gems II and IV) Tenh - (Food, Platinum) Tiger Nomads - (Fur, Silver, Gems I) Tusmit - (Food, Silver, Gold) Ulek County - (Food, Copper, Silver, Gems I and II) Ulek Duchy - (Food, Cloth, Electrum, Gems I and II) Ulek Principality - (Food, Silver, Gems II and IV) Ull - (Silver, Gems II) Urnst County - (Food, Cloth, Gold) Urnst Duchy - (Food, Silver, Electrum, Gold, Platinum, Gems I-IV) Valley of the Mage - Veluna - (Food, Copper, Silver, Gold) Verbobonc - (Copper, Gems I-IV) Wild Coast - Wolf Nomads - (Fur, Copper) Yeomanry - (Food, Cloth, Silver, Gem II) Zeif - (Food, Gem III) NOTE - Hepmonaland - While not a nation it is listed on the regional production map of exported goods - (Lumber, Food, Spices, Platinum, Gems ?, Ivory) Posted: 09-12-2021 11:37 am History of Oerth, Part 8: Of The Dissolution of the Great Kingdom
The Great Kingdom had waxed and waned, and it its waning, the western principalities declared their sovereignty, for in truth, they were already self-determining and self-governing. Others closer to its heart were soon to follow, for in its Turmoil Between Crowns the Great Kingdoms reach was surely foreshortened. And the Houses of the Celestial Circle, knowing this to be true, were plotting and maneuvering, but then again, when were they not? Why had the Great Kingdom fallen so? Had depravity outweighed morality? Had personal gain outstripped duty? Had Evil bettered Good? Its Houses schemed against one another, dread Death Knights had risen, and with them, the much-celebrated Knights Protector had fallen. Raids and piracy plagued her seas. And lesser races, when not actually serving the Malachite Throne, were snapping at the hand that had once kept them at bay, for they could smell its death on the wind. To make matters worse, a madman was set to soon sit upon the Malachite Throne.
The Houses used what tools were available to them in their intrigue. Rumours. Misdirection. Subterfuge. But there were other, more direct, means at their disposal, and they were not above or loathe to use them: the dirk and a dram of poison. Such crass deeds would always be hired out, of course. And only if they couldnt be traced back to them.
c. 300 CY The History of the Book of Darazell
This spellbook has a dark and evil historya legacy that mirrors the land from where it came, the blighted Kingdom of Aerdy. Its spells were first put to paper sometime in the 4th Century by the assassin-wizard Darazell. Little is known of the history of this evil mage save the infamous and rare spells he perfected, especially his trademark Darazells noose. Darazell met an ironic fate when he himself was assassinated by unknown hands, his body found slumped over his beloved spellbook. It is a puzzle to those who know his tale that such an efficient killer was taken unawares and murdered. It is sometimes said that Darazell knew rare rituals and had made a pact with a dark power, one that would allow him to rise in eternal undeath. Indeed, it is said that Darazell ordered his own assassination as the final stage of the ritual. [Dragon #243 - 92, by Anthony Nixon and David Head] Such deeds were not just the purview of the luminary Celestial Houses. They were used far and wide, albeit with less flair and plum, by those the luminaries deemed unsophisticated and savage. Although, those savages were usually more direct in their application. After all, once all their enemies were dead, what did they have to fear?
430 CY Some say that Vlek Col Vlekzed was a Rover, who after years of plundering the lands around his, had fled his lands for the northern peninsula, and with those Rovers and bandits who followed him, took the lands of the Colten Feodality for his own, having lured them to their deaths on the pretense that they were to treat and come to an accord of peace. Others contend that he, himself, was one of the Colten Atamans, and that he seized control of all their lands when he betrayed his peers, slaughtering them while they revelled in his Hold, besotted on his wine. Still others contend that he was from Tenh. Wherever he came from, and however he came to control the Atamans, he drew them into his fold, and collectively, they came to be known as the Hold of Stonefist. The inhabitants of the area, the Coltens Feodality, were tricked into negotiation with Vlek. These negotiators and their escorting force were slaughtered, the remainder of the Coltens host routed by surprise and ferocity, and Vlek settled down to rule over the whole territory. [Folio - 16] The Coltens folk had no place in this hierarchy, and many fled to the Hraak Forest, or beyond the Big Seal Bay and the northern thrust of the Corusks to dwell in the Taival Tundra, in the land of the Ice Barbarians). [LGG - 109]
c.440s-460s Torn by its turmoil, the Great Kingdom began to break apart. Beginning with the Viceroyalty of Ferrond, Veluna soon followed suit, Furyondy being less devout than she wished. Then Perranland. The Malachite Throne took no action against them, could up as it was in its own tribulations. But as the tapestry of state continued unravelling, it had little choice but to rise from its stupor, lest it lose the entirety of its lands. But try as it might, it could not stem the tide. The Iron League formed. Nyrond seceded. Alain II of Ratik declared his fief an arch-barony, not entirely willing to completely sever ties with the mother country, as yet. But in truth, he ruled Ratik as though it was indeed independent, as did the Marquis of Bone March. What choice did they have? The Crown was embroiled in what came to be known as the Turmoil Between Crowns, and it took no interest in the administration of its provinces.
446 CY Paradoxically, the disintegration of the Great Kingdom paused a while, despite a wretched change at its very crown. The House of Rax became decadent, self-absorbed, weak, and ineffectual. Petty nobles began to scheme, to openly flout the Overking's edicts, and to enact their own laws and pursue their own mean-minded grudges. It was only a matter of time before Rax was overthrown and a new tyrant installed as Overking and, in truth, many petty nobles were glad when it happened. After decades of pointless strife, it was almost a relief to have central power and authority again. However, few of them would have chosen Ivid I as their new master. No direct evidence links Ivid, ruler of the North Province at the time, with the assassination of the entire House of Rax in 446 CY. But Ivid ensured his ascension by the simple expedient of killing every other minor princeling who made a claim on the throne, and plenty more besides. Madness had gripped the Malachite Throne when Ivid I, scion of the House of Naelax, was proclaimed His Celestial Transcendency, Overking of Aerdy, and many knew it. The Malachite Throne became known as the "Fiend-seeing Throne." It was whispered that the House of Naelax had willingly entered into a pact with fiendslords of the infernal tanar'ria pact that would endure down all the generations of their descendants. A time of terror had begun. Blood would wash the feet and hands of the madman enthroned in Rauxes. Little wonder that further secessions beset his lands. Civil war erupted in the Great Kingdom. The North Province, now ruled by Ivid's nephew, soon established independence, as did the wily Herzog of Ahlissa in the the South Province. He allied himself with the seceding Iron League: the lands of Onnwal, Idee, Sunndi, and the Free City of Ironwall. The Holy Censor, High Priest to the Overking, sought freedom for the See of Medegia. Almor grew in strength and freedom, supported by Nyrond as a buffer state between itself and the declining power of Rauxes, although Ivid managed to drag it back under his influence in later years. Momentous change beset the Great Kingdom. Not until Ivid V ascended the Fiend-seeing Throne would the Great Kingdom appear to increase in might again. This would take a century to happen and also be ultimately a temporary hiccup in the terminal decline of Aerdy. If all eyes were on the Great Kingdom for decades after Ivid's rise, it would help explain why they missed seeing the rise of a new power far to the west and north. [FtAA - 4,5]
448 CY The isles of the Sea Barons had always been given a degree of autonomy not enjoyed by the Baronies of the mainland. Theyd been tasked by Overking Manshen in 102 CY to pacify the seas, to contain the Barbarians in the north, and to stamp out piracy in the south. They required freedom to do so, they said. They could not accomplish these tasks were they to account for each and every action, they said, citing the impossibility of their fleets to communicate with their home ports when they could be at sea for months at a time. Rauxes reluctantly agreed to their terms. But the crown made it abundantly clear that the Baronys autonomy in these matters was contingent on results. The Sea Barons agreed to the Thrones terms. They never truly succeeded in containing the Barbarians, but in 168 CY, they finally defeated the fleets of Duxchan, all but eliminating piracy in the south. But the Barony and the Overking had grown accustomed to reaping the spoils of captured pirate ships, thus the Crown bestowed writs of privateer to those ships sailing the Azure Sea against those vessels of the Iron League. The captains of the fleet were accustomed to keeping their own council as to who the foes of the Kingdom were, and long voyages without the oversight of the throne strengthened that sense of independence. Asea, and then in their home ports. In time, the authority over the seas was divided between the Sea Barons and the Lordships of the Isles. Never friendly, the two provinces became heated rivals, vying for control of trade routes. The Lordship were given the writs of privateer, and preyed upon merchant fleets, while the Sea Barons weathered the far more vicious conflict with the savage Barbarians during the raiding season. All that changed with the continued dissolution of the Kingdom. In 448 CY, the Sea Barons suddenly gained sole authority over naval pursuits in the eastern Great Kingdom, following the affiliation of the Lordship of the Isles with the Iron League. Overnight, the prince of Sulward and the baron of Asperdi became nemeses instead of rivals, with the Aerdi Sea as their field of battle. [LGG - 100]
450 CY Dunstan I of Nyrond realized that once The Great Kingdom stabilized, he would need allies. His borders must be secure. But mostly, he would need others to come to his aid in his time of need, should that time come, and who else would stand by him than those that had also recently seceded for the Malachite Thrones fierce rule. He called the Great Council of Rel Mord, and representatives from Almor, the Iron League, the Duchy of Urnst, and Greyhawk arrived to treat with him. There was a cost. He need withdraw Nyrondal troops from the Pale and the County of Urnst, for those who would ally with him would not do so if he too occupied lands not his, for they would not throw off the yoke of one Overking only to treat with another. They came to an accord, and roundly condemned the Great Kingdom. By 450 CY, Aerdy had survived two distinct civil wars. Ivid and his court had defeated their enemies in the aristocracy, and had entrenched themselves in the empire's political machine. With a stabilized foe, Dunstan realized in his old age that he still needed willing allies, should Aerdy take the offensive. In Harvester, he called the Great Council of Rel Mord. Delegates from every Nyrondal principality and subject state attended, as did representatives from Almor, the Iron League, the Duchy of Urnst, and even Greyhawk. After a month and a half of negotiation, Dunstan the Crafty withdrew Nyrondal troops from the Pale and the County of Urnst, and realigned the internal borders of his subject lands. Furthermore, he publicly threw his considerable support behind the Iron League, and rebuked the Great Kingdom of Aerdy as a "corpulent reanimated corpse, spreading contagion and sorrow to all that it touches." [LGG - 77,78]
From its Emancipation, The Theocracy of the Pale was not a tolerant land; indeed, it never had been. It chaffed under the lack of self-determination and freedom they themselves denied any who didnt proscribe to their narrow view: that was only one god, Pholtus, henceforth known as The Blinding Light, and that there was only one Truth and that was His. Nyrond saw otherwise, and had seen fit to exert their authority to that effect. The Theocracy determined that no other authority would supress their Truth again. They were the Chosen of The Blinding Light, selected by the god Himself, and governed by His priests. His Word was Law, and woe to those who deviated from His path. The Theocrat demanded that an Inquisition be enacted, heretics were rooted out, imprisoned and even slain. Those not of the faith were discouraged from entering their domain, lest they spread their false gods among the faithful. Judgement was always swift when under the Question, for the defendant was always considered Sinful until proven Innocent. Not all were pleased with the Council of Nine and its inquisition. A splinter group rebelled against Wintershiven, claiming that faith was a personal path, not to be interfered with by the State and the Council. The Council saw the matter differently. They swiftly put down the heretical clerics with a division of the army personally led by three members of the council. And thus the Church Militant was born, the paramilitary body of warrior priests responsible for ensuring the purity of doctrine and safeguarding church properties, especially the Basilica of the Blinding Light. They and the Council did not always see eye to eye.
467-469 CY Plague swept the lands, beginning in Rookroost and fanning out faster than a man could run. It arrived as all plague does, suddenly: one week they were disease free, or as free from such as any populace ever is, and then scores were afflicted the next. The afflicted complained of lassitude, joint pain, and headache; soon, red boils appeared and the headache grew crippling. Hours later copper coins rested atop eyelids. Poultices, infusions, leeching were ineffective; indeed, even magics and the ministrations of the clergy proved useless. Thousands died; and just as swiftly as it began, it disappeared having burned itself out. Rookroost was ever vigilant of The Red Deaths return. But as in all of these cases, vigilance lasts only as long as a generation before it becomes the grist of old-wives tales and fairy fancies. Old records describe a plague that decimated the Bandit Kingdom's population as it swept across the Flanaess some four score years ago. [WG8 - 6] [A] bardic song talks of a 'wasting disease' that swept Oerik nearly a century ago[....] [WG8 - 40]
476 CY The Hold of Stonefist is an unforgiving land. It was born of deceit and violence. It has poor soil, a growing season shorter than any save Blackmoor. Only the Coltens have ever shown any inclination to till the land, to fur, and to fish. The rest proved as cruel and restless as their master. They wished to roam and raid widely, for to do otherwise invited subjection. Vlek Stonefist knew this, for he believed the same. Thus, he set about occupying his people in the manner to which they were accustomed: raiding. The Rovers were poor, and they moved about too much to be easy prey, so he set his people upon the Tenh. When they mobilized against his Fists, he sent them over the mountains to raze the Fruztii and Ratik. He sent raiding parties north against the Cruski. Resistance was everywhere, but the Fruztii, gravely weakened by having repeatedly thrown their might against the shield of the south were ill-prepared for attacks from the north. The Fists grew ever bolder, so the Fruztii began to raise palisades against them, but they no longer had the strength to man the breadth of the Fists onslaught. The Frost Barbarians parlayed with their cousins, and together, they came to an accord, they must ally against the Hold of Stonefist.
| Iuz |
479 CY When was Iuz born? Where did he come from? None know. It is believed that he was the son of a forgotten despot of a petty fief. It truth, only the wide ruled there in that rock, heathered marsh. It was a petty land, ruled by a petty man, who when he died in 479 CY, few if any mourned him. His dismal patch of marsh fell to his son, a boy who was named Iuz. Was he the despots son? Few deny the claim. None believe it. Iuz was born of a human mother, the necromancer Iggwilv, and a great tanar'ri lord, Graz'zt, ruler of several Abyssal planes. The young cambion tanar'ri soon used his powers to great effect. Realizing that his warriors could not hope to triumph by simple force, Iuz began to ally his men with other minor clan leaders to beat off stronger enemies. Of course, those allies always ended up suffering most of the casualties and their leaders died in battle with astonishing predictability. Slowly, the size of Iuz's warband increased. Celbit and Jebli ores of the Vesve margins began to join. The human scum serving Iuz didn't like the ores overmuch, but they soon saw how their enemies liked them even less. And of course, there was Iuz's magic. Many cambions wield magic, but that of Iuz, aided by his mother, was far more powerful than anything the competing hordes could muster. Iuz had control of the entire Land of Iuz in little over a decade. [Iuz]
Few took note of this new presence in that secluded northern waste, despite the tales of refugees that fled south of slavery and ghastly abominations, the risen dead, and the road of skulls that stretched from Dorakaa to the Howling Hills. The fiefs always fought one another. Petty lords rose, and fell with regularity. This Iuz would do just the same, they imagined. He had risen. He would fall in due course. And if he didnt, his was a secluded land of no consequence. What harm could he do?
c.500 CY The History of the Book of Darazell So, the book was sold, bartered, stolen, lost and found from the See of Medegia to North Province and back over the next 200 or so years, falling into the hands of various lesser mages. The common thread that bound these mages together was that none kept the book for any length of time, and many reported strange phenomena surrounding the book. A rumor persists that Darazell, cheated by the dark power, lives on within the book as a rare form of undead, a tome-haunt. Supposedly, he searches for a particular type of owner to possess in order to finish some unknown goal. It has been said that there are a couple of secret pages within the book that give clues to what this is, but no one has been able to record what they hide. The spellbook is compact and bound in bleached, patchy, green leather. It has silver corner caps and an ornate silver dagger device, blade pointing downward, painted on the front. [In addition to a list of hitherto unrelated necrotic spells, [t]here are also descriptions of methods of assassination, and writings on efficient and subtle ways to commit murder. Oddly, there are 10 blank pages at the end of the book pages that defy any attempt to write on them. [Dragon #243 - 92]
One must always give credit where credit is due. This History is made possible primarily by the Imaginings of Gary Gygax and his Old Guard, Lenard Lakofka among them, and the new old guards, Carl Sargant, James Ward, Roger E. Moore. And Erik Mona, Gary Holian, Sean Reynolds, Frederick Weining. The list is interminable. Thanks to Steven Wilson for his GREYCHRONDEX and to Keith Horsfield for his Chronological History of Eastern Oerik. Special thanks to Jason Zavoda for his compiled index, Greyhawkania, an invaluable research tool. Primary sources for this history were the DMG 1e, Ivid the Undying, WGR5 Iuz the Evil, WG8 The Fate of Istus, the Greyhawk Adventures hardcover, The World of Greyhawk Folio, and The World of Greyhawk Gold Box, From the Ashes Box Set, Living Greyhawk Gazetteer, The Living Greyhawk Journals, Dragon Magazine.
The Art: All art is wholly owned by the artists. Cleopsis-Eater-of-the-Dead by steveargyle Plague, by Karl Waller, WG8 Fate of Istus Iuz, by Eric Hotz, WG5 Iuz the Evil Iuz, Age of Conan
Sources: 1015 World of Greyhawk Boxed Set, 1983 1064 From the Ashes Boxed Set, 1992 1068 Greyhawk Wars Boxed Set, 1991 2011A Dungeon Masters Guide, 1st Ed., 1979 2138 Book of Artifacts, 1993 9025 World of Greyhawk Folio, 1980 9253 WG8, Fate of Istus, 1989 11743 Living Greyhawk Gazetteer, 2000 Ivid the Undying, 1998 Dragon magazine OJ Oerth Journal, #1, #11 LGJ et. al. Greychrondex, Wilson, Steven B. Greyhawkania, Jason Zavoda
The map of Anna B. Meyer Posted: 09-12-2021 09:07 am Story - Red, The Sun With Smoke, The Oerth With Blood.
'The Charge of Caldni Vir'
"Vir, you are to take the 3rd Mounted Prodromoi and search the north-east in force. Send out single riders to feel ahead, but I want you to keep your command together. If there is trouble, crush it. If you can't, then run. No heroics. I want to know what those damn barbarians are up to, but none of the patrols have returned. You are to turn back in three days regardless and rejoin the army at Spinecastle."
"Yes, commander," Caldni Vir raised his arm in salute then turned his horse and spurred away.
Astolpho, Lord Adri, Commander of the Northern Host, watched his most junior captain ride off in a cloud of dust. "To be that young again, Florismart," he said to his companion and shook his head wistfully.
"Such things are possible,: the battle-mage answered. "Though not my specialty."
"They always have a cost," answered Astolpho. "One that I will never pay. Besides, old friend, I don't think I was meant to live forever."
***
"An independent command!" Amaury exclaimed. "Vir, you always had the luck."
"Luck had nothing to do with it, Amaury," Caldni Vir smiled.
"Hah!" laughed Triamond. "Lancers," he shook his head, "too much to expect the heavy horse."
"Far too much," said Caldni Vir.
The three young nobles walked through the muddy camp at a brisk pace. Their cloaks were spattered and their armored boots thickly covered. Mud was everywhere. The hooves of five thousand horses had chopped the wet ground into a mire. Booted feet had done their best to spray the mire over and into tents then shower brown specks of the much onto every bit of cloth, pack, saddle, and suit of armor.
"A week of warm weather and sunshine," said Amaury.
"What?" Triamond turned a questioning gaze at his friend.
"He means, it would take a week to dry out this place," Vir explained.
"Stop reading my mind," laughed Amaury. "Another week of washing to get everything clean."
Triamond shook his head. "Why bother? It will only get dirty again."
"Why shave? Why eat? Why breath? Amaury snipped.
"There is something about an army camp that attracts the rain," Vir said looking up into the grey cloudy sky as he paused before the tent.
"Take of those boots, Triamond!" Amaury commanded. "You're not tracking up our tent again."
The young knight grumbled but joined his pair of friends while they sat and removed their boots.
"Not even a page to help us with our boots," grumbled Amaury.
"Lord Adri believes in traveling light. I happen to agree," said Vir.
Sitting side by side atop barrels and supply boxes the three were an interesting sight. Black-haired and clean-shaven, Caldni Vir looked young but no one would mistake him for a youth even though he had the outward appearance of a student rather than a captain of cavalry. His manner was one of command and his eyes were unflinching, honest and direct.
Amaury was red-haired and of an age with his two companions, though he most often wore a sly expression that made him look older than his friends. He sported a thin mustache and a fringe of beard cut close to his chin, but the sides of his face were shaved. Both Triamond and Vir had long hair that could be tied back in a tail that would reach between their shoulder-blades or drawn up and used as padding beneath their helms, Amaury's was cut so short as to be nothing but a red tinge over his scalp.
Blond-haired and broad-shouldered, Triamond wore his hair and beard long. He was so pale that his skin was almost white. It was the mark of Suel heritage. Triamond was the by-blow of a barbarian slave-girl and a powerful noble, but no one with an ounce of sense or thought of self-preservation ever mention it to his face.
Vir the Black, Amaury the Red and Triamond the White.
Caldni Vir's banner was a simple triangle of black. It fluttered from the lance of his standard beared who rode by his side. Small strips of black cloth adorned every lance of the troopers who had ridden with Caldni Vir before and now the rest of the 3rd Mounted searched the camp for black cloth to add to their own lances. Some troopers lashed a red scrap of cloth to their lances just below the black of Vir. That black and red was Amaury's banner while he rode under the command of his friend. His handful of followers sought to curry favor with the rich young noble. A score of such troopers and armsmen made up this small private guard of Amaury's.
Triamond wore a strip of black cloth and a strip of white on his right arm and eight troopers, recruited by him personally, did the same. His followers were skilled woodsman and trackers, men of the north and loyal to this outcast lord's bastard.
The 3rd galloped from camp, fifteen-hundred strong, lances raised in salute as they passed beneath the watchful eye of the outer guards and the captain of the camp. The wilds swallowed them quickly, the rolling hills lightly wooded here but further north and east growing into the Loftwood Forest. Then they were gone, never again to see their commader, Lord Adri, or many a thousand of their comrades who had served beside them in the Northern Host.
***
"Triamond," Vir called to his friend with a frustrated snap, "Anything, any sign?"
"No, Sir!" snapped back Triamond, The large man was just as frustrated.
Two days of patrols and searches had found no sign of the barbarians. The woods were thickening as they drew near the Loftwood and Caldni Vir was mindful of the time they no longer had.
"There must be something," Vir shook his head. He'd removed his helmet, a light contraption of leather and chain with a small steel skull-cap atop, and hung it from the pommel of his saddle. His black hair was flat and damp with sweat.
"We even had Miskurblindi casting the bones," said Triamond.
"That tame barbarian hedge-wizard of yours, "Vir swore under his breath."If he can't find a trail or sign of magic then there is none to be found."
"He thinks highly of you too," laughed Triamond.
"Well no one is going to be thinking much of us when we get to Spinecastle," Vir said to his friend. "Where are they?"
"North," spoke up Amaury. The noble was attired in gull armor, such as the heavy cavalry of Lord Adri wore, though his was enameled in blood red.
"You will kill that horse," said Triamond disgustedly. "Looks like you are ready to join Adri's 1st Cataphract."
"North," said Vir, interrupting the banter. "Amaury, how do you know?"
"Blessings of the War God," the young noble gave them a wicked smile. "Am I not his faithful paladin?"
Triamond spat on the ground, but did not comment.
"This is a true fortelling?" asked Vir.
"I would not joke about such a thing," said Amaury. "We have not found them because they are not here. I was granted a vision," the young man grimaced. His face bore signs of pain and lines which had not been there just that morning. "At a cost," he added noting the looks from his two friends. "Mountains, a pass, very treacherous, a score of barbarian warriors falling to their deaths at a time. Then rockslides, beasts and monsters, death, much death. These barbarians kept coming none the less. They crossed the mountains in a swarm like maggots on a rotting corpse. One dies, ten die, a hundred, but they still came on in their thousands. I saw a tribe of ogre's dispute their passage, they were swept aside in moments. They come for us."
"Here?" asked Triamond, surprised.
Amaury shook his head and wiped the back of his hand across his eyes as if to close them. "What? No, not here. What did I say?"
"You said, 'They come for us'," Triamond repeated the young noble's very words.
"Well I don't think so," Amaury shook his head. "How would they know we are here? And why would thousands of barbarians come looking for us?"
"You're the one who said... " began Triamond.
"Spinecastle," Vir said firmly. "They come for Spinecastle. Maybe for the Northern Host as well, if their spies were privy to the marching orders."
"How could that be?" asked Triamond.
"Hah!" laughed Amaury derisively. "The trooper who scrapes my boots knew Spinecastle to be our destination before we set out."
"Our men would not betray us," Triamond stated firmly.
Amaury just rolled his eyes, but Caldni Vir clapped his friend and lieutenant on the shoulders.
"Triamond," said Vir, "Our men are brave, but courage doesn't mean good sense or a still tongue, especially when loosened with ale."
"Many would say that good sense and courage are mutually exclusive," smiled Amaury.
"What do you mean by that?" scowled Triamond.
"Perhaps I should change 'good sense; to 'education'," Amaury laughed.
"What?" sputtered Triamond, his white face growing red.
"Proof positive," Amaury said casually to Caldni Vir, gesturing to their companion.
"Amaury! Stop playing about," Vir ordered with a commanding voice. "Triamond, control yourself. Now then, Amaury, how far ahead are they? How much time do we have?"
The smile faded from Amaury's face and the distant look returned to his eyes. "You are already too late," came a deep sepulchered voice. The words came from Amaury's lips but the voice... the voice belonged to no living man.
***
Asolpho had ridden hard the day before, ridden his troops hard as well. He'd pushed the endurance of both man and horse hard as he dared so as to reach Spinecastle while light enough remained to set camp. Though man and horse had been exhausted, staggering as they traversed the final miles
III
Dawn rose over Spinecastle. Sparkles of light reflected from the polished helms and spear-points of the castle guards. A chorus of hammer, saw and axe began to sing. The noise came from the town rising quickly around the keep. The voice of the morning belonged to the craftsmen and laborers hard at their work by the break of day.
In a nearby field a second town had sprung up overnight. Tents like rows of mushrooms lined the muddy oerth, neat and orderly as any planted crop. The smell of breakfast fires, a dozen hundred strong, wafted from the camp.
* * *
Astolpho had ridden hard the day before, ridden his troops hard as well. He pushed the endurance of both man and horse hard as he dared so as to reach Spinecastle while light enough remained to make camp. Though both had been tired it was the horses who'd had their meal and rest before the men who'd ridden them.
As Astolpho's weary troops were arriving a delegation was sent from the castle. These highborn ambassadors from the Keep waited with growing impatience for Lord Adri to leave camp and meet with them. A messenger was selected from among their number and sent within the seeming chaos of horses, men and wagons to find the commander of the Northern Host.
***
The Lord Commander took of his helm and gauntlets but left on his cuirass and heavy cloak. He felt the chill take flight and the warmth of honest labor heated his arms at first then spread throughout his body as he brushed down the back and flanks of his stallion.
"Lord?" one of his personal guard spoke up as he entered the rough canvas tent used to stable the Lord Commanders horse.
"Yes, Stephanos?" Adri replied without looking up from his work.
"Lord, a messenger from Spinecastle," sergeant Stephanos informed him.
"From Lord Andras, Marquis of Spinecastle," interjected the messenger with a measure of both pride and impatience in his voice. "Are you Lord Adri?" he asked staring at Astolpho as he tended his mount the same as the most common of the troopers was doing in the surrounding camp.
In his travel-stained cape and muddy boots Astolpho looked like an aging cavalryman, which he was, and not the powerful Lord who now ruled the North in the Great King's name, but he was that as well.
Without glancing at the messenger Astolpho stood back and removed his cloak, his cuirass and then his shirt. He wiped his brow with the back of his hand and went back to work, checking the stallions hooves and shoes for stones or damage.
"Tell your Marquis of Spinecastle," said Adolpho quietly, "to wait."
Finally he glanced up at the messenger and said, with a growl in his voice, "Horses come first. Something your Lord seems to have forgotten, or never learned."
The messenger bristled at the contempt in the Lord Commander's tone but was careful in his protest. "But my Lord, this is peasant's work," he exclaimed quietly as he could.
Astolpho paused in his work and looked at the man with some distaste, "Stephanos! Remove this... fop. In one piece mind you."
"Yes, my Lord!" sergeant Stephanos replied with enthusiasm, a smile on his lips. With a gesture of his head two burly troopers appeared from just outside the canvas door-flap and grabbed the messenger, hauling him roughly away like a sack of grain. Stephanos marched after them, while cries of protest and outrage merged with the noise and bustle of the camp.
The battle-mage Florismart appeared from the shadows of a wagon that formed one side of the temporary stable.
"What kind of fools have the sent out here," muttered Astolpho.
"The normal kind," answered the mage. "The kind you have no time for... unless you mean us?"
Astolpho ignored the mage's humor. "I now see why I have been ordered to this misbegotten wilderness, and where the source of all the problems lies," he nodded in the direction of the entrance where the faint shouts of the messenger could just be heard.
"You have no need of out priestess of Istus then?" mused Florismart.
"Your spellcasters have begun their work?" asked Astolpho in reply.
"My people have begun, yes," answered Florismart. "The sun is down," he looked into the darkening sky which was rapidly turning black. "An owl flies above the camp. Its eyes are ours to use. Cynthia, our Istun cleric, she consults her crystal orb..." he trailed off.
"Problem?" asked Astolpho.
"Yes," Florismart touched the bracers on his wrists in a nervous gesture. "There is a cloud. A greyness that she cannot penetrate. Something is coming, something that we cannot foresee."
"Something has already arrived," said Astolpho firmly. "Us."
Florismart raised his brow in speculation. Posted: 09-10-2021 02:13 pm Nosnra's Cousin Nosnra's Cousin
When I first DM'd G1 I fleshed out the surrounding area so that Nosnra could draw on reinforcements from neighboring hill giants.
Nosnra's Cousin
Only five leagues north-east of Nosnra's steading stands the hall of Karnash, Nosnra's cousin. His is a large and ancient hall though not on the same scale as Nosnra's.
23 hill giant warriors are sworn to his service. His dire wolves are numerous and they have a fearsome reputation, his ogre retainers are loyal and well treated and have been settled in the nearby caverns for generations.
In case of trouble Nosnra would first call upon his cousin and these forces would be the first to arrive at the steading.
Karnash.
Karnash is a powerful hill giant, large and fierce. He is not noted for great intelligence, but he has both cunning and experience. He dotes on his pack of dire wolves and they are the envy of the hill giants of the Jotuns. These dire wolves are larger and more intelligent than the normal breed, and pups from his kennel are sought after by other hill giant clans.
He is young for a chieftain, having inherited his father's position (after defeating all challengers, including his elder brother), but he is a proven warrior and leader. His wife, Krilla, is beautiful (for a hill giantess), but not physically imposing. Karnash went on a great quest to win his bride and returned after more than a year, barely within the time limit set by her father, Geffed, a powerful chieftain himself.
In the end Karnash returned with the head of some fierce and terrible lizard, and the tale of his quest was matched by the scars he bore from it. The skull of this monster is hanging from the rafters of his hall, a testament to both his courage and the great value he set on his bride.
Karnash has five children, three daughters and two sons. His oldest boy, Kariff, is a warrior apprentice but much prefers to spend his time with the dire wolves. He is small for a hill giant, taking after his mother, and Karnash does not view him as a likely candidate for chieftain. Karoak his younger brother takes more after his father and is likely to be apprenticed years ahead of time. He is his father's favorite but is a bit of a spoiled bully, though Karnash either doesn't see it or doesn't care.
The Hall
Karnash's hall is typical of the old style hill giant steadings. A long main hall with wings branching from the ends and private quarters branching from the center of the hall. It is in remarkably good repair and one wing, including guesting chambers and expanded married quarters, is a recent addition. Karnash spends a great deal of his treasury on upkeep and expansion of his hall. Upon becoming chieftain he went to great trouble in obtaining dwarven slaves and has put them to use in both his smithy and in supervising construction of new buildings and re-enforcing the structure of the hall itself. His kennels are large and extensive and are continually growing.
Population.
Hill Giants
Karnash (chief) 23 Hill Giant Warriors (12 Married) Krilla (Karnash's wife) 12 Hill Giantess Matrons 15 Hill Giantess Maidens 37 Hill Giant children (17 male/20 female)
Ogres
The ogres live nearby in a natural and expanded system of caverns and have served the hill giants for generations. Their leader is Gruush who is only of average ogre size but is very good with the dire wolves. Karnash made it clear that the ogre chieftain is who he wants the ogre chieftain to be, end of discussion.
17 Males Ogres 32 Female Ogresses 53 Immature Ogres (male and female)
Bugbears
The Bugbears live in a warren of huts outside the main hall. The slave compound, similar to, but not as nice as the kennels, is between the outer wall of the hall and the bugbears' huts. A combination of factors whittled down the original clan of bugbears and recently Karnash induced (after only a handful of fatalities) a large tribe from the outlying hills to take up residence outside his hall. The survivors from the original tribe ( the Bloodyffangs ) are a down-beaten lot and are considering wholesale desertion. The new tribe (the Bone Crackers) are not very pleased to have joined the hill giants' service but their newly appointed chief ( the old one now just a smear under Karnash's boots) is smart enough not to show it. They've been taking out their anger on the Bloody Fang tribe who Karnash seems to have forgotten about.
17 Bugbears (The Bloody Fangs) 72 Bugbears (The Bone Crackers) 112 Bugbearlets +/- (high mortality rate)
Dire Wolves
The dire wolves live in a set of kennels built next to an outer wall of the hall. Karnash has a private entrance into the kennels from his personal quarters. These wolves are extremely well treated and well fed. Karnash as well as the other hill giants of his hall take them hunting on a daily basis. More than most other steadings Karnash's supplies itself by hunting rather than herding. A good percentage of hill giants and ogres will be out on the hunt continually, some arriving and some departing at all times. The pack is led by Fang and Claw, Fang is a gigantic dire wolf twice the size of an average dire wolf, but almost a lap dog when he is around Karnash who raised him from a pup. He is usually found at his master's side and will be at Karnash's feet during any meal. Claw is Fang's mate, a huge dire wolf bitch. She is young and has produced only two litters so far.
Fang, Claw 77 Dire Wolves 128 pups +/- ( pups are a source of trade with other Hill Giants)
Slaves
Karnash considers his slaves as a resource and because of this they are actually treated much better than the average slave held by hill giants. He especially prizes dwarves for their usefulness as smiths, engineers and masons. He is always interested in obtaining dwarven slaves. Karnash will always lame one leg of a newly acquired dwarven slave ( by severing the tendons) some will then die from infection and some will fight (hopelessly) to the death rather than allow this to happen. Since these rebellious fellows make poor slaves anyway Karnash sees this as a win/win situation. The dwarven slaves are kept in a special stone building next to the smithy and are segregated from the other slaves. They provide the know-how and skilled hands while the other slaves provide the blood and sweat. Because of this they are hated by the other slaves, sometimes more than the hill giants themselves.
The rest of the slaves are mainly orcs but there are a smattering of humans as well. The humans have banded together as much as they can and are led by a cleric who has managed to keep his abilities hidden from his hill giant owners as well as the orc slaves.
11 Dwarven Slaves (all lame in one leg) 183 Orc Slaves 39 Humans slaves (1 cleric, 1 high level ftr {unknown to anyone except the cleric}, 3 mid-level ftrs, 7 low level ftrs)
Guests
Recently the hall has been seeing more and more guests arriving. Some come to trade, others to seek alliance or mediation with Nosnra and feel safer talking with Karnash first, while some bring slaves to sell.
At the time of module G1 Karnash has a group of 3 hill giants who have brought 5 dwarven slaves to trade for some of the dire wolf pups. Another male hill giant who has come to seek permission to go on a betrothal quest for one of the hill giantess maidens of Karnash's hall. Lastly, a neighbors son with 5 other hill giants and 12 ogres have arrived to go on a hunt in woods to the south which are shared by both Karnash and his neighbor.
Reaction Force
If Nosnra summons help Karnash will respond immediately. He will go in person and leave the hall in the charge of his sub chief and leave 5 of his own (disappointed) hill giant warriors behind.
Some hill giants will always be out hunting and Karnash himself hunts at least once a week, but his sub-chief will respond as Karnash would, except that he would send 1 hill giant out after Karnash and leave the most experienced hill giant warrior behind at the hall while he took the rest out to aid Nosnra.
1D4+5 Hill Giants, 1D4+4 Ogres and 1D10+12 Dire Wolves will be out hunting at any given time. These hunters will follow the first group to relieve Nosnra (though 5 will relieve the other 5 left behind by the first group, since now it's their turn to be disappointed)
Karnash 17 of His Hill Giants ( 1d4+5 hill giants out hunting) 10 Hill Giant Guests 15 Ogre retainers ( 1D4+4) 12 Ogres ( his guests' retainers) Fang, Dire Wolf Pack Leader 40 Dire Wolves ( -1D10+12) Posted: 09-09-2021 04:56 pm Night Below - The Evils of Verbobonc - Part 11 Random Encounters Part 10 Night Below - The Evils of Verbobonc - Part 11 Random Encounters Part 10
10. Ale Wagon
The PCs come upon a recently abandoned ale wagon. The horses are gone as well as any sign of the driver. Two massive barrels of ale are on the back. It would take 4 strong people to shift one of the barrels and they arent meant to be lowered to the ground just shifted onto a loading platform or ramp.
The wagon has a broken axle and is quite useless. The driver took the horses and road back to town or village to fetch more men and another wagon. The driver is a dwarf named Uiathne and this is powerful dwarven ale. Originally from the Lortmils these mountain dwarves settled in the viscounty. The Kevigan brewery is becoming a well known name.
If the players manage to return the ale barrels they will be rewarded and given free drinks whenever they return. Posted: 09-08-2021 03:36 pm Castle Project
After a recent Legends&Lore twitch show regarding castles I've had a desire to start developing castles for the Greyhawk setting. Looking at earthly pictures I think many can e used for the Flanaess.
The Krak des Chevaliers is a crusader castle in Syria. It is heavily fortified and reinforced during the gunpowder era. I can see it in many places. Shield Lands, Perrenland, Bissel, Tenh, the Pale, North Province....
Posted: 09-07-2021 01:00 pm History of Oerth, Part 7: Of The Rise and Fall of The Great Kingdom
The Aerdy have migrated across the Flanaess and have gazed upon the Solnor Sea, scattering those Flan and Suel who would not submit to their dominion to the far reaches of the land. The Ur-Flan resisted the Oeridian tide, but they too fell, no match for the Aerdian ferocity. Their settlements grew with their waxing, and upon those foundations, their great cities rose: Rauxes, Rel Astra, Rel Deven, Rel Mord. Thus began the Pax Millennius, the peace that would last a thousand years. And thus began the Great Kingdom, for that is what they eventually named that vast land of theirs that stretched from the Solnor Sea in the east to the Yatels and Crystalmists in the west, and from the Barrens to the north and the Azure Sea to the south. From the heavens to sea to sea, as they said. I leave it to you to decide if it was truly great or not, for sometimes the best of intentions can be led astray, and the Great Kingdom was eventually led very far astray, indeed.
1 CY With his Declaration of Universal Peace, the first Overking was crowned in Rauxes.
The Aerdy calendar dates from the crowning of the first overking, Nasran of the House of Cranden, in Rauxes in CY 1. Proclaiming universal peace, Nasran saw defeated Suloise, Flan and rebellious humanoid rabbles of no consequence and no threat to the vast might of Aerdy. [Ivid - 3] But for all his well-meaning words, all power was to be his, and all Houses were to bend the knee to his magnificence. However, it quickly became clear to all the noble houses of the Aerdi that power in the Great Kingdom was being centralized in the hands of the rulers of Rauxes, and that the fortunes of the Great Kingdom would now rest with them. The needs and intrigues of the Celestial Houses would soon become subordinate to the politics of the Malachite Throne. [LGG - 23] The Oeridians were all but invincible, it seemed, to those who stood before them, but they had artifacts of old, some taken by the fabled Johydee from the Suel. They used them well, and were served by them well, but such things should be handled with care, for they care not who wields them.
Crown, Orb, and Sceptre of Might: According to tradition, great items of regalia were constructed for special servants of the deities [
] when the gods were contending amongst themselves. Who amongst them first conceived the idea is unknown. The champion of each [ethos] - Evil, Good, Neutrality - was given a crown, an orb, and a sceptre. These items have been scattered and last over the centuries of struggle since they first appeared. [DMG 1e - 157] And woe to he who should touch them who is not of its ethos.
Iron Flask of Tuerny the Merciless: This artifact is reported to be a small and heavy urn, easily carried in o pack or by hand despite its weight. The Flask is stoppered with a turnip-shaped plug, engraved and embossed with sigils, glyphs, and runes of power so as to contain the spirit therein. The possessor need but know 3 words to have the Flask function properly, i.e. the word of OPENING, the word of COMMAND, the word of CLOSING AND SEALING. Tuerny's Flosk is rumored to imprison one of the following: a greater devil, a groaning spirit, a major demon, a night hag, or a nycadaemon. [No one can say which, for it is said that these are WORDS for each.] It is generally conceded that the Servant of the Flask can be loosed only to perform evil deeds, and it must always kill before it can be commanded to return to its prison. [DMG 1e - 158]
11 CY The Flan continued to be pacified. Theirs was a futile struggle, as the lands of their dominion shrank and shrank, they retreated into high valleys and the northern barrens. But still they fought where such resistance could be gathered. Until they threw all their remaining might into one last stand at Arrowstrand against the ever waxing Aerdian Kingdom. They were brave. They were valiant. But fate was against them that day, and they fell. But their fall was glorious.
c. 100CY The fell sword Druniazth, servant of Tharizdun, had passed from hand to hand in its quest to release its master. Those who wielded it were themselves wielded, used and discarded as each in turn were found wanting, until, centuries after being lost by Baron Lum the Mad at the Battle of the Bonewood, it came to one who would not be so used, and it was cast into the Rift Canyon as she sought to rid herself of its influence.
108 CY Overking Manshen desired to secure his northern border. The Fruztii Barbarians were a constant threat, and he meant to pacify the North once and for all. In the spring of 108 CY, Aerdi forces massed in the frontier town of Knurl. With Knight Protectors of the Great Kingdom in the vanguard, the force swept northeast, between the Rakers and the Blemu Hills, in a march to the sea. By autumn, after having been met with relatively light resistance, the Aerdi succeeded in uprooting most Fruztii encampments, and the foundations of a great stronghold were laid at Spinecastle. The Aerdi freed Johnsport in a pitched battle with the barbarians before the onset of winter. Sensing that this would be only the first phase of a long struggle, Aerdi commanders summoned thousands of contingents from North Province over the objections of the herzog, a Hextorian who had wanted to lead the forces into battle himself. With the defeat of the Fruztii at Johnsport, the call went out that winter, and thousands of their kinsmen poured south along the Timberway the next year. Marching through passes in the Rakers, they assembled and attacked the works underway at Spinecastle, focusing their assault on the heart of the Aerdi fortifications. The defenders, including the bulk of the elite Aerdi infantry, were quickly outflanked and surrounded. A young Knight Protector of the Great Kingdom, Caldni Vir, a Heironean cavalier from Edgefield, commanded a large cavalry force patrolling the hills when the barbarian force struck. As part of the contingent led by the herzog into the north, he pivoted and headed back to Spinecastle while anticipating orders from his liege to counterattack. When the courier of the herzog delivered orders for Vir to pull back to the south in retreat, he spat in disgust and ordered the standard of the Naelax prince to be trampled in the mud. He then raised the standard of the Imperial Orb and charged. Approaching the site of the battle from the north, he descended upon the barbarians from higher ground, and they were unprepared for the hundreds of heavy horse and lance that bore down on them in the next hour. Their lines were quickly broken, and the Imperial Army was rescued to eventually take the day in what would be called the Battle of the Shamblefield. The Aerdi drove the surviving barbarians out of the hills, controlling the land all the way to the Loftwood by the following spring. Overking Manshen recognized the courage of the young knight Vir, and raised him as the first marquis of Bone March. The land was so named for the high price paid for its taking, as the fallen imperial regulars numbered into the thousands. [LGG - 36] Thus the Overking named Vir the first Marquis of the Bone March. And thus were the Fruztii broken. It is said that the blood of those thousands of unsanctified and unburied Barbarian and Imperial corpses was pressed into the mortar of Spinecastle. It is also said that the Fruztii laid a curse on its unfinished walls.
122 CY Further buffer was required if the new lands were to be protected from further incursions by the Barbarians. The Fruztii were broken, and the Overking wished to capitalize on their weakness. General Sir Pelgrave Ratik of Winetha was commanded to lead an expeditionary force to push the Aerdian frontier back to the foothills of the Griff Mountains. Ratik and his forces inaugurated their expedition by crossing Kalmar Pass, taking the town of Bresht in a blustery winter campaign that cost the Fruztii dearly. After brokering an alliance with the dwarven lords of the eastern Rakers, Ratik proceeded to force a retreat of the Fruztii up the narrow coast and into the northern fastness of the Timberway. He wisely refused to follow them into an obvious trap and instead broke off the pursuit and fortified his gains. He was immediately hailed a hero in the south and his legend grew quickly. [LGG - 89, 90] He established a fort overlooking Grendep Bay at Onsager Point that he named Marner, and used it as a base to solidify his gains. He fostered an alliance with the dwerfolk, with the gnomes. And he was also fair with those Fruztii who remained on their freeholds, so long as they declared fealty to the Overking.
128 CY The Fruztii and Schnai pooled their strength to launch a concentrated naval attack on Marner. And almost defeated Ratik and his forces for theirs were far greater in number than his, but Sir Percival Ratik knew that he could never defeat fuch a force in the field, so he set the approaches to Marner aflame, forcing the Barbarians into a narrow salient where they were cut to pieces by the siege engines of his fort and a squadron of the Imperial Navy. Bruised, the Barbarians retreat, only to find their longships ablaze.
130 CY The Overking was pleased and elevated Pelgrave to Baron, and gifted him the Timberway as his personal fief. His doing so was a small thing, it cost him nothing. And the Timberway was hardly secure and he and Sir Percival knew it; but Percival was pleased, too, nonetheless, and he campaigned hard to defeat what resistance remained there. And so, again, the Overking was pleased. The walled town of Bresht was renamed Ratikhill in honour of Sir Percivals victory. That too was another small thing that cost the Overking nothing.
141 CY Kargoth of Mansbridge was born, a fiesty lad, noted for his bravery and ambition from an early age. He was destined for greatness, most said. They said as much again when he was elevated to the ranks of the Knights Protector.
166 CY The east coast of the Great Kingdom had never truly been pacified. Barbarians raided the North Coast unmolested, and piracy was ever a problem on the South Seas. The Overking was losing patience, and he committed forces to deal with it, once and for all time. He set his sights upon putting the Duxchaners to task for their misdeeds. Following a particularly terrible attack on Pontylver, during which the shipyards were set ablaze,Overking Erhart II was determined to put an end to the marauding. In 166 CY, he committed the combined navies of the Great Kingdom to breaking the power of the Duxchaners. Old Baron Asperdi's young but powerful naval force from the Sea Barons was brought to bear on them, led by Lord Admiral Aeodorich of House Atirr, then accorded the finest naval captain of the time. The town of Dullstrand was specifically founded to act as a base of operations for the invasion of these southern islands by the Aerdi fleet. [LGG - 71]
167 CY Monduiz Dephaar was born in Bellport to noble lineage. He was elevated at a young age to its Barony when his family fell to Fruztii raids along the Solnor Coast.
168 CY The naval forces of the Great Kingdom defeated the Duxchan forces in the Battle of Ganode Bay with the naval power of the Sea Barons at the fore. Thus the Duxchan Isles became The Lordship of the Isles. Within two years of hotly fought battles in the Aerdi Sea, Atirr and his armada, which was outfitted with mages and powerful clerics of Procan, finally defeated the Duxchaners and their allies at the Battle of Ganode Bay. This won greater fame and praise for the Aerdi admiral, who eventually rose to the throne of North Province some years later. The most militant of the surviving Suel buccaneers retreated to the port of Ekul, on the Spine Ridge of the Tilvanot Plateau, but were no longer a significant factor. The Aerdi settled these islands in large numbers, founding Sulward as the capital, though the population remained largely Suel, particularly on Ansabo and Ganode, where local Suel lords were absorbed into the government of the realm. An Aerdi lord was appointed prince of the new realm and he was made responsible to the herzog of South Province, but given the right to carve up the islands into provinces as he saw fit and award them to his kin. [LGG - 71] CY 189 History of the Pyronomicon A large and powerful band of adventurers from the Great Kingdom, having learned of the Legend of Harak col Hakul Deshaun and the Pyronomicon, pushed all the way to the great wyrms lair intent on dispatching the dragon once and for all, but when they entered the place, it was completely empty. Apparently, Harak col Hakul Deshaun, crafty even by dragon standards, had already relocated to parts unknown; an assumption based on the fact that, without a corpse or sign of struggle to say otherwise, the dragon could not be presumed dead. And with the disappearance of the dragon, so too did The Pyronomicon vanish from the chronicles of men. [Dragon #241 - 78]
c. 187 CY As a member of the Knights Protector, Monduiz Dephaar distinguished himself defending against the seasonal Barbarian raids, fighting alongside such heroes as Lord Kargoth. He fought with a fierceness that was frightening to behold, and in time, as his reputation spread up and down the coast, his name came to be known and then feared by the Barbarians. His atrocities were initially overlooked; but eventually they could not be ignored. He was censured by the Knights, but he carried on unabated, then shunned; and in his fury, he left, and settled for a while among the Schnai, where his sword was welcomed, and where he could continue to raid and vent his rage upon the Fruztii.
198 CY The Sage Selvor the Younger proclaimed a coming time of strife and living death for the Great Kingdom. Those in power had no ears for such words in their time of unprecedented contentment.
202 CY During the reign of Overking Jiranen, Lord Kargoth was reputedly the greatest knight of the day. So, when the standard bearer of the Knights Protector passed into legend, Lord Kargoth fully expected to be named his successor, a fitting tribute to his long and illustrious career. When a much younger Sir Benedor was proclaimed successor, the realm gasped in disbelief, despite it being rumoured that the youth had been touched by the spirit of Johydee. Kargoths pride was much wounded. The Banner should have been his, he seethed! He challenged the young knight in the Court of Essences to a contest of arms, and although fearful, the young knight accepted the challenge. The clearly weaker young knight parried Kargoths attacks, never giving up the floor, and held his own until sunset, upon which the challenge was called. Stalemate! According to custom, Kargoth had lost. He refused the young knights hand of truce and stormed from court and the sneers of his peers. He vowed revenge. Kargoth took refuge from the deluge that accompanied his flight. He came upon a ruin, and a stair down into the dry darkness beneath it. An ancient shrine greeted his torch upon reaching its base, that and the whispered words of the demon Ahmon-Ibor, the Sibilant Beast. Kargoth knew this beast, Demogorgon, to be a fell fiend worshipped by the decadent Flan until they were pacified by the Aerdy.
| Lord Kargoth |
The whispers promised a plan of revenge and Kargoth was seduced by those whispers, and he swore a blood pact to seal his deal. Tentacles sprung out of the darkness and tore out his eyes, and Kargoth became the first Death Knight. He emerged to discover the Knights Protector riven by the slight given him. And he was pleased.
Monduiz Dephaar returned to the Great Kingdom upon hearing of his mentors supposed disgrace, seeking to join Kargoth in his revenge. Others joined him. Dephaar did not see Kargoths disfigurement. Kargoth kept it hidden at all times. He kept his distance; he held his meetings in darkened rooms, his incensed ravings woven with belching clouds of acrid incense. The whispers instructed him on when it was time to act upon his vengeance. When it was time, he gathered those who sided with him, and raided the Temple of Lothan, and taking its holy artifact, the Orb of Sol, in hand, he bent the Orbs power to his will. He raised it high, and speaking words of power, summoned the draconic tentacle demon beast Arendagrost, as he was bid. And set it free upon the world. Arendagrost began to cut a swath of destruction from Rel Deven to Rauxes. Sir Benedor rode hard to Rel Deven upon hearing the news. He arrived in time to witness those thirteen knights whod accompanied Kargoth rise from their death sprawls, their clothing scotched, their flesh burned, their eyes aglow with malevolence. He summoned all of his courage and closed with Kargoth. He attacked with abandon, sure in the knowledge that if he did not, he was lost. Near his end, he managed to wrest the Orb from Kargoth, and instructed by it, he too spoke words of power and he scattered those deathly knights that he once called peers, and began his relentless quest to destroy them. His victory came too late for the royal family, though. They had fallen victim to the rampaging fiend. Indeed, one had fallen and was raised by Kargoth in his own image to mock their feeble power, and set him too upon the world. Was Benedor successful? No. The Death Knights were swift, and they laid a trail of undead in their wake to slow him.
The Death Knights: | Monduiz Dephaar |
St. Kargoth the Betrayer, Lord Monduiz Dephaar, Lady Lorana Kath of Naelax, Prince Myrhal of Rax, Sir Maeril of Naelax, Sir Farian of Lirthan [destroyed by Benedor], Lord Andromansis of Garasteth, Sir Oslan Knarren, Sir Rezinar of Haxx, Lord Thyrian of Naelax, Sir Minar Syrric of Darmen, Duke Urkar Grasz of Torquann, Sir Luren the Boar of Torquann, and Lord Khayven of Rax. [History by Gary Holian, Dragon #290, 291]
213 CY Royal Astrologers at Rel Astra proclaimed the coming of the Age of Sorrow, vindicating the discraced Sage Selvor the Younger. The new Overking Zelcor began to distance himself from the Knights Protector, for public opinion had swayed against them and their favour.
233 CY The fell sword Druniazth, servant of Tharizdun, was discovered in the Rift Canyon by a group of illithids, who traded it to drow merchants in 233 CY. Their caravan, however, was attacked and destroyed somewhere in the Underdark between the Rift Canyon and the Crystalmists and the blade passed out of living memory. [Dragon #294 - 92]
247 CY Lord Kargoths castle walls were pulled down by the Knights Protector, and its secrets have remained buried ever since. Rumours persist that he settled on the Isle of Cursed Souls, but if truth be told, Kargoth had only been seen once upon that northern coast, and that during the Flan Festival of the Bloody Moon.
254 CY Far from the influence of the Malachite Throne, the Viceroyalty of Ferrond declared independence from the Great Kingdom, and was thereafter called Furyondy. This marks the beginning of the dissolution of the Great Kingdom. Never again would their influence reach as far. But in truth, its influence had not swayed Ferrond for some time.
The migration of Pholtusians from the Great Kingdom increased with the independence of Furyondy, citing religious persecution. The people there had turned away from the Flan gods, remembering the time of the Ur-Flan and Occluded Empire, and having embraced the gods of Oerid, they no longer wished to be reminded of those times and of Pholtus failure. Most travel through Nyrond and settle in the western valleys of the Rakers among the Flan in a semi-independent Flannae state.
Tenh, still independent of mind, wished a return to their own dominion. They had heard of the Great Kingdoms fall into depravity and despotism, and encouraged by the its attention being drawn increasingly inward as the Death Knights ran amok and its provinces gradually sought their own council, they declared independence. They prepared for what response might come. And waited.
300-350 CY As anarchy crept into the Great Kingdom, more and more of its northern provinces became increasingly independent. And in some cases lawless. Petty fiefs sprang up, their rulers declaring themselves kings and barons and dukes and such. And where ruffians seized power, banditry prevailed. Some banded together and became known as the Bandit Kingdoms, a loose confederacy of tyrants that preyed upon one another and clung together to ward against those whod wish to annex them. The Bandit Kingdoms are a collection of petty holdings. Each little kingdom is ruled by a robber chieftain claiming a title such as Baron, Boss, Plar, General, Tyrant, Prince, Despot and even King. In all there are 17 states within the confines of the area, ruled by 4 to 6 powerful lords, and the rest attempting either to become leading rulers or simply to survive. [Folio - 8]
The Death Knights had become so powerful in the Great Kingdom that they began to hunt down the Knights Protector. Few came to the Knights aid. | Veralos |
318 CY Zagig Yragerne sought to find the fabled city of Veralos, for he believed that a culture that could produce Vecna and sunder the Elven Empire must have produced something worth seeking in their time. He and his Company of Seven, a young Murlynd and Keoghtom among them, left to much fanfare, and returning a year later, they claimed to have found and plundered the city, producing a wagon laden with treasures to prove their claim. Their expedition revived the legend of the lost citadel, and indeed, that of the Ur-Flan and their civilization, which had all but been forgotten since their Aerdy conquerors pulled down their ancient settlements and built their new ones on top of them, laying waste to Flan magic, art, and writings.
320 CY Nomads began to appear in the North, coming into conflict with the Rovers of the Barrens, but indeed, the northern steppes were so vast, the Rovers remained unaware until what came to be known as the Relentless Horde had already gained a foothold. And, by then, it was already too late to stop them. Mixed Oerid-Baklunish nomad bands had gradually moved into and laid claim to the steppe lands beyond the Yatil range, pushing eastwards as far as the Griff Mountains. Border skirmishing with the southern nations went on as these wild horsemen pushed into the Flanaess. Perhaps the civilized states could have stopped their eastward progress had they not been busy fighting with the Aerdi for their independence. [Folio - 6] Forced east by the Brazen Horde, the Baklunish Relentless Horde entered the Flanaess, sweeping across the Northlands. They pressed the Rovers of the Barrens east. Victorious, Ilkhan of Tiger Nomads ruled the western steppes under Kha- Khan Ogobanuk, ruler of the Restless Horde. The Wolf Nomads pressed on but could advance no further than the Cold Marshes and the Howling Hills. Their horses could not race across the former, and they met with the Rovers resolve in the valleys of the latter. Following the lead of the Viceroyalty of Ferrond, the outer dependencies of Aerdy too began to claim sovereignty. The Great Kingdom, ever riven by inner turmoil, and its increasing decadency, was shrinking. And in its lessened state, it could do nothing to stem the tide. Perranders, Velunians, Furyondians and Tenhas achieve success, establishing independent status one after the other in a series of minor but bloody wars. [Folio - 6] 342 CY The Council of Nine selected its first Theocrat to rule as a semi-independent leader of the Pale.
356 CY The founding of Nyrond marked be beginning of the Great Kingdoms decline. One might think that the founding of Furyondy marked such, but in truth, though it did mark the beginning of its dissolution, the Great Kingdom had not looked to their Western Provinces for decades, and those provinces had not sought their aid or council for decades, so when the Viceroyalty of Ferrond declared its sovereignty, the Great Kingdom hardly took note. Its attention was firmly focused on the East; so, when its Eastern protectorates began to secede, the Kingdom chose to take note, and to act. The House of Rax, ruling Aerdi dynasty, was at the time sundered by an internal feud, and the junior branch, then known as Nyrond, declared it lands free of the rule of the reigning Overking [Portillan] and sovereign. [Folio - 6] [T]he ruling dynasty of Aerdy, the Celestial House of Rax, had grown especially decadent. In response, the western province of Nyrond declared itself free of the Great Kingdom and elected one of its nobles as king of an independent domain. Armies gathered from all loyal provinces of Aerdy to suppress this brazen act. [LGG - 14]
Just as the Aerdi dynasty was marching troops north to deal with Nyronds illegal declaration of independence, an allied host of Fruztii and Schnai invaded, threatening to overwhelm the Bone March and Ratik and sweep into the North Province. The Rax Overking Portillan had no choice but to divert his forces headed to contest Nyrond to counter the barbarian invasion. They were successful, but at a great cost. So many perished at in the kingdoms defence that it had to accept Nyronds independence. A coalition of Fruzt, Schna and mercenary barbarians mounted a major foray into the Aerdian North Province. The Overking's army, raised to invade Nyrond, swung northeast and soon the invaders were crushed. The end of the campaigning season arrived before any action could be taken against Nyrond. [Folio - 6]
The Battle of Redspan. Tenha cavalry route Aerdian forces, Tenh duke ends fealty to Aerdian Crown. Eventually, the Great Kingdom showed signs of decay. When the Nyrondal princes declared the end of their allegiance to the overking, the duke was persuaded to follow suit.The Battle of Redspan signaled the end of the duke's fealty to the overking of Aerdy. The Aerdy force was routed by the Tenha cavalry and pushed down the "Red Road to Rift Canyon" in an action made famous in the ballad of the same name. The army of the Great Kingdom was not actually swept into the Rift Canyon, as the ballad proclaims, but they were so thoroughly defeated that many of the Aerdi officers and soldiers chose exile in the Bandit Kingdoms over the punishments awaiting them at home. [LGG - 113]
Theocracy of the Pale, already self-determining, proclaimed its autonomy.
As the rot of cultural and social decay started to penetrate the Great Kingdom, many of the more devout and outspoken followers of the god Pholtus withdrew from the increasingly corrupt core of the land. Some of these settled between the Rakers mountain range and the Yol River. When Nyrond declared its independence from the Great Kingdom, so did these religious refugees. Thus was the Theocracy of the Pale formed. [WG8 - 47]
359 CY Nyrond, unfortunately for the Theocracy of the Pale, did not recognize the Pales right to independence. Nyrondal forces marched into Wintershiven, and annexed the newly formed Theocracy of the Pale, and, later, the County of Urnst. While occupied, Wintershiven was burned to the ground, and ultimately abandoned. And so it came to pass that New Wintershiven was founded twenty miles north of the old. Some still claim that the invaders razed the city to the ground. Calmer heads disagree, citing nothing more than carelessness: apparently some drunken Nyrondese soldiers set fire to a barn, and the fire spread to destroy the city. [WG8 - 47] The occupation was short. Nyrond chose to accept Theocracy and Urnst independence after the treaty of Rel Mord, in return for pledges of mutual protection. The Pale celebrates this day as the Emancipation.
c.390 CY History of the Pyronomicon The Pyronomicons absence from recorded history lasted roughly 200 years before turning up again circa CY 390. This time, the owner was Foltyn, a capable Water Elementalist residing on a small island along the east coast of the Nyr Dyv. Though brilliant within his specialty, Foltyn was not known for his common sense, and he foolishly announced to the world his intention to destroy The Pyronomicon before the Joint Courts of Urnst during Richfest, when both Luna and Celene were full. Needless to say, it seemed like every powerful Fire Elementalist in the Flanaess descended upon Foltyns island abode exactly one week before the Midsummer festival, and in a spectacular, fiery display that lit up the night sky over an area some 100 miles in diameter, Foltyn and his island were wiped clean from the face of Oerth. [Dragon #241 - 78]
403 CY History of the Pyronomicon Although there is no record indicating which Fire Elementalist made off with the tome, it eventually found its way to the city of Greyhawk in CY 403, and into the possession of the sage Warfel II, the head of a generations-old family of scholars. When Warfel II died some years later, The Pyronomicon was passed on to his eldest child, Warfel III, who passed it down to his eldest child who, in turn, passed it on to the next generation, thus quieting the tomes storied existence. [Dragon #241 - 78]
Skipping ahead
576 CY History of the Pyronomicon So it was until CY 576, when a new wrinkle appeared in the tapestry that is The Pyronomicons history. Warfel VI reported that, while poring over an old adventure journal, the very shadows within his study began to coalesce and solidify at a frightening pace, eventually leaping off the walls as twisted and deformed gnomes. With no reason to expect an attack in his very home, Warfel was quickly overwhelmed by the diminutive invaders and rendered unconscious. Upon waking, he found that his entire abode had been ransacked, but upon further inspection, nothing had been taken, save for The Pyronomicon. This strange twist of fate did not end there. Elsewhere in the city, and at roughly the same time Warfels home was assaulted, a trio of powerful magical items (a sword, a hammer, and a trident, respectively) mysteriously vanished from the magically-protected vaults of their owners. In place of each weapon was a taunting riddle daring the owners to retrieve the items from a hidden location beneath haunted White Plume Mountain. Even more shocking than the weapons theft was the individual claiming responsibility. The archwizard Keraptis, thought to have died more than a millennium before, had apparently returned, for the riddles bore his personal symbol. Not surprisingly, Warfel assumed the theft of The Pyronomicon was linked to the theft of the weapons, so when adventurers were recruited in order to recover the weapons, the sage made sure that they kept an eye out for The Pyronomicon as well. But of those few intrepid adventurers who escaped White Plume Mountain with their lives, none indicated that The Pyronomicon was there, or even Keraptis for that matter. Consequently, as of CY 585, the location of The Pyronomicon remains a mystery. [Dragon #241 - 78, 79]
One must always give credit where credit is due. This History is made possible primarily by the Imaginings of Gary Gygax and his Old Guard, Lenard Lakofka among them, and the new old guards, Carl Sargant, James Ward, Roger E. Moore. And Erik Mona, Gary Holian, Sean Reynolds, Frederick Weining. The list is interminable. Thanks to Steven Wilson for his GREYCHRONDEX and to Keith Horsfield for his Chronological History of Eastern Oerik. Special thanks to Jason Zavoda for his compiled index, Greyhawkania, an invaluable research tool. Primary sources for this history were the DMG 1e, Living Greyhawk Gazetteer, The Living Greyhawk Journals, Dragon Magazine (especially #241, 290, 291, 293), WG8 The Fate of Istus, The World of Greyhawk Folio, and The World of Greyhawk Gold Box. Art: All art is wholly owned by the artists. Wizard by andrebdois The-Secret-Place by freelex30 No-rolling-back-Dark-souls by anatofinnstark Lord Kargoth, by Greg Staples, Dragon 290 Monduiz Dephaar, by Adam Rex, Dragon 291 Veralos, by Kelman Andrasofszky, Dragon 293
Sources:1015 World of Greyhawk Boxed Set, 19831043 The City of Greyhawk Boxed Set, 19891064 From the Ashes Boxed Set, 19921068 Greyhawk Wars Boxed Set, 19912011A Dungeon Masters Guide, 1st Ed., 19792023 Greyhawk Adventures Hardback, 19882138 Book of Artifacts, 19939025 World of Greyhawk Folio, 19809253 WG8, Fate of Istus, 198911743 Living Greyhawk Gazetteer, 2000Ivid the Undying, 1998Dragon MagazineOJ Oerth Journal, #1, #11LGJ et al.Greychrondex, Wilson, Steven B.Greyhawkania, byt Jason ZavodaThe map of Anna B. Meyer
Posted: 09-06-2021 02:10 pm Night Below - The Evils of Verbobonc - Part 10 Random Encounters Part 9
Night Below - The Evils of Verbobonc - Part 10 Random Encounters Part 9
9. Verbobonc Lancer Patrol
The party encounters a patrol of Verbobonc Lancers. Typically these patrols are of 20 or 30 riders with a serjeant and a corporal or two in the group. With the incursion of the Brokenjaw Wolfriders the Lancers are spread thin and are in bands of 10 or 12 with a single corporal or serjeant leading them.
The Lancers are an experienced group of fighters and rangers with an occasional druid amongst them. They average a little higher (levels 1-2 in 1e AD&D terms) than normal guardsmen and their corporals and serjeants run even higher (3-5) so they even 10 or 12 Lancers are formidable.
3 of the Lancers are wounded in this patrol of 12 and they have recently encountered a band of wolf-riders whose bodies are scattered in a field about half-a-mile distant.
Corporal Bewes who leads this patrol will stop and inform the PCs that more wolf-riders are massing. If the players are mounted he suggests they accompany the patrol (which is headed in the opposite direction of where the Players are going). If the PCs have known to have aided Lancers or Verbobonc citizenry in the past and have no mounts Bewes will suggest they ride double with some of the Lancers. If the players wont turn back Bewes wishes then luck but says 'On your own head be it." before the patrol rides away.
Posted: 09-06-2021 01:42 pm Oerthly Encounters Red Hanlan and Black Harris 2
R ed Hanlan and Black Harris 2Lyndos, human male, (Magic User level 7) Str 8, Int 18, Wis 11, Con 10, Dex 12, Chr 11 HP: 22, AL LE, AGE 33
Physical Description: Lyndos is pale with thin ash-blond hair. 5"9' and skinny. He is clean shaven but his fine thin hair is hardly noticeable even if he does not shave. He has no scars or tattoos.
Lyndos wears a dark hooded cloak on raids, he has a mask which looks like a grinning devils face horns and all which he wears under the hood, (he salvaged it from a group of wandering entertainers that the band ambushed on the road in Keoland).
In towns or away from the brigands he dresses in dark blue robes with occult signs, actual charms woven into its make-up, ( a charm against detection and a charm of protection +1) He wears a dark blue, wide-brimmed hat to protect his fair skin from the sun.
Background: Lyndos has served as Black Harris' lieutenant for the last three years and outside of Smashnose has been with the band the longest, (a total of four years). His mentor Stesil Hin, a mage of great experience and evil, had an estate outside of Hardby. After catching Lyndos borrowing spell components Stesil expelled him and Lyndos left Hardby only seconds ahead of one of Stesils' lightning bolts. Luckily Stesil failed to notice the old traveling spellbooks which Lyndos had borrowed earlier.
Down on his luck, Lyndos survived hand to mouth in the City of Greyhawk. Without cash or connections Lyndos owned only his stolen spellbooks, a bare minimum of components and a single set of worn pants, shirt and shoes. Then he met Black Harris and he has followed him ever since.
Personality and attitude: Lyndos is meticulous but lacks patience. His greatest desire is to expand his knowledge of all things wizardly but he does so regardless of the cost in pain and suffering to others. Lyndos had been in on the planning of all the major raids for the past few years. The sudden change in Harris' attitude toward the band's attacks and his lack of care in matters of security have forced Lyndos to make plans of his own.
While he bears no sense of loyalty to Harris he has been amply rewarded in the past and greatly profited due to his membership in the band of brigands. He receives all books, scrolls and magical items which are meant for a mage's use as well as a senior member's cut of all treasure. But now he feels that the rewards are coming at too high a risk and his counsels are ignored. He is gathering his resources and his courage, awaiting a time to break with the band unless he sees a change come over Black Harris and a return to the old ways.
Equipment:
Lyndos has a secret cache of spellbooks hidden away in Veluna City. He only carries a traveling spellbook while raiding.
Travelling Spellbook: 1st) Alarm, Comp. Languages, Detect Magic, Identify, Magic Missile, Read Magic, Shield & Sleep 2nd) Flaming Sphere, Invisibility, Knock, Mirror image, Ray Enfeeb., Web 3rd) Fireball, Haste, Hold Person, Lightning bolt, Pro.Norm. Missiles, 4th) Imp. Invisibility, Minor Globe Invuln., Wizard eye
Ring +2 of protection Staff of Shielding: This staff allows the user to cast the shield spell twice every 24 hours at the casters current level of experience. Sling 20 +1 sling bullets 10 Silver sling bullets 3 glass spheres holding dust of sneezing and choking, held in an ivory container that has a carrying strap. Dagger +1
Riding Horse: Mare, named LuLu. Posted: 09-04-2021 05:50 pm History of Oerth, Part 6: Of The Great Migrations
The Peoples of the West had rejoined our Narrative. When we first left them, they become a people under singular Empire, had mastered great magics and used them to subjugate those around them. The Flan had fled, but the Suloise had not followed them, content with gathering up all the lands of the West; so they told themselves, neglecting to mention their fear of the dark elves in the mountains to the east. Their doings had been just as turbulent as those of the Ur-Flan. Their Great Houses were ever fighting over the Throne. And while they were occupied thus, the Bakluni freed themselves. Then the Oeridians. Needless to say, the Suel were not pleased; so, it was not long before they and the Bakluni came to blows. What began as small raids and minor skirmished escalated into widespread hostilities. War had swept the West. And, if that were not enough, Tharizdun had slipped back into Oerth through ever widening cracks.
The Peoples of the West were on the move. And the Flanaess would never be the same.
-457 CY Freed from their oppressors, Queen Johydee led her people, the Oeridian tribes, east from Ull, fighting north and eastward through the vast savage humanoid hordes employed as mercenaries by the Suel and Bakluni, taking with them those secrets of the Suel they knew or could steal, and what debris the Suel had left scattered about the fields in those days of conquest, for they knew not what may be useful in days to come. Some Suel fled their increasingly erratic empire, as well, and moved northward through the Kendeen Pass of the Hellfurnaces, coming into mostly peaceful congress with the migrating Oeridians, and open conflict with the native Flan who sought to keep them out. The Oeridians defeated hostile Suel and Flan alike, pushing them to the peripheral, wild places of the Flanaess. A large number of savage humanoids followed in their wake, infecting the Flanaess with a brutal violence it had previously been spared. (187 OR/ 5059 SD/ 1694 FT)
-448 CY The Year of the Prophets. They read doom in the cards, the bones, and the tea leaves. Within the span of a generation the empire would fall, they predicted. Repent, they cried. Turn from your wicked ways, they plead, warning against worship of the Chained God, and warding against something they named Shothragot. To no avail. The masses laughed and turned their backs on the doomsayers. But it was plain in their eyes that their laughter was false. They turned their backs on their prophets because they knew their emperor was displeased, and they feared their emperors wrath more than their prophets doom.
Seven different prophets foretell of the destruction of the Suel Empire within 30 years. The Emperor, Yellax-ad-Zol has all seven drawn and quartered, even though one of the prophets is a High Priest of Beltar. [OJ11] (196 OR/ 5068 SD/1703 FT)
-447 CY Not all were deaf to the prophets warnings. The Emperors son took heed, for, if seven prophets should face certain death to warn of impending disaster, who was he dispute them. He knew more than most, and heeded their warnings because hed read the Lament for Lost Tharizdun, that foul scripture penned by that mad priest Wongas, whod mysteriously vanished into the East a century earlier, and hed seen with his own eyes what that dark lord demanded at his worship when it had been fashionable to be seen to attend such things, and knew what that Chained God desired even if those other revellers did not.
Zellifar-ad-Zol, son of the Emperor, mage/high priest of Beltar, breaks with his father and takes over 8,000 Suloise loyal to himself, and flees the kingdom, eastward. The ferocity and magical might of the movement scatters the Oerdians in its path, causing the remainder of the Oerdian to migrate. Slerotin, called the Last High Mage causes a huge tunnel to be bored into the Crystalmists, through which the Zolite Suel flee. He then seals the tunnel closed at both ends, trapping one lesser branch of the family, the Lerara, inside. The Zolites continue eastward heading toward the southeast as well as to Hepmonoland. [OJ11] (197 OR/ 5069 SD/1704 FT)
-446 CY The Emperor was not pleased! Traitor! he screamed, when he heard of his son's betrayal. His advisors and courtiers bowed and slunk away from their emperor's wrath, for they knew it all too well, and feared their being heir to it in his son's absence. The emperor commands that the Houses Schnai, Cruskii and Fruztii move [and] bring his son, and the "Unloyal" back to face justice. [OJ1] (198 OR/ 5070 SD/1705 FT)
-445 to -423 CY The Zolites scatter the Flannae before them, and move south to the Tilvanot Peninsula. Zellifar carries with him two of the lesser Binders and the Chief Binder. The three pursuing houses, unable to find the magical tunnel, turned north, where they are met by regrouped Oerdians and fearful Flannae who harry and drive these Suel Houses south. Many are lost and remained in the Amedio Jungle. They eventually [turn] back east and march toward what is now the Rift Canyon. [OJ11] (199-221 OR/ 5071 5093 SD/1706-1728 FT)
-424 CY Kevelli Mauk, leader of the Scarlet Brotherhood, also heeded the warnings of the seven prophets. He gathered his servants and his ten most ardent students, and managed to escape to the Flanaess just before disaster hit. They crossed the Hellfurnaces and found those Suel whod first fled to the Sheldomar Valley as the Great War began and had already begun to settle there. But those Suel had not held true to the Path of Purity, having already consorted with the lesser Oeridians. They were not entirely without use, Mauk found, for they had news of Zellifar-ad-Zol and those thousands who had followed him into the east. (222 OR/ 5092 SD/ 1727 FT)
-423 CY Zellifar was not the saviour his followers had imagined; indeed, his reading the Lament for Lost Tharizdun had twisted him and he proved as much a tyrant as his father, so, soon after taking flight, there were those among them who saw that they had traded one cruel emperor for another, and they began to steal away in the chaos he fostered as they were driven further east. One of Zellifars minions, the High Priest Pellipardus, slips away from the Zolites and takes his family. Zellifar does not pursue, fearing that this will take his attention away from the Three Houses of Pursuit: the Schnai, the Fruztii, and the Cruski. [OJ11] (223 OR/ 5093 SD/1728 FT)
-422 CY Zellifar parleys with the Houses of Pursuit. His Archmage, Slerotin, unleashes a mass enfeeblement on the mages of the three Houses, and a mass suggestion upon the other members of the Houses. Slerotin is blasted by magical energies upon the casting of these mighty spells, leaving the Rift Canyon as the only physical remains of this energy. The remnants of the Three Pursuing Houses flee northeastward. The Houses of Pursuit have been mind-swept. They have no purpose and no direction and no mages whatsoever after they are hit by these spells. They do not know why they are searching or what they are searching for. They have two binders but do not realize it! As they move aimlessly, they begin to seek a homeland. They do not remember where they came from. The memories of their gods are virtually blotted out. The three houses that eventually settle in the Barbarian States lose almost all contact with the more civilized and good gods of their people. As they begin to multiply and prosper Kord and Llerg become major gods to them but Fortubo, Lendor, Lydia and Jascar are forgotten. Farther south in Ratik a slightly different mix of peoples assembles. Gods like Phaulkon, Norebo and Phyton are still remembered. [OJ11] (224 OR/ 5094 SD/ 1729 FT) Invoked Devastation and Rain of Colourless Fire Strike
| Rain of Colourless Fire, Erol Otus |
The Great War had reached its height. Thousands had perished, and thousands would perish still. Each revelled in their atrocities, citing moral and racial superiority, eager to cleanse the land of the filth that tainted it. In the Suel Empire proper, the Suel mages gather their magical energies and cast the Invoked Devastation. No Bakluni cities survive this blast of magical energy. But Bakluni mages gather at Tovag Baragu, using the arcane powers of the Binders, and drawing upon the energies of their holiest site, withstand these energies and counterstrike with the Rain of Colorless Fire. The remains of this expenditure of energy are now called the Dry Steppes, and the Sea of Dust. The holders of all Four Binders are utterly destroyed but the binders themselves are not. [OJ11] (224 OR/ 5094 SD/1729 FT)
When the Invoked Devastation came upon the Baklunish, their own magi brought down the Rain of Colorless Fire in a last terrible curse, and this so affected the Suloise Empire as to cause it to become the Sea of Dust. [Folio - 5]
The Suloise lands were inundated by a nearly invisible fiery rain which killed all creatures it struck, burned all living things, ignited the landscape with colorless flame, and burned the very hills into ash. [Folio] (224_OR/ 5094 SD/1729 FT)
Cup and Talisman of AI'Akbar:
| Cup and Talisman of Al'Akbar |
This pair of holy relics were given by the gods of the Paynims to their most exalted high priest [
] in the days following the Invoked Devastation. It was lost to demihuman raiders and was last rumored to be somewhere in the Southeastern portion of the Bandit Kingdoms. [DMG 1e - 157]
And thus the world was sundered, its rending felt from sea to sea, and all the peoples to the east looked to the west and thought that those great magi and their Binders had brought doom to them all. The skies lit up as never before, and, for a time, there was no night, so bright was the firmament to the west. But the end did not come. The tremors persisted, then faded, the eerie red glow slaked and withdrew to the horizon, and finally below the towering mountains there until it too faded from sight, if not from memory.
How could it? The tattered remnant of the Suel fled their homeland as the devastation rained down upon them. They crossed the Hellfurnaces into the Sheldomar Valley where the Oeridian tribe of Keogh took pity on them and welcomed them, and together they began to build what would become a vast kingdom, settling swiftly and (so they say) peacefully under the guidance of their seers. They defeated the remnants of Vecnas Occluded Empire and drove the Flan to the fringes of the Valley.
Thats the story, anyway. But, Mordenkainen wrote otherwise in On The Rise of Magecraft and Modernity. The Suel were not peaceful, he wrote. Theyd never been peaceful. Their Houses fought for control of one another even as they established themselves, and even drove their own minor Houses from the Valley altogether. Indeed, the Suel were striking pacts with those Ur-Flan who still held sway over Vecnas Lands, even as they were seen to fight against them.
Some remained aloof. Or maybe they were just biding their time. Their seers stood apart from such petty struggles, and joined together as Those Who Must Not Speak, to serve all the Houses, guiding them. Its been suggested that the Order was actually founded to keep certain aspects of Suel Magic from the Oeridians, who, as yet, still lacked great sorcerers of their own. However the circumstances of their formation, Those Who Must Not Speak were tasked with restraining the spread of magic, and seeking out and stopping those who would unleash such death and destruction as had already been unleashed on them. In time they came to be known as the Silent Ones.
-419 CY Zellifar enters the Griff Mountains alone. None know where he goes or what he does there. [OJ11] (225 OR/ 5097 SD/1732 FT)
-417 CY The Three Houses of Pursuit move into the Thillonrian Peninsula. They turn to the gods they deem to be strong in the face of the harsh climate; Kord and Llerg. Magic is not practiced, and only priests, wise men and skalds may use it without fear. Witches are not uncommon, but are forced away from normal men. The skalds and priests develop a runic alphabet that carries mystic powers. They do not know where they have come from. Their skalds do not know of the Suel Empire. They have retained memory of their more primitive gods such as Kord and Llerg. Some others like Phaulkon are still remembered but the more civilized gods (Lydia, for example), are forgotten! [OJ11] (227 OR/ 5099 SD/1734 FT)
-416 CY Zellifar, last scion of Emperors, teleports from the Griff Mountains back to the remains of the Suloise Empire. He is destroyed by the lingering magics and final throes of conflict in the area. Thus ends the Suloise Empire, mightiest and longest lived of Empires on Oerth, and its reckoning (although some skalds of the Northern Barbarians, and the Scarlet Brotherhood still use it to keep records). [OJ11] (228 OR/ 5100 SD/1735 FT)
c.-400 CY The Flan Ahlissan Kingdom was in full decline by this time. In the wake of the Ur-Flan and the devastating war with the elves, theyd become a peaceful folk, having reverted to a tribal existence, content to tend their flocks and fields. They were no match for the coming Suel or Oeridians ... militarily. That is not to say that they were a helpless people, either. (244 OR/ 5116 SD/ 1751 FT) Queen Ehlissa's Marvelous Nightingale:
| Queen Ehlissa's Marvelous Nightingale |
The origin of this artifact is unknown, although the Mage Mordenkainen is reported to have asserted that the Nightingale was made by Xagy and the goddess of volcanic activity, Joramy, some 17 centuries ago. Queen Ehlissa bent all to her will with the enchantments of the device, and throughout her reign [
] several Suel [were] banished to margins of the Flanaess. [DMG 1e - 160]
-366 CY Not all Flan kingdoms were as formidable. The coming of the Aerdy tribes incited panic among the citizens of Veralos, for it was only a city of artisans, highly skilled in creating the wonders of ages past, magical tablets and statuary and ensorcelled jewelry, even weaponry that was coveted by all the lords of Sulm, Itar, Ahlissa, and Nuria; but alas, they were not skilled in those arms. Legends say that an Ur-Flan prophet came to that ancient citadel of Veralos, and reaping their fear, he persuaded them to seek the succor of an ancient and sinister force. (278 OR/ 5150 SD/ 1785 FT)
-365 CY Veralos committed the Dark Rites bid them, and the sleeping power rose up from the depths of the Rift Canyon and the city of Veralos was no more. When the Aerdy came upon the Rift Valley, all they found were steep cliffs, howling winds, undulant grasses, and dust-devils. They said the dust-devils swooned and wailed. They said their dreams were plagued by visions of untold horrors. And they quit the cliffs of the Rift Canyon before too long, having never raised a single palisade to defend the howling plains or the twisted forests that surrounded it. (279 OR/ 5151 SD/ 1786 FT) The Oeridians swept the Flan aside with ease. They were fierce. They were relentless. And theyd come prepared. They had learned from their former masters, and remembered those lessons well. They studied those Suel books and artifacts theyd taken with them. They tinkered. They failed at first to comprehend what they studied, and then one day they didnt. Great magics were revealed to them. And the art of artifice. Leuk-O was particularly adept at such studies. And he was a wonderful tinkerer. He recreated those marvelous machines the Suel had used against them with such deadly effect. And he used them well.
Mighty Servant of Leuk-O:
Those who are most knowledgeable regarding ancient artifacts believe that this device is of the same manufacture as the Machine of Lum. The Mighty Servant of the famous General Leuk-O is a towering automaton of crystal, unknown metals, and strange fibrous material. It is over 9' tall, 6 deep, and some 4' wide. Inside is a compartment suitable for holding 2 man-sized creatures, and there is space for 4-5 others to sit outside. If the possessor knows the proper command phrases, he or she can use the Mighty Servant as a transportation mode, magical attack device, or fighting machine. The Mighty Servant regenerates [damage done to it]. [It is reputedly immune to magic.] Acid, cold, fire, heat, vacuum, and water have no effect on the device. [DMG 1e - 159]
Science of Temporal Waves, by Leuk-0 [Dragon #82 - 58]
Machine of Lum the Mad: Perhaps this strange device was built by gods long forgotten and survived the eons since their passing, for it is incredibly ancient and of workmanship unlike anything known today. The Machine was used by Baron Lum to build an empire, but what has since become of this ponderous mechanism none can say. Legends report that it has 60 levers, 40 dials, and 20 switches (but only about one-half still function). Singly or in combination, these controls will generate all sorts of powers and effects. [DMG 1e - 159]
The Minds of The Unknown, by Baron Lum [Dragon #82 - 58]
Baron Lum wielded Druniarzth against the Ur-Flan sorcerers until he lost it in the Battle if the Bonewood. Druniarzth is a fell blade, an artifact that exists only to serve Tharizdun and free him from his endless slumber. Lum spent his remaining years trying to recover the sword, the search eventually driving him mad.
-217 CY Founding of the Kingdom of Aerdy.
The strongest tribe of the Oeridians, the Aerdi, settled the rich fields east of the Nyr Dyv and there founded the Kingdom of Aerdy, eventually to be renamed the Great Kingdom. [Folio - 5] (427_OR/ 5299 SD/ 1881_FT) -194 CY Exploration of the Solonor Ocean begins.
In eastern Oerik, some small but farsighted groups living near the Gull Cliffs of the coast developed some skill at maritime travel. The travelers were of mixed stock, Oerid and Flannae, and part of the newly formed kingdom of Aerdy. The persistent Aqua-erdians generated two major seafaring explorations, both of which successfully returned with news of land far eastward. [Aqua] (450 OR/ 5322 SD/ 1967 FT) -171 CY The Battle of Chokestone.
The Flannae could only watch as the Aerdy flooded into the east, a relentless tide that had no ebb. They sought to parley with these newcomers, for there was an abundance of uncultivated land and room for all. But, the Aerdians saw the fertile lands of the Flannae and meant to take them for their own. The Flan sought to defend them, but their cause was hopeless compared with the fierceness and resolve of the Oeridians. They clashed at Chokestone, and the Flan fell. (473 OR/ 5345 SD/ 1980 FT) Chokestone This place, and the lands around it are deserted, not farmed by anyone. The site is that of a great battle between Aerdi men and a small Flan tribe in -171 CY. The Oeridians were easily triumphant, and an excessively brutal general ordered the torture and sacrifice of all surrendering Flan folk in thanks to Erythnul. The following day, the Aerdi army woke from its camp to find that the land for several square miles around had been stripped of vegetation. Only slate-like stone remained. As they trod upon the stone, it cracked as if it were brittle paper, releasing clouds of oily, choking smoke. Less than a third of the army managed to march away from the accursed area, and those who survived suffered lung infections and disease which brought their lives to very premature ends. From time to time since this slaughter, a huge black smoky serpentine shape has been spotted prowling the lands around Chokestone, slaying any who dare approach the land where the Flan were slaughtered. Astrologer-sages can predict this wandering; it occurs around once every 17 years, with the "snake" manifesting for [
] days. At other times, mages will sometimes try to obtain some of the stone for use in making dust of sneezing and choking, but they invariably send servants to obtain it rather than risking entry themselves. [Ivid - 53]
-122 CY Aqua-erdians struck out east across the Solonor Ocean. Disenchanted by a warlike turn of events in their homeland, most of the remaining Aqua-erdians left Aerdy by sea, migrating eastward across the Solnor Ocean. Those who remained became the ancestors of the Sea Barons, now virtually independent, but swearing fealty to the Overking at Rauxes. [Aqua] (522 OR/ 5394 SD/ 2029 FT)
-110 CY After the Battle of a Fortnights Length, the Duke of Tenh pledged fealty to the King of Aerdy, giving the Aerdian monarch authority over the duke and his personal holdings in Tenh and the Coltens, thus ending Flan dominion over the Flanaess. Not all nobles and officials of Tenh bent the knee to the King of Aerdy, maintaining Tenhs independence, but without support and armies to field, their declaration was tantamount to posturing. They were living in the Great Kingdom now, regardless their delusions of the supposed continuance of a bygone age. After several decades of increasing growth, power, and prestige, Aerdy embarked upon a series of conquests, the greatest of which was the defeat of the Nyrondal cavalry squadrons at the Battle of a Fortnight's Length. [Folio - 5] (534 OR/ 5406 SD/ 2041 FT) -107 CY Ur-Flan insurgents attempted to assassinate the King of Aerdy by summoning a "winged horror." It was their last fruitless gasp at freedom.
It occurred in the year 537 OR (-107 CY), when an attack upon the traveling train of the king of Aerdy was foiled by a group of young men, primarily woodsmen and farmers from a nearby village. Ur-Flan insurgents released a winged horror upon the royal tent city in an effort to assassinate the leader of their conquerors. The young men of the village thwarted the attack, at the cost of most of their lives. The king was so impressed with the courage of the survivors that he raised them up as his "Knight Protectors." [LGG - 157] (537 OR/ 5409 SD/ 2044 FT) So ended the Flan kingdoms. So began the Aerdian Great Kingdom.
But what of the Houses of Pursuit? What befell them is as much legend and myth as it is truth. Stories tell of a barbarian empire created by the warriors of Vatun, the "Great God of the North." The empire, if it existed at all, lasted only for the lifetime of the first fasstal of the Suelii. Some say Vatun was betrayed by a companion deity, but others blame a rival Oeridian god (Telchur) and his clerics; a few even say that the barbarians proved unworthy, being unable to sustain a mighty god's presence. Regardless, as recorded history dawned in the north, the barbarians' empire was only a tale of old. [LGG - 44] Legend has it that should the Five Blades of Curusk be united, Vatun would be freed from his imprisonment and work his revenge against Telchur and the Oerids.
The Fruztii settled in the lands north of the Timberway and west if the Spikey forests where the climate tended towards a more temperate temperament. They farmed their fertile lands; they harvested the bounty of Grendep Bay; they even mined the eastern Griffs; but they also raided the southern coasts with abandon, for those people were weak, and Vatun taught them to do so, and punished those tribes that did not, sending quakes and high seas and fierce winds until they set sail south once again.
The Schnai settled the land between the Corusk Mountains and the wide Grendep Bay, with only the Spikey Forest separating them with the Fruztii. Despite their identical climes, the landscape of the Schnai is more rugged than the Fruztiis, though not so rough as the Cruskis. The same could be said of the people, who are more factious than the Fruztii, but more united than the Cruski. It was these differences that inevitably brought their kin under their dominion. They may not have always been the most powerful of the Suel barbarians, but they never come under the rule of either of their cousin states. Perhaps this is due to the superior seamanship of these barbarians, for they have never been attacked by land. [LGG - 106]
The Cruski settled further east upon Rhizia, the Thellonrian Peninsula, than any of their kin. Theirs is the coldest and most severe of the Suel barbarian kingdoms. Fiercely independent, they hunted and fished and whaled from their seaside towns and their mountain steadings. And like all of their kin, they built longships, for it was and is their way to raid south, and prey upon those plying their trade at sea. The Cruski themselves are a people of pure Suel race, speaking the Cold Tongue as their native language. Though they have always been the least numerous of the Suel barbarians, their royal lineage is the oldest. The king of Cruski holds the title "Fasstal of all the Suelii," indicating his preeminence among the nobles of the Suel race and giving him the right to pronounce judgment on any of them. Politically, this has little real importance, for he has no power to enforce his judgments. However, it is said by some that the god Vatun granted this authority to the fasstal of the Suelii; if Vatun awoke, the full authority of the office would return to the fasstal, and a new barbarian empire would emerge under his leadership. [LGG - 54]
The Barbarians and the Kingdom of Aerdy were destined to clash. And they did. But that is another tale.
One must always give credit where credit is due. This History is made possible primarily by the Imaginings of Gary Gygax and his Old Guard, Lenard Lakofka among them, and the new old guards, Carl Sargant, James Ward, Roger E. Moore. And Erik Mona, Gary Holian, Sean Reynolds, Frederick Weining. The list is interminable. Thanks to Steven Wilson for his GREYCHRONDEX and to Keith Horsfield for his Chronological History of Eastern Oerik. Special thanks to Jason Zavoda for his compiled index, Greyhawkania, an invaluable research tool. The Art: All art is wholly owned by the artists. Deathrite-Shaman by steveargyle War-Relic by artursadlos Rain of Colourless Fire by Erol Otus, Greyhawk Gold Box, 1983 TSR Art of Artifacts can be found in the Book of Artifacts, 1993 WotC
Sources: 1015 World of Greyhawk Boxed Set, 1983 1064 From the Ashes Boxed Set, 1992 1068 Greyhawk Wars Boxed Set, 1991 2011A Dungeon Masters Guide, 1st Ed., 1979 2138 Book of Artifacts, 1993 9025 World of Greyhawk Folio, 1980 11743 Living Greyhawk Gazetteer, 2000 Ivid the Undying, 1998 Dragon Magazine 82 OJ Oerth Journal, #1, #11 Living Greyhawk Journals Greychrondex, Wilson, Steven B. Greyhawkania, Jason Zavoda The map of Anna B. Meyer Posted: 09-04-2021 01:43 pm Night Below - The Evils of Verbobonc - Part 9 Random Encounters Part 8
Night Below - The Evils of Verbobonc - Part 9 Random Encounters Part 8
Part 8. Jawbreaker Goblin riding party
A frequent random encounter will be raiding parties of Jawbreaker Goblins. They are overpopulated and moving up throw wild coast and into Verbobonc. This has proved troublesome for the kidnappers and at the moment they are as taken by surprise as the citizens of Verbobonc,
Goblin raiding parties all number several dozen sometimes as many as 60 or 70 in the main band, but these split into smaller groups that retreat at the sign of trouble and collect more raiders. So far several hundred goblin wolf-riders have entered Verbobonc with no telling how many more are to follow.
Goblin wolf-riders are normally leathered armored bearing a short bow, falchion or scimitar or dagger. They loot other gear and raid leaders and warchiefs always have better armor and gear including enchanted blades. Goblin leaders should b of increased HD or leveled NPCs. These Goblin have shamans (about 1 per 100) who are low level druid/magic-users.
A typical raiding party will have split down to about a dozen riders with one boss of stronger or more wiley disposition. Raid leaders are normally encountered with groups of 40 or more while warchiefs and shamans are normally encountered in groups of 100 or 200 goblins. Even a small raid boss will normally have 1 or 2 buddies who help him keep order, while a Raid Leader will have a lieutenant and a few body guards and several small raid boss types around. A full war chief will have a shaman or three, sub-chiefs, henchmen, bodyguards and a wolf that is of larger size and intelligence as a pack leader.
Posted: 09-01-2021 12:00 pm History of Oerth, Part 5: Of The Peoples of the West
Lets look way back shall we?
The Suloise were a cruel and haughty people who aspired to the power they saw in the Grey Elves. They coveted that power, but as chance would have it, the Elves saw the wisdom of their having released their Magic into the world as folly, and closed their schools. The Suel were enraged. Their relations with the Elves suffered and in time, when the Grey Elves went to war against their dark brethren, they sided with the Drow and Giantkind against their former tutors. The Drow were victorious, but both they and their allies saw their forces all but wiped out. The Suloise did not venture East after that. The Drow were not as the Grey Elves were, and despite their having fought side by side with the Drow, they knew those dark elves were not their friends. So they looked to the North and West for conquest.
They had learned much while at the knee of the Grey Elves. And they had learned far more since. They sought to know all and sent out missions in all directions to gather up what knowledge they could, some even as far north as the Barrier Peaks to spy upon their past allies, for they knew one must be prepared against the duplicity of the perfidious. They unearthed spells of great power, and they grew adept at artifice. Their foes were no match for them.
Machine of Lum the Mad: Perhaps this strange device was built by gods long forgotten and survived the eons since their passing, for it is incredibly ancient and of workmanship unlike anything known today. The Machine was used by Baron Lum to build an empire, but what has since become of this ponderous mechanism none can say. Legends report that it has 60 levers, 40 dials, and 20 switches (but only about one-half still function). Singly or in combination, these controls will generate all sorts of powers and effects. [DMG 1e - 159]
Mighty Servant of Leuk-O:
Those who are most knowledgeable regarding ancient artifacts believe that this device is of the same manufacture as the Machine of Lum. The Mighty Servant of the famous General Leuk-O is a towering automaton of crystal, unknown metals, and strange fibrous material. It is over 9' tall, 6 deep, and some 4' wide. Inside is a compartment suitable for holding 2 man-sized creatures, and there is space for 4-5 others to sit outside. If the possessor knows the proper command phrases, he or she can use the Mighty Servant as a transportation mode, magical attack device, or fighting machine. The Mighty Servant regenerates [damage done to it]. [It is reputedly immune to magic.] Acid, cold, fire, heat, vacuum, and water have no effect on the device. [DMG 1e - 159]
-4414 CY But first, the Suel had to sort out their own House. Only one must rule if they were to stand against their enemies. And they had enemies at all points of the compass. But as some Houses soon discovered, some enemies are closer than one might think. In time, each bowed the knee until there was but one. And so it was that a scion of the House of Rhola was proclaimed the First Emperor of the Suel Empire. Worshippers of Jascar and other Suloise deities of weal, they held their holds with an iron fist. (1102 SD/ -2263 FT/ -1753 BT)
-2660 CY The Bakluni took note of their neighbours and saw what power would be needed if they were to keep from being fitted for chains, for the reputation of the Suel was well known to them. A Holy Man, El-Baklun-bar-Gash, prayed for guidance and was sent a vision of massive stone blocks set in five concentric circles upon the shores of Lake Udrukankar. He must build this circle of stone, the vision said, and he was to name it Tovrag Baragu, "The Naval of the Earth." He shared his vision upon waking, and his brethren raced off to all corners of the steppes to gather in those holy men known to them. They raised the stones, and understood them to be the window to all existence. The Suloise did not see, for the nomads were sparse and scattered, and they did believe that such savage nomads could raise such a thing. The Bakluni count the completion of this place as the beginning of the Bakluni calendar. (2856 SD/ -509 FT/1_BH) The Suel had their holy men, too. And they, too, were blessed and given favour. Some were so blessed, in fact, that their very essence was infused with their boon, and persists eons after their demise. But beware, for their boon may be your bane.
The Teeth of Dahlver-Nor: If any cleric was more powerful than the renowned Dahlver-Nor, histories do not tell us. The gods themselves gave special powers to him, and these have passed on to others by means of the great relics of Dahlver-Nor, his teeth. Each of the Teeth has some power, and if one character manages to gain a full quarter, half, or all of them, other grand benefits accrue. In order to gain the power of one of these teeth, however, the character must place it into his or her mouth, where it will graft itself in the place of a like missing tooth. The teeth can never be removed once so emplaced, short of the demise of the possessor. [DMG 1e - 161]
-2328 CY The Suel were always a cunning and covetous people. Their Houses were always mindful of their place, and each in their wisdom knew that they were better suited for the throne than they who occupied it. But how to unseat those in their way. They plotted and schemed. They whispered into ears, and watched for weakness. They also knew that those whispers should never reach the ears of any who might expose them. One must keep plans close to their chests. And trust no one. And never, never, act openly, for to do so exposed their family to annihilation. And so, assassination became the vehicle of succession in the Empire. Thus, the throne fell to the House of Zolax, worshippers of Beltar. (3188 SD/ -177 FT/ 333 BT)
-2269 CY The Years of Conquest and Prosperity
The Flanae in the southeast, already persecuted and pressed upon by the Suel for decades, were the first to fall; then the Kersi, the long distant descendants of those who first sailed from AnaKeri, to the south; then the Oerid to the north and east. Several unnamed small tribes to the west eventually fell to the Suloise as the Suel reached and stretched until they could reach no more. And with them, all the lands of the known world were under their yoke. Beyond lay only great wastes. But no lands east; the Drow and darker forces, and a fear of other elves, halted their eastern expansion. Convinced of their power and their undeniable destiny of dominion over the lesser peoples around them, the Suel began their "Slavery Raids. They slipped across the Sulhaut Mountains and captured an entire family of Bakluni and took them back to their lands in chains. Such were those first raids, small, a trifling of what were to come, as though to test the resolve of the nomadic Bakluni to the north. None were noticed at first, for the Bakluni were a people scattered across the wide and windy steppes. (3247 SD/ -118 FT/ 392 BH)
-2266 CY The Flanae, under the protection of Beory, Pelor and Rao, fled their lands en masse, making a perilous crossing of the Hellfurnaces. They moved north into Eastern Oerik, later called the Flanaess, and were the first humans to inhabitant those lands. Initially, the elves welcomed them. The Dwarves hardly took notice, so fixated were they in their quest for gold and trading bitter blows with the humanoids in the depths of those ancient eroded mountains, the Lortmils. (3250 SD/ -115 FT/ 395 BT)
-2150 CY The Flan spread across the Sheldomar Valley, always settling at the foot of Elven settlements for protection. They were still convinced of the coming of the Suel, for they knew that those cruel and greedy people would sulk in their land west of the Hellfurnaces for only so long. So, when they did finally plant the seed of their civilization, they did so high in the Lortmils, where they could look to the West for their former masters coming. They named their city Haradaragh, after Harad, the holy man who first climbed into the Lortmils to commune with the skies. Pilgrims came to learn his wisdom, calling him Druid (Father, or, Learned One), and those he taught were told to go out into the forests and hills and be as one with the all they surveyed, and they too came to be known as druids. And those who sought to protect and serve them learned their ways and ranged the lands with them. The Dwarves took no action against their raising this city in their mountains, for the Flan had settled in a land less rich than theirs, and more importantly, these newcomers had drawn the hated humanoids away from their unending conflict, at least for a time. The founding of the first Flannae City in the Lortmil mountains in eastern Oerik, this is counted as year [OJ11] (3366 SD/ 1 FT/ 511 BH)
-2064 CY The Great Betrayal. The Bakluni had not yet taken note of the Suels slave raids. The Steppes were a hostile place, and on occasion, small groups disappeared; whats more, family units ranged far and were sometimes only seen at the annual gatherings. But, after treating with seven nomadic merchant clans at a trade gathering, the Suloise Odiafer attacked the merchants, attempting to take their goods and enslave them. The Bakluni families drew their trains together and fought to the last. The Bakluni came upon the field of battle in the months that followed, and reading the signs, looked to the south for those responsible. The tribes had finally taken notice of the Suel, and they knew hatred. (3452 SD/ 87 FT/597 BH)
-2055 CY The Suloise armies marched into the northern plains and finding scant resistance at first, claimed all they could see as their domain. The Suloise built their first palisades to defend their newly acquired territories, and then their first fortresses as they gained ever more ground, tall walls that the nomads could neither breach nor scale. They did so until they stood upon the high cliffs of the Dramidj Sea, and for the next 600 years the Bakluni were subjugated by the Suel. (3461 SD/ 96 FT/ 606 BH)
[-1547 CY Vecna began his 400 Year War against the Galitholian and the elves.]
-1545 CY The Bakluni united under one of their wandering chieftains, one Ali-ben-Onar, in an effort to throw off the Suloise yoke. (3971 SD/ 606 FT/ 1116 BH)
-1540 CY Five years later, they won their "First Victory." During the War of Seven Score Nights, one of the Suloise Binders was captured and the war ceased when the Bakluni threatened to use it. The Bakluni claimed all lands north of the Sulhaut Mountains by treaty with the Seul. The family Amirs and Sultans gathered and elected Ali-ben-Onar, by proclamation, "Caliph of All the Families of the Baklun." (3977 SD/ 611 FT/ 1121 BH)
-1539 CY The Suel-Bakluni peace was always an uneasy one. The Suel did not suffer defeat easily. They planned to never suffer such again. The House of Zolax began to plot against Bakluni influences and sent out spies into Bakluni lands. They whispered fear into the ears of all those in their fold to ensure that they would never have such dreams as the Bakluni revolt might rouse. (3977 SD/ 612 FT/ 1122 BH)
-1399 CY The Emperor Zeeckar looked upon his empire and saw that the blood of the Suel had become tainted, and knew that such taint had been why the Suloise Empire had been much diminished. He decided to strengthen his realm, and declared his War of Purity. He selected those Houses he deemed loyal and chose those individuals from within them he saw as most pure and gathered them together for his Great Mission, and set his The Scarlet Brotherhood, to the task of returning his People to the Grace they once knew. The Brotherhood were instructed to erase the Houses of Ulmar and Opell, for those western Houses had long interbred with the Lesser Peoples to the west. Both Houses fled the Empire, flying west over the Steppes to the Vast Ocean where they passed out of memory. Zeeckar was pleased, and set his own House and those most loyal to him in their place, for he knew that their Purity was not in question. Then he decreed that the Brotherhood sift those other Houses whose skin was less pale, whose eyes were not as violet or clear. And they did. They then turned on those Houses who suggested that the Brotherhood wielded too much power. Why, asked Zeeckar, were they not loyal to his War on Purity, were they not Pure? The Houses, in patriotic fervour, began to select those best suited to breed. And they held their council behind closed doors and thick walls. And thus they were made Loyal and Pure. (4117_SD/ 752 FT/ 1262 BH)
[-1151 CY Vecna was weakened by the energies he expended during his attack on The City of Summer Stars. At his empire's height, Vecna was betrayed and destroyed by his most trusted lieutenant, a human vampire called Kas the Bloody-Handed, using a magical sword that Vecna himself had crafted for him, now known as the Sword of Kas. (4365 SD/ 1000 FT/ 1510 BH)]
-1079 CY House Schnai, both fearful of and enraged by centuries of the Brotherhoods Purity pogroms, conspired with the Schnai and the Cruski, and seized the throne of the Empire after a short struggle, and Ovrung the First began to restore the kingdom to a shadow of its former self. He sought out the Scarlet Brotherhood, set upon cleansing the Empire of them. But the Brotherhood faded into the shadows and bided their time. (4437 SD/ 972 FT/ 1282 BH)
-1028 CY The Bakluni were watchful. They saw the Suloise embroiled in their internal struggles, and they struck, sending a series of plagues, some magical and some mundane, across the Sulhaut Mountains into the Empire, and its population there collapsed, with not a family left untouched. Indeed, many towns were completely emptied, and the border defenses were greatly weakened. This was the first of The Plague Years. (4788 SD/ 973 FT/ 1633 BH)
-1027 CY The Bakluni watched as the Suloise population collapsed from the plagues, and saw their weakness. And they knew the time to strike was ripe. They broke the tenuous peace and began to raid across the Sulhaut Mountains. But not for slaves. For revenge. (4889 SD/ 974 FT/ 1634 BH)
-728 CY Weakened by the Plague Years, the Suel Empire slipped into stagnation, too weak to do more than fend off the ever increasing waves of raids from the Bakluni. The Oeridians saw the Empires weakness, and began to dream that they too might someday be free. (4788 SD/ 1423 FT/ 1933 BH)
-645 CY The Oeridian High Priestess Johydee, of the Aerdi House Crandon, dreamed that one day her people would be free. She put the question as to how this might be done to the gods, and they sent her a vision of Guile. Trick your cruel masters, the vision said, and the visage of a mask resolved before her. And in her cunning, she tricked their oppressors into moulding it, infusing the porcelain with her blood. And in their hubris, they created it in her image, for they meant to mock her. She let them laugh. For she had seduced them. And using her cunning further, she called it to her, for it was a part of her, and used the conduits of Phantasm within it to free the Oeridians from their dark overlords. She ultimately became a queen in her own right, though the location of her realm is lost to time. But not her writings, for there is rumoured to be a copy of Mental Impressions of the Retina within the secret archives of in the Great Library of Greyhawk. (1 OR/ 4871 SD/ 1506 FT/ 2016 BH)
Johydee's Mask: The high priestess Johydee supposedly tricked the powers of evil into making this strange artifact and then wisely used it to overthrow their hold upon her nation. The Mask completely covers the wearer's face and enables him or her to assume the likeness of any human or human-like creature. It also prevents all forms of mind contact, detection or attack. [DMG 1e - 158]
-627 CY The Suel population had truly begun to recover, but peace had become an illusion. Skirmishes with the Bakluni had become common in the passes, with probes into each others territories ever more brazen. (4889 SD/ 1424 FT/ 1989 BH)
-604 CY The Suloise noble houses were always maneuvering for power, and woe to those who did not anticipate treachery and assassination at court. The first of The Succession Wars began, and the Schnai were removed from the throne. (4912 SD/ 1547 FT/ 2057 BH)
-563 CY Evil always finds a foothold. Temples devoted to Tharizdun had secretly spread all over the Suel Empire, spilling out over the borders in all directions, their grim devotees eager that their Masters dark doctrine should find purchase wherever it might be whispered. A temple to Tharizdun is located near the Realm of the Highfolk, it is cleared, but a mystic force keeps it from being destroyed. [ OJ1] (4957 SD/ 1588 FT/ 2098 BH)
-505 CY The last of The Succession Wars swept across the Suloise Empire. After 500 years of the throne falling to nine different Houses, the House Zolax regained control of the Imperium. Monks from the hidden Temple of Tharizdun in Highfolk returned to the Suloise Empire and began winning converts. (5011 SD/ 1646 FT/ 2156 BH)
-504 CY Zunid-ad-Zol, the Prince of House Zolax was crowned Emperor of the Seul Peoples. The Scarlet Brotherhood whispered in his ears. We are a great people, they said. We must keep out all the lesser peoples, they said. And he agreed. His first act was to command that the mountain passes be strengthened, that their fortifications were to span from peak to peak, and watchtowers were to be raised high. The Bakluni protested the construction of fortifications upon what the declared to be their lands. The Backluni have been attacking us for centuries, the Brotherhood whispered. Zunid-ad-Zol accused the Backluni of having raided his lands for centuries, accusing them of having attacked his lands with plague. So whispered the Brotherhood. He declared the Bakluni an enemy of the Suloise Empire. Then he too commanded raids to probe the Steppes. The Bakluni withdrew their ambassador from the Seuloise Empire. And they too began to raise their armies. (5012 SD/ 1647 FT/ 2157 BH)
-485 CY The Great War began with lightening swiftness when nine thousand Bakluni were slaughtered in the Salhaut Pass. The Suel thrust out into the Steppes with a vengeance they had not known since first conquering the northern nomads. Zunid was pleased, and promised to destroy the Bakluni entirely, even if the majority of mages of his own House died in the process. (5031 SD/ 1666 FT/ 2176 BH)
-466 CY Both Bakluni and Suloise began to go east into the mountains, recruiting humanoids as mercenaries in their battles for the first time. [OJ11] (5050 SD/ 1685 FT/ 2195 BH)
-458 CY Heeding their prophets, many Oeridians began moving eastward, coming into contact and conflict with the Flannae. (186 OR / 5058 SD/ 1693 FT/ 2203 BH) But what of the Flan? Did they not mount a defence against the Peoples of the West? Their first city, Haradaragh had been built in preparation for the assault of the Se-Ul People that they knew must someday come. Surely they must have been prepared. They were. They had been. But the Se-Ul did not come. They grew lax. And were not prepared for what did.
The Flan of Haradaragh found that their presence in the Lortmils was left unchallenged by the elves for a simple reason -- the existence of the orcs and goblins of the central peaks. The humans had nearly a century of relative peace in which to build their great capital. During this time, the human miner Bleredd led several explorations of the deep caverns below the mines, and on one such occasion, was ambushed by a goblin scouting party. Separated from his companions, and facing a howling band of goblins, he prepared for his death at their spears. He was amazed to discover that he was no longer fighting alone; a strong faced matron battled at his side with her hammer, slaying the goblins as easily as the most skilled warrior. When the battle was over, Bleredd turned to thank his rescuer and found he was alone again. He there swore an oath that he would find her and repay his debt, unto his dying days if need be. Long and far he traveled, and terrible were the hardships he endured to follow his oath -- all of which have been expounded upon elsewhere. Although no written descriptions of the city of Haradaragh have survived, there are cryptic fragments of songs still sung among those of Geoff, Sterich and the County of Ulek who count themselves of Flan descent. These tell of the spectacular visions of sunrise in the high plateaus of the mountains, the great wide boulevards and plazas of the city, the many-stepped pyramids devoted to the Sun-God, the agricultural terraces of the slopes, the labyrinthine walls protecting the city, and the tremendous wealth brought from the mines below. The more tragic lyrics sing of the last days of the city, when the mines boiled forth with rampaging humanoids who slaughtered all who would stand against them. The humanoids had known of the presence of the humans within a few decades of the Flannae arrival, but the goblin shamen urged the tribes to wait until the portents were favorable. The goblins and allied orcs patiently waited for the humans to drive tunnels deeper into caverns that the goblins had already reached via other passages. Present-day goblin shamen recall only small fragments of the victorious battle chant, but it speaks of the spear of Maglubiyet waiting in the darkness for the humans. Whether this was an appearance of the avatar, or an epic exaggeration by the shamen, is unknown. Although the songs are quite descriptive of the birth and death of the city, they leave out any clear description of its exact location, other than that it must have been among the highest peaks of the range. The mountain dwarves who have roamed the peaks in the centuries since have found no ruins of any such city, and have tunneled for miles without encountering other mining tunnels -- active or abandoned. With the destruction of their great city, the few survivors fled into the lowlands, and reverted back to a [simpler], nomadic life. The leaders that later emerged among them forswore any return to the cursed mountains, or any attempt to build great cities again, citing the wrath of the gods. When the waves of Oeridian and Suel refugees arrived in the Sheldomar valley region some 1,500 years later, the descendants of the Lortmil Flannae were completely absent of any signs that they had the skill, knowledge and daring to have built a city on the very peaks of the mountains. [OJ2, by Sobhrach]
-448 CY The Year of the Prophets. Seven different prophets foretell of the destruction of the Suel Empire within 30 years. The emperor has all seven drawn and quartered, even though one of the prophets is a High Priest of Beltar. (196 OR/ 5068 SD/ 1703 FT/ 2213 BH)
-447 CY Zellifar-ad-Zol, son of the emperor, mage/high priest of Beltar, breaks with his father and takes over 8,000 Seuloise loyal to himself, and flees the kingdom, eastward. The ferocity and magical might of the movement scatters the Oeridians in its path, causing the remainder of the Oeridian to migrate, who in turn attack the beleaguered Flanae. The Zolites continue eastward. (197 OR/ 5069_SD/_1704 FT/ 2214 BH)
-446 CY The emperor sends commands that the Houses Schnai, Cruskii and Fruztii move bring his son, and the "Unloyal" back to face justice. [OJ1] (198 OR/ 5070 SD/ 1705 FT/ 2215 BH)
-445 to -423 CY The Zolite scatter the Flanae before them, and move south to the Tilvanot Peninsula. The three pursuing houses, unable to find the magical tunnel, turn north, where they are met by regrouped Oeridians and fearful Flanae who harry and drive these Suel Houses south. (5071 to 199-221 OR/ 5093 SD/ 1706-1728 FT/ 2216-2238 BH)
The Peoples of the West were on the move. The Great Migration had begun. But what begins as a trickle would eventually become a flood.
One must always give credit where credit is due. This History is made possible primarily by the Imaginings of Gary Gygax and his Old Guard, Lenard Lakofka among them, and the new old guards, Carl Sargant, James Ward, Roger E. Moore. And Erik Mona, Gary Holian, Sean Reynolds, Frederick Weinig. The list is interminable. Thanks to Steven Wilson for his GREYCHRONDEX and to Keith Horsfield for his Chronological History of Eastern Oerik. Special thanks to Jason Zavoda for his compiled index, Greyhawkania, an invaluable research tool.
It should be noted that without Lenard Lakfka there would not be such a detailed account of the Suel Migration, or the Pantheon of Suel Gods, for that matter. I cannot at this time give credit to all those others whod contributed to it over the years, because I myself am still learning it and who wrote it.
The Art: All art is wholly owned by the artists. Automaton-Unearthing, by 000fesbra000War-Relic, by artursadlosSources1015 World of Greyhawk Boxed Set, 19832011A Dungeon Masters Guide, 1st Ed., 19792023 Greyhawk Adventures Hardback, 1988Book of Artifacts, Dave Cook, 19939025 World of Greyhawk Folio, 1980 9027 S2, White Plume Mountain, 19799309 WGA4, Vecna Lives, 19909399 WGR 5, Iuz the Evil, 19939577 The Adventure Begins, 19989578 Players Guide to Greyhawk, 1998Dragon Magazine, 82OJ Oerth Journal, #1, #2, #11; produced by the Council of Greyhawk, and appearing on their websiteGreychrondex, Wilson, Steven B.TSR11348 Return to White Plume Mountain, 1999Book of Artifacts, David Cook, 1993. Posted: 08-31-2021 05:33 pm History of Oerth, Part 4: Of The Dark Age Of The Flan
The Ur-Flan were not idle as Vecna rose to power. They were a greedy and covetous lot, never satisfied to live under the rule of another, so they each sought to carve out their own realms while Vecna threw his forces against the shield of the Elven Kingdoms.
They were not all so. Some sought refuge from the tyranny of their peers. Thus, Tostenhca was born. Those who sought the Wisdom of Pelor fled from their evil brethren into the high and frigid Griff Mountains, where, to their delight, they discovered a green plateau that was of temperate climate in those days. They came upon the Dwarves, who, wary at first for they knew of the Ur-Flan and their war with the Elves, were convinced of the honour and goodness of these people. And it was with the help of the Dwarves that they carved their city from the greenish-black rock of the mountain, and it was a wonder to behold. Ramps, broad avenues, and good roads of such quality were cut through the mountains that theyve withstood the ravages of time and are still used today by the local dwarves. Their broad avenues were lined with tall statues, backed by the facades and courtyards of the noble estates that were hued into the rock is such a way as to be sky lit by tapestries of coloured glass. Murals adorned their walls. And gardens bloomed and spilled out over the dappled streets in a floral canopy. Enormous cisterns caught the rains and fed their statues and fountains and pumped running water throughout the city.
They flattened terraces for the sake of agriculture around it and in the surrounding valleys as they sought and found others as gentle and fertile.
And whats more, Pelor shined on them, as their valleys proved rich with gold and jade. Their artisans grew adept in the art of glass, the loom, and the kiln, and as such, they grew rich, and richer still as they traded with Dwarven clans of Ukauric and Ukargic. So rich in fact, that Tostenhcas central, domed, Temple of Pelor, and the Theigns pyramid Palace shone brightly with roofs of gold.
They were ever vigil, for they knew that one day Vecna, or one like him would come. And one day, one did come. But they were blind to it when it did come.
It is commonly held that the Flan peoples of eastern Oerth were simple tribesmen before the events that led to the Suel and Oeridian migrations. There remain to be explained certain ruins found in the Griff and Corusk Mountains. The massive stone foundations, straight level roads, and flattened or terraced areas of mountainside seem from the proportions of the rarely preserved door- ways to be intended for creatures of human size, and it seems unlikely that elves or humanoids would have had the inclination to produce such works. What is more, the occasional jade carvings and green ceramic figurines found both at these sites and occasionally in rivers flowing out of the mountains show a people of Flannish features and dress, and there remain in the Duchy of Tenh and among the Coltens stories of a powerful mountain state of Flann- ish race. Perhaps the dwarves of the region know more, but if so, they show the typical reticence of demi-human races concerning prehistoric events. One of the greatest works of this ancient people, whoever they were, is the mountain known in Flan as Tostenhca, but more commonly known by the name the Suel barbarians gave it, Skrellingshald. It is a place which has been discovered many times, and as often lost again from human knowledge. [GA - 92]
| Keraptis |
c.-1500 CY The Ur-Flan wizard-priest Keraptis came to the Golden City of Tostenhca, and unknown to the People, he unleashed a horde of aberrations and monstrosities upon its populace; and then announcing himself to them, he told them that he alone could rid them of the hordes. They were skeptical. They already had an abundance of heroes, and great and accomplished magi, and a temple of divine power that had kept them from harm until then. But had they, Keraptis asked, were they not beset by monsters; had their heroes and magi and priests protected them from the beasts that plagued them still? They had not, said the people of Tostenhca. So, the people agreed that if Keraptis could rid them of the ravaging hordes, they would make him Protector of Tostenhca and lavish him with gold. And he did, with a wave of his hand. Tostenhca paid him his gold. They made him their Protector.
The Dwarves saw the Evil in Keraptis. But when they tried to warn the Council of Elders of Tostenhca of it, the Council would not hear of it. They were blind to it. He rescued us from Great Evil, they said. Had he, asked the Dwarves He did, said they, and they turned their backs on the Dwarves. And the Dwarves turned their backs on Tostenhca, and guarded the paths from that once good city to theirs.
Keraptis warned the People that their great good fortune would being even greater evils upon them, for Evil despises Good. And Keraptis Great Evils did. Demons fell upon the city. Then a Wasting fell upon their flesh. And Keraptis demanded an ever-increasing stipend for his protection, for time and again the monstrosities came. Before long, Keraptis was demanding most of the wealth of the Tostenhca and its valleys. And in their fear, they gave it freely.
Keraptis sent out his warriors out from their heights, gathering in the foothills, and then the plains surrounding them.
Nearly 1300 years ago, in a time when the Flan tribes still dominated eastern Oerik, the archwizard Keraptis rose to power in the lands abutting the southern Rakers, and while most historians agree that the mages kingdom encompassed what is now known as the Bone March, a few scholars believe the territories that later became Ratik and the Pale were part of this empire as well. (651 FT) [Dragon #241 - 77]
-1151 CY At his empire's height, Vecna was betrayed and destroyed by his most trusted lieutenant, a human vampire called Kas the Bloody-Handed. (1000 FT) But what of the Elves? How did they fare after their disastrous 600-year stalemate with Vecna? They persevered. After the Gray Elves last city in the Crystalmists fell, the remnants fled eastward. They, in conjunction with their High Elven and Sylvan kindred, developed the four Elven Kingdoms. The Westernmost of these, the "Realm" of Highfolk in the Yatils and the Vesve was established as a guardian against the Seul and the Drow. This realm was established with the Sylvan elves of the Vesve. Of all the Elven realms, it was the most open to other races, allowing humans, gnomes, halflings and even dwarves to partake of its society. The second Kingdom, Celene, the [High Elven] "heart jewel" of Elvendom, [took in those Gray Elves who fled to their realm]. It, alone of the realms, is always ruled by an elven queen. The third Kingdom, Aliador, was established in the Griff Mountains and the plains to the west to the shores of the Nyr Dyv, it is also called the "Lost Kingdom." This was the Crown of the Elven seat, and was inhabited solely by Gray Elves and their servants. The High King of All Elves had his place here. The Fourth Realm, Arrisa, was established by a council of mages and priests in the southern islands now known as the Spendrifts. It is called "The Secret Realm" and it has been closed for long. Little traffic passes between this realm and the remainder of the Flanaess. And its purpose, until recently, has been hidden (even to the other elven Realms). [OJ1]
-1142 CY Despite Vecna's destruction, the three remaining hidden Gray Elven cities of Aliador do not reveal themselves. [OJ1] (4374 SD/ 1109 FT)
-1138 CY Envoys from Celene are sent to contact the three hidden cities of Aliador, they do not return. This is the beginning of "The Sleeping Years". The Elven Realms do not communicate with outsiders and rarely with each other. [OJ1] (4378 SD/ 1113 FT)
-1034 CY Vecnas vast empire collapsed with his passing, and the Flan found themselves lost and leaderless. The Flaneass fell into a Dark Age, where petty states raided and preyed on their neighbours. Founding of the Flanae Kingdom of Sulm in the Bright Desert Region. [OJ1] (1117 FT)
c.-1100 CY Keraptis ruled Tostenhca with an iron fist for fear for 400 years, but even fear can only surpass a People for so long. His grip was too tight. And when a grip is too tight, that which is held can escape from the cracks. His greed brought his downfall, its grip opening a path for those who aspired to his throne, and he was eventually driven out of Tostenhca.
History of the Pyronomicon Yet, as is well documented in the little-known Legend of Keraptis, the archwizard was a cruel man, so brutal in fact that, near the end of his reign, he demanded his tormented subjects turn over to him one-third of their newborn children as part of their taxes. The peasants did not take this atrocity lightly, and under the leadership of the high priest Gethrun Shoiraine and his ranger followers, the kingdom of the tyrant mage was sundered. During the resulting chaos, Keraptis and his gnome bodyguards escaped to the south, but in his haste to evade capture, Keraptis was forced to leave behind several objects of particular value. Among them was The Pyronomicon, a huge tome devoted to the lore of Elemental Fire, which Gethrun claimed as his share of the spoils. Despite his inability to use the spells it contained, Gethrun retained the book some 50 odd years before turning it over to the elves of the Gamboge Forest. [Dragon #241 -77,78 ] (1051 FT) Keraptis waxed and waned in the Northeast, as did Tzunk in the North.
Legend has it that The Isles or Woe once stood in the Nyr Dyv, but no one can pinpoint their location, their size, or even their number (some say three, some say seven). Who can say? No one has seen them in nigh a thousand years, though some have sought them out. Ancient maps hidden away in a secret room in the Great Library of Greyhawk show their location as southwest of the Scragholme Island upon a much smaller Nyr Dyv, rising from its wasters as though an extension of the Cairn Hills.
All sources say they were ancient, and they must have been, because they were gone when the People of Aerdy arrived. All sources say that they were highly magical. It is written that Tzunk wrote (or perhaps discovered, as the massive book has also been named Yagrax's Tome) The Codex of the Infinite Planes there, and Tzunk is said to have been a lieutenant of Vecnas. Even Vecna is said to have built his Black Tower upon one of the Islands, and that he ruled his vast Empire from his rotted tower and spidered throne there. Maybe he did; that ancient map indicates a small tower ore lighthouse on one, an open eye with a cat-like pupil placed upon a spindled base.
But the Wizard Priest Tzunk left no records. Only speculations follow his exploits, dim recollections of his ruling in Vecnas absence, and of his raising an army to march against the City of Brass. But he was no match for an army of four million efreet. He was bested and brought to the efreeti sultan in chains, his body was cut into a hundred parts, the portions scattered to the winds, burned in fire, dissolved in acidic waters, and buried below the earth. And yet the power of the Codex would not let him die. Rumour has it that there is said to be a tomb holding Tzunk's hands. Constructs with arcane powers guard it, and the tomb itself is filled with magical and mundane traps, secret portals, passages, and mazes. Legends say the hands will animate themselves if uncovered from their burial place and serve their rescuer as divinatory tools but slowly dominating their user in order to seek out the other parts of Tzunk's indestructible, scattered body.
Mo matter. Those are but rumours and legends, even if the Archmage Marinian of Willip has set out into the Barrens for Blackmoor with evidence of the site of their burial, despite the dire warning that a Sisterhood of Ur-Flan Witches guards it from any who might seek it. But that is another tale.
What is known is that the Isles are no more, or not upon the surface of the Lake of Unknown Depth, at any rate. The Rhenne have a tale that says that the Elemental Kings took their revenge upon the Isles of Woe, rending the earth with tremor and storm and fire, and that the waters rose as though the world might be taken whole by them, drowning those fell wizard-priests as the price for Tzunks ambitions, and as a warning to any who might try their hand against them again. The Rhenne swear that those dire isles rise when Solune and Celene are both new, swallowing up any who might land there. But the Rhenne say a lot of things, and are notorious liars.
But in time, the Flan gathered themselves up after the tyranny of the Ur-Flan. After this several small Flanae kingdoms arise, but none match the might of the Ur-Flanae under Vecna, several northern Flan fearing the both the wrath of the elves and the brutality of another lich-king flee their cities and turn back to tribal systems of government. One exception to this general dissolution is the area under an able Theign named Tenh. He manages to keep his people from scattering, although incursions by roaming monsters and undead into this area are frequent. [OJ1]
c.-1100 to -400 CY Another Flan kingdom prospered, the Kingdom of Ahlissa, despite the passing of their beloved Queen Elhissa during the war, reigning over most of the land east of the Nyr Dyv. It remained a peaceful place until the coming of the Oeridians. (1051-1751 FT)
But what of Keraptis?
| Keraptis with Blackrazer |
Homeless, the wizard and his followers fled to the cities of the south and west. But wherever Keraptis went, his reputation preceded him, and he found no other settlements willing to accept his "protection." During these travels, which lasted most of three centuries, the wizard acquired several implements of surpassing power. The secret gnomish conclave from which he drew his bodyguard gave him the hammer called Whelm. In return for aid that would enable them to crack their divinely ordained prison, the mythical Cyclopes presented Keraptis with the trident named Wave. While future-communing with the last living entities of a dying multiverse, he received the sword called Blackrazor. But true immortality still eluded his grasp. [Return to White Plume Mountain - 3] [Historical Development of Keraptis: Erik Mona, Lisa Stevens, Steve Wilson]
c.-800 CY Keraptis, ever scheming for more power, ranging far and wide in search of secrets, discovered the lava tubes beneath White Plume Mountain. Three hundred years after leaving Tostenhca, Keraptis learned of a great volcano called White Plume Mountain, in which still-living druids of the Elder Age guarded the secrets of immortality. Within the volcano, the wizard found a tangled maze of lava tunnels and an ancient druid serving as the sole protector of Elder secrets. The two fought a titanic battle for ownership of White Plume Mountain and its ancient mysteries, but in the end the wizard prevailed. After casting the druid's remains into a sea of magma, the triumphant Keraptis penetrated to the Druid's Fane, a secret chamber protected by molten rock. There, among other treasures of ancient sorcery, he found the archetypal iceblade Frostrazor and an enigmatic statuette. Keraptis used the figurines power to pronounce a heinous curse that laid waste to distant Tostenhca, thus exacting his revenge at last. Thereafter, Keraptis focused all of his vast faculties on the problem of death. He embarked on a dozen separate research efforts, all aimed at achieving eternal life without the need for constant magical maintenance and healing. It was one such project, empowered by the four enchanted implements he had obtained, that eventually allowed Keraptis to step forth from the Prime Material Plane into a distant shadowy realm where, he hoped, he would leave behind the constraints of mortality forever. [RtWPM - 3,4] (1351_FT)
c.-700 CY The Flan Kingdom of Sulm fell, destroyed by its last king. The king, Shattados, used the power of a dark artifact known as the Scorpion Crown in an attempt to gain perpetual dominion over his subjects. Instead, the crown turned Shattados into a gigantic scorpion and his people into manscorpions and (possibly) dune stalkers. A few became asheratis instead due to the grace of Geshtai. (1451 FT) -600 CY History of the Pyronomicon
The elves, in turn, held the tome for more than 500 years, until the coming of the Oeridians. The Oeridians, in their efforts to subdue all who would stand against them, roused the ire of a great red wyrm that had been lairing near the border where the Rakers, the Gamboge, and the Flinty Hills meet. It seems that a large Oeridian force lured the dragon out and away from its abode while a much smaller unit emptied out the place. In its rage, Harak col Hakul Deshaun, as the Oeridians later named the dragon, which loosely translates to he who comes with fire and fury, rampaged across the countryside, destroying anyone it found. Eventually, its wrath fell upon the elves of the Gamboge, and when all was done, Harak col Hakul Deshaun was the new owner of The Pyronomicon. For generations thereafter, the land within 50 miles of Haraks lair was carefully avoided by humans and demihumans alike, and in time, the legacy of Harak col Hakul Deshaun became little more than myth. This situation could not last forever, of course, and soon enough, the abandoned lands were reclaimed and settled anew. [Dragon #241 - 78] (1551 FT)
-563 CY Evil always finds a foothold. A temple to Tharizdun is located near the Realm of the Highfolk, it is cleared, but a mystic force keeps it from being destroyed. [OJ1] (4957 SD/1588 FT)
We must pause to now consider what was happening in the East, as events there would draw the Peoples there back into the narrative of the Flanaess.
One must always give credit where credit is due. This History is made possible primarily by the Imaginings of Gary Gygax and his Old Guard, Lenard Lakofka among them, and the new old guards, Carl Sargant, James Ward, Roger E. Moore. And Erik Mona, Gary Holian, Sean Reynolds, Frederick Weining. The list is interminable. Thanks to Steven Wilson for his GREYCHRONDEX and to Keith Horsfield for his Chronological History of Eastern Oerik. Special thanks to Jason Zavoda for his compiled index, Greyhawkania, an invaluable research tool. Special thanks to Erik Mona, Lisa Stevens, Steve Wilson for the work on the historical development of Keraptis in Return to White Plume Mountain, Special thanks to Βικτώρια Κανελλοπούλου (Maria Viktoria Kanellopoulou) for allowing her most excellent artwork to grace this work. See ladyloth for more.
The Art: All art is wholly owned by the artists. the-hunter by ladyloth Keraptis and Blackrazer details, by Wayne Reynolds, Return to White Plume Mountain, 1999
Sources: 1015 World of Greyhawk Boxed Set, 1983 2011A Dungeon Masters Guide, 1st Ed., 1979 2023 Greyhawk Adventures Hardback, 1988 9025 World of Greyhawk Folio, 1980 9027 S2, White Plume Mountain, 1979 9309 WGA4, Vecna Lives, 1990 9399 WGR 5, Iuz the Evil, 1993 9577 The Adventure Begins, 1998 9578 Players Guide to Greyhawk, 1998 Dragon 241, November, 1997 OJ Oerth Journal #1, #11 Greychrondex, Wilson, Steven B. Greyhawkania, Jason Zavoda
The map of Anna B. Meyer Posted: 08-30-2021 07:22 am History of Oerth, Part 3: Of Vecna
And now, back to the history of the Ur-Flan. You cant talk about the Ur-Flan without delving deeply into Vecna. Vecna is very much a figure of mystery. He dates back to a time of near-prehistory in Greyhawk, before the migrations, before the wars between Suel and Baklunish, perhaps even before the ascendancy of the Suloise Empire itself. He is a figure more of legend than fact and, like all legends, there are embellishments, exaggerations, distortions, contradictions, and confusions attached to his name. [WGA4 Vecna Lives - 6] -1746 to -1711 CY Vecna is said to have been born as a member of the Untouchable caste in the Flan city of Fleeth, in the Sheldomar Valley. He was initially trained by his mother, Mazell, in the arts of witchcraft before she was executed by the government of Fleeth for the crime of practicing unsanctioned magic, forbidden to the Untouchables. Vecna was devastated. He was enraged. He had nothing but the love of his mother and they had taken that away from him for harmless tinkering. Vowing revenge, Vecna eventually assumed a mastery of the dark arts achieved by no mortal before or since. Some say this achievement was due to direct tutelage by Mok'slyk the Serpent (Im going on a limb and suggest that Mokslyk might have been a Yuan-ti priest-magi), believed to be the personification of arcane magic itself. But Im getting ahead of myself. He ran away. Or tried to. Young and inexperienced, he was easily apprehended. He was deemed harmless, but the government of Fleeth understood that young rage can become future vendetta, so they sold him to a caravan of settlers setting out for the North who needed hostages for the Glitter King. And he was used for just that.
And Vecna was accepted as such, even though the Ur-Flan supposed deception of sending Untouchables in the place of their own was well known by the Grey Elven King Galitholian Glitterhelm. But Galithonian took no steps to let that be known; he didnt want the hostages as a shield against any future aggression of the Ur-Flan, he never expected that theyd ever be much of a threat to his People; he wanted the children to mould them, to teach them, to guide the Flan back onto the Path of Light.
Vecna impressed the king with his intelligence so much that the king took it upon himself to teach the young Flan, himself, in the arts of court and language and diplomacy, and when Galithonian discovered that the boy was already versed in the Art, he was both surprised and pleased. He saw, in his hubris, the vehicle in which his scheme could find its end. He took Vecna aside and trained him further in it.
Vecna as an apt pupil. He excelled in everything. So pleased was Galithonian, that he allowed Vecna to read as widely as he wished. And he did. Left unsupervised, he discovered an ancient Seul book entitled "The Fate of Tilorop" in the libraries, a book the elves had kept as a warning to themselves of how Men (and indeed, Elves) could be swayed by the Darkness. They kept it as a reminded of their own folly in how widely they had taught Men in Magic. And the result. Had Galithonian had read it. But it was old and dusty, and Galithonian was sure in his own wisdom and saw no need to consult such things. Vecna read that book, and was reminded of his rage and desire for revenge. And within it, he came to know of the rage and power of Tharizdun. And unbeknownst to Galithonian, Vecna was seduced.
Venca was given leave to return to his homeland, where he challenged the High Chieftain and kills him. He erected his Black Tower, and beneath it, his Dark Cathedral. He began gathering in the surrounding tribes by pitting one against the other, and then coming to their aid, each in turn. He taught them hate and a lust for power and conquest, and in time, they too saw the goodness in such things. In his time, Vecna was considered the mightiest of all wizards, unsurpassed in his knowledge of all the arcane arts. From the loneliest chamber of a black tower, he ruled over a now-forgotten nation. Some say his realm was beyond the great mountains to the west. Another theory holds his tower once rose from the very depths of the Nyr Dyv. A few writers even go so far as to claim Vecnas dominion extended over another plane and that he was ultimately destroyed by a revolt of the greater powers that dwelled there! [WGA4 Vecna Lives - 5] But Vecna found the spark of youth leaving him. That would not do, he thought, and he undertook arduous researches into the nature of life itself in his hidden temple. (404 to 440 FT) With time, like all things human (although some tales claim he was half-elven. Vecna grew old and neared death. The black oblivion caused no terror in hi, only anger and rage. He was determined not to die and in his conceit came to believe that immortality was not merely possible, but was is right. He began a search for the ultimate power needed to overcome the Greater Power, Death. [WGA4 Vecna Lives - 6, 7] | Vecna |
c.-1710 to -1683 CY Vecna succeeded in becoming a lich. And having subverted his people, he gathered in a humanoid host to increase his holdings. He struck north first, expanding into the Barrens.
Vecna shields his presence from the Elves by use of magic. He studies "The Fate of Tilrop" and was driven by an insatiable lust to live as long as the elves. His established towns on the model of the Gray Elves, and began to experiment with his Ur-Flanae for the "Ultimate Solution to Death." Several undead are created. [OJ1] (441-468 FT)
c.-1669 to -1566 CY Vecnas great and terrible Occluded Empire of the Whispered One expanded, stretching across the Flannaes from Perrenland across the plains to the extent of the Barrens, and across the Nyr Dyv, as far south as the Wooly Bay. He vowed to destroy the elven kingdoms as they acted to restrain his reign of terror. (482 to 585 FT)
He knew that someday the Elves would rise against him, and he knew of their power, and he also knew of the power of the Ur-Flan magi, so he prepared himself. Not only did he gather in new and greater magics, he forged a sword from the stuff of stars, one he knew to be the match of his tutors, the Glitter Kings. (469 FT) As a sign of Kass authority (and to protect his lieutenant from the intrigues of others), Vecna forged the sword of Kas, a magical weapon like none ever known. ale-spinners say its iron was taken from the heart of a frozen star and forged in flames stolen from the sun. Though dull and unadorned, it shimmered with evil. Its edge could bite any metal and its blade never dulled. When Kas wielded it, no man could withstand him. Fashioned by Vecnas hand, the sword was evil, even when compared to its creator. It whispered to Kas in secret voices, feeding the warriors pride and vanity. You are greater now than your master, it said. You are the true ruler of all his lands. Slowly it seduced him, urging him to usurp Vecnas throne and send the arch-lich to death forever. And gradually Kas came to believe its words. [WGA4 Vecna Lives - 7] Vecnas prediction proved true. Galitholian raised a host to suppress him. Vecna met them and drove them from the field. (482-576 FT)
Celene fielded an army to assist Galitholian. But Vecna foresaw their coming and was prepared. He called upon Tharizdun and unleashed a burning that created the Bright Desert. Celene retreated. (580 FT)
With Galitholian in his mountains and Celene in full retreat, Vecna lay siege to the city of Fleeth with an army of arcane spellcasters and undead. Legend has it that Vecna was nearly slain in this battle by clerics channeling the power of Pholtus, the god of light. The clerics unleashed a great burst of light, which hit Vecna primarily on his left side. Vecna was rescued and brought to safety by one of his wizard generals, a cambion named Acererak, who would one day himself become a mighty demilich.
Vecna eventually recovered. On the verge of conquering Fleeth, certain citizens of the city came before him to beg for mercy. They offered up the entire city and her wealth if only Vecna would spare the lives of her citizens. When Vecna was not satisfied, the officials offered their own lives. Vecna gave one of their number, Artau and his family, over to his lieutenant, Kas, who spent the entire day torturing and murdering them before the other officials. Still unsatisfied, Vecna slaughtered all within the city, and had their heads stacked before the officials, with those of their family members prominent. Vecna then granted his mercy, granting the officials leave to depart, and promising them his protection for the rest of their lives. (585 FT)
The morning after the Feast of Himar, certain citizens of Fleeth came out of the town and entreated upon the besiegers to speak with Lord Vecna, the Whispered One, in his spidered pavilion. They told him they were ready to place the city and all their possessions at his discretion, provided their lives were spared. The Whispered One replied that he could not agree to such terns, nor indeed to any others, and that he would see the heads of all Fleeth stacked before him. Hearing his terrible utterance on their fate, these same burghers beseeched him to mercy, offering themselves if he would spare the good people of Fleeth. Perhaps the Whispered One was amused, for he ordered them to place one of their number, his family and slaves into Lord Vecnas hands. Lots were taken and an upright burgher, Goodman Artau, called his family from within the walls. Join me, for the Great Lord has granted us safety to leave this land, he told his wife, seeking to ease her mind. Reassured by his gentle words, she and her children passed through the gate to join her husband. Pleased, the Whispered One gave them all over to Kas the Hateful. For a day, the burghers watched Goodman Artau and his family die at the hands of Kas. When at last it was done, the burghers pleaded to take their leave, certain their city had been saved. But the Whispered One turned to his barons and spoke to them. My lords, he said, the people of this city are ready to surrender it at my discretion, on condition that their lives are spared. However, I will not make peace with them on these terms, nor any others, except with your consent. Our sagacious master, replied the barons, we advise, and even beg you, to accept the terms they offer. But the Whispered One did not listen. That very day the mangonels and war-wizards were set up outside the walls. The assault went on for about five hours and then the wizened lord broke the walls of Fleeth with a wave of his hand. By the dawn, the heads of citizens were stacked before the burgers. Their own wives and children stared at them foremost. This was the humor of Vecna, and as his final cruelty, he allowed these burghers to depart in peace and guaranteed their safety for the remainders of their sorrowful lives. -from The Chronicle of Secret Times by Uhas of Neheli [WGA4 Vecna Lives - 3]
c.-1566 to -1150 CY Vecnas Flan Empire reached its fullness, spanning the continent. (586 to 01_FT)
Tzunk, High Wizard Priests of the Isles of Woe discover the Codex of Infinite Planes. During the nation's height, the High Wizard-Priest had used the powers of the Codex to conquer the surrounding realms, and even other planes, but the same forces that brought so much power also brought much destruction and woe. It is said that at one point, the danger presented by the dominion of the Isles of Woe became so great that the sleeping hero Krovis emerged from his tomb to do battle.
Tzunk sets out to conquer the City of Brass. He was no match for an army of four million efreet. He was bested in battle and brought to the efreeti sultan in chains. His body was cut into a hundred parts; the portions scattered to the winds, burned in fire, dissolved in acidic waters, and buried below the earth. And yet the power of the Codex would not let him die.
In the northern wastes beyond the Barrens, there is said to be a tomb holding Tzunk's hands. Constructs with arcane powers guard it, and the tomb itself is filled with magical and mundane traps, secret portals, passages, and mazes. If uncovered from their burial place, legends say the hands will animate themselves, serving their rescuer as divinatory tools but slowly dominating their user in order to seek out the other parts of Tzunk's indestructible, scattered body. -1547 CY Vecna knew he would never be secure in his Empire so long as the Elves stood against him. He took the war to them. The first elven city fell, marking the beginning of the 400 Year War. (604 FT)
-1230 CY Vecna had destroyed all but five of the Elven Cities in the Griff Mountains. Despite valiant attempts by Celene and the Highfolk, no aid reached Galitholian. (921 FT)
-1163 to -1169 GY Galitholian marched out to meet Veca. They faced one another, their armies arrayed behind them. Gallitholian demanded single combat between them. Vecna agreed, revealing his black sword forged of stars, and Galitholian was afraid. He was right to be, for it was on that day that Galitholians spirit died. (988-994 FT)
-1156 CY Vecna, pleased by Kas cruelty and skill, elevated Kas to be his chief lieutenant, and blessed him with Tharizduns kiss, turning Kas into a vampire of great power. He then gifted Kas his fabled sword. (995 FT)
-1154 CY The City of Summer Stars finally fell, but Vecnas armies were broken on its walls. (997 FT)
Points of Legacy from the War with the Elves
Darnakurian's Doom At the heart of what is now the Coldwood, a great and majestic elven city once stood. Crafted from living woods, marble, silver, and even ice, the City of the Summer Stars was home to perhaps 2,000 gray elves. They were an introverted, studious, mystical people, and they sought no dominion outside their homelands. The spells and lore known to them is virtually beyond comprehension in the Flanaess now. By a wave of her hand, Queen Sharafere could make winds ripple through all the endless miles of the great forest, and summon unicorns, treants, and the beasts and birds of the forest to her glittering palace. The City of the Summer Stars received emissaries from the Ur-Flannae. Those necromancers and wizards spoke honeyed words, but Sharafere saw the lust for magical power in their hearts and sent them away. In their rage and desire to possess the magic of the elves, the Ur-Flannae brought their own magic to assault the city. Fire and acid rained down from the skies. Fiends stalked the forests. Bulettes, xorn, and other monsters erupted from the very earth to strike at the foundations of the city. Sharafere knew the city could hold against this assault, but the forest around was screaming its agony at the defoliation and slaughter which covered thousands of square miles. The undead and monsters of the invaders seemed countless in number; the elves slew thousands and still the Ur-Flannae mounted wave after wave of attack. Sharafere's eldest son, Darnakurian, could take no more. A peerless enchanter, he called on many sources of power, even across the planes. From corners of the void dark voices came to him, seducing him with the promise of supreme powerpower which could destroy the Ur-Flannae and save the city and the forest. Darnakurian grew gaunt and sleepless, barely ceasing his work to memorize more spells he needed in his race against time. Finally, he crafted the appalling sword the elves named Hunger. Marching to the throne room, he presented it in triumph to his mother as the instrument by which the elves could triumph and banish their evil foes. Sharafere was appalled. The weapon's evil was apparent to her, hidden beneath the waves of magical power which emanated from it. She ordered him to destroy the malign sword, at which Darnakurian was aghast. Driven half-mad with bitter anger at what was happening to the forest and frustration at the thought that his endless work was valueless in his mother's eyes, he raised the sword and slew her in the Palace of the Heavens. Looking down at her body, the enormity of his crime came over him and the elf-prince was plunged into madness, his mind broken. He fled into the forest and came upon a conclave of necromancers. Then his doom came upon him in earnest. Darnakurian slew thousands in a matter of hours. The circle of destruction his sword emanated cut a great swathe of horrific deaths before him as he charged the Ur-Flannae and drove them in terror from the forest. Finally, the elf-prince took himself back to the city. So weak was he by now that the sword controlled him utterly, and it drove him to slay his own people in the hundreds. Every gray elf alive in the City of Summer Stars either fled, never to return, or perished in that single day. [Ivid - 74]
The Sentinels At the heart of the Coldwood the old City of the Summer Stars has simply disappeared. The magic of the elves has faded, and the city with it. Some say that its ruins can be found within the Fading Grounds, but the portal to it within the Coldwood is unknown. All of the city is gone from Oerthsave Darnakurian's own keep. The elves named this Bitterness, a word with a more intense double meaning than in the Common tongue. It refers both to the dreadful tragedy of the prince, and also to the intensely bitter chill which gives the Coldwood its name. The Coldwood generally has temperatures below zero, but within five miles of Bitterness the temperature is virtually unbearable, all vegetation is frozen into stark, leafless formskilled by the black permafrost which covers everything here. No living man has ever entered Bitterness. Within it, Darnakurian's form is still alivein some sense. A powerful temporal stasis spell, crafted by the last of the great gray elf wizards before they fled the city, imprisons him inside. He still holds Hunger on his lap as he sits frozen, staring out blindly into the great marbled hall of his home. No living man (or other sentient creature) is going to get anywhere near Bitterness if the guardians who prowl the margins of the Coldwood have their way. These gray elves are known as the Sentinels. [Ivid - 74, 75]
-1151 CY Vecna was weakened by the energies he expended during his attack on The City of Summer Stars. At his empire's height, Vecna was betrayed and destroyed by his most trusted lieutenant, a human vampire called Kas the Bloody-Handed, using a magical sword that Vecna himself had crafted for him, now known as the Sword of Kas. Only his left hand and his eye survived the battle, perhaps because of the previous events in Fleeth. At last, emboldened by the swords sweet voice, Kas struck at his lord. No man saw the battle, but with its end Vecnas dark tower crumbled into dust, leaving only the sword and a pile of ash. The body of Kas was never found. Of Vecna, all that remained were his lifeless Hand and Eye. [WGA4 Vecna Lives - 7] Sword of Kas: There is recorded this additional information regarding the lich, Vecna: "When Vecna grew in power he appointed a most evil and ruthless lieutenant to serve as his bodyguard and right hand. This henchman was the lord, Kas, and for him Vecna found a weapon of potency, a long and thin flatchet of dull gray metal; a sword of unsurpassed hardness with sharp point, keen edges, and magical properties. For a long, long time Kas faithfully served the lich, but as his power grew, so did his hubris, for his Sword was constantly urging him on, saying that Kas was now greater than Vecna himself, and with the might of the Sword to aid and direct him, Kas could rule in Vecnas stead. Legend says that the destruction of Vecna was by Kas and his Sword, but at the same time Vecna wrought his rebellious lieutenants doom, and the world was made brighter thereby." Although the powers and effects of the Sword are only hinted at, there can be little doubt that Kas became the most renowned swordsman of his age because of it. [DMG 1e - 161]
Eye of Vecna: Seldom is the name of Vecna spoken except in hushed voice, and never within hearing of strangers, for legends say that the phantom of this once supreme lich still rooms the Material Plane. It is certain that when Vecna finally met his doom, one eye and one hand survived. The Eye of Vecna is said to glow in the same manner as that of a feral creature. It appears to be an agate until it is placed in an empty eye socket of a living character. Once pressed in, it instantly and irrevocably grafts itself to the head, and it cannot be removed or harmed without slaying the character. The alignment of the character immediately becomes neutral evil and may never change. [DMG 1e - 157] The Hand of Vecna: The arch-lich Vecna supposedly imbued both his hand (left) and his eye with wondrous and horrible powers enabling them to persist long after his other remains mouldered away into dust. Tales say that the Hand appears to be a mummified extremity, a blackened and shriveled hand, possibly from a burned body. If the wrist portion is pressed against the stump of a forearm, i.t will instantly graft itself to the limb and become a functioning member with [great] strength in its grip. The Hand will eventually turn the alignment of the host character to neutral evil as explained hereafter. The host [...] may use any minor power without fear, but as soon as a major power of the Hand is used, he or she awakes a spirit of great evil. When a primary power is used, the host will instantly become neutral evil - very evil. The Hand can be severed from the host at any time before its powers are used
, but [with each] use [it becomes] less likely [until] there is no possibility of [ever] removing the Hand [
]. [DMG 1e - 157] Vecna did not stay gone forever, and returned to Oerth as a demigod of magic and secrets. But that is a story for another day. (1000 FT)
One must always give credit where credit is due. This History is made possible primarily by the Imaginings of Gary Gygax and his Old Guard, Lenard Lakofka among them, and the new old guards, Carl Sargant, James Ward, Roger E. Moore. And Erik Mona, Gary Holian, Sean Reynolds, Frederick Weining. The list is interminable. Thanks to Steven Wilson for his GREYCHRONDEX and to Keith Horsfield for his Chronological History of Eastern Oerik. Special thanks to Jason Zavoda for his compiled index, Greyhawkania, an invaluable research tool.
Primary sources for this history were the DMG 1e, The World of Greyhawk Folio, and The World of Greyhawk Gold Box, Living Greyhawk Gazetteer, Ivid the Undying, the Oerth Journal, and Ivid, the Undying (Sargent, Carl, WotC {TSR}, 1995 as noted.
The Art:
All art is wholly owned by the artists. Dream by baxiaart Vecna Reflections-before-the-battle by candra The Hand and Eye of Vecna, by Daniel Frazier, from the Book of Artifacts, 1993
Sources 1015 World of Greyhawk Boxed Set, 1983 2011A Dungeon Masters Guide, 1st Ed., 1979 2023 Greyhawk Adventures Hardback, 1988 2138 Book of Artifacts, 1993 9025 World of Greyhawk Folio, 1980 9309 WGA4, Vecna Lives, 1990 11662 Die Vecna Die! 2000 11742 Gazetteer, 2000 11743 Living Greyhawk Gazetteer, 2000 OJ Oerth Journal, #1, #11 Shadis 50, August 1998
Greyhawkania, Jason Zavoda Greychrondex, Wilson, Steven B.The map of Anna B. Meyer Posted: 08-30-2021 07:18 am Night Below - The Evils of Verbobonc - Part 8 Random Encounters Part 7
Night Below - The Evils of Verbobonc - Part 8 Random Encounters Part 7
7. Spiders
The PCs may notice small amounts of spiderwebbing near them off the side of the path, trail or road they are travelling. If they have animals with them they will become skittish and nervous. But by the time the PCs realize something is wrong it will be too late.
From all around them around a two dozen large spiders will make a fast scuttling approach. The players will have one melee round advantage before the spiders close.
The spiders are under the sway of the Aboleth's domination and are seeking to capture rather than kill. They will poison PCs hoping to weaken them and knock them unconscious. They will cast webs at them seeking to bind the PCs. If the PCs are defeated they will be webbed and poisoned awakening later in an abandoned barn. The barn is home to a giant spider and a number of large and huge spiders.
The PCs will awake to the sight of a beautiful but very unkempt and grimy woman. She is the druid Oleanne (See NB Book1 Pg#20). She will quickly cut the PCs free and urge them to run for it indicating a place in the barn wall where the boards have been snapped aside. If the players flee they will have no gear except what they carried on their person and any animals will be gone.
The PCs gear is in one of lofts but so are two huge spiders and half-a-dozen large spiders. Any animal mounts or companions are in broken down stable next to the barn. The giant spider and four huge spiders dragged them there for a future repast but they are still alive. The giant spider and the four huge spiders are away bringing back a number of riding wolves they captured.
Inside the barn are a dozen goblins and half a dozen wolves. They are webbed and caught. They will beg for their freedom but if released will escape as soon as possible and inform the other raiders of the weakened PCs in the area.
A large force of goblins will besiege the barn and spiders witin two days if these goblins escape and within six days even if they do not. Posted: 08-29-2021 12:43 pm Night Below - The Evils of Verbobonc - Part 7 Random Encounters Part 6
Night Below - The Evils of Verbobonc - Part 7 Random Encounters Part 6
6. Dead Farmers The players come upon a field with the bodies of dead farmers, a dead horse and wagon with all its good broken and scattered. Among the dead are the bodies of 3 goblins with broken arrow ends sticking from them. The farmers have been terribly hacked at whether before or after they were killed is not apparent.
As the players near the scene of the massacre one them catches the sight of movement in the distance. The player with the best eyesight can just make them out as wolves with riders. Within a few moments the disappear into a dip in the fields and seem to ride off.
If the players examine the dead they will notice an odd thing. There are 7 dead farmers among the scattered and looted goods but 2 more are within the wagonbed. They too are dead but they have bound and gagged and tied to the wagon.
These 2 are local farmers but the 7 dead are minions of the kidnapper Ranchefus (See NB Book1 Pg#11). A search of the dead bodies reveals that they are wearing leather armor beneath their clothes and one has coins sewn into the lining. 25 Platinum pieces and a note saying "Live prisoners, any spell casters will earn a bounty. Remember!"
Posted: 08-28-2021 02:10 pm History of Oerth, Part 2: Of The Ur-Flan Kingdoms
Where did we leave off? The Se-Ul had allied with the Drow against the Grey Elves. The Grey elves had quit the Hellfurnaces after a costly defeat in their war with the Drow and giantkind. The Drow may have been victorious, but their victory over the Grey Elves had all but wiped them out. They retreated into the depths of Oerth to recover, leaving the Crystalmists and Hellfurnaces to giantkind. The Suloise slinked back within their borders, their army all but destroyed.
This is here the Flan join our narrative:
-2269 CY The Flan originally dwelt where all humankind did in times of yore, in the western shadow of the Southern Crystalmists. They traded with the Suloise and prospered by that trade. But as the Suel grew cruel and powerful, so too did they subjugate the peoples around them, and soon the Flan found themselves in thrall within a vast Suloise Empire. The Secrets of Magic were forbidden to them. Their faith was surpassed, and then banned outright.
The Suloise were the Flans first glimpse of power. They chaffed to be free of it. But they learned from it, too. But thats a tale for another day.
The Years of Conquest and Prosperity begin.
No major foe opposes the might of the empire of the Suloise, although they do not push Eastward, because of some fear of the elfin hosts. Magic is rigorously pursued. Old grey elven texts are discovered and studied. The might and haughtiness of the Elves is copied in manner in the courts, but their wisdom is not. Slavery becomes common and widespread in the Suloise lands; this continues for many centuries. The Flan in the southeast (just west of the Hellfurnaces), the Oerid to the east, the Kersi to the south (the long distant descendants of those who first sailed from AnaKeri), the Bakluni to the north, and several unnamed small tribes to the west; become the slaves of the Suel. The entire of the western half of Oerik is controlled by the Suel. Drow and darker forces halt the eastern expansion. [OJ11] (3247_SD/-118 FT)
-2266 CY Living under the yoke of the Suel could not have been easy. Or safe. Suloise mages wielded unspeakable power, and fell Lords vied for control of the Land for centuries in one Regency or Succession war after another, where surfs and thralls made a convenient source of grist for the mill and fodder for the magics that would inevitably be flung into the ranks of those amassed conscripted armies. The Suel found the Flan to be an especially talented light cavalry, and used them as such.
Horrors rose from the earth as had hitherto never been seen by Elves or Men. The Flan were terrified of their masters. And truly awed by them. They also understood the wisdom of being free of them, if they wished to survive. It took them centuries to work up their courage, but they did. They fled across the Crystalmists and made first contact with the elves in the Sheldomar Valley. This is not to say that the elves and they werent already familiar with one another, they were; this is to say that they now met the elves as supplicants. The elves took pity on the refugees and welcomed them. The Flan looked upon the cities of the Elves and were awed. These were not the cities of the Suel; those were pale imitations of what they espied now. There were truly works of wonder, where one could not differentiate the works s of Elves for that of Nature herself.
Prior to humans coming to the eastern part of the continent, great Elven empires had thrived. The City of Summer Stars, The City of Autumn Leaves, The City of Winter Snow, and the City of Spring Waters reigned over the wide expanse of the East. (I invite you to check out Mike Bridges article on the Elven Civilizations in his blog, Greyhawkery.)
The Flannae, under the protection of Beory, Pelor and Rao flee their lands in mass, making a perilous crossing of the Hellfurnaces. They move north into the lands of Eastern Oerik, later called the Flanaess, as the first human inhabitants of the area. Initially, they are well received. [OJ11] (3250 SD/ -114 FT)
The Flan looked upon the works of Elves and sought to know the mysteries of the earth itself, with many dedicating their lives to such studies, and erecting crude stone circles where they found the forces of Nature to be the strongest. Their holy sites grew larger and more sophisticated over time, until even the elves marveled over the ingenuity of these Men, the Flan.
-2150 CY The Flan spread across the Sheldomar Valley, always settling at the foot of Elven settlements for protection. They were still afraid of the coming of the Suel, for they knew that those cruel and greedy people would only sulk in their land west of the Hellfurnaces for only so long. So, when they did finally plant the seed of their civilization, it was high in the Lortmil Mountains, where they could look to the West for the Suels coming. They named it Haradaragh, after Harad, the holy man who first climbed into its heights to commune with the skies. Pilgrims came to learn his wisdom, calling him Druid (Father, or, Learned One) and those who he taught were told to go out into the forests and hills and be as one with the all they surveyed, and they too became known as druids. And those who sought to protect and serve them learned their ways and ranged the lands with them. The founding of the first Flannae City in the Lortmil mountains in eastern Oerik, this is counted as year [OJ11] (3366 SD/1 FT)
The Elves having already taught the Suloise magic, were wary to do so with the Flan. But the Flan were far more kindred to the elves than the Suloise ever were, the Flan lived as one with nature as the elves did. So, in time, they selected those Flan who not only showed great promise in the Art, but those who did not seem to wish to bend Nature to their will. The Elves, in their hubris, mistook desire with reverence, and reverence with ambition. The chose the Ur-Flan to whom they would reveal their secrets.
The Uri-Flan (an ethnic group of the Flan people, more formally known as the Ur-Flannae) learned their lessons well. They proved most adept at the Art of Magic, as adept as their Se-Ul pupils once were.
They proved as ambitious as those Se-Ul mages, too. They remembered the works of the Suloise mages and sought to recreate those wonders, to ensure that they would never fall prey to the Suloise ever again. What they did fall prey to was their own ambition. They sought Dark secrets and their pleas were heard by Dark beings who seduced them with even darker ambition.
The Ur-Flan rose to power and soon the Flan tribes are ruled by them. Exact details of the Ur-Flannae are difficult to determine as they mostly vanished during the Great Migration. What is known is that they were small in number, evil, and known to be powerful wizards. Feared, or at least respected, by their Flan kin, they were known to follow the teachings of Nerull in many regions (most notably Perrenland). They had a strong association with necromancy magic, many of whom later becoming undead.
Three of the greatest of the Ur-Flannae mystics are said to be buried beneath the Isle of Cursed Souls. The Northern Adepts of Old Blackmoor are believed to have been Ur-Flan wizards, though their magic was primarily protective in nature. Poems of the Northern Adepts have been passed down that contain the secrets to strengthening abjuration spells.
-1990 CY The Flan wizard, Galap-Dreidel builds Inverness to protect his "Soul Gem." [ OJ1] (3526_SD/161 FT)
-1750 CY The Grey Elves grew wary of the Ur-Flan as their settlements spread across the continent. They had seen the corruption of the Se-Ul peoples and they had recognized the Ur-Flans fall from grace. But they still had hopes that the Flan would find they way back, for just as the Ur-Flan had sought and found Darkness, so too had the Flan found their way to the blessings of the Old Ways.
So, they kept watch. And they sought to keep the Ur-Flan in check, endeavouring to guide them back into the Light. They demanded hostages for land, and the Ur-Flan, eager to grasp more and more, sent members of the Untouchable Caste to them, raising them up and adopting them, claiming them to be true scions of Ur-Flan noble families. Decidedly dispensable ones.
One such settlement on eastern shore of Nyr Dyv were bid by the Grey Elven King Galitholian Glitterhelm to do the same and send servants to his kingdom in the Griff Mountains. A boy was among them.
The boys name was Vecna. 3766 SD/402 FT
This seems a good spot to pause to consider those Flan kingdoms that had sprung up across the continent.
Ur-Flannae Kingdoms:
Ahlissa: The ancient Flan kingdom of Ahlissa was founded c. -2100 CY by the legendary Queen Ehlissa the Enchanter. This state lasted some 1700 years (several hundred years watched over by Queen Ehlissa herself), reaching its apex at -1100 CY (probably at the passing of Ehlissa), but was crumbling by the time the Aerdi reached it in approximately -400 CY, 700 years later.
Sulm: The Bright Desert. The Kingdom of Sulm came to prominence circa -1900 CY after it was bolstered by the necromantic adepts of Caerdiralor, who taught them dark secrets and promised wealth and glory in exchange for the favor of the Sulmi royal house. Throughout its history, the kingdom spent much of its time crushing its neighbors, the rival kingdoms of Durha, Itar, Ronhass, Rhugha, and Truun. Only the Kingdom of Itar was strong enough to stand against Sulm, though it, too, would eventually fall.
After centuries of expansion, Sulm began its slow decline circa -1400 CY, some say due to the influence of Nerull and other dark powers. Kyuss was a powerful priest of Nerull during Sulm's imperial age, shortly before its destruction. He was exiled for his profane experiments on undead in the sacred mortuary city of Unaagh, and traveled with hundreds of followers to the Amedio Jungle.
Circa -700 CY the Kingdom of Sulm fell, destroyed by its last king. The king, Shattados, used the power of a dark artifact known as the Scorpion Crown in an attempt to gain perpetual dominion over his subjects. Instead, the crown turned Shattados into a gigantic scorpion and his people into manscorpions and (possibly) dune stalkers. A few became asheratis instead due to the grace of Geshtai. The land itself was even changed, transformed into a vast wasteland now known as the Bright Desert. The Isles of Woe: A now-lost archipelago in the Lake of Unknown Depths, once ruled by wizard-priests. Depending on the tale, the number of islands in this chain varies between three and seven, but is usually said to be three. The capital of this tyrannical domain was known as Heraan.
In a 900-year-old map now in the Great Library of Greyhawk, the islands are shown in the eastern region of the great lake, appearing to be extensions of the Cairn Hills. If this map is accurate, the size of the Nyr Dyv was smaller in those days. The island upon which Admundfort now sits was much larger, and two islands that do not now exist stood southeast of Scragholme Island. However, there are reasons to doubt the authenticity of this document.
Veralos was contemporaneous with ancient Flan nations such as Sulm, Itar, Ahlissa, and Nuria, it seems likely that the Isles of Woe were also populated by the Flan people. Furthermore, the Isles must have sank before the Great Migrations, as Veralos itself lasted until that period.
Itar: Only the Kingdom of Itar was strong enough to stand against Sulm, though it, too, would eventually fall. Nuria: Potentially Nyrond and Almor.
Veralos: At the Rift Canyon, encompassing Tenh and the Pale. North of the Nyr Dyv and the Isles of Woe, the city of Veralos is said to have encompassed a hundred or so buildings, spaced tightly together and surrounding a wall made from the same stone as the canyon. Much of the citadel is built into the canyon wall itself. Veralos traded magical wonders, including magic tablets, statues, jewelry, and weapons. Sites of Note:
The Causeway of Fiends This unnatural geographical feature is shunned by all save the most fearlessly evil. A great pathway of granite slabs, up to 25' wide and 12' high, descends in a perfectly orderly formation down to the sea from a half-mile inland, with the causeway heading to the Isle of Cursed Souls (known to some as the Isle of Lost Souls). Extraordinarily, this causeway is never submerged by the tides, even though sea water might stand 80' or more high either side of it shortly before it rises to the shoreline of the magical Isle. The whole causeway radiates intense evil, and magic, if such is detected for. During the fullness of Celene, fiends of many kinds stalk the causeway. Tanar'ri and baatezu rend at each other, tearing each other apart. They gleefully attack anything foolish enough to approach within a half-mile or so of the causeway. The fiends appear to be bound to that distance, however, and cannot travel farther inland. Usually, but a handful of fiends will appear at full moon. Very rarelyperhaps once every 80 years or socountless numbers of lemures, manes, dretches, and least fiends of all kinds will appear as great legions driven on by a few greater fiends in an orgy of mindless slaughter and destruction. Stone fragments from the causeway have, rarely, been taken and enchanted by men of great evil to craft dark magical artifacts. This is surpassingly dangerous. One tiny slip in a process which might take dozens of spells and months of time will leave the enchanter helpless in the face of a gate opening and a powerful fiend emerging, enraged, to slay him. Some of the oldest books of Flanaess Oeridian mages give riddles and allusions to the work of Ur-Flannae mystics with this ghastly substrate. But such artifacts are lost to Oerthperhaps. In more modern times, only Delglath of Rinloru is known to have crafted any items from the stone of this atrocious place. Even masters of the dark arts such as Xaene and Karoolck would hesitate to follow his example. Across the causeway lies the Isle of Cursed Souls, which is avoided by all sea vessels. In a radius of roughly 10 miles, it is said that the very rocks of the sea bed will rise and hole any vessel approaching more closely. Further, any lost at sea will become bound to the isle as ghosts, tormented by unknowable horrors for eternity. Sailors will jump overboard into stormy seas with a prayer to Procan for their souls rather than enter these waters. Intelligent sea dwellers such as sea elves, selkie, or dolphins warn ships away from the area. The isle itself appears only to have the ruins of an ancient monastery or mansion house atop its sheer cliffs, but distant scrying reveals an intensity of evil and magic beneath that site which is powerful enough to threaten insanity to the diviner studying the place. In texts which are now no more than a rumor in the night between old sages, the place is said to be the last resting place of three of the greatest of the Ur-Flannae. If this is true, the perils below it do not bear even thinking about. [Ivid - 53]
The Gull Cliffs Apart from the small dwarf and gnome settlements here, the Gull Cliffs are riddled with caves and natural passageways. There are certainly several magical locations. The best-known is the Fading Ground of the Blood Obelisk of Aerdy (From The Ashes, Campaign Book) but there are also said to be at least two burial chambers of Ur-Flan mages or necromancers. Many come seeking them, but they have not yet been located even by the most penetrative magical scrying. There are also traveler's tales of an albino clan of gnomes far below the hills, said to be extraordinarily swift of movement and able to meld into stone as a natural ability. One or two claim they are guardians of some site sacred to a gnomish deity, others that they restructure deep passageways to the Underdark to keep intruders and adventurers away from some site of dark magic, possibly a temple of Tharizdun. [Ivid - 100]
And to think that I thought the Flan were boring.
One must always give credit where credit is due. This History is made possible primarily by the Imaginings of Gary Gygax and his Old Guard, Lenard Lakofka among them, and the new old guards, Carl Sargant, James Ward, Roger E. Moore. And Erik Mona, Gary Holian, Sean Reynolds, Frederick Weining. The list is interminable. Thanks to Steven Wilson for his GREYCHRONDEX and to Keith Horsfield for his Chronological History of Eastern Oerik. Special thanks to Jason Zavoda for his compiled index, Greyhawkania, an invaluable research tool.
The Art: All art is wholly owned by the artists. Thungar by Gonzalo KennyLittle-Gifts by Manuel CastanonReflections-before-the-battle by candraDeclan by charlie-bowaterSources:1015 World of Greyhawk Boxed Set, 19831068 Greyhawk Wars Boxed Set, 19912011A Dungeon Masters Guide, 1st Ed., 19799025 World of Greyhawk Folio, 19809309 WGA4, Vecna Lives, 199011662 Die Vecna Die! 2000Ivid the Undying, 1998 OJ Oerth Journal, #1, #11Shadis 50, August 1998Greychrondex, Wilson, Steven B.The map of Anna B. Meyer Posted: 08-28-2021 10:20 am History of Oerth, Part 1: Of The Grey Elves and The Suloise Empire
I thought I would be able to research the history of Ratik and its neighbours sequentially, beginning with the Greyhawk Folio, continuing on with the Gold Box, then to the Greyhawk Adventures hardcover, etc. That was incredibly naοve of me. The history of the Flanaess was not laid down in that manner; it evolved in leaps and bounds over decades, and not sequentially, either. Its lore grew in fractals, haphazardly through modules at first, then rather meticulously in sourcebooks. Lets not forget the reams of articles written about the setting in Dragon and Dungeon magazine. I invite you to search out and memorize Steven B. Wilsons History of Oerth and and Len Lakofkas History of the Suloise in the Oerth Journal, Steven B. Wilsons later GREYCHONDEX, and Keith Horsfields Chronological History of Eastern Oerik. Doing so can only enrich your campaign. Theyre detailed. Their exhaustive. But, their source materials publication dates bounce around like jack rabbits. I discovered that I would have to do the same if I were to really understand the events that led to the Common Era. What can I say? The best laid plans of mice and men, and all that.
The history I will begin to lay out here will be more a more focused one, only concerning those peoples who would ultimately settle in the far northeastern corner of Flanaess. But, after searching though those indexes for what each had on Ratik and its neighbours, and for those Oerth-shaking events of Flanaesss past that moulded all events that followed them, I discovered that they were just bullet points and that I would have to take my exploration slowly, diving into the source material of each dated event to discover what actually happened. Im okay with that. Doing so will only make me more familiar with that world we love and admire so much.
So, I must read broadly. Maybe I need to read everything.
And so, down the first rabbit hole I go!
A long time ago, there were the Flan
. And the Suloise
. And of course, there were the Elves
.
Suffice it to say, Great things happened in the dawn of time. There certainly were great and greater civilizations that rose and fell prior to the coming of the Elves and the Dwarves, as I speculated on prior to this post. There were Dragons, most certainly; the elves wrote of them. But what of others? Who else may have risen to power in the eons before the Elves walked the earth? The Yuan-ti? Bullywugs? Slaadi? Lovecrafts Elder beings? Whoever, or whatever, might have walked the earth, those tales have been lost to time.
Our history begins with the Elves.
In the beginning there were the Elves and the Dwarves. They did not love one another, but they agreed to stand together against their common enemies: the humanoids, the evil giants, trolls, and primitive man.
In time, the Seven Elven Fathers learned to tap energies from other planes of existence and created what they called New Magic. Cherbon, chief among them, claims that he was visited by an ancient and wizened elder, who advised him that New Magic could be a path to great evil and conflict; but Cherbon, in his wisdom, dismissed the warning as the insane ramblings of a madman. Cherbon then said that the elder transformed himself into a platinum coloured beast that took wing and flew into the heavens. He named the beast Draggonus: flying monster.
The Grey Elves were not an idle lot. New Magic intoxicated them and they quickly unlocked the secrets to greater power. They kept a watchful eye on their enemies, most notably the primitive men. Their spies reported that Men were worshipping Demonic and Diabolic Beings, and they were not pleased. They kept closer watch.
It came to pass that the Grey Elves met with Men and discovered that they were not the primitives they found centuries before. But for all their long lives and long memories, the Elves were not without their faults; they were vain and haughty, and in their wisdom they were prone to hubris; they took no heed that those humans has once worshipped Evil elder beings.
-6416 CY The first of a group of traveling Grey Elves, exploring the South Central portion of Oerth, meet with tribal leaders of the Se-Ul (the People of Ul). They strike up a friendship and the elves began tutoring the humans in mathematics, language, art and non-clerical magic. The Se-Ul proved apt students and soon were constructing cities and delighted the elves both with their creativity and their productivity. The cities of the Se-Ul were patterned similar to those of the Grey Elves set mountain fastness, but these occupied the plains and river deltas of the southlands. [OJ1] (-900 SD/-4264 FT)
And their talent for magic promised to be as great.
And like the elves before them, they made mistakes. A young Se-Ul mage erred while demonstrating a spell at the limit of his skill, killing those around him. This awful incident caused the elves to rethink the wisdom of their having taught magic to Men so widely. They closed down their magic schools and many of the elves departed the Se-Ul cities for their mountains cities. The Se-Ul chaffed at this and were not pleased. They plead with the elves to return and teach them more. But their pleas fell on deaf ears. The tension between men and elves grew.
Time passed, and as spiteful children might do, the Se-Ul turned their backs on the elves. They found new friends. They met the Kersi, a beautiful dark-skinned people from an Island called AnaKeri in the south, the Orid to the east, then the Flan tribes to the southeast, and the Bakluni to their north, and they began to look to Men and not Elves for trade.
-6067 CY The Suel began systemized trading with the tribes to the north and east. The Bakluni in the northern plains and the Flan who dwelt just west of the mountains were among these. Sea trade routes to AnaKeri are developed. The Thirteen Cities of the Suel develop into separate city-states, but all are ruled by a single council of lords under the watchful eye of the grey elves, watchfulness that men begin to dislike intensely. [OJ11] (-551 SD/-3915 FT] Great prosperity blessed the Se-Ul, and Elves and Men become more distant still; so much so that when Kendaris, a young elven mage, fell in love with the Se-Ul ambassadors daughter and asked her father for her hand, the ambassador laughed in his face. Kendaris was enraged. He decided to get revenge, and he decided that the instrument of his revenge would be the Se-Ul, themselves. He trained nine disreputable Se-Ul mages, greedy for more power, magic hitherto restricted to Men. Then he set them loose. The Nine attacked the ambassador, killing him. But they also killed Kendaris love as well. Then the Se-Ul mages turned on Kendaris, killing him too. And wrought terror and mayhem throughout the land until they too were brought down. But two slipped away and escaped to the north into the lands of the Bakluni, where they set up shop and spread their magic further.
-5775 CY The Grey elves departed the lands west of the Crystalmists after the events of the Nine Mages. They had grown to dislike the Se-Ul, but the true reason was that theyd begun to wage a great war with their dark cousins in the East. Smoke and ash begins to rise up from the mountains, where the Grey Elven cities stood, and the Southern Crystalmists were renamed The Mountains of Fire, and The Mountains of Hell. (-259 SD/-3393 FT) -5739 CY The Se-Ul grew cruel. They cities began to wage war against one other, and as each one fell to the might of those who were stronger and luckier, one city grew in prominence: ReAtryniBa. Once all the Se-Ul cities were under its control, the ReAtryniBa was renamed Seula, the City of the Seuloise. Then the Seuloise began to subjugate the peoples around them. Relations between the Se-Ul city states, deteriorate. The last council of the cities is held. Each city arms itself against the other. [OJ1] (-223 SD) -5537 to -4463 CY The Suel continued to gain greater power, but it cost them dearly. They trapped Genies with bindings. They imprisoned Elemental Kings. The Elementals struck back and placed a curse over the Suel lands. The Dead rose all over the Empire. The Nine Binders were hidden away. The Emperor died without an heir and the Regency Wars began and the Great Houses tore the Empire apart for centuries as they vied for control of it. Travel outside the Empire ground to a halt as the Regents and Houses exerted more control over their people. The Cult of Tharizdun rose, the worship of Good and Neutral Gods was suppressed, then banned outright as the worship of Tharizdun took hold of the Empire. The Empire was wooed by the Drow and they fell in with them against the Grey Elves. That alliance would cost them though. In fact, it would almost destroy them. [OJ1, OJ11] (-21 1005 SD/-3385 to - 2359 FT)
-5011 CY Arinanin and Tilorop mount a campaign against the Regency, but are defeated in the Second Regent War. Tilorop uses arcane energy to transform himself into the first lich on Oerth. Arinanin is blessed by Tharizdun to become the Oerths first vampire. His creation plagues all of mankind to this very day. (505 SD/-2859 FT) -4666 CY The last of the Grey Elven cities in the Crystalmist Mountains is discovered and is destroyed by a concerted effort on the part of the drow/Suloise and giantkind. The defense of the city is so great, however, that drowkind and giantkind is also nigh exterminated. The Suloise army, which aided in the destruction of the elven city, is destroyed to a man, and no word of them can be obtained. The remnant of the elves flee eastward to the interior of the eastern portion of the continent. (850_SD/-2514 FT)-4616 to -4516 CY After years of quiet plotting the remaining chief houses of the Suel rise up in unison to overthrow the Priest Regent. This is commonly referred to as the Century War of the Houses. (900 to 1000 SD/-2464 to -2364 FT) -4514 to -4511 CY Using the Binders Alberk drives Arinanin and the priesthood of Tharizdun from the Suel Empire. The Council of Noble Families is formed to rule the Suel and the Binders are distributed among nine of them. Alberk is unaware of whom the Binders hold prisoner; he only sees them as items of great power to be used in his struggle to save the empire from evil. (1002 to 1005 SD/-2362 to -2359 FT) -4463 CY The Grey Elves retreat from the Hellfurnaces and rebuild their civilization in the East.The four Elven Realms of the East are established, and a new calendar is used for the first time among the elves to count the days of these realms. Highfolk is established in the Northwest to guard the northern ways, Celene the Central Kingdom, Aliador in the Griff Mountains, and Lendore in the Southeast Aerdi Sea (then called the Lendore Sea). (1053 SD/-2311_FT) The Suel were injured, but they were not done. In fact, they were just getting started.But our narrative need shift now to another People, as the Suloise were decidedly focused on the West, and ours must now look East of the Crystalmists.
One must always give credit where credit is due. This History is made possible primarily by the Imaginings of Gary Gygax and his Old Guard, Lenard Lakofka among them, and the new old guards, Carl Sargant, James Ward, Roger E. Moore. And Erik Mona, Gary Holian, Sean Reynolds, Frederick Weining. The list is interminable. Thanks to Steven Wilson for his GREYCHRONDEX and to Keith Horsfield for his Chronological History of Eastern Oerik. Special thanks to Jason Zavoda for his compiled index, Greyhawkania, an invaluable research tool. Special thanks to the contributors to the Oerth Journal, without whose efforts, this piece would not be possible. The Art:
All art is wholly owned by the artists. Elven-City-in-Forest by ferdinandladera
Assyrian-Nineveh by iraqi-pictures
Inanna-Colored-Graphite by dee-morgan999
Wraiths by dmckay20
Alexander-Magnus-by-Tom-Lovell by alexanderaeternus
Sources: 1015 World of Greyhawk Boxed Set, 1983 2011A Dungeon Masters Guide, 1st Ed., 1979 9025 World of Greyhawk Folio, 1980 OJ Oerth Journal, #1,#11 Greychrondex, Wilson, Steven B. The map of Anna B Meyer Posted: 08-28-2021 10:11 am A Hero has passed into Legend today.
A Hero has passed into Legend today. Edgar Elmer Leonard October 20, 1936 to November 12, 2019
I love you, Dad. I miss you already.
Do Not Go Gentle Into That Good Night Do not go gentle into that good night, Old age should burn and rave at close of day; Rage, rage against the dying of the light.
Though wise men at their end know dark is right, Because their words had forked no lightning they Do not go gentle into that good night.
Good men, the last wave by, crying how bright Their frail deeds might have danced in a green bay, Rage, rage against the dying of the light.
Wild men who caught and sang the sun in flight, And learn, too late, they grieve it on its way, Do not go gentle into that good night.
Grave men, near death, who see with blinding sight Blind eyes could blaze like meteors and be gay, Rage, rage against the dying of the light.
And you, my father, there on the sad height, Curse, bless, me now with your fierce tears, I pray. Do not go gentle into that good night. Rage, rage against the dying of the light.
Dylan Thomas
Posted: 08-28-2021 10:09 am Speculation On The Prehistory of Ratik and Its Environs
I suppose theres much speculation about events prior to the chronicled timeline. Its a mystery to me, as yet. What do I know at present? Demi-humans ruled the Flanaess prior to the Flan entering the field. Ive read passages about Elven and Dwarven civilizations, but little to nothing about what Gnomes or Halflings were up to before the Great Migrations. I expect more reading may expose clues to those centuries and eons past. But Ive already come across a few cryptic hints in the Greyhawk Adventures [GA] hardcover (if you dont have a copy, I highly recommend that you pick one up from DMs Guild):
Regarding The Pinnacles of Azoralq:
The difficulty of the terrain, and the mists, numerous waterfalls, and thick vegetation at first conceal the fact that the Pinnacles are not natural formations, or even shaped ones, but are composed of titanic blocks. On rare occasions one encounters openings leading to the interior of these constructions. There is no report of what may be found if one ascends or descends the broad stairways leading away from these bat-haunted cave mouths, or rather doorways. [GA - 89]
That has a particularly Lovecraftian feel to it. Its definitely reminiscent of the description of the city of the Elder Ones in Lovecrafts novella At The Mountains Of Madness.
Regarding Skrellingshald (Tostenhca):
Attir also discovered a book sealed against the water in a lead casket. All of these were returned to the court at Rauxes in honor of the Overking. The patient Atirr hoped to study them further in his retirement. He declared the book in particular to be most interesting, being among other things a recording in a lost language of an ancient history together with magical secrets.
Tragically, Atirr was never to attain his goal. [GA - 95]
Could that book be the Necronomican? The Greyhawk Adventures hardcover says that its a libram of ineffable damnation and a book of vile deeds, but you can make it whatever youd like. And Id imagine that the Necronomicon could very well be just such things.
Regarding The Sinking Isle:
The Sinking Isle has haunted the waters near the Isles of the Sea Barons from time immemorial. The earliest Oeridian tribes to fish the Solnor there knew of it; the Flan before them had legends of it; the seagoing elves of Lendore Isle have tales yet more ancient. Neither our own civilization nor even that of the Elvenfolk was the first in the Flanaess; there were others in times so far past that the very shape of the lands has since changed. The Sinking Isle is a reminder of them. [GA - 93]
So, what came before? A Yuan-ti Empire? A draconic one? Bullywugs? Slaadi? Lizardmen? Deep Ones?
Gary Gygax definitely wanted the Dungeons and Dragons to have a Lovecraftian feel. Lovecrafts tales were mentioned in the DMGs Suggested reading list, after all. And his love of Lovecraftian descriptions certainly makes its way into the prose of his earlier modules:
From Steading of the Hill Giant Chief:
WEIRD ABANDONED TEMPLE: This room is of faintly glowing purplish green stone, carved with disturbing shapes and signs which seem to stare out from the walls and columns, to shift position when the watcher's back is turned. Touching the walls makes one chilled, and contact with a pillar causes the one touching it to become nauseous. At the far west end of the temple is an altar of pale, yellow-gray translucent stone. It feels greasy to the touch, but it has no effects upon those who touch it. Behind this altar is a flight of low, uneven steps which lead to an alcove with a concave back wall of purplish-black, glassy appearing substance. If any creature stands before this wall and gazes upon it for one round, a writhing amorphous form of sickly mauves and violets will be seen stretching its formless members towards the viewer. [G1 - 7]
He meant the passage to be creepy, and it is. And these are just lingering aftereffects, as this temple was abandoned, and not fully functioning. We need not imagine what it might have been like when it was active because the Hall of the Fire King tells us so.
From Hall of the Fire Giant King:
TEMPLE OF THE EYE: Note the illusion walls which screen this area. This place is illuminated by a strange swirling light which seems to be part of the very air of the place. Eddies of luminosity drift and swirl here and there, causing the whole scene to be strange and uncertain. Distances and dimensions are tricky to determine in the shifting light of rusty purple motes and lavender rays. Globs of mauve and violet seem to seep and slide around. The ceiling of the Temple is out of visual range, 50' at the lowest, and well over 65' where it vaults upwards. [G3 - 9]
This temple is far more lethal than the other. It is Evil. It is sensitive to presences within. Insanity beacons. Doom beckons. The Elemental evil may even reach out from the veil and drag some unfortunate character to his death.
Gary most definitely had Lovecraft in mind as he crafted his G1-3, D1-3 adventure path. The subtext was also in Village of Hommlet and largely the focus of The Temple of Elemental Evil before it took a back seat to Lolth and Zuggtmoy. Id hazard a guess that Garys Elemental Evil God is actually meant to be Azathoth, whose introduction somewhat parallels the Elemental Evils:
[O]utside the ordered universe [is] that amorphous blight of nethermost confusion which blasphemes and bubbles at the center of all infinitythe boundless daemon sultan Azathoth, whose name no lips dare speak aloud, and who gnaws hungrily in inconceivable, unlighted chambers beyond time and space amidst the muffled, maddening beating of vile drums and the thin monotonous whine of accursed flutes. [The Dream-Quest of Unknown Kadath, H.P. Lovecraft]
Garys mature warning reminds us that Evil never leaves us. It lurks in dark corners and untraveled places, in fetid swamps and dank dungeons, in sleepy hamlets like Hommlet and Orlane, and in isolated and passed over coastal towns like Saltmarsh and Innsmouth, cultivated by such unexpected peoples as Lareth the Beautiful, rising again and gain regardless how many times its thought destroyed.
Personally, I think Gary was slipping this idea into most of his earlier work.
From The Keep on the Borderlands:
CHAPEL OF EVIL CHAOS: This place is of red stone, the floor being a mosaic checkerboard of black and red. The south wall is covered by a huge tapestry which depicts a black landscape, barren trees, and unidentifiable but horrible black shapes in silhouette possibly demons of some sort holding aloft a struggling human. A gray sky is torn by wisps of purple clouds, and a bloody moon with a skull-like face on it leers down upon the scene. Four black pillars support the domed ceiling some 25' overhead. Between these columns, just in front of the tapestry, is a stone altar of red veined black rock, rough-hewn and stained brown with dried blood. Upon it are 4 ancient bronze vessels a shallow bowl, a pair of goblets, and a ewer, a vase-shaped pitcher.
any character possessing them will not part with them or sell them nor allow others to handle them.
the character will rapidly fall under the influence of a demonic spell and within 6 days become a servant of chaos and evil, returning to this chapel to replace the relics, and then staying as a guard forever after. [B2 -22] The description of this temple is too similar to those others to be a coincidence.
Where's all this going? I don't know. Thoughts are gathering in my head. And I've only just begun to read the reams of source material that graces my shelves.
If you don't have the above mentioned modules, you should seriously consider getting them. They may be old, but they are fantastic stories, worth playing, worth spending the time to adapt to whatever system you happen to be playing. Where can I get them, you ask? DM's Guild, of course. Links below: World Of Greyhawk Folio World of Greyhawk Fantasy Game Setting G1-3 Against the Giants D1-2 Decent into the Depths of the Earth D3 Vault of the Drow B2-The-Keep-on-the-Borderlands T1-The-Village-of-Hommlet T14-Temple-of-Elemental-Evil N1-Against-the-Cult-of-the-Reptile-God U1 The-Sinister-Secret-of-Saltmarsh
One must always give credit where credit is due. This History is made possible primarily by the Imaginings of Gary Gygax and his Old Guard, Lenard Lakofka among them, and the new old guards, Carl Sargant, James Ward, Roger E. Moore. And Erik Mona, Gary Holian, Sean Reynolds, Frederick Weining. The list is interminable. Thanks to Steven Wilson for his GREYCHRONDEX and to Keith Horsfield for his Chronological History of Eastern Oerik. Special thanks to Jason Zavoda for his compiled index, Greyhawkania, an invaluable research tool.
Special thanks to James Ward for his work writing, and compiling the material within the covers of Greyhawk Adventures, without which this piece would have been impossible.
The Art: All art is wholly owned by the artists. Greyhawk Adventures cover, by Jeff Easley, 1984
Sources: 1015 World of Greyhawk Boxed Set, 1983 1064 From the Ashes Boxed Set, 1992 1068 Greyhawk Wars Boxed Set, 1991 2011A Dungeon Masters Guide, 1st Ed., 1979 2023 Greyhawk Adventures Hardback, 1988 9025 World of Greyhawk Folio, 1980 9034 B2 Keep on the Borderlands, 1979 9059 D1-2 Decent into the Depths of the Earth, 1981 9021 D3 Vault of the Drow, 1981 9058 G1-3 Against the Giants, 1981
9063 N1, Against the Cult of the Reptile God, 1982 9026 T1 Village of Hommlet, 1979 9147 T1-4 Temple of Elemental Evil, 19859062 U1 Sinister Secret of Saltmarsh, 1981The map of Anna B. Meyer
Posted: 08-28-2021 09:59 am Night Below - The Evils of Verbobonc - Part 6 Random Encounters Part 5
Night Below - The Evils of Verbobonc - Part 6 Random Encounters Part 5 5. The Packmule
Off the side of the road the players see a loaded packmule quietly nibbling on some scrub. The mule, Bert, appears docile, but mainly because it is exhausted. The players should notice that the mule is lathered and if they approach it in a friendly or cautious manner it will allow them to lead it and hopefully, from Bert's perspective, unload it.
Bert is carrying a load of Tinker's gear. A small portable anvil, charcoal, a small shovel. wood-axe and pick. Bars of lead for solder. There are also several pots and pans. A bag of steel sewing needles and colored thread. A small one man tent, a ground cover, two weeks rations, a lantern and several bottles of oil. There is a bag of metal fish hooks, a pole and thin line. There is a fancy folding live animal trap and half-a-dozen small spring traps.
There is a guide rope attached to a light harness but it has been cut with about 6 feet left. Underneath the packs and bags is a old worn riding saddle.
Anyone in the area will reckonize Bert as belonging to Ducote the Tinker, originally from Furyondy but now making a living plying the villages and town throughout Verbobonc. He is missing, kidnapped by the minions of Ranchefus (See NB Book1 pg#11) Posted: 08-28-2021 09:53 am A Beginning...
Does the world need another Greyhawk blog? You bet it does. For those of you who campaign in the setting, you know that Greyhawk doesn't get the love it deserves as the setting that started it all off. Some would argue that Dave Arneson's Blackmoor was the first setting of OD&D, and they'd be right; but most of the first adventure modules were set in Greyhawk. One could even argue that Basic D&D was originally set in Greyhawk too before The Known World was created by Tom Moldvay. The monochrome edition of "In search of the Unknown" specifically states that suggested locations for the module were Ratik, Tenh, or the Pale. And "Keep on the Borderlands" could be connected to Quasqueton by the collapsed tunnel within, so it too could be placed in Greyhawk. Moreover, Greyhawk was referenced again and again in the AD&D Players' Handbook and DM's Guide. The Forgotten Realms may be the most popular setting; it certainly has the most novels set in it; it certainly has more sourcebooks dedicated to it; and it most likely has been the most supported setting over the decades. But it's Greyhawk that holds the grognards' hearts.
That said, what do I hope to do here? I was inspired by the continuing love for the setting by others of the Gaming community. Much more was added to it during 3rd edition when Living Greyhawk fanned out over the globe and OSR licensing permitting fan content. And even more has been added since. I'm giving a shout out to Anna B. Mayer (that's a sample of Anna's wonderful map, a labour of 20+ years), Mike Bridges, Joe Bloch, and too many more to name here. Gary Gygax opened up a can of worms when he invited us to make it ours. Many have. And I hope to do the same. I'm going to try to flesh out a small corner of the Flanaess and see where that takes me.
Where to begin...? Ratik. It's isolated. It's surrounded by Barbarians to the North, the Rakers to the West, the Bone March to the South, and an altogether trackless sea to the East. Pirates scour those seas, sea monsters dwell in their depths, too. Giants dwell on high. Ratik has few allies, yet it perseveres. What's not to like? So, Ratik it is!
There's little written about it. Some may argue the point, but there is little canon. Living Greyhawk didn't contribute that much to it either, from what I've read.
I expect the going to be slow. I've been away from the setting for a while. There's much reading to be done from decades past. There's much pen and papper mapping to be done. Cultures and communities to think on and scatter about. But mostly, there's this techy stuff to master.
Then what? If all goes well, there's the Thellonrian Peninsula, the lands of the Fruztii, Schnai, and Cruskii, to tackle, and the Holds of Stonefist (Stonehold) too. That ought to keep me busy for a while. Then maybe I'll head East, or South. But that's for another day.
I hope you'll be patient. I hope you'll be supportive. I hope that you'll embrace my little project.
Thanks for now. Long live Greyhawk!
One must always give credit where credit is due. This History is made possible primarily by the Imaginings of Gary Gygax and his Old Guard, Lenard Lakofka among them, and the new old guards, Carl Sargant, James Ward, Roger E. Moore. And Erik Mona, Gary Holian, Sean Reynolds, Frederick Weining. The list is interminable. Thanks to Steven Wilson for his GREYCHRONDEX and to Keith Horsfield for his Chronological History of Eastern Oerik. Special thanks to Jason Zavoda for his compiled index, Greyhawkania, an invaluable research tool.
Great contributions were made by David Cook, Tom Moldvay and Stephen R. Marsh, who penned the Basic and Expert Sets of Dungeons & Dragons.
Sources: 2011A Dungeon Masters Guide, 1st Ed., 1979 9023 In Search of the Unknown, 1979 9025 World of Greyhawk Folio, 1980 9034 Keep on the Borderlands, 1980 9043 Isle of Dread, 1981 Dungeons & Dragons Basic Set, 1981 Dungeons & Dragons Expert Set, 1981 The map of Anna B. Meyer
Posted: 08-28-2021 09:53 am Paladins of Greyhawk: Fharlanghn Posted: 08-28-2021 01:07 am Night Below - The Evils of Verbobonc - Part 5 Random Encounters Part 4
Night Below - The Evils of Verbobonc - Part 5 Random Encounters Part 4
4. The Farmhouse This encounter is best had at the end of the day when the players are considering camping for the night.
During the day the farmhouse appears to bw in good repair. It is a single open room, mostly bare except for a bench, chair and table. Inside is dry and clean. There is a well just outside and a back door. Both doors and windows seem stout enough for a farmhouse but the roof is just thatch and the walls wattle and daub (interwoven branches covered in clay). Better than tents at least with a firepit and covered smokehole at the back.
The place is desrted and the fields untended and a bit wild. If the nearby fields are searched the bones of animals can be found scattered about and if a greater search is made human and humanoid bones can be found.
If the players stay the night the house transforms into a half roofless ruin at the rise of the moon. From outside the house screams and moaning can be heard as if animals are being slaughtered. Then calls for help and more screams. Surrounding the house the bodies of dead animals, mostly cows and pigs, wander about. If any step outside the house they will attack and only stop if they players retreat back into the house. As the moon reaches its height the animals well lose all their flesh and become bones. The skeletons will stagger around and the skeletons of humanoids will approach from the fields.
At the moons height the skeletons will attack the house in groups of six or twelve. As they are slain the bones will nit together into monstrous combinations of man and beast and continue to assault the house. This attack will go on till moonset.
If the hut is burned down the skeletons will draw off and wait till the hut collapses. If the players leave the area of the fields the skeletons will not follow.
Beneath the packed earth floor are the skeletons of a dozen men and women. Digging them up and destroying the bones will cause the skeletons in the field to collapse. An iron chest is buried with the bodies containing an icon of Elemental Evil and 12 amulets. If these are taken the players will be haunted by the memories of these Elemental Evil cultists and they will receive no benefit of rest till they are buried or brought to a cleric or druid to be destroyed. Anyone in Verbobonc will immediately recognize them as belonging to the cult of Elemental Evil. Posted: 08-27-2021 01:16 pm Night Below - The Evils of Verbobonc - Part 4 Random Encounters Part 3
Night Below - The Evils of Verbobonc - Part 4 Random Encounters Part 3
This encounter will take place within the Kron Hills but on the outskirts of a small town or village. 3. The Charcoal Burners
Charcoal burners create charcoal for use in smithies by burning logs in conical pile, mostly airtight, to keep the wood from going up in flames and being reduced to ash instead of charcoal. In Verbobonc, among members of the Old Faith, it is looked upon as an almost holy profession. Trees need to be marked by a druid for collection and certain rites and rituals are carried out to balance the destruction.
Those carrying out the work are either apprentice rangers or druids normally working under a more experienced teacher. There is lots of time for contemplation and a communion with nature.
There are 3 young druids, Nickells, Madgett, and Harriman; a ranger of more experience but learning druidic abilties named Garrett and an older druid named Sibbett.
They are cautious with strangers but generally friendly. If told about the goblin incursion or of the attack by kidnappers they will be concerned and immediatly break camp and set out to warn the nearby town or village suggesting that the players come with them but not insisting that they do so.
The players will first notice the smell of burning wood or see the smoke rising from a place with woods or forest. A dirt trail, recently used, will lead from any path or roadway off in the direction of the camp if approached from such a direction.
The druids and the town will be appreciative of any warning the players might give and the ranger, Garrett, would even accompany them if they are setting out soon as he plans to scout for any goblin-sign.
Posted: 08-24-2021 03:59 pm Night Below - The Evils of Verbobonc - Part 3 Random Encounters Part 2
Night Below - The Evils of Verbobonc - Part 3 Random Encounters Part 2
2. The players come upon a dying goblin. He has had one arm bitten off and only a short distance away is the wolf he was riding, dead and showing bite marks at its throat and body. A pouch with a few coins, a dagger and sheath at his belt and a quiver with 20 arrows for a short bow are the most salvageable items.
100 yards further on they find 4 more dead goblins and wolves and the body of one of the largest dogs anyone can remember having seen. The dog has an iron collar labeled 'Rock' (which is the dogs name).
Rock is twice the size of a normal War Dog (4+4 hd in 1eAD&D terms). He is grievously wounded and will die from his wounds if not healed. His master, a wealthy merchant, has been slain by goblins of the Broken Jaw tribe, and Rock pursued a small pack of them.
If Rock is healed he will become bonded with the person who healed him. Rock would benefit from a suit of leather armor often crafted for wardogs, but it will cost more because of his size. Posted: 08-22-2021 12:08 pm Night Below - The Evils of Verbobonc - Part 2 Random Encounters Part 1
1. Verbobonc Lancers fighting Goblin Wolf-Riders
This encounter can take place anywhere no closer than 10 leagues to the city of Verbobonc.
The players come upon a pitched battle between a 10 man patrol of Verbobonc Lancers and some 27 wolf-riding goblins of the Broken Jaw tribe. An overturned merchants wagon is near to a path or roadway and the lancers are making a stand there.
At the wagon are 2 dead merchants and one living merchant, Ciara. She has is a red-haired woman in her thirties with some training as a fighter (padded armor, light crossbow, quarter staff).
There are 7 dead goblins around or near the wagon and 3 dead wolves.
2 of the lancers are dismounted and lightly wounded. They are using the wagon for cover and firing short bows. The other 8 lancers are still mounted and preparing for a charge as the 27 wolf-riders and 4 riderless.
Each lancer is an experienced warrior (1eAD&D 1st and 2nd level Fighters or Rangers). Led by Serjeant Daukyn (3rd Level Ranger) so the fight isn't one sided but any help by the players would be appreciated.
At the end of the battle if the lancers win they will skin the wolves, loot the dead goblins and remove their heads for the viscounts bounty (1gp for the head of every goblin, orc or similar monstrous creature), loot the wagon and merchants if Ciara doesn't survive, or help Ciara remove any valuables from the wagon if she does. Most of the lancers are Old Faith so they will leave the dead, including there own, laid out for wild animals and nature to take its course on the bodies though the merchants and their own dead will be laid out respectfully while goblins and wolves will be left to rot where they have fallen or at most dragged off the road.
The wagon was carrying varied goods. The most valuable are some coin and gems. A large trunk contains components for spells. There was a metal chest with magical potions but most are smashed. Otherwise whatever general goods the DM wishes the players to find. Ciara won't mind terribly the wagon being looted if she secures the valuable items first. The wagon is completely destroyed but the two horses still in harness will be found further down the road. Posted: 08-21-2021 05:47 pm NPC Red Hanlan & Black Harris Part 1
People will notice that I just used this photo for The Bold Soldier of Chendl but I liked it so much and fit with my idea for Black Harris that I've used it again. Oerthly Encounters Red Hanlan & Black Harris Part 1Oerthly Encounters
Red Hanlan & Black Harris
This pair of Brigands has been highly successful raiding across the lands west of Greyhawk, such as Furyondy, Veluna and Bissel, as well as the lands of the Yeomanry, Keoland, Ulek and Gran March. Recently, however, they have parted company and now Black Harris pursues his former partner. Red Hanlan now rides with his new partner Tess Bywater or "Laughing Tess" as she is called.
Periodically after a successful raid or series of raids the band would split up, each going their separate way, to enjoy the ill-gotten gains of their labor. Some traveled in pairs like the brothers Kalife and Kalib, but most set off on their own. At an appointed date the band would gather again and it was common for both Red Hanlan and Black Harris to return with a string of new recruits.
Having successfully left a bloody trail of robberies and murders along the paths and roads between the Dreadwood in Keoland to the Lorridges in Bissel, the evil band gathered together once more in a small but growing market town named Fountainspring set within the heart of the Kingdom of Furyondy. Red Hanlan came with a half dozen followers but Black Harris brought along only Tess. While in town the raiders were on their best behavior, but as the reunited group celebrated one last time before leaving town Tess killed a long time member of the band who 'insulted' her. Black Harris and Tess had a shouting, then throwing, match and finally Tess stormed off, with Red Hanlan. Later that night a now staggeringly drunk Harris broke down the door to Red Hanlan's room and the struggle which ensued wrecked the tavern and scattered or killed those who supported Red Hanlan.
Since that time Red has been on the run. Only Tess followed him from the broken tables and smashed chairs of the Inn.
Black Harris has sworn a dark oath of vengeance, but while his followers understand his desire they have more practical concerns, namely loot. Always bloodthirsty and merciless Black Harris has raided and robbed with a brutal cunning. Now he has grown careless. Robbing only to pacify his followers, his thoughts are turned to tracking down and exacting a painful retribution on his brief one-time lover and his faithless former partner. Previously the band would raid only after studying the layout of the land and the composition of the merchant caravan or train, though they would not hesitate to waylay a small party or individual whose bodies would be hidden among ditch or bramble, unlikely to be seen again. Now they strike without preparation. So far they have been lucky and their casualties have been few, but their luck is not likely to hold.
Red Hanlan has been on the run since that night. Nearly overtaken outside of Littleberg, he has since laid low, living rough along the edge of the Gnarly Forest. Once a ranger of Geoff, Red has used the skills learned in his early days to pick hidden and secure camps and hideouts for the band amid the wild. Now he uses these skills to hide from Black Harris.
Black Harris chases Red Hanlan. He will pursue him wherever the trail will lead. Red cannot remain hidden forever but will appear again, while Harris will follow carelessly in a wake of death and destruction till he is pulled down like a mad beast by the forces of order in the lands he afflicts or till he at last runs down his quarry, Tess and Red Hanlan.
The Brigands:
As an early precaution against detection the brigands took to wearing masks and black clothing on raids and making sure to dress differently if they were in a town or village. Several months before the group split apart they attacked a group of wandering players. The loot was poor but it contained many different theatrical masks which the brigands adopted. Unfortunately Black Harris and Red Hanlan also adopted a policy of no quarter. No survivors, no witnesses. It proved highly successful from their point of view. Merchant caravans and travelers simply vanished, their wagons, baggage and bodiesabandoned in woods or rough terrain. The careful and merciless tactics of Red Hanlan and Black Harris have kept their identities separate from the raiders who plague an area for a few weeks then disappear only to reappear leagues away in a different country or kingdom.
Black Harris, human male, Ftr Level 9 Str 17, Int 12, Wis 12, Con 17, Dex 12, Chr 10 HP 89, AL LE, AGE 36 Physical Description: 6"2', Thin and wirey. Brown hair and eye, brown mustache. Scars over his left eye, on right cheek, wide scar across upper right chest. Tattoo of a grinning skull on right bicep, an eagle holding a bloody dragon in its claws on his left.
On raids Harris wears black. black boots, pants, a black tabard over his chain mail and a black plume from his helm. He was a man of careful habits and grooming but now is lax and usually needs a shave. His mustache once neatly trimmed is on its way to becoming a soup strainer. While in towns or villages Harris would always wear colorful and fancy clothes of fine quality. In his current obsessed state he wears whatever he puts his hands on, leaving such garments on till their stench is strong enough for him to notice.
Background: Called 'Black Harris' because of his grim and merciless nature. It's rumored that he grew up in the Hold of the Sea Princes and spent part of his life as a pirate but no one knows for sure. He is merciless but maintains a rough and comradely discipline among his men. He demands obedience but does not play favorites and will not break his word. His followers know that they can expect honest and fair dealing from him but cruel and swift punishment if they should cross him or violate the oaths that they have sworn to Harris. He has deep respect for magic both wizardly and divine and will go out of his way to recruit practitioners of these arts.
Personality and attitude: Harris is now obsessed with the desire for vengeance. Once a careful and cunning planner he now simply rides in with the full strength of his band and overwhelms any guardsmen or outriders, then falls upon the body of the caravan or merchant train. He cares nothing for what treasure or valuables are harvested from these raids, though he still takes his cut. He uses this wealth only to pay informants or recruit more men in his quest against Red Hanlan. Only his lieutenant, the wizard Lyndos, and Lyndos's aid Falil, object to Harris's current actions.
The evil priest Salin, a follower of Hextor, approves of this direct action, "Attack, Attack, Attack!" is his motto.
Black Harris has a taken a step from evil into madness and the light from his fiery obsession burns in his eyes.
Equipment: Chainmail +2 Saber +1 of wounding. (1d8s-m 1d8-l) Shield +1 helm Lance +2 Gauntlet of crushing grip: This single gauntlet can be commanded by the wearer to attempt to crush anything in its grasp 3 times every 24hours. It can easily crush a flagon or snap an unenchanted blade. An arm or ankle would be pulped and perhaps severed. This gauntlet crushes slowly, taking 4 rounds to fully close. With a resisting opponent the user of the gauntlet must make a successful To-Hit. On the first round no damage is inflicted, the gauntlet merely grips what it will then proceed to crush. On each following round 1d6+7 pts of damage will be inflicted. The victim has the opportunity to pull away from the grip if they save vs their Dex on the first round for no 1d6 damage. Each subsequent round the victim will get a more difficult save, first at -2, then -4, and finally -6 as the gauntlets fingers sink deeper into their flesh. If successful they receive half damage as they pull away from the crushing steel fingers of the gauntlet. The gauntlet will not damage enchanted items. Its fingers would not even scratch enchanted plate mail but a shirt of chain, while itself undamaged, would not keep what is between its links from being pulped.
War Horse: Obesdian, is the fourth Heavy War horse of that name which Harris has ridden. As its name implies it has a glossy black coat. HD: 4+4 AC7 HP:31 6 potions of extra healing (private stock) 1 potion of Hill Giant Strength 1 potion of speed
Black Harris's Band
#1 Lyndos (level 7 Magic User) Harris's lieutenant #2 Falil (Level 4 Magic User) Lyndos's aid #3 Salin (Level 6 Priest of Hextor) #4 Zeffin (Level 2 Cleric) Salins assistant #5 Kalib (Level 5 Fighter) twin brother of Kalife #6 Kalife (Level 5 Fighter) twin brother of Kalib #7 Smashnose (Level 4 Fighter) 1/2 Orc #8 Travis (Level 5 Thief) leads thief contingent within band #9 Costos (Level 3 Thief) #10 Halvas (Level 1 Thief) #11 Dursus (Level 1 Thief) #12 Bismon ( Level 3 Fighter) Follower of Hextor #13 Quisson (Level 2 Fighter) #14 Tras (Level 2 Fighter) Follower of Hextor #15 Arrash (Level 1 Fighter) #16 Cruther (Level 1 Fighter) Follower of Hextor #17 Sasor (Level 1 Fighter) Follower of Hextor Posted: 08-21-2021 11:25 am Night Below - The Evils of Verbobonc - Part 1
The year is 579cy, 3 years after the events described in module T1-4 and the adventure begins in the city of Verbobonc at the Wayside Inn. The players are young and lacking in experience but trained journeymen if not yet masters of their professions and callings.
The Wayside Inn (See Cities of Greyhawk - Verbobonc part 5 & 6 for maps) is a large and comfortable inn recommended by the Mercenaries Guild as a place to meet prospective employers or socialize with other adventurers. When first entering the city the guardsmen at the gate directed the players to the Mercenaries Guild to register and pay the fee to the guild and the city. (See Cities of Greyhawk - Verbobonc Part 3). The fee can be waved temporarily if the players take one of the pending jobs listed at the guild hall. Currently that involves taking on the work of couriers for the mage Gordrenn (Night Below Book 1 pg#10). The mage needs his items delivered to the town of Nulb(Thurmaster in NB) a town of bad repute but improving outwardly since the latest strike against the Temple of Elemental Evil in 576cy.
The road to Nulb isn't without its perils and the chances of unpleasant encounters are real. Goblin raiders are reported along the foothills of the Kron Hills (See NPC - The Goblins of the Broken Jaw) and the longer road to Hommlet (Milborne in NB) is recommended. Hommlet is a growing town with the first stages of a walled keep constructed beside it.
Once past Hommlet or the shorter route through the Kron Hills the players will encounter the scenario 'Capture Them Alive!' (NB pg#10-11). Should the players have a tough time with the encounter the Scout-Lancer Sedeq can appear for a timely intervention (See NPC Scout-Lancer Sedeq).
Posted: 08-20-2021 09:34 am Encounter - Animal Rescue
Encounter - Animal Rescue
During a recent attack by Carnivorous Apes (See Murders in Rag Alley) It was learned that the merchant ship Pit Bull had brought the creatures from Hepmonaland only to lose them in the harbor of the City of Greyhawk. Still secured onboard ship are a caged group of baboons, about 20 still surviving. A ranger from Hepmonaland, Mtaalamu, has followed this ship and is seeking aid freeing these Baboons from captivity.
The captain of the Pit Bull is an unsavory man to say the least, but capturing, killing or selling wild animals is of little concern outside of some druids and members of the Old Faith. Mtaalamu himself only values these baboons as they were stolen from a shrine sacred to his people. If he cannot free them he must see them slain and their spirits released. If so he must collect their heads and return them to the shrine.
Mtaalamu has some experience with traders and hunters from the flanaess and bears several diamonds and bars of unworked rough gold to pay for help. He has no concern over slaying the crew and captain of the Pit Bull, a ship of about 35 hands and 7 officers. Posted: 08-19-2021 10:47 am NPC - The Thief in the Night
The Thief in the NightOerthly Encounters
The Thief in the Night
Taldas Fei is a thief who specializes in burglary, especially the robbery of merchants, adventurers and any likely residents of a tavern, hostel or inn.
He will first stay as a guest under an assumed identity, a merchant, warrior, scribe, etc... always a different persona for a different town or village. Then he will carefully and cautiously explore his surroundings, keeping careful record of each room, door, window and lock. He will stay long enough to learn the local gossip and become a familiar face to the residents but avoids close contact with other travellers.
Taldas will never attempt a burglary on his first stay at an inn or tavern. He will first prepare the ground, then leave and return at a later date adopting the persona which he dedicates to that particular locale. He will, in larger towns and cities, sometimes take on a second, third, or more, persona if he feels that he can get away with it. Taldas gathers information and has a journal which he carries with him and a master journal which he has safely hidden away in his only permanent residence, a house in the City of Greyhawk. This journal contains notes and maps about each place that he has prepared. It also has notes on merchants, caravan routes, wealthy travelers, ceremonies and festivals as well as rumors and gossip about everything from dragon's hoards to the possible marriages of the nobility or wealthy; anything which might have potential for relatively unsecured treasure to find its way into first, one of his prepared inns or taverns, then into Taldas's pocket.
Taldas performs his burglaries only at night and will not be in residence when he does so. Instead he will have left the inn or tavern the night, or perhaps even a few days, before if he feels that his target will be safely ensconced within for that much time. After dark Taldas will return and enter through a carefully studied way; an upper window or roof access, the doors through which kegs of beer are rolled into the cellar, etc... Whichever way that he has discovered is the most vulnerable and unattended. He will then make his way to the room of his victim and attempt a robbery, hopefully without violence.
Taldas is aided in his craft by three magic items.
#1 Ring of Silence
This ring, when activated, creates a sphere of silence around the wearer in a 5ft radius. No sound of any kind passes from outside or into this sphere. It can be activated once every 12 hours for a duration of 30 minutes. It can also silence an individual, the wearers choice, within a 15ft range of the wearer for 10 minutes once every 24hours. These functions cannot be performed at the same time and the durations of these effects cannot be altered by the wearer.
#2 Gloves & boots of Spiderclimb
These magic items must be used as a set, a wearer missing a hand or foot could not activate their power. These are made from a slim, silky material and will fit any humanoids from small to large stretching or conforming to the size of their hands or feet. They must be worn directly against the skin of both hands and feet but luckily provide protection against sharp or piercing objects such as broken glass, razors or caltrops. They have no effect on crushing blows. Once all four items are donned they immediately begin to function and will only cease when either one part of the set is removed from the -wearer or if the wearers limb is severed. This set grants the wearer the same abilities as the magic-user spell spiderclimb.
#3 Catseye pendant
This pendant is of gold in the shape of a cat's head. Two green gems form its eyes. This pedant allows the wearer to see with a much greater degree of night vision (range 80 feet) as well as the ability to see well in direct or sudden bright light. When activated the wearer's eyes take on the form of a green-eyed cats. This pendant can be activated three times every 24hours for a 1 hour duration.
Taldas is patient and methodical. He is intelligent and chooses his targets with great care. He is unlikely to rob a powerful magician or priest and will back away from an excessively well-guarded item.
He approaches his craft almost as an art-form and is no throat-slitter or bash-and-grab thief. He would fight or even kill to escape from capture but will first just try to run away. He carries several defensive items to aid him in this. He might have any one or several of these on hand at any time.
#1) A pouch containing small steel sling bullets. Taldas is adept with the sling but would also use these to toss behind him and hopefully trip up his pursuers.
#2) A glass bottle of oil, he would use this only to make steps or floor slippery not to set fires.
#3) A pouch of caltrops. Not something Taldas would normally carry but he might if going after a high reward high risk item.
#4) A coil of strong twine or preferably wire. He would string these along a stair or passageway at ankle height.
#5) a glass jar filled with bees, wasps or hornet, depending upon their availability.
#6) several rags rolled into balls soaked in lantern oil and dipped in wax. If lit these will produces thick smoke but are unlikely to start a fire.
#7) a glass jar filled with glass marbles (if available) otherwise this will be a glass jar lined with wax filled with steel sling bullet. These marbles or bullets will also be greased. These would be used before the regular sling bullets.
While attempting a burglary Taldas will dress in black, wearing a black cloth mask and hood as well as a small pack and a belt with equipment. He wears no armor but has a +2 ring of protection. He carries a sling and a half-dozen throwing knives. Taldas has 1 packet of dust of disappearance which he will only use in a dire emergency. He also keeps a scroll tube on hand with a tattered an ancient map inside. If captured he will claim that it is a map to a lost treasure which only he can interpret correctly. A small section of the map is missing and Taldas will swear, truthfully that he has memorized it. Taldas picked up the map several years ago. It shows the lands along the western borders of the Duchy of Geoff, but he has no idea where it leads to. Notes on the map make mention of an ancient burial ground of a sorcerer king and of vast treasure, but Taldas is a burglar not an adventurer and prefers to get his treasure the old fashioned way, by stealing it from sleeping merchants.
He is of average height and appearance with blue eyes but otherwise his hair and general appearance are continually being altered. In Greyhawk, when he resides at home, he has sandy blond hair and a fair complexion, clean shaven and shorthaired and appears to be in his mid-thirties.
Taldas Fei, Human Male Thief level 7 Str 13, Int 14, Wis 12, Con 11, Dex 17, Chr 16 HP 29 Skills (without armor) Pick pockets 25 Open Locks 95 Find/Remove Traps 95 Move Silently 25 Hide in Shadows 90 Detect noise 15 Climb Walls 70 Read Languages 0 Posted: 08-19-2021 09:58 am NPC - The Green Beast
NPC - The Green Beast
The Green Beast stalks the woodlands of the Flanaess. It has the ability to transport itself from one forest or woods to another, its body decomposing into rotting vegetation and muck when it abandons one location for another. This beast is an avatar of the woods and forests. It is respected by those of the Old Faith and by druids and rangers in general.
It stands about 18feet tall and has the strength of a fire giant. It is armed with razor-sharp claws and can, but usually does not use its horned head in combat. It is immune to druidic magic and has a general 60% resistance to magic.
The Green Beast is an enemy to those who injure the forest or its creatures. It will aid elves, druids and rangers in need. It has a general dislike of dwarves and hates most goblinoid and evil giants. Posted: 08-18-2021 10:55 am Wormy Sep '77 Posted: 08-17-2021 12:05 pm Historical - High Prophetess of Istus 2923bh
In Ekbir the High Prophetess of Istus sits once again upon the seat before the wheel of fate. The cult of Istus, long suppressed, once more turns the wheel and the old regime falls. The High Prophetess declares Azek son of Atrex the new Caliph. 2923bh Posted: 08-17-2021 11:25 am Encounter - The Murders in Rag Alley
Encounter - The Murders in Rag Alley
A series of gruesome murders has occured in Rag Alley, Old City one of the poorest areas of the City of Greyhawk. Selek Quin watch-captain of the guard has asked for help but there is little reward for any except the goodwill of the most humble of Greyhawk's citizens and the thanks of the captain of the worst duty in the Nightwatch.
Three families have been murdered while they slept, torn to pieces within their locked dwellings. In two cases even their windows were shut. The last murders were just the night before and the upper windows, which had been barred, were burst open.
Some monster or demon seems to be on the loose.
The truth is that a ship carrying five carnivorous apes from Hepmonaland docked during the last week and the creatures escaped. The captain has sent out his sailors to retrieve them while the creatures have found their way to an easy hunting ground among the poor of the Old City. The pack is lead by an exceptionally smart and large Ape. They sleep during the day in a disused attic of an abandoned home and at night prowl the roof-tops of the city searching for food, human flesh preffered. They will hunt down vulnerable targets on the street or break into homes if they are able. The nights have been warm and so far twice the smallest has made its way down a cold chimney to let in the others. The last required the large ape to smash in a window.
Each night the creatures will go hunting and there is little that the poorly manned Old City Nightwatch can do until the creatures kill someone more worthy of attention than the inhabitants of Rag Alley. Posted: 08-17-2021 09:51 am The Goblins of the Broken Jaw The Goblins of the Broken Jaw
The tribe of the Broken Jaw is a large and widely spread collection of goblins. They are seen from the eastern Lortmils, through the Kron Hills, the Wild Coast, the fringes of the Gnarley Forest all the way to the Pomarj. Their numbers rise and fall as they are beaten back to lick their wounds and increase their numbers before setting out again to raid and plunder.
Predominantly wolfriders they also have masses of foot-troops that swarm from warrens in the mountains and hills to plague the gnomes and dwarves of the Lortmils and Kron Hills. Their wolfriders live a more nomadic existence and they sweep across the more open lands.
Currently the Broken Jaw wolfriders have raided through the northern wild coast and been encountered along the Kron foothills inside of Verbobonc.
Posted: 08-16-2021 01:00 pm Verbobonc - Sir Anglrieve's Manor - Part 5 The Map 10-11a
Verbobonc - Sir Anglrieve's Manor - Part 5 The Map 10-11a
10. Stables
The Stables have nine stalls most of which are normally occupied by medium draft horses and two medium warhorses. The warhorses belong to Sir Anglrieve and his master of guards Hubert, an experienced warrior and former Verbobonc Lancer. The stable master, his family and four grooms live in Main hall while at least six stable-boys live in the loft above the stalls.
11a. The Great Hall
The Great Hall is the main reception hall, dining hall and sleeping quarters for the manor. Sir Anglrieve and his family live in 11d the Family Residence and the Old Tower 11b contains the main barracks for guardsmen as well as the armory and the treasurey.
11a 1st Floor 1.
The entranceway is a large room. the main door is strong and kept shut and barred with two guardsmen normally on duty. There is a viewport in the door and the open it for the manor residence coming and going and guard it to admit strangers to the Hall. The room is lined with chairs and benches as well as pegs on the wall for cloaks. There are empty weapon racks to hold any weapons that visitors might possess as no one but Sir Anglrieve's guardsmen or fellow Verbobonc nobles or guards is allowed into the Hall bearing arms without Anglrieve's permission.
11a 1st Floor 2.
These double doors lead to th connecting passage with the kitchens. During mealtimes they are propped open.
11a 1st Floor 3.
These double doors lead to the connecting passage to the workshops. They are kept closed and barred except at mealtimes when a guard will prop them open and be stationed here.
11a. 1st Floor 4.
A long raised platform is against this wall with a long table and chairs for Sir Anglrieve guests and family to sit. Between mealtimes this is where Sir Anglrieve will sit to hear petitions and complaints as well as receive strangers and visitors.
11a 1st Floor 5.
This is the main dining and meeting hall. Tables and benches are stored to the south and pulled out at mealtimes. The hall is well lit by several enchanted stones that cast light down from lanterns set in the roof.
During times of trouble this room will be used for sleeping at night by refugees.
11a 1st Floor 6.
Double doors kept barred from the otherside.
11a 1st Floor 7.
Stairs going up to 2nd Floor
11a 1st Floor 8.
This is a guardroom. At least 2 guards will be on duty here at any time Posted: 08-15-2021 02:15 pm City of Greyhawk - The Wolfsbane Academy
City of Greyhawk - The Wolfsbane Academy
Located on Hilway Road near the gate to Old City the Wolfsbane Academy is a worn manor whose lands are now occupied with encroaching shops and businesses. Alicia, now called Lady Wolfsbane, is founder of this society which wars against lycanthropes.
Several years ago Alicia was simply the daughter of a minor Greyhawkian oligarch. She'd apprenticed as a sorceress and was soon to set out on a term of journeywoman travel when her fathers estate was overrun by a viscious band of werewolves. Bitten and badly wounded Alicia consumed belladonna which rendered her comatose for days. When she recovered all that was left were the half-eaten bodies of her family and the blood soaked halls of her father's mansion.
Since that time Alicia has dedicated herself to the cure or destruction of Lycanthropes. Her academy collects all known examples of the disease and trains those who wish to combat it. She herself has raised and enchanted breed of wardog whose very blood is mixed with silver. Their bite will wound or kill a Lycanthrope as it would a normal creature and if a Lycanthrope should bite them their blood and flesh will burn them like acid.
Alicia is partcularly interested in any lycanthropes from the gnarly woods and she pays a bounty for any brought to her alive. Posted: 08-13-2021 10:02 am Encounter - THEM!
Encounter - THEM!
The wealthy pirate-turned merchant Septum Bon has purchased a large collection of wharfside wharehouses, long disused, and has found them infested with giant ants! Worse the ants have made a home in the poorly maintained Safeton sewer system.
Players are hired to clean out the ants (but not burn down the wharehouses or Safeton. He needs the players to go into the sewers as well where the players encounter giant rats, crocodiles, a mangy wererat and several zombies of persons disposed of by the thieves guild.
But there is more...
One of Bon's merchant ships loaded cargo stored in the wharehouses and the pallets were infested with the giant ants. Now it is a battle onboard ship against a horde of these pesky insects. Posted: 08-12-2021 10:07 am Adventure Idea - Land Clearing
Adventure Idea - Land Clearing
The Adventurers are hired to clear an area of land northwest of Safeton (See Red Dot on Map). Once cleared of dangerous monsters and creatures the Players will be asked to stay on and help protect the workers who are building a walled estate. This is especially important to the man hiring them, Septum Bon, a supposedly wealthy merchant.
Septum is actually a former pirate and quite successful. He now runs merchant ships from Safeton but wants a more private estate than those available in the small city.
The area he has chosen contains a small cave complex containing a Troll lair. A hidden entrance in the lair leads to a small hill nearby where a watchtower built by the Suel Imperium once stood. The tower is long gone and even the fallen stones have long since been carted away and used for walls and foundations in Safeton. A secret trap door at the base of the tower was never discovered and the basement levels that hollowed out the hill remain. This hill is haunted by the undead remants of the Suel guardsmen who hid and died here when their tower was overthrown.
Several wild animals are in this area, including bears, dire wolves, giant badgers and a lone jackelwere. A large clutch of Owlbears is moving into the north of this area because of forces pushing them out of the Gnarley Forest. Posted: 08-11-2021 01:33 pm Encounter - Ankheg Attack
Encounter - Ankheg Attack
The small farming Village of Winslydale has been beset by a sudden infestation of Ankhegs. While the villagers themselves have little to offer as a reward for help except food and lodging the Viscount will be well pleased to hear of adventurers aiding his fold in time of need.
The Village is Hommlet sized but lacks Rufus and Burne or any stone keep or tower. The people are all of the Old Faith but are attended by an old Ranger rather than a druid. The ranger, Corin, is originially from Furyondy but settled in the viscounty decades ago. He heads the local militia. The village boasts a small Inn, The Red Rooster.
So far only livestock have been killed but not all the farmers have abandoned their farms and Corin is worried that they will be the Ankhegs next meal. A patrol of six Verbobonc Lancers will arrive in the next two days and a scout-lancer with six more lancers will appear the day after that and deal with the situation if the players still have not dispathed the Ankhegs.
Posted: 08-11-2021 11:42 am NPC - The Beggar King
NPC - The Beggar King
The Unofficial king of Verbobonc. He is a rough-patched, bearded man of middle years festooned with pouches, packs and bags. He normally carries a staff but bears a broadsword and short sword and can fight with one in each hand.
The Beggar King's true name is unknown perhaps even to himself. He wanders the roads and byways of the viscounty and surrounding lands having been seen as far off as Dyvers and the City of Greyhawk, is said to have appeared in Geoff in the time of their need against the giants and rousing the free folk of the Yeomanry in their struggle against the recent invasion of Hobgoblins which is wracking that land; but Verbobonc is undoubtly his home.
In truth the Beggar King is a ranger-lord, sometimes an avatar of the land itself. Those of the Old Faith, from the most common believer to the most powerful of druids has dreamed him into existence.
The Beggar King demands donations and tithes from travellers and merchants. He duels with guardsmen and lancers and seldom kills, though he has no mercy for evil men. He bears the Staff of the Oerth which increases his strength to that of an ogre and allows him to summon an earth elemental once per day. It allows him to blend into the earth three times per day and travel up to a one hundred yards beneath the oerth, though not thropugh rock or stone. His short sword is enchanted and can break a blade it crosses on a natural d20 as well as adding to the armor class of the Beggar King (+3 to AC in AD&D). His broadsword is intelligent and called Thunder. It can summon an air elemental once per day and strike with a force that can stun an opponent with an overpowering sound.
If slain the Beggar King will come alive again at the rising of a new moon. He will cut himself weapons from yew and ash. These will turn back to his enchanted gear and the gear taken will turn to a staff of ash and weapons of carved yew instead.
While the Beggar King is powerful his strength grows and falls with the dreams and beliefs of the followers of the Old Faith. In their need he is stronger, when content his power weakens. He is a pleasant fellow, offering aid to those in need, an expert in escape and hiding. He often challenges those he encounters to duels and rewards even those who lose with some various item he has picked up in his travels (usually of minor enchantment). He is known to lend one of his weapons to those in need, though seldom, very seldom, provides direct aid or even accompany anyone for longer than a short encounter.
Posted: 08-10-2021 09:12 am NPC - Scout-Lancer Sedeq
NPC - Scout-Lancer Sedeq
The elite among the Verbobonc Lancers are the Scouts. They ride the land alone or in small groups of two to five. The Scout-Lancers are chosen from the most experienced and skilled, mostly rangers, but some druids.
Sedeq is the son of a Kettish merchant based in the city of Verbobonc but whose mother is a minor noblewoman of the viscounty. He was brought up in the Old Faith and became enamored with the wild lands and forests. His father trained him in the skills of combat and wished him to be an officer in the Verbobonc Guards but Sedeq followed his own path.
At first Sedeq trained under the leaders of the Old Faith, learning of the land, the forests, and the hills. Then he followed a path of adventure seeking more than treasure, but what exactly he could not name. In his exploits he rescued a group of Verbobnc Lancers ambushed by bandits raiding from the Wild Coast and Sedeq was invited to join. Quickly it became apparent his skills would be best put to use as a Scout-Lancer and here Sedeq found his home.
Sedeq normally patrols alone. He is (in AD&D) a Ranger between levels 3-7 and possessing a few items of druidic magic such as boots of elvenkind, enchanted leather armor, a Spear of piercing which treats normal armor and hide as if it weren't there removing the AC protection when Sedeq attacks with his spear. His dagger might be enchanted as well as the leather helm he wears (A Cap of Endurance that allows him to go without food, water or sleep for as much as a week and increases his HP total by 50% The Cap will function for a week then be nothing but a normal leather helm for a week as the magic recharges). Depending on his experience Sedeq may possess, some, none or all of these items.
Sedeq can be a great aid to the party and will accompany them if they are on a worthy cause; something more than treasure seeking or exploring. Posted: 08-09-2021 04:01 pm Item - The Dancing Jesters Boots of Charm and Pain
Item - The Dancing Jesters Boots of Charm and Pain
Created by Tasha early in her mastery of magic the boots are a powerful item and yet also something of a failure as far as the Sorceress was concerned.
The boots are bright yellow with red trim and silver bells. They must be worn as a pair for the dweomer to take effect. They will stretch or shrink to fit any sized foot but if removed theyy appear to be fit for any normal-sized human's foot.
Perhpas Tasha tried too many enchantments on a single item but the Boots allow several enhancements to take effect and several affects to be forced upon the wearer. The first and most noticiable is pain. The Boots are alway too small. They pinch and are uncomfortable to wear causing an armor class and to hit penalty when worn (-1/-1 in AD&D). They have a 5% chance of causing spells to fail at casting and Dexterity reduction (-2 in AD&D) any resulting penalty or loss of bonuses is commulative with the armor/to hit reduction. Most of these penalties are the results of the uncontrollable dancing the wearer must do in stressful situations such as combat.
The wearer also has the choice to dance skillfully whenever they like. This includes any form of dance they may know.
The main benefit of ther Boots is their ability to Charm Humans and Demi-Humans as per the spell (cast as if 8th level in AD&D) three times per day. The wearer must dance continuously while this charm is in effect of the power is broken.
Currently only one pair of these is known to exist in the possession of the wizard Ryel of Dyvers.
Posted: 08-09-2021 11:32 am Event - Sub-Canon Auryn of Veluna Stands Before the Council of Nobles
Event - Sub-Canon Auryn of Veluna Stands Before the Council of Nobles
The Provost of Veluna Canon Wardla has been murdered in a shocking and foul manner; the flesh rotted from his bones and the minions of Incabulos are to blame.
Sub-Canon Auryn of Veluna bears the skull of Provost Wardla and warns the council that at least one of the noble houses of Veluna is involved, that this house has fallen under the sway of Incabulos. The people in attendence are dismayed but who among the crowd are loyal citizens of Veluna and followers of Rao and who are the traitors and worshipers of Incabulos? Posted: 08-08-2021 12:39 pm The Clan Vidar
The Clan Vidar
Addanc the Great, most renowned of all the Vidar, more so than even Vidar Spadehand himself, the first Clanchief. When the Vidar think of themselves they think of Addanc, greatest of clanchiefs. Addanc the Delver, he cut deep within the Stark Mounds. He brought vast wealth to the clan and great sorrow. Addancs desire was his and the clans undoing. Addanc the Lost. He followed the ore to its heart and of all those who went with him, worked alongside him, only one returned, and that one died before he could tell what happened. That night, as the Clan gathered to search for Addanc and the others, the mine shaft belched forth foul monstrosities of the UnderOerth. Many Dwarves died then, many disappeared, perhaps slain and their bodies taken or perhaps much worse, taken alive. All that had been built, all that had been gathered and crafted and stored, all that was of the Vidar, was touched by that night. The Mine of Addanc was at the heart of the Community and though the Vidar had built strong doors and deep chambers, these were set to keep them safe against what was without, they had built no defense against what came from within. The fighting lasted all that night. It stormed through the halls and from chamber to chamber. Young and old fought and died, those that could gathered in the Hall of Chiefs, those that could not died or were taken. This was a clan of miners and craftsmen, many of the warriors had died at the mouth of the mine when the horrors first sprang upon them, those who were left were the lucky or the strong. Avanc the Young, son of Addanc, became leader of his people that night. He was still an apprentice learning the ways of the Oerth and its bounty, but he had the voice and bearing of his father. He called down a curse upon these horrors and swore an oath of blood-vengeance against them. With an iron hammer in one hand and a miners pick in the other he left the Hall of Chiefs and his people followed. All those of Clan Vidar, except the very babes and children, fought the horrors back to the mine shaft. As the strongest forced the monsters down into the UnderOerth the most Craftwise cut the supports and arches and collapsed the tunnel behind them. When dawn came to the Stark Mounds the survivors of the Clan had gathered once more at the Hall of Chiefs. The doors had been shut and the side passages guarded. They lay stunned or stumbled aimlessly among the relics of their chieftans. As dark came again there was a pounding at the main doors. Some Dwarves lifted weapons, others lay where they had dropped hours earlier and would not rise, but all awaited their fate; the end of their clan and their lives. "Open" a voice boomed "Open, it is I, Avanc, the way is closed, Open the door to the Hall of my fathers, Open!"
Till this day the Doors of the Hall of Chiefs have been left open (though the hinges have been carefully oiled and the oak trunk to bar the door kept handy). Avanc had returned and brought a dozen scarred and grim followers with him. They did not speak of what they had found, how they had survived or their means of escaping from the far end of the blocked mine shaft, but the Book of Chiefs, seen by only the clan eldars, is said to tell the tale.
That night, now long years past, changed the Vidar. Once an open community, friendly and generous, they became close mouthed and close-pursed. They had reached out to harvest the Oerths bounty and without warning had been struck a grievous blow. The Oerth itself now had two natures, Evil and Good, and they could no longer fully trust it.
Dwarves of the Vidar Clan are slow to trust. They believe first in their own Clan. The survivors of Addancs Night, less than half the Clan at that time, became very closeknit and insular. They passed this feeling of community to their descendants where it exists strongly among the present day Clan. The greatest honor that they can bestow upon an outsider is admission into the Clan. They have also inherited a dislike for the UnderOerth and a distrust for all creatures living below the ground. This has led to a surprising affinity for surface dwellers, even Elves who they consider no better or worse than other Non-Dwarves such as humans. Before Addanc they were renowned miners and skilled builders. Now they shun those who delve into the Oerth. Still they craft with metals and process ores bought from others who mine. Their work is considered sturdy and of high quality but there have been few Masters of the Smith craft in their history. All Vidar learn the use of a weapon at an early age but they are generally an unaggressive lot. Their concern is defense and security but they also put a strong emphasis on wealth. Many of their riches had been taken on Addancs Night, most of what was left was used to rebuild and refortify their home. Young Vidar either involve themselves in craft or trade or seek wealth outside of their community. A Vidar returning to their community with wealth is highly respected, as long as they bring no problems back with them. Outward signs of wealth are not allowed within the community, such a display would be considered as tempting fate and bringing the Doom of Addanc down upon them all.
At their heart the Vidar have not forgotten what they were. Vidar Spadehand is still revered, He was no warrior but a master of his craft and wise. He lived a long life, even for a Dwarf and saw his Clan grow in both size and wealth. He wrote a book of laws for his Clan and they are carved along the columns in the Hall of the Chiefs and penned the first lines of history in the Book of Chiefs. The Vidar now think of him as the Chief of the Golden Years. They seek to find those times once again but they always expect the worst and prepare for it.
Surprisingly the Vidar see Addanc as a lost hero rather than the source of their decline. Avanc his son did much to redeem his fathers name. According to legend there is a passage known only to the Chieftain and his family that leads deep within the UnderOerth. Younger sons and Daughters of the Chief often disappear on quests. It is said that they search for Addanc and follow this passage into the forbidding depths.
There are those among the clan who follow a solely warrior calling. They call themselves the Shield of Avanc. They serve as guards for the Clanhome and the Eldars. There is another branch rumored to exist called the Hammer of Avanc who take on a much more aggressive role. The Hammer is thought to be made up of Vidar who have returned home from the outside world and seek to protect the clan from aggression which might occur not just guard the halls and chambers from direct assault.
Vidar Dwarves tend to be broader and shorter than an average Dwarf. They are known for their fortitude and strength, but while sturdy they are not known for being quick or agile. They are normally quiet and dislike boasting. They dress in drab inexpensive cloth and are known to be miserly. They avoid loud celebration. Abroad they might be seen in the dark quiet corner of an Inn with their back to a wall and their eyes watching for danger. Posted: 08-07-2021 12:59 pm NPC - Fireaxe
NPC - Fireaxe
Fireaxe is a Frost Giant from the Jotuns. He is a terror among his own kind since he took the enchanted burning axe from a Fire Giant chieftain. The axe is intelligent, crafted on the Elemental Plane of Fire and bound with the spirit of a Salamander Lord. Hreim, as he was, became overwhelmed by the spirit in the axe. Now he wars with himself and his own people. He is drawn to the Hellfurnaces, but can only stand the insufferable heat for a short tim Posted: 08-07-2021 10:51 am Verbobonc - Sir Anglrieve's Manor - Part 4 The Map 5-9 Verbobonc - Sir Anglrieve's Manor - Part 4 The Map 5-9
Graph squares are 5feet x 5
4. Gate Walkway
The Gate Walkway (or Upper Walkway) above contains the mechanism for lifting the Draw-bridge. The mechanism and chains are part of the enchantment and are extremely resistant to normal damage. There are two winding spindles on the wall of the walkway and the chain wraps around them but turns into a thin silver wire instead of the ponderous links that appear outside of the wall connected to the bridge. By placing a hand on the side of the spindle and turning a small crank the Draw-bridge can be raised quickly and easily and lowered in a reverse turning. Both spindles must be activated at the same time requiring two people to operate it.
Beneath the walkway a normal gate can be closed to bar the entrance if the Drawbridge is lowered. A crossbeam requiring a strength total of 36 is needed to lift the beam into place.
During the day the Draw-bridge is lowered and the gate shut until entrance is requested. The guards from the towers are responsible for handling the gate and the Draw-Bridge. At nightfall the Draw-bridge is raised and the gate shut and barred.
5. The Wall Walkway is 10 feet wide and runs the circumphrence of the manor except for the towers and the Gate Walkway. There are several ladders kept at various points for access or they can be accessed through the third floor of the Gate Towers.
Each section of wall is walked by at least 1 bow-armed guardsman night and day.
6. There is a 10 foot grass verge between the base of the wall and the Moat.
7. The Hideworker lives here with her husband and two children. She is both a lightly experienced Ranger and one of the manor's hunters as is her husband. During times of trouble they make room for several of her relatives and pack the place with sleeping mats.
There are archer-holes cut in the two walls facing the grounds.
8. The Wagon Shed has room for one wagon but mainly contains tools and supplies for repairing or even constructing a wagon. During times of trouble local farmers sleep here if the Main Buildings are full. Otherwise during trouble at least two militia will be stationed here.
There are archer-holes cut in the wall facing the grounds.
9. The Wainright
The Wainright and his wife and daughter live in this small one room house. During times of trouble they move into the great hall and at least two militia members will be stationed here. If the main hall is overflowing then the house will be used for housing.
There are archer-holes cut in the wall facing the grounds. Posted: 08-07-2021 10:23 am NPC - Estrella and Mikel
Estrella and Mikel
Once Estrella was a flighty and vain Rhennee maiden and Mikel was a warrior-thief Rhennee bargeman. One day while travelling on the Velverdyva on their way to Verbobonc and points west they left their barge for a tryst on the banks near the Gnarly forest and were set upon by a werewolf. Mikel was gravely wounded and Estrella managed to strangle the werewolf with her silver necklace and a power drawn from deep within her. Mikel became a werewolf and Estrella became something, different.
As Rhennee women age they become witch-priestesses of Khona the Goddess of the Moons, All at once young Estrella became a livinng embodiment of Khona and her power and influence over the Children of the Moon became dreadful.
Now Estrella and Mikel haunt the Gnarly Forest and rule over a ever growing band of werewolves, none stronger than Mikel. She is feared and respected by the Rhennee but as of yet outsiders are unaware of who leads a growing pack of werewolves in the Gnarly. Posted: 08-06-2021 03:53 pm Istus Posted: 08-06-2021 03:28 pm NPC - The Nulb River Pirates
NPC - The Nulb River Pirates
Tolub is a River Pirate captain and with his second in command Grud Squinteye (Squint for short) leads a large (40+) pirate crew partially based in Nulb but also in the city of Verbobonc.
Tolub is a very experienced fighter and with Grud hales originally from the Hold of the Sea Princes. The pair mutineed on the ship they served and found the Hold and surrounding waters far to hot for them to remain. Eventually the pair with a handful of followers found themselves drawn to Nulb, perhaps the lure of seductive evil emanating from the Temple of Elemental Evil brought them, but they found a home in Nulb.
(In my combination Night Below/TOEE campaign Nulb has grown and been outwardly tamed by the forces of the Viscount and several years have passed since the events described in TOEE. Tolub now goes by the name Raef and acts the part of a merchant, an identity he developed to sell his stolen goods in the city of Verbobonc, Dyvers and the City of Greyhawk.)
Tolub possesses two ships. A sleek pirate vessel and a stolid merchant ship. He has a small ramshackle base near Nulb on a barely navigable stream that is a tributary of the Imeryds Run. Around ten of his men always accompany him dressed as merchant sailors or guards while the remainder of the crew remain at his base with the ships.
Grud goes by the name Drak when in Verbobonc or other cities but is still called Squint due to the scar above his left eye that has pulled taught the muscles and given him his perpetual scowl.
The pirate ship is sleek and fast. It has no armaments and Tolub is careful to attack only unarmed or lightly armed merchant ships. half his men are armed with short bows although they all carry a variety of weapons. |
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Posted: 08-06-2021 01:44 pm NPC - Jaroo's Mother
NPC - Jaroo's Mother
North-east of the village of Hommlet is a small wood covering several hills and valleys. Towards it center, on the crest of a hill, a small cabin is home to the druidess Dien mother to Jaroo Ashstaff and once a leader of the Old Faith in Verbobonc. She dwells in the cabin with her animal companions Owl and Fox and protects the wild creatures of the wood, no longer concerning herself with the viscounty at large.
It is said her strength and knowledge of the Old Faith remains unmatched and in her youth she spent much time out among the people of Verbobonc. For a time she was much honored at the castle in the city and there are tales that Wilifrick needs look no further for an heir of his blood than Jaroo. Posted: 08-06-2021 10:25 am Verbobonc - Sir Anglrieve's Manor - Part 3 The Map 1-3
The Manor is surrounded by a moat.
1. The Moat
The Moat is twenty feet wide and twenty feet deep. The bottom of the Moat has iron spikes embedded in it. The spikes are coated with an enchanted paint that is meant to prevent rust, but about half the spikes have rusted through. There is a stream that feeds the Moat to the upper north-east of the keep and an escape tunnel from the well at the bottom of the old tower (Area 11b) opens up at the bottom of the Moat in this north-east corner.
Occasionally a large animal or monstrous creature will find its way from the stream into the most but the nearness of the farms and villagers makes it too dangerous to keep such creatures as further defenses for the manor and they are normally slain or charmed and removed.
2. The Draw-Bridge
The Draw-Bridge is a huge twenty by forty foot construction of wood and iron. Huge chains are set into iron rings to either side and a set of enchanted pulleys are set in the arch above the gateway. The enchantment allows a normal strength human to raise the Draw-Bidge as if it weighed only a small fraction of its true weight and to let it descend gently and quickly without smashing down on the far bank of the Moat. When raised the Draw-Bridge completely fills the gate.
3. The Gate Towers
The Gate Towers are identical structures. When under siege the towers act as barracks for members of militia. Normally only four guardsmen are stationed inside each tower.
The first floor of each tower has no openings in the walls but the second, third and fourth all pierced with archer holes allowing two men to fire from the sides and four men from the front or back. The exception is the front wall of the second floor. Each tower has two large openings on the second floor with a bolt thrower at each. The four guardsmen always assigned to the Gate Towers are stationed here two to each bolt thrower. These are cumbersome weapons but very powerful. One man fires but it takes two men to load.
Each tower has a door on the third floor that opens on the Wall Walkway and a door on the fourth floor that opens Gate Walkway.
Posted: 08-06-2021 08:48 am Verbobonc - Sir Anglrieve's Manor - Part 2 The Map
Verbobonc - Sir Anglrieve's Manor - Part 2 The Map
Each square is 10x10 feet Walls are worked stone with a dirt center 10 feet thick with last 10ft crenelated. 30ft high with top 10ft crenelated
1. Moat 2. Drawbridge 3. Gate Tower 4. Gate Walkway 5. Wall Walkway 6. 10ft verge at base of wall 7. Workshop - Tanner/Hideworker 8. Wagonshed 9. Wainright 10. Stables 11. Main Buildings 11a. Great Hall 11b. Old Tower - Armory, Barracks, Treasury 11c. Barracks covered entrance. 11d. Family and Servants Residence 11e. Connection between buildings 11f. Kitchen, Brewery, Servants Residence, Food Storage 11g. Workshop, Storage 12. Smithy 13. Kennels 14. Well House 15. Stream connecting to Moat 16. Packed earth grounds. Posted: 08-05-2021 01:40 pm Verbobonc - Sir Anglrieve's Manor - Part 1
Verbobonc - Sir Anglrieve's Manor - Part 1
Sir Anglrieve is a distant relation of the Viscount. he served the Verbobonc Guards with distinction in the Battle of Emridy Meadows but is now retired to his manor on the south-eastern edge of the Viscounty in a wide valley within the Kron Hills. The lands are a bit more wild than those closer to the city and the surrounding area is just starting to repopulate after the last rising of the Temple of Elemental Evil. The forests are near, though the elven kingdom of Celene patrols the woods the Wild Coast is still near enough to bring bandits, monsters and trouble without much warning.
All the farms are close and many of the farm families have members who work within the manor, Two of the three nearest towns are still abandoned and the third, Waymarket, survived only because the large inn, The Wyverns Tail, was almost as well fortifed as the manor. Waymarket now sports a wooden pallisade and watch towers with most farmers living inside the walls and going out to work their land.
There are a score of professional guardsmen inside the manor while the farmers have a militia that Sir Anglrieve leads in times of trouble. Posted: 08-05-2021 11:01 am NPC - Delia
NPC - Delia
Delia is a thief by trade but a survivor by nature. Some locals call her the Weeping Mask or the Black Kiss but not to her face. Her main residence is in the City of Verbobonc and she spends most of her time at the Mercenaries Guild when she is in the city. Otherwise she will be hired on with treasure seekers for the most part. Her skills are as well known as her remarkable face and the Viscount hires her for tasks that require someone with agile hands and a cautious attitude.
In her younger days Delia found herself in a magician experiment one wrong and no bears the burden of it. Delia's kiss will cause 1d10 damage and the chance to afflict the Black Rot (a magical disease that will turn the kiss-e into a shadow). Delia is immune to many of the effects of the Negative Material Plane and cannot be harmed by Shadows and resists all such attacks by undead creatures very strongly. She can see Shadows and any Undead perfectly clearly regradless of their abilities to hide or conceal themselves. Posted: 08-04-2021 11:16 am Baba Yaga
Baba Yaga - In my campaign Iggwilv the Mother of Witches is also known as Baba Yaga among the Wolf Nomads, Rovers of the Barrens, Bisselites, Tenh, Hold of Stonefist and Ratik, among the Blackmoorish and the Volke (erroneously called Suel Barbarians) she is called Pohja, an evil queen of winter. Posted: 08-03-2021 02:10 pm Cities of Greyhawk - Verbobonc Part 12 - Farmers
Cities of Greyhawk - Verbobonc Part 12 - Farmers
The bulk of the population of the viscounty is made up of the humble farmer. These folk fill the towns and villages, though not the city itself. Numerous farms do surround the city though far enough from the walls to prevent any buildings from being used as cover by a besieging force. Three towns have been built within one mile of Verbobonc and each is center for farm goods entering the city, much to feed the citizens but much to be sent downriver in trade to Dyvers and the City of Greyhawk.
Farmers are freefolk in the viscounty. They belong to small militia that take care of much of the law and order beyond the city walls usually commanded by some minor noble cleric or proseprous land owner, but some villages will have retired guardsmen or Verbobonc Lancers. One notable militia in the village of Hommlet is commanded by an experienced warrior with a mage, his partner, in support.
Farmers provide not only the manpower for the Verbobonc army should it be necessary to call upon them but also represent most of common society of the viscounty. Adventurers will no doubt encounter farmers more often than any other type of inhabitant and they can prove to be a great aid for all those things that go beyond simply slaying monsters and creatures. They can help with shelter and hirelings, pass on information, be a source for rumors and supplies. It is on their backs or in their wagons that many a hoard of coin has been brought from lairs to the city.
Most farmers in Verbobonc follow the Old Faith, but a goodly number of Cuthberite worshippers have been growing even in smaller villages. Many follow both Cuthbert and the Old Faith and this is especially true further from the city. In any case there is no conflict between the druids of the viscounty and the clerics of Cuthbert. Posted: 08-03-2021 10:30 am Adventure Idea - The Thing Under the Bed
Adventure Idea - The Thing Under the Bed
In a hidden chamber within the walls of the castle of Verbobonc Darena the daughter of Istarnus the wizard advisor to the Viscount is kept. An adept of magic herself she has become caught between the planes of existence. But she is not alone.
Something dark and loathsome has crawled from the nightmare realm of Incabulos and has been bound to her. This monstrosity of evil is a pale multi-limbed creature whose hair is black as the pit and her face a festering maggot-filled wound.
Istarnus has been unable to aid her and the clerics of Rao and Saint Cuthbert are powerless. Somewhere between the planes a part of Darena is trapped. Word has come that the Tower of Eldorath has been opened and beneath its ancient foundations a portal has been found that might lead across and between the planes. Istarnus seeks adventurers willing to step beyond the Oerth and into the great beyond to rescue his daughter. The risks are great but so are the promised rewards. Posted: 08-03-2021 07:10 am Adventure Idea/Alternate Oerth - The Nightmare of Incabulos
Adventure Idea/Alternate Oerth - The Nightmare of Incabulos
From time to time I'd run a Greyhawk campaign that would have some element that would take over the setting so I'd run it as alternate Oerth campaign. I ran a CthulhuHawk campaign where the Lovecraft pantheon and creatures were taking over the Flanaess, or a Gunpowder and Greyhawk game with a major introduction of guns and cannon, this idea is a zombie apocalypse theme where a plague settles over the Flanaess.
All across the Flanaess every human and humanoid is afflicted by the same nightmare vision of Incabulos rising from a sea of bones. A fire rages in the distance, the air is choked with ash and black bats, the Oerth has become a world of death.
From this point on all clerics have lost the ability to turn undead. Those who die rise as zombies and attack the living and the gods themselves have become remote and distant to the anguish of their worshippers.
Plague is sweeping the land and the spells of priests cannot cure it. (The plague causes 1d4 damage 1st day, 1d6 2nd day... progressing to a greater die of damage till the 6th day causes 1d20). Infection is by zombie attack, but anyone who dies for any reason rises as a zombie. Cities become necropoli as the streets soon fill with hordes of the dead. Only those of power can survive or those kept from the touch of the dead. The player characters must find a way to survive and hopefully a way to find the source of the rising dead and stop it.
Posted: 08-02-2021 07:51 am NPC - Durbar of Clan Steel Mountain
NPC - Durbar of Clan Steel Mountain
Durbar is an experienced dwarven warrior currently recovering from wounds in the city of Verbobonc. He is a mountain dwarf but from a clan and kingdom long thought dead. The Clan Steel Mountain is very old and its last holding is a fortress city in the Jotens where they have remained cut-off from the Flanaess for centuries. The recent rising of the giants and the stirring of the UnderOerth has ended their generations of hiding and now they are sending scouts out far beyond their borders.
Somewhere in the Lortmils there was a dwarven kingdom, cousins to the dwarves of Steel Mountain. Long ago this kingdom perished and Durbar has only been made aware of this when his party of fellow dwarves were forced from its ruined halls. Before returning to Steel Mountain Durbar seeks to return to the ruins, which are considered a holy place by the small groups of dwarves and gnomes nearby. Now he looks for a party of adventurers to join him in his search. He knows that such adventurers will despoil the ruins and loot any treasure but Durbar is more interested in finding the archives of the city than the treasury and will guide any adventurers to fulfill that goal while talking, truthfully, of the wealth once held in this city.
Durbar is a powerful fighter. His weapons are good Mountain Dwarf made with a shield of arrow attraction and a spiked mace named Morgenstern the Bonebreaker which is both enchanted and intelligent. Posted: 08-01-2021 04:54 pm Item - The Pot of Infinite Tea
Item - The Pot of Infinite Tea
The Verbobonc wizard Symes receives the Pot of Infinite Tea from the enchanter Kasaamat of Ket during his visit.
The Pot of Infinite Tea is a powerful item of magic from legendary lands far west of Zeif and the plains of the Paynim. What Symes, perhaps the greatest wizard who calls Verbobonc home, and one to be noted even in the City of Greyhawk, did to receive such a precious gift, payment or reward is unknown.
The Pot is filled with enough tea for a dozen servings and each cup of the tea has a random effect upon the imbiber. Some allow the casting of extra spells, some allow the seeing of visions past, present or future, some leave the drinker inebriated. Each cup produces a different effect with results that last no longer than a day.
After the first drop is poured the pot we refill itself in 24 hours. Drinking from an additional cup of tea will dispell the previous effects. Posted: 07-31-2021 07:18 am NPC - The Raven Queen
NPC - The Raven Queen
She is a mysterious figure seen wandering the lower Kron Hills east of Hommlet where the ruins of old villages and farms remain from the time of the Temple of Elemental Evils first rising and defeat. Many of the locals fell under its sway at the time or were driven out or killed and the area became wild and abandoned. Now that the temple has again been defeated and Hommlet risen in prominence with the outer walls of the castle completed people are again returning to the area. To the south one of the garrisons of the Verbobonc Lancers is no more than 10 leagues away and they have made great inroads on the monsters and tribes and bandits which had been calling these lands home.
The Raven Queen been spotted many times but never approached. Always great flocks of ravens and crows surround her and she herself can disappear among them perhaps transforming into one of the birds herself. She is seen as a good omen to the returning farmers and offerings are made to her and her conspiracy of ravens and murder of crows. She is said to have driven of monsters and predatory beasts from the newly formed villages forming in this wild land, but no one really knows who or what she is. Posted: 07-30-2021 08:35 am Monster/NPC - The Green Woman
Monster/NPC - The Green Woman
In the Gnarley Forest east of the Town of Nulb can be found a dryad grove, now deserted, the beautiful and dangerous tree-maidens having been slain or captured. This grove is now haunted by a creature much like them but far more elusive and dangerous.
She is called the Green Woman by those who have seen her. There is no fear in her but she is approached only by those with no intent of harm within their hearts. Quick as the strike of lightning, strong as the roots of trees, the Green Woman is immune to magic. She can summon trees and plants to aid her. Her flesh is as tough as ironwood and her hands clawed with razor-edged thorns.
The Green Woman is an elemental of nature and has been summoned from that plane by the death-cry of the dryads. Deep within the grove hidden by paths that are both on the Oerthly plane and the Plane of Nature is the portal that allows the Green Woman and her sisters entranced to Oerth. They are here to exact vengeance on those who have slain the dryads. Elves are seen as potential allies and they hold no animosity to rangers and druids, but creatures such as orcs and goblins they kill on sight. Posted: 07-29-2021 05:16 am Adventure Idea - The Bullywugs of Gnatsmarsh
Adventure Idea - The Bullywugs of Gnatsmarsh
The Bullywugs held a fairly inhospitable area of the Gnatsmarsh as their home and were seldom encountered. Within the last generation they have made alliance with the Wives of Incabulous and their numbers have swelled. A large colony of Bullywugs has been established by the monastary the Wives use as their base and temple. The Bullywugs now provide large patrols of 30-50 who keep the more common interlopers from surving the marsh while also providing the monastary with an early warning of any strong enough to overmatch them.
Bullywugs are not particularly powerful but the Wives have armed them a pole-arm that has been steeped in disease. If struck by a polearm 1d8 dmg their is a 25% chance that the person struck will be infected. The disease prevents normal healing for six days and cause 1d4 on the first day, 1d6 the second, progressively up to 1d20 on the sixth day. A cleric or paladin needs to cast cure disease to stop this process. Once cured the character can be reinfected and if they die during this process will rise as an infected zombie who serves the will of Incabulos.
This pole-arm also has a dart that can be shot from its top at the center. The darts range is 20ft for close range +1 to hit, 40ft medium and 60ft long -3 to hit. The dart cause 1d4 dmg and a chance to infect the same disease as the pole-arm, Bullywugs carry a pouch with 10 more darts in it. It takes 1 combat round to reload the pole-arm. Posted: 07-20-2021 09:20 am Adventure Idea - The Wives of Incabulos Adventure Idea - The Wives of Incabulos
Somewhere lost in the Gnatmarsh is an ancient half-sunken monastary. What diety was once worshipped here was forgotten long ago but now like the slithering mire around it the Sisterhood of Incabulos has claimed it for their. No place could be better suited for the worshipers of evil, disease and nightmare.
The sisterhood is powerful and growing within the borders of Nyrond. Priestessess, Necromancers, Sorceressess, Paladins of Darkness and Assassins fill their ranks. They are ruled by the Wives of Incabulos, powerful leaders of each calling. Three sisters by birth, Korza the Priestess, Kiva the Necromancer and Rusalka the Sorceress lead the temple and monastary while Soriena the Paladiness and Marica the Assassin are active in the towns and cities of Nyrond.
The three sisters have grown ambitious and have instigated a plague that is creeping from the swamp. Kiva has been drawing all who die to rise in undeath and come to the temple. This has lead the Nyrondese to hire adventurers to search the Gnatmarsh while they combat the plague.
Posted: 07-17-2021 12:21 pm Cities of Greyhawk - Verbobonc Part 11 The Cult of Elemental Evil
Cties of Greyhawk - Verbobonc Part 11 The Cult of Elemental Evil
There is no greater evil, nor more insidious an organization in the Viscounty of Verbobonc than the Cult. It is, of course, centered at the Temple of Elemental Evil, but its tendrels spread wide and have found no greater purchase than the city of Verbobonc. The Temple is the pulsing heart of the Cult, it is that which creates nightmares and like a Black Hole it draws even light into itself and leaves only darkness behind. The Temple is the soul of evil, the brain that directs all its parts, but the City is the strong right hand.
No matter how man times the Temple is brought down and its forces scattered or destroyed it will grow strong again until its center has been cleansed and all its limbs withered and uprooted. So far the Heart of Evil at the Temple remains and its true infestation of the City has never been eliminated or fully discovered.
The Cult of Elemental Evil has its hands in almost all crime and most business in the City of Verbobonc. Its members are not even aware of each other until it is necessary for them to draw on the strength of one another. Many involved with the Cult are unaware that they are dealing with anything except other criminals, some organized others singular or small gangs.
The Cult has one or two members within every guild, every oranization such as the Verbobonc Guard, the Cavalry, the Militia, the Lancers, even the Viscount's Council.
Members of the Cult tend to be entire families, and marriage between cultists is encouraged with children raised in the Cult. From villages to towns to cities the Cult has corrupted one or two households and carfully grows in strength encouraging the young to become leaders, to become skilled and influential. The Cult thinks in terms of decades for plans to come to fruition all the while that the Temple draws in the monstrous and the completely corrupted.
The forces at the Temple tend to be impatient and strike too soon, while the Cult is part of plan that may take a century. Members of the Cult come to light when they are called upon to immediately aid the forces of servants of the Temple, but will never all come out the shadows; always some will be hidden and silently work on the long, long plan of evil domintion and corruption that has allowed it to survive for decades. Posted: 07-15-2021 01:37 pm The Tower of Eldorath Part 3
The Tower of Eldorath
Part 3
The land surrounding the tower is wild and overgrown. The ruins of several small buildings are close to the base of the tower, all roofless and some no more than two broken walls meeting at a corner. The water is nearby and what was once a collection of several small houses and the stubbs of beams which once supported a dock are all that can be found. There are nearby woods and the field around the tower which once must have been cleared is thick with weeds and small trees.
Hunting or fishing for supplies should present no problems but any shelter outside of the tower must be constructed. It appears that the area surrounding the tower has been unoccupied for many years.
The tower is constructed of grey stone that appears smooth but has a rough texture. It provides good tranction as a flooring and even if wet or coated with a slick substance grants firm footing. The doors and stairs in the tower appear to be of untarnished copper but show no signs of wear or verdigris.
The base of the tower has a small set of stairs leading to a pair of large doors. These are shut and show no sign of lock. No normal or commonly magical means can open these doors (at least in my campaign).
The players have been given a map of the interior levels of the tower though not of any dungeon levels, and an explanation of the odd system of locks that the tower possesses. The tower is 120ft tall and entrance is through the roof. The mage Talberth will provide 4 scrolls allowing levitation up or down for a weight matching the size of the party (up to 10) and a reasonable amount of supplies but the players may want to secure some means of at least descending the tower in an emergency, such as ropes and pulleys.
The interior and even the roof of the tower prevents any shapechanging maic or abilities. It stops planar travel or contact, It stops any magic or abilities that allow sight or travel through its walls, doors or floors.
Roof Battlements
1. A great, apparently copper, valve is set into the floor of the roof. Near its southern edge is a lock in the shape of cat's head with four needle-like fangs. A person placing their living hand in the cat's mouth and compressing the mouth of the lock upon it so that the hinged mouth shuts will cause the four fangs to painfully bite down upon their hand. Releasing the head will let the jaws open and the fangs to withdraw. This will cause 1hp of damage which cannot be healed naturally or magically within 1/2mile of the tower. This wound will continually drip blood but causes no more damage.
Once the lock is opened the valve will split into three sections and slide into the surrounding stone. The valve will remain open for 5 minutes unless triggered to close from the inside of the tower (a small figure of a cats head on the wall at the top of th spiral stairs. Press the head to open or close the valves. Any item short of a magical weapon or item will be sheared away by the slowly closing valves (It takes about 10 seconds for the vavles to close). Something caught in the vavles can easily be pulled free to allow them to shut.
The open valve reveals a set of copper stairs that ends with another copper valve set in the 11th level floor of the tower. There is no light inside the stairwell and even natural light is dim and only reveals 10ft of space. If magical light is used it causes something to give a muffled howl and the darkness to only be illuminated in a 20ft radius. If detected for the stairwell radiates powerful energy fron the Negative Material Plane.
2. The tower appears unworn and undamaged excpet for this 30ft arc of merlons which are melted into lumps of greenish material. This material, like the undamaged portions of the tower, cannot be damaged further in any way available to the players. To those who have studied artifacts from the Sea of Dust the damage is exactly the same to some damage found on building stones found in that desolate locale.
3. The tower slants slightly down from the center. A dwarf might detect such a slant even if not searched for. The edges of the tower at the base of the circular wall have small gaps allowing for liquid to run off and down the sides of the tower.
Tower Level 11
This level radiates energy from the Negative Material plane. Normal Light illuminate a 10ft radius, magical light a 20ft radius. Dispell Magic is of no effect. If magical light is used onb this floor it will cause a howl from room #2.
1. The central stairwell contains a section of circular stair leading to the roof. The floor is a similar copper valve as the roof cutting off further decent. There is a cat's head lock set on the edge of the floor valve but its jaw is shut and something is needed to open it (pressing the cat's head on the wall in room. The doors to this room are shut but may be opened in the fashion of the roof, each causing 1hp damage. They draw sideways into the wall when opened and will lock if allowed to close. Each time the door is locked it will require 1hp of blood and biting damage to open unless prevented from closing. Normal items will be sheared through by the slow but steady preasure of the copper door . Magical items will stop the door from closing. It Will require a strength total of 36 to force a partially closed door back open. The door will try to shut again after 5min.
Opening the door to this room causes a cacophony of howling, growling and barking erupt from its darkened interior. For decades 12 Shadow Mastifs have been trapped inside. They will immediately attack anyone who opens the door and try to escsape the room. Their first action will be escape and they will flee as far as they are able only attacking anyone blocking their path. If they find themselves still trapped in the tower they will beging hunting down anyone or anything nearest to the.
The interior of the room is a shambles. The Mastiffs have torn appart evrything inside to scrap. The only remaining objects are a series of silver-metal cages that have been broken open but not destroyed. This metal is silver imbued with moonlight and is quiet valueable. The bars are animical to creatures from the Negative Metarial Plane and can be used to cage such monsters. The metal can be reforged into weapons or armor that would be especially powerful against them.
If they debris on the floor is sifted several wooden arms, legs or limbless bodies of dolls or puppets can be found. The rest is broken glass, bent metal bits and bits of wooden furniture. Any paper items have long since been destroyed beyond recognition.
End Part 3 Posted: 07-14-2021 08:24 am The Tower of Eldorath Part 2
The adventure begins in the City of Greyhawk.
For those looking for such work the word has gone out for adventurers who will brave dangers in return for some coin and what treasure they can find within the ancient abandoned tower of Eldorath.
The mage Talberth is much respected within the city. He is said to have been (or perhaps still is) an agent of the city, the Circle of Eight, or the Grey College. He is a tall, thin man with a scarred face but a friendly manner. He has recently acquired knowledge and, at least within the society of mages in the city, ownership of an old tower. It is ancient and unoccupied for several years and Talberth offers an intriguing amount of gold and any items or treasure that may be recovered from the tower, (he just wants the tower), to any who will venture forth and empty the place of occupants from cellar to ceiling.
Research into the tower will easily reveal its known history. It is located on a peninsula on the Wild Coast (97-F4 on the Darlene Map) overlooking Woolly Bay. It is elven-built from before human settlement of ther area by a powerful Elf-Mage named Eldorath who occupied it for centuries. It was found abandoned and no word of Eldorath has been heard since. It was a monster filled ruin when humans settled the area and the Flan avoided it for the most part with heroes occasionally venturing inside though none chose to occupy it for themselves. With the coming of the Suel the tower was occupied again, but here the stories about are scanty and if Eldorath's Curse (as it has been called) descended upon these Suel occupiers no records tell of it.
Eldorath's Curse is the sudden and complete disappearance of the tower's occupants. It has happened to those staying in the tower for as little as a month while others have stayed decades without any ill or surprising effects. No one has found out what causes the Curse to trigger or if there is even a curse at all.
The tower itself radiates powerful magic at artifact intensity. It allows no form of tranportation through its walls or interior. It inhibits transformation either from abilities or spells. The stones cannot be damaged through physical or magical means, and the tower shows no wear or damage except for a section of merlons on the battlement of the roof which are strangely melted.
The doors of the tower are also immune to damage and possess a strange lock. The front, ground level gates can only open from the inside are currently shut. The roof is the only form of entrance.
No key is needed for the lock on the roof or on any of the doors within the tower but all doors can only be opened with blood. The lock is in the shape of mouth set with needle fangs. Someone must push their hand onto the fangs to unlock the door. This will cause the door to unlock and 1HP damage. The wound will not heal while within the tower and it will drip blood continuosly at a low pace. Each door in the tower has the same mechanism and the wounds are cummulative. Doors will lock if shut and will swing shut if not prevented from doing so.
The tower is 120ft high and players must find a way to reach the roof to gain entrance. Posted: 07-13-2021 06:10 am Adventure Idea - The Girl Who Burns with Fire
Adventure Idea - The Girl Who Burns with Fire
Reports have come to the Viscount Wilfirick of a beautiful young girl with strange eyes who can summon and control fire. She is said to be able to conjure fire into her hands at will. To shape it into creatures that animate and attack, to cast it in stream or throw and expanding ball of flame. She has burnt several Inns and village shops and seems to taking a meandering route through the center of the viscounty toward the city of Verbobonc. Several people including guardsmen have tried to stop her only to be consumed by fire. Thrown or shot weapons have incinerated before touching her. The Viscount has offered a 5,000 gp for her dead and 10,000 for her safely captured. Posted: 07-11-2021 04:50 am Cities of Greyhawk - Verbobonc Part 10 - The Old Faith
Cities of Greyhawk - Verbobonc Part 10 - The Old Faith
Verbobonc the city has the largest number of Cuthberites, a large following of those who worship Rao, especially among the Veluneese in the city, but it is still the Old Faith that dominates the beliefs of the common folk. Within the Viscounty nearly 4 in 5 of the populatiion still worship the Old Faith including many converts to Cuthbert who follow both paths.
The Old Faith is hard to pin down as it has no pantheon of deities. The spiritual leaders are druids and there is a hierachy within their ranks but for the most part each druid tends his own grove and flock without interference. There are 4 main ceremonies each year; First Day when the winter ends (Vernal Equinox), Long Day (Summer Solstice) marking the longest day of the year, Harvest (Autumnal Equinox), Long Night (Winter Solstice) marking the longest night of the year and the begin of winter. The druids gather during these ceremonies though those with flocks of followers conduct the ceremonies at their village or town groves and wandering and unattached druids join them. Even druids of more hermit-like dispositions attend these ceremonies and for some it is the only time when they will see another human or demi-human face.
In the Viscounty the Old Faith is very humancentric. While the concern is for the balance of nature and a harmony with Oerth most druids see the integration of humans and demi-humans within this balance as their goal. The lay population of the viscounty follow many rituals and this can be seen in their daily lives. They do not eat or drink without thanking the water, the food, or the animals they kill. Butchering animals is an important ritual with an apology to the creature and a thanks to them for providing sustenance.
Members of the Old Faith despise cruel behavior to people or animals and will step in to stop it, but they are also not seeking converts and have no animosty to other beliefs. The spread of Cuthbertism in the Viscounty is aided by this attitude.
Druids who follow other paths are welcome in the viscounty and many visiting druids find themselves converted to the Old Faith over time.
Posted: 06-29-2021 10:17 pm Guns in Greyhawk
Alright you primitive screwheads, listen up! This is my Boom Stick!
Ash would fit wonderfully in a Greyhawk campaign. Well, at least my kinda campaign.
Posted: 06-18-2021 10:19 pm Slerotin gathers survivors
After the Rain of Colorless Fire Slerotin gathers survivors amid the ruins of Charodon, a large city of the Imperium on the eastern edge of what is now the Sea of Dust. Posted: 06-14-2021 03:01 am NPC Sefa
NPC Sefa
Far from her Baklunish home Sefa is not what she appears, a dancing girl at the Bakluni House in Verbobonc. She is a spy and an assassin, a skilled thief and an even more skilled seducer. But even those roles hide her true nature, a nature that only her grand-daughter Tolora is aware of
Sefa is that darkest of once human monsters, a vampire. Long ago she swore her life to the service of Baklunni and so she has sworn her undeath. Unlike most vampires her dedication is entirely to the Baklunni deities and she is a kind of holy monster. She bears several ritual tattoos that grant her immunity from detection, damage from sunlight, cleric abilities to turn undead, or holy symbols. She cannot shapechange or assume gaseous form. Holy water does double damage to her and she must spend time in contact with blessed Baklunni soil once per month or begin to perish, aging and losing her strength each day unless she consumes the constitution of the living. Each time she bites someone she drains 1d6 points of constitution. When she drains all of someones constitution they die and will rise as a normal vampire at the new moon. She can maintain her strength by consuming victims once a day but will survive only nine days without contact with blessed Baklunni soil or a victim a day. She will need to consume extra victims to regain strength loss for any days missed. Posted: 06-12-2021 08:43 pm Verbobonc Lancers
The Verbobonc Lancers number somewhere around 900 men and women. They are split into 4 companies of over two hundred in each, comanded by single captain who reports directly to the Viscount. Each captain is law unto himself able to dispense high and low justice to any but the nobility of the viscounty.
Pictured is a typical Lancer sans lance, though with the bow that most carry. They ride light warhorses, dress in green and red with a grey cloak that they can act as a cover at night. A large quiver of one hundred arrows is hung from one side of their saddles and a sheathed longsword from the other. A steel cap is on their head and studded leather armor on their backs. The Viscount provides all this to each trooper while officers provide their own gear and the wealthier among them provide their command with any extras they can afford.
Each Lancer is an experienced warrior with a smattering of rangers among their ranks. Druids, clerics and magic-users can be found as officers or auxiliaries in each company and at the minimum every company has a cleric, usually of Rao, and a druid of the Old Faith in their garrison.
There are 4 fortifications which the companies of Lancers maintain with somewhere between 50 to 100 Lancers always in garrison. While villages and small towns are near no civilians are allowed to dwell closer than a few miles and each fortification is self-sufficient.
All Lancers must prove their combat ability and horsemanship before entering the ranks. Each officer is someone of extraordinary ability. While some are rich and of the nobility many are not having risen through the ranks in service of the Viscounty. Ability is the key requirement for any officer or enlisted to become a Lancer.
The Viscount has seen the Lancers double in size during his reign and his own bodyguard are chosen from their ranks. Lancers are rarely seen in the city though many originate from city inhabitents. The Verbobonc Cavalry is stationed permenatly in the city and they provide both a quick military force and guardsmen for important caravans within the borders. Most Lancers begin their service as members of the Verbobnc Cavalry.
The wives and children of most Lancers dwell in their fortified garrisons. All labor within a garrison is done by Lancers or their family, from cook to carpenter.
Each company has its own pennant and the deeds of each company are recited on holy days and at celebrations. While visitors often come to the garrisons most never get beyond the outer gates and vistors audience hall. Holding pens for prisoners are in dungeons beneath these areas while the inner and stronger fortifications are for the homes, stables and barracks of the garrison and few strangers ever enter these areas.
Verbobonc Lancers are highly respected throughout the Viscounty and in the outlying areas as well, such as Celene, the Kron Hills and even as far as the City of Greyhawk itself. Posted: 06-06-2021 09:53 am Aerial Servant Monster - Aerial Servant
Aerial servants can be found across Oerth, since, as summoned creatures they will appear wherever a caster has sufficient knowledge and power to bring them forth. Their home is the Elemental Plane of Air but it is said they were commonplace in Suel households at the height the Imperium. The Sea of Dust is said to be haunted by wild and dangerously insane Aerial Servants though those who live on the fringe of that ancient and accursed land call them Dust Devils
They can be found in any large city especially in temples and colleges of wizardry. They are also commonly encountered in the dwellings of hermit mages and small forgotten ruins where they have never been dismissed back to their own plane of existence.
Posted: 06-04-2021 03:22 pm NPC - Derek and Wollfeblud
Derek - Champion of the Horned Society and his retainer Wollfeblud
Once Derek was human, some say a Shieldlander warrior captured and used as a demonic host by the Horned society. Wollfeblud may never have been human at all. He is rumored to have been a hellhound once or a winter-wolf changed to human form.
Whatever remains of the human Derek is hiden beneath his enchanted armor. As for Wollfeblud his senses are more than human making a superlative tracker. Posted: 05-28-2021 05:12 pm Covers Posted: 05-24-2021 08:10 pm NPC - Darkbreaker
Darkbreaker is a wood-elf from Geoff. During the invasion he stayed and fought withdrawing deep into the Dim Forest only to lead his warriors in raids as far south as the Hornwood. He blames Owen and most of the human population for the losses among the wood-elves and will no longer aid any humans, trusting only other elves. Posted: 05-24-2021 01:15 pm Covers Posted: 05-23-2021 11:31 am Lords of Steel
The Lords of Steel are a mercenary company composed of soldiers and adventurers from throughout the Flanaess. Their strength varies as does the leadership. They accept anyone who proves themselves no other questions asked. Members must be brave, loyal and obey orders. Currently there are over 300 in their company, mostly human but with half-elves, dwarves, gnomes and even half-orcs in their ranks. Warriors are the most common found but wielders of magic, thieves, priests, clerics and even thieves as well. Posted: 05-21-2021 07:19 pm Banners of Celene Nobles
Blue - Lord Kalevi - A Warrior Mage
Red - Lady Anneke - A Sorceress
Green - Kalevi and Liisa - Husband and Wife lleaders of the Celene Rangers Posted: 05-19-2021 05:07 pm Banner - Endbringers Mercenary Company The Endbringers worship Nerull. The originated as outcasts among the Bandit Kingdoms but in recent years have become quite formidable under the leadership of Septimus Craig, a former Shieldlander officer thrown out for sadism and cruelty. Posted: 05-17-2021 05:57 pm Captain Aelfrick of the Verbobonc Lancers
Captain Aelfrick of the Verbobonc Lancers
Aelfrick is young for such a responsible command as the Verbobonc Lancers are the best troops of Verbobonc. His is a distant relation of the Viscount but that has not earned him any undue respect or authority. In his youth Aelfrick's family was killed and their manor sacked by an invading band of brigands from thwe Pomarj. Aelfrick helped to track them down and annihiate them in their stronghold deep in the peninsula. Since that time he has lead a life of combat and adventure and is an experienced and cunning warrior. With his acquired treasure he rebuilt his family's estate and joined joined the Verbobonc Guard as a noble officer. His ability saw him to leadership within the guard and more recently a command within the Lancers.
The life of Verbobonc Lancer is not comfortable, safe or easy. They patrol the borders of the Viscounty, often pursuing enemies of Verbobonc far afield. They are found more often riding an endless circuit of the villages and towns than the city and sleep in the saddle or on the cold ground with a thick horse blanket for bedding than beneath a roof and in a real bed. Aelfrick thrives in the Lancers and his troopers would follow him anywhere.
Aelfrick has acquired several items of magic in his adventures but none so powerful as his Spear of Heartseeking. On a natural d20 the spear has a chance of instantly killing a foe. This chance 25% + 5% for every experience level the wielder is greater than the foe (or equivalent HD). The Spear will return to the wielders hand 2 combat rounds after it is thrown regardless of whether it kills its target or not. A unremarkable appearing brass ring must be worn by the wielder of the Spear for its enchantments to work. Posted: 01-21-2021 12:52 pm Item - The Cube of Light and Dark
Item - The Cube of Light and Dark
The Suel Imperium was vastly powerful. Today the greatest wizards and wielders of magic are pale shadows of that distant past. Though the Imperium is long gone still many items and a few places remain. The Sea of Dust, what was once the heartland of the Imperium, holds many secrets, many items which have been lost for millenia.
Sometime expeditions manage to return from the Sea of Dust and one such brought back many treasures. The Cube of Light and dark is one such. It was taken to the Grey College in the City of Greyhawk to be studied and from there, it and many other items, were stolen.
The Cube of Light and Dark is a black square stone about the size of half a loaf of bread. It cannot be touched by hand as a force keeps anyone about half a foot away from the sides. If the stone is caught between two hands it will begin to spin and cracks of white light will appear. From these cracks a white smoke and a black cloud will appear and swirl around the wielder as if it was a cloak or cloth being whipped by a stormwind.
The wielder gains a strong protection from magic and divine power. They have the ability to cast both light and darkness spells. They can open a portal to the Plane of Shadows and summon creatures to serve them from the plane. They can banish such creatures that they encounter with the power from the white smoke.
Wielding the cube takes a toll one the user and they will suffer a loss of hit points and strength. The cube can be used 1 hour for each point of constitution the character possess but if they wield it below 10 points of constitution they must roll a d6 and on a natural 1 or a roll higer than their consatitution they are drawn into the Plane of Shadows.
Once a character wields the cube half their hair will turn a ghostly white. Posted: 01-20-2021 06:37 pm Cities of Greyhawk - Verbobonc Part 7 - Bakluni House
Cities of Greyhawk - Verbobonc Part 7 - Bakluni House
Set near the west wall of Verbobonc Bakluni House is part tavern and part embassy for all interests of the people of the west, though mainly Bakluni. It is only a small building (pictured in center) run by a Baklunish merchant named Aqa Zarif. While he handles trade his bodyguard, Zeev, is a Baklunish spy. Both work for another merchant/spymaster Korath the Bald who runs the Baklunish interests in the City of Greyhawk.
Two of the House's dancing girls are actually trained assassins.
Tolora
And
Sefa
Posted: 01-14-2021 04:35 am Inkeri of the Hela'sons
Inkeri of the Hela'sons
The druidess Inkeri is a northern woman from the land the Snow Barbarians but she wanders the lands of the Viscounty of Verbobonc and neighboring Celene. As a druidess of the Old Faith she is welcome across the land though less so in the City of Verbobonc than in the countryside. Her companion is an owl and with it she can see and hear all that it can see and hear. While she is hardly defenseless in her own self the animals of the wild will protect her with their lives.
She has been seen in company with the Ragged King, a bandit/beggar who wanders the viscounty and surrounding lands demanding donations from any wealthy man or women he encounters. Jaroo Ashstaff, the druid of Hommlet, has welcomed her to his grove, the gnomes of the Kron Hills will doff their caps when she passes and she is welcome among the elves of Celene.
Recently she has been seen near the aband Posted: 12-31-2020 11:34 pm Viscount Wilfrick of Verbobonc
Viscount Wilfrick of Verbobonc
Wilfrick is an aging by vigorous warrior. He has seen the viscounty through two risings of the Temple of Elemental Evil and the fortunes of the viscounty seem to be on the rise.
He is pictured here returning from a patrol with a large force of Verbobonc Lancers. He rides a fiery warhorse named Terror that only he can handle.
Wilfrick's only daughter Helena is soon to be married to prince Thrommel of Veluna and the viscount will be naming an heir to the viscounty soon from among his nephews and nieces. Posted: 12-31-2020 12:20 am Magda's Divinations
Magda's Divinations
The Rhennee are well respected among the dockworkers and river merchants of Verbobonc. Their barges are continualy coming and going up and down the river and their goods and coins are welcome as well as the contraband they smuggle and fence with the criminal merchants of the city. One of the most respected of the Rhennee is Magda the Diviner. Her barge is perhaps the most often found tied to the docks of Verbobonc and her spells, potions and predictions are sought after by rich and poor, mercenaries and sailors, adventurers and even the Viscount himself.
Magda is a Rhennee woman in her mid-thirties. A user of magic skilled in divination. With her cat familiar, Pyotyr, beside her she has read the fortunes of hundreds of the town's citizens and and hundreds of other visitors to Verbobonc.
She is also a young clan leader of the Rhennee and the boss of the Rhennee smugglers who ply the river.
Posted: 12-29-2020 10:09 pm The Tower of Eldorath
The Tower of Eldorath
Before the Suel or the Flan there were the elves. The Celene of today is a small facet of what was once a priceless gem in the crown of the elven empire of the Flannaess. Eldorath's tower sits on what is the northern edge of the Pomarj but was then Celene.
Eldorath was a powerful elven mage. How or if he died is not known but his tower was found abandoned as if all its inhabitants had simply walked away. In the centuries since that time the tower has been looted, reinhabited and abandoned many times.
There is a great power to be found and the old stones but its strange curse has kept the tower empty for many years. Now it is in the possession of the mage Talberth and he offers gold and magical rewards for any who will brave the tower, clear it of whatever guards, wards or monstrous inhabitants might occupy its rooms from deepest cellar to its broken battlements.
Posted: 12-27-2020 10:49 pm Verbobonc Lancers on patrol in the Kron Hills
A patrol of Verbobonc Lancers crossing a gnome built bridge into the Kron Hills. These patrols have become much less frequent as the gnomes have begun patrolling and setting guard outposts. This is one of the many small bridges that crosses the deep ravines within the hills. Many now have a small stone tower built nearby. The gnome patrols are on small ponies and do not go beyond the hills while the Verbobonc Lancers are all human mounted on light warhorses. They keep shortbows cased on their saddles and are armored in studded leather with steel caps with lonswords sheathed on their saddles. Officers tend to be veteran warriors armored in chain or plate with weapons of their own preference. They average between twenty and thirty men per patrol. Posted: 12-27-2020 07:25 pm Cities of Greyhawk - Verbobonc Part Six - The Wayward Inn
The Wayward Inn - Verbobonc
One of the largests public taverns in Verbobonc the Wayward in is older than the city and its foundation stones are older than the castle. In the distant past the first building of stone on the spot was a storage house where grain was kept for a small settlement of Flannish farmers. A wooden pallisade surrounded the town and stone buildings were easily constructed from the rise where the castle would eventualy be constructed. When the Suel drove the Flan from the area a fortified waystation was built on the spot and when the castle was built the waystation became an Inn.
Original called the Waystation Inn the name changed over the years and its original name and use is long forgotten. Today the Inn and several nearby buildings are owned by the Shirewood family. The family also owns a small manor near ther castle and the eastern riverwall where the elder Shirewoods retire when their working days are past and the eldest son or daughter takes over the running on the Inn.
Adelaide Shirewood runs the Inn from her apartment on the 2nd floor. Her husband is a fair smith and runs the stables and the yard. Their three daughters help to run the Inn with the help of the extended family.
The Shirewoods employ a small group of a dozen toughs to keep order in the Inn. The leader is a experienced warrior who sometimes acts as a local guide and sometimes takes on adventures of his own. He is registered with the local Mercenaries Guild and will be recommended by them as a guide or henchman. These toughs live in the house immediately across the street from the Inn.
Unbeknowest to any but the Shirewood family there is a secret tunnel beneath the Inn that leads beyond the city walls to the north and another east that opens up near the river. The Shirewoods are heavily involved with Cult of Elemental Evil and run a counterfitting operation. False gold and debased coinage flows from the Inn and out to ships on the river or to couriers operating north of the city. They have no link to other members of the Elemental Evil cult and their contacts are from beyond Verbobonc.
Posted: 12-27-2020 02:41 pm Cities of Greyhawk - Verbobonc Part 5 - The Wayward Inn Maps Posted: 12-26-2020 10:43 pm Cities of Greyhawk - Verbobonc Part 4 The Guilds Part 2
Cities of Greyhawk - Verbobonc Part 4 The Guilds Part 2
Painters, Spacklers & Sculptors Society - This mid-sized guild related to the Builder's Association has grown recently with the expansion of the towns around the city and improvements to buildings within the city itself. There is also a Society of Art and some of the sculptors have dual membership, but it is a much smaller Guild. Verbobonc was a very practical garrison and mercantile city but in the last two years a good deal of trade has come up and down the river and from the mines in the Kron Hills leading to a rise in the genral wealth and fortune of the citizens. The rather plain and functioning work of the sculptors has lead to a more artistic (and expensive) series of works among the wealthy merchants. This guild controls one tower along the north wall next to those controlled by the Builders Association.
Society of Art - A very small guild with an old mansion for its meeting hall. It is near the center of the city where the newer mansions of the wealthy have risen. They control no towers and even their apprentice membership does not belong to the city Militia. One of their senior members is a young Wizard, but reasonably powerful. He specializes in the creation of Golems and is a trained sculptor.
The Mapmakers Guild - Another relatively small guild. Their apprentice members are part of the City Militia but they do not control a tower. There hall is both meeting place and archive with workshops attached. It is located near the Mercenaries Guild and sees much commerce from the adventurous members. The Viscount has several members of the Mapmakers Guild on his staff.
The Bakers, Brewers and Cooks Union - This is a large guild which mans two of the towers along the north wall. The Brewers are mainly dwarves and they have grwon in number in recent years. Verbobonc Stout has become a popular brand and a Dwarven Ale and Whiskey are both decent sellers locally and up and down the river. The number of Inns and taverns has been fixed at 21 within the city but there is a boom in the nearby towns and at many of the crossroads around the city. Lately the Ragged King has been charging a tithe on any spirits that leave the city and the brewers are ready to hire mercenaries to hunt him down since the Viscount seems unable to stop him.
The Taverner amd Innkeeper Circle - This is a group of the 21 Inn and Tavern owners of Verbobonc. The Viscount's law only allows for these 21 which causes most guild halls to function as taverns and guilds for their members, families and associates. Each in is responsible for providing food and drink to each of the guild controlled taverns but they man no towers themselves. Their employees are exempt from serving in te City Militia but are responsible for keep order within their own premises. Each tavern or inn commands a small force of thugs, bouncers and barmen to deal with trouble.
The Carter and Driver Guild - Is a large guild linked to the Dockworkers Union. Most carted goods are headed toward the docks or away from them. They control one tower near the citadel where the largest stables are, both the Viscount's military stables and the large private stables near the Mill Gate. This guild has many members of the secret Thieves Guild but the Guild Master is kept unaware of this.
Posted: 12-25-2020 03:06 pm Cities of Greyhawk - Verbobonc Part 3 The Guilds Part1
Cities of Greyhawk - Verbobonc Part 3 The Guilds Part1
Verbobonc - The Guilds
As with most cities in the Flanaess the Guilds are important factor in the running of the city. In Verbobonc they also provide the manpower to patrol the walls and towers. The city has few gates and many towers. While the guardsmen watch the gates, guildsmen man the towers and the corresponding areas of the town by these towers is the headquarters of each guild.
From the largest to the smallest each Guild in Verbobonc has its own hall. It is unsurprising that the Dockworkers Union is the largest Guild in Verbobonc and their members man the three towers adjacent to the docks Goldsmith and Jewlers Guild is both the weathliest and smallest Guild and does not man any towers though its younger members still belong to the city Militia.
The Guilds of Verbobonc
The Alchemist Society - This is a small guild only its younger members train with the militia. Non-clerical healers also belong to this guild and there is a good deal of herb and nature lore combined with more magical brewinhg of potions and elixirs. Both Druids and Magic-Users are members. It has a hall the size of a large house near the southern gate (called the Mill Gate). Many of the guild members dwell in small villages or secluded dwellings beyond the city.
Builders Association - Nearly the size of the Dockworkers Union. They man the two northernmost towers and the tower facing the river above the wetsern gate (Called The Dock Gate). Engineers, Carpenters, Masons, and such belong to this Guild. With the growth in the city and viscounty after the defeat of the Temple of Elemental Evil this Guild is growing in size and importance as well. A large number of their memberships is busy constructing the fortification in the Village of Hommlet as well as rebuilding the town of Nulb. A small retinue is also at work rebuilding a small fortification called the Moat House for a band of adventurers.
The Dockworkers Union - The largest Guild in the city. They are the only Guild to maintain a watch beyond the walls. Their members patrol the docks day and night as well as man the walls and towers overlooking the docks. The Guards man the Dock Gate. They maintain a large Hall and Guild members and their families live in the area near the Docks inside the walls. While there is no official Thieves Guild in Verbobonc the Dockworkers Union is the unofficial yet very real Thieves Guild in the city. The Viscount is aware of this and it is up to the Dockworkers to maintain order and discipline among the city Thieves and punish unlicensed Thieves. Begging is not permitted in Verbobonc and a war of sorts is being waged by a vagabond called the Ragged King along the highways of the Viscounty.
The Mercenaries Guild - The Guild size varies. It maintains a hall and barracks large enough to accomindate 100 with a large stable as well as a smithy and armory. Adventurers, hirelings, men-at-arms, caravan guards, even minor magicians and expert treasure finders (thieves) belong to this guild. Its is 25 gold to join and 10 gold for a months membership after joining which provides a stable for a mount and one meal for member and member's horse per day for 1 month. Guildmembers are not under the command of the Militia but act as Auxiliaries for the Guard in case of emergency. They man no towers and are not entirely trusted by the Viscount. There is no official Assassins Guild in Verbobonc but the Mercenaries Guild has a contact from the City of Greyhawk guild and contracts can be taken through her if the correct paswords are known.
Weaponsmith & Armorers Guild - This is a surprisingly large Guild. They man the west towers below the west gate (Called The Gnome Gate) one of which is a large corner tower. Their hall is near this section of wall but they have small smithies and armories near each gate at the Guard barracks and in the Citadel itself.
End Part 1
Posted: 12-24-2020 09:33 pm Cities of Greyhawk - Verbobonc - Part 2
Cities of Greyhawk - Verbobonc Part 2
Provided is a crude map of Verbobonc's walls and castle. It was a costly endevor for Veluna to construct the walls around the city taking thousands of laborers and several years to build. Verbobonc was a garrison city and a good deal of its 100 acres of interior space were military stables and barracks as well as smithies, kitchens, armorers, and such like buildings that went into supplying a large military force. Still there was room left over for merchants and warehouses, a small monastary and a large temple to Rao as well as several open spaces for grazing and public assembly.
At first the many towers were manned by guardsmen but as time went by, and the area which made up the viscounty both expanded and quited, the need for so many professional guardsmen diminished and Verbobonc did what so many other older cities had done; the turned over the watch on the walls to the various guilds within the city.
There are several strong guilds within the city and each is responsible for manning or womanning one or more of the various towers. Each guild sends all their able members to train among the city militia and from age 12 to 45 they are responsible to spend their assigned time in one of the towers and walking their stretch of the wall.
The gates of the city are manned by guardsmen from the castle. The guards man the gates in shift spending no more than a week at a time living in the gatehouses. Most guardsmen have private quarters within the city with husbands, wives and family and Gate and Citadel duty is slightly honerous, though there are actually few complaints. Posted: 12-23-2020 09:28 pm D&D Ad - SP1 - Hamlet Posted: 12-23-2020 02:25 pm Lady Graysteel of Verbobonc Lady Graysteel of Verbobonc
She is the daughter of Viscount Wilifred's youngest sister and most likely to inherit the Viscountship of Verbobonc upon his death (May it be Far-off). The line of Viscounts began with adventurers who defeated the ancient Suel-Lich who inhabited the ruined castle of Verbobonc. Wilifred himself was a dutiful son and commanded the Verbobonc cavalry which maintained the peace throughout the viscounty but he was himself not an adventurer. His sister was and her many children, few now are left. Lady Graysteel is the most successful and experienced of those children and Wilifred envies her the life of adventure he denied himself.
Lady Katherine Graysteel, Kat to her family and friends, hovers between 8th and 9th level in my `1st edition AD&D campaign. Your mileage may vary. She is brave and daring with a surprising number of friends and fellow adventurers still alive. It was her party that braved the ruins of the Temple of Elemental Evil, freed Prince Thrommel and looted The Orb of Golden Death called Yellowskull from the Temple.
Yellowskull is what saved the adventurers from Zuggtmoy but it is also what is allowing Zuggtmoy to unknowingly influence Lady Graysteel's actions. The process is slow but Lady Graysteel has possessed Yellowskull for over two years and the corruption has already taken hold. Zuggtmoy is aware that Lady Graysteel may soon be made heir to Verbobonc and at the time when Wilifred announces his decision her plans to take over the viscounty will be set in motion. Already a cult of her followers have settled amid the bristling and growing town and several members of the town Guard, Guild-Militia and Cavalry or part of the cult.
Lady Graysteel we are enchanted plate armor and bears a sword of exceptional power. It is intelligent and can speak. It detects magic within a 10ft radius but cannot tell what type just sees it as a type of lightning-blue radiance. Its name is Decay and its blade is notched and rusted. On a natural 20 it will cause a non-magical item, armor, shield or weapon of its opponent to rot, rust or waste away in 3 combat rounds.
Lady Graysteel is completely unaware of the influence Yellowskull has over her through Zuggtmoy, Unless she is directly under control her nature (alignment) is not evil and her actions and thoughts are her own. Posted: 12-23-2020 11:17 am Cities of Greyhawk - Verbobonc - Part 1
Cities of Greyhawk - Verbobonc
Verbobonc, like most cities across the Flanaess, began as a fort built by the Suel Imperium. Its nearness to the Elves of Celene kept it as a fortified outpost and after the end of the Imperium it went through a period of abandonement with the castle on the stone outcrop overlooking the port becoming a haunted, monster-infested ruin.
A band of adventurers from Veluna cleared the castle centuries ago and began its refurbishment. The current Viscount Wilifred a descendent of two of that original band.
Now, two years after the expeditions and decimations of the forces dwelling in the ruins of the Temple of Elemental Evil, Verbobonc is on the rise, a growing and active city. The Viscount has kept the interior population in check as werll as he is able and the area around the walls clear but already several thousand people have taken up residence nearby and two small towns have developed on opposite sides of the walled city. Inside the walls the population of fighting age dwellers has risen to over 15,000 while another 7,000 now dwell in towns, villages, and small holdings within 3 miles of the walls.
***
Wilifred is aging but still a strong warrior and a force to be reckoned with. His sole child, Helena, is due to be married to Prince Thrommel of Veluna. The Prince, on his release from the Temple of Elemental Evil, found his way to Verbobonc and instantly fell in love with Wilifred's daughter Helena. It was a tragedy for the Prince as he was betrothed to the Princes Jolene of Furyondy and he left Verbobonc without realizing that in the years of his captivity Jolene had released him from his betrothal and married another, much to the Prince's rejoicing.
If Wilifred has only Helena for child he does not lack in family. His court is filled with poorer relations and currently he debates on which of his nephews or nieces will take control the Viscounty upon his death. Currently there are three contenders; Sir Eger who commands the Verbobonc Guard, Sir Grahame who is a warrior-priest of Rao and lately from Veluna and Lady Graysteel who is a famed adventureress continuing the family tradition of the founders of the line of Viscounts. It was she and her band who freed Prince Thrommel. Most bets are on Lady Graysteel to become the next Viscountess.
Posted: 12-22-2020 10:48 pm Setting Night Below in Greyhawk Part 1 -Verbobonc
Verbobonc.
The adventure begins at the Wayfaring Inn - Verbobonc.
{I'm integrating the T1-4, A1-4, GDQ1-7 modules into Night Below. I've used Night Below to fill out the super-modules before but never the reverse. I'm setting the start of the campaign a few years after the events of T1-4 so the familiar locals of T1-4 will have changed. The Temple is till a nexus of evil but it is just starting to draw evil creatures and humans again. It will be much lower level and in keeping with the events of the Night Below rather than the supermodule.
Some parts of the Night Below are altered to fit the Greyhawk setting but the Haranshire area fits nicely into the lands around Verbobonc, The Kron Hills, Hommlett etc... Verbobonc is a great place to begind the adventure and a good place for players to return to when they need a city to resupply, recruit, seek help, etc... So I will be detailing parts of Verbobonc. The Night Below uses the small town of Milborne as the first detailed area of the adventure and for me Milborne makes a good Nulb from T1-4 so Milborne is now Nulb. Part of the described setting in Night Below and area of hills and mines; perfect for the Kron Hills.
The Temple is a handy local for an expanded headquarters for the kidnapping gang. Brokenspire Keep is akin to the Moat House in T1. A small fortification used by the Temple but abandoned and not suffering the same damage that the Moat House suffered.
Night Below begins the first adventure book as the Evils of Haranshire but in this conversion think of it as the Evils of Verbobonc.}
The Wayfaring Inn - Verbobonc Posted: 12-21-2020 09:05 pm Mother Screng of Nulb Posted: 12-20-2020 05:22 pm Where the Bandits Are - Wormhall Part 4 The River Tower Part 3
The River Tower Part 3 - The Sea Caves
Basement 1
1. This large area is partly natural cave and partly worked stone. The floor has been leveled while some of the areas of wall and ceiling have been cut to form a smooth section or a higher roof. The roof is between 9 and 10 feet from the ground. At one point wooden walls and partitions existed but they have long since been removed and only knotches cut into the wall show where they once stood.
At the north end is a 30ft curve of wall and this is where Rex lairs with 3 female gnolls. These females fight as males but are generally unarmored and armed with longswords. If there is time they will don studded leather armor and grab shields as well. At the very least they are never without knives. The area is thick with carpets and rugs. an iron chest and two small chests contain Rex's treasure. The iron chest has several books on tactics and on strategy. It also contains a pouch with a small amount of gems and jewlery. A wooden box in the chest has 6 vials of healing potion. The smaller wooden chest has some platinum coins, a larger amount of gold and several gold bars. The larger chest has silver and copper coins.
The west wall below area 2 is lined with barrels boxes containing supplies for the tower, mostly food, but also lumber, firewood, oil, arrows, some spare suits of leather armor, etc... There is a goodly amount of stuff. It has been arranged into sections of similar good and is surprisingly orderly.
2. This is the ladder up to the 1st floor of the tower.
3. This is a deep pool. There is an iron grill across the top. A 5x5 section can be pulled aside but it is normally locked and bolted shut.
4. These are wide stairs going down to Basmment Level 2
Basement 2
This entire cave has been widened and shaped to hold a dock and a large iron caged area. The cages are normally filled with slaves waiting to be shipped to the Horned Society (10-20 Humans and Elves on average). The Gnolls choose 1 or 2 of the fatest and take them to their cage in the tower.
1. There are 4 Gnolls on guard here at all times. One will head for the tower as soon as a boat is spotted entering the sea cave. Rex always comes to meet the boats and to accept payment for the slaves from the agents of the Horned Society or to see the offloading of another shipment of slaves.
2. Stairs going up to Basement Level 1
3. A series of iron cages. Half the area is a single large cage but the other hald is made up of smaller 10x10 cages to hold special prisoners.
4. If boat is docked this is where it will be. Posted: 12-20-2020 05:19 pm Hommlet Church of Saint Cuthbert visible in distance Posted: 12-19-2020 07:47 pm Where the Bandits Are - Wormhall Part 3 The River Tower Part 2
The River Tower Part 2
The Gnolls - Around 50 Gnolls inhabit the tower. They are all armed with longbows. Their armor varies between leather, studded leather and chain. Sone use large shields and all use one-handed weapons, longswords, battle-Axes, flails and maces prefered. There is a distinct order of authority from their pack leader to the last follower but none of these gnolls is a runt or weakling.
Rex is their pack leader and he is head and shoulders above the intelligence and ability of the others. He was something of an experimemt by a Wizard who resides in the Rift Canyon. He is bigger, stronger and most importantly stronger than your common gnoll. He wears enchanted plate armor and carries a two-handed sword can that break unchanted armor and weapons on a natural 20.
`The River Tower 2nd Floor
1. Murder Holes line the floor. A large barrel of oil is in each corner of this area. The Gnolls will break open one of the barrels and let oil pour onto intruders beneath. The floor is sloped so that the oil will pool in the center and empty through the holes. A torch applied to the oil will send a stream of flame down to ignite any soaked beneath and the pool below. The Gnolls havent need to use this before and are unaware that the burning oil will ignite the inner door but not the portcullis. The outer portcullis is meant to be dropped in place after intruders have gained entrance hopefully trapping them in the hall below. The mehanism for raising and lower both sets of portculli are in this area.
2. This area is similar to the first floor area 2 but the crossholes for archers are set lower and there is no step below them,
3. Steps going down to first floor
4. Steps going up to third floor.
The River Tower 3rd Floor
1. This is a crenalated balcony. A Gnoll watchman is always on guard here, though often asleep.
2. This area is similar to second floor area 2.
3. Stairs going down to second floor.
4. A ladder going to a trap door in the roof.
The River Tower Roof
1. A trap door and ladder going down to the 3rd floor
2. The roof is peaked and sharply angled except for a small walkway around the outer edge that allows access to the four small guard towers. The roof is kept slick with tar and is sheeted in metal. It has enchantment to rersist it from heat and flame. Landing on the roof is extremely difficult.
3. A small guard tower. Each has a stout door and archer crossholes in the two walls facing out from the tower. Extra quiversd of arrows are kept in these rooms and a gnoll occupies each one. The duty is boring and the are often asleep. Posted: 12-19-2020 06:23 pm Wormhall Part 2 The River Tower
Wormhall Part 2 The River Tower
The River is Constructed on a small, rough island of rock that sits in the middle of the Ritensa River between Wormhall Port and the lands of the Horned society.
1st Floor
1. These are the main doors. A path leads down from them to a small quay where a single medium boat can tie up and offload goods. There is a small crane for offloading bulky items.
The entrance doors are thick and stout with a metal portculus that can be lowered in front of them.
The doors themselves are damp and swollen from the spray of the river crashing against the rocks and even magical fire will have a difficult time setting them ablaze. The tower is constructed of thick stone. It radiates faintly of evil if detected for as it was raised by devils summoned by the Hierarchs of the Horned Society.
The roof of this passage is lined with murder holes in the cealing.
The interior doors are thick and a second portculus can be lowered in place before them. These doors, while stout, have no special resistance to fire.
2. The interior of the 1st floor is filthy. The floor is covered in dirty hay, cracked bones, and cloth scraps pushed into piles. At least 10 gnolls can be found here at any given time.
The stone walls are all pierced with loopholes for archers. The ceiling is 10ft high and there is a small step before each loophole which is set 6ft above the ground giving the archers on the 1st floor the ability to fire down a little on those outside without the ability for the loopholes to be used against those inside. There are pegs on the wall by the loopholes to hold quivers of arrows.
There are weapon racks on each wall and quivers full of longbow arrows at hand.
3. Stairs going up to Level 2
4. A trapdoor leading down to the Basement
5. A metal cage usually contain a captive or two. The gnolls have a taste for fresh meat.
To be continued Posted: 12-18-2020 07:17 pm Where the Bandits Are - Wormhall - Part 1
2. Wormhall -
Leader - Baron Oltagg Ftr/Thf 4th/9th Troops - Cav 150, Inf 400, Gnolls 100 Population - 9,000
Wormhall gets its name from the ancient fortified manor on the banks of the Ritensa River. There is a town and small port on the river. An out-cropping of rock in the center of the stream holds a small fortified tower. The Baron keeps a contingent of 50 Gnoll archers in the fortress. Their longbows tipped with tarred arrows waiting to be ignited are a fearsome deterent to any attacks across the river by the Horned Society.
Baron Oltagg maintains the appearance of a cultured gentleman but is actually under the control of thew Horned Society. He supplies them with slaves purchased from other Bandit Kingdoms or taken as captives in the endless border fighting. He maintains logging camps and exports lumber up the river but also uses his camps to raid the Fellreev Forest attacking Sylvan Elves for the most part.
Wormhall of Wormhall is actually in a decent state of repair. 100 of the Baron's infantry are based in the Manor. and 50 of his cavalry. There is a gnoll tribe that serves Oltagg based in the cave system within the forest to the north. He maintains two small forts along the border with his fellow Bandit Kings with his remaing cavalry and infantry split evenly between the two.
The bulk of the population, 5,000 people, live in the town and farms around the manor. The rest are split between forest camps and small farming villages. Posted: 12-17-2020 12:35 pm Adventure Seed - The Deer Hunters
The Fruztii Shaman Vainamo leads a band of hunters dressed in enchanted Deer Cloaks and carrying Bone Lances as the look over a herd of deer. They are actually waiting to ambush a party of Schnai hunters who are stalking the herd.
Vainamo is a man of middle years. He has never sworn oath to the Schnai and has commanded a small rebel force against them. He is a Shaman (A priest/magic-user in my home campaign) of at least 9th level. He has a large number of followers but they never congregate in groups larger than 30. He is popular among the Fruztii except for the King and his loyalists, but his warbands tend to consist of Rangers, Druids, Shamans, and Fighting Men.
In my home campaign the Fruztii have no single class priests but have a Shaman (priest/magic user) hierachery. Both Shamans and Druids follow nature gods. The Raven or Crow God, the Fox, The Ice Queen, the 4 Winds, the Thunder God.
NEW Magic Items
Deer Cloak
The Deer Cloak allows the wearer to be seen as a Stag and appears so to all the senses including leaving tracks of a large Stag. If the wearer attacks he will suddenly appear as someone in the Deer Cloak only to transform back into the appearance of a stag 3 turns after the last combat action. While wearing the cloak the wearers speed is increased and they gain resistance to cold.
Bone Spear
This spear is magically transformed from the antler of a stag. It has the ability to slay a deer with a single hit. It is balanced for throwing. The Bone Spear is -3 to hit against metal armor but +3 to hit against leather armor, hide or no armor. It inflicts 1d12+1d8+1d4 damage.
Vainamo is a wanted man. There is a large reward for him dead or alive. He is also a charismatic and successful leader. He accepts men from all nations in his band except for Schnai. Posted: 12-17-2020 03:17 am Where the Bandits Are - Warfields Part 1
Bandit Kingdoms
Warfields
Leader - Guardian General Hok (Ftr 11) Troops - Cavalry 300, Infantry 500 Population - 12,000
Warfields is one of the most stable and strongest of the Bandit Kingdoms. It maintains a peaceful yet wary existence with the Shield Lands and has not proven a thorn in the side to the Horned Society worthy of exerting the forces needed to destroy it.
Guardian General Hok was once a common soldier in the Shield Lands. He served the previous lord of Warfields till he overthrew him and seized the leadership for himself. Since then he has trained his followers and bloodied them against the encrouchment of his neighbors and tribes of demi-humans. But the real strength of Warfields is the old castle that overlooks the Ritensa River. Hok has reinforced it and with his dwarven architect Gralon turned it into a formidable citadel for its size.
Warfields the castle and port-town are the main population center for Hok's territory. Over 10,000 people occupy the port with a small scattering of demi-humans (mostly Dwarves). The Horned Society deals with Baron Oltagg of Wormhall but the merchants from the Shield Lands and beyond find it safer to base themselves in Warfields. In any case Hok applies a small tithe on all goods sailing up the river on the way to Critwall.
The rest of the Warfields population is generally close to the castle in small fortified farming towns and cattle ranches. Hok's cavalry spends most of their time patrolling the area around the herds and ranches while there are two small fortifications that watch the border with Wormhall to the North and Tangles to the East.
Guardian General Hok
Posted: 12-16-2020 07:40 am Qaabil of Ekbir
Qaabil of Ekbir is young to be so powerful a magician as well as a scholar of ancient Suel enchantments. He has walked the Sea of Dust and returned, but now he is an exile from his own land. The Caliph has ordered his death and now Qaabil finds himself dwelling in the City of Greyhawk and hiring mercenaries for his own protection.
The young mage is hiring more than mercenaries. He is assembling a powerful group of adventurers for a grand expedition. Some say he seeks to return to the Sea of Dust, others that he has found the location of the fabled lost city of the Suss Forest. There are rumors he seeks to find a tomb of a long dead sorceror in the Vast Swamp. Whereever he intends to go he seems to be taking a small army with him. Posted: 12-15-2020 09:02 pm Painting - Inn of the Welcome Wench - Hommlet
While travellers use he main entrance and large common room the Hommlet locals use a side entrance to a smaller room. During the summer tables and benches outside this side door are favored. By sunset the farmers and locals have normally returned home for their supper and dark sees them sleeping early since their day begins before the crack of dawn. Posted: 12-15-2020 03:58 pm Painting - A Street in Hommlet
Module T1 has always been one of my favorites and the starting point for at least two campaigns set in Greyhawk each of which lasted more than 5 years. This painting captures the feeling that the old blue and white map always inspired me to picture in my mind's eye. Posted: 12-15-2020 06:21 am Adventure Seed - The Halfling's Dream
Whether it is a magic pipe or some ability of the Halfling Twigg Twiggham of Twigghome the smoke which hovers about him is said to show the dreams of those who sit near. Twigg himself sees nothing in the smoke and the idle thoughts of the farmers and craftsmen who normally sit in the common room of the Golden Harvest, the largest Tavern in Twigghome, show little but the slow and peaceful life of this large Halfling community nestled in the Duchy of Urnst. Yet the Golden Harvest and Twigg now see visitors from across the Flanaess seeking answers in the pipesmoke to questions which haunt their days and nights.
Twigg is an unemposing Halfling of moderate wealth and great indolence, but in his youth he was an adventurer and a thief of experience if not renown. Twigghome is a typical speciman of a prosperous Halfling community if larger than most as it is home to over 2,000 (A large portion of the Duchy's Halfling population). There is an organized militia and a stone fortress with several retired adventurers in residence. They are well able to defend themselves if need arises.
Posted: 12-15-2020 05:17 am Adventure Seed - Sentinels of Yesterday
Deep within the Adri Forest there is a place that humanity does not go. Something is changing there, something very old is returning and the Flanaess will not be the same.
For a time longer than the memory of humanity the Elves have kept guard over this place they call Bitterness. Guardians, the Elven Sentinals, have watched over this land since before the Suel Imperium, before the migrations of the Flan and the Oerid. A time when the Adri stretched unbroken across the north, when the Kingdoms of the Dwarves held all the mountains and the Elves ruled forest and plain.
The Adri is now no place for Elves of this day, the pathways twist and twist and wind till they take you places that once were or will be or never happened. The forest is growing and yet is no larger than its present borders. It is growing inside, vast and dark; trackless and wild.
From the long march of time the Sentinels of Yesterday are appearing and neither Elf or Human know how to stop them. Posted: 12-14-2020 03:20 am Sargent Karag
Sargent Karag commands a detachment of Shieldlanders who wage an endless war against the Horned Society. The Knight-Errant who originally led the company was slain along with his squires when the were ambushed by a devil-lead band of Hobgoblins. The company's Chaplin banished the devil before he himself was slain and out of the nearly 300 men only 72 fought their way clear.
Karag wears the typical helm and chain coat of his company and carries the large kite-shield which belonged to Sir Tindus, his slain commander. The Shield bears some enchantment which drove back the Horned Societies summoned devils during the ambush. Karag also carries Sir Tindus' longsword, but does not use it. Instead he favors and ancient curved war axe that has been in Karag's family for geenrations.
The company numbers some 112 men at the moment. New recruits arrive steadily but the losses to the Horned Society whittle down the command with almost every encounter. A noble replacement for their commander is rumored to be due shortly but so far no one has matarialized. Posted: 12-13-2020 03:46 pm Alarak Son of Chaos
The bastard son of Emirikol was a promising student at Grey College studying the geography of the Flanaess when his father made his famous ride of slaughter and destruction. It was only a day later when Alarak was dismissed and thrown from the college and his small set of rooms above the Four Pots, a less than salubrious inn frequented by students and members of the Cartographers Guild.
A crowd gathered at the eviction and then became a mob. Alarak found himself fleeing for his life. He was nearly caught at the Bridge of Entwined Hearts and barely made it through the Guarding Gate and out of ther city.
Alarak has received some training as both a fighter and magician but lacks experience in either profession. He is out on his own but is well versed in cartography and knows the Flanaess as well as maps could educate and as little as one who has never ventured beyond the walls of the City of Greyhawk.
Posted: 12-13-2020 04:30 am Handsome Hartlak
Handsome is a Half-Orc fighter/thief pirate captain. His ship, the Saucy Sue, plies the waters of the Tilva Strait. His crew is a mixed lot but most are Half-Orcs like Handsome. His base is some unknown island where Orcs and Half-Orcs make up most of the population and the only pirates allowed to make use of the port are Half-Orcs like handsome and all having some relation with the island.
Two of the earrings Handsome wears are enchanted. One provides him with limited protection from normal missiles and the other allows him to transform into a sea-lion. Handsome can't swim so he is particularly fond of that earring. He wears two enchanted daggers on his chest, Fang and Tooth. Both can be thrown and Tooth will return to his hand after a melee round while Fang causes bleeding wounds that need a priestly touch to quench. The sword across his back is a demon-touched longsword. Its name is a secret known only to handsome. He can some 1d3 Hellhounds to fight for him once per day and the sword radiates evil and howls increasing Handsome's chance to hit and lowering his attackers chances to strike him. Posted: 12-12-2020 05:15 pm Yljari Half-Elven Yljari is the Elector of the Elves in the Yeomanry. He is actually only a quarter human and three-quarters High Elven but to the other High Elves his human grandmother taints his elven heritage.The High Elves who make up over 80% of the Yeomanry elven population follow Prince Vallinen without question so Yljari is merely a spokesmen for the Prince rather than having his own voice in the Yeomanry council. The other elves in the Yeomanry follow Yljari and he is their voice to the Prince.
There is a strong desire among the High Elves to depart the Yeomanry for other elven realms especially the Duchy of Ulek where many of their kindred dwell. The Duke of Ulek traditionally holds his realm in the name of the Prince, but the days of the ancient High Elven kingdom have long passed and the High Elves of Ulek see their Duke as the real leader of all High Elves and themselves as the last small remnant of their kingdom (although this is disputed by the High Elves of Veluna and those of Geoff where a small High Elven woodland fortress survived from the days of the old kingdom. The Geoffish elves have also gained a great deal of independence since the giant invasion and see their Forest Lord as the real leader of the High Elves). Little credence is given to the "Lord of the High Elves" of the Quagflow Valley even though he commands a large population of High Elves.
Yljari is a powerful magician and one time adventurer. His wife, Sana, is a half-elven cleric originally from Veluna. His is extremely loyal to the Yeomanry and should the High Elves he and the other 20% of the elven population would remain. Posted: 12-12-2020 05:49 am Vallinen High Elf Fighter-Mage
Vallinen is the High Elven prince of the elves living in and around the Yeomanry. He is not the Elector who represents the elves among the council but is instead the hereditary ruler of the several thousand elves (of all types including half-elves). The dwell along the Javan, and have their greatest dwelling in the west of the Dreadwood with some living in the Little Hills. The High Elves here are a fragment of a mighty elven kingdom of old but they possess few of their ancient treasures and none of the great strength in arms that they once commanded.
The prince keeps his people united, but without him most would leave this land and travel east toward the lands with greater number of elves. Posted: 12-11-2020 09:41 am Kalman Laughingstaff
Kalman hails originally from Bissel but has crossed the length and breadth of the Flanaess many times in his life as an adventurer. Somewhere in his adventures he acquired his staff and his patronym. He is of middling height and middling age, a wizard of more power than most but still searching tombs and ruins for items of power. It is said he seeks a lost city hidden in the depths of some forest and protected by terrible guardians.
His staff is named Praytextatus and has a vile sense of humor, laughing in an evil cackle during the most inopportune and unfortunate moments. It finds death or maiming to be hilarious. The staff speaks an ancient form of Suel, as does Kalman, but has also learned the Common Tongue.
Posted: 12-11-2020 08:47 am The Minotaur - Graxus
Minotaurs are magical creations but from a time so long ago that their origin is lost. Attempts to recreate them result in many near misses such as Hinchcliffe's Ram-Men but the original Man-Bull is elusive and perhaps god-protected. They breed true and even cross-breed true in that the product of a union of Minotaur and Human, Demi-Human or Humanoid is Minotaur.
They will use weapons, and prefer them over bare hands. They can even be trained to wear armor. Luckily they prefer seclusion and the dark. The males tend to be solitary though a family group will have several females and a continuous litter of ever present young. The young males will be pushed out at an early age and most dont survive, which helps to keep the number of minotaurs down. A strong leader might have a half-dozen followers (making an adult tribe of 30-40 with the females of the species). Female Minotaurs are slightly smaller than males but much more aggressive when protecting their young, more intelligent and have a social order amongst themselves.
Graxus is rather typical of his breed, large, immensely strong, not overly bright with a mean streak a mile wide. He is the bodyguard of Keller the Lender, a financier to the Guildmasters of the City of Dyvers. Posted: 12-10-2020 05:50 pm Adventure Seed - The Mines of Sterich Part 1
The Mines of Sterich
Iron is in the hills of Sterich and war rages throughout the Flanaess. While Sterich has many smiths the great weapon and armorers of Greyhawk are the Dwarves of Ulek. The ore is smelted and the iron travels east to the Rushmoors and the branch of the Lort or south down the Javan till it fills the holds of merchant ships of the Sea Princes ending in Gryrax and the furnaces of the dwarven smiths. The journey is long and proven dangerous.
Sterich is recruiting guards of all sorts and advneturers of all types to watch over the great caravans and raft flotillas which leave their land each week. Inside Sterich companies of Halberders and Light Calvary protect the wagons but beyond the borders hired men are rewarded greatly to safeguard this bulky treasure.
Posted: 12-10-2020 01:46 pm Adventure Seed - The Kobold Menace
The wizard Kazimierz guarded by three stout warriors, Bede, Witus, and Teofil battle a force of invading kobolds bSeneath the streets of Istivin. This tribe of kobolds is from deep within the underoerth and have been driven out of their home by Umber Hulks. These kobolds are unnaturally smart and are more like a society of small humans. There are magicians, clerics, thieves an fighters and most warriors are equivalent to 1st level fighters with a smattering of higher level veterans and a few even higher level heroes within their ranks.
The Umber Hulks are forcing many UnderOerth creatures to flee, and a nest of Ankhegs is on the heels of the Kobolds along with smaller flocks of Grell and Carrion Crawlers.
The people of Istivin are in for a struggle that they may not win.
Posted: 12-10-2020 08:58 am Cardboard Hero 1-9 Crossbowman
Noth is a mercenary but originally he was a guardsman from Furyondy. He wears a full robe of chainmail and wields a heavy crossbow. He carries a longsword for close combat.
He is a member of the Mercenary Guild in the City of Greyhawk as well as several other cities if he happens to have business in them. Posted: 12-10-2020 02:17 am Blackmoor Land of a Thousand Witches - Czylle
The frozen land of Blackmoor, choked with mists and twilight. Few travel to that far world and few tales have returned. The great bard of Greyhawk has returned from a long sojourn there where it is said he found the City of the Gods. Silvertongue the Bard found strange and powerful forces at work in Blackmoor but he also found allies in a society of witches that are the hidden strength of that land.
Czylle commands the elements. Lightning dances at her willl. She would be a leader in any other land but the society of witches has no leaders. All are equal in their ranks once they have begun the first mastery of their art till they take their kast breath on this Oerth. She goes gloved and cloaked in grey and her eyes burn with an inner fire. She looks far beyond this plane into worlds beyond and one day she will step beyond this Oerth and perhaps not return. Posted: 12-09-2020 10:03 am Drow Warrior Gyr'On
After the invasion of Geoff when terror stalked the land the true leaders behind the giants apppered. The Drow Warrior-Lord Gyr'On riding upon a Nightmare prowled the wilds of Geoff hunting down those who'd fled and those who still fought. His story and that of a Geoff ranger are intertwined around that of the half-elven maid Fion have become legendary among those who have taken the land back. Posted: 12-09-2020 08:03 am Gar Hill-Giant Mutation Giant-Killer
After the fall of the giants, when they were at last driven from Geoff, a great scouring of the hills occurred and many a Hill Giant Clan and steading fell. The monsters were forced further ito the mountains to escape and their ancestral homes were abandoned. The bones of human, demi-human and giant litter the heights and valleys and little mercy was shown to any.
The mage Talberth had seen many a friend and companion lost during the years of the invasion and after and he had hatred for giants that stripped his humanity from his soul. When he discovered a hidden creche of Hill Giant young he would have had no second thought to exterminating the mewling babes but a darker idea came upon him. He would raise these young, experiment upon them till he created a creature who would be the bane of giants. Gar and his kind were the result.
Much bigger and stronger than a normal hill giant Gar is what Talberth calls a Giant-Killer. They are semi-intelligent magical creations but have manged to breed true. Unfortunately while they do have an unreasoning instinctual hatred of all other giants they have no regard for humans, demi-humans, animals or monstrous creatures either, all are food for their anger and the gnawing hunger that their size and heightened metabolism demand. They are clawed and fanged and tend to disdain weapons. They can craft simple fur clothing and scavenge better gear from giants and humanoids. They are wary creatures, hunt at night and prefer to ambush rather than confront directly though they will fight like rats if cornered. Posted: 12-09-2020 07:32 am Cardboard Hero - 1-8 The Archer
These are my favorite of the card stand-ups. (I recommend taping a penny or washer to the bottom for weight and stability). I love plastic miniatures but these are easier to store and much lighter than plastic (and loads lighter than metal).If you are a poor painter such as myself they are in color and the detail is nice (at least with the Steve Jackson versions. You can geta bunch of print on your own onlie, but I don't have the links.
The Archer was a particular favorite of mine. Sometimes an NPC, Henchman or player character. More of a guardsman than a hunter or ranger (though I've used this for a ranger mini several times.
As an NPC he is Jorn of the Yeomanry. He is a farmer and militia leader. Young but one of the picked twelve-twelve men of his province Posted: 12-08-2020 03:17 am Adventure Seed - The Displaced Displacers
The Displaced Displacers
The Displacer Beast is not native to Oerth. Hidden among the Barrier Peaks is wreckage of a space vessel transporting exotic animals from a wide range of planets. The Displacer Beast was one such creature. Unfortunately the automatic systems, robots and andoids which survived the crash are old, damaged and without guidance.
Inside the ship are cloning banks which can spawn thousands and thousands of any creature in the ships collection. Something has caused the automatic systems to begin a steady cloning of Displacer Beasts. In an effort to control the number of such of creatures the android supervisor has begun removing them from the ship by use of a warp transfer, This transportation system is funneling the beasts to a point on the shore of Lake Quag in Perrinland. The local militia with the help of some heavy horse guards has been able to keep the beasts from escaping the area but a local fishing village and a nearby town have had to be evacuated and the beasts are still appearing with alarming regularity. A large reward has been posted for any who can track down the source of this menace and put an end to the Displacer Beast plague. Posted: 12-07-2020 07:49 am The Blue Wolves Company
Many of Stonefists Blue Wolves are descended from tribesmen of Rovers of the Barrens. The Stonefisters winged horsemen are the elite cavalry of the Hold. Several companies exist, the Blue Wolves just being one of many. Rover mercenary horsemen are often employed as scouts and scavengers by these elite forces. Posted: 12-07-2020 02:41 am Orcs of the Fanged Sun
One of the leading Orcish tribes from the Land of Iuz. They are bit more organized and disciplined than some of their wilder brethren. They still fight in a mob but follow their tribal banners and their chieftains are commanded by evil Humans or intelligent Demonic creatures summoned by Iuz. Posted: 12-06-2020 11:44 pm Monster - Stone Scarab
Stone Scarabs are a magical creation of Baklunish wizards. They are similar in construction to Stone Golems but are generally much smaller and have many more enchantments and abilities. The smallest are no more than 3 inches long and are most often the eyes of the wizard allowing him to see and sense (according to the strength of enchantment) all that is around the scarab. They are easily destroyed in that they have obly a single hit poinnt but still require the kind of spells or enchanted weapons that would damage a Stone Golem or larger Scarab. Some smaller Scarabs contain poison and can pass on a single dose that causes damage or unconsciousness or some such effect.
The largest Stone Scarabs have been reported to be the size of wagons possessing great powers and strength while the most common are about three feet long and low to the ground like a dog and enchanted to fight or protect. Posted: 12-06-2020 07:29 am Cadwyr, Garem and Mahel
Three adventurers returning to Geoff after the Invasion of Giants.
Many adventurers came to Geoff during the years after the Invasion, but a number of native born returned home to aid their coutry during its plight. Here are Cadwyr the Sorcerer, Mahel devotee of Saint Cuthbert and the Ranger Garem crossing the frontier into the disputed lands. Garem sees signs of recent monstrous passage through the hill country. Posted: 12-06-2020 07:12 am Lyosha the Blade
Lyosha is a mercenary warrior and oftentimes bandit who has made his way down to the City of Greyhawk from his native Stonefist. He always said he is a descendent of the terrible tyrant Vlek, but since Vlek is said to have had over 600 children most Stonefisters can honestly say that Vlek is an ancester.
He is skilled at two weapon fighting and has come across several enchanted blades. He is best known for his singular magical item, the cod-piece of gonad protection. Posted: 12-06-2020 06:57 am Zsolt and Kata
One of the many calamities of the giant invasion of Geoff was a plague of undead that swept across the unoccuppied lands. It is believed that so may unburied and unconsecrated dead were the cause but some adventurers blame an ancient Suel tomb that had been discovered during the occupation and awakened by rebels attempting to use it as a base.
The ranger-maid Kata and the wild barbarian Zsolt, both natives of Bissel, are said to have found the Suel tomb and ended the incursion of undead Posted: 12-05-2020 07:46 am Red Lion of Furyondy
The Red Lion is a knight of Furyondy, a powerful warrior with a following of a hundred-men-at-arms, several squires, a band of archer/rangers and a train of waggoneers with supplies. He is a small army unto himself and said to be only andwerable to the king. Posted: 12-05-2020 06:04 am Aspect of Iuz
Upon his release from the imprisonment of Zagig a vast vision of Iuz as the great king appeared above his northern lands. It is in this form that he is often seen upon his throne. Posted: 12-04-2020 11:00 pm Master, Journeyman Apprentice
The magician Muddock his journeyman Grigg and the apprentice Froggly. Muddock in his youth served as a naval wizard upon the Nyr Dyv but never had a liking for it. When he set off on his own he avoided the water and eventually settled near Verbobonc and the northern spur of the Gnarley Forest Posted: 12-04-2020 07:53 pm Hugo Claydog of Hommlet
Hugo is a newcommer to Hommlet. He, like many others, came to work on the rising tower and castle and stayed as after roving his worth. He works as a hunter and forester and spends little time in Hommlet itself. He is actually a ranger of some skill and serves the druid and the Old Faith. He is likely to be recommended as a guide to any adventurers new to the area. Posted: 12-04-2020 05:26 am Azagba - Warrior Chief of the Hepmonland Forest Hunter Tribe
Azagba leads several allied tribes of Hepmonland natives. His weapons and armor are enchanted by tribal shamans or relics passed down from his forefathers. His people are along the northern coast and have the greatest contact with people from thre Flanaess. Posted: 12-03-2020 10:45 pm Baron Ambrus of Blackmoor and his Half-Shedu Mount Gyozo
The nyaterious land of Blackmoor is in no way made less so by the appearance of Baron Ambrus flying near the southrn borders upon his mount Gyozo, a half-Shedu (some say half Manticore). The pair are accompanied by a half-dozen giardsmen on Gryphons and often stop to converse with merchant men and travellers who make the long trip to the forbidding northern land. Posted: 12-03-2020 08:16 pm Albrecht the Bearded and his Imp Familiar Xertur
Albrecht,seen here casting a minor spell to protect himself from incoming missles, was an adventurer of some repute from the County of Sunndi, but suffered a complete personality change as the sole survivor to an expedition to the Vast Swamp.
After disappearing for a nuber of years he was reported as having established a small stronghold amid the Orc tribes of the Pomarj accompanied now by an Imp familiar named Xertur of unsavory repute. Posted: 12-03-2020 05:14 am Adventure Seed - A Knife In The Dark
The mists rise each night upon the streets of Greyhawk. From the docks and the Selintan, from the surrounding swamps where the Ery appears from beneath the Cairn Hills, from the steaming sewers and grates where the refuse both living and dead flow beneath the streets, the mists rise. With the mists comes death, death in the form of The Knife, the killer who takes eyes and hearts and souls, who paints the streets and alleys with blood and cannot be caught.
The Knife haunts Old Town. The bodies he leaves behind are truly lifeless and souless. No priestly spells, no magic, no divination can pierce the mists and the cloud that hides the killer. Posted: 12-02-2020 07:18 pm Bhionn the Half-Drow
During the giant's invasion of Geoff it was found that the Drow were actually the masterminds behind the attacks. Many slaves were taken to the underoerth to serve the Drow and Bhionn's mother was one such captive. A Drow matron raised several of the resulting half-breeds and Bhionn became a sorceress in the service of Elemntal Evil in opposition to Lolth. She has no difficulty with sunlight though her unnaturally pale flesh shows the heritage of her Drow father. Posted: 12-02-2020 02:55 am Agis-Snel the Sage
Soothsayers are easy to find but an honest and trustworthy Sage of experience and ability is a rare treasure. As Agis-Snel says, "A good Sage is not cheap and a cheap Sage is not good. Agis is very good indeed and very expensive. He also keeps secrets at no extra charge.
Snel was born in Verbobonc but apprenticed to a Scholar in the City of Greyhawk. It was there amid the ancient tomes and current bustle of the city that he learned his craft and gained his reputation. An older man now, he has returned to Verbobonc and practices a limited consultation for high fees, but is said to bbe worth every copper he charges by his sueviving customers. Posted: 12-01-2020 10:31 pm The God-Queen Neferu of Zeif
Before the Rain of Colorless Fire and the Invoked Devestation laid waste to the Suel and the Baklunish, there was a mighty dynasty in the west The ruling families were of great power and were worshipped as Gods but they were a divided lot and warred upon each other as the warred upon their chief rival the Suel Imperium. One of the lesser members of this dynastic family was Neferu. Her father ruled over the province of Zeif while she reined as the queen of air and fire in the great temple. The Invoked Devastation buried temple and turned the green land around it to Djinn cursed sand. Only recently have the doors to the inner chamber been found and opened and it is said Neferu walks again, much to the concern of Zeif's Sultan. Posted: 12-01-2020 09:49 pm Sentinels of Bitterness
In the depths of the Suss forest are the overgrown and weed choked ruins of a Suloise city lost but not entirely forgotten. The foundations of that city are not Suel but Olven. The Suel, merciless conquerors destroyed the Olven city, old beyond the reckoning of human years, and built their own city on top of it, but the protectors of the elves lived on even in death and death is what they brought to the Suel.
The Sentinels still roam the ruins and encountering one of these fearful guardians does not end well for most explorers, Posted: 12-01-2020 06:41 pm Ringfinger the Mage
Ringfinger has taken enough lip from this magic mouth.
His family were mild nobility from Rel Astra but fled to the Grandwood Forest and he was raised among the Freefolk. From childhood his life was one of adventure, He became apprentice to a mage known for the crafting of minor items of magical power and spent years assisting in the enchantment of rings. He wears three enchanted rings upon each finger, each balanced in their magick to not interfere with the power of each other. As Ringfingers own power grew so did the enchantments he cast upon the rings he crafted. One allows him to fall as a feather, another to disintegrate matter, another to send a bolt of lightning, another to render himself invisible should the need arise. It is said he has crafted rings for all the spells he has learned but only he knows if that is true. Posted: 12-01-2020 06:21 pm Hinchcliffe the Wizard
Hinchcliffe has always had a thing for hats but very poor taste. He was a promising student of the Grey College in the City of Greyhawk and chose the life of an adventurer rather than as an academic. he and his companions were monstrously successful in their adventures and Hinchcliffe retired to a ruined tower in the foothills of the Griff mountains to pursue experiments in the creation of monsters and creatures of the flesh. He is best known for his Ram-Men that have helped him carve out a smal domain among the monstrous north of that region though the location of his tower and the ever growing dungeons beneath is known only to a few. Posted: 11-30-2020 02:53 pm Hinchcliffe's Band - Ram-Man
The wizard Hunchcliffe is a proud alumni of the Grey College and an experimentor in mutations. The Ram-Man were his most successful experiments. These 3hd monsters are as intelligent as most peasants but more tractable. They disdain armor (mainly because Hinchcliffe hasn't bought them any and favor shields. Their flesh is tough and resiliant giving them a natural AC6 with shield it is AC5. Thery have a 50% resistance to magic and are immune to charm and mind control, Hinchcliffe has armed them with axes, morningstars and spears (which they throw fairly well). The are voracious eaters. So far they have all proven sterile and are only produced in the flesh-vats beneath the hidden hill Hinchcliffe calls home. Posted: 11-30-2020 11:19 am Weems Half-Elven
Weems Half-Elven
Weems was born and bred in the City of Greyhawk. His mother was an elven maiden, enslaved, who caught the eye of a master thief who stole her and rescued her from the hiring market (a half truth as a good amount of those hired end up nearly as slaves and the rest are simply slaves no matter what piece of parchment their owners hold which may say differently). From his father he learned the thieving skills and his an excellent burgler, lockpicker and disarmer of traps. He has a fondness for Druid's Weed, a mild hallucinogen which he smokes in dreamy melancholy lethargy Posted: 11-30-2020 10:41 am Snakelegs
Snakelegs
Snakelegs is one of the brood of Snakebiter Chieftain of the Snakebiter tribe. This large orc tribe numbers close to a thousand and are the largest and most powerful tribe in the high northern hills of the Principality of Ulek.
Snakelegs is amazingly strong and wields an ancient orcish stone mace. It adds 4 points to a orcs strength and is a + 2 to hit +6 to damage. Snakelegs wields a necklace of Ogre teeth that act as an amulet of +2 protection +4 versus Ogres. His Hide armor is normal smelly badly cured wild boar while his shield causes a -1 to hit to any enemy viewing it. Posted: 11-30-2020 09:46 am Mi'Kraw
In the Pomarj hills a gathering of Goblin shamans from many tribes has occurred and a supreme shaman has been chosen. Mi'Kraw once of the small, and now extinct, Blisterfoot tribe. He has power beyond the reckoning of any Goblin wielding his spells as a 9th level cleric. His skull totem allows him to raise zombies and animate skeletons. Ghouls fear him and obey his commands while stroner undead are loathe to challenge him or remain in nthe resence of his skull totem. He bears a sword called 'Frostblade" which is +3 to hit and damage and on a natural 20 causes 2d6 ice damage extra. He wears several protective chatrms and amulets and the skull of a demon as a helmet. The demon skull protects him from charms and fire damage. Posted: 11-28-2020 03:51 am Krellk & Slather
Krellk is a Goblin chieftain of a large tribeof Wolf-riding goblins that raid along the Wild Coast. Aided by their viscious steed-allies they are a force to be recogened with even among the orcs and smaller Gnoll tribes of the area. Killk and his riders have slain many a human and even the occasional ogre due to their unnusual ferocity and tactics. All of Killk's goblins have become proficient with the short bow and will only close after their arrows have heavily cut down the numbers of their foes or wounded them.Krillk uses his mobility and numbers to very good effect, always scouting and patrolling while withdrawing if the odds are not i his favor. Posted: 11-27-2020 11:46 pm Groth
Groth
Groth is a sub-chieftain from an Orcish tribe in Drachensgrab Hills. Dark things are afoot in the hills and Groth's tribe, The Blooddrinkers, has come under the influence of an unsavory necromancer. Under the tutelage of the necromancers fighter guardsmen Groth is now a 5th level fighter. He wears a suit of +2 Banded Mail, carries a shield that gives his followers +1 to hit if they are within a 30ft radius of Groth while he carries the shield openly on his arm and a -1 to hit to all enemies withina 30ft radiusne.. His mace is an unholy weapon that causes an extra d6 damage to clerics and paladins and is +2 to hit and damage Posted: 11-27-2020 10:30 pm Z'Lee and Ketch
Z'lee and Ketch come from a small tribe of lizardmen who share a community with the people of Saltmarsh, a prosperous port-town that has benifited enormously from this alliance. The pair had barely grown their first legs when adventurers raided their caves and only the actions of a druidess in the party saved the tribe and the town of Saltmarsh from disaster. The tribe, called 'Yellow-bellies' by humans not of the community, has grown very large and Z'lee and Ketch led an expedition in search of a possible colony site. The pair have been half-raised by humans and adventurers in particular and both possess the skills of low-level rangers rather than just those of lizardmen their age. Posted: 11-27-2020 08:38 pm Khelaret
Khelaret is of Madame Sartenna's 'Ladies'. She is of half-elven blood and Sartenna's second apprentice. She is more inclined to witchcraft than necromancy and having skills in both has proven helpful to Madame Sartenna.
Posted: 11-27-2020 07:43 pm Madame Sartenna
Madame Sartenna runs a very expensive and exclusive brothel in the Nobles Quarter of the City of Greyhawk. unbenowest to the outside world she is aa powerful necromancer and her six ladies of the night are apprentices. Not all who enter the doors of her establishment leave. In the sewers beneath her mansion are a growing number of undead. While she calls herself Rima Sartenna now her real name is Aggleroot Wortstinger. Posted: 11-27-2020 03:21 am Thorolf of Nydam
Thorolf is the Helmsman of the warleader Bovine's ship Blackwolf. On land he is always at Bovine's side and his horn sounds the summoning of the warband and at sea it calls to the other ships at night or when the fog has fallen (which it always does when approaching the Ghostland). He is a doughty warrior and hero in his own right and was once a sworn companion of Bovine's younger brother who fell in battle many seasons before.
It is said that his horn instills fear in men not of the north and that at sea it can be heard by any of Bovine's followers even if they be leagues apart. Thorolfs cloak is that of a bear and gives him strengeth, his belt is fashioned with the skull of a tusked troll and while wearing it wounds heal quickly even if they would be a mortal blow. His chestplate is from a Southron warleader and Thorolf's axe is called Oxkiller which causes terrible wounds and can split a man from head to groin. Posted: 11-27-2020 03:02 am Skirnir the Bootless
Skirnir is a young warrior of renown who follows the warleader Bovine the Bloody. Some call him a hero and he has several raids under his belt but he is from tribes of the nearer East rather than the more frigid and mountainous North as are most of the men in Bovine's warband. It is said that when he appeared among the Northern towns he had worn out the boots he appeared in crossing through a wild and uninhabited, at least by humans, land that spanned the long miles between those of North and North-East. The title 'Bootless' was bestowed upon him and many a horn's worth of blood was spilled in the honor-square fighting over this unwelcome sobriquet. Now he is only called 'Bootless' when he is beyond hearing and much less often.
His prowess is well recognized and he is always in the forefront of combat, but his temperament is not that of a leader and his achievements not quite that of those who are deemed heroes among Bovine's warband. That may change this season of raids. Already he possesses several items of note; An enchanted torque of silver that is said to protect his flesh as a suit of chain as well as a silver emblem that is said to do the same that was taken from a Southron warrior. His great axe is the work of Dwarves and is said to aid the strength he puts behind his blows so much so that he can split a shield in a single strike. Posted: 11-26-2020 08:21 pm Erik One-Eye
Erik One-Eye
Once he was Erik Red-Beard till a Southron's sword got in under his helm and took his left-eye with it. Now he is marked as one of the Raven King's chosen. Few warriors last long with one eye removed and Erik doesn't intend to stay in the land of the first-life longer than he need be.
Once he lead a warband himself but now he is one of the dozen or so heroes who accompanies Bovine on his raids west and south. He seeks the promise of the Raven King, a glorious death in battle. He disdains the use of a helm but still keeps himself armored, not seeking a gut-wound just a quick death he can see, when it comes for him.
Now he is first into a fray with no desire to stand amid a shield wall or worry that he will be struck down from his blind side. After all such a death is the promise of such a wound. He should already be dead but the Chooser has marked him so that all will know he had earned his place in the second life among the chosen heroes already. Erik is impatient to join his brethren. Posted: 11-26-2020 04:15 pm Bovine the Bloody
Bovine the Bloody
This dour warrior from the north is relatively young to command the respect and leadership of his warband. Personally he has over 180 men and women sworn to him, 3 longships worth, but as many as 8 longships have accompanied him on his southern raids. His crews are well experienced and doughty warriors but there is always a leavening of new warriors to replace those lost during raiding season. At least 30 of his followers, normally 10 per ship, will be raw recruits between the ages 14 and 16 while another 60 or so will have only 1 or 2 raiding seasons under their belt.
Of the remaining 90 or so men Bovine has two ship-leaders and a half-dozen heroes of his own standing while the bulk of the men are experienced warriors between the ages of 18-30 with a few greying oldesters in their 30's who somehow have not been chosen by the Raven King to swell his ranks in the next life.
While most of his men are normal axe and sword wielding warriors, a small group are priests of the bear-cult. These men disdain the use of armor and weapons and some take on the form of monstrous bears in battle. It is said that normal weapons do them no lasting harm or even recoil from their flesh. A number of skalds also accompany Bovine's small host. These poet-magician-priests are said to be in service of the Raven King and practice healing arts, enchantments, wizardry and even martial skills though not to the same degree as those purely wielding spear, axe or sword.
A small contingent of bowmen are aboard each ship. It is not a favored weapon of war among northerners but Bovine has among his ranks a renowned bowman from the west of the Island of Ghosts and he has trained those among Bovine's followers in the way of the Longbow. About a score of these warriors are bowmen and half-a-dozen of those coming on their first raid are apprenticed.
Among these warriors about 1/3 are swordwomen. They sale aboard a single longship and fight as a single group. They are lead by Hodra, Bovine's wife, and she is one of his two Ship-leaders. While skalds are all male, there are 3 Sedkona among Hodra's ship. These wise-woman carry staves that they use in battle both as a physical weapon but also as an item imbued with magical power. There are also a group of swordswomen, perhaps a dozen among the three-score, who know the ways of the Vol, a healing art that is similar to that practiced among the Skalds.
The heroes who follow Bovine are from various clans and tribes in the north but there are 3 dark-skinned warriors, a father and two sons, who journeyed on some quest to the far north, a wild red-haired warrior from the mountains in the north of the Ghost Land. a skald from the western islands, and even a warrior from the old empire in the southern lands who wears strange green-bronze armor and seems to know every weapon created by man. Posted: 11-26-2020 09:01 am The Stone Heads of Messerschmidt
In the great city-state of Ptolemides magic and those who wield it are as much artists as they are scholars or mystics and perhaps no one was greater at his craft than the mad sculptor-magician Messerschmidt. During his day the College of Wizards was a powerful organization and they held sway over all branches of the mystical field of study in a way that has not been seen again since.
Messerschmidt was a genius, but he had little truck with his fellow practitioners and this cost him dearly. The elders of College would not brook insolence let alone the complete disregard that Messerschmidt held them in and in a single much regretted night they smashed his studies, slew his wives and myriad children and thought to destroy the artist-wizard himself, but Messerschmidt had transported himself away to a nearby quarry to view the soul in the stone he sought for his next work. When he returned his tower was a burned out abattoir.
Over the next year Messerschmidt decimated the College of Wizards. The elders, staff and many of its students became the 'work' of the sculptor and instead of rendering stone into works of art and magic he rendered magicians into stone and artifacts of power.
There are dozens of these stone heads still in existence. They are the souls of mighty dweomencrafters frozen into paroxysms of emotion. Each alone benefits its possessor, acting as guardians most often, voicing alarms, summoning spells and creatures as they might have in life. The more that are brought together the more powerful they become.
A single head will act as a magic mouth unless the name of the magician whose soul is trapped within the stone is known. Then the head will be able to cast a single first level spell as if it were a first level magic-user. If the possessor of the head is also a magic-user they themselves will be granted the casting of an extra 1st level spell at 1st level once per day if they are within 100feet of the head.
With every extra stone head in possession the level and ability of the heads and the possessor increases by one. Two stone heads act as a single 2nd level mage and grant the same to the possessor of the heads within the 100 foot radius of this enchantment's reach. Through the years there has been a constant struggle to gain as many of these stone heads as possible. Many have been lost though whether they actually be destroyed is not known.
It is rumored that each head possesses unique abilities as well as curses and the number of heads is rumored to grow if used too often or if too many are gathered together. A wizard may possess twelve of these stone heads only for his apprentices to find thirteen come morning and no master to be found.
Posted: 11-26-2020 08:50 am The Horned Helms of Toszar Khan
Toszar Khan is the name the Wildmen of the North give to a Shaman-King from their distant past. The people of the more civilized Southlands know little of him. He ruled a vast empire and united the North from the Shores of the Ice seas and the blue-painted savages that now inhabit the northern highlands of the isle of Ghosts to the endless eastern plains of ice and snow that the Reindeer People drift across in their colorful and luxurious caravans and whose command of the elements keeps them safe from their dangerous cousins and outlanders who would ravage them.
That Toszar Khan ruled a vast city of stone older than the memory of man is undisputed. The broken towers and weed-choked streets can be found half-sunken into the Ice Marsh close to the edge of the great north wall the Southerns built to stem the tide of northern raids. Toszar Khan raised the city from the marsh, supported its foundations of the backs of summoned elementals of stone and earth, and at his death by the sword of the hero Culen Fairhair it sank once again into its chilly slumber.
But during the time of the shaman-king the old chieftains were dragged from their barrows and adorned with the horned helms of Toszar Khan. These were his warleaders, his strongest guardians and the greatest shame of his people who honored the dead and their dead heroes most of all.
Three of these helmed corpses have survived the death of the shaman-king. Most often they can be found in the old city of stone Zar-Kelen within the broken ziggurat where Toszar Khan was slain, but they often travel to and dwell within their own violated barrows to the north and east of the city.
Once their had been a score of the helmed servants but now only three remain.
The Bear, the oldest of the three. His helm is topped with the skull of a bear and his face masked by a cross of bronze, His body is marked with the old symbols of his achievements and power. He was a shaman-king himself and he wields unholy magic as well as martial power. His helm not only animates his cold, dead flesh (as it all the helms will do) it allows him to summon the spirits of dead beasts to fight for and serve him,
The Corpse-King, he is seen here between his fellows. The youngest and one of the last chieftains who was honored with a barrow before the old ways were abandoned during the years of the great plague and the burning of the dead began. His flesh is unmarked, though a sickly cold green-blue with the dark-slime that runs through his body instead of blood same as his brethren, and his helm is graven with the markings from the old pre-human foundations of the city, and his face masked by the bronzed breast-bones of a man. He is the most skilled with weapons of his brethren fighting with a southern longsword in one hand and a short-sword from the old southern empire in the other. He can summon all those he kills to fight for him though their bodies rot quickly and within a week collapse into a pile of putrid flesh and bones. Animals detest him and flee from him. Animal dead will attack him on sight unless controlled by his brethren.
The Ram. His fleshed is inscribed with the marks of a chain. Once he was enslaved by the Southerns and fought in their arena of death. Somehow he returned to the north and claimed leadership among the outlaws and bandits of the northern mountains. His helm has the skull of a ram upon it and he can summon the elementals of earth and stone to serve him. His resting place was a barrow of stone at the foot of the first mountain in the north and it is rumored that great treasures were buried within him but deep within the mountains roots, protected by all those The Ram defeated in combat, from the south to the shaggy mountain tribesmen of the far north to great beasts and monsters that few other encountered and lived to tell the tale. Posted: 11-26-2020 08:34 am Amaris
Amaris - Half-Elf -Cleric/Ranger Str 13/ Wis 17/ Dex 17
Amaris was brought up on the outskirts of Greyhawk with no memory of her parents. She was found wandering along the edges of the Gnarley Forest by a hunter and was raised among his own large brood of children. Her Half-elven heritage was readily apparent but whether it was her mother or her father who was the human was unknown. The elves of Celene and their kin would not acknowledge her and no one in the area north and east of the Gnarley knew where she had come from.
Her adopted father Calder at first took no more interest in her than his other numerous children but soon her natural ability at woodscraft and her skill with the bow made her his constant companion. With Calder's son Jerek and his daughter Caren, both older than Amaris, he hunted up and down the east of the Gnarley and sold his pelts, smoked meats and exotic catches to buyers in the City of Greyhawk itself. It was there that Amaris became devotee of the Wandering God Fharlanghn.
For many years Amaris wandered the Gnarly Forest and the Welkwood increasing her skills as a ranger and practicing her faith among those that needed the God's bounty. She became a companion to a Half-Elf druid who had a grove in the northern Welkwood but on his death at the hands of a group of mercenaries in the service of the Elder Elemental God she began to devote herself to hunting all such down.
While Amaris will still help those in need, especially wanderers, she is now found more often on quests involving the death of cultist, brigands and rogues or the despoiling of their places of power or worship. She turns to her bow more often than her prayers to Fharlanghn and is much distrusting and wary than her younger self would ever have imagined. Posted: 11-26-2020 08:02 am Ch'lvendn
Ch'lvendn - M-U Lvl 9 H.P. 27 AC: (10)
Ch'lvendn was born on the rolling hills of the northern plains beyond the city of Uzuldaroum near the Lake of Rust. She traveled with her people the Barovoz who cross the empty places between the northern cities in long caravans protected by their horsemen, their shamans and their wielders of magic (who are all female among the Barovoz). Her mother was a powerful figure in the council of the Three Elders who lead them and her daughter inherited much of her mother's ability but none of her desire to stay among the people.
When Ch'lvendn was old enough to become a journeywoman among the practitioners of magic she disappeared from the Barovoz during a quest to the ruins of once great Commoriom and traveled south and east increasing her skill, finding adventure and making a small name for herself among the cities and people of the more populous and less cold south.
Currently she has a small residence in the City-State of Ptolemides but she is not often found at home. She is no longer the teenage girl riding fearlessly away from all that she once knew, but her desire for power, treasure and adventure is still as strong. Posted: 11-26-2020 07:58 am Charybdes
Charybdes
She was born in the depths of the Abyss, skin of alabaster and hair like living fire, delicate and supple as a willow, her eyes blazing with the flames of her birth and her wings, stretched and formed of flesh as of a serpent, showed her Daemonic origin. Her creator, Veles, was with her in that moment when those ruby eyes awoke to the pain and delight of new life and she felt the hunger of her empty soul.
Veles filled her and left within her the seed of knowledge. She lived a thousand lifetimes in a clouded breath. Felt death and love, fulfillment and longing and with a soft, sharp cry was possessed by such lore that the sages of earth would lease their souls to attain.
She fell to her knees and drew her serpent-skinned wings about herself and though she could not sleep or dream she closed her eyes and found herself shivering naked amid a landscape of ice and freezing stone. There was a small chain of silver-coated iron about her ankle, silver so that it would not sear her flawless skin, and a collar of the same about her throat. Her eyes looked on all this in wonder and her mind drank in the new world around her so different from the place of her birth, the fire that gave no light or darkness which nourished her. This bright cold world was a torment and she wept.
She knew of time but had not experienced it till the light began to dim and the cold became a thousand knives that cut at her, but the darkness, the darkness was very sweet. When the light was gone she unfolded her wings, shook them and broke a shell of ice which had formed about her. She could not fly and although she had never flown knew that flight called to her as Veles had called to her, but the chain of iron and silver bound her to the stone and she could find no release.
Charybides stood and stretched her wings till they scraped against the cold walls of rock at her sides. She stood like the daughter of a God stepping from the bleeding cavity of his skull or a vision from the heart of a shell rising from the ocean deeps. Hers was a grace that no mortal could ever duplicate.
The chain sounded in a small chorus, its links had been adorned with bells and they pealed with tiny voices as she moved. A deeper louder fuller bell gonged in the distance. Charybides stopped, not in fear as she knew fear only as an idea, and listened. From a point beyond where she was there came the deep bell and a rumble that she could feel through the soles of her feet making the tiny bells of her chains cry out in small voices in response.
The light had not returned and she could see, not as a mortal sees, but in the way that fire sees. She watched the darkness blaze with colors that moved and danced and flowed like the crashing of waves.
To be continued... Posted: 11-26-2020 05:09 am The Island Fortress of Boyan the Wizard Part 1
Hyperborea
The Island Fortress of Boyan the Wizard Part 1
Before the time of man there were the Gods. Perun the Thunderer was the strongest and Veles the Snake was his brother. They split the world and chose the realms that they would rule. The contest they fought over this choice raised mountains in ash and fire, caused storms that drained the sea and floods that swept the Earth bare. While Perun was the stronger Veles was smarter, crafty and skilled with magic.
The struggle went on for ages and they created allies from the seeds of life to be found. The early Lizard Kings and their beasts aided them, but while they were the first children of Veles many were swayed by the raw power of Perun and betrayed their divine father. As the strife continued and the ages passed all manner of bird, beast and finally man were created.
The northern top of the world was carved from the earth and moved to a place beyond time. It became a gateway to other places, other times and other possibilities. It became a place of legend. It became Hyperborea.
***
Boyan the Wizard is a servant of Veles. He has ruled the northern islands for countless years, but it has been years longer since he was last seen. Still the people of the islands have been under his rulership for all the years that he has been gone. Boyan's fortress is set upon one of a cluster of small islands near the northern coast. His ships and flying beasts kept the farmers and fisherman of the towns and villages under check, collected the tithes in slaves and treasure, and recruited boys to become soldiers in the wizard's service.
Then the storm came and with the crash of lightening, the lash of torrential rain, the wind that broke walls, uprooted trees and foundered ships, the secret worshipers of Perun rose up and struck against the servants of Boyan and regained their freedom.
For long weeks the last of the wizard's servants were hunted down, but to everyone's surprise there has been no sign of the wizard or his steward and the council of apprentices who rule in the name of the wizard. Finally an expedition has been put together; warriors, clerics of Perun and the hidden Gods, magicians (who are not entirely trusted) and even thieves from Debent, largest of the towns formerly under the sway of the Boyan. With a small ship and crew who will take them to the wizard's fortress and then retreat to the safety of the nearby islands to prepare a camp and wait for a signal to return, this adventurous group will set out to explore the fortress and report back on what they find.
This is an open ended adventure for 5 to 10 characters levels 4 to 6. A well balanced party is recommended. (Welcome to the 1st draft). Posted: 11-26-2020 04:06 am Gizurr - Berserker - Northman
Gizurr - Berserker - Northman
-Ftr 6th Lvl - HP 56 (94 when Berserk) - AC 9 (4 when Berserk) +1 To hit (+3 to Hit/ +3 Dmg when Berserk). Immune to all spells and effects which attempt to slow, bind, charm, transmute or render unconscious while Berserk.
Gizuur lives in the hills above the fjord. He has been blessed by the Raven God with the red strength that comes from the old blood of bears. He is a sworn man to Rolfr and accompanies him on raids or when called upon at the settlement around the Fjord. When not raiding or fighting for Rolfr he works as a miner in the old caves and sells the red iron ore to the local smiths.
Once per day he can choose to go berserk (see Note). As a berserk wearing armor or even clothing is difficult as his muscles increase in size and he can split seams or cause damage to himself from the leather straps or chain links. He chooses to wear no shirt and only a loose kilt-like wrap of animal fur around his loins. For a weapon he wields an old axe called "Skull-Splitter" which can split a man from pate to breast bone on a natural '20' (double-damage on a save versus death magic otherwise an instant kill). Only those in a Berserk state can wield 'Skull-Splitter' properly and it is considered a holy weapon blessed by the Raven King.
Note: Those blessed by the Raven King can go into a wild state called Berserking once per day. They can summon this state in a single combat round and it will last for 2 combat for every point of their constitution. Their strength becomes exceptional and they are at +3 to Hit and +3 to Damage. Their AC becomes AC4 unless they are wearing armor of some sort which raises them to AC6 till it is removed. Many berserkers fight in the nude and at the very least fight bare-chested. Wearing metal armor causes 2HP of damage per combat round and leather armor will split and fall from their arms and chest.
Berserkers gain HP equal to their maximum for both their level and their constitution bonus with a 10HP bonus. Thus a 6th level fighter with 18 constitution would have 94HP while berserk. If a berserker is injured beyond his natural HP he will collapse after leaving the berserk state, if he is injured to a point more than 10HP below his natural HP he will die immediately upon leaving the berserk state.
While in a berserk state the berserker is immune to all spells and effects magical that would cause him to be bound, lose consciousness, be hasted or slowed, charmed, or transmuted. He is immune to natural poison, pain, or injuries that would render him unconscious.
Once all enemies are dead a berserker will turn on his friends and most save versus spells to keep them for every combat round that the berserk state is in effect. A berserker cannot control the length of his berserk state (2xConstitution in combat rounds) and must remain berserk for the entire duration. Once a Berserker has left his berserk state he will be at -4 to Hit and -4 damage till he has rested for at least 12 hours. Posted: 11-26-2020 02:24 am Them Bones
Them Bones
Jarrod the Carver was a warrior-mage from the land of the Narve, a mountainous country north of the One Hundred Cities. He was known for his love of chance and his wondrous magical creations and of those creations his dice are perhaps the most famous and sought after. He is said to have made a hundred sets of each kind and scattered them across the world. Each of the die was crafted from the bones of some animal or person. Many have similar effects, such as simply summoning that particular animal (his six-sided die of the Owlbear is particularly popular and legendary), but others are unique, some trivial, some beautiful and some horrific.
Here are some of his dice.
1) The Die of Flowers
This pyramid shaped object has four sides with an intricate carving of a flower on each face. It appears to be made of stone but has no weight to it and if thrown will float in the air about ten feet from he who threw it and rise to the caster's eye-level. The effect of the die occurs in the same segment it has been cast, lasts for 1d4 rounds and afterwards the die drops gently to the ground.
The first face of the die causes a storm of flowers to flow from it in a cone shape that will fill a ten foot high, ten foot wide and thirty foot long (10x10x30) area away from the caster of the die. This cloud of flowers will disrupt the casting of spells, normal and shouted conversations as the flowers tend to get in people's mouths if they are trying to speak, and ranged combat as they completely obscure everything in the area of the cloud. Melee combat is considered Blind Combat with an extra -2 penalty to hit for anyone in the cloud as the flying flowers are distracting even to anyone with an ability to fight blinded. Firing into the area of effect is also at negative modifier (-6 to hit) as all objects in the area of effect are completely obscured even to those looking toward them from outside the cloud of flowers. The torn petals remain as a colorful carpet after the spell has been cast, but they are simply a common variety though quite edible.
2) The Dice of Caltrops (and Jarrod's Bag of Dice)
Another pyramid shaped die of which several are normally available at the same time. The reason for this is Jarrod's Bag of Dice (see item 3.). A Die of Caltrops shows an icon of from one to four caltrops on its faces and when cast (or thrown, which is the safer method) it will spread out a layer of caltrops (either the small kind used against man-sized creatures or the large kind used against horse-sized creatures depending on the type of Die possessed. The die that produces the human-sized caltrops is smooth green while the horse-sized come from a die that is mottled red and blue). The layer will be from a ten to forty foot area centered around the cast Die. The caster of the die can walk through this field of caltrops without risk as long as he is in possession of the Dice Bag which spawned the Die (see item 3) but otherwise he will suffer the same damage as anyone else caught within a section covered in the caltrops.
Unlike normal caltrops which sit and hope for someone to step on them Jarrod's caltrops are more proactive. Anyone stepping into a 10 foot by 10 foot area will find caltrops underfoot no matter where or how carefully they step. Passing through the area causes 2d4 damage and reduces movement by 50% for 1d6 combat rounds unless the damage is somehow healed. Each time someone passes again through a 10x10 section of Jarrod's caltrops they must roll again for damage and add another 1d4 of combat rounds of movement speed reduction to their original total.
The caltrops from the Die have a chameleon ability that allows them to blend in with their surroundings rendering them effectively invisible. They do radiate magic and they will appear to any type of detect trap spell. These caltrops cannot be swept aside or regathered and remain in the area they originally covered unless disspelled.
3) Jarrod's Bag of Dice
In the creation of his dice Jarrod realized that some must be crafted so that in the casting of the die the effect would consume the die itself. In order to free himself of the necessity of recrafting these useful objects each time he used them Jarrod created one of his most powerful, remarkable and temperamental magic items. The Bag of Dice is a semi-sentient magic item the least of which (for there are many species of them) is highly valued and sought after. Each Bag of Dice has both an intelligence and an ego. They can speak, but only to their possessor's who they tend to adopt as pets though some treat more like servants. Bag's of Dice must be fed. At least one spell must be fed to them each day or a magical effect or a physical magic item. They have limited ability of movement (hunching and crawling like an inchworm) and the more powerful and intelligent have learned to cast spells of their own (especially after consuming scrolls, potions and various magic items). For all the trouble that they can be and cause, the rewards of possessing one of these Bag's of Dice are immediate and obvious as they birth magic dice the way a chicken lays eggs. A Bag of Dice can 'lay' one magic die per week. These dice will be found within the interior of the bag though once removed they can be stored anywhere. The Dice have a sense of the Dice Bag and using a magic Die without possessing the Bag which spawned it will impose some risk upon the caster of the Die. The normal limit of how many unconsumed Dice children a Bag will spawn before becoming reproductively inactive in an even dozen (the Bag will create 12 Dice and if they are unused, stop producing more, if 1 Die is used it will produce 1 more. This amount is called a 'carton'. Only 1 carton of Dice may exist at one time per Bag). Posted: 11-26-2020 01:45 am The Daemon Tells His Tale
The Daemon Tells His Tale
By Jason Zavoda
Your world is cold and plain as the skin of a virgin stretched on a drying rack. What I can tell you of the places beyond thought and behind reality would make you cry tears of blood, make you scream till your throat was stripped raw, pleasure you beyond pain and understanding.
Can you see the colors of death? Can you taste the sublime flavors of damnation or hear the unending chorus of those trapped between the veil of life and the curtain of eternity? You would have me rip a handful of threads from the weave of fate and place them in your grasp though each strand would flay your soul. Truly I would laugh at such a sight and bask in the radiance of your torment.
Would you sail with me on the boat of dreams past the boundary of the sane? Take bleeding wings sewn with the severed silver thread that binds your spirit safe to Earth?
The mystic heavens have no place for mortal travelers. To hear of what far fabled lands reside beyond the birth of the moon and the far reaches of the outer dark will set you on a path that will forever take you from the world of man.
There is no safety in words. They will not shield you from the horror of the empty dark. The words are a doorway, a gate to fear and wonder, that once opened can never be closed.
I will tell you of places unreachable filled with the nameless and the unimaginable from which there is no return. Posted: 11-26-2020 12:34 am Rolfr
Rolfr - HouseKarl - Northman
- Ftr 7th Lvl HP72 AC(9) {0 in +3 Chain Shirt} [-1 with +1 Shield]
RuneHelm - The runes for clear vision are inscribed on Rolfr's helm. The helm itself is dwarf-forged steel but the enchantment is good skaldish work. Wearing the helm allows Rolfr to see through fog and minor spells that would alter perception (up to 3rd level and thereafter giving him a +3 save against higher level spells where allowed). He also gains a +3 save against attacks that would cause blindness and increases his general eyesight by 20ft as well as allowing him to see that much greater in dim light or moon light. These runes were crafted only for Rolfr and the helm is only well crafted steel to anyone else.
Arrowcatcher - This shield gives a +1 bonus to armor class but it also draws any normal arrows, slingstones or darts to be attracted to it and bounce off harmlessly. Enchanted projectiles are unaffected.
Silk-Metal - This chain shirt was crafted by an elvish people beholding to Rolfr's kin. It is a family heirloom and will be ransomed if seized in battle. If not ransomed then it will be the object if quests and bounty to have it returned. It provides a +3 bonus to armor class and has the texture of silk against the skin of the wearer as well as weighing only as much as a shirt of the same material.
Drawn Blood - is a bastard sword of elven origin but altered by a Northern songsmith of the Eastern lands. It bears an enchantment that allows it a +2 bonus to hit but the songsmith made sure that any wounds would bleed for an addition 1d6 damage with a 20% chance that the wounded would swoon from blood loss and suffer a -2 AC and -2 to Hit penalty for the next round of combat.
The Green Cloak - Allows Roflr to ignore enchantments that might slow or trap him.
The Red Pants - these pants absorb 1 HP of damage for every damage dealing attack against Rolfr. If an attack only causes 1 HP damage then Rolfr is unharmed.
Posted: 11-25-2020 07:04 pm A Noise That Seemed Afraid Of Silence
A Noise That Seemed Afraid Of Silence
Beyond the coasts of Sange is an island in the Sea of Twilight. The sea itself is a place of beauty and terror, but the island, which has no name, is a place of ending. When the people of Sange weary of all things they seek this island for there is no true ending in Sange only life followed by life.
The Sea of Twilight can only be sailed by Death and finding Death in Sange is a hard thing. To kill a man or a woman, an animal or thing is possible but death lasts only an instant and the spirit of those of Sange who are killed flies free like a gleam of silver moonlight before it is gone to find life again.
The spirit of the dead must be caught in a cage of mirrors baited with a dream; A dream of power, of love, anger, tears, betrayal, revenge or remorse. The cage is capped with the frozen eye of a mage and the breath of despair. Then the body of the dead will be at the command of the holder of the cage and the journey to the island can begin.
There is a fear that has come to Sange. Dreams have become nightmares and the land, though always hard and often cruel, has lost the wonder, pleasure and enchantment that made unending life a joy instead of a wearisome burden or horrific punishment. The soothsayers, the oracles and the prophets speak of the island on the Sea of Twilight and say that only there can the answer to this curse be found.
Someone or some group of someones must make this journey, find Death to sail the ship, cross the Sea of Twilight and walk upon the island from which no one has returned. Great dreamers are called to this quest from all of Sange, dreamers brave and strong, of the mind and arm, heart and spirit before the darkness which has settled upon the land has ended every song, silenced every voice, broken the spirits of those who have lived a thousand lives and made Sange into a prison of nightmare and torment. Posted: 11-25-2020 04:21 am Minstrel Tales - The Bold Hommlet Farmer
The Bold Hommlet Farmer
Here is a ditty that is about a small village on the road north to Verbobonc. In the inns and taverns of the area a quick gulp of ale is normally taken at the end of each chorus.
One evening of late into Hommlet I strayed and bound for Verbobonc I was making me way At the Welcome Wench some time I delayed For to wet me auld whistle with Keoish
To Hommlet, To Hommlet, To Hommlet I strayed To Hommlet, To Hommlet To Hommlet I strayed The road to Verbobonc was dry as a bone The road to Verbobonc Was dry as a bone
I scarcely had travelled a mile of the road When I heard a dispute in a farmer's abode There stood a bandit, an ill looking toad And the wife of a bold Hommlet farmer
Chorus
"You're a robber" the bold farmer's wife she replied "You're as bad as a goblin with whom you abide But the men of Burne's Badgers will put down your pride They'll be here like lightning in front of a storm
Chorus
I spaded me fist and I picked up me stick and behind that foul bandit like a mouse I did trip Then with all my strength I gave him a lick and the bold farmer's wife was adoring (Loosely adapted from 'The Bold Tenant Farmer') Posted: 11-24-2020 07:58 pm Lost Library of Q'Sh - Tradesman's Entrance - Part 1
Lost Library of Q'Sh - Tradesman's Entrance
Part 1
The area around the Lost Library of Q'Sh is wilderness with the once nearby towns and villages long abandoned and swallowed by forest. The road to and from the library was once wide, well paved and maintained but the trees have claimed the once open track as they have claimed worked fields and town squares. Time and the elements and the gnawing roots of trees have not been kind to the works of man.
The library itself was made of sterner stuff, carved from a wide plateau of rock and descending untold depths into the earth, the work was at the hands of dwarven craftsmen, miners and masons; built as a repository of knowledge for the ages not just the life of a man or even a civilization.
If only those protecting the library had been as enduring as stone.
The Tradesman's Entrance -
The Forest
The area surrounding the Tradesman's entrance to the library is in a long narrow, heavily-wooded valley. The roadway that once marched evenly down the valley floor, raised above a fast flowing stream, has long since disappeared and the stream is now the only direct path to the wide southern gateway.
The valley forest is strangely empty of any large animal life except for a pair of giant-weasels that hunt by day and a patrol of kobolds who check their traps for small game by night.
If the players approach by day they may discover the tracks of a brown bear leading into the valley. A fresh trail can be found broken through the underbrush and in a small clearing near a recently uprooted tree is the scene of a desperate battle. A large brown bear lies dead atop the body of a giant-weasel. A second weasel is tangled amid the roots of the upturned tree. A small 1hp brown bear cub sits forlornly by its mother's body while the body of a dead cub is resting where the weasel dropped it; in the deep depression left by the roots of the tree.
The bear cub is very young and will bond with anyone feeding it. If abandoned the cub will attempt to follow the party. If cared for the cub could become a faithful animal companion, but keeping it alive as it is a 1HP AC9 creature could prove challenging.
The Stream
Once an icy-cold and fast flowing water that ran beside the raised roadway; the valley stream has become a slow and shallow flow of water skirting tumbled rocks as it leads toward the southern entrance of the library. To the west the valley wall rises higher as the water flows south ending in the pool at Area 1). before curving along the outer wall heading east and disappearing into a crevice and into the dungeons below.
Movement along the stream is not difficult but the bed is filled with loose stone and combat for anyone standing in the stream-bed is at -1 to hit.
The east forested bank of the stream is about ten-feet above the shallow water. During the spring storms flood waters will raise the stream from mere inches to a height that will easily overflow the ten-foot banks. The bank has been worn down in several places where kobolds have beaten down animal paths that reached the stream.
If the valley is entered at night there is a chance of encountering the kobold patrol or the group gathering small prey from their series of traps. (During the day it is possible to find the kobolds' traps which are simple wire snares).
A. Patrol
The kobold patrol consists of one sub-leader of 4hp AC5 (suit of homemade leather armor) armed with a barbed throwing spear dmg 1d4 (+ 1hp dmg to remove unless save under Dex is made) and a dagger he uses as a short sword dmg 1d4+1 (due to strength).
8 2hp AC7 kobolds armed with 1d4 damage stabbing spears.
The leader has a small belt pouch with a round gold sphere (if examined it will be revealed as the head of a small statue that radiates magic faintly).
The Trap Gatherers.
The trap gatherers consist of 12 kobolds that will split off into six groups of two. One kobold will be 2hp AC7 the other 1hp. The 2hp kobold has a stabbing spear 1d4 dmg and the other kobold is unarmed and will run away if attacked (or if any strangers are encountered). If forced to fight the 1hp kobolds can only inflict 1hp dmg.
Raising the Alarm Both the Patrol and the Trap Gathers will try to race back to their warrens (1a-1e) and raise the alarm about intruders rather than to stay and fight. If a single adventurer is encountered the Patrol leader might try to swarm them but will still send one member of his patrol back to the warrens. Posted: 11-24-2020 06:28 pm UnderOerth map location C-19 - South-West Tunnel
Underoerth map location C-19 - South-West Tunnel
Heading west the tunnel branches into three before entering this location.
The south-west tunnel is of double the normal width and heads downward. Signs of recent travel as well as maintenance are visible.
A dwarf might recognize the work of supporting columns as well as the drainage and ventilation shafts being of dwarvish work. A successful search for secret doors 10 yards down the south-west passage will reveal a locked hidden doorway. The lock is also of fine workmanship and is at -10% to pick for non-dwarves. The room inside is 20feet from the door to the back wall and 40feet long following the south-west tunnel. The wall separating the room from the tunnel is an even foot-and-a-half thick.
Inside the room, whose ceiling is only 6feet, are a half-a-dozen bunks of dwarven size showing recent occupation. Chests at the foot of each bunk contain only blankets for the bunks, but each has a false bottom. Inside each hidden compartment are 1d6 healing potions, a week's worth of iron rations, a one gallon water canteen, a +2 dagger that is of dwarven workmanship but like drowic weaponry will disenchant and crumble if exposed to sunlight or taken to the upper world for more than a month.
A cloak and weapon rack is against one wall, but everything is sized for dwarves. Two of the half dozen picks in the weapon rack are enchanted and allow the wielder to tunnel through 20feet of rock as if it were stone once a day if the rune of activation, engraved on pock-head, is touched and the activation word, "spelunker", and "gravy" is spoken in the dialect of 'Deep Dwarven'. There are also various shovels, hammer, chisels, coils of rope and masonry tools contained in the rack. There are 3 cloaks, dwarven sized, that give +2 armor class if the wearer is beneath the earth and near stone.
The door can be secured on the inside with an iron crossbar and there are two hidden holes at dwarven eye-level for looking out into the passage. Posted: 11-24-2020 04:15 am The Guardsmen of Ptolemides
The Guardsmen of Ptolemides
The lost and ancient city of Ptolemides sits on the coast of an ocean that has no name beneath strange stars which sing eerily in the darkness for those who have the fate to hear them. Long ago, it is said, the Hellenic fleet that came upon this land, discovered a vast ruined city on whose foundation they built temples and homes, but others say that Ptolemides has always been as it is now, taken complete to the last stone from their homeland, but all agree that the shifting skies and mist shrouded land, the cold waters of the ocean, are not and will never be 'home'.
Those who guard the gates and walls of the city, those who walk the streets or stand against the peoples and creatures which approach the environs of Ptolemides bear the arms and armor of the Hellenes from long ago, but over the years, how many is not known as time flows strangely in the land around Ptolemides, they have become a mixed group of Hellene and wanderer, conquered or barbarian outsiders.
The traditional arms of Ptolemides guardians is a full helm with cheek and noseguard; a breastplate of steel and shield of embossed wood and leather with a bronze edge. An armored skirt is worn and greaves that protect from ankle to knee. The ancient short-spear suitable for thrusting or throwing and a short-sword are the normal armaments for a Ptolemides guardsman. Some short-bows are still in use but the crossbow was introduced to the city in past years and the guardsmen took to its use immediately, both light and heavy cross bows are used,.
The basic patrol group is a 'Hand' of five guardsmen. One experienced guard in charge with one veteran and a mix of three green recruits or city reserves. The green recruits gain experience in the city and once they become veterans join the patrols that march or ride outside the walls if needed. Reserve guardsmen serve for several weeks a year as their work permits but a good excuse is needed if they don't answer a summons to duty.
Green recruits are chosen at the age of 16 (men and women) and may serve as guardsmen all their useful lives. Those who are trained as reserves also begin their training and selection at age 16 but are generally not called upon past the age 40. Both male and female Hellenes serve in the guard and are trained as reserves. Posted: 11-24-2020 04:07 am Muskethulhu - Die Akademie der Blinden
Die Akademie der Blinden
Terrible things happened during the great war; the creation of the Stahlkφpfe was one of them. After the death of the East German King Maximilian and the destruction of the green stone talisman, the aptly named Der Grόne Stern, which had protected the powerful among the Holy Roman Empire for millennia, a study was made of the fragments; inside was found a map of silver wire. Prince Rudolph, soon to crowned king of the East Germans, oldest son of Maximilian, enlisted the aid of the feared magister-alchemist Anselmus Boλtius de Boodt.
Driven from the Celtoi lands and cast out from his own Belgai clan de Boodt wandered for years in the far north among the Nords, then to the Witch-lands of the east among the Suomalainen and the Zavoloshka. Where he went next is unknown but one day he appeared in Praha and soon his fame and skills became legendary. Rudolph was a dabbler in the occult and in his own palatial mansion within the city was home to alchemists and magicians, priests of many gods, cultists, madmen, mathematicians, artists and philosophers; de Boodt became his mentor and most trusted advisor.
Researching the green stone of the shattered amulet de Boodt discovered the map and deciphered its meaning. A path through the silvered land of moonlight led to Ultima Thule, the fabled land of the far north which de Boodt had searched for during his wanderings. First the ship was crafted that could sail the moonlight and then the expedition. Rudolph set aside his throne in favor of his brother Mathias and journeyed north with de Boodt and a company of explorers, men of learning, men of power, and warriors.
The ship sailed on the night of the new moon and returned on the last beams as it waxed, but years had passed for Rudolph, de Boodt and their company. Men had died, Rudolph had become 'transformed', strange and inhuman followers returned with them, the first of the Stahlkφpfe, and soon after, on the outskirts of Praha, Die Akademie der Blinden was formed.
Within the hold of Rudolph's Mond Schiff were crates filled with a metal that appeared as silver but was stronger than steel. From this metal close-fitting helms were made that could never be removed. They were crafted like a long skull-cap that poured back over the neck and down over the forehead over the bridge of the nose and covering both eyes of the wearer. In the place of eyes were carved fragments of green stone. These were the Stahlkopfe. They could see what was not meant to be seen. They saw beyond the dark, beyond life, beyond a veil that hides what should not be and in seeing they became blind to all that makes a man not a monster.
Die Akademie der Blinden produces these monsters to serve the Emperor, the East German king, but first and foremost to serve Rudolph and de Boodt. It is said that when a Stahlkopfe dies the helm melts away like moonlight and the body transforms. It is only then that another recruit is summoned to Der Akademie der Blinden and another Stahlkopfe is created to serve.
Posted: 11-24-2020 02:35 am Muskethulhu - Az Ehes Kastιly
Az Ehes Kastιly
Much of the fighting in the great war occurred in Magyarorszαg. Some places within that vast kingdom have not recovered, may never recover. One such place is Az Ehes Kastely. This palace was built on the remains of an earlier castle, a dark and evil place once the home of an evil prince whose battle with the Persian and their Turkic nomad allies is renowned to this day for the terror and inhuman acts of both sides.
Unknown to all but the prince were the sunless caverns beneath the castle and the relics of a bygone age when hideous creatures slipped past the veil of creation from the cold empty spaces between the stars and crawled across the earth; Relics and shadows and things that only the dank and reeking corruptions of stone and fungus warped and tainted by the presence of these elder and unwholesome beings could succor. The prince's mind, drained of humanity, twisted by evil and mad beyond hope still balked at the very hint of that which lurked within the black void of these primordial depths, but at the last, when the walls of his great keep were crumbling from the fire the Persians lit about them and shattering from the great stones thrown from the massive siege engines which had broken the outer walls, the prince opened a small door within the caverns and within his mind and the Evők a Lιlek were freed.
No Persian or Turk ever returned home from that siege. No Magyar warrior survived to tell the tale. Haunted dreams of the villagers who had fled to the stone jungle of the hills and ravines about the prince's castle gave a vivid picture of the empty husks of men that stumbled beneath the keep and among the siege line and tents of the invaders.
As the centuries passed first a Magyar clan-chief, then a royal lord returned to the site of the castle. The Persians had fallen back to ancient borders in their ancient home; their Turkic nomad allies now settled in a kingdom in its own right, the southern pass had become secluded and disused. The lord removed the crumbled stone, built a palace upon the foundations of the keep, dragged away the rubble of the outer walls to flatten the space for lawn and garden. And then the great war began. Once more Turkish horsemen discovered the old abandoned trails to the north and the roar of cannon and musket shattered the peace as assuredly as the stones of the past had shattered the walls. As the great armies clashed a door never fully closed opened within the caverns beneath the palace and the Evők a Lιlek returned.
The starved and desiccated bodies of the dead, Magyar and Turk, were found throughout the area. The nightmares returned to the villagers in their old hideaways among the hills. In the years since few come to Az Ehes Kastιly and it is said that even fewer return. Posted: 11-24-2020 12:19 am Muskethulhu Roheisen Festung
Roheisen Festung
At the mouth of the Vistula River, surrounded by the wildling tribes of the Old Faith stands Roheisen Festung home to the Rotes Eisen Brόderlichkeit, a once proud knightly order, now an organization of violence, terror and evil that has seldom been matched in history. Blood drenches their walls and the ground around their massive fortress-monastery where unspeakable rites and demonical tortures are a daily occurrence.
From their walls ride the armored men and mounts festooned with the shriveled hands of their victims, dried blood and dark rust etched into their flesh and plate. A blight comes from the ground about the fortress. Man and beast fall to the Red Death, the plants and trees writhe as if in pain, bloated worms, some as big as an ox, move through the soaked earth and the susurrations of a thousand thousand bloated flies is never ending.
Those who fall to the blight will eventually find their way to the Roheisen Festung and swell the growing numbers of the Rotes Eisen Brόderlichkeit. Posted: 11-23-2020 08:34 pm Muskethulhu - Der Palast des Herzogs Weiss
Der Palast des Herzogs Weiss
Herzog Rupert Von Whilhelm of the Holy Roman Empire is said to be the most cunning and evil man in all the Germanies. His rise to power was accompanied by the great war between Gaeliqa, his own Holy Roman Empire, and the endless plains of the Rus and Magyars to the east. To the south the Hellenes, Persian Empire, and Thothland joined in. Even the Five Kingdoms of Hind, The Great Han Empire and Nippon were drawn into what has become known as the World War. Some say it was the assassination of the East German King Franz that began the war, his body torn apart in a sealed chamber within his schloss, the shattered remains of his pendant Der Grόne Stern scattered about the limbs and disemboweled torso of the king.
According to Dame Petite-Colline and known only to certain of her subordinates within the Enquκteur-Alchimiste Sociιtι and the Emperor himself, it was Rupert who summoned That Which Comes from Shadows and through the sacrifice of King Franz's wife and children caused the king to destroy Der Grune Stern which protected him.
Rupert's power has increased dramatically and what evil he plans within his palace none have been able to divine. Posted: 11-23-2020 06:19 pm Muskethulhu - La Cour du Labyrinthe d'eau
La Cour du Labyrinthe d'eau
Home to the noted scholar and alienest Etienne Quatre-Etoiles there is said to be no finer collection of strange and ancient tomes within the Empire of Gaeliqa. The water-maze, which gives the vast mansion its name, contains a spring which never dries at its center, though finding one's way to the heart is a spiritual undertaking as well as physically and mentally challenging. Anyone attempting to plumb the depth of the maze must first navigate the fountains and pools to find its entrance which only appears on the first night of a new moon or the last night of the waning moon. Fasting and soul-cleansing are first taken within the Chapelle de la Lune and possession of the Clι d'Argent is required to unlock the gate. Posted: 11-23-2020 02:10 am Muskethulhu - Chateau de l
Muskethulhu
The Chateau de l'ours, center for Musketeer activity in the Bois de Chθvre Noir region. Dame Petite-Colline is the mysterious figure who is in charge of the Enquκteur-Alchimiste Sociιtι whose members partner with the Musketeers in their battle with the diabolique and heretical forces which infest Gaeliqa as well as the sorcerous encroachments of Albion, the Land of Ghosts, from across the Little Sea. Posted: 11-21-2020 02:53 pm Appendix Z - M. John Harrison
Appendiz Z - M. John Harrison
I could say who he writes like, but really he only writes like himself. I'm sorry to say I've only read his Virconium stories and only his first two books of that series multiple times (especially The Pastel City) but this is a fantastic and richly imaginative series both beautiful and sad and hopeful with the thought that humanity could have reached the heights from which it fell. I could tell you of The Pastel City and Virconium but I will not. You need to have the pleasure of reading them for yourself and seeing the great and magical and technologically wondrous remains of mankind (man and woman if not as entirely human as we would call ourselves now and still basically human with our flaws and desires) for yourself.
Mr. Harrison is still writing and has his own blog lucky enough for us.
Bibliography
A Storm of Wings (1980) A Young Man's Journey to Viriconium (1985) Variant Title: A Young Man's Journey to London (1985) The Adventures of Jerry Cornelius (Parts 9 & 10) (1993) with Michael Moorcock and Mal Dean and Richard Glyn Jones [only as by Michael Moorcock and M. John Harrison and Mal Dean and R. Glyn Jones ] Anima (2005) Baa Baa Blocksheep (1968) The Bait Principle (1970) Black Houses (1998) The Causeway (1971) The Centauri Device (1974) Coming from Behind (1973) The Committed Men (1971) The Course of the Heart (1992) The Dancer from the Dance (1985) The Dead (1992) with Simon Ings The East (1996) Egnaro (1981) Empty (1995) Empty Space (2012) Entertaining Angels Unawares (2002) Events Witnessed From a City (1975) The Floating Nun (Excerpt from The Committed Men) (1970) Forever (1989) also appeared as: Variant Title: The Horse of Iron and How We Can Know It and Be Changed by It Forever (1989) GIFCO (1992) The Gift (1988) The Golden Cat (1998) with Jane Johnson [only as by Gabriel King ] The Good Detective (2007) The Great God Pan (1988) Green Five Renegade (1969) Guilty! (1971) I Did It (1996) The Ice Monkey (1980) The Ice Monkey and Other Stories (1983) In Autotelia (2012) In Viriconium (1982) Variant Title: The Floating Gods (1983) The Incalling (1978) Isobel Avens Returns to Stepney in the Spring (1994) Keep Smiling with Great Minutes (2008) The Knot Garden (2000) with Jane Johnson [only as by Gabriel King ] The Lamia and Lord Cromis (1971) Variant Title: The Lamia & Lord Cromis (2000) Lamia Mutable (1972) Variant Title: The Bringer with the Window (1972) Light (2002) London Melancholy (1969) The Lords of Misrule (1984) The Luck in the Head (1984) The Macbeth Expiation (1968) The Machine in Shaft Ten (1972) [only as by Joyce Churchill ] The Machine in Shaft Ten and Other Stories (1975) Marina (1966) The Neon Heart Murders (2000) The New Rays (1982) Nonesuch (2002) with Jane Johnson [only as by Gabriel King ] The Nostalgia Story (1970) Nova Swing (2006) Old Women (1984) The Orgasm Band (1975) Parietal Games: Critical Writings by and on M. John Harrison (2005) with Mark Bould and Michelle Reid The Pastel City (1971) Pearlant (2012) The Quarry (1983) Ring of Pain (1971) The Rio Brain (1996) with Simon Ings Running Down (1975) Science & The Arts (1999) Settling the World (1975) Seven Guesses of the Heart (1996) Signs of Life (1997) Small Heirlooms (1987) Strange Great Sins (1983) Suicide Coast (1999) Things That Never Happen (2002) Tourism (2004) also appeared as: Variant Title: Tourists (2004) Travel Arrangements (2000) Two Extracts from a New Book (2006) Viriconium (1988) Viriconium Knights (1981) Viriconium Nights (1984) Visions of Monad (1968) The Wild Road (1997) with Jane Johnson [only as by Gabriel King ] 'The Wolf That Follows' (1974)
Essays Absorbing the Miraculous (1974) The Adventures of Jerry Cornelius: The English Assassin (1980) with Richard Glyn Jones and Mal Dean and Michael Moorcock [only as by Michael Moorcock and M. John Harrison and Malcolm Dean and Richard Glyn Jones ] The Answer Is Chicago (1969) Author's Introduction (Things That Never Happen) (2002) Author's Note (The Floating Gods) (1983) Author's Note (Viriconium Nights) (1984) Big Brother Is Twenty-One (1970) [only as by Joyce Churchill ] The Black Glak (1972) Breakthrough (1987) By Tennyson Out of Disney (1971) Coming to Life (1975) Essay: A Literature of Comfort (1971) Filling Us Up (1973) Introduction (334) (1976) Introduction (The Chrysalids) (2000) Introduction (The Golden Barge) (1979) Introduction (The Tain) (2002) Introduction (The Vaccinator) (1999) Letter (Foundation #33) (1985) Notes from the Ivory Basement (1979) Paperbag (1969) [only as by Joyce Churchill ] The Problem of Sympathy (1972) The Profession of Fiction (1989) The Profession of Science Fiction The Rape of the Possible (1987) Read This (NYRSF, October 1994) (1994) Read This (NYRSF, September 1997) (1997) Sweet Analytics (1975) To the Stars and Beyond on the Fabulous Anti-Syntax Drive (1973) Trouble at t'White House (1969) Why I Write Space Opera (2003) Vorwort (Die Triffids) (2012)
Reviews A Raging Calm (1969) by Stan Barstow Alph (1973) by Charles Eric Maine The Chalk Giants (1975) by Keith Roberts Crybaby of the Western World (1969) by John Leonard Dance of the Dwarfs (1969) by Geoffrey Household Do Androids Dream of Electric Sheep? (1969) by Philip K. Dick Escape from Kathmandu (1990) by Kim Stanley Robinson Excalibur (1975) by Sanders Anne Laubenthal Floating Opera (1969) by John Barth The Folk of the Air (1987) by Peter S. Beagle The Getting Into Death (1975) by Thomas M. Disch Guzman Go Home (1969) by Alan Sillitoe Heathern (1990) by Jack Womack Ipomoea (1973) by John Rackham King Queen Knave (1969) by Vladimir Nabokov Kiteworld (1985) by Keith Roberts Masque of a Savage Mandarin (1975) by Philip Robinson Mirror Image (1973) by Michael G. Coney The New Apocrypha (1975) by John Sladek O-Zone (1987) by Paul Theroux The Paradise Motel (1990) by Eric McCormack Port of Saints (1981) by William S. Burroughs Preserve and Protect (1969) by Allen Drury Pstalemate (1973) by Lester del Rey Restoree (1969) by Anne McCaffrey The Sheep Look Up (1975) by John Brunner Solar Lottery (1968) by Philip K. Dick (co-reviewed with Robert Meadley ) [only as by R. G. Meadley and M. John Harrison ] The Ticket That Exploded (1969) by William Burroughs To Ride Pegasus (1975) by Anne McCaffrey
The Universe Makers (1973) by Donald A. Wollheim Posted: 11-21-2020 02:02 am Appendix Z - Keith Taylor
Appendix Z - Keith Taylor
A combination of Historical, Sword and Sorcery, his Bard series (5 books) is an enjoyable take on the bard of history and the bard of more popular fancy. I don't know if he is a gamer, but the series is wonderful inspiration for gamers. I can recommend the first three books in the series. I stopped reading somewhere shortly after starting book 4 (and can't remember why) and only recently picked up book 5.
He has a long list of short stories but the work is a bit too recent for me (I've never read any of the newer Weird Tales magazines or caught the work he did in the 70's).
Series
Bard Bard II The First Long Ship Bard III The Wild Sea Bard IV Ravens' Gathering Bard V Felimid's Homecoming
The Sorcerer's Sacred Isle The Cauldron of Plenty Search for the Starblade
Novel
Lances of Nengesdul The Tower of Death (with Andrew J. Offutt) When Death Birds Fly (with Andrew J. Offutt)
Short Story
"A Spear in the Night" "The Archpriest's Potion" "The Atheling's Wife" (as Dennis More) "At the Edge of the Sea" "The Bath-house" "The Brotherhood of Britain" "Buried Silver" (as Dennis More) "The Castles of Testing" "The Company of the Gods" "The Conqueror of Vectis" "Corpse's Wrath" "Daggers and a Serpent" "The Demon Cat" "Dragon Hunter" "The Emerald Scarab" "Emissaries of Doom" "The Favour of a Tyrant" "The Forest of Andred" (as Dennis More) "Fugitives in Winter" (as Dennis More) "The Harvest of Malice" "Haunted Shadows" "The Haunting of Mara" "Hungry Grass" "The Lady and the Demon" (with Paul Collins) "Lamia" "The Lost Ship" "Men from the Plain of Lir" "On Skellig Michael" (as Dennis More) "The Ordeal Stone" "Revenant" "The Scribe of a Hundred Lies" "Sir Lionel in Tournament of Rogues" "Spears of the Sea-Wolves" "Spirit Places" "Sunchosen" (as Cadmus Evans) "Tournament of Rogues" "The Unlawful Hunter" "The Walking Walls of Rome" "What Are You When the Moon Shall Rise?" "Where Silence Rules"
"The White Doe" Posted: 11-21-2020 01:59 am Appendix Z - Karl Edward Wagner
Appendix Z - Karl Edward Wagner
If there is reincarnation then Robert E. Howard was reborn as this man. Wagner was a hell of a writer. His Kane books fall somewhere beside Howard's Conan, somewhere down a dark and twisted version of Earth and Hyperborea where man is just the latest and far from the most powerful occupier of the planet, where raw strength, intelligence and determination follow a nightmare path of sorcery and death.
As much as I love the Kane stories it was reading two of his Weird Tales style anthologies that I came to appreciate the talent and versatility of Wagner. Pulp stories, Lovecraftian stories, horror and adventure and just damn weird stories.
If I were to pick one story I'd say Bloodstone. For me it is the best of the Kane tales and Kane strikes a deeper chord for me than any of the others, but honestly, it is hard to go wrong with his work. Some shines out a bit more, like 'Sticks' but these are good stories from a great writer.
Poetry
Red Harvest Songs of the Damned
Stories
.220 Swift A Walk on the Wild Side An Awareness of Angels At First Just Ghostly Beyond Any Measure Blue Lady, Come Back Brushed Away But You'll Never Follow Me Cedar Lane The Coming of Ghor The Dark Muse Deep in the Depths of the Acme Warehouse Did They Get You to Trade? The Education of Gergy-doo-doo Endless Night Exorcisms and Ecstasies A Fair Cop Final Cut The Gothic Touch Gremlin Hell Creek Ive Come to Talk With You Again In a Lonely Place In the Lair of Yslsl In the Middle of a Snow Dream In the Pines In the Wake of the Night Into Whose Hands Killer (with David Drake) The Kind Men Like Lacunae Legion from the Shadows Little Lessons in Gardening Locked Away More Sinned Against Neither Brute Nor Human Old Loves One Paris Night The Other Woman as by "Kent Allard" Passages The Picture of Jonathan Collins Plan 10 From Inner Space Prince of the Punks The River of Nights Dreaming The Road of Kings Satans Gun Shrapnel Sing a Last Song of Valdese The Slug Stardust Sticks The Treasure of Lynortis Two Suns Setting Undertow Unthreatened by the Morning Light Walk on the Wild Side Where the Summer Ends Why Not You and I?
Kane
Darkness Weaves Death Angel's Shadow Bloodstone Dark Crusade Night Winds The Book of Kane Gods in Darkness
Midnight Sun: The Complete Stories of Kane
Posted: 11-20-2020 07:14 pm Appendix Z - Howard Pyle
Appendix Z - Howard Pyle
Both illustrator and writer, Pyle was an amazing artist. So far I have only read three of his books, but his Merry Adventures of Robin Hood was probably the first non-children's book I ever read. For me it is the best of books and I've managed to hang onto that copy of it all my life. Men of Iron comes a close second. They made a rather enjoyable light movie out of it with Tony Curtis and Janet Leigh, but as with most Hollywood versions it has little to do with the book. The book has much more grit to it and much less pastel costumes and jumping about and tin plate armor suits. For the rest of his work I remember the Arthurian Legends vaguely but favorably (though I am not a big fan of the Arthurian tales).
Pyle is definitely the sword of sword and sorcery and his illustrations are some of the best I've ever seen.
A Modern Aladdin Arthurian Legends The Garden Behind the Moon The Ghost of Captain Brand Howard Pyle's Book of Pirates Men of Iron The Merry Adventures of Robin Hood Otto of the Silver Hand Pepper and Salt The Price of Blood Rejected of Men The Rose of Paradise The Ruby of Kishmoor Stolen Treasure The Story of Jack Ballister's Fortunes Twilight Land Within the Capes
The Wonder Clock, with his sister Katharine Pyle Posted: 11-20-2020 06:53 pm Appendix Z - Harold Lamb
Appendix Z - Harold Lamb
His histories and biographies are some of the most enjoyable I've ever read, but Lamb was also a writer of adventure fiction. His Cossack and Viking stories put him in the realm of Howard, or more correctly, Howard took the realm of Lamb's work and used it to help build a world of his own. Though Lamb's tales were not sword and sorcery, he proved that the sword could be more than enough to enthrall a reader and show what an exciting and adventurous world this could be.
Fiction
A Garden to the Eastward The Curved Saber Durandal The Grand Cham The House of the Falcon Kirdy Marching Sands The Mighty Manslayer Nur Mahal Omar Khayyam Riders of the Steppes The Sea of the Ravens The Skull of Shirzad Mir Swords from the Desert Swords from the East Swords from the Sea Swords from the West Swords of the Steppes The Three Palladins Warriors of the Steppes White Falcon Wolf of the Steppes Non-fiction
Alexander of Macedon: The Journey to World's End Babur the Tiger: First of the Great Moguls Charlemagne Chief of the Cossacks The City and the Tsar Constantinople: Birth of an Empire The Crusades Cyrus the Great The Earth Shakers The Flame of Islam Genghis Khan: The Emperor of All Men Genghis Khan and the Mongol Horde Hannibal: One Man Against Rome Iron Men and Saints The March of Muscovy The March of the Barbarians New Found World: How North America Was Discovered and Explored Suleiman the Magnificent Tamerlane
Theodora and the Emperor Posted: 11-19-2020 08:15 pm Appendix Z - M. R. James
Appendix Z - M. R. James
He writes frightening ghost and horror stories. I think he is the scariest ghost story writer I've come across. His work doesn't fit into the 'weird' as much as it does into the 'horror', but not the more modern blood and atrocities kind of horror. His is the kind of horror that can make you want to look under the bed, or maybe, not want to look under the bed. The kind of story that dreaming about can wake you up in the middle of the night and turn the light on. You read his story and you think about locking the door and maybe wedging a chair up under the handle or you begin to regret that shutterless big glass window in your room. This man is definitely a master.
A Neighbour's Landmark A Night in King's College Chapel A School Story A View from a Hill A Vignette A Warning to the Curious After Dark in the Playing Fields An Episode of Cathedral History An Evening's Entertainment The Ash-tree Canon Alberic's Scrap-book Casting the Runes Count Magnus The Diary of Mr Poynter The Experiment The Fenstanton Witch The Game of Bear (unfinished) John Humphreys (unfinished) Lost Hearts The Malice of Inanimate Objects Marcilly-le-Hayer (draft) Martin's Close Merfield House (unfinished) The Mezzotint Mr Humphreys and His Inheritance Number 13 "Oh, Whistle, and I'll Come to You, My Lad Rats The Residence at Whitminster The Rose Garden Speaker Lenthall's Tomb (incomplete) The Stalls of Barchester Cathedral The Story of a Disappearance and an Appearance There Was a Man Dwelt by a Churchyard The Tractate Middoth The Treasure of Abbot Thomas Two Doctors The Uncommon Prayer-book
Wailing Well Posted: 11-18-2020 04:03 pm Appendix Z - William Hope Hodgson
Appendix Z - William Hope Hodgson
He is a terrifying writer. More so I think than CAS whose prose is more like poetry and equal to Lovecraft at his most frightening. Another spiritual father of the Weird Tales writers, his 'Boats of the Glen Carrig', Nightlands, House on the Borderlands, and The Ghost Pirates set their own standards for strange and disturbing fiction. Each of these 4 novels takes a different tack on horror though all done with Hodgson's talent and imagination.
His major works are available free on kindle and I believe his complete works are $1.99 (though they are all public domain so free versions may be available).
(Sam Gafford posts a wonderful WHH blog on wordpress that is well worth reading).
Note: This a wiki list so take it with a grain of salt as far as completeness or accuracy.
Novels
The Boats of the "Glen Carrig" (1907) The House on the Borderland (1908) The Ghost Pirates (1909) The Night Land (1912)
Short Stories
"The Goddess of Death" (1904) "Terror of the Water-Tank" (1907) "Bullion" (1911) "The Mystery of the Water-Logged Ship" (1911) "The Ghosts of the Glen Doon" (1911) "Mr. Jock Danplank" (1912 ) "The Mystery of Captain Chappel" (1917 ) "The Home-Coming of Captain Dan" (1918 ) "Merciful Plunder" (1925) "The Haunting of the Lady Shannon" (1975) "The Heathen's Revenge" (1988) "A Tropical Horror" (1905) "The Voice in the Night" (1907) "The Derelict" (1912) "Eloi Eloi Lama Sabachthani" ("The Baumoff Explosive" 1919) "The Shamraken Homeward-Bounder" "Out of the Storm" "The Albatross" "The 'Prentices' Mutiny" "The Island of the Crossbones" "The Stone Ship" "The Regeneration of Captain Bully Keller" "The Mystery of Missing Ships" "We Two and Bully Dunkan" "The Haunted Pampero" "The Real Thing: 'S.O.S.'" "Jack Grey, Second Mate" "The Smugglers" "In the Wailing Gully" "The Girl with the Grey Eyes" "Kind, Kind and Gentle Is She" "A Timely Escape" "The Homecoming of Captain Dan" "On the Bridge" "Through the Vortex of a Cyclone" "A Fight with a Submarine" "In the Danger Zone" "Old Golly" "Demons of the Sea" "The Wild Man of the Sea" "The Habitants of Middle Islet" "The Riven Night" "The Heaving of the Log" "The Sharks of the St. Elmo" "Sailormen" "By the Lee" "The Captain of the Onion Boat" "The Sea-Horses" "The Valley of Lost Children" "Date 1965: Modern Warfare" "My House Shall Be Called the House of Prayer" "Judge Barclay's Wife" "How the Honorable Billy Darrell Raided the Wind" "The Friendship of Monsieur Jeynois" "The Inn of the Black Crow" "What Happened in the Thunderbolt" "How Sir Jerrold Treyn Dealt with the Dutch in Caunston Cove" "Jem Binney and the Safe at Lockwood Hall" "Diamond Cut Diamond with a Vengeance" "The Room of Fear" "The Promise"
Sargasso Sea stories "From the Tideless Sea Part One" "The Mystery of the Derelict" "The Thing in the Weeds" "The Finding of the Graiken" "The Call in the Dawn" ("The Voice in the Dawn")
Carnacki stories "The Thing Invisible" "The Gateway of the Monster" "The House Among the Laurels" "The Whistling Room" "The Searcher of the End House" "The Horse of the Invisible" "The Haunted Jarvee" "The Find" "The Hog"
Captain Jat stories "The Island of the Ud" "The Adventure of the Headland"
Captain Gault stories "Contraband of War" "The Diamond Spy" "The Red Herring" "The Case of the Chinese Curio Dealer" "The Drum of Saccharine" "From Information Received" "The German Spy" "The Problem of the Pearls" "The Painted Lady" "The Adventure of the Garter" "My Lady's Jewels" "Trading with the Enemy" "The Plans of the Reefing Bi-Plane"
D.C.O. Cargunka stories "The Bells of the Laughing Sally" "The Adventure with the Claim Jumpers"
Selected short story collections Carnacki, the Ghost-Finder Men of the Deep Waters The Luck of the Strong Captain Gault, Being the Exceedingly Private Log of a Sea-Captain Carnacki, the Ghost-Finder
Poems
"Amanda Panda" "Beyond the Dawning" "Billy Ben" "Bring Out Your Dead" "The Calling of the Sea" "Down the Long Coasts" "Eight Bells" "Grey Seas are Dreaming of My Death" "The Hell! Oo! Chaunty" "I Come Again" "I Have Borne My Lord a Son" "Listening" "Little Garments" "Lost" "Madre Mia" "Mimosa" "The Morning Lands" "My Babe, My Babe" "Nevermore" "The Night Wind" "O Parent Sea" "The Pirates" "The Place of Storms" "Rest" "The Ship" "The Sobbing of the Freshwater" "The Song of the Great Bull Whale" "Song of the Ship" "Speak Well of the Dead" "Storm" "Thou Living Sea" "To My Father" "The Voice of the Ocean" "Shoon of the Dead" "Who Make Their Bed in Deep Waters"
Poetry collections The Calling of the Sea The Voice of the Ocean Poems of the Sea
The Lost Poetry of William Hope Hodgson
Posted: 11-17-2020 11:44 pm Appendix Z - E.R. Eddison
Appendix Z - E. R. Eddison
When people speak of High Fantasy they most often speak of Tolkien, but while Tolkien's highly detailed work may fall under that category it is E.R. Eddison who should be the example of it. His work is a grand affair with a style and prose that reflects an otherworldly look at knights and empires, champions and villains, with a taste of Spencer and Malory and a bizarre surreal romance about tragic and eternal forces of Love. His books are rich and lush with the stories told more as legends and fables with an account of great wrongs and great deeds more than they do as novels of people or portrayals of life, even fantastic lives. I find his books filled with a treasure trove of ideas rather than rich characters and story, but well worth the reading.
The Worm Ouroboros Mistress of Mistresses A Fish Dinner in Memison The Mezentian Gate
Non-Fiction
Egil's Saga.
Styrbiorn the Strong Posted: 11-17-2020 11:37 pm Appendix Z - A. Merritt
Appendix Z - A. Merritt
A. Merritt stands out as one of the most imaginative yet solidly based writers of weird and mysterious fiction. His main characters were often heroes, but they were men from the modern world (at least the modern world of the early 20th century). His stories are adventures, but the places these adventures occur, the societies, people and things that are encountered are as strange and compelling as any thought out by Lovecraft or CAS, and his heroes as brave as any written of by Howard. To me he seems overlooked, even more so than CAS, and yet his stories encompass enough in detail and provide inspiration for worlds undreamed.
(This bibliography is snagged mostly from wikipedia so I need to double-check its accuracy).
Novels The Moon Pool (fix-up, 1919) (The Moon Pool (1918) + Conquest of the Moon Pool (1919)) The Metal Monster (1920) The Ship of Ishtar (1924) Seven Footprints to Satan (1927) The Face in the Abyss (fix-up, 1931)) (The Face in the Abyss (1923) + The Snake Mother (1930)) Dwellers in the Mirage (1932) Burn Witch Burn! (1932) Creep, Shadow! (1934)
Short Stories Through The Dragon Glass (1917) The People Of The Pit (1918) Three Lines Of Old French (1919) Prologue (The Metal Monster, 1920) The Pool Of The Stone God (as W. Fenimore, 1923) The Woman Of The Wood (1926) The Women of the Wood (earlier version of The Woman Of The Wood, 1949) The Drone (aka The Drone Man, 1934) The Rhythm of the Spheres (original a chapter called The Last Poet And The Robots (aka The Last Poet & the Wrongness of Space) in the 1934 round robin novel titled Cosmos, revised in 1936 as a stand-alone work) The Whelming Of Cherkis (excerpt from The Metal Monster, 1946) When Old Gods Wake (fragment, 1948) The White Road (fragment, 1949) The Fox Woman (incomplete, 1949) Pilgrimage, or, Obi Giese (1985) Bootleg and Witches (fragment, 1985) The Devil in the Heart (outline, 1985) The Dwellers in the Mirage (original ending of the novel with same name, 1985)
Short story collections The Fox Woman and Other Stories (1949)
Poems Song for Wood Horns (aka The Wind Trail, 1910) The Silver Birches (1940) Old Trinity Churchyard (5 A. M. Spring) (1941) Sylvane - The Silver Birches (1973) In the Cathedral (1974) 2000 (The Triple Cities) (1985) Song for Wood Horn... (1985) SilvaneThe Silver Birches (1985) Madonna (1985) The Ladies of the Walnut Tree (A Legend of Tuscany) (fragments, 1985) Court of the Moon (fragment, 1985) The Birth of Art (1985) L'envoi to Life (1985) Screens (1985) Sir Barnabas (1985) In the Subway (1985) Runes (1985) Eheu Fugaces . . . (1985) A Song for Christmas (1985) Comic Ragtime Tune (1985) Behold the Night He Cometh (1985) You Looked at Me (1985) Dream Song (1985) Castle of Dreams (1985) I Wonder Why? (1985) My Heart and I (1985) Think of Me (1985) The Ballad of the Cub (1985) Piddling Pete (1985) The Winged Flames (1985)
Collaborations The Challenge from Beyond (round robyn short story, with C.L. Moore, H.P. Lovecraft, Robert E. Howard, and Frank Belknap Long, 1935) Cosmos (round robin novel, chapter 11, 193234) The Fox Woman and the Blue Pagoda (novel, Hannes Bok fused Merritt's unfinished story with his own conclusion, 1946) The Black Wheel (novel, first seven chapters written by Merritt, completed by Hannes Bok, 1947)
Essays A. Merritt on Modern Witchcraft (1932) Concerning Burn, Witch, Burn (1932) Letter (Weird Tales, November 1935) (1935) Man and the Universe (1940) A. Merritt (1940) How We Found Circe (1942) A Tribute (1942) Letter to Mr. Louis De Casanova, July 23, 1931 (1985) Letters and Correspondence (1985) An Autobiography of A. Merritt (1985) with Walter Wentz A. MerrittHis Life and Times (1985) with Jack Chapman Miske What is Fantasy? (1985) Background of "Dwellers in the Mirage" (1985) Background of "Burn, Witch, Burn" (1985) Background of "Creep, Shadow!" (1985) A. Merritt's Own Selected Credo (1985) Posted: 11-17-2020 04:48 pm Appendix Z Algernon Blackwood
Appendix Z Algernon Blackwood
Blackwood is one of Lovecraft and CAS' literary fathers. I had heard of him long before I ever read any of his works and his writing did not disappoint. His short story 'The Willows' is a pre-mythos tale and perhaps one directly linked to Lovecraft's development of the elder horror or CAS touch of the wondrous and the macabre. Blackwood can take the mundane and drag it into darkness; into a realm of disturbing horror and otherness. His work is a great example of how to take a 'mundane' fantasy adventure and twist it into something much stranger and grander and frightening.
"= short story"
"Keeping His Promise" "The House of the Past" [1904] "The Empty House" [1906] "The Listener" [1907] "Max Hensig" [1907] "The Willows" [1907] "Ancient Sorceries" [1908] John Silence: A Physician Extraordinary (1908) A Psychical Invasion (1908) "The Kit-Bag" [Dec. 1908] "Secret Worship" [1908] The Education of Uncle Paul (1909) Jimbo (1909) The Human Chord (1910) "Perspective" [1910] "The Wendigo" [1910] The Centaur (1911) "The Glamour of the Snow" [1912] "The Man Whom the Trees Loved" [1912] "The Transfer" [1912] A Prisoner in Fairyland (1913) "Ancient Lights" [1914] "Accessory Before the Fact" [1914] "An Egyptian Hornet" [1915] The Extra Day (1915) Julius Levallon (1916) The Wave (1916) "A Victim of Higher Space" [1917] The Garden of Survival (1918) The Promise of Air (1918) The Bright Messenger (1921) Ancient Sorceries: And Other Weird Stories (1927) Dudley and Gilderoy (1929) The Fruit Stoners (1934) Posted: 11-17-2020 12:04 pm Appendix Z - Arthur Machen
Along with Algernon Blackwood, Arthur Machen is one of the spiritual fathers of both Lovecraft and CAS. His work is a combination of horror and mysticism. His prose is 19th century with a taste of victorian gothic. His ideas are bizzare and twisted like an opium induced dream or a hashish eaters nightmare. I personally found some of his work boring but other stories were fantastic. The Hill of Dreams, The House of Souls, The Great God Pan, should be on every weird tales to read list. Eleusinia (1881) poem
The Anatomy of Tobacco (1884) non-fiction (as " Leolinus Siluriensis" )
Chronicles of Clemendy (1888) " a volume of tales in the medieval pattern"
The Great God Pan and The Inmost Light (1894) supernatural stories
The Three Imposters (1895) episode novel; picaresque romance, terror
Hieroglyphics (1902) about literature
Dr. Stiggins (1906) about theology
The House of Souls (1906) supernatural stories (The White People, The
Great God Pan, and The Inmost Light
The Hill of Dreams (1907) mystical novel (written 1895-97)
The Bowmen, and Other Legends of the War (1915) short stories (includes "The Angel of Mons" )
The Great Return (1915) the return to Wales of the Holy Grail
The Terror (1917) novella -- animals revolt against humans
The Secret Glory (1922) attacked British public education
Far Off Things (1922) autobiography
Things Near and Far (1923) autobiography
Strange Roads (1923) nonfiction The London Adventure (1924) autobiography
Dog and Duck (1924) miscellany
The Shining Pyramid (1924) supernatural stories
Ornaments in Jade (1924) short prose pieces bordering on fantasy or horror
The Canning Wonder (1925) about the Elizabeth Canning case
Notes and Queries (1926) nonfiction
Dreads and Drolls (1926) nonfiction
Translation, Casanova's Memoirs (1930, 12 vol.)
Children of the Pool (1936) supernatural stories
The Cosy Room (1936) supernatural stories
The Green Round (1936) supernatural novel
Tales of Horror and the Supernatural (1948)
Eleusinia and Beneath the Barley (Necronomicon Press, 1988) poem and essay Posted: 11-17-2020 01:40 am Thieves' World - Shadows of Sanctuary - Named Characters By Story
Thieves' World - Shadows of Sanctuary - Named Characters By Story
Introduction: Hakiem One-Thumb
Looking For Satan: Aerie (f) Aristarchus Bauchle Meyne Chan Jubal Lythande (f) Quartz (f) Satan Wess (f) [Westerly]
Ischade: Acban Cappen Varra Darous Enas Yorl Hanse Shadowspawn Igan Ils [Deity] Ischade Kithakadis Minsy zithyk (f) Mradhon Vis Peruz [Bird] Shalpa [Deity] Shipri [Deity] Sjekso Kinzan
A Gift In Parting: Dubro Hakiem Haron (f) Hort Ilak Jubal Kitty-Cat Omat Panit [Old Man] Purple Mage Terci Varies
The Vivisectionest: Allestina [Deity] Bourne Cudget Swearoath Frax Hanse Shadowspawn Harmocohl Dripnose Ils [Deity] Jubal Julavain Kadakithis Kurd Lirain (f) Mignureal Moonflower Purter Quag Razkuli Shalpa [Deity] Stulwig Northborn Tempus [Thales] Thorfir [Deity] Vashanka [Deity] Zalbar
The Rhinoceros and the Unicorn: Amoli Cappen Varra Danlis (f) Dyareela [Deity] Enas Yorl Eshi [Deity] Farsi Gilla (f) Jarveena (f) Jordis Lalo Molin Torchholder Regli Rosanda (f) Sabellia [Deity] Sandol Savankala [Deity] Valira (f) Zorra (f)
Then Azyuna Danced: Azyuna [Deity] Cime (f) Kadakithus Kul Kurd Molin Torchholder Rosanda (f) Savankala [Deity] Soylalha (f) Tempus Vashanka [Deity] Zalbar
A Man and His God: Abarsis [Stepson] Azyuna [Deity] Cime (f) Hanse Shadowspawn Jubal Kadakithis Kurd Markmor Marypa Mizraith Myrtis (f) One-Thumb [Lastel] Razkuli Stefab Tempus [Riddler] Two Thumbs Veshanka [Deity] Zalbar Posted: 11-16-2020 10:42 am The Lost Library of Q'Sh - 18
The Lost Library of Q'Sh - 18
Location 16).
The southern door is locked and bolted. The door itself is of very sturdy construction but is heavily scarred by claw marks which have dug deep furrows in the wood of the other side Location (15.2). The lock can be picked in a normal way but three heavy bolts lock it closed as well. Destroying the door will be loud but shouldn't take a great deal of time with an axe. Swords and blunt weapons will take longer and piercing weapons will be ineffectual.
The room itself is large and sumptuously decorated. Large carpets and skins are spread across the floor. A massively big bed is against the north wall (big enough for 5) and the east part of the room has a table that can seat 20. There are several dressers against the south wall to the west of the door. Nothing seems to be disturbed except the bed linen is crumpled and the heavy cover blanket made from the skins of several white tigers is pulled to one side and partially under the bed.
NOTE: The contents of this room are extremely valuable but only to the right buyer. Most would get only a fraction of their value in the shops or from the merchants of hammlets, towns and even small cities. Only in larger cities would the characters be likely to find buyers and the merchants which sell such items are likely to offer very little to the characters, while the characters are unlikely to move in the upper class circles where they would find the buyers themselves. These are all high quality items, but many are bulky or delicate and are easily damaged and destroyed. It is also unlikely that the characters would recognize the real quality of what they are looking at. In general they are likely to get only 2 or 3 times the value of a normal item for such things as plates, goblets, clothes or rugs, if even that.
In each corner of the room are 2 non-functioning Manikens. They are armed with longsword and trunchion and wear half-plate. Each is 16hp and AC3 in their armor, but require activation to respond in any way.
The dressers (4 of them) contain expensive clothing and shoes cut for someone short and slim. The clothes are ornate and heavily decorated but masculine. Selling them outside of a large city might be difficult, but in a larger more civilized area they might go for more than scrap cloth prices. Hidden at the back of dresser #3 is a secret compartment. Inside the compartment is a locked iron door. It is spelled closed with both a Wizard Lock and Hold Portal spell. If a knock spell is used (twice) the door to the metal compartment will pop open and a thick steel plate will drop just behind the opening door. A small catch located in another secret compartment in dresser #4 must be pushed into place and a knob in a secret compartment in dresser #2 pulled out to stop the plate from falling. Once the plate has fallen it will need to be raised by some means (such as knocking down the stone wall around it, but otherwise it is jammed shut.
Inside the spelled-shut compartment is a small box. If it is removed without first pushing in a metal bar in a 3rd secret compartment in dresser #1, a guillotine-like blade slams down. This trap will cause 1d12 Dmg and sever any unprotected non-metallic item which moved the small box. This blade must be removed to access the interior of the compartment and the mechanism is set to drop a wedge in place so that it cannot be lifted. A saving throw will drop the damage by half and save the item or appendage from being severed.
The small box is wooden and the top lifts off. Inside is a still beating, warm and meaty heart.
On the south wall east of the south door is a cabinet. Inside are plates, very fragile and valuable, as well as knives, forks and spoons of silver, enough for 25 people. There is a carving set with the handles made from the bones of a hill giant. Crystal goblets are in the upper cabinet. The plates and goblets are fragile but only valuable in a large city; otherwise they are hard to sell and the silver worth only its value in the weight of metal.
The three large carpets are very fine, but the quality makes them hard to sell in a town what they might sell for in a city. The large fur rugs are the pelts of several griffons sewn together. The work is exquisite.
The cover sheet across the huge bed is made from the fur of albino bears. If the characters pull at the blanket it first appears to be stuck under the bed. Peeking under the bed will just show the wadded up end of the huge fur blanket. A strong pull by a combined 18+ strength will draw the blanket from under the bed and with it will come a short man dressed in red silk pajamas. He will immediately shout for the players to "leave!" and attack with a short sword. The blade is very fine, +2 to hit and enchanted to leave a scar that will not fade even with magical healing where it strikes. This Delmondo the justice of the library. It was he who passed sentence upon those caught committing crimes within the upper levels of the library and he who commanded the Maniken guards. In his left hand he holds a small box with a button and a dial. Currently the dial is set all the way to attack-kill and he will push the button as soon as he is pulled from under the bed. The 8 Manikens will immediately activate. 5 will respond to attack the characters. 2 will attack the other Manikens and 1 will attack Delmondo.
While Delmondo appears to be a living man, he is actually an advanced form of Maniken and Man combined. The real Delmondo died long ago but he was such an effective judge and security officer that his body was hollowed out and filled with the enchanted cloth of the Manikens. His brain was encased in a crystal skull that is impervious to damage and his heart was removed and placed in a small box; stored in the secret compartment in the back of dresser #3. Delmondo can be truly killed only when his heart is destroyed. He is a Ftr3, 24hp, AC6 due to Dex and regenerates at 1hp per combat round. If he is completely destroyed his skull will survive. It will turn to a blue gaseous form and reappear under the bed in this location only to reform again in Delmondo. He does not leaves this room and unless drawn out from under the bed or if anyone finds the secret compartments within the dressers he will remain under the bed.
The door to the north leading to Location (18.) is unlocked but it can be locked and barred though the key is missing.
The ventilation shafts run across the ceiling of this room on the east and west with small grated openings obscured by cobwebs. Posted: 11-16-2020 04:21 am The Lost Library of Q'Sh - 17
The Lost Library of Q'Sh - 17
Location 15.1) NOTE:
The ventilation shafts for this room run around the upper edges and have grilled openings at the top center of the east and west walls. The Little Green Men keep an eye on this area but find the Manikens disturbing so they do not enter.
Location 15.2).
This short passage is lined with destroyed Manikens. Something shredded them and tossed their cloth and wood bodies about to lie mangled across the floor. One Maniken is functioning intermittently. It is at (6) hp and missing one arm, but it will rise up slowly out of the pile of Maniken parts and bow slowly to the characters. Then remain still till the characters have passed and will then seek to follow the first character it sees and act as their guardian. It will only attack if that character is attached or threatened. It will not attempt to defend itself and if the players attack it the maniken will be at AC10 for that attack even though it is normally AC5. The damaged maniken can regain 4hp if its rewrapped in the best lengths of cloth from the destroyed manikens but its right arm is destroyed for good (unless it is rebuilt and re-enchanted) and it cannot be repaired past 10hp.
Location 15.3).
Inside this room are two splintered benches, an overturned and broken cabinet, two wooden chests with their tops smashed in and a table on its side with the uppermost legs missing. There is old dried blood on most on the floor and fragments.
As the characters enter this room they will hear the moaning and experience the sudden chill that they probably experienced before. The dried blood is swept up in a small but powerful twist of wind which sprang from nowhere and while it moans across the walls of the room the dried blood begins to form into a face; a grinning fanged and hairy face (if the players have any reason to know, the face is that of a carnivorous ape). If allowed to from the face will give the characters and evil, leering grin, stick out its tongue and in an earsplitting shriek explode into a cloud of dried blood.
Sifting through this room of debris will take some time as the floor is also covered in torn paper and sharply splintered wooden fragments. Some coins are scattered about (12sp and 17cp), a whip and a shirt sword. Under the cabinet will be found the skeleton of an arm in dull red torn from a jacket as the arm was torn from the body. Near the skeletal hand is a round jewel that glows (in reality it is crystal powersource [The Little Green would be profoundly delighted in recovering the jewel.] which can be used to power several devices such as the control stick for the manikens.).
The door to the east has been torn violently from its hinges and is on the floor of the corridor outside.
The height of this room is 15ft as are most halls and rooms on the 1st floor of the library. The ventilation shaft has an opening near the south-east corner, obscured by cobwebs, and a Machine-Spider and Little Green Man are 75% likely to be observing this room. As with all Little Green Men this one will flee if the slightest sign of detection is given by the characters. Posted: 11-16-2020 02:59 am The Lost Library of Q'Sh - 16
The Lost Library of Q'Sh - 16
Location 15.1)
This passage is framed around Location (15). and other than the 10ft section which connects the fractured secret door from that location to the northern door which leads to Location (15.2) it is 5ft higher than the other floors on t Map (A1). A set of short stairs to the east and west of the secret door lead to this raised area.
On each corner of the room is a manikin made of wood and covered in cloth. There are 4 total and they wear a red uniform with black piping down the legs and black colors. Each carries a truncheon at their belt and a bag of 20 crossbow quarrels (light). In their hands are light crossbows. Currently they are inactive. When the library was constructed they acted as bailiffs who assisted the security force with those who committed crimes within the library.
Manikin
Frequency: Uncommon No. Appearing: 1-4 Armor Class: 5 Move: 12" Hit Dice: 2 % in Lair: N/A Treasure Type: N/A No. Attacks: 1 bludgeon or by Weapon Type Damage/Attack: Bludgeon 1d6 or By Weapon Type Special Attack: Nil Special Defenses: Immune to piercing weapons. Blunt Weapons do 1/4 Dmg. Any spell requiring a sentient victim such as charm or sleep has no effect on a maniken. Note: Fire does double damage to manikins. Magic Resistance: 10% Intelligence: Non Alignment: N/A Size: M Language: Manikins can understand only languages that were added to them during their construction.
Description: Manikens appear as normal humans in regard to size and shape, but their 'flesh' is simply painted cloth. They are normally dressed in uniforms. They may be armored.
Ecology: Maniken's are magical constructs formed from a skeleton of wood with enchanted cloth carefully wrapped around them in the appearance of flesh. They can be constructed to respond to simple commands but have no intelligence or sapience of their own. Though they require a skilled mage to enchant they are relatively cheap and easy to be constructed and are normally built 4 at a time. Their greatest weakness is fire.
Around the walls facing Location (15.) are hidden firing slots about 5ft from the floor [10ft from the floor of Location (15.)]. If activated the manikins last command was to fire upon moving creatures within Location (15.). They have 90% cover if attacked from Location (15.).
4 Manikens. 12hp, 2HD, AC5 1 attack. Light Crossbow (20 bolts). or 1 attack Club (their truncheon).
The north door to the room has a massive lock but is relatively easy to open and anyone attempting to pick the lock gets a 10% bonus.
The door to the east Leading to Location (15.3) has no lock. Posted: 11-16-2020 02:16 am The Lost Library of Q'Sh - 15
The Lost Library of Q'Sh - 15
Location 15).
The southern door to this room is locked. It is thick and bound with iron, but the wood is rotted and a good shove will break the entire thing to fragments. The west, east and south walls are lined with benches. There is a metal cage at the center of the room facing a small dais with a large overturned table resting against the secret door.
The cage is large and heavy and bolted to the floor. It has a small door on its south face. The bones of some large creatures are inside scattered about. If they are removed it will be found that they are from several creatures. The bones are polished smooth and the ends are carved and notched. There are a dozen long bones from legs and forearms as well as 2 pairs of hands that have been wired together with silver wire and one huge, jawless skull.
If the bones are examined it will be noticed that they fit easily together and form a kind of arbor such as might be found at the entrance to a garden. To assemble the bones correctly the characters must roll lower than their Wisdom on a d20 with a -6 modifier (a character with 6 Wisdom would have no chance to assemble the bones). It takes 3 turns to assemble and characters can make an attempt once per hour.
Once assembled the skull fits nicely at the top held between the skeletal hands. When it has all been clicked into place it forms a freestanding arch. Between the spaces of the arch the air becomes still and black; the smell of damp earth pervades the room and a slight cold wind comes from the opening.
The assembled bones form a gate and the gate leads to a point 5 miles from the south entrance to the library. The area is in a small ravine cut by a cold river. The river descends from a waterfall 30 yards to the northwest and runs into a 50ft high wall of stone to the south-east. No matter when the gate is entered it exits at midnight of the following day. The gate is one way. Once through there is no return. There is an old narrow path that leads up the high walls of the ravine, but it has not been used in a long, long while.
The gate of bones will fall to pieces 30 minutes after being assembled. They can be gathered and carried by two M sized creatures or 1 L sized especially if they can be lashed together, bagged or boxed. The loose bones are difficult to carry. The gate will always lead to the ravine. Characters who enter the gate on the same day before the stroke of midnight will find themselves appearing one after the other at exactly the coming midnight, but should one character step through the gate 1 minute after the will not appear in the ravine till the midnight of the next day.
The secret door to the north is cracked. The corner of the large table has gouged a mark down the wall and was moved or thrown with such force that it dislodged the door from its frame. To open the door will require it to be removed, broken in or dismantled. Posted: 11-14-2020 03:36 pm The Lost Library of Q'Sh - 14
The Lost Library of Q'Sh - 14
The missing Location (8.1) and Location (14.1)
Location 8.1)
A wheel and pulley system to open the secret door on the south wall. The wood is rotting and the chain rusty. The pulley lifts a counterweight in the wall by turning a wheel with the chain wrapped around it. Triggering the latch to the secret door drops the counterweight and the secret door raises up into the ceiling very quickly. If the secret door is opened the pulley will need a combined strength of 24 to raises the counterweight. 2 M sized creatures can work the handles at one time. The counterweight will rise 3/4 of the way inside the wall before the rotted wooden drum of the pulley shatters and the chain goes flying loose like a flail while the counterweight comes down with a crash. A second chain which is inside the wall and connects the pulley to the secret door will also snap, dropping the secret door into place and wedging it shut. Anyone within 10ft of the wheel and chain must make a saving through versus Dex or receive 1d12 Dmg.
Location 14.1).
This large open room is black with ancient dried blood. There are manacles bolted into the wall. A careful examination will reveal that these are not uniformly at the same height or distance between each other and the iron rods driven between the stone blocks have cracked some of the stones. The manacles are crude workmanship.
A large tree stump is set at the southern end of the room and its surface is also covered in dried blood. It is also chipped and scarred by innumerable cuts of some bladed weapon of device.
A cold wind whistles down the corridor from the east and moans around this room if the characters enter it. The characters will need to make a saving throw versus fear. Those that fail the save will find themselves growing more and more nauseous while in this 30x30 space and will need to leave or vomit till they begin to dry heave. If they do not leave after that they will start sweating and faint for 1d4 combat rounds. This save will need to me made by anyone entering this room as well as each time they leave and reenter even if the passed a previous save.
The wooden stump is extraordinarily heavy, but if it is removed from the room, or any attempt is made to damage it, the stump will begin to shake; roots will sprout from its lower half. In one combat round 6 8ft long roots will have grown and begin waving about. If unmolested they will move the stump back into the room walking on the roots like tentacular legs. If the stump is attacked it will defend itself with the root-limbs. It will follow attackers into Location (14.) or down the eastern corridor for 60ft before turning back toward the open room.
The stump is AC8 with 50hp, each limb is 2HD, 16hp, AC5 1 attack, 1d10Dmg. Both stump and limbs are immune to arrows and piercing weapons. They take half damage from blunt weapons. Fire attacks cause double damage unless the stump saves as a wood item. The stump will interpose its limbs between itself and attackers making it hard to melee with the stump itself. Destroyed limbs will take 2 combat rounds to regrow.
If the stump is destroyed the area will be cleansed of fear and any characters who participated in its destruction will be healed 1d8 immediately and find that a golden aura glows about them, illuminating a 20ft radius and giving them a +1 to their savings throws and AC for 24 hours. Posted: 11-13-2020 11:14 am The Lost Library of Q'Sh - 13
The Lost Library of Q'Sh - 13
14). The southern door is locked and constructed out of thick wood reinforced with iron bands. There is an iron grill over a small opening about 5ft up from the door and at its center. The opening is only about 1ft square and an iron plate which can be slid aside is latched in place on the other side of the door in Location (8.1).
The hall is very dusty and cobwebs line the ceiling arched about 15ft overhead. A Little Green Man riding a Machine-Spider will be lurking in the small air duct that opens onto this hall from the air-shaft which connects the halls and rooms in this Location. These ventilation tunnels run near the ceiling and are connected with all Locations which mention ventilation shafts unless otherwise noted.
See Location (13.) for the Little Green Man's actions if discovered. (Note: This is will be the same Little Green Man from Location (13.) unless something has happened to him.). If something has happened a second Little Green Man and his Machine Spider will be dispatched to investigate but he will be very wary and will deploy a set of tiny remote sensors that appear to be normal houseflys but are instead devices which the Little Green Man can direct and which allow him to see and hear (in dark or light) everything within an unobstructed 60ft radius. The Servo-Flys can be self-destructed on command by the Little Green Man (he wears the device that sends the command on the wrist of his silver gauntlet.). The Servo-Fly has no hp or attack capabilities. The can be easily destroyed but they are tiny, fast and agile.
The northern opening is a portal blocked by iron bars. The mechanism for lifting the bars is not in this Location, but the gate can be lifted with a combined strength of 40 and the bars bent normally.
14a). The door is slightly recessed into the wall. It's composed of iron and is extremely heavy. There is a hinged opening at the bottom but only big enough to slide a bowl inside. A grilled opening is set at face level in the door and is covered by a metal plate that can be pushed aside and latched open or when shut latched closed. If the grill is opened and a light shined inside it will reveal a small room with two cots but only one is occupied; a withered body in a robe lying atop one of the beds.
If the door is opened (it is locked by a normal lock and can be picked but trying to break open the door will create a great deal of noise) the body on the bed will open its mouth and begin to moan, its mouth will continue to open till its lower jaw cracks and falls off. At this point the body will attempt to rise. First one leg which lifts will shatter, then both arms, and its other leg, and its head will fall to the floor and explode in small puff of dust. The chest and lower will body will all tip over and collapse inward. Nothing will be left but dust. Examination of the room will reveal shackles attached to both beds but no keys to release. There are 4 sets of shackles with only a 1ft and 1/2 chain between the cuffs. There is no key but if opened they will lock automatically if shut.
14b). This room is almost identical to Location (14a) except that instead of a body on the bed, the beds are both overturned and broken. Beneath the rubble is a pile of left arms (9 of them). They have long ago withered and been stripped of almost all flesh. There is a rathole in the east wall, but if examined it reveals that it is clogged with spiderwebs. Someone or thing small enough could enter this passage but they could be no larger than a normal rat. (The tunnel leads through a small warren of dead-ended and collapsed passages for about 30ft then it drops down at a steep angle before emerging into a room in Dungeon Level 1 Location (13.).
One of the arms has a ring on its pinkie finger. The rotted flesh survived the depredations of the rodents because it was under a piece of broken bed-frame and the ring remained firmly lodged on the otherwise denuded digit. The ring is gold and has a small diamond at its center. It allows the wearer to sense the type of card within a 10ft radius, either in a deck, face-down on a table or held in someone's hand. This function is usable 3 times per day and last for 60 seconds.
14c). The door to this room is the same as the door at Location (14a). Inside the room is the body of a man curled on his side. If it is quiet enough he can be heard snoring and his chest rises and falls. If there is a loud noise he will awaken, roll over and rub his head. If questioned he will say that his name is Ogon and he has no idea how he got in the cell. He was travelling with a small group, investigating the entrance to some kind of building carved into a mountain. He is from a settlement about 50 miles distant and served as a caravan guard till joining with a few companions to search out wealth, glory and adventure. There is a large bruise on his temple and he wears normal boots, trousers and a padded shirt that normally is worn under chainmail. Ogon can give little information on the Library and has no idea what happened to his companions. His last memory is pulling open a large wooden door and shining a torch into the black passage it revealed, and then nothing.
Ogon will gladly join the party if asked, and if not he will ask if can join. If rebuffed he will ask to accompany them out of the Library and in the end will simply walk away in the direction of Location (8.1). if attacked he is a Ftr 1, 8hp, AC10, 1 attack, barehanded Dmg 1hp. If killed he has no loot but the clothes on his back. If the characters revisit the cell after at least 24hours have passed they will find Ogon still sleeping in his cell. Unkown to Ogon he was killed some time ago, decades, perhaps longer. He will act as a normal NPC for days, even weeks, or can even be run by as a Player Character, gaining experience and levels like a living human. He will bleed, suffer from wounds and be affected by spells in a normal way, but will have terrible dreams and a very hard time sleeping. Eventually he will stop sleeping altogether and start seeing movement in his peripheral vision, hear voices, then begin seeing ghostly figures.
After some time his wounds will not close properly though he will regain all his hp, His pallor will change to a greenish-black, all his thick brown hair will fall out. A desire to consume flesh will grow, and even if he is able to hide this, he will turn slowly and irrevocably into a ghoul. If at any point he is killed his form will reappear 24 hours later as the human Ogon sleeping on the bed in his prison cell.
14d). This room is lined with manicals bolted into the stone wall. In the center of the room is a pile of bodies that decomposed from the top down. Each has had its left arm removed at the shoulder. The top 5 bodies are skeletal, the next 4 are withered hHusks and the bottom body is somehow still covered in a damp and stinking flesh.
5 (one armed) Skeletons 1 HD 6hp each, AC7, 1 attack, 1hp Dmg
3 (one armed) Husks 2 HD 9hp each, AC5, 2(3) attacks, Claw 1d6 /Bite 1d10 Dmg
Husk
Frequency: Rare No. Appearing: 1-10 Armor Class: 5 Move: 12" Hit Dice: 2 % in Lair: N/A Treasure Type: N/A No. Attacks: 3 Damage/Attack: Claw/Claw/Bite 1d6/1d6/1d10 Special Attack: None Special Defenses: None Magic Resistance: Nil Intelligence: Low Alignment: Chaotic Evil Size: M Language: None
Description: Husks appear as dry and withered bodies. They are no more than a skeleton wrapped in an armor of flesh turned to a leathery consistency with some fragment of an animating spirit trapped within.
Ecology: Husks are the bodies of humanoids which have been slain in a ritualistic slaughter. Their spirits are chained to the focal point of the ritual be it an item, location, deity, or person. They are the rejected offerings of this ritual; contemptibly weak and ineffectual in comparison with the desired result of the ceremony. Each sacrifice was meant to hold a fragment of some greater power but the Husks are the discarded shells that could not contain the stronger entity. They are abandoned malignant creatures with the desire to kill their only emotion.
The last body absorbed all the blood and effluvia of the other 9 sacrifices but this was the executioner and not meant to be a sacrifice himself. Something struck him down before the ceremony was completed and he had the bodies of the sacrifices unceremoniously piled on top of him.
He wears a rusted human-sized chain shirt (serviceable if cleaned) and a crystal medallion around his neck. He has otherwise been stripped of valuables (three fingers have been removed which will be noticed if he is searched. The finger bones can be found scattered on the floor of the cell.). The medallion is in the form of an eye with a red stone at its center. It is not magical but acts as key to Dungeon Level 2 Location (3.). Posted: 11-12-2020 07:15 pm Thieve's World - Tales From The Vulgar Unicorn -Named Characters By Story
Thieve's World - Tales From The Vulgar Unicorn -Named Characters By Story
Introduction:
Hakiem the Storyteller Kadakithis One-Thumb
Spiders of the Purple Mage:
Ahloo shik-Mhanukhee Badniss Benna nus-Katarz Eevroen Handoo (f) Igil [Deity] Kemren (Purple Mage) Kheem (f) Lahboo the Tight-Fisted Looza Masha zil-Ineel (f) Nadeesh Shalpa [Deity] Shkeedur sha-Mizl Shmurt Shoozh Smhee (Rhandhee Ghee) Wallu (f) Weda Krizhtawn [Deity]
Goddess:
Alar Hil Aspak Alciros Foin Dyareela [Deity] Hakkad Harash Hasr-Ra-Kodi Heqt [Deity] Ils [Deity] Kadakithis, Prince (Kitty-Cat) Leah (f) Mernorad Regli Sabellia [Deity] Samlane (f) Samlor Hil San Savankala [Deity] Sterl (Wizard-Prince)
The Fruit of Enlibar:
Buboe Calisaro [Deity] Dubro Enas Yorl Gonfred Haakon Hakiem Illyra (Lyra) Jakob, Blind Lythande Malm Markmor Runo Thrusher Walegrin Vortheld [Deity]
The Dream of the Sorceress:
Alten Stulwig Azyuna [Deity] Cappen Varra Enas Yorl Illyra Ils [Deity] Jubal Jutu Stulwig Molin Torchholder Myrtis (f) Nemis (f) One-Thumb Quag Savankala [Deity] Vashanka [Deity]
Vashanka's Minion:
Alain Aspect Amoli Cime (f) Cudget Swearoath Hakiem Hanse Shadowspawn Ils [Deity] Jubal Kadakithis (Prince) Tempus (Cle..., Thales) Vashanka [Deity] Zalbar
Shadow's Pawn:
Abohorr Antelope Athavul Bourne Cime (f) Cudget Swearoath Dadisha Enos Yorl Eshi [Deity] Furtwan Gath Hanse Shadowspawn Ils (f) Jubal Kadakithis (Prince) Mignureal (f) Molin Torchholder Moonflower (f) Poker the Cadite Praxy Quag Rander Rehabilitatus [Deity] Sly Sorad Tempus (Thales) Theba [Deity] Tiana [Deity] Two Thumbs Vashanka [Deity] Wrenny
To Guard the Guardians:
Alten Stulwig Arman Haakon Hakiem Jubal Kurd Moria (f) Quag Razkuli Tempus
Zalbar Posted: 11-11-2020 12:30 pm The Lost Library of Q'Sh - 12
The Lost Library of Q'Sh - 12
11). This long corridor is lit only by a single torch burning at the southern bend. From the northern doorway it is a dim light, but from the western passage it appears only as a small speck. The floor is filthy as are all the floors in the areas infested with orcs and goblins, but the hall shows the marks of items that have been rolled or dragged along its length; barrels, boxes, chains, bodies, etc...
12). There is a badly concealed secret door here. The orcs use it from time to time and have left marks in the dirt on the floor as well as hand marks where they grab the door's edge. This will be noticed if the hall is searched and the latch to open it, a stone that needs to be pressed, has a big muddy hand print right on top of it. The door opens inwards and reveals a set of a ladder that drops 20ft. At the bottom of the ladder is a small room and a secret door that leads to the grounds outside of the library. The door isn't concealed from the inside, but is cunningly disguised on the outside as well as opening behind bushes that line the outer wall. Anyone searching for this secret door from the outside is at a -3 penalty.
12.1) This hall leads off to the west. It is filled with cobwebs above but no spiders. The secret door on the south wall is in a large niche. It is unconcealed from the north but is well designed and hard to detect from the south (-2 penalty when trying to detect from the Location (11.) hall.
The secret door to the east leading to Location (10.4) is also unconcealed but it cannot be opened from this side. The iron stove in Location (10.4) first needs to be moved aside.
13). This long dusty hallway appears empty except for normal cobwebs clinging to the ceiling which arches 15ft overhead. What cannot be normally seen is the large spider which moves along the top of the ceiling. If the characters can catch this spider they discover that it is not a spider at all. The helm sized device is a machine covered with the chitin of a large spider. Inside this machine is a tiny driver about 4 inches tall. He is green skinned and clothed in a padded orange suit with silver metal gauntlets and a helm made of glass.
If the spider is damaged enough to destroy it the driver will be killed, his glass helmet cracked and a thin greenish vapor released. If it is incapacitated the driver will touch a device that will cause the spider-machines to explode. If the machine explodes it will cause 2d10 damage (save versus Dec for 1/2 damage) in a 20ft radius and leave only fragments of the spider-machine. The driver's body will be completely destroyed though the tiny silver-metal gloves may survive the blast.
A ventilation shaft runs the length of the hall near the ceiling. It connects with most of the passages and rooms deeper on the first floor and down through Dungeon Level 1 and below. It is just big enough for the Machine-Spider to fit through.
The driver will flee from contact with characters and has no wish to attack. He will defend himself if attacked but only if he cannot flee. If somehow captured the Little Green Man will attempt suicide which he can accomplish merely by taking off his glass helmet or even opening it to the atmosphere. Little Green Men have no language. They are telepathic and possess an amazing will power which can bar telepathic intrusion upon their own thoughts.
Machine-Spider
Frequency: Very Rare No. Appearing: 1-3 Armor Class: 1 Move: 24" Hit Dice: 2 % in Lair: N/A Treasure Type: N/A No. Attacks: 3 Damage/Attack: Claw/Claw/Poison Bite 1d4/1d4/1d4+paralyzation Special Attack: The Machine-Spider can emit a web as if a Web spell had been cast but with a range of 20ft and a duration of 5 combat rounds. The web will spread over a 10ftx10ftx10ft area. The component is a liquid material inside the machine that turns to a large web like material when released. A normal Machine-Spider has enough of the material component for 5 attacks and can attack once per combat round. Special Defenses: None Magic Resistance: Nil Intelligence: Non Alignment: N/A Size: S Language: None
Description: A Machine-Spider is a small spider shaped vehicle with an interior enclosed driver's compartment and a skeletal frame. Its exterior is covered in the complete chitin and exterior protrusions of a normal spider of this size.
Ecology: The Machine-Spider is constructed by the Little Green Men. It is fueled by a tiny crystal engine that can be detonated on command. If a Machine-Spider is heavily damaged a recovery team will be sent to retrieve it. The crystal emits radiation that is unique and can be tracked at any distance by the Little Green Men. Posted: 11-11-2020 12:19 pm The Lost Library of Q'Sh - 11
The Lost Library of Q'Sh - 11
10.3) The north door to this room is missing. Along the east wall is a disfigured mural. Once it showed a scene of a great hall with several people in blue robes gathered around some central object but over time everything except fragments along the lower 2ft of the wall have been destroyed. There are a number of barrels, boxes, broken weapons and rusty or moldy pieces of armor piled in a great heap against the wall.
This room has become the sleeping quarters for the orcs in Location (10.2) If not on patrol or dicing in that location they will be here sleeping or eating. Normally 3 to 6 orcs can be found in this room.
Among the debris can be found a rusty but serviceable shirt of chainmail, dwarf-sized and three battle-axes of dwarven make. 1 battle-axe is of exceptional quality, though notched in two places. It is a non-magical +1 weapon, but if a natural 1 is rolled the blade will crack and become useless as a weapon.
These orcs tend to keep their best possessions on them since they are so often away from this room, but a huge wooden chest in the south-east corner contains valuable bulky items that they all have a share in. It would take 4 orcs to move the thing.
Inside can be found:
a). A human head incased in a glass globe. The glass is impenetrable but a voice can be heard coming from inside. Close listening can detect it speaking softly in a language which has not been spoken in a thousand years. If it is set upon a silver base (which is also in the chest) shaped like a large hand the voice becomes louder. If listened to while the moon is in the sky the hand glows with a silver light and the words will become clear and in the language of the listener. The head is telling old sagas of a great war between two city states from the far distant past. Some of the names are familiar but only as place names such as Sidok's Gorge or the Bone Palace; the story itself is unfamiliar. The head tells only this very long tale which takes weeks to tell fully. When it has finished it begins the tale once more. It answers no questions and grants no powers or abilities but it does tell an excellent story.
b). A stone sword taken from a statue. The arm was removed at the shoulder but not broken. Instead there is a square projection at the point where the shoulder would fit into a body. The arm is 5ft long and weighs nearly 200lbs. The body of to this arm is on dungeon level 1.
c). Several pyramidal crystals. They are an orange -red color and have a strange feel to them as if composed of flesh rather than crystal. Each will glow with light upon command. They give off an orange glow and if the base is placed against any surface they will stick unless pulled are hit by a strong blow. They can light a 30ft radius and can be stuck anywhere, walls, ceilings, etc... Each is exactly 1ft at its height with a square 1ft base. They do not radiate magic and if damaged will bleed a light red blood. If badly damaged the light goes out and does not return. These lights are actually the larval forms of living creatures and can be found in some profusion on the lower levels of the dungeon.
d) A collection of dwarf made shields. All are badly damaged but they have a sentimental value to the orcs.
See Location (10.2) for the stats of any orcs found here.
10.4). This room serves as both kitchen and larder for the orcs. The door is closed but has no lock and opens with a simple latch. There is a broken area where some lock or handle was smashed away, but so long ago that the wood has worn smooth and looks as stained and scarred with use as the other surfaces.
Against the south wall is a blood-stained wooden table and an old iron stove is set against the secret door on the west wall. The door opens if the stove is tilted forward all the way to the ground. Anything in the stove would come tumbling out especially since the grate in front is missing. The orcs keep the fire going continually.
There is a rack of filthy blades above the table. Two huge butchers cleavers, a mallet and a handful of large knives The cleavers would be awkward weapons -1 to hit and 1d4 damage. The three knives can be used as regular knives, though they could use a sharpening.
Against the north wall are chained three dwarves, two are still living. The legless body of a third dwarf hangs from its wrists above a sticky spill of congealing blood. There are chains enough for 10 people to be bound to the north wall (the orcs are due to receive rations from a hunting party that left the west entrance the previous day and are running a little short on dwarves).
One of the dwarves has gone quite insane. He is red-faced and pulls continually at his chains. Blood drips from his wrists and if released he will attack anyone in front of him. He is a Ftr 1 8hp, AC10, Dmg 1d4+3 (due to maniacal strength). His companion in chains is Bordain a Ftr2, 16hp (currently 3hp) AC10 - If his companion Afar is killed by the characters he won't be happy about it but he won't hold it against the characters. He is from a dwarven mining community about 40 miles distant and was part of a group of prospectors searching for likely places to mine the area. He was completely unaware of the library or the orc infestation. They were ambushed while searching the area about 5 miles away and dragged here mostly unconscious and has only vague memories of orcs and old chambers where they were dumped before being dragged some more. If freed he will offer his services as a guard till he has paid of his debt to the characters (at least till when he feels he has) then he will set off for his own community to inform them of the fate of his companions and the blood debt they will need to collect from the orcs. If he leaves on good terms with the players they will find the orcs to be gruff but faithful allies. Posted: 11-11-2020 10:21 am Thieve's World - The Rat in the Maze - 1
Thieve's World - The Rat in the Maze - 1
NOTE: After picking up Thieve's World from my shelf the idea to work out a map of the Maze and flesh out an adventure immediately came to mind. This is a rough draft and rougher maps (and ideas) for such an adventure.
The Rate in the Maze
Outside the inn of the Vulgar Unicorn runs the widest street in the warren of slums called the Maze. Before the doors the lights burn, but only bright enough to illuminate the filth and refuse, human and otherwise, that litters the avenue. Few thieves, beggars or common citizens of Sanctuary are desperate enough to steal the crude iron lanterns bolted to the walls outside the inn's old and scarred doors or cross One Thumb, the proprietor. Besides, night is a busy time for the inn. Dark plans are best laid in the dark it is said and inside the burglars, crooks and thieves outnumber the drunks.
Your group of conspirators has chosen the Vulgar Unicorn to lay your plans. Some of you have never met before and this nefarious pit of drink and despair seems a safer place than any which may lead to betrayal or ambush. Besides the inn sits near the center of the jumble of decaying houses, ruins, tenements and shops where few guardsmen dare go even during the light of day.
Each of you has been harmed greatly by the Rankan Empire bringing you together tonight to gather what strength you possess to strike a blow against it. Here in Sanctuary the Empire is vulnerable. The capital is far away and few citizens would shed a tear if ever Rankan, including the young prince, suffered a terrible death.
As your group forms, each giving the Sign, you choose a table in the dark beneath the upper balcony and begin to form your plan. Posted: 11-10-2020 09:41 pm Thieves World - Named Characters By Story
Thieves World - Named Characters By Story
Introduction:
Arman Bourne Hakiem Kadakithis, Prince (Kodakithis) Kilite Quag Ran-Tu Sabellia [Deity] Savankala [Diety] Vashanka [Diety] Zalbar
Sentences of Death:
Aye-Gophlan Dyareela [Deity] Enas Yorl Jarveena (f) Melilot Nizharu
The Face of Chaos:
Cappen Varra Durbo Haakon Illyra (f) Jakob, Blind Jofan Jubal Lthande (f) Marilla (f) Molin Torchholder Moonflower (f) Sabellia [Deity] Savankala [Deity] Vashanka [Deity]
The Gate of Flying Knives:
Anen of the Harvest [Deity] Azyuna [Deity] Butterfly (f) Cappen Varra Danlis (f) Dubro Enas Yorl Eshi the Love Goddess [Deity] Hanse Shadowspawn Hazroah the High Flamen Ills of the Thousand Eyes, Lord of Lords [Deity] Illyra (f) Jamie the Red Light-of-Pearl (f) Mattathan Mobius Molin Torchholder One Thumb Rosanda (f) Sabellia Lady of Stars [Deity] Savankala the Thunderer [Deity] Shalpa Patron of Thieves [Deity] Shipri the All-Mother [Deity] Thufir the Tutelary of Pilgrims [Deity] Vahsanka the Ten-Slayer [Deity] Venafer
A Few Remarks By Furtwan Coinpinch Merchant:
Furtwan Coinpinch Hanse Shadowspawn Thumpfoot, Old
Shadowspawn:
Bourne Corlas Cudget Swearoath Cusharlain Eshi [Deity] Gelicia Hakiem Hanse Shadowspawn Ils [Deity] Jubal Kadakithis (Kitty-cat) Lirain (f) Lycansha (f) Moonflower (f) One-Thumb Quag Razkuli Sabellia [Deity] Savankala [Deity] Shive the Changer Taya (f) Vashanka [Deity] Weasel Zalbar
The Price of Doing Business:
Cudget Swearoath Gambi Hakiem Hanse Shadowspawn Jubal Katakithis Lythande (f) Mor-Am Moria (f) Mungo One -Thumb Sabellia [Deity] Saliman Savankala [Deity] Zalbar
Blood Brothers:
Amar Amoli (f) Enoir Kalem Markmor Marype Mizraith Nesteph One-Thumb (Lastel) Stefab
Myrtis:
Ambutta (f) Amoli (f) Cylene (f) Dindan Dylan (f) Gelicia (f) Irda (f) Jubal Kadakithis Lythande (f) Mikkun Myrtis (f) Terapis Zalbar
The Secret of the Blue Star:
Azunya [Deity] Bercy (f) Cappen Varra Ils [Deity] Jiro Lythande (f) Myrtis (f) Rabben the Half-Handed Shalpa [Deity]
Shipri [Deity] Posted: 11-10-2020 06:30 pm The Lost Library of Q'Sh - 10
The Lost Library of Q'Sh - 10
10.2) There are from 6-18 orcs in this room. The number varies because many are often on patrol to the north where one of the forbidden doors to the eastern portion of the library has been opened. They are fairly nervous about this since it had been sealed shut with heavy boards and iron spikes as well as enchanted closed by their shamans. They patrol in groups of three and most use Locations (10.3) and (10,4) as their orc-cave while half-a-dozen of them remain at this location on orders from Gron in Location (10.1).
This room is surprisingly empty. There is a ventilation shaft in the north-east corner and the orcs keep a fire going beneath it. A round table is near it and six seats made from old wooden chests surround the table.
There are three large barrels of ale against the north wall. Two are sealed and one is broached and half empty. Anyone looking into the barrel will see something poking above the surface of the ale. If it is pulled out or the barrel emptied the body of a dwarf will be found. He is long since dead and the orcs added his body to give the ale some flavor. A check of the body will find a rusty chain shirt, dwarven sized, a thick leather belt which, if removed, will be inordinarily heavy. A check of the belt will reveal that it can be opened and inside, still dry as the belt was closed very tightly over it, is a map of the area showing an entrance to the library about 1/2 mile from Location (1). The weight comes from 20gp that are spaced around the inside of the belt.
A bucket is on top of the one barrel and there are wooden flagons on the table or more likely in the hands of the orcs.
The northern door is barred shut from this side and one orc is always stationed there. Anyone who wants to enter must knock loudly as the orc is usually asleep.
The eastern and southern doors are missing; both broken apart and used for the fire years ago.
The orcs in this room play a continual game of dice. As some return from patrol they inevitably sit down to play and take the place of some of the current players. The game has been going on for weeks. The 5 orcs playing (there are room for 6) are a little drunk, but the ale is fairly week and they are slow drinkers so they have no modifiers to their combat abilities. They are pleasantly drunk, enough for an orc to be considered pleasant and are more inclined to take prisoners than to just kill and eat them outright.
Inside one of the chest they use for chairs is a secret compartment. Once it held two dozen vials, but only 4 remain. Each contains a sluggish green liquid. It is derived from the edible slime which forms on the front steps of the library. In some ways it is alive. If opened it can be poured out but cannot be separated without causing it to wail in pain, flop around in a squishy way and turn to a grey-black sludge which tastes a little like chocolate mousse. If swallowed the slime can heal 2d8 hp damage and causes a mild hallucinogenic prophetic effect allowing the imbiber to see a quick history of the library overlayed in a disturbing way atop the present day. This effect last for 3 hours and the imbiber will be at -3 to hit and damage. What they will see passes before them very quickly. They get an impression of workmen flitting by as the dig these chambers from the base of a mountain that has had its top cut off as if with a knife leaving a plateau. Then people zip back and forth through the rooms in a blur of motion, furnishings and items come and go and finally it all turns into a horrifying mess of blood and terror. Darkness falls over the visions for a long while then creatures begin to fill the rooms and make the library their own. Throughout the experience the feeling of something watching, something which moves through every moment of the vision, alive and aware, creeps into the sense of sight and a sound begins to eat into the silence like teeth gnawing at a fleshless bone. When the hours pass and the visions end the character will retain this sense and every day within the library the feeling of being watched by this unseen thing will grow.
The 6-18 orcs are 6hp, 1hd, AC6 armed with either mace, bastard sword, or footman's flail. They wear studded armor. Each will have a pouch of 12-36 gold plated teeth and 3d6cp, 2d8sp, 1d6gp on them.
There are a few unusual items among their possessions.
a). A broken piece of mirror in a leather pouch. This piece is about palm-sized and cannot be broken or scratched. If it is joined with other pieces they will meld together into a larger indestructible mirror.
b). A piece of spider's leg, but made of metal. The outer chiten of a spider has been attached to a skeletal metal form. The spider would be about the size of a man's head if the leg is in proportion.
c). A silver cube with runes on each side. It radiates magic faintly. By holding the cube while casting a spell a mage will immediately relearn that spell. It can be used once a day. Once used all of the runes will fade from the cube only to slowly reappear with one less rune. This cube can allow the casting of spells up to 6th level. It can be used six times, each time one of the runes completely disappears after use and on the casting of the sixth spell the cube melts into a puddle of mercury. Posted: 11-10-2020 06:25 pm The Lost Library of Q'Sh - 9
10.1) This center room is home to the orc leader in charge of this small portion of the tribe. He lives here with 3 body guards and the shaman assigned to him. The room is stripped bare of all furnishings. An iron stove is in the south-east corner and its ventilation shaft is still connected to the ceiling. The stove has no front grill and the glow of the fire, which constantly burns inside, is the only illumination.
There is a sleeping pallet and cloth blankets and thickly furred skins against the south wall near the fire. This belongs to Gron the orc leader. He keeps a loaded heavy crossbow beside his bed and sheathed longsword under the top skin of his bed. The longsword glows constantly (it glows in the presence of orcs) and is +2 to hit'+2 damage against orcs. It is a named sword called Gutslitter and on a natural '20 will disembowl the orc hit causing double damage and 1d6+6 pts of damage per combat round. A disembowled orc is at -3 to hit. Gron does not normally carry this sword. It is painful for him to hold, but he has found that some of his worst enemies are other members of the growing tribe of the Third Eye.
Gron has a large wooden chest that is locked by a huge lock. It is impressive looking but it's very size makes it +10% to pick. Otherwise it is much easier to smash the wooden chest than to try to break the lock. The chest contains the following items:
a). A human skull with the jaw and top of head removed. Gold fills the empty brain cavity turning into a macabre goblet. Gron drinks from this after battle. It heals 1d8hp of damage if the goblet is filled with blood and drained in a single gulp. The blood must belong to a person or creature the imbiber has killed in combat. This can be done once for every opponent killed but their blood must still be, mostly, liquid. (Gron has one of his body-guards carry this if they are outside of the Library or on one of the lower levels.
b). A bag with 137 gold plated teeth.
c). A small chest with what Gron thinks are gems but are really just glass from a band of players that they once attacked. They entire box of glass gems is worth 1gp. It is unlikely that the players will know the difference between these fake gems and real ones unless they have experience with valuing jewels or something untoward happens to the gems (like being pounded by a mace).
d). A small bag with 8pp, 47gp, 39sp
e) A small wooden box. Inside is a ring made of raw reddish gold with a red gem gripped by the sculpt of two hands. Writing is finely inscripted inside the ring. It will take a Read Magic spell to decipher the writing. It says "Fire, Flare, fire." The ring will give the wearer an immunity to small fires and a +3 save against large or magical fires. If a mage wears the ring and speaks the words inscribed aloud while putting a finger upon the red stone the spell Burning Hands will be cast against who or whatever the wearer wishes as if by a 5th level caster.
f). A large Dagger that radiates magic but has no special abilities. It is a decent finely crafted dagger and could be enchanted at a latter date.
g). A small iron box with 997 cp in it. Gron collects them. An examination will reveal that each copper piece is different in some way. Most of the cp's are common, but 131 would bring 1 to 10sp each from a collector and 41 would bring 1 to 10gp. 7 are fairly rare and would bring from 10 to 100gp each, and 1 is extremely rare and worth 1,000gp or more. Unless a character is a collector of rare coins himself these are very likely to be seen as only copper pieces of face value, but at some time the players may be cheated by a dealer out of the value of the coins or spend it an inn only to have a customer spot the rare coin and seek to rob the characters, etc...
h). This is a rolled cloth that surrounds a small gold statue wearing a crown and with and upraised hand (snapped off). A book is in its other hand. This is the symbol of learning which the characters may recognize. While it has a value of nearly 100gp it is also part of a key that allows access to a secret room deeper in the library.
i). A canvas sack holding 157sp with a smaller leather pouch holding 67gp.
The Shaman has a small tent made of minotaur hide in the north-west corner. The floor before the tent is blackened with the remains of a small fire. Inside the tent is normally found the shaman. The tent is always closed shut when he is inside and hazy with a thick smoke that smells like a burning rug. This smell and haze remain even when the tent is open. Prolonged exposure to this haze makes characters extremely lethargic and gives them an overpowering desire for food. Those affected can consume up to 3 days rations in a single setting. This feeling will wear off after 3 hours but during that time players will be -3to hit and -3 to damage.
There is a rolled up rug inside the tent and a thick hide of an owlbear on the floor. A leather bag contains several small wooden and ceramic pipes and a large pouch of a green leafy weed that acts the same as the haze if smoked or eaten. Another bag contains a large collection of jerked meat. These strands of meat are surprisingly tasty if eaten but it comes from a number of sources, both animal and sapient. There is the equivalent of 5 days rations worth of the jerked meat.
Finally there is a small carved ivory cheat. The chest itself is valuable if undamaged. Inside are various components that the Shaman considers necessary to cast his spells.
In the center of the room there is a rough wooden table. It is a heavy piece of wood, much scarred and marked. Three benches and a chair surround it. Gron's bodyguards take turns sleeping under the table and there are hides and rags piled there. A large box is also under the table and contains various rations including the headless and quartered bodies of two freshly killed kobolds.
A small box at the bottom of this box of provisions is hidden beneath the rations. It contains the treasury of all three body-guards. Inside are 17pp, 193gp, 390sp, 12 10gp rubies, 13gold rings worth form 1 to 25gp, a gold crown with gems (a worthless prop taken from the strolling player) and a string of 30 pearls (also fake) and a set of 6 worn six-sided dice carved from bone.
Gron is a 3rd level fighter. 23hp, AC 4 Str 17 Int 11 Dex 12 He wears a suit of enchanted chainmail +2 that will cause a normal sword-blade to snap a foot off its end if the attack roll against him is a natural '1'. He uses a battle axe in one hand that is non-magical but wickedly crafted and will cause +2 damage. In his other hand he wields a large enchanted dagger that gives a +1 to hit and allows the wielder to use it in their secondary hand with no training in two weapon fighting.
The three orc bodygyards are 1st level fighters. 8hp each, AC5 they armed with a longsword nonmagical +1 to hit due to quality, A flanged mace, a bastard sword. Each carrier s a pouch with 57, 43 and 41 gold plated teeth.
The Shaman is a 2nd level cleric/ 1st level magic user. 13hp, AC3. He wears a leather suit made of the skin of orcs that gives his AC3. On his head are the horns of a minotaur and can summon the image of the beast but not the beast itself. It will stamp and below and appear to attack but its form is insubstantial and at best it can cause a distraction or a retreat. It is not illusion and in all senses outside of touch it is real; loud, smelly and a character licked it they would taste minotaur (yuck). It will last till the shaman is killed or he dismisses it. He can call upon the minotaur once a day (this minotaur skin will lack this ability with anyone not a orcish shaman). If the shaman receives enough physical damage to kill him the suit will also be destroyed.
He bears a staff made from the carved bones of a man (two legs and an arm melded together with the skeletal hand holding a skull at the top of the staff. If hostile creatures approach within a 30ft radius the jaws will open and the skull will begin to laugh and titter in a most unpleasant manner. During combat the staff acts as a +1 to hit/ +3 to hit against humans and the skull will begin to sing. The song is in the common tongue and tells the story of young mercenary who ventured into the library only to be killed and eaten by these orcs. All players within a 50ft radius must save versus charm or become -1 to hit/-1 damage in combat. No human can hold this staff. A human touching it will receive a powerful jolt that causes 1d4 per combat round while they are holding it.
On his person is a belt with pouches. They have various components to his spells. Around his neck he wears a necklace of ears (from many creatures. They are dried and the Shaman finds them quite nice to snack on.
If captured or made to talk the shaman's eyes will roll up in his head, he will bite off his own tongue and begin shaking. After a minute he will shudder and die. If some divination is used the Shaman's spirit will merely curse and laugh.
Gron and his bodyguards will easily talk. They are unhappy with the tribe of the Third Eye. They are recent recruits from a smaller tribe charmed by the mage Zuel and merged with his ever growing garrison of orcs. This was several weeks ago and Gron would like out. If the characters appear strong enough and the shaman is killed Gron and his guards can be convinced to actual join the party as rather untrustworthy henchmen who look for the opportunity to steal what they can and escape. He will say that this is but a smaller group of orcs. A much larger force commands the west entrance and watches over a pack of kobolds (who they despise and often eat) guarding the north. The chief dwells down in the dungeons of the library in the floor below in a vast room with ledges all around it. The main garrison is down below as well as the women and children of the tribe. There is a great Shaman and all of the lesser shamans (and there are too many of them for Gron's liking) are now being trained by Zuel or his apprentices. The east of the first floor is dangerous and they don't go there (the doors that connect the east and west portions of the library are marked with warnings). They haven't explored all of the west section of the library and use only the long halls and a few siderooms to get to the west entrance and the north. Posted: 11-10-2020 11:54 am The Lost Library of Q'Sh - 8
10). This room is part of a small outpost of orcs. It currently contains 9 orcs but the inhabitants of Locations (10.1) and (10.2) have removed the interior doors in-between these three locations and regularly pass back and forth.
The eastern door is very strong. It is made of thick wood with iron bands to reinforce it. There was once a mechanical lock but it was broken long ago. Now the door is kept shut by a heavy bar that rests in staples set deeply into the stone wall to either side. The door itself will break before the iron bar is bent or the staples ripped from the wall. There is a small opening in the center of the door at face height. It has a small grill of iron set on the outside of the door to keep anyone from reaching through and an iron plate that can be slid across this opening from the inside and latched shut. It is normally kept shut but not latched.
An orc will normally be asleep, mostly drunk or half-asleep sitting with his back against the door. Nearby on the north wall a battered chest-piece from a suit of plate is hanging from the wall and an old mace is hanging next to it. If attacked or if intruders are spotted an orc will begin pounding on this chest-piece with the mace. The sound will be heard throughout the 3 areas of Location (10-10.2) and in the surrounding corridors.
The room gives no hint as to what it once might have been used for. The walls and floors are filthy. A dim light comes from the south-west corner where a small fire burns and what appears to be the limbless body of some small humanoid creature (kobold) roasts on a spit. The smoke makes the room hazy and thick (combat for PCs is at -1 to hit unless the smoke has cleared) and only a small ventilation shaft in the ceiling keeps the place from being dangerous even to the orcs.
There are bundles of rags and rotting skins against the west wall. If searched they reveal pouches, small bags and sacks containing the possessions of the occupying orcs. Each bag has around 2d20cp, 3d10sp, 4d8gp and a collection of from 4d10 teeth dipped in gold (these represent combat kills, though small creatures such as goblins and kobolds don't count). If any captive is found in possession of these teeth they will have their own teeth pulled from their mouths and crushed with a hammer (their teeth not their heads) a sign that they are unworthy opponents. These teeth are worth only about 10sp and are hard to sell within any of the few nearby settlements.
Several of the bundles have some notable items.
a). Under this pile of bedding is a backpack with one of the shoulder straps missing. It is relatively new but stiff with dried blood and other stains. Inside is the skull of a dwarf with most of the flesh gnawed away, but the skull is haunted by the memory of the slain dwarf. If given a respectful ceremony before disposing of it the character or characters will gain +1 to hit/+1 to damage against any of the orcs in the library (unless otherwise noted). If treated with disrespect the spirit will haunt the disrespectful characters and moan and curse them during combat telling them that they are no better than a bunch of dirty orcs themselves and making them -1 to hit/-1 to damage against any combatants in the dungeon unless the spirit can be appeased in some manner.
b). Atop this pile of stinking skins is a short stabbing spear. It cannot be thrown but is useful in finding the location of mushrooms. It will give off an earthy smell when it is within 50ft of any edible mushrooms and a sweetly sick smell when approaching the poisoness variety. The smell will grow stronger and stronger the nearer they are.
9 Orcs - 6hp, 1HD, AC6, Studded Leather, Mace or Bastard Sword
See Location (6 Note) if any are captured or questioned. Posted: 11-07-2020 09:03 pm The Lost Library of Q'Sh - 7
9). The door to this room is a normal wooden door with no lock. It opens toward Location (8.) and has a pull ring on its outer side.
There is an iron stove, cold and overturned in the south-east corner of the room. The ventilation pipe hangs from the roof (inside the stove is a solid clump of ash which, if smashed apart, reveals a piece of parchment 3/4 burned revealing 1/4 of the 1st level of the dungeon below).
Against the north wall (marked with a boxed X on the map) is a short but long cabinet. Inside can be found the ancient remains of the rations that the men, now skeletons, ate in life. Once it was home to a nest of rats, now a score of these giant creatures are also nothing but skeletons themselves. They are animated and with the same vicious desire to kill as their once human counterparts. With a wordless squeak they will spring out from the cabinet if opened and, in a flow of bony feet, attack those in the room. They are 1hd-4 creatures with 2hp each and AC of 7 and 1 bite attack that will do 1hp of damage. If the nest of rotted bones and rations is examined 200 cp can be sifted from the debris. But if this is done a trap door beneath the base of the wormridden boards of the cabinet will be discovered dropping down to dungeon level 1.
The room is lined with 10 beds against the east and 10 against the west walls. These 20 beds are simple bunks with a wooden chest at the end of them. Each has a pillow made of chicken feathers, a thin mattress made of straw on what were once nets of hide straps. These straps have all been gnawed to pieces and the simple mattresses have collapsed through them to the floor. If searched the rag pillows will reveal several items.
A). A small glass container with a tarry black sludge at the bottom. This sludge is actually a powerful drug. If smoked it will alleviate pain and cause minor hallucinations. There is enough for 5 doses. A pair of normal sheathed throwing daggers and a tinderbox is also in this pillow. The daggers are lightly blackened and have a hard burnt substance on their blades.
B). This pillow contains a silver locket with an inscription inside saying "Love Potion Loves Her Owlbear." It is a cheap locket with silver plate and is worth only 1sp.
C). A small flute carved from wood. Value 5cp
D). A chipped cube of glass. Looking through it will make anything seen through it appear larger. Value 5sp.
E). This appears to be a small book, an adventure story set in an alternate world, but slipped into the spine is a note in code. If deciphered by mundane or magical means it will say, "Moonset, lower stacks".
The blankets and rag pillows are moth eaten and torn by small claws with a rank smell of must and decay.
The 20 trunks at the feet of these beds are all locked with cheap simple locks. +2 bonus modifier to open. They can easily be smashed open with a sharp strike or even kicked off the chest with a bootheel to the hasp. Inside are mostly rotted clothing, belts, boots, but each has some personal gear and a coin pouch. These pouches will contain 3d12cp, 2d10sp, 1d8gp, 25% chance of a ring, locket or pin valued at 3d10gp,
Some have noteworthy items.
a). The bottom of this trunk has a trapped (poison needle but the virulence of the poison has diminished with age and not only causes 1d6 damage (rather than death) save for 1/2 damage) secret compartment. Inside this compartment is a shirt and pants of light black cloth, soft black shoes whose soles will an abraded surface that allows the wearer to grip surfaces better (adds a + 5% to attempts at climbing walls or moving across slick surfaces). There is a dried stick of black face paint, a bottle of a dried greenish substance (once a gummy poison that could be coated on blades. It is still faintly poisonous and eating a quantity of it will cause 3d6 damage, save for 1/2 damage), and a sheaf of thin paper with a small dried bottle of ink and a quill pen.
There are three weapons in the case.
A set of 12 small throwing knives. These have no grip, just a heavy tang to balance the blade weight. These small knives are a nonmagical +2 to hit and do 1d4 damage.
A long curved double-edged dagger. The blade is blackened with a runnel down its length (where a gummy poison could be coated without risk of rubbing off when sheathed). It is a non-magical +2 to hit and does 1d6 damage.
A pair of black gloves with a set of iron spikes at the top and base of the palm. This device makes it easier to climb (+20% bonus) and can be used in weaponless combat to add 1 HP of damage per attack.
There is also a roll of 4 glass tubes. Each is filled with small grayish glass pellets (5 per vial). If the glass is broken they explode in a 10x10 ft cloud of harmless but opaque grey smoke that will dissipate after 3 combat rounds.
b). This chest has a smaller box filled with scrolls of an erotic nature. There are 37 scrolls that run in value to the right 'collector' for between 5sp to 10gp each.
c). Inside this chest there is a small wooden box. It is very old but solidly made. It seems to be filled with very small bones, each with a mark carved upon them (if the writing can be seen at all so minute are the letters). If they bones are removed upon the case the will vibrate slightly and if several are removed near each other they will begin to join together. If the entire box is dumped out they will pull themselves in a set of 6 skeletal mice with a seventh that holds a stringed instrument made of bones. A thin and high music will come from the instrument. The six mouse skeletons will begin to dance around the player. Tiny squeaks will be heard above the music. Slowly the music will grow louder and after another minute or two the dancers will begin to bow to the ground as they dance. They will grovel upon their bony bellies before the music. Any characters within hearing of the music must first save versus charm or begin to dance themselves. Those who succeed in their save must then save versus fear or become paralyzed. This dance will go on for 5 minutes till the charmed characters find themselves groveling on their own stomachs. Then the music will stop and the skeletal mice will search for the box, open its lid, climb inside and fall to pieces. The box and bones are immune to ordinary damage and if the bones are scattered they will return (somehow) to the box by the next rising of the moon. The character which opened the box will find it returned to his possession no matter how he tries to get rid of it. At the waning of the moon he must save versus charm or he will open the box again and dance. Posted: 11-06-2020 08:21 am The Lost Library of Q'Sh - 6
The Lost Library of Q'Sh
8). This is a large somewhat 'S' shaped room. The south-western end has two secret doors. The western secret door is described in Location (5). but if the area is not entered from that location the skeletons described will be clustered near the south-western nook. They will react to the approach of characters from the north or through the secret door nearby on the south wall.
The wide portion if the room running north-south has two long wooden tables with benches against the west wall, a weapons rack, on the east wall, with ten light crossbows (only two have not been rotted by a slow dripping leak that has come down the wall from a large crack in the stone roof) and a score of bolt pouches contain bolts, most of which will fly apart in flinders if anyone attempts to use them as the damp and moisture have rotted them as well. There is a larger weapons rack is against the wall near location (8.1)., but it is empty. Against the wall facing the library's portico is wheel and pulley system to raise the counterweight which is dropped when opening the southern secret door.
The floor of the room is scattered with broken bones and rotted leather armor, sundered shields (four are still serviceable, medium shields) and ten longswords with various degrees of rust (the swords are -2 to hit and damage till they have been resharpened).
Amid the scattered bones on the floor of this room will be seen a black and dried smear of blood leading to the far eastern end of the room and trailing around the corner.
The door to the north is thick wood with iron bands and a iron grill work over a small opening at chest height. Peering through grill work and shining a light through or having some type of dark vision reveals Locastion (14). a corridor with doors similar to this one, though details are hard to make out as they are slightly recessed into the walls of the passage.
8.2). The smear of dried blood ends before the western door which is appears as a normal wooden door with a pull ring. The space before the door is very similar to Location (6.2) with a very large stain of black dried blood across the floor and spattered on the walls. A moment after stepping within 10ft of this area or upon opening the eastern door from the other side, a cold moaning wind will howl down the passage and stir the blood into a dancing black dust devil which will turn into the form of a robed woman. If this form is touched by anyone or anything during this process or after it has solidified it will emit a screeching, wordless howl and collapse into a pile of dried blood. If allowed to form the woman will hold out her hands revealing that all her fingers have been torn or bitten off. She will look at them herself, howl madly and throw herself at the nearest character, whereupon she will burst into a cloud of dried blood, but anyone within a 10ft radius will find themselves drenched with hot fresh blood as if a bucketful of the stuff had been thrown at them. Posted: 11-05-2020 01:57 pm Dragon #354 Greyhawk References
Dragon Magazine #354 Index
Aaron Marander (Human Fighter 13)[NPC] 31
Aasimar [MON] 31
Abbor-Alz Mountains [MT] 31
Aerdy, Kingdom of [KNG] 26
Almor [KNG] 26
Altar [ITM] 20
Ambara (Female Young Adult Gold Dragon)[NPC] 31
Angel [MON] 22
Arminder Nogg (Champion of Glory)(Male Half-Orc Cleric 5 Heironeous)[NPC] 31, 32
Armorer [CLS] 31
Arnd of Tdon [NPC] 28
Azkava Mor (Paladin)[NPC] 30
Baator [NPC] 30
Ballista [ITM] 31
Bandit [CLS] 23
Battle of a Fortnights Length [BTL] 26
Battleaxe [ITM] 20, 22, 23, 25, 31
Battleaxe, Holy +2 [ITM] 32
Beloved of the Gods [RUM] 26
Belt of Giant Strength [ITM] 32
The Blinding Light [RUM] 26
Book of Penitence [BK] 22
Book of the Code [BK] 22
Bright Desert [PLC] 31
The Broken Brotherhood [RUM] 28
By the Archpaladins Skin [RUM] 25
Caralin Arvendis (Male Half-Elf Fighter 3/ Cleric 10)[NPC] 31
Chainmail [ITM] 20, 31
Cleric [CLS] 20, 22-24, 31
Coffer [ITM] 30
Coldeven [CAL] 26
The Day of Just Rebellion [CAL] 26
Demon [MON] 32
Deva, Astral [MON] 32
Devil [MON] 30, 32
Dragon [MON] 31
Dragon, Bronze [MON] 31
Dragon, Gold [MON] 31
Dragon, Silver [MON] 31
Dwarf [MON] 20
Elf [MON] 20, 31
Elf, Half [MON] 20, 31
Ferrante (Paladin)[NPC] 22
Fharlanghn [DEITY] 31
Fields of Glory [PLN] 20
Fighter [CLS] 20, 22, 31
Flanmi River [RVR] 26
For Honor and Valor [RUM] 25
Fortnights Feast [CAL] 26
Gasharin Hefloranis (Male Elf Fighter 8)[NPC] 31
Great Kingdom [KNG] 26
Greyhawk, City of [TWN] 23, 31
Griffon [MON] 31
Guard [CLS] 24, 31
Heironean Code [PHL] 22, 24, 26
Heironeous {Heironious} (The Invincible, The Archpaladin, The Valorous Knight)[DEITY] 18-20, 22-26, 28, 30-32
Heironeous, Brotherhood of the Lance Unbroken [ORG] 25
Heironeous, Church of [ORG] 20, 22, 28
Heironeous, The Copper Crusaders [ORG] 25
Heironeous, Cleric of (Glorious, Valorous Host, Hero of the
Rank, Champion of Glory, Knight Gallant, Knight Courageous, Knight Valiant, Knight Champion, Paragon, Paragon-General)[CLS] 24, 26, 30, 31
Heironeous, Order of the Shining Sword [ORG] 24, 25
Heironeous, Paladin of (Templar)[CLS] 24
Heironeous, Sanctum of (City of Greyhawk)[TMP] 31
Helena Stanmaer (Female Human Cleric 12 of Fharleanghn)[NPC] 31
Hextor [DEITY] 19, 20, 24, 26, 28, 30
Human [MON] 31
Invulnerable Coat of Arnd [ITM] 28
Iuz [DEITY][NPC] 23, 25, 31
Kara-Fruit [ITM] 20
Karistyne [NPC] 31
Karistyne Castle [CTl] 31
Katarina (Lady)[NPC] 25
King [CLS] 24
Knight [CLS] 24-26, 28
Knights of the Holy Shielding [ORG] 25
Labelas Enoreth (Elven God of Time)[DEITY] 31
Longsword [ITM] 20, 22
Mace, +3 Disruption [ITM] 32
Malchaus (Astral Deva)[MON] 32
Manticore [MON] 31
May the Axe Grow Great [RUM] 25
Mayaheine [DEITY] 24
Meersalm [ITM] 20, 26, 28, 30, 32
Mercenary [CLS] 20
Messenger [CLS] 31
Monk [CLS] 20
Murlynd [DEITY] 24
Nine Hells [PLN] 30
Nyr Dyv [RVR] 23
Nyrond [KNG] 26
Oeridian [PPL] 20, 28
Oerth [PLC] 23
Onwald Sidney [NPC] 22
Orc [LNG] 32
Orc [MON] 31, 32
Orc, Half- [MON] 31
Paladin [CLS] 19, 20, 22, 24, 28, 30, 31
Peasant [CLS] 24
Pelor [DEITY] 24
Pholtus [DEITY] 26
Pholtus, Church of [ORG] 26, 28
Pit Fiend [MON] 30
Pitchfork [ITM] 23
Platemail [ITM] 20, 26
Readyreat [CAL] 26
Ranger [CLS] 31
Rary [NPC] 31
Reaping [CAL] 26
Red Thunderbolt (+2 Shocking Thundering Battleaxe)[ITM] 30 Right Makes Might [RUM] 25
Robe [ITM] 20
Seven Mounting Heavens of Celestia [PLN] 20
Sheep [MON] 23
Shianne Stotmahanded (Female Elf Wizard 13)[NPC] 31
Shield Lands [KNG] 20, 23, 25, 26, 31
Soldier [CLS] 19, 22, 31
Spy [CLS] 31
Statue [ITM] 20
Stern Alia [DEITY] 26, 28
Stonemason [CLS] 31
Tabard [ITM] 20, 31
Tattoo [ITM] 24
Temple [TMP] 20, 22, 25, 26, 32
Undead [MON] 25
Valormight [CAL] 26
Wealsun [CAL] 26
Wolf [MON] 23
Wyvern [MON] 31
Posted: 10-22-2020 05:24 am Fritz Leiber's "Lankhmar" Character Names
Here is a list of character names from Fritz Leiber's "Lankhmar" or "Fafhrd & Gray Mouser" stories.
I urge anyone who has not read Leiber's "Lankhmar" stories to read them and anyone who has read them to re-read them.
Names compiled from 'Swords and Deviltry' (Hopefully I haven't missed too many)
Bannat Effendrit (Mingol) Essendinex Fissif Flim Giscorl Glavas Rho Grif Harrax (Snow Man) Hinerio Hor (Snow Man) Hrey (Snow Man) Hringorl (Snow Man) Hristomilo Ivrian Janarrl Jengao Karstak Ovartamortes Krovas Mara (Snow Man) Misra Mor (Snow Woman) Mourph Nalgorn (Snow Man) Nattick Rokkermas Slaarg Slevyas Slivikin Tyarya Vellix Vilis Vlana Zax (Mingol)
The Snow Woman
Effendrit (Mingol) Essendinex Harrax (Snow Man) Hinerio Hor (Snow Man) Hrey (Snow Man) Hringorl (Snow Man) Mara (Snow Man) Mor (Snow Woman) Nalgorn (Snow Man) Vellix Vilis Vlana Zax (Mingol)
The Unholy Grail
Giscorl Glavas Rho Ivrian Janarrl
Ill Met in Lankhmar
Bannat Fissif Flim Grif Hristomilo Jengao Karstak Ovartamortes Krovas Misra Mourph Nattick Rokkermas Slaarg Slevyas Slivikin Tyarya
2). List compiled from Swords Against Death & Swords in the Mist
Arvlan Atya Basharat Braggi Bwadres Danius Gis Glipkerio Gnarlag Gortch Grilli Harsel Ilala Innesgay Issek Ivlis Kivies (Raven) Kooskra (Eagle) Kreshmar Laavyan Larlt (Mingol) Lavas Laerk Lessnya Lithquil Mingsward Moolsh Moulsh Ohmphal Ourph (Mingol) Ouwenyis (Mingol) Pulg Quatch Rannarsh Skel Slevyas Srith Stravas Teevs (Mingol) Tovilyis Tres Urgaan Wiggin Zizzi
Swords Against Death
The Circle Curse
Lithquil
The Jewels in the Forest
Arvlan Rannarsh Urgaan
Thieves House
Ivlis Laavyan
Moolsh Ohmphal Slevyas Tovilyis
The Bleak Shore
Larlt (Mingol) Ourph (Mingol) Ouwenyis (Mingol) Teevs (Mingol)
The Sunken Land
Lavas Laerk
Claws From the Night
Atya Kivies (Raven) Kooskra (Eagle) Lessnya Moulsh Stravas
The Price of Pain-Ease
Braggi Danius
Swords in the Mist
The Cloud of Hate
Gis Glipkerio Gnarlag Harsel Innesgay Kreshmar Skel Tres
Lean Times in Lankhmar
Basharat Bwadres Gortch Grilli Ilala Issek Mingsward Pulg Quatch Srith Wiggin Zizzi
Compiled from Swords Against Wizardry
Alyx Bonecracker (Ice Gnome) Breakskull (Ice Gnome) Brilla Dickon Divis Eeack (Rat) Essem Faroomfar Flindach Friska Gibberfat (Ice Gnome) Glinthi Gnarfi Graah (Bear) Grom Gwaay Hasjarl Hirriwi Hisvin Hovis Hrissa (Ice Cat) Ivivis Juln Kewissa Keyaira Klevis Kranarch Kronia Kruk (Bear) Legcruncher (Ice Gnome) Nemia Ogo Oomforafor Quarmal Scraa (Roach) Snarve Tamorg Tork Twelm Vlek Yissim Zobold
Stardock
Bonecracker (Ice Gnome) Breakskull (Ice Gnome) Faroomfar Gibberfat (Ice Gnome) Glinthi Gnarfi Graah (Bear) Hirriwi Hrissa (Ice Cat) Keyaira Kranarch Kruk (Bear) Legcruncher (Ice Gnome) Oomforafor
The Two Best Thieves in Lankhmar
Alyx Dickon Grom Gwaay Hasjarl Hisvin Kronia Nemia Ogo Snarve Tork Vlek
The Lords of Quarmall
Brilla Divis Eeack (Rat) Essem Flindach Friska Hovis Ivivis Juln Kewissa Klevis Quarmal Scraa (Roach) Tamorg Twelm Yissim Zobold
Compiled from The Swords of Lankhmar & Swords Against Ice Magic
(F) = female
Bashabeck Bimbat (Boarhound) Bomar Dwone Edumir Elakeria (F) Eesafem (F) Fralek (F) Freg (F) Frix (F) Fro (F) Gale (F) Gara (Deity) Glipkerio Kistomerces Gonov Gorex Grig (Rat) Grongier Grum (F) Hilsa (F) Hisven Hisvet (F) Hreest (Rat) Hrenlet (F) Ivmiss (F) Khahkht Kos (Deity) Kreeshkra (Ghoul)(F) Krimaxius Lukeen May (F) Mog (Deity) Movarl Naph Nattick Numblefingers Olegnya Radomix Reetha (F) Rill (F) Rivis Rightby Samanda (F) Siss (Rat) Skwee (Rat) Slenya Akkiba Magus (F) Slinoor Svivomilo (Rat) Tchy (Rat) Zwaaken
The Swords of Lankhmar
Bashabeck Bimbat (Boarhound) Elakeria (F) Frix (F) Glipkerio Kistomerces Grig (Rat) Hisven Hisvet (F) Hreest (Rat) Hrenlet (F) Kreeshkra (Ghoul)(F) Krimaxius Lukeen Movarl Naph Nattick Numblefingers Olegnya Radomix Reetha (F) Rivis Rightby Samanda (F) Siss (Rat) Skwee (Rat) Slinoor Svivomilo (Rat) Tchy (Rat)
Swords Against Ice Magic
The Sadness of the Executioner
Eesafem (F) Gorex
Beauty and the Beasts
Slenya Akkiba Magus (F)
Under the Thumb of the Gods
Fralek (F) Freg (F) Fro (F) Gara (Deity) Ivmiss (F) Khahkht Kos (Deity) Mog (Deity)
The Frost Monstreme
Afreyt (F) Cif (F) Gaus Gib Mannimark Mikkidu Pelly Pshawri Skor Skullick Titchybi (F) Trenchi
Rime Isle
Bomar Dwone Edumir Gale (F) Gonov Grongier Grum (F) Hilsa (F) May (F) Rill (F) Zwaaken Posted: 10-21-2020 06:11 am REH's Conan - List of Names and Ethnicities
Abbreviations of Ethnicities
Acheron = Ach Aesir = Aesir Afghul = Afg Aquilonian = Aq Argossean = Arg Bakalah = Bak Brythunian = Bry Corinthian = Cor Dagonian = Dag Hyrkanian = Hyr Keshan = Kes Khauran = Kha Kothian = Kot Kozaki = Koz Kshatriyan = Ksh Kushite = Kus Kutchemesian = Kut Messantian = Mes Nemedian = Nem Ophirean = Op Pelishtim = Pel Pict = Pict Shemite = Shem Stygian = Sty Tlazitlans = Tla Turanian = Tur Vanir = Vanir Xuchotlan = Xu Yimsha = Yim Zamboulan = Zamb Zamoran = Zam Zingaran = Zin Zuagir = Zu
Acheron Xaltotun - Ach
Aesir Gorm - Aesir Horsa - Aesir Niord - Aesir Wulfhere - Aesir
Afghul Yar Afzal - Afg
Aquilonian Albiona - Aq Altaro - Aq Arpello - Aq Ascalante - Aq Athemides - Aq Balthus - Aq Dion - Aq Epemitreus - Aq Gromel - Aq Hadrathus - Aq Namedides - Aq Numedides - Aq Orastes - Aq Pallantides - Aq Prosepero - Aq Publius - Aq Rinaldo - Aq Servius Galannus - Aq Soractus - Aq Thespius - Aq Tiberias - Aq Trocero - Aq Valannus - Aq Valeria - Aq Valerius - Aq Volmana - Aq Zelata - Aq
Argossean Bracus - Arg Demetrio - Arg Galacus - Arg Strom - Arg Tito - Arg
Bakalah Aja - Bak Bajujh - Bak
Brythunian Aratus - Bry Natala - Bry
Corinthian Ivanos - Cor Muriela - Cor
Dagonian Khosatral Khel - Dag Yateli - Dag
Hyrkanian Amurath - Hyr
Keshan Gorulga - Kes Gwarunga - Kes
Khauran Ivga - Kha Krallides - Kha Salome - Kha Taramis - Kha Valrius - Kha
Kothian Almuric - Kot Arbanus - Kot Constantius - Kot Khossus - Kot Sergius - Kot Shupras - Kot Strabonus - Kot Taurus - Kot Thespides - Kot Tsotha-Lanti - Kot Vateesa - Kot Yasmela - Kot Zorathus - Kot
Kozaki Olgerd Vladislav - Koz
Kshatriyan Bunda Chand - Ksh Chunder Shan - Ksh Devi Yasmina - Ksh Gitara - Ksh
Kushite Ajaga - Kus Ajonga - Kus Laranga - Kus Shukeli - Kus Yasunga - Kus
Kutchemesian Thugra Kohotan (Nathok) - Kut
Messantian Publio - Mes
Nemedian Alcemides - Nem Amalric - Nem Arideus - Nem Arus - Nem Aztrias Petanius - Nem Demetrio - Nem Dionus - Nem Enaro - Nem Kalanthes - Nem Kallian Publico - Nem Nimed - Nem Numa - Nem Octavia - Nem Posthumo - Nem Promero - Nem Tarascus - Nem Taurus - Nem Zenobia - Nem
Ophirean Akkutho - Op Amalrus - Op Khossus - Op Livia - Op Olivia - Op Theteles - Op Tina - Op
Pelishtim Bit-Yakin - Pel
Pict Zogar Sag - Pict
Shemite Belit - Shem Gebal - Shem Gilzan - Shem Khumbanigasa - Shem Servio - Shem Zargheba - Shem
Stygian Ctesphon - Sty Kutamun - Sty Rammon - Sty? Tascela - Sty Thalis - Sty Thoth-Amon - Sty Thothmekri - Sty Thothmes - Sty Thutmekri - Sty Tuthamon - Sty Yara - Sty?
Tlazitlan Chicmec - Tla Olmec - Tla Tachic - Tla Techotl - Tla Tecuhltli - Tla Topal - Tla Xamec - Tla Xecelan - Tla Xotalanc - Tla Yanath - Tla Yasala - Tla Zlanath - Tla
Turanian Alafdhal - Tur Ghaznavi - Tur Jehungir Agha - Tur Jelal - Tur Jungir Khan - Tur Kerim Shah - Tur Khosru Khan - Tur Yildiz - Tur Yezdiderd - Tur
Vanir Bragi - Vanir Heimdul - Vanir
Xuchotlan Tolkemec - Xu
Yimsha Khemsa - Yim
Zamboulan Aram Baksha - Zamb Ghanara - Zamb Nafertari - Zamb Totrasmek - Zamb Zabibi - Zamb
Zamoran Shevatas - Zam
Zingaran Belesa - Zin Beloso - Zin Galbro - Zin Gebbrelo - Zin Sancha - Zin Tranicos - Zin Valbroso - Zin Valenso - Zin Zaporavo - Zin Zarono - Zin Zingelito - Zin
Zuagir Djebal - Zu
Misc. and Unkown Akivasha - ? Astreas - ? Athicus - ? Joka - ? Murilo - ? N'Gora - Island Kingdoms? N'Yaga - Island Kingdoms Nabonidus - ? Ortho - ? Pelias - ? Petreus - ? Satha - Giant Snake Thak - Ape-Man Tiberio - ? Vathelos - ? Yag-Kosha (or Hogah) - from the green planet Yag Yelaya - ? Zang - ? Zarallo - ?
Compiled from Del Rey's The Coming of Conan the Cimmerian
The Phoenix in the Sword
Ascalante - Aq Ctesphon - Sty Dion - Aq Epemitreus - Aq Gromel - Aq Numa - Nem Numedides - Aq Pallantides - Aq Prosepero - Aq Publius - Aq Rammon - Sty? Rinaldo - Aq Thoth-Amon - Sty Trocero - Aq Volmana - Aq
Frost-Giant's Daughter
Bragi - Vanir Gorm - Aesir Heimdul - Vanir Horsa - Aesir Niord - Aesir Wulfhere - Aesir
The God in the Bowl
Arus - Nem Aztrias Petanius - Nem Demetrio - Nem Dionus - Nem Enaro - Nem Kalanthes - Nem Kallian Publico - Nem Posthumo - Nem Promero - Nem
The Tower of the Elephant
Taurus - Nem Yag-Kosha (or Hogah) - from the green planet Yag Yara - Sty?
The Scarlet Citadel
Ajaga - Kus Akkutho - Op Amalrus - Op Arbanus - Kot Arpello - Aq Athemides - Aq Khossus - Op Namedides - Aq Pelias - ? Satha - Giant Snake Shukeli - Kus Strabonus - Kot Tsotha-Lanti - Kot
Queen of the Black Coast
Belit - Shem N'Gora - Island Kingdoms? N'Yaga - Island Kingdoms Tito - Arg
Black Colossus
Amalric - Nem Khossus - Kot Kutamun - Sty Shevatas - Zam Shupras - Kot Taurus - Kot Thespides - Kot Thugra Kohotan (Nathok) - Kut Vateesa - Kot Vathelos - ? Yasmela - Kot
Iron Shadows In The Moon
Amurath - Hyr Aratus - Bry Ivanos - Cor Olivia - Op Sergius - Kot Yildiz - Tur
Xuthal of the Dusk
Almuric - Kot Natala - Bry Thalis - Sty
The Pool of the Black One
Sancha - Zin Zaporavo - Zin
Rogues in the House
Athicus - ? Joka - ? Murilo - ? Nabonidus - ? Petreus - ? Thak - Ape-Man
The Vale of Lost Women
Aja - Bak Bajujh - Bak Livia - Op Theteles - Op
The Devil in Iron
Ghaznavi - Tur Gilzan - Shem Jehungir Agha - Tur Jelal - Tur Khosatral Khel - Dag Octavia - Nem Yateli - Dag Yezdiderd - Tur
Compiled from Del Rey's The Bloody Crown of Conan
The People of the Black Circle
Bunda Chand - Ksh Chunder Shan - Ksh Devi Yasmina - Ksh Gitara - Ksh Kerim Shah - Tur Khemsa - Yim Khosru Khan - Tur Yar Afzal - Afg
The Hour of the Dragon
Akivasha - ? Ajonga - Kus Albiona - Aq Altaro - Aq Amalric - Nem Arideus - Nem Beloso - Zin Demetrio - Arg Gebal - Shem Hadrathus - Aq Laranga - Kus Nimed - Nem Orastes - Aq Publio - Mes Servio - Shem Servius Galannus - Aq Tarascus - Nem Thespius - Aq Thothmekri - Sty Thothmes - Sty Tiberias - Aq Tiberio - ? Tuthamon - Sty Valannus - Aq Valbroso - Zin Valerius - Aq Xaltotun - Ach Yasunga - Kus Zelata - Aq Zenobia - Nem Zorathus - Kot
A Witch Shall Be Born
Alcemides - Nem Astreas - ? Constantius - Kot Djebal - Zu Ivga - Kha Khumbanigasa - Shem Krallides - Kha Olgerd Vladislav - Koz Salome - Kha Taramis - Kha Valrius - Kha Zang - ?
Compiled from Del Rey's The Conquering Sword of Conan
The Servants of Bit-Yakin
Bit-Yakin - Pel Gorulga - Kes Gwarunga - Kes Muriela - Cor Thutmekri - Sty Yelaya - ? Zargheba - Shem
Beyond the Black River
Balthus - Aq Soractus - Aq Tiberias - Aq Valannus - Aq Valerius - Aq Zogar Sag - Pict
The Black Stranger
Belesa - Zin Bracus - Arg Galacus - Arg Galbro - Zin Gebbrelo - Zin Strom - Arg Thothmekri - Sty Tina - Op Tranicos - Zin Valenso - Zin Zarono - Zin Zingelito - Zin
The Man-Eaters of Zamboula
Alafdhal - Tur Aram Baksha - Zamb Ghanara - Zamb Jungir Khan - Tur Nafertari - Zamb Totrasmek - Zamb Zabibi - Zamb
Red Nails
Chicmec - Tla Tascela - Sty Techotl - Tla Tecuhltli - Tla Tolkemec - Xu Olmec - Tla Ortho - ? Tachic - Tla Topal - Tla Valeria - Aq Xamec - Tla Xecelan - Tla Xotalanc - Tla Yanath - Tla Yasala - Tla Zarallo - ? Zlanath - Tla Posted: 10-18-2020 06:07 am The Lost Library of Q'Sh - 5
6 Note). There is a chance that an individual creature or patrol may appear in this corridor while the characters are present. The following encounter may occur.
6.A). 6 Goblins from deeper within the library have been sent to reinforce those at the front gate. 2 are archers
2 Goblins have shortbows, short swords and leather armor. They are AC7 and 3HP each. and fight as 1-1 creatures. Each has 20 arrows in their quivers and will move one to each side of their compatriots and try for flanking shots against their enemies. If they run out of arrows they will draw their shortswords and attack.
4 Goblins have either a mace or shortsword. With either small or medium shields. They are 4HP, AC6 and fight as 1-1 creatures.
All goblins wear small helms.
6.B) 20 Goblins are being sent on a hunting party to find meat for the fire (there just haven't been as many adventurers coming to the dungeon lately).
10 Goblins have shortbows, short swords and leather armor. They are AC7 and 3HP each. and fight as 1-1 creatures. Each has 20 arrows in their quivers and will move one to each side of their compatriots and try for flanking shots against their enemies. If they run out of arrows they will draw their shortswords and attack.
10 Goblins carry javelins (one in hand and two in a sheath on their backs) with short swords and leather armor. They are AC7 and 3HP each. and fight as 1-1 creatures. They can fight with their javelins as a hand-held weapon but normally through them all first at a distance and closed with their shortswords.
All goblins have helms. Each carries a medium sack as well as a coil of twine and another with 20feet or so of rope.
6.C). 3 Orcs from Location (10). coming to kick some crap out of a few goblins in Location (3). for some fun. They will proceed out of the door between Locations (10). and (6). but if they spot more than 2 characters they will turn and run for the door, slamming and bolting it behind them. If they are able to do so the characters will hear a deep gonging sound from behind the door to Location (10).
3 Orcs - Each Orc wears a suit of studded leather armor and carries a club in their hand, but has a bastard sword sheathed at their belts. Most unusual is the tattoo of an eye on the back of their bald heads. This tattoo radiates magic and allows the Orcs to be aware of anyone approaching them from behind (range 10ft). They are 6hp, 1HD, AC6, dmg 1d6 club or 2d4 bastard sword.
If taken alive and questioned they (or it) will reveal some, none or all of the following information amid various lies, curses and threats.
They are the orcs of the Third Eye and serve the great and powerful Zuel who appears to them as a walking God formed of blood. He led them to this place season upon season ago and they dwell in these stinking man-chambers in between the times when the great and powerful Zuel sends them forth to raid or on strange missions that are the God's will. He can say that his tribe has more than a hand of hands in it or many hands of hands, he didn't excel at math. They inhabit the chambers to the west, but further west than the chamber he came from. He and his fellows keep an eye on the goblins in this area. The great and powerful Zuel has commanded them never to go further east in this warren of chambers than the hallway they are now in and they have marked the sign of the eye upon any doors they are not to enter. The warrens go down and his tribe mainly lives on the lower level, but they avoid the more dangerous places and the stairs or pits to levels below that one (anything below Dungeon Level 1). They're entrance to the library is to the west and they know of at least two other entrances to the library. None of them can map worth a damn.
7), This chamber was a secret passage connecting the wide hallways leading from the front doors, but now both western and eastern doors have been blocked and the interior passage choked with rubble. The difficulty in opening the western door is detailed in location (6). while the eastern door will open halfway as it raises into the ceiling but will then jam and a pile of rubble will slide out through the half-open section.
It is possible to clear the rubble but doing so will bring another fall of dirt and stone. Anyone working at clearing the room must save versus their Dex or be clouted with rock for 1d10 damage. Characters will be forced from this room by falling rock unless some means is provided to protect them from the falling stone and keep it from refilling the passage. Posted: 10-17-2020 05:10 am The Lost Library of Q'Sh - 4
The Lost Library of Q'Sh
6). The southern doors of this hallway are smashed apart and the remains hang from the hinges. If the goblin's fire is still burning in location (3). then the first ten feet of the passageway can be seen without other illumination. There is dust and small debris in the corners of the hall but the center of the floor is clear except for the stained footprints of many feet. (an examination will show that most of the footprints are either made by goblins or an even smaller three-toed clawed foot, but beneath the smaller footprints are larger prints of booted feet). These footprints run the length of the hall till it turns west in location (6.1).
The hall is unlit but the rusted remains of wall sconces are set at intervals along the wall at about a 6ft height. Most are broken and will not a hold a torch and some are missing entirely. The sconce that is set at the spot of the secret door to location (7). is one of the missing sconces and only a rusty stain remains. The secret door here has a +1 modifier to detect but cannot be opened from this side. The door itself is made of 1ft thick blocks of stone and will need to be knocked apart to access location (7). (normally a difficult, time consuming and noisy activity).
The ceiling is 15ft high and arched. Though there are cobwebs aplenty they are the work of small, common spiders. Their webs can be burned away but they will not catch fire as to spread, nor are they particularly dense.
Toward the northern end of the hall is a doorway to location (10). It has a small grilled opening covered by an iron plate which can be slid aside. Any thumping on this door or unsuccessful attempts to open it [there is a thick crossbar locking it in Location (10).] and the plate will slide open. A orc's face will appear behind the grill and he will grumble "This better be good," in the Orcish. If he is not slain or incapacitated immediately the iron plate will slam shut and a loud gong will be heard coming from behind the door.
6.1) At the turn of the corner the characters will see a huge pool of dried blood that spreads across the floor in front of the northern doors as well as splatters across the walls up to nine feet in height as if something had been butchered in this spot. If the characters approach the bloody floor a cold moaning wind will whip down the corridor and set a dust devil amid the dried blood. In moments it will form the figure of a robed man holding a scroll. If the figure is touched in any way it will collapse into a pile of black powder. If allowed to form it will hold the scroll out to the characters. If a Read Magic spell is cast upon the scroll it will create a bobbing spark of light that can illuminate a 20ft radius and will drift about 10ft in front of the character who cast Read Magic. This spark will dance about 5ft from the ground and move first toward the west trying to lead the character further into the dungeon. Posted: 10-16-2020 04:49 am Dragon #311 Greyhawk Reference
Dragon #311 Greyhawk References
Castle Greyhawk [CTL] #18
Chimera [MON] #18
Displacer Cloak [ITM] #18
Elf, Gray [MON] #18
Melf (of the Green Arrow)(Gray Elf) [NPC]
#18
Mordenkainen [NPC] #18
Red Rampart Guards [ORG] #18
Trail of Displacer Cloak Ashes and Elven Tears [STR] #18 Posted: 10-15-2020 09:12 am Lost Library of Q'Sh - Tradesman's Entrance Part 1
Lost Library of Q'Sh - Tradesman's Entrance
Part 1
The area around the Lost Library of Q'Sh is wilderness with the once nearby towns and villages long abandoned and swallowed by forest. The road to and from the library was once wide, well paved and maintained but the trees have claimed the once open track as they have claimed worked fields and town squares. Time and the elements and the gnawing roots of trees have not been kind to the works of man.
The library itself was made of sterner stuff, carved from a wide plateau of rock and descending untold depths into the earth, the work was at the hands of dwarven craftsmen, miners and masons; built as a repository of knowledge for the ages not just the life of a man or even a civilization.
If only those protecting the library had been as enduring as stone.
The Tradesman's Entrance -
The Forest
The area surrounding the Tradesman's entrance to the library is in a long narrow, heavily-wooded valley. The roadway that once marched evenly down the valley floor, raised above a fast flowing stream, has long since disappeared and the stream is now the only direct path to the wide southern gateway.
The valley forest is strangely empty of any large animal life except for a pair of giant-weasels that hunt by day and a patrol of kobolds who check their traps for small game by night.
If the players approach by day they may discover the tracks of a brown bear leading into the valley. A fresh trail can be found broken through the underbrush and in a small clearing near a recently uprooted tree is the scene of a desperate battle. A large brown bear lies dead atop the body of a giant-weasel. A second weasel is tangled amid the roots of the upturned tree. A small 1hp brown bear cub sits forlornly by its mother's body while the body of a dead cub is resting where the weasel dropped it; in the deep depression left by the roots of the tree.
The bear cub is very young and will bond with anyone feeding it. If abandoned the cub will attempt to follow the party. If cared for the cub could become a faithful animal companion, but keeping it alive as it is a 1HP AC9 creature could prove challenging.
The Stream
Once an icy-cold and fast flowing water that ran beside the raised roadway; the valley stream has become a slow and shallow flow of water skirting tumbled rocks as it leads toward the southern entrance of the library. To the west the valley wall rises higher as the water flows south ending in the pool at Area 1). before curving along the outer wall heading east and disappearing into a crevice and into the dungeons below.
Movement along the stream is not difficult but the bed is filled with loose stone and combat for anyone standing in the stream-bed is at -1 to hit.
The east forested bank of the stream is about ten-feet above the shallow water. During the spring storms flood waters will raise the stream from mere inches to a height that will easily overflow the ten-foot banks. The bank has been worn down in several places where kobolds have beaten down animal paths that reached the stream.
If the valley is entered at night there is a chance of encountering the kobold patrol or the group gathering small prey from their series of traps. (During the day it is possible to find the kobolds' traps which are simple wire snares).
A. Patrol
The kobold patrol consists of one sub-leader of 4hp AC5 (suit of homemade leather armor) armed with a barbed throwing spear dmg 1d4 (+ 1hp dmg to remove unless save under Dex is made) and a dagger he uses as a short sword dmg 1d4+1 (due to strength).
8 2hp AC7 kobolds armed with 1d4 damage stabbing spears.
The leader has a small belt pouch with a round gold sphere (if examined it will be revealed as the head of a small statue that radiates magic faintly).
The Trap Gatherers.
The trap gatherers consist of 12 kobolds that will split off into six groups of two. One kobold will be 2hp AC7 the other 1hp. The 2hp kobold has a stabbing spear 1d4 dmg and the other kobold is unarmed and will run away if attacked (or if any strangers are encountered). If forced to fight the 1hp kobolds can only inflict 1hp dmg.
Raising the Alarm
Both the Patrol and the Trap Gathers will try to race back to their warrens (1a-1e) and raise the alarm about intruders rather than to stay and fight. If a single adventurer is encountered the Patrol leader might try to swarm them but will still send one member of his patrol back to the warrens. Posted: 10-10-2020 05:07 pm The Lost Library of Q'Sh - 3
The Lost Library of Q'Sh - 3 5). The hallway is very wide and has an arched ceiling that peaks 15ft overhead. It is extraordinarily dusty inside and the ceiling is choked with spiderwebs. When either set of doors (north or south) is opened the dust will be stirred and a small whirlwind will begin to dance in front of the open door. It will spin faster and faster and the dust will begin to form into the shape of a man. If disturbed the forming figure will give a loud moan of anguish and fly apart leaving a pile of dust behind, but if it is left alone it will become the figure of a tall robed man holding a book. He will hold out this book to the characters so that they can see the cover. On it is the sigil of a snake swarming around a set of runes. There are runes also inscribed along the body of the snake but in a different language. If Comprehend Languages is cast upon the book it will reveal dozens of names though one stands out as if embossed (Zuel). The runes upon the snake remain undecipherable. The names around the snake will begin to shift and push against the snake's encircling body and the snake's body will begin to constrict. The figure of the robed man will let out a scream and both man and book will explode in a cloud of dust. If the figure of the man is touched at any point during this process he will collapse in a pile of dust, though the book itself can be touched by the caster of the Comprehend Languages spell.
Empty sconces where torches once rested alternate left and right down the hall every 20ft and if the 1st sconce (where the secret door is marked) is turned to the left a grinding sound will be heard, a small vibration will run through the floor and the walls, while dust shakes from the ceiling. The 10ft section of wall which holds the sconce will recede about an inch and stop. It is jammed shut. The movable wall will take magic or picks and sledge hammers to take apart. It is an actual thick section of stone wall formed of stone slabs weighing a couple of hundred pounds each and expertly fitted together (damn that dwarven craftmanship) so knocking it apart will probably involve a good deal of time, a slight chance of stones falling on the character and a great deal of noise).
Once the obstruction is cleared a half-dozen skeletons will burst from the dark interior of the room; each armed with sword and shield. The leader still wears a rusty shirt of chain (he is AC4) while the others wear the scraps of rotted leather armor they wore in life but are now of no additional protection. They bear longsword and shield (giving the other 5 skeletons AC6) and do the damage of their weapon unlike their more generic brethren. They will fight to their destruction.
If the thick cobwebs of the hall are searched or set afire (the webs will ignite but they burn sluggishly taking 2 combat rounds for a 10ft section to burn through) a mummified body will drop to the ground (with the chance of falling on anyone standing directly under it. As the first 10ft section is burned a body will drop from the entangling webs (or if the webs are cut away or the body found within and pulled from them). 2 more bodies can be found among the cobwebs and will be found when half the spiderwebs are burnt or removed.
The first body is that of a dwarf wearing a chain shirt and helm. He carries a battleaxe clenched tightly in one withered fist. He has a pouch at his belt contain 30gp.
The second body is that of a man wearing robes and carrying a staff. He has a medallion made of silver with a small red gem at its center worth (10gp) and a scroll tube in his belt containing what appears to be the spell for Burning Hands but if cast will cause the scroll to burst into flame and engulf the caster for 1d12 Dmg.
The third body is that of an elf wearing a fine shirt of chain and carrying a longsword. His body will be the last discovered.
If all three bodies are discovered or when any attempt is made to open the northern doors or turn the sconce in the hall to trigger the secret door a huge spider construct will drop from the ceiling. It will immediately animate the 3 bodies who will rise and attack the characters. This creature radiates magic and is not undead. It is made from the hollowed out body of a giant spider.
Giant Spider Construct - 12hp, 2HD, AC6, 1 Attack (Bite for 1d10) Arrows cause no damage. Stabbing/Thrusting weapons cause 1HP damage. Slashing/Chopping/Blunt weapons cause double damage. Can animate and control up to 3 corpses.
Body 1 (dwarf)- 8hp, 1HD, AC5, 1 Attack (1d8 by weapon or 1d3 weaponless). Arrows cause no damage. Stabbing/Thrusting weapons cause 1HP damage
Body 2 (man) - 4HP, 1HD, AC 10, 1 Attack (1d6 by weapon or 1d3 weaponless). Arrows cause no damage. Stabbing/Thrusting weapons cause 1HP damage.
Body 3 - (elf) - 6hp, 1HD, AC5, 1 Attack (1d8 by weapon or 1d3 weaponless). Arrows cause no damage. Stabbing/Thrusting weapons cause 1HP damage.
The northern doors are similar to the southern except that these have pull rings in them. They are also warped shut and require a combined strength of 30 to open them but doing so will trigger the Giant Spider Construct to release its three animated corpses (if not already released) and attack.
Posted: 10-08-2020 11:02 pm The Lost Library of Q'Sh -2
The Lost Library of Q'Sh -2
3). This massively long portico is littered with debris.
Presently it is home to a small band of goblins who are camped close to the main door. There are 12 of them with a 13th, an archer, standing guard by the doors at location 2). Of the twelve the leader is a small but solid goblin armed with a spiked mace, armored in a fresh shirt of padded leather and bearing a medium shield. He is AC5 and 7HP and fights as a 1HD monster. In combat he kicks his more cowardly fellows forward but trusts his other companions to follow where he leads so he is usually in the middle of the small group, neither rushing into combat nor lingering behind.
2 Goblins have shortbows, short swords and leather armor. They are AC7 and 3HP each. and fight as 1-1 creatures. Each has 20 arrows in their quivers and will move one to each side of their compatriots and try for flanking shots against their enemies. If they run out of arrows they will draw their shortswords and attack.
9 Goblins have either a mace or shortsword. With either small or medium shields. They are 4HP, AC6 and fight as 1-1 creatures.
All goblins wear small helms. The leader carries the spending money for his group. A pouch with 27gp, 52sp, 39cp. The inside of his helm has a cloth lining containing 5pp and 3 small gems worth 25gp, 20gp and 10gp.
The portico is a long marble porch with pillars and a screen made of rusted iron lattice that allows people to peak out but makes it difficult to see in. The shortwall around the portico is 4ft high with the lattice running another 15feet to the overhanging roof.
The eastern side of the porch is the goblins latrine and the west is where they cook their meals and sleep. A large iron pot is simmering over a fire when first found and inside is some nameless though edible stew. Three large wooden barrels are breached nearby. one is an almost empty barrel of water, one is full and the third is a three quarters empty barrel of a thick ale. A pint of which is mildly intoxicating, 5 pints will make an average imbiber fairly drunk and 10 pints will render them disgustingly bloto. There are 35 pints worth left in the barrel. A wooden bucket is floating in the barrel of ale.
A dozen and a half piles of animal skins and ragged cloth make up the goblins' bedding. The chief sleeps on an overturned wooden bench with a thick bearskin and a lumpy pillow. All the bedding is indescribably filthy and rank. If the common bedding is searched 3 daggers, 18gp, 72 sp and an empty ivory scroll tube (worth 10gp) will be found.
The chief's bedding has beneath it a large two-handed sword and a man-sized shirt of chainmail. In the pillow is a fine cloak with a gold ruby-set pin. The pin radiates magic faintly and allows the wearer to speak with roses (and only roses) once a day if they know the command word. To the right buyer it is worth 200gp.
The doors to Location 6). have been smashed open and only fragmens of wood still dangle from the hinges.
The doors to location five are 10feet wide and 15feet high. They are unlocked but slightly warped. They open outward and it takes a combined strength of 30 to open them. Unfortunately the pull rings that were set in the door are missing and some means of grasping the door will need to be devised (which shouldn't be hard as a stout rope nailed to them with iron spikes should do the job).
3.1). This secret door defies natural detection and a search of the wall will reveal it with a -4 modifier to the attempt (it is really well-made). There is no latch or mechanism to open it from this side of the door. It is constructed of 1ft thick stone blocks, about half the thickness of the outer wall and opens by being raised into the ceiling by a counterweight that is released from location 8).
4). There is a mosaic here of an old man in robes holding a book with raised text. If three of the letters of the text are pressed simultaneously a latch will click and the door can be opened outward. Inside is a long hall. There are 2 sconces on each wall set about 10ft apart with the stubs of burned out torches and a stairway leading down to dungeon level 1.
Posted: 10-06-2020 07:12 pm The Lost Library of Q'Sh Part 1
The Lost Library of Q'Sh Part 1
References as to whom or what Q'Sh was are uninformative but the Library of Q'Sh is mentioned in several journals and histories as a minor location of sagacious lore among the Suel of the late Imperiuum. Until recently its location was unknown but several traders in Verbobonc have recently acquired items which bear the name and markings of Q'Sh.
A group of gnome miners exploring the eastern Kron Hills area in search of a famous but abandoned mine have come under attack by marauding goblin wolf-riders and their guild has both mounted a rescue mission and a placed a reward for the head of any goblins brought back to their guild house at the border outpost Laghevel. They have the intention of eventually seeing the area made safe for mining.
Hunters returning to the border fort report tracking goblins to a lightly wooded region where they were surprised to find the entrance to some large building cut into the side of one of the hills.
Note: The actions of creatures at location 2). will probably occur before characters reach location 1).
Location 1).
The stairs are marble and very worn. Several have been cracked into fragments and all are slick with a green fungal slime. Movement on the stairs is at 1/2 speed and anyone running on the stairs must make a fumble roll as do those initiating combat.
Combat on the stairs is at -2 to hit and combatants must roll a d20 at the start of each combat round in which they are attacking (before any attack roll can be a made) to see if they lose their balance.
(a natural roll of 5 or less is a critical fumble and any item held in hand or hands will be dropped while 1d4 damage is taken and the combatant will tumble down the stairs with the possibility of tumbling into someone below them who then must roll to see if they fall as well whether they were attacking, defending or not. These fumble rolls are taken separately so that a combatant may have to roll more than once to see if they lose their balance or are knocked over by someone else losing their balance).
(a natural roll of 10 or less results in a combatant losing their footing and falling to their knees or back on their butt and suffering 1hp damage as well as giving any attacker a +2 to their to hit roll. Any attack they were attempting to make will be negated).
The green slime upon the stairs is a living organism but is harmless. It may be consumed and is both tasty and nutritious. 8 ounces of slime is = to one day's rations. It consumes vegetable matter and can double in size once a week if fed 4 times its starting weight daily, but it needs to be stored in a cold and damp environment or it will dry out and die in a day. 5 gallons of slime can be collected from the front stairs.
2). These are massive wooden doors each 15ft wide and 15ft tall bound in brass, but heavily battered. The righthand door is wedged in place and must be broken, burnt or somehow dismantled to remove it. It will not open. Any force strong enough to break the hinges free and move the warped wooden portal will tear it apart in an explosion of splintered fragments and heavy bands of brass (50gp worth of brass can be removed from these doors).
The lefthand door is split across its center and the lower half (about 4ft up from the bottom) is partially open; enough for a man to slip inside. Sheltered in the doorway is a 3hp goblin archer. He bears a shortbow, leather armor and shortword. He has 16 arrows in his quiver and will fire at maximum range toward anyone approaching the stairs. He is normally AC6 but with the partial cover of the splintered doorway he is AC2.
When he runs out of arrows or when characters begin to ascend the stiars the goblin archer will withdraw and the goblins at location 3), will begin to fan out along the top of the stairs. Posted: 10-05-2020 07:27 pm The Gateway from Dol-Kahn
The Gateway from Dol-Kahn
The demon army of Slent-Moran was lost; Eaten by the clocks of time. Slent-Moran himself, great wizard though he be, could not escape the fate which had taken his legion of soulless men. The cavern he found himself in bled tears of fire, drank magic and offered no escape.
He set his army to carving away the stone, dredging the sea of blood at the center of this realm, climbing toward the vaulting sky which danced with colors he could not see but numbed his eyes and froze the corners of his mind till each thought was hidden in a blizzard of sparking white.
For a time that he could not measure but seemed longer than all the lives he had stolen, he endured. Then in the depth of the blood sea his demons dragged forth the crystal. In its depth Slent-Moran found a way to unfreeze his mind and work a fraction of the vast power he once commanded with ease. The crystal showed him the cursed realm he now inhabited, Dol-Kahn The Chamber in the Void. He saw the league of mortals and demons who had joined together to cast him into this prison and the gods who had formed this place from the torn viscera of a beast strong enough to threaten even them. Its heart had been the crystal and its vast power lingered in its depths. Slent-Moran lost himself in the wonder of the crystal for an instant or an age; Time did not linger in this prison realm and found that he was not alone. The beast that was the crystal lived within its shifting depth and Slent-Moran thought he had found an allie but in truth the beast had found a slave. Posted: 10-03-2020 08:11 pm Out of the Dark
Out of the Dark
The hallway branches off in a T section as you step inside the entrance to the ruined keep(The entryway is at the bottom of the T). No lights, but lots of cobwebs, and empty sconces where torches once rested. (The sconces alternate left and right down the hall every 20ft and if the 2nd sconce on the left is turned to the left a grinding sound will be heard, a small vibration will run through the floor and the walls, while dust shakes from the ceiling. The 10ft section of wall which holds the sconce will recede about an inch and stop. It is jammed shut. The movable wall will take magic or picks and sledge hammers to take apart. It is an actual thick section of stone wall formed of stone slabs weighing a couple of hundred pounds each and expertly fitted together (damn that dwarven craftmanship) so knocking it apart will probably involve a good deal of time, a slight chance of stones falling on the character and a great deal of noise).
Once the obstruction is cleared a half-dozen skeletons will burst from the dark interior of the room; each armed with sword and shield. The leader still wears a rusty shirt of chain (he is AC4) while the others wear the scraps of rotted leather armor they wore in life but are now of no additional protection. They bear longsword and shield (giving the other 5 skeletons AC6) and do the damage of their weapon unlike their more generic brethren. They will fight to their destruction.
Inside the room (which is L shaped, the entrance through the secret door is at the top of the L and the bend at the bottom sweeping toward the turning corridor at the end of the hall, nicely obscuring what can be seen around the corner of the room) are two long wooden table with benches, a weapons rack with ten light crossbows (only two have not been rotted by a slow dripping leak that has come down the wall from a large crack in the stone roof) and a score of bolt pouches contain bolts, most of which will fly apart in flinders if anyone attempts to use them as the damp and moisture have rotted them as well. A larger weapons rack is against the far wall, but it is empty. Against the wall facing the Keep's entrance is a small iron stove, cold and overturned, while the ventilation pipe hangs from the roof (inside the stove is a solid clump of ash which, if smashed apart, reveals a piece of parchment 3/4 burned revealing 1/4 of the 1st level of the dungeon below).
The floor of the room is scattered with broken bones and rotted leather armor, sundered shields (four are still serviceable, medium shields) and ten longswords with various degrees of rust (the swords are -2 to hit and damage till they have been resharpened).
A short but long cabinet is against the opposite wall from the secret door. Inside can be found the ancient remains of the rations that the men now skeletons ate in life. Once it was home to a nest of rats, now a score of these giant creatures are also nothing but skeletons themselves. They are animated and with the same vicious desire to kill as their once human counterparts. With a wordless squeak they will spring out and in a flow of bony feet attack those in the room. They are 1hd-4 creatures with 2hp each and AC of 7 and 1 bite attack that will do 1hp of damage. If the nest of rotted bones and rations is examined 200 cp can be sifted from the debris. But if this is done a trap door beneath the base of the wormridden boards of the cabinet will be discovered dropping down to dungeon level 1. Amid the scattered bones on the floor of this room will be seen a black and dried smear of blood leading to the far end of the room and trailing around the corner. If the party approaches the corner, with a light source or some means of vision in the darkness as the room is a stygian pit, they will notice... (To be continued) Posted: 10-03-2020 01:28 am Beyond the Forest
Beyond the Forest
Cara Hilan's Daughter left the forest of her kindred to follow a hunt. She would call them animals, but they were men. Bandits, Outlaws, a pack of humans who had abandoned their humanity, to her they were prey. In the lands of men she found many who stood in the way of her vengeance; laws and powers that protected these men; Allies and victims that aided her. She hunts alone though companions in her quest come and go or fall in the fight. Across the length and breadth of the Flanaess she has traveled; to great cities and seemingly endless wastelands, through ruins and bandit kingdoms, to the far north of icy wastes and beneath the depths of the Oerth to wage battle against her own dark and evil kindred. Her vengeance has become her life. She is a hunter beyond the forests of her home and as lost in spirit as any stray of nature that has wandered into the world of man. Posted: 10-02-2020 09:29 pm Dar-Kal-An
Dar-Kal-An
Dar-Kal-An of the Bloody Hand Orcs is a product of the Empires expansion and its shameful past. Centuries ago the orcs of the southern coasts were no more advanced in the ways of war than their cousins in the far south or on the western peninsula. They forged crude weapons and armor, fought like a pack of animals and planned no further than which direction to march. The Blind God-King changed that.
With the power of evil sorceries he blended orc and human and turned these mutated creatures into the iron fist of his army. A score of kingdoms fell beneath the studded boots of these monsters but the wasteland of devastation they left behind added nothing to the glory of the Empire and a dark and shameful page in its history.
Today that devastated land is still home to orcs such as Dar-Kal-An. They fight as men, but have the strength and ferocity of ogres. Their smiths and craftsmen forge fine weapons and steel, but what they cannot do their slaves accomplish. The Bloody Empire is what they call the loose confederation of orcish tribes which inhabit the wasteland. They are a constant source of menace to the borders of the Empire and the surrounding lands to the south and east, but though they have been driven back time and again never have they been truly defeated. Posted: 10-01-2020 09:45 pm The Griffin Invasion
The Griffin Invasion
Skylord is wingleader of his pride. For long years they nested among the eastern mountains above the rolling plains where the horse herds ran. Then came the riders of horses and season after season the herds thinned as they were captured and driven to the west. Competition between griffin prides became fierce as the fight for horsemeat became more desperate. Always Skylord was victorious and his pride became a flock.
It was he that first began the attacks on man. The taste was strange and sweet. The danger was great as the horsemen spat thorns and bore sharp claws, but times were now hard among the prides and flocks and there was no other way, and Skylord was developing a taste for this new flesh.
They glided from the mountains and drove the remaining herds before them to trample the horsemen. In the west where the mountains ended were strange small hills of stone and smaller caves of wood. Skylord and his followers descended upon these stone hills and rooted out the horsemen without horses inside, made them their new lairs and nested within. From these low stone peaks they crossed over the land and hunted. They tore open the caves of wood and feasted. This land was filled with many new beasts to eat and horseless men. The cry went out and flyers returned to call to their kind and the mountains emptied. Posted: 09-30-2020 09:43 am The Raid
The Raid
Bodvar, Heidrek, Hersir and Olaf are the first four over the castle walls into the keep.
Bodvar is an older warrior and leader of this raid. He is a tall mad, as are most of the Norsemen with him. His bear is plaited and white, though some blond can still be seen among the silver. He is an experienced warrior, still strong and quick, but also well trained and skilled with sword and shield. He bears a blade from eastern lands but his shield is plain. His armor is said to have been crafted by dwarves, the links do not rust and they dull the edge of swords as if the mail were stone. His helm is from the south and east. A great captain wore it and Bodvar looted it from his corpse after defeating him in desperate combat. His cloak is made by elves and the pin he wears is of gold that gives him strength.
Heidrek stands behind his warchief. A lifelong companion to Bodvar and is his trusted lieutenant. He is immensely strong though not as quick as his friend. He too is grey and his hair is cut so short beneath his helm that only the tattoo on his skull of a raven in flight can be clearly seen. His axe returns to his hand if thrown, a thing of awesome magic, and his sword glows a bluish light if enemies are near. It always holds a keen edge and never dulls. The helm was crafted for him and always can he see in darkened rooms. No flare of light can blind him or illusion fool his eyes while he wears that helm. He bears no armor except a tunic soft as silk but strong as the breastplate of a Roman chief. His shield is made from the bones of great birds. It is light as a feather and like a feather it causes Heidrek to land if he should fall or jump from a height.
Hersir is shorter than his companions. Once a thrall to Bodvar but long ago he proved his worth and paid his debt of servitude. Now he is one of the Warchief's sworn companions. His hair is dark, the grey just streaking his beard. He is furtive and quick, agile and a shadow in the darkness when he wants. Hersir acts as a scout. First upon the wall and through the door. His spear belonged to Hjalmar, a great man among his people, but he lived long and sat upon a throne when the Raven King called him to die in battle. Bodvar raided his hall and Hjalmar fell to Hersir's knife between the shoulders as he turned to run. Hersir claimed his spear, true and sharp enough to pierce a Dragon's hide. His sword looks plain but at word it will dance before and fight as a battle-brother beside him. His dagger is a terrible weapon said to have been taken from the cold realm of Hel. A cut from the blade can freeze a man in place. It smokes like warm breath on a cold day when it is drawn. His shield was crafted by fire spirits and no touch of flame will harm Hersir while he bears it. His armor is simple padded stuff, but strong as chain and light as a thin shirt. His helm is taken from a mounted warrior chief of the Dumnonii. When wearing it no stone, bolt or arrow can touch him.
Olaf is thin, but wiry and still strong though he is older than the others. He was a boon companion to Bodvar's brother and serves him loyally, but he has heard the Raven King's call and no seeks glorious death in battle. His gear and weapons are simple. His shield is always on his back as he wants the honor of seeing his deathwound and his slayer. His sword, his sword is of great power. It can shear through armor as if it were cloth. It is called Dvergar's Kiss and it sings a song that gives strength to Olaf and all his companions when it takes a life or severs a limb. Olaf does not plan to return from this raid. Posted: 09-29-2020 08:09 pm The Sorceress of Karn
The Sorceress of Karn
The banks of the Crystal River stand high during the summer drought. Higher still are the walls of Karn, city of pleasure and delight. Karn has no single ruler. So prolific are the mages, necromancers, sorcerers, wizards and enchantresses within its walls that a parliament of magic presides over Karn and the surrounding lands. The greatest of these wielders of magic is chosen to rule for a single year before passing the scepter (a simple unenchanted iron rod that bears no mark and whose power resides only in the strength that the parliament allows those who have been chosen to bear it). This year, the year of the Feathered Serpent, the renowned enchantress D'lana has been chosen as ruler, a sign of her personal ability and the growing strength of her guild. While all members of the parliament practice the craft only the most skilled are welcomed among the Dreamshapers, a young guild, but growing with a vitality that many of the old and well-established guilds have lost. Posted: 09-29-2020 07:00 pm The Catacombs of Ptolemides (revised) - 1
The Catacombs of Ptolemides (revised) - 1
Ptolemides was once a proud Hellenic city-state, but the world shook, the great island kingdom of Atlantis sank beneath the waves and Ptolemides found itself cut from the world that it once knew. Today, though the exact when and where of Ptolemides is a question much debated by the cities philosophers, the city seems becalmed on the edge of a great void, a crossroads of places and times unimagined. The seas have changed and beyond the farmlands that surround and feed the city are the mists and into the mists few will go, and out the mists come strangers.
Beneath the city are the catacombs. The dead were taken and interred among the passages for centuries, but it is no longer used, no longer safe. The temple of Thanatos has somehow become lost amid the endless winding passages and chambers. Some say that they feel his presence even in the sewers and deeper chambers of the city. Some say that they have seen the God himself, though few believe. Those that see Thanatos do not return.
"And there the children of dark Night have their dwellings, Sleep and Death, awful gods. The glowing Sun never looks upon them with his beams, neither as he goes up into heaven, nor as he comes down from heaven. And the former of them roams peacefully over the earth and the sea's broad back and is kindly to men; but the other has a heart of iron, and his spirit within him is pitiless as bronze: whomsoever of men he has once seized he holds fast: and he is hateful even to the deathless gods." (Hesiod)
The people of the city rarely go to the catacombs, but the strangers are drawn to its stygian depths. Ptolemides accepts these strangers as it has accepted the changing sky where the stars dance and the moon is too bright, and too near. Walls have been built around the precincts of the city where the entrance to the catacombs can be found. A tax is charged for entrance, a tax on the strangers and their goods, and a tax on what the strangers take from the catacombs, those that return.
Among the people of the mists word has spread of the riches to be found in the catacombs of Ptolemides, of the dangers and the challenge. Those seeking wealth, adventure and renown make the trip to Ptolemides. The city thrives on the coin they bring, but looks down on these people of different worlds and different times.
The know entrance to the catacombs is a gated cave set in an empty hillside. Once the temple of Thantos sat upon that hill, but in the night when the world shook it vanished and left only the open cave behind. Around the cave are now shops and inns that serve those who would enter the cave. Here can be found rest and gear, weapons and armor, temples to strange gods and shrines covered in offerings for those who have not returned. The cave itself is guarded by soldiers of Ptolemides and a tax is collected on all those who would enter. There is a second gate deeper into the cavern, and here those who would seek to leave the catacombs must pay a tithe on all that they have gathered from below. The entrance is well guarded and fortified, not only to bar the way of travelers and collect the tax, but also to protect the city from what might emerge from below.
Here begins the revised adventure The Catacombs of Ptolemides Posted: 09-28-2020 01:29 pm Thurn
Thurn
The old dwarven fortress, Thurn, lay abandoned for over a century; its gates thrown down and overgrown; its halls ringing empty with the ghostly sound-memories of its past. It had fallen to an attack that came from within and without, from beneath the earth and from the sky. Age old enemies aligned against them. Proud and alone they fell.
The halls were well looted but parts of the mountain fortress were brought down atop the heads of the victors when the final traps of dwarven engineers were sprung and much of the famed treasures, the great hoard of gold, and jewels were buried with the dead in an avalanche of stone. Over the years many came and searched, some found, some died, some disappeared, but most left Thurn emptyhanded enriched only by disappointment.
Then came the Orcs of the Red Dwarf Skull. Twofist Headhammer had been chieftain for a half a dozen years, though he had not counted the passing of time; strength and brutality were his strongpoints, not reflection or thought. Instead seasons came and went and Twofist marked them only by the victories he had won and the heads he had broken, the skulls added to the shamans' story-spears that told the tale of the tribe and gave courage to its warriors.
Each story-spear held a half score skulls, their bony pates carved with crude orcish runes, the sockets for their eyes holding red-dyed stones of wakefulness, ever alert to the approach of foes. Clamped between their evergrinning teeth were the mummified hands of orcish dead; a reminder to all the cost these beheaded foemen had made the tribe pay. Only the skulls of those who had slain a tribesman in combat were worthy to be added to a story-spear.
Atop the chieftain's spear was the oldest of the fleshless and grinning heads; a thick-boned dwarven skull, yellow as a horse's tooth. It sat alone at the base of the spear-blade, crude black stone that glistened like water and bled rust. It seeped across the ancient dwarven skull staining it a deep brownish red. What runes there might have been on that skull could not be seen, the blood of the stone masked them long ago. No written word was needed to tell the tale of the chieftain's story-spear. The spirit of the long dead chieftain whose withered hand was clamped firmly in the dwarven king's teeth and the spirit of the dwarven king himself would speak when the moons were full and the shamans told the story of the spears danced the summoning ritual before the gathered tribes.
Change has come to the wandering tribe of the Red Dwarf Skull. Twofist heard the call of a great earth-spirit, felt the chilling touch of the countless dead beneath the mountain and claimed the empty halls of Thurn for themselves. He sits upon the broken rock throne of the dwarves and dreams. Soon he will awake.
The Tribe of the Red Dwarf Skull
Chief Twofist Headhammer:
Twofist is a large orc, but more than just big, strong and brutal, he has an instinctual cunning and he is called by something greater than himself. He knows no fear and fights without mercy. He values the lives of his warriors as coin but he is generous with his enemies willing to spend his followers if needed for victory. Now he sits upon the ancient dwarven throne like a miser, hoarding the strength of the tribe while he dreams and what he dreams would shame a dragon. He can sense the wealth buried beneath the mountain, it calls to him, stronger than bloodlust, stronger than the spirit urge to breed, stronger than the ghost-brew of madness given by the shamans. His dreams speak of uniting the orcish tribes that wander, the scampering goblins that infest the nearby caves and hills. He dream of conquest and an army of slaves from the human lands to dig and dig till their bones floor the halls and their skulls pile high as the mountain.
Weapons:
The Chief's Story-Spear
The chief's spear is a magic blade. It bleeds rust and a touch will taint weapons and armor. The taint spreads fast and will affect non-magical weapons and armor after a successful strike causing them to suffer a -1 modifier to hit and damage or a +1 to AC. This accumulates every round till the weapon or piece of armor becomes a useless lump of rust. Enchanted items of +1 or +2 have a saving throw against the taint. A save means no effect and even if the save is failed that taint does not spread on enchanted items, but every strike by the spear will require another save and each failed save adds to the damage that the taint will cause. Items of +3 or with major enchantments are immune to the taint. Weapons that successfully hit the chief while he carries the spear are subject to the taint.
The spear defends the chief adding a +2 benefit to his AC and radiating a 10ft protection from Good. It is a +2/+4 against dwarves weapon and all orcs who are within sight of it gain +1 to hit. The tribe is organized is this manner;
Chief Head-Shamaness (All Shamans are female) Sub-Chief Clan Shamans (each keeps the individual clan's story-spears) Clan Leaders (Currently there are 9 clans within the tribe, most are interconnected families but one tribe is composed of orcs who have left other tribes to join the Red Dwarf Skull tribe. The last clan is composed of a hodge-podge of goblinoid creatures who are allied with the tribe but not actually part of it. They have no story-spear but do have their own shamans). Posted: 09-27-2020 03:42 pm The Smoking Mountain
The Smoking Mountain
The badlands south-east of the Empire was once a prosperous realm dotted with freeholdings, towns, small cities, manors, fortresses and farms. A curving range of mountains protected its own eastern border; a broad and fast moving river came down from those same mountains in the north and formed a lake which separated it from the dense forests and the wildlands and tribes that dwelt within that leafy demise. To the west the small kingdoms not yet aligned with the Empire posed no threat and the south opened on the Salt Sea.
Then the world shook, the mountain screamed, the sky darkened. Ash fell like snow and a river of fire flowed from the east swallowing all in its path. At first the land died; crops, animals, people, cities, towns and fortresses. None could survive near the mountains, few survived even within sight of the cloud wrapped peaks, now plumed with black and the glint of burning red inside.
Seasons passed, a year, then another. Travelers began to cross the old roads, land at the southern ports, explore the empty and ruined keeps and manors. Farmers returned to the edges of the old lands and discovered fields of grain growing wild and thick, flowers like a cascade of a hundred springtimes, animals more plentiful than had been seen in the east since the legends of the first men who'd discovered the western lands. But though the land flourished it was no longer man's, no longer empty and what had come to claim this flourishing land were creatures that no tale had ever told of, no legend or dream had ever conceived. From the depth of the earth had spewed creatures, things, monsters who now thrived in the open air and bright sunshine. Hunted and danced in the moonlight, wondered at the stars, and now lusted for the world which man had thought of as his own. Posted: 09-26-2020 07:35 pm The Hunt for Delos Quinn The Hunt for Delos Quinn
The Duke of Gillead sends his bailiffs after the notorious thief and highwayman Delos Quinn.
Ganiff Breithem leads his men through the Finnen Woods in pursuit of Delos Quinn who escaped from the cells beneath Heartstone Keep the day before his execution. The party consists of two local foresters as trackers and half a dozen armed baliffs. The foresters are father and son, the father an experienced woodsmen and archer while his son is still learning the trade. Ganiff's men are veterans of both melee and brawl, but none, not even Ganiff himself, are well versed in the use of the bow.
Delos on the otherhand is not a woodsman but knows his way around the crossbow, which three of his compatriots have provided for him. The four have set an ambush just within the entrance to a small glade where the ground rises and spring near the top feeds a small waterfall and pond. Posted: 09-26-2020 11:34 am The Faceless Brotherhood
The Faceless Brotherhood
An unlikely trio of two dark elves and a winged man guard an etheric gateway between the void and the material plane.
Travelers who by choice or by accident find themselves passing from our world through the multi-dimensional planes will sooner or later encounter the Faceless Brotherhood. These creatures, for only some are men or even humanoid at all, have had not only their features removed but also their identities. They have no mouth or ears and their eyes are only pits that glow with a bright light that flares and bleeds colors like a prism of flesh.
Most often they are found at gateways. Offerings of true value, from gems to the true name of a demon or a story or even a wordless song, will guarantee safe passage. At times they will suddenly attack an individual or even a group, at others they will not raise a finger even at the cost of their own existence. On their deaths they burn from the inside out and all their possessions as well.
Upon the nameless, infinite and sometimes unsubstantial planes between one dimension and the next can be found temples, fortresses and monasteries populated by the Faceless Brothers. Patrols and even small armies of them can be encountered, but what they are up to, what plans or goals they may have, are mysteries known only to themselves. Posted: 09-25-2020 10:29 pm Blood, Lace, Steel, Honor and the Outer Dark - Musketeers 3 Etienne L'Fleche examines the clock in the great hall of Castle Bois De Coeur.
The Clock in the Hall
Soon after the disappearance of Lady Adele the clock in the great hall began running backwards, as did several maids and pages who tried to touch the hands of the ancient timepiece. Lord Anglais, the husband of Lady Adele, sealed off the hall and summoned the musketeers immediately.
An investigation of the clock found the workings to be carved from bone and woven braids of hair. Within the body of the clock an entrance to a foul tunnel was found; A circular passage that twisted down into the bedrock below the castle itself.
The musketeer Etienne sent word to his partner Leon, a theologian, alchemist and master of white magic and back to the chapter house in the provincial capital.
As with the pit beneath the floor of the castle's cellar, a foul and musty odor issued forth from the winding tunnel. Using great caution and a number of peasants bearing torches, Etienne and Leon wormed their way down into the dank whole. At the bottom the found a wide chamber littered with rounded stones and a black stream that disappeared in either direction through a water-carved passage of stone.
When the pair approached the sluggish and viscid liquid the sound of stone rubbing against stone erupted all around them.
" Vipera Seoanei," moaned Leon."It would have to be Vipera Seoanei."
"Looks like snakes to me," said one of the peasants before Etienne slapped him in the head.
Posted: 09-25-2020 07:08 pm Blood, Lace, Steel, Honor and the Outer Dark - Musketeers 2
The Hole in the Floor
A maid of Lady Adele D... and the Musketeer Etienne discover a hidden chamber beneath the cellar floor.
The Lady Adele D... of Bois De Coeur disappeared in the middle of a Fete during Midsummer's day and has not been seen since. Unbeknownst to any in the castle, except for the chief groom, Lady Adele was a worshiper of the Old Ones from beyond space. Every dozen years during the summer solstice the Lady sacrifices to the One Who Speaks With Fire allowing her access to powerful magicks of a particularly destructive nature. She intended to lead her fellow worshipers in the start of the ceremony, a great bonfire at the center of an ancient grove.
The chief groom of Bois De Coeur had other plans. While he had no objection to the terrible fate of the young village maiden who was to be the central figure in the horrific summer rite lead by Lady Adele, he, as a worshiper of the Horse Goddess, could not allow the burning and transformation of the young stallion the cult was also preparing to sacrifice to their fiery deity.
With the subtle preparation of the grove, a dilution of several essential elements in the ritual and the help of a particular noxious green stone revealed to him by his equine goddess, he managed to change the focus of Lady Adele's sacrifice onto herself and her followers.
Now the Musketeers and their theological brethren have been called in to investigate. Divination has pointed to the local forest and the bowels of Castle Bois De Coeur. Posted: 09-25-2020 04:10 pm Blood, Lace, Steel, Honor and the Outer Dark - Musketeers 1
Blood, Lace, Steel, Honor and the Outer Dark - Musketeers 1
In the province of A... the enemies of the Gaelic nation are more than just swordsmen or soldiers, for in that deeply forested realm the merely mortal evils of the world are outmatched by the ancient, the unearthly and the infernal. As always it falls upon the musketeers, protectors of Gael, to rout out all that threatens their blessed realm with steel blade, lead shot, or stone talisman.
Here can be seen a young musketeer and his theologian companion struggling with a corrupted swordsmen, once of the imperial guard, but now in the service of warlock (being throttled by the learned hands of the theologian). The warlock's servants are many and few are human, though the former guardsman was the most visible of those that guarded his body. The musketeer and theologian have caught them along the forest road linking the provincial capital with the port of N... Posted: 09-24-2020 05:08 pm A Noise That Seemed Afraid Of Silence
Beyond the coasts of Sange is an island in the Sea of Twilight. The sea itself is a place of beauty and terror, but the island, which has no name, is a place of ending. When the people of Sange weary of all things they seek this island for there is no true ending in Sange only life followed by life.
The Sea of Twilight can only be sailed by Death and finding the dead in Sange is a hard thing. To kill a man or a woman, an animal or thing that is not quite any or none is possible but death lasts only an instant and the spirit of those of Sange flys free like a gleam of silver moonlight before it is gone to find life again.
The spirit of the dead must be caught in a cage of mirrors baited with a dream; A dream of power of love, anger, tears, betrayal, revenge or remorse. The cage is capped with the frozen eye of a mage and the breath of despair. Then the body of the dead will be at the command of the holder of the cage and the journey to the island can begin.
There is a fear that has come to Sange. Dreams have become nightmares and the land, though always hard and often cruel, has lost the wonder, pleasure and enchantment that made unending life a joy instead of a wearisome burden or horrific punishment. The soothsayers, the oracles and the prophets speak of the island on the Sea of Twilight and say that only there can the answer to this curse be found.
Someone or some group of someones must make this journey, find Death to sail the ship, cross the Sea of Twilight and walk upon the island from which no one has returned. Great dreamers are called to this quest from all of Sange, dreamers brave and strong, of the mind and arm, heart and spirit before the darkness which has settled upon the land has ended every song, silenced every voice, broken the spirits of those who have lived a thousand lives and made Sange into a prison of nightmare and torment. Posted: 09-24-2020 02:06 pm Hyperborea - Darkness be The Burier of the Dead
"Must we start our fight Groaning over corpses? Come what may Let us enter the ford To meet death before the hosts With bloody spear-blade Or the savage sword If our time has come." Cuchulainn - from "The Tain"
With the destruction of Galla chaos spread among the Galla Hills and among all the Keltic people as the struggle for who would become Over-King now that Srubdaire the ruler of Galla was dead. Four men contend to sit beneath the blessed tree where the ruler would be enthroned and crowned with leaves of oak. Scathach and Uathach and Aif and the man called Son of Daman.
Many times in the past had the division between Kelt and Kelt brought misery to the people and enemies down upon the Keltic lands as they fought between each other. The holy druids had united from clan to clan, tribe to tribe and the law of oak and stone prevailed over the foolishness of chiefs and kings.
The fight for the Crown of Leaves, as the title of Over-King is called among the Kelts, is now formalized and the combatants meet with only a small company of bodyguards and followers to engage in combat at sacred fords where the waters will wash away the blood spilled by Kelt fighting Kelt. Pugnacious and always ready for a fight every village headman and chieftain of a minor tribe set forth to do battle much to the dismay of the druids and wise men among the clans.
It was on Bealltainn night that the witch-fire was firsts seen. The Druids had set the holy fire at Ur-Uisneach, the blessed hill, and as the fire was lit an unholy blaze was seen far up the slopes of the mountains to the east. A chill wind was felt and a howl like the cry of lost souls was heard. An inauspicious omen, but one that proved itself too readily while the Keltic lands reeled and their leaders struggled for power.
Like a swarm of beasts the Picts fell upon the eastern valleys. What power, what cursed magic they had used, none can say, but from the far north-west of Hyperborea they have come to raid and plunder the Keltic people. The Son of Daman has set aside his quest for the Crown of Leaves and struggles alone with only his own followers against the Picts. His horsemen have left a bloody furrow across their advancing line of raiders but he alone cannot stop them.
Here is a quest for heroes to stand perhaps beside the Son of Daman or, at the urging of the Druids, find the source of the Witch-Fire among the eastern mountains and cut off the tide of Picts who now press against the disunited defenders of Galla. Posted: 09-24-2020 11:47 am The Black Monolith
The Black Monolith
On the foothills of the Kimmerian Steppes near Lake Novagrad, where the people of the Rus have settled, there is a darkness which haunts their land. Legends speak of a ship of fire which created the great lake, and of the Norse God Ullr creating the Chain of Nod with his skis as he fled from some unnamed horror, the streams of the Chain which feed the lake from the tall mountains, but the fear that is whispered among the settlers within the hills and valleys is of a Stone Monolith that sits upon the last hill before the coming of the mountains near to a cavern of immense size and evil repute. This is the Black Monolith which is older than the settlement of the Rus, older than the Kimmerians, if such stories can be believed. Any of the old race of Hyperboreans will avow no knowledge of this stone, but neither will they journey nearer than the southern edge of Lake Novagrad and even then none will stay longer than it takes to complete what business they may have before moving on.
The village of Stregoicavar sits on a small promontory at the south of the lake. It is here that the people cower within their shuttered houses at night, here where the fear of the Stone Monolith and here where the adventure begins... Posted: 09-23-2020 09:26 pm Inspiring Illustrations - The Minions of the Moon
North of the Hellenic City-State of Ptolemides, beyond the forest of the Crowned Beast (but known to most as the Foxwoman's Domain), lies a pool of liquid silver metal that is death to touch. Around this pool can be found white-clad devotees of a new cult that has followers in both Khromarium and Ptolemides and seems to be spreading like fire among dry leaves to every city and large town in all of disparate Hyperborea. These are "The Minions of the Moon" and they worship both the Moon as a divinity and the silver pool as the Moon's avatar upon the earth.
It is rumored that at both the waxing and waning of the moon human sacrifices are performed which the cultists call 'The Silver Death' and the victims are submerged in the liquid metal pool. The bodies are said to be held by chains and drawn back from their fatal bath now withered and hardened like iron. Their spirits are then purposed to walk the environs of the people serving the will of this new lunar divinity. The reality is much more deadly.
These sacrifices have become servants of the silver metal pool, which is a living entity fallen to earth millennia ago. It is an animal creature without need of sustenance and without language. It can rise into a wave and move, sometimes at great speed, but will always return to the basin where it now resides connected by a cord of liquid metal to a crystal-like object buried deep within the earth below. These servants act as automaton akin to those of Iron but with several differences (See New Monster).
The truth behind the cult is the discovery of the crystal by a notorious thief from Rusland, Mikhaliov Fydrovich, who , fleeing from a monstrous guardian of a Ptolemides merchant's treasure, came across the pool of liquid metal and the fragment of crystal which lay almost within the pool itself. The body of a dying manticore had come in contact with the pool and with the crystal Mikhaliov was able to summon it to his defense and defeat the guardian Daemon which pursued him. Much to his disappointment the silvered form of the manticore fell to dust within a few weeks time.
Mikhaliov was not one to let a good thing go and his quick mind immediately formed the idea of the cult and "The Minions of the Moon". Originally all the members were thieves or the like, but the cult has taken on a life of its own and only the original core (and some select recruits) now know that the cult is false.
Worshippers of Lunaqqua are the dire enemies of the cult and minor war of assassination and retribution is being waged between the two.
New Monster
Automaton, Silver Metal [MON] No. Encountered: 1-6 Alignment: Neutral Size: Varied, most common size is M Movement: 40 Dexterity: 16 Armor Class: 5 Hit Dice: 4+2 No. Attacks: varied most commonly 2 (Pummel) (see Notes) Damage: 2d6/2d6 Saving Throw: 14 Morale: NA Experience Points: 750
Silver Metal Automatons are formerly living creatures (most notably human but to a much lesser extent any creature existing in Hyperborea and even some that do not) whose flesh and bone has been consumed and replaced by the creature that is the pool of liquid metal. They have only an animal intelligence regardless of their former intelligence as a living creature and a life span of under two months. At the fullness of the moon above Hyperborea they must return to the liquid metal pool where they merge with the creature or harden into a solid piece of dull grey metal and fragment into a powder that will eventually sift away to nothingness.
These Automatons can be controlled by a fragment of crystal that is now set within a small medallion (and worn by the Master of the Minions of the Moon. They will obey basic commands when within a 60foot radius but otherwise act as an extension of the pool of liquid metal with a completely alien set of reactions and desires. (They my stand still and let themselves be hacked to bits, walk into a fire, off a cliff, attack wildly, etc... )
NOTE: Silver Metal Automatons that are formed from monstrous creatures retain and physical type of attacks including number and damage of attacks of the formerly living creature with a +2 damage per attack. All other stats remain as per the basic listing (AC, Dex, Etc.. ) for any form the Silver Metal Automaton may take regardless of previous HD or abilities.
NOTE: These Automatons are not constructs and are much quicker, moving with a high grace and dexterity, than magically created Automatons. Part of their AC comes from a bonus for high dexterity.
NOTE: Sacrifices to the pool of liquid metal can only be done at the waning and waxing of the moon. At other times anything entering the pool is simply absorbed into the liquid metal. Even at these time there is a 75% chance that anyone or thing of flesh placed into the pool will simply be absorbed.
NOTE: These Automaton's can regain full HP by resubmerging themselves within the pool, but will also regenerate 50% of their total HP every night when the moon rises (up to their original HP total). If reduced to 0 HP they turn into a grey metal and fall to dust. Posted: 09-23-2020 04:58 pm Inspiring Illustrations - The Alchemist
In all of Khromarium there is perhaps no single individual better known and yet still an enigma than the man known only as 'The Alchemist'. That he is a mage of great power is undisputed, but his origins remain unknown as does his name.
Years ago a strange ship sailed into the docks of Khromarium; a ship without sails, without crew, and with only a single occupant. It was a small ship but the man who emerged from its hold seemed too old to have crewed even such a vessel no bigger than the long boat off a galley. When he turned and lifted the ship in his hands and then proceeded to fold and refold the vessel till it was smaller than his hand, smaller than his fingers, so small that those watching had to look away as what they watched became more than wondrous; it became disturbing to the senses of what should be and what should not.
This was the arrival of the Alchemist. Not a display of raw power, but power was there, subtle and practical. He appeared as an old man of white beard and hair, not tall, perhaps shorter than average, not fat, nor thin, nor so old to appear feeble. As he turned to walk along the quay a staff of smooth white wood appeared in his hand as if a branch, straight and unblemished, grew from a dark core of nothingness.
The Alchemist settled near the Street of Trade where it crossed the Quarter of Craft before emptying into the Sea Market where the goods fresh from the holds of ships were sold and the pens of exotic animals and slaves were kept. He found an old building that had suffered in the Cold Riots many years before, partially ruined with a roof holed by fire and walls stained with smoke. A small crowd of layabouts, longshoremen, traders and sailors had followed at a respectful distance from the docks where he had arrived and watched as he step lightly across the overgrown yard littered with debris and enclosed by a short iron fence. The doors of the building had been nailed shut but they parted at the touch of the Alchemist's hand and closed silently behind him.
A flash of light burst from the windows and the holed roof, out the top of the broken chimney. The light suffused the walls, swept across the yard, caressed the iron fence, the broken gate. When the light faded the iron gate was black, the yard bare except for a carpet of wildflowers and herbs, the walls of the building a rich brown, the windows glassed and shuttered, the roof whole and the doors more solid and dark bound with what might be silver and etched with runes that none could read, and open as if waiting visitors.
The Alchemist stepped from his new abode and shut his door behind him, locking it with a small silver key and turned toward the nearby market. He shopped, and talked of small things, and laughed. He hired servants to watch his door and tend his garden and cook his meals. The Alchemist seems never short of gold and what he cannot find for sale he hires adventurers to find for him, and within his brown-walled home he sells potions and pills, salves and solutions which will dissolve steel but not harm flesh.
The Alchemist is liked, respected and somewhat feared by his neighbors on the Street of Trade, but he is well-regarded and a source of pride for proud Khromarium. Posted: 09-23-2020 04:32 pm Inspiring Illustrations - Outside the Khromarium Gate
romarium is vast and older than man. Streets and towers and catacombs that wind their way into the bowels of the earth like a wyrm gnawing at the heartstone of the city. So vast is Khromarium that losing oneself in its twisting paths can become being lost in passages of time and space and dimensions not hospitable to man. It is said that the center of the city can never be found, always there will be another tower, ruined manor, gaping pit where the dank sewer waters gush down and down and down, another street or alley to follow deeper and deeper along ways that should not be trodden if there is any wish to return. But Khromarium is a city filled with life as well and the precincts that surround the walls and its many gates are lit with fires both mundane and magical. Cleanly swept are the corridors of the wealthy and powerful or littered and stinking with the refuse of the outcast poor and discarded souls. Merchant squares abound, strange passengers from stranger lands view wares from coach or palanquin. Street musicians play and thieves ply their trade. Courtesans demurely pass brothels where their less fortunate and less expensive fellow professionals bare their own bare and berouged wares from doors and balconys.
Outside the gates of Khromarium can be found philosophers, beggars and scribes. Soothsayers, hedge-wizards, and shamans can be found in abundance, but any with more earthly goods are shooed away and into the well-taxed environs of the city walls by the passing guardsman and mounted patrols of the city. The business of the mind, the soul, and the mystical is conducted along these thoroughfares by any but the well-established masters of these professions, beggars and mendicants excluded.
Tellers of fortunes, popular among the Kimmerians and people of Rus, have small tents inside the city gates, while a more well-regarded practicer of divination can be found sitting upon a waxed or oiled cloth on the verge of the great road close to the iron and wood portals of the city. There is a hierarchy and tradition among the traders in the ephemeral outside of the gates and woe-betide any who would usurp another's spot of buttocks smoothed grass that may have been occupied for generations or passed down from journeyman to apprentice from time immemorial. Posted: 09-23-2020 03:32 pm Inspiring Illustrations - The Blunt Monster With Uncounted Heads
Deep within the forests of the Coast of Scars can be found the ruins of a small stone tower. Its foundation stones are very old and show the marks of fire and of war. How many times the tower has been tumbled and rebuilt none can say, but a few stories of its latest incarnation remain though the upper most levels are cracked and roofless.
Of late a man has come to dwell within this ruin. He is thin and austere, robed as a priest or a sage or crafter of spells. His name is not known, though some call him 'The Mage' or the more lengthy 'The Summoner of Small Daemons'. And that last name is very apt.
All about this man run the smallest of Daemons, run, dance, fly and cavort about him as if around their heart's desire. Should any approach this man with malice in their hearts these Daemons turn from merriment to a vicious defense. Even the greatest of the Devil-swine which haunt the woods give him and his horde a wide berth for those that have not have met their fates buried beneath a thousand small teeth and claws and a thousand more waiting for their chance to blood themselves on their larger kin.
'The Mage' seems pleasant enough, but his flock of small Daemons deters visitors of a more wholesome sort. With each passing day it seems a few more of these tiny Daemonic forms join the throng which surrounds the old tower though some are always flying or scuttling afar to do their adoration's bidding. And as time passes the fewer Devil-swine there are to be found in the woods, though the nearby City-State of Dorset, long overrun with these foul piggish Daemons and their progeny, seems to be swelling in compensation.
How long it will be before 'The Mage' turns his attention to this Daemonic concentration, if that is his ultimate goal, none can tell, but it has been long years since the Coast of Scars has been as clear and safe from the swine-men or their Daemonic masters as it has become due entirely to this unnamed man and his abhorrent following. Posted: 09-22-2020 06:51 pm Inspiring Illustrations - The Robe That Terror Wears
A cold wind blows from the sea and with it she steps upon the shores of Hyperborea. The storm walks with her and seeking life she brings the frozen death to the land. Her touch is blue ice as are her eyes. Innocent, the curse she bears is a slow moving doom that no spell, no sword can touch.
In the frozen wasteland that she leaves behind her a shadow moves. Her tormentor follows casting chains of ice upon the dead. To save the land is to save her and face what she cannot.
Already the path she has taken is filled with white death. Villages are stilled, silent tombs whose doors are opening as a greater evil emerges into the cloud-wrapped day. All is darkness as if evening had swallowed the noonday sun.
From the northern shores of Hyperborea comes the call for help as an endless winter begins to swallow the land. A woman walks alone ahead of the desolation, but is she cause or merely, as she claims, related by those few who have survived her encounter, merely a victim chased by darkness, swallowed by madness and running, running, only a few paces before the storm.
The villages along the Striped Gulf beg for help as their neighbors are caught within the approaching darkness. None have returned of all those who have searched for answers. Only the woman who walks ahead of the storm. Posted: 09-22-2020 05:25 pm Inspiring Illustrations - The Great Spirit of the Woods
Amid the dark recesses of Hyperborean forests rests the God-King of ancient days. So old that he is nameless or if named it is forgotten before Atlantis drowned or the passage to Old Earth was lost in the mists which surround Hyperborea. He is known as the Great Spirit of the Wood to his followers and the woodland beasts and sentient monsters that dwell within his green boundaries.
He rarely shows his face beyond the heart of the woodlands, but a few incautious travelers have seen it, dark and brooding, his hair a dirty white entwined with leaves and branches but worn as a living crown. The Great Spirit does not take desecrators of his sacred groves or deep heartland lightly and the doom that may fall upon such are torments that can last an age, bound within the flesh of a great tree, living as the tree lives, but exposed to the pain of all that comes to the woods; the bite of axe, the touch of fire, the rot of age and devouring teeth of insects.
The Great Spirit calls to not only the trees and plants of the woodland, but to all those creatures, including man, who live within. He is no peaceful ruler and roots fight for nourishment from the soil and sunlight from the sky, beasts stalk the weak, the weak burrow and gnaw at the roots of tree and plant, the dead nourish the living, and so it goes on and on, the turning wheel of time, life and death, overseen by the Great Spirit, lord of all that transpires. Posted: 09-22-2020 04:34 pm Inspiring Illustrations - The Gateway of Cruel Desire
Cold is the path of the dead and colder still is the heart of the Necromancer. And yet there is a passion that lurks within this twisted breed of mage that drives them forward into the darkest and most loathsome of places; none more so than the tomb-temple to be found on the Isle of Ghul.
The gateway is ancient, older than the Necromancer that rules the isle, and in a language that only the daemon's of the abyss can recognize, though they curse and shun the place, a story of power, lust in all its meanings, and torment is spelled out in the carven entranceway to this labyrinth. Twisted and endless are the passageways of the Tomb, lost is the temple, and lost as well are the souls of all who have fallen within this accursed charnel house. The carven gateway is beautiful and the massive doors of bronze, green with verdigris, sit open, the outer chamber is marble and granite, a dried fountain with sculptures of water nymphs surrounding its bowl, but from the open grill of its drain, too small for any human to utilize, come the screams of the dead, and the massive doors are shut, silently without warning, and no spike or iron or blockade of stone can prevent their closure, not to open again till the sun has set and risen once more.
Hiding behind a marble bench in a room further into the labyrinth will be found a young girl, emaciated, scarred from torture, wild-eyed and clad in rags. She will speak in a language that only the aid of sorcery will make clear, and pleas for help. Her tormentor is within the tomb, he has set her here to hunt down and torture. She has no idea how long she has been within the tomb, she has never seen the temple, but she is of flesh and blood, though weak and starved. She can lead any who would follow her to a secret room entered through a series of levers held as spears and swords among an array of statues that bear an uniformity of look but of no make recognizable to any living in this age of the world since the fall of Atlantis.
Inside the chamber is a clear pool and drinking from it will heal wounds but alleviate hunger any more than the taste of unenchanted water would. This has been her refuge. Stepping back outside this room will find the scowling visages of half a score of animated warriors. Defeating them, now flesh and blood themselves, will be no easy task, but the rewards are the armor and weapons of these doughty foes. The tomb goes further... Posted: 09-22-2020 02:50 pm Inspiring Illustrations - This Feast of Battle
War has always been a living thing among the Kimmerians and their half-breed kinsmen. The Kimmerian-Kelts are an offshoot of centuries of warfare between the clans of the Kimmerians and the tribes of the Kelts. The mixed breed children born of these wars, the raids, the rapine, the endless chain of murder and revenge, have been rejected by both sides. Sometimes abandoned to nature and never more than starving and mistreated outsiders existing on the refuse of either society these unwanted children slowly banded together and formed their own tribes but as a single clan. Their hatred for their pure breed kindred has welded them into a single sprawling family where every member is a brother or sister regardless of tribe or chieftain.
Recently this unity of purpose has become embodied in the spirit of a single man. Zhalov of the Yellow Beard has become the first of their clan to unite all of the Kimmerian-Keltic tribes under a single ruler. Born of a Kimmerian slave held in Keltic lands Zhalov broke his shackles and escaped his servitude fleeing into grasslands of Vol. Hunted by a warparty of Kelts he turned on his attackers time and again but was slowly forced into a stony outcropping which sat on the verge of the mire that is the Lug Wasteland. At last he was cornered and in his fight among the stones he slew six of the surviving warparty and sent the last few Kelts fleeing his wrath. Wounded and with a storm approaching Zhalov sought shelter among the rocks and found a crevice no wider than his own shoulders which he crawled into.
When the light of dawn touched him Zhalov was surprised to find that he was not alone in his shelter. The crumbling body of some ancient warrior shared his cave. Beside the body was a sword whose edge crackled with lightning when he touched its hilt and a strange weapon that was nearly the death of him. At first he could not decide if the strange device was a weapon or some tool of the ancient man who had died in the cave. Its shape was odd and it had the look of something that might be used as a crutch with a smooth metal end that fit nicely beneath his arm diminishing down to a length of hollow round metal. Peering inside the hollow he could find nothing.
Zhalov was weak and badly wounded, but the cave had the feel of death to it now and he would stay there no longer. With the use of his new found metal stick he pulled himself back through the crevice and into the sunlight. The stones around him were slick and in his descent he slipped, his hand clutched at his metal stick and found the odd strip of metal that projected from its side. Suddenly the stick erupted in a flair of lightning which shattered the rock nearby. Zhalov was sprayed with tiny flecks of stone but he felt them not and only stared in wonder at this powerful weapon he had been banging against the stones.
Weeks later Zhalov was riding deep within the grasslands of Vol on the horse of a Kimmerian who fell to his lightning blade. He found himself looking at a swirl of horsemen in the distance. It was a dark year for the half-breed tribesman of Vol. The Kimmerians were raiding in force, slaying the old, enslaving the young, riding off with what loot they could find and the horses and herds of their victims. In a blaze of blue fire Zhalov rode down upon the Kimmerians. His thunderstick causing fear and panic as he approached, his lightning sword unstoppable. The prophecy of the great savage fighting man had been fulfilled and the feast of battle had begun. Posted: 09-21-2020 09:57 am Inspiring Illustrations - Riding the Wolf
When the Rus found themselves transported to Hyperborea many of their traditional ways immediately changed. The Boet, a group of warrior-hunters finely attuned to living in the wild, were possessed by the spirit of the Vukodlak; an ability akin to lycanthropy. While they could not change themselves into the aspect of a wolf they became attuned to the nature of wolves and discovered a monstrous form of wolf lurking on the outskirts of their towns and settlements. Whether these were wolves from Rusland altered by the powerful magic which caused the dislocation from old Earth to Hyperborea or whether these beasts were already in Hyperborea the Boet do not know and these wolves cannot tell them, though along with their gargantuan size the wolves have gained the power of speech, their memories begin with their first encounters of the Rus and their adoption of the Boet.
According to Vas'Ka, the pack leader of all the wolves in Rusland (anywhere the Rus settle is called Rusland) the Boet just smell right and a bond of friendship and even brotherhood has sprung up between the two.
Never much for horses and more at home in the thick forest or the hills and mountains the Boet were always poor horseman, but with the coming of the great wolves they now ride in packs through the forest and steppes that surround Hyperborea's Rusland or scrabble through the stoney hills and inhospitable heights on their borders. The great wolves are as big as ponies, but stronger and heavier, their bodies all muscle and dense bone. The Boet ride them when there is a need for haste though most often a pair of human and great wolf can be encountered hunting the forest or patrolling the roadways between town and village or camping on some hill, sharing their days catch.
Boets tend to wear a shirt of fine chain sometimes with a sleeveless vest of leather over the metal. Many will wear a cap of iron, steel or leather, but just as many disdain such and grow their hair long which they tie back and tuck under the collar of their armored shirt. They are almost never found without bow or sling, but they tend to favor a spear and a short sword as weapons.
Their new wolfish affinity has given them keener sense making it easier for them to track animals or enemies. They can be killed or wounded like any other man, but heal twice as quickly. The can speak to animals though they speak Rus to the great wolves and the great wolves can growl out a few short words of Rus back to them.
The great wolves of Rusland are several times the size of a normal wolf, the largest are truly the size of horses and even the smallest is big and strong enough to carry a normal-sized Boet. Their senses are slightly less keen than that of a normal wolf but still greater than a man's. They bond with their human companions and will fight to the death against any who would attack them. On the death of a Boet companion the great wolf will pine and grieve, and let its life pass away within three days of the loss of a companion.
The bonding ceremony between Boet and great wolf is called Riding the Wolf and the pair set out on a tour of Rusland. This is celebrated by a massive hunt with dozens of Boet and great wolves participating culminating in a feast where the families, wolves and human, join in to eat what the hunt has gathered.
Most Boet and great wolves are encountered alone, but that is only the cautious nature of the hunters. There will usually be from three to five other Boet and great wolves somewhere nearby waiting to see if they have encountered friend or foe. In any case there will always be at least one pair of wolf and rider that is does not reveal themselves. These Boet are a suspicious lot outside of their own kind, which is the main reason they and the Rus have prospered in this strange land of Hyerborea that is now their home. Posted: 09-20-2020 05:55 pm Inspiring Illustrations - The Temple of the Blind
The Temple of the Blind
In the Red Desert men have found fortunes in mines of silver, iron and copper, but the cost is often their lives, as the sages have written and the families of the men lost to this cold wasteland will attest. Men do not live in the Red Desert but things that hold themselves as men do. Beast like creatures that ape the ways of men haunt the steppes and high grounds, walk the bottoms of dried out seas where the bones of ships can be found, the detritus of ages past; lost fleets and lone vessels from different times and places. Ships of wood, ships of bone, ships of metal that could never have floated, ships of glass; their shattered hulls flaring like beacons when the sun's rays break through the dismal perennial clouds which roof the wasteland.
Then there are the sightless men and their temple city with the vast blind effigy of their god which sits amid the cavernous homes of their metropolis. Sightless they are with smooth flesh where their eyes should be, but doubly keen are their other senses. They can hear the breath of their enemy, the sound of every move. It is said that the wind which blows across the desert is the dying words of their stone god and with it they can hear what a man could see. Hear shapes and the space between the leaves of a plant, hear the distance between walls of their home and the table where the sit to dinner, hear the roughness of the ground, the edge of a cliff, the half-buried root that would trip a seeing man.
The sightless men are disdainers of magic and have no liking for those who practice the arcane art. They are a pious people and many dedicate themselves to the worship of their dead stone god. They are strong warriors and amazing with any weapon that is thrown, especially the use of the sling. They have an affinity with stone.
Their homes are colorless and dark except where a random streak of some unintended, unseen brightness has been added. They have no liking for fire and seem immune to the heat of the day or the frosty chill of the night. They delve deep into the earth of Hyperborea and trade precious metals and gems with men who dare the wasteland. They are always greedy for weapons or items of metal which they do not produce themselves. They weapons and items that they craft for themselves are stone, crystal or bone.
While they appear almost human their flesh is rough and scale-like, they have no hair and their teeth are a single ridge of bone that grows throughout their life and must be worn down usually by an oblong of stone they use as a file or rasp.
The sightless men are dangerous to deal with though once they have established trade with a man they will deal fairly, but they are constantly looking for men and dangerous beasts to sacrifice to their god. The method of sacrifice is said to be truly horrific as the sightless men eat their victims alive within the confines of their temple, first pummeling them with thrown stones, then setting upon the near senseless captive in a maddened pack and consuming the body utterly till nothing is left but cracked bones upon a blood soaked floor. Posted: 09-17-2020 05:13 pm A. Merritt - Some Ideas and Descriptions From His Stories - The People of the Pi A. Merritt - Some Ideas and Descriptions From His Stories
SPOILER WARNING!
If you have not read this story TURN BACK NOW! or risk losing forever the unspoiled appreciation of A. Merritt 's prose.
Inspired by the rules and setting of the Astonishing Swordsmen and Sorcerers of Hyberborea boxed set Forum I have begun sifting through my collection of A. Merritt for ideas.
1). The People of the Pit
Blue Shaft of Light - [MON] The City in the Pit - [TWN] Eblis - [NPC] Fear Dust - [ITM] Five Peaks - [MT] Frozen Hand of Cloud - [ITM] Gate of Ghouls - [PLC] Gateway to the Pit - [GTE] Ghosts of Winds - [MON] Golden Band - [ITM] The Green Stairway [PLC] Lao T'zai - [NPC] People of the Pit - [MON] The Pit - [PLC] Sanctuary Caves - [PLC] Shan Nadour - [NPC] Snaky Red Trees - [ITM] Thick White Liquid - [ITM] The Thing in the Pit - [MON][Deity] Whispering - [SPL]
Blue Shaft of Light - Five Peaks -
"North of us a shaft of light shot half way to the zenith. It came from behind the five peaks. The beam drove up through a column of blue haze whose edges were marked as sharply as the rain that streams from the edges of a thunder cloud. It was like the flash of a searchlight through an azure mist. It cast no shadows.
As it struck upward the summits were outlined hard and black and I saw that the whole mountain was shaped like a hand. As the light silhouetted it, the gigantic fingers stretched, the hand seemed to thrust itself forward. It was exactly as though it moved to push something back. The shining beam held steady for a moment; then broke into myriads of little luminous globes that swung to and fro and dropped gently. They seemed to be searching."
Fear Dust - Lao T'zai -
"My mouth was as dry as though Lao T'zai had poured his fear dust down my throat."
Eblis - Frozen Hand of Cloud - Gate of Ghouls - Shan Nadour -
"It makes me think of the frozen hand of cloud that Shan Nadour set before the Gate of Ghouls to keep them in the lairs that Eblis cut for them."
Ghosts of Winds - Whispering -
"From the North and high overhead there came a whispering. It was not the rustling of the aurora, that rushing, crackling sound like the ghosts of winds that blew at Creation racing through the skeleton leaves of ancient trees that sheltered Lilith. It was a whispering that held in it a demand. It was eager. It called us to come up where the beam was flashing. It drew. There was a note of inexorable insistence. It touched my heart with a thousand tiny fear-tipped fingers and it filled me with a vast longing to race on and merge myself in the light. It must have been so that Ulysses felt when he strained at the mast and strove to obey the crystal sweet singing of the Sirens."
Golden Band -
""I was filing the band about the waist. It was gold, but it was like no gold I had ever handled. Pure gold is soft. This was soft, but it had an unclean, viscid life of its own. It clung to the file. I gashed through it, bent it away from the body and hurled it far off. It was - loathsome!"
"...I saw that around my waist had been fastened a yellow ring of metal. From it hung a chain and this chain passed up over the lip of the high ledge. I was chained to the altar..."
Gateway to the Pit - People of the Pit - The Pit -
""The people of the pit," he said. "Things that the Devil made before the Flood and that somehow escaped God's vengeance. You weren't in any danger from them - unless you had followed their call. They can't get any further than the blue haze. I was their prisoner," he added simply. "They were trying to whisper me back to them!""
""The road passed between two high rocks that raised themselves like a gateway."
The crawling man paused.
"They were a gateway," he said. "I reached them. I went between them. And then I sprawled and clutched the earth in sheer awe! I was on a broad stone platform. Before me was a sheer space! Imagine the Grand Canyon five times as wide with the bottom dropped out. That was what I was looking into. It was like peeping over the edge of a cleft world down into the infinity where the planets roll! On the far side stood five peaks. They looked like a gigantic warning hand stretched up to the sky. The lip of the abyss curved away on each side of me.
"I could see down perhaps a thousand feet. Then a thick blue haze shut out the eye. It was like the blue you see gather on the high hills at dusk. And the pit - it was awesome; awesome as the Maori Gulf of Ranalak, that sinks between the living and the dead and that only the freshly released soul has the strength to leap - but never strength to cross again.
"I crept back from the verge and stood up, weak. My hand rested against one of the pillars of the gateway. There was carving upon it. It bore in still sharp outlines the heroic figure of a man. His back was turned. His arms were outstretched. There was an odd peaked headdress upon him. I looked at the opposite pillar. It bore a figure exactly similar. The pillars were triangular and the carvings were on the side away from the pit. These figures seemed to be holding something back. I looked closer. Behind the outstretched hands I seemed to see other shapes.
"I traced them out vaguely. Suddenly I felt unaccountably sick. There had come to me an impression of enormous upright slugs. Their swollen bodies were faintly cut - all except the heads which were well marked globes. They were - unutterably loathsome. I turned from the gates back to the void.""
"I can't describe those carvings! No human being could - the human eye cannot grasp them any more than it can grasp the shapes that haunt the fourth dimension. Only a subtle sense in the back of the brain sensed them vaguely. They were formless things that gave no conscious image, yet pressed into the mind like small hot seals - ideas of hate - of combats between unthinkable monstrous things - victories in a nebulous hell of steaming, obscene jungles - aspirations and ideals immeasurably loathsome -"
"...the haze began to thicken and glow; the cylinders shine more brightly. I knew that it was dusk in the world above and I felt that with dusk my time of peril had come; that the thickening haze was the signal for the awakening of whatever lived in this pit."
"...There began to grow around me a murmur. It was everywhere - and it grew and grew into a great whispering. I peeped from the side of the stone down into the street. I saw lights passing and repassing. More and more lights - they swam out of the circular doorways and they thronged the street. The highest were eight feet above the pave; the lowest perhaps two. They hurried, they sauntered, they bowed, they stopped and whispered - and there was nothing under them!"
"... that was the terrible part of it - there was nothing under them. Yet certainly the lights were living things. They had consciousness, volition, thought - what else I did not know. They were nearly two feet across - the largest. Their center was a bright nucleus - red, blue, green. This nucleus faded off, gradually, into a misty glow that did not end abruptly. It too seemed to face off into nothingness - but a nothingness that had under it a somethingness. I strained my eyes trying to grasp this body into which the lights merged and which one could only feel was there, but could not see."
"...Something cold, and thin like a whip touched my face. I turned my head. Close behind were three of the lights. They were a pale blue. They looked at me - if you can imagine lights that are eyes. Another whiplash gripped my shoulder. Under the closest light came a shrill whispering. I shrieked. Abruptly the murmuring in the street ceased. I dragged my eyes from the pale blue globe that held them and looked out - the lights in the streets were rising by myriads to the level of where I stood! There they stopped and peered at me. They crowded and jostled as though they were a crowd of curious people - on Broadway. I felt a score of the lashes touch me -"
"...And now the reddish mottled gleam began to deepen. Outside arose the humming and through the circle that was the entrance came streaming the globes. They ranged themselves in ranks until they filled the Temple. Their whispering grew into a chant, a cadenced whispering chant that rose and fell, rose and fell, while to its rhythm the globes lifted and sank, lifted and sank."
"...All that night the lights came and went - and all that night the chant sounded as they rose and fell..."
"...The red glow faded, the lights streamed out; the whispering died. I was again alone and I knew that once again day had broken..."
"...the lights came again. All through the night the whispering chant sounded, and the globes rose and fell. The chant seized me. It pushed through me until every nerve and muscle quivered to it. My lips began to quiver. They strove like a man trying to cry out on a nightmare. And at last they too were whispering the chant of the people of the pit. My body bowed in unison with the lights - I was, in movement and sound one with the nameless things while my soul sank back sick with horror and powerless. While I whispered I - saw Them!"
"...Saw the lights?" I asked stupidly.
"...Saw the Things under the lights," he answered. Great transparent snail-like bodies - dozens of waving tentacles stretching from them - round gaping mouths under the luminous seeing globes. They were like ghosts of inconceivably monstrous slugs! I could see through them. And as I stared, still bowing and whispering, the dawn came and they streamed to and through the entrance. They did not crawl or walk - they floated! They floated and were - gone!""
The Green Stairway -
""A stairway led down into the pit..."
"...it seemed not so much carved out of the rock as built into it. The slabs were about six feet long and three feet wide. It ran down from the platform and vanished into the blue haze."
"...I went down the stairway..."
"The steps ran along the side of the rock at a forty degree pitch. As I went down I studied them. They were of a greenish rock quite different from the granite porphyry that formed the wall of the precipice. At first I thought the builders had taken advantage of an outcropping stratum, and had craved from it their gigantic flight. But the regularity of the angle at which it fell made me doubtful of this theory."
"After I had gone perhaps half a mile I stepped out upon a landing. From this landing the stairs made a V shaped turn and ran on downward, clinging to the cliff at the same angle as the first flight; it was a zig-zag, and after I had made three of these turns I knew that the steps dropped straight down in a succession of such angles. No strata could be so regular as that. No, the stairway was built by hands!""
"...A few feet beneath me the stairway jutted out into a Titanic arch, unearthly as the span that bridges Hell and leads to Asgard. It curved out and down and straight through the top of the highest pile of carven cylinders and then it vanished through it. It was appalling - it was demonic - ..."
"...I crossed the span. I went down through the top of that - building. Blue darkness shrouded me for a moment and I felt the steps twist into a spiral. I wound down them..."
Sanctuary Caves -
"At regular intervals I had passed the mouths of small caves. There would be two thousand steps and then an opening, two thousand more steps and an opening - and so on and on. Late that afternoon I stopped before one of these clefts. I suppose I had gone then three miles down the pit, although the angles were such that I had walked in all fully ten miles. I examined the entrance. On each side were carved the figures of the great portal above, only now they were standing face forward, the arms outstretched as though to hold something back from the outer depths. Their faces were covered with veils. There were no hideous shapes behind them. I went inside. The fissure ran back for twenty yards like a burrow. It was dry and perfectly light. Outside I could see the blue haze rising upward like a column, its edges clearly marked. I felt an extraordinary sense of security, although I had not been conscious of any fear. I felt that the figures at the entrance were guardians - but against what?""
The City in the Pit - Snaky Red Trees -
""There is a city you know. But not such a city as you have ever seen - nor any other man who has lived to tell of it. The pit, I think, is shaped like a bottle; the opening before the five peaks is the neck. But how wide the bottom is I do not know - thousands of miles maybe. I had begun to catch little glints of light far down in the blue. Then I saw the tops of - trees, I suppose they are. But not our kind of trees - unpleasant, snaky kind of trees. They reared themselves on high thin trunks and their tops were nests of thick tendrils with ugly little leaves like arrow heads. The trees were red, a vivid angry red. Here and there I glimpsed spots of shining yellow. I knew these were water because I could see things breaking through the surface - or at least I could see the splash and ripple, but what it was that disturbed them I never saw."
"Straight beneath me was the - city. I looked down upon mile after mile of closely packed cylinders. They lay upon their sides in pyramids of three, of five - of dozens - piled upon each other. It is hard to make you see what that city is like - look, suppose you have water pipes of a certain length and first you lay three of them side by side and on top of them you place two and on these two one; or suppose you take five for a foundation and place on these four and then three, then two and then one. Do you see? That was the way they looked. But they were topped by towers, by minarets, by flares, by fans, and twisted monstrosities. They gleamed as though coated with pale rose flames. Beside them the venomous red tress raised themselves like the heads of hydras guarding nests of gigantic, jeweled and sleeping worms!"
"...I was standing high up in - I can't tell you in what, I'll have to call it a room. We have no images for what is in the pit. A hundred feet below me was the floor. The walls sloped down and out from where I stood in a series of widening crescents. The place was colossal - and it was filled with a curious mottled red light. It was like the light inside a green and gold flecked fire opal. I went down to the last step. Far in front of me rose a high, columned altar. Its pillars were carved in monstrous scrolls - like mad octopuses with a thousand drunken tentacles; they rested on the backs of shapeless monstrosities carved in crimson stone. The altar front was a gigantic slab of purple covered with carvings."
"...I was out on a street that stretched on into dim distance between rows of the carven cylinders."
"Here and there the red trees arose. Between them rolled the stone burrows. And now I could take in the amazing ornamentation that clothed them. They were like the trunks of smooth skinned trees that had fallen and had been clothed with high reaching noxious orchids. Yes - those cylinders were like that - and more. They should have gone out with the dinosaurs. They were - monstrous. They struck the eyes like a blow and they passed across the nerves like a rasp. And nowhere was there sight or sound of living things."
"There were circular openings in the cylinders like the circle in the Temple of the Stairway. I passed through one of them. I was in a long, bare vaulted room whose curving sides half closed twenty feet over my head, leaving a wide slit that opened into another vaulted chamber above. There was absolutely nothing in the room save the same mottled reddish light that I had seen in the Temple..."
The Thing in the Pit -
""And as I stood I grew aware of something that lay behind the lip of the altar fifty feet above me. I knew it was there - I felt it with every hair and every tiny bit of my skin. Something infinitely malignant, infinitely horrible, infinitely ancient. It lurked, it brooded, it threatened and it was - invisible!"
"Behind me was a circle of blue light. I ran for it. Something urged me to turn back, to climb the stairs and make away. It was impossible. Repulsion for that unseen Thing raced me onward as though a current had my feet.""
Thick White Liquid -
""...I saw beside one of the pillars a yellow bowl filled with a thick white liquid. I drank it. If it killed I did not care. But its taste was pleasant and as I drank my strength came back to me with a rush..."
ADVENTURE IDEAS:
I have already used some of these ideas in the post titled: Listener to the Sphinx, but there is so much material in this short story that I barely touched on what can be done with it.
In 'Listener to the Sphinx' I touched on the great stairway leading down into an abyss and the caves as both sanctuaries and portals to other times and places, other worlds, other dimensions. After sorting through all the ideas in 'The People of the Pit' I will be expanding on these for my campaign.
The great stairway will lead to the City in the Pit, the Slug-like creatures that can whisper and charm a man to be their slave, and the great Unseen Deity/Monster that they worship. The stairway acts as a portal and leads to a rift between dimensions that these Slug Beasts inhabit. They are constantly seeking slaves and sacrifices to their Unseen god but have been unable to ascend the stairway itself. The wards are fading though, and expeditions of these creatures will soon be seen on the surface of Hyperborea.
The Thick White Liquid is the sap from the Snaky Red Trees. It strengthen and heals any human but weakens their ability to resist the charmed whispering of the creatures.
The Golden Band is both an enchanted item and a living creature fashioned from the body of a living Slug Beast. It acts to enhance the enthrallment of their slaves so that they will do their bidding even at the cost of their own lives.
The Slug Beasts range in power according to the light of they emit from their heads. Purple is the weakest while Red light is emitted from the strongest of these monsters. They have the ability to float, though not at great speed unless close to a surface. They can even float quite fast across a liquid surface, but are very slow if flying above. Their main power is their ability to charm creatures and people. The more Slug Beasts who concentrate their power together, the stronger the charm. Otherwise they are able to conduct physical attacks with the whip like tentacles each possess. Damage is slight but these tentacles have the power to stun or paralyze an opponent. The weakest of the Slug Beasts require multiple strikes with their tentacles in order to stun. Those who project the purple light can only attack with 3 tentacles at a time, but the strongest can strike with 18 tentacles (they all possess 20 tentacles ringed about their body). These tentacles are surprisingly delicate and can be destroyed with very little damage.
Biting is also another attack form. The weaker Slug Beasts are also the smaller, the Purple creatures only 3 or 4 feet high and 1HD monsters. While the Red Slug Beasts are up to 15 feet high and are 12HD monsters, possessing several abilities, including the ability to cast spells.
They are intelligent creatures capable of using tools but they wear no armor and use no weapons except those they naturally possess. They are wonderful alchemists and produce potions and balms of all sorts as well as poisons. They normally keep these in vials made of bone (human and otherwise) or great golden metal storage jars they craft from the living bodies of the weaker Slug Beasts.
There are six known types of these creatures which project light along the primary color (Purple, Blue, Green, Yellow, Orange, Red from weakest to strongest), but it suspected that the Unseen Deity/Monster they worship projects a light that cannot be seen by human eyes, and their young project a light that is also invisible (Infrared and Ultraviolet respectively). The Great City of The Pit is vast and rests on a plane of existence inimical to human life. There are no mountains but a vast jungle filled with living plants surrounds the massive city on most sides and a wasteland of mud and fens with some open expanses of thick yellow liquid are at its one edge. There are no vertebrate creatures in jungle or wasteland, but life of sorts abound, with abominable creatures of slime and plants that slither and wind like beasts through the distorted and abhorrent growth of the jungle. Posted: 09-15-2020 03:31 pm Tale of Brave Ulysses
The Hellenic people of Hyperborea have carved out small city-states amid this chaotic and eldritch land, but they have not forgotten their past and no legend has greater meaning to a people lost from old Earth than the tales of Ulysses. In the centuries since they crossed the seas and found themselves trapped in this cold hard country countless ships and sailors have been lost striving to find a way to return to their fair Mediterranean home. Even today a great expedition is being prepared in the city of Ptolemides and adventurers and explorers from all over Hyperborea have come to join the legendary captain Eudoxus in this journey. Eudoxus has ventured further in his galleys than any other captain in Hyperborea, even the vaunted Norsemen of Vikland have not sailed as far... and returned. Eudoxus is a popular man with the Hellenic people of Ptolemides as well as his crew, but he has never denied a place in his galley to any man who can prove his worth, Hellene or outsider. This expedition is no different and unlikely shipmates are to be found among his crew. Any man strong enough to pull an oar is welcome if the know the sea or the sword for Exodus brings with him a strong warband as well as his sailors. Woe betide the fate of any Viking raider, pirate or slaver who thinks to attack the Phlegethon, Eudoxus' two-decked galley, but the size of the vessel is unlikely to attract the wolves of the sea that so often prey upon the merchantmen of Hyperborea. While the expedition is formidable and one which many think will finally overcome Eudoxus and his Phlegethon there is a steady stream of volunteers for his crew and many men of renown are said to have already signed aboard and sworn their oaths to Eudoxus. Though he still needs to fully crew his massive ship he has enough men to set out on a shorter journey, the location of which remains a secret known only to Eudoxus and the most loyal or experienced members of the expedition, he has never sailed out without returning with wealth and stories of heroic proportion as well tales of danger and sometimes the heads of his conquests to prove it. It will be only a handful of days before Eudoxus sets sail and those seeking gold and glory must make haste if they wish to sign aboard the Phlegethon and sail into legend. Posted: 09-13-2020 10:15 pm Tesla and the Unknown Region Tesla and the Unknown Region
"Darest thou now O soul. Walk out with me toward the unknown region, Where neither ground is for the feet nor any Path to follow?"
One day Nikolai Tesla walked out onto his stage between his machines of tamed lightning and in a blinding flash disappeared from Old Earth forever. The gulfs of space are not empty. No, they are filled with a horror older than time, beings that should not be and are inimical to man. Their gaze which is not sight wanders the galaxy peering deep into the darkness as easily as they stare into the blinding core of a sun. Some have fallen to Earth and the hint of their shadow haunts the dark corners of the mind. Others have crawled between what is and what was and what may come venturing forth in madness and ecstasy. And in Hyperborea many of these dark powers are worshiped as Gods though they care not thirsting only for the souls of men and lusting after torment and despair. The men of Old Earth have touched they veil that hides these beings delving deep into the grinding spheres too small for the eye to detect or summoning the lighting and chaining the elementals to dance for their pleasure. Nikolai Tesla was one of these men, a powerful wizard that changed the substance of the world by tearing apart the veils and thrusting his mind into the white light of creation. In his hands he wielded the power of light and fire and awoke the beasts which lurk. In a confrontation that removed him from the world of modern man he broke the spine of the daemon summoned against him and fashioned a gateway from its unearthly flesh powered by its own hellish spirit. His gaze sought a refuge and in the mist shrouded land of Hyperborea that exists beyond time and the geography of any but the mind he stepped from Old Earth and into the ageless realm. A new Wizard walks the streets of Khromarium. Tesla came upon Hyperborea with nothing but power and with his power he has fashioned himself a citadel in the ancient ruins of the great city. His tower blazes with globes of fire, with chilling lightnings that can crawl across the ground, across the flesh of man without burning, without ending. His power is great but his needs for metal, for this Hyperborean magic he has discovered, for his automations that guard his laboratories, all are great and many a merchant and adventurer has profited greatly in their dealings with striding giant of light and raw power. Tesla has stepped from Old Earth through the Unknown Region into Hyperborea and shaken the foundations of all. Opportunity abounds, he can be a generous master, a Posted: 09-13-2020 08:43 pm Listener to the Sphynx
Listener to the Sphynx
In Hyperboria the Plateau of Leng holds many mysteries. It is not a place for men or even those who walk as men, but amid its wind swept desolation can be found the ruins of man. No record tells of the men from old Earth's Aegypt dwelling in that terrible place, but the statues and obelisks of that ancient land can be found jutting from the surface of the cold and barren tundra. A cult of wild-monks, driven mad by their nearness to the dark and malevolent entities which dwell atop the high plateau, speak with the statues of man, God and monster and they listen for a reply which is more than the moaning of the wind. These mad men speak of a lost city, of the terrible otherworldly music that floats down on the wind from the plateau to the low hills, of the things whose shape twists the mind and the bodies which must be gathered and burned by touch since none can see such things and live. The monks have no name for their order and their dwelling place is usually no more than a hide or ragged blanket used as a cover from the brutal winds and merciless sun of the desolation of Leng slung from the edge of ruined stone, boulder or ditch. There is a secret temple buried beneath the baked earth of the plains of Leng near the foothills too close to the edge of the plateau to protect the sanity of man. The markings are the most ancient of hieroglyphs of Old Earth's Aegypt and the story they tell of the rise and exile of their God-King Sutekh burns the soul of any reader as a surely as a brazier of coals would burn the flesh. The temple, which the monks call The Hall of Mati, is protected by some terror known only as The Things of the Night. Whether these be the blasphemous soul-rending creatures which haunt the Plateau of Leng or some other foul and wondrous beings brought from the depths of Stygian darkness beneath the sands of Aegypt and transported to Hyperborea no man knows, not even the monks who worship these living nightmares. The Things of the Night have no care for the monks though they do no more than torment them and haunt their dreams rather than devour their souls as they do to any who would profane the temple. Inside the temple are chambers kept meticulously clean by the monks; chambers for worship and contemplation, a library of scrolls and books of all types and languages. A cadre of blind monks tends the temple and records the knowledge gained from their more wild brethren who wander the desolation around them seeking answers from broken fragments of Aegyptian Gods and effigies of guardian monstrosities that litter the wasteland. The temple descends down into dark gulf by way of a series steps carved from a greenish stone. The mouths of myriad small caves are set next to the steps and on the outer edge, unprotected by rail or balustrade, lays an abyssal pit that seemingly has no end. As the steps are descended the roof of the cavern first disappears in a bluish haze then a darkness which becomes lit by a field of stars that roof no earthly heaven. a whispering is said to descend from these stars, beautiful and enthralling, and the bodies of men who died of thirst or exposure, for the stairway into the pit is colder than the mere chill of ice or snow, can be found staring up at this alien expanse with sightless eyes and the look of ecstasy frozen on their lifeless husks. Only the sanctuary of the caves can protect a man when he is called by the whispering from the stars, and even then he will never be free of the longing for the voices which called to him from the dark. The caves upon that perilous stair are sometimes no more than a bare chamber but at other times they are portals to other places and other times. The monks are said to have charted hundreds, perhaps thousands of these caves, a chart that varies with the changing of the alien stars seen above. With their knowledge they travel beyond Hyperborea and within Hyperborea. They have visited ancient Mu, Lemuria and Atlantis, Aegypt before the coming of man when the beast-headed Gods walked the deserts alone, they have walked among the stars. They search for items of vast power said to be the sceptre of Horus called the Giver of Winds and a crystal tablet marked by the hand of the Falcon-God himself. These things not even the wise and powerful suspect of the nameless wild monks of Leng. Though many wonder what they hear from the lips of their broken stone idols or how they survive the mad desolation and eldritch terror of such a cursed and unholy place. Posted: 09-13-2020 12:15 pm Historical - The Origins of Humanity
According to the Baklunish humanity was created in what is now the trackless southern deserts of Zeif. It is true that the vast wastelands of sand that are the south and west of Zeif once contained ancient empires that died before the Suel Imperium was ever born. Ancient Zeif contended with both but the Baklunish speak of a savage time when humanity wasn't much better than the animals they consumed and only the annals of the demi-human races can confirm this bestial time before the history of humanity had truly begun. What record is there beneath the sands of Zeif that yet may exists to prove these stories? The sand-swept ruins of these other empires appear from time to time. If one were to delve deep beneath these do the bones of the first humans await to be found? Posted: 09-12-2020 07:11 pm Inspiring Illustrations - A Crown of Snakes and Flowers
A Crown of Snakes and Flowers
When the doom finally came upon the great city of Kor the King was lost, his body and the crown of Kor never found. It is said that the nameless beast, which no power seemed able to stop, slew the king and consumed his body leaving only a bloody bag of flesh behind, but there are rumors that the king escaped through tunnels beneath the city which led beyond the walls into the dense surrounding forest. Escaped or slain, he was never seen again but within the forest of Koth (called Trogos by the native tribes of ape-men and fish-eyed troglodytes) the crown of Kor, adorning a worn and ancient skull, has been described as the center of an inhuman and barbaric shrine. The crown is of reddish gold formed into bands of snakes and flowers, and so the shrine is a strangely bright affair of flowers laid in offering while snakes writhe about the rotting bodies and man and beast beneath their floral coat. Tribes of the frog-like reptilian trogs surround the shrine, and their fondness for snakes has led them to cultivate true monstrosities as pets. What other relics of mighty Kor may be found if this truly be the lost crown, and are the worn bones and fleshless skull the pitiful remnants of its once powerful king? Posted: 09-12-2020 06:47 pm Inspiring Illustrations - The Hanged Man
The Hanged Man
The roadsides of Hyperborea are dotted with hanging trees, gallows or gibbets, rarely unoccupied. These are often places of the unconsecrated dead and in consequence are avoided or quickly passed by the common folk of the locale, but it is not unusual to see a cleric setting wards, a patrol of warders and workmen removing one malodorous corpse to make room for a fresh one, a wandering skald, a lurking necromancer's apprentice, a pair of body-snatchers, or among the Rus, a dispossed drifter called a Zhulik serving some vile purpose of the local Koldun ( a type of Witch/Necromancer/Soothsayer) as depicted here. The Hanged Man serves as a warning to rebels, outsiders and any troublemakers and the spaces on the gibbet are all too readily filled. The symbol of The Hanged Man is found in many lands of Hyperborea among thieves as a simple twist of rope or as a small doll-like figure of cloth among certain dark cults of murder and assassination. Among the Norse it is banned emblem and those found with it are subject to the punishment of Ullr. Posted: 09-12-2020 11:36 am Inspiring Illustrations - Older Than The Memory of the Dead
Older Than The Memory of the Dead
The foundations of Khromarium are set deeper and more firmly than bedrock. They touch upon the boundary of the black abyss and the nightmare dreams of the Elder Gods who were never worshiped by man. More terrible than the bodies of the Dead that Walk are the Blue-men who inhabit these frail shells of humanity. That they themselves are corpses of some ancient and unknown race speaks of a terror the passing ages has allowed to endure. The Blue-men are corrupters and desecrators. They delight in pain and the torture of the living. They trample the ceremonies and rituals of the Gods beneath their feet and scatter the offerings of the pious. Rarely seen, the Blue-men are powerful and draw energy from the power of priests and mages. The drain the life from strong warriors and wear their skin as a cloak to mask their decaying limbs. They find their ways into the very bones of men. When and where they will appear is unknown. They prefer moonless nights but will come out in the brightest day. Singly they are a terror, but in groups of three or four they are a devastation. Wherever they come from it is deep beneath the great city, among the tunnels that wind down and down beneath the earth, swallowed in darkness, older than the memory of the dead. Posted: 09-12-2020 11:34 am Inspiring Illustrations - Bearers of the Dead
Bearers of the Dead
One of the more bizarre cults of Hyperborea is the Priesthood of the Burden. When and where they first arose is a mystery and who their patron deity may actually be, if they have any at all, is unknown. Each priest is a strong man or woman, they have need to be, for each morning when they rise they pray to their deity and strap onto their back the bones of the dead. Are these the bones of a loved one? An enemy? A worshipper of their unknown God? Only members of their order know and none will say. They have no temples, no shrines, though they are often seen among tombs or graveyards. They offer no prayers and give no sermons though they sell their services and gain coin through the power granted to them. The members of the priesthood may be found in Khromarium, Ptolemides, Yitharium, almost anywhere in Hyperborea carrying their gruesome burden upon their back where-ever they go. Posted: 09-12-2020 11:20 am Inspiring Illustrations - The Blood of Medusa
The Blood of Medusa The Hellenic people came to Hyperborea long ago. They came in single galleys and large fleets, the greatest were those lost coming home from the ruin of Troy swallowed by the capricious will of the Gods and the dark waters that separated the living world from the realm of the dead. They found a land much different than their sunny warm homeland but they also found other Hellens and they found both their monsters and their Gods. It is said that Apollo has walked in Hyperborea since the dawn of time and wild Pan has left Old Earth to dwell here for long ages. So too dwells the Medusa or the Gorgon as they call her here. The Medusa in Hyperborea is not she of Old Earth legend, but these Medusae are her kin. Her sisters or her children. They are found on the many islands which dot the cold Hyperboread sea, they inhabit the peaks and passes of the great mountains which split the continent and rise toward heights greater than man has ever climbed. As deadly as their Old Earth namesake, they leave the smashed fragments of common men and heroes, frozen by their gaze, amid their lairs and hidden dens. The bravest of men hunt these fiends, fair in body and face, but foul in spirit with a nest of vipers for their hair. To slay a medusa is to earn more than fame. Even dead the power of their gaze remains in their own cold, dead eyes. And the blood of a medusa will grant a man flesh that can turn a blade, healing that can return a man from death, or reflesh men turned to stone. It is said in Ptolemides that the son of the last Hellen king is a frozen statue in the lair of a Medusae Queen and that to free him will see the lost glory of the Hellenic people and the fortunes of Ptolemides return to a golden age not seen since the coming of the heroes in the long ages past. Much gold and much more speculation is now spent on where this Queen may reside but the common belief is that the great captain Eudoxus and his expedition is bound for an isle shown only on a parchment-skin map held in trust by the priests of Apollo. Posted: 09-10-2020 09:55 am B1 In Search of the Unknown - A Hyperborean Campaign Alternative - Part 4
L1A10) This long room, no wider than the outer halls, is lined with tables alternating against the north (top of the map) and south (bottom of the map) walls. The small 10ft northerly nook of this generally east-west room is lined with shelves. This room was lit by several glass lanterns hung set near the ceiling which arches close to ten feet above the floor. These lanterns could hold oil and all are still about half fool (and presently unlit). They can be taken down simply by removing them from a hook and chain arrangement near the ceiling. There are 4 lanterns in total. Once they were enchanted with the spell 'Continuous Light' but that enchantment has long since faded. In the long room several of the tables toward the middle have been overturned and debris scattered, but those tables nearest to the door and those near the small bend in the chamber are upright There are two tables near the door that still have the remains of small items. Several small hand tools with rusted ends (worth 5 silver in total as salvage to a dealer in such delicate instruments) a scratched glass oval that was once a powerful magnifying glass now worthless except for starting fires in strong sunlight, and a jumble of 5 pieces that would make an Atlantean LazPistol but it is missing its power back. The LazPistol must be assembled to function. A functioning LazPistol would be worth thousands of gold and even the parts in this condition would be worth 100gp a part to the right dealer. The LazPistol parts strongly resemble those of a hand crossbow except that these are all made out of metal with no wooden stock. Since the players characters are unlikely to have ever seen a LazPistol these parts can be casually described as those of a hand crossbow. The second table is scattered with a number of square cylinders (the housing for LazPistol powerpacks) but they are simply hollow metal tubes with no interior components. A large table vice is attached to the edge. It weighs over 25lbs and is worth 10 silver to any smith. A selection of fine files has rusted to the wall and the rack they were set in rendering them relatively valueless. The player characters will notice a scattering of bones on the floor with the largest concentration amid the overturned tables. The bones are from at least a dozen human-sized skeletons. No flesh remains on these bones and anyone with knowledge of such things will notice the rounded ends of the longer bones denoting boiling in some metal cauldron. Amid the bones are a handful of rusted weapons. 3 Longswords, 5 maces, 1 warhammer, and 2 crossbows. There are also a dozen metal rings of iron etched with runes. These metal rings are about 8 inches in diameter and will radiate magic if detected. They are a magical item concocted by Zelligar long ago. Tired of interference by holy men, shamans and clerics he devised a means of rendering his lesser undead creations immune to their Turn Undead abilities. With his iron slave collar his animated creatures were under his control alone. At the end of the room near the small north facing door is an empty weapons rack (though a small compartment at the bottom of the rack contains sharpening stones, metal polish and spare strings for crossbows). There are also shelves on either wall of the 10ft area around the door. The floor is littered with small boxes and bits and pieces of metal squares, tubes, sprockets, springs and whatnot. There is 50lbs worth of the stuff and a metal craftman would gladly pay 5 silver per pound for these bits and bobs. NEW MAGIC ITEM: Zelligar's Iron Slave Collar Using arcane knowledge granted to him from his researches in Quasqueton Zelligar crafter his iron slave collars. These collars can fit around the neck of any humanoid undead, but his iron collars only function on skeletons and zombies allowing them complete resistance to the Turn Undead ability of clerics. Each of these iron colors is etched with the same runes, is made of a reddish tinged iron and weighs around 3lbs. There is a 10% chance that when a Turn Undead is attempted against a wearer of the collar that the collar will explode causing 1d6 damage to everything is 10ft radius and completely decapitating the skeleton or zombie. These collars would bring a bounty of 50gp each to clerical authorities in Ptolemides or Khromarium, but any Necromacer would pay at least 100gp each for these collars. NEW WEAPON: Atlantean LazPistol An Atlantean LazPistol resembles a hand crossbow but without a bow and made entirely of a light grey metal. Said to have originally been brought down from the stars by travelers to fair Atlantis in the distant past and imitated by the legendary Atlantean weaponsmiths, these LazPistols are exceedingly rare and hard to replace. They have an effective range of 50ft, may be fired twice per round and do 1d6+3 damage. Their powerpacks come in two sizes 25 bolts and 50 bolts. If left in the sun these packs will recharge at a rate of 5 bolts per day. LazPistols are valued in excess of 10,000 gold and powerpacks at 500 and 1,000 gold respectively, but they are rarely offered up for sale.
Posted: 09-09-2020 06:52 pm Inspiring Illustrations - The Harvester of Kor
The Harvester of Kor
Kor, magnificent Kor, vast and ancient Kor, capital of old Hyperborea. Ruined Kor, infested with semi-intelligent man-apes of Hyperborea like worms in a carcase festering in the sun. Kor of towers that scrape the clouds, of magic that lifted men to the sky and touched the moon, Kor of dark-despair and haunted madness. Kor that was, whose foundations are of emerald that cannot be cut or shaped by any means that man can bring to bear. Kor with doorways that cannot be opened, wickedly curved and shaped, squat and peaked for the entrance of beings that were never human. A monster came to Kor that could not be named. It ate the souls of men, and their hearts, licked clean their bones, and left a bloody pile of empty skin behind. The armsmen of Kor, with their armor of diamond that could not be pierced, their golden bracers that gave them the strength of ten, their curved blades of blended steel that would cleave shields in a single stroke, these heroic men fell one by one to the nameless beast that stalked by day and at night breathed out its fetid nightmares through the streets of the ancient city. And Kor died, its people fled, its king's flesh hung from the gates of his palace like a flag, an empty sack that screamed from a hollow mouth. The high-priest of Kor whose Gods are forgotten burnt himself alive on a pyre of sacred tomes and cried aloud for vengeance even as the fire ate his flesh and burned his name from the knowledge of men. When his ashes were long cold and scattered by the winds which played joyfully among the empty streets of Kor the Harvester came down from the dark between the stars. In the shape of a man he met the nameless beast and chased it deep beneath the dungeons of the city. Tied to this earth for an aeon which to him is the single beat of his heart, he walks the streets of Kor. It is he who opens forbidden doors, he who takes his tithe of blood from among the beast-men, he who they fear beyond their own Xathoqqua, and he who awaits to find again the hidden nameless thing and fulfill his oath so one day he can again return to his cold and distant home in the darkness of the sky. Posted: 09-02-2020 04:15 pm Inspiring Illustrations - The Tomb of Isabella
The Tomb of Isabella
Isabella of Khromarium is a princess of sorts of that eternal city. Her family was as old as the stones of the Great Council Hall where the rulers of Khromarium sat and extolled laws unto their more savage brethren. But Isabella is gone from the city, dead some say, murdered so that her wealth might pass to her relations, as she is the only child of her parents. Other suspect her lover who they also say Isabella rejected in favor of an older suitor more in keeping with her class and station, Or did her pale beauty attract the attentions of a powerful noble or the reclusive Malygris the greatest and most wicked mage in all Khromarium who is said to have an eye for such young maidens as Isabella. But what has truly happened to Isabella remains a mystery. Demosthenes, Isabella's one-time suitor is the scion of a wealthy family. He is a duelist and not an adventurer so he has sought out the services of such to find his darling Isabella. Through bribery and torture he has managed to find a clue to his Love's where-abouts. On the outskirts of the Ruling Quarter where all the Councilor families have their mansions are the crypts and tombs of Khromarium's oldest families; Isabella's chief among them. It is here that Demosthenes has been told that his Love was taken. He himself is above breaking into her families crypt and delving into the darkened passageways to search for her, but he will provide servants to move stones and carry torches. He warns that the crypts are no simple affair but are instead passages going back to the earliest reaches of the city and perhaps older even than man's occupation. He wishes them luck and urges them to haste since every hour he is parted from Isabella is a torment. At least the fop's gold is good and burial crypts of the wealthy promise decent pickings in burial loot if nothing else. Posted: 09-02-2020 09:52 am B1 In Search of the Unknown - A Hyperborean Campaign Alternative - Part 3
L1A6) As the PCs approach this alcove they will hear a loud groaning as of someone in pain. A glance inside will show an empty alcove except the ever familiar stone lips of a magic mouth on the back wall. It will give a deep groan as the PCs watch and force itself to say; "Passss worddd" before snapping its lips shut. If questioned the magic mouth will say; "Tooooo Mannn-eee... Tooooo Mannn-eee..." It will then try to disappear and remeld with the wall (and secret door) but fail and reappear with a deeper groan and then pinch its lips shut. It will not speak again, but will let a groan escape every few minutes. If the players try to detect a secret door and succeed they will find one at the back of the alcove. It appears to be of the same stone as the surrounding walls, but there are indications of a hidden keyhole (this lock can be picked but is already unlocked) and hinges along the one side. The door is actually made of stone though only half as thick as the walls. There is nothing to pull on this side of the door but if 50+ points of strength are used to push at the door it will give an inch then slam shut. The PCs will each have a 1in6 chance (a 6 on a d6) of noticing a faint putrid smell when the door is momentarily opened but it is quickly lost amid the general smell of damp and mold that permeates the corridor. This door is very strong and bound together with magic, which lessens its weight allowing it to be opened as a normal wooden door. Trying to destroy the door is impossible without monstrous strength (such as that of a giant) or with magical weapons. Even then it would quite an undertaking to chip away the stone with an edged weapon, though a magic mace or sledge would have better results). Once opened this door can only be locked again with a key NOTE: The Password is 'Zenopus' but the door is already unlocked. L1A7) As the PCs approach this alcove they will see a pair of stone lips appear. The lips will say; "Password!" in a loud, clear and authoritative voice. If given the password (Password is 'Suponez') there will be the sound of a click, the magic mouth will disappear, and the secret door will be unlocked (though not revealed unless it is discovered by searching for secret doors). It can be pushed open. If given the wrong password the mouth will begin shouting very loudly; "INTRUDERS! INTRUDERS!" over and over again for 3 turns before resetting. Once opened this door can only be locked again with a key This door is very strong and bound together with magic, which lessens its weight allowing it to be opened as a normal wooden door. Trying to destroy the door is impossible without monstrous strength (such as that of a giant) or with magical weapons. Even then it would quite an undertaking to chip away the stone with an edged weapon, though a magic mace or sledge would have better results). Even a casual glance into the alcove will reveal a small round object in the corner, though a light source is required. On examination it will be revealed to be the head of a man with the top of his head caved in and the slightly slick insides of his empty skull revealed. The man has a weasely face and beady brown eyes. His scalp appears to have been torn open and pushed aside before his skull was broken and partly removed. L1A8) The corridor and alcoves here are awash with congealed blood. The smell of putrification and corruption is overpowering and PCs will need to save vs their constitution on a d20 (their con or less) or suddenly be overwhelmed with the need to vomit (DM's feel free to edit this out if it is too graphic for your game). Examination of the alcoves and corridor immediately in front of both is a disgusting and messy job. Anyone doing so will be covered in decomposing blood and be left literally red-handed, the smell will also linger. But those doing so will discover; The head of a two-handed axe with the haft broken off near the head. It can be repaired easily. A scattering of coins 7gp, 23sp, and 15cp. A torn leather pouch with 1gp, 2cp still in it. If the pouch is carefully examined a small inner pocket will be discovered contain 5 small diamonds worth 25gp each to any semi-honest merchant. A dagger with its tip snapped off (-1 to hit) The broken foot-long blade-half of a longsword (good as an iron spike at least). A blood-soaked book with all but the middle 3 pages ruined. It will make a normal man's head spin to try and read it, but it is the remains of a spellbook. It contains the following spells: Level 1; Flaming Missile Level 1: Light Level 2: Fire Web The rest of the book is ruined and cannot be deciphered, L1A9). From the entrance the short flight of stairs rises to just over the height of a man. The stairs themselves are bloodied but the general dampness of the air and slickness of the stones has gradually allowed the blood to pass and collect in area L1A8. As the first PC or PCs ascend the stairs they see a scene of some carnage. First one than another body hoves into view. They are at a small cross-section of corridors with one path straight ahead and two others on either side dwindling off into darkness or stone walls with the hint of other openings revealed along the way by the light of their lanterns, magic or torches. Directly ahead the corridor has two doors at either side and the crumpled form of a man in armor is huddled near to the left-hand doorway. The body of another armored man is head-first toward the stairs and the PCs can see his bloodstained head and ravaged face,; the flesh torn and mangled as if an animal had gnawed at it. Two more bodies are on the floor about 10ft to the right, both armored men, tangled together in death. One man in dark robes is propped against the wall near the right-hand door in the corridor straight ahead of the stairs. His arms and head dangle lifelessly and he is bent at the middle but still upright. If the PCs poke, prod or shoot any of the bodies before approaching closer than 5ft the body will utter a low, guttural moan and begin to push itself to its feet. This will take 1 combat round in which the PCs may attack freely and at +4 to hit. If the PCs approach closer than 5ft there is a 50% chance that the body will lurch forward and make an attack on the PC using eithers its pummel or bite attack. Otherwise the body will utter a low, guttural moan and begin to push itself to its feet. This will take 1 combat round in which the PCs may attack freely and at +4 to hit. After the first of the Living Dead has been roused all 5 of the bodies will rouse at the same time and attack the nearest PC. These creatures a new type of monster created by Zelligar called 'Living Dead'. NEW MONSTER: Living Dead No. Encountered 1d100 Size: M Movement: 15 Dexterity: 3 Armor Class: 10 or by armor type Hit Dice: 1 No. Attacks: 1 (pummel or bite) Damage: 1d8 Pummel or 1d4 bite Saving Throw: 16 Morale: 12 Experience Points: 48 Special: a). Always attacks last, Takes 1 combat round to awaken if not moving, Cannot run b). Immune to poison, fear, charm, paralysis, & cold based attacks c). Arrows, bolts and piercing/thrusting weapons only do 1hp damage if they hit. d). Natural '20' considered head-shot and immediately kills living dead e). Multiple Living Dead will attempt to Overbear see [AS&SH] V.3 Combat actions, unarmed combat f) Immune to clerical Turn ability (as they are not undead, but are more akin to a very weak flesh golem). g) Electrical attacks heal damage and can even temporarily increase the Living Dead's HPs. HPs can be increased to double normal amount. Lasts for 1 day. Zelligar sought to create an army of flesh golems cheaply and experimented with his necromantic abilities to raise the dead. These were his first attempts and were mildly successful, but far too weak for his needs. Still, the made useful servants. L1A9) continued... All Living Dead have 8hp. They are recently converted to the Living Dead and are a bit slow to respond to noise so any noise made by the PCs before reaching L1A( is ignored. Body #1) A living dead in chainmail armor clutching a broken sword (the top half of the blade is found at L1A8). He has suffered terrible wounds to his face and throat and is missing the little finger of his left hand. He is AC5 ITEMS: A gold ring is on his right hand. Worth 2gp but his family in Khromarium would pay handsomely for its return. His chainmail is slightly damaged and rusty but still serviceable. Body#2) A Living Dead with head wound. He appear to have been a Norse or a Kelt, at least the white and red stripes of his pants declare him to be. He is in serviceable chainmail but bears no weapons. He mumble something about "brainnzzz" as he attacks but is other silent. He is AC5 In combat a natural 18, 19, or 20 will strike his damaged head and kill him on the spot. ITEMS; A worn, but serviceable chaimail shirt. Body#3) A Living Dead in chainmail with a sheathed dagger at his belt and a coin-purse. This body still has a few pieces of equipment left in a brown sack hanging over its left shoulder. He is AC5. Half of a long plaited beard of golden hair dangles from his face but the other half has been torn out by the roots. He is AC6 ITEMS: A slightly damaged (brings AC to 6 instead of 5) chaimaail shirt. A dagger +1 (non-magical, but very finely made) Coinpurse with 18gp, 5sp, 12cp In the sack can be found a metal canteen of water laced with raw alcohol, 1 week's worth of Iron Rations, a 10ft length of wire, a 50ft coil of role and an Iron Hamee. Body #4) A Living Dead in ruined chainmail. No weapons. His armor has been yanked to pieces and ruined. He is AC10 Body#5) A Living Dead in dark robes. The robes have tiny glyphs sewn cunningly into them that are not visible under casual examination. The robe is magical and gives +1 to saving throws versus fire or fore magic. The body has had its throat torn open and is unarmed. He is AC10 Posted: 09-01-2020 04:12 pm Inspiring Illustration - The Priestess of New Delphi
The Priestess of New Delphi
She sits upon her raised chair her feet high above the ground, as they never touch the ground; not if she is to receive visions from Apollo Helios. Priestess, prophetess and bodily host to the essence of the God she reaches toward him, toward his avatar, the Sun, as she reaches toward truth, and above the earth, never touching its soil, she will remain till the end of her days as priestess. At the end of her days, when age and infirmity take away her ability to receive the God within her, the priestess steps from her chair and passes the bowl of seeing, which contains a deep red and potent wine, and the living stem of the tree of life, to the youngest of her handmaidens who then ascends the golden chain, never again to set foot upon the ground till the end of her days. Or so it should have been. The Priestess of New Delphi dwells within a sacred cave. A golden chair with the feet of a lion is raised high so that the Priestess's feet dangle freely, never chancing that she may touch them to the cold stone floor, and thereby become tainted with the base earth. Beneath this chair the stone floor is split, and from this crevice pours forth a subtle smoke that loosens the mind and allows the visions of the Priestess to pass wordlessly from the greater realm wherein dwells Apollo Helios to those supplicants deemed worthy (normally worthiness is judge by the weight and worth of the supplicants offering) to receive her prophetic sight. Or so it should be. Recently a darkness has crept into the sacred caverns and ominous are the visions granted to Apollo's Priestess. Beneath the caverns of New Delphi a slumbering power has awakened and mixed with the sense altering drafts from below now comes the stuff of nightmares. New Delphi is a wealthy and powerful holy site for the Hellenic people, but they themselves cannot disturb the sacred ground. Only outsiders may journey beneath the caverns of New Delphi and seek out what taints the dreams and visions of the Priestess. Success will bring great reward and the gratitude of the worshipers of Apollo and his Priestess. Failure may well mean a lost and lonely death, if not worse, beneath the cold stone of New Delphi. Posted: 09-01-2020 07:08 am B1 In Search of the Unknown - A Hyperborean Campaign Alternative - A Note On Mag
A Note On Magic Mouths
The magic mouths at L1A3 and L1A4 control the iron bars which block the passageway at L1A5. Upon finishing their warning they are meant to raise the bars for 5 Turns then drop them again. (The bars will automatically raise for 5 Turns if anyone passes the alcoves at L1A6 & 7 heading toward the front gate). Unfortunately the magic mouths have become slightly deranged during their years of solitude and have developed a bit of a pugnacious attitude and something of a Scottish accent.
After their initial attempt to follow their original instructions as to what to shout at intruders they simply give up and leave the bars raised permanently, but now shout insults at anyone who passes them by,
Here are some of what they may shout and an insult generator.
1). Run Away, ye Pansys! 2). An where dae ye think you're goin'? 3). Back to ye own country! 4). Suck mae wally! 5). Freedom! Freedom! 6). Up yers, ye coot. 7). Ye bloustie ol'callyack 8). Ach, stick it up yer trakkans 9). Stitch this, jimmy! 10). Ere's a kiss for ye, ya off-lookin minger
Insult generator:
Most of their insults begin with Ye or Thee, then roll 1d100 three times.
1-2). bampot 3-4). bassa 5-6). bauchle 7-8). bawheid 9-10). boggin 11-12). bowfin 13-14). clag-tail 15-16). clapped-in 17-18). clatty 19-20). cuddie 21-22). diddy 23-24). doaty 25-26). dobber 27-28). doolie 29-30). doowally 31-32). eejit 33-34). feartie 35-36). ginky 37-38). glaikit 39-40). gomeril 41-42). gommy 43-44). hackit 45-46). haggis 47-48). heidbanger 49-50). hing-oot 51-52). honkin 53-54). jessie 55-56). keech 57-58). lavvy-heid 59-60). maddy 61-62). midden 63-64). midgie-raker 65-66). minger 67-68). numpty 69-70). nyaff 71-72). oof-lookin 73-74). plookie 75-76). puggled 77-78). scabby 79-80). scadge 81-82). scaffbag 83-84). scunner 85-86). shaan gadgie 87-88). skelly 89-90). soapdogger 91-92). tosser 93-94). tumshie 95-96). wally 97-98). wally, wally 99-100). Reuse previously rolled word or double use next word if first roll. Posted: 08-30-2020 03:45 pm B1 In Search of the Unknown - A Hyperbanore Campaign Alternative Part 2
WILDERNESS AREA OUTSIDE OF QUASQUETON
The wilderness around Quasqueton is dangerous but in a more natural way than the dungeon. There are no human settlements now closer than 30 miles and no roads or even large trails leading to the hill. There are animal trails and a small stream about two miles from Quasqueton which runs from north to south and empties in a marshy area. There is a chance that the players will find a beaten trail through the woods, not fresh, but as recent as a few weeks past, someone using bladed tools or weapons widened an animal trail in the direction of the hill. This chance becomes near certainty when the gates of Quasqueton are found since the cleared trail leads to the gate. Backtracking along this trail the players will find that it splits in two. One way leads back to the small stream, the other to a campsite.
The Campsite
At some point a few weeks before the PC's arrive someone, several someones, established a small camp at the base of the hill. It has been destroyed and only torn and muddy canvas, broken wooden casks and some metal debris such as a dented pot, iron chain, a cask of iron spikes (48 rusty iron spikes salvageable from the dirt and forest loam). Exploration of the campsite will reveal that a building once stood in this place, the fallen stone walls covered by bushes and vines but its foundation, still forming a square with the campsite in its middle, shows the dimensions of a mid-sized structure. Even if the campsite is not explored in detail there is a 1d3 chance of one of the players hearing the sound of burbling water and only a dozen feet into the woods a small spring can be found.
NOTE: Before setting off on their quest the PCs will be supplied with 1 pack mule for every 3 PCs. 1 full month of iron rations per PC. 1 medium-sized tent for every 3 PCs. Sundry camping gear which the DM may decide to detail or allow the PCs to request, but anything within reason should be allowed. The one item of true note is a compass-like device which always points in the direction of Quasqueton, but whose pin spins in happy little circles within the dungeon itself.
A wilderness encounter table has not been included. This is a forested area and forest animals and animal-like monsters dwell within it. The players characters cannot expect any animals or goods left unattended to remain unmolested but the main focus of the adventure is the dungeon and not the wilderness.
A ROLEPLAYING RECOMMENDATION:
It is recommended, but such advice can easily be ignored, to have the players generate 3 player characters each before starting the adventure. 1 PC can be left behind to hold the horses and guard the camp, while two others journey into the dungeon. If one or even two PCs are killed during a game session a third will be readily available to take up the fallen torch and keep the game moving forward without too much backtracking. Then one or two new PCs can be rolled up and be ready to be worked into the campaign.
THE GATES OF QUASQUETON
LEVEL 1 NOTE: Keyed areas are simply marked 1. , 2. , etc... on the map, but are listed in the text as L#A# (Level#Area#) NOTE: Passageways: All Passageways on level 1 are made of smooth, largish blocks of stone of varying size. Floors and walls are slightly slick. Passageways are unlit but have wall sconces to hold torches every twenty feet on opposite walls. Unless otherwise noted. NOTE: Doors: All doors on level 1 are wooden with iron pull-rings on either side. Hinges are set into the wall and copper hinge-plates protect the wood around the hinges. All doors have keyholes and are locked. Unless otherwise noted. L1A1). The entranceway to the dungeon appears to be no more than weathered cliff face of blackish slate, except that a section of dirt and vegetation has been cleared in front of a shallow cave-like opening and a stone-faced door, the exterior rough unhewn rock , the interior smooth and finished, stands open. Examination of the door will reveal 3 rusted iron spikes driven into the rock preventing the door from closing. The passage is an even 10feet wide and 8feet high. The air is damp and musty and tinged with the smell of corruption. The passageway is unlit though sconces for torches are set every twenty feet on opposite walls. During the early morning sunlight will illuminate the first 20feet dimly but further than that and the hall is black as a very black pit. L1A2). (Trapped Door). A sturdy wooden door with tarnished copper hinge-plates and a rusted iron pull-ring with a small key-hole beside it. This door has old cracks running down its face, but they do not weaken its structural strength. It is a very large door, as are all the doors in the dungeon, made of thick heavy wood. It opens inward but is jammed shut. There are black stains running down the edge of the door from just above the keyhole (blood) and at the foot of the door are several wormlike objects that are a fuzzy-green with white showing through (the severed fingers of the corpse at L1A3). TRAP: The pull-ring is trapped with a magic trap (it will radiate magic if detected). Anyone touching it will receive 1d6 electrical damage and a 50% chance of being knocked on their ass and stunned for 1d3 Turns. This damage and effect will occur each and every time the pull-ring is touched. The door may be pushed open with a combined strength of 24. It is not locked, merely swollen shut. If attempts are made to break down the door axes, maces or sledgehammers will make the door gong like a drum and awaken or alert and guards or inhabitants from L1A3 to L1A13. It will take 3d6 Turns to knock open the door Attempting to burn down the door with a normal fire will be unsuccessful as the door is damp from the moist atmosphere and the hall is poorly ventilated. Such a fire will force any PCs who need to breathe air out of the tunnel and send a plume of black smoke from the passageway out the front door to hang above the hill like a big bat-signal in the sky. Once the door is open examination of it will reveal that there are gouges along the hinges where iron spikes were driven-in and removed and dark black streaks (blood) along the inside of the door from just above the keyhole. L1A3) (Magic Mouth) There is a large pool of damp congealed blood on the floor (the floors are damp and slick but not awash with water so the blood has not dried but neither has it washed away) in the alcove, on the walls, a bit on the ceiling and in the passageway between L1A3 and L1A4. The upper torso of a thinnish man in torn leather armor is tossed into the corner. At first glance he looks more like a bundle of rags. He has no lower body, head or fingers on his right hand. If anyone steps into the passageway opposite the alcove or into the alcove itself a pair of stone lips (magic mouth) will appear and speak the following words: "Who Dares Enter This Place And Disturb the Sanctity of its Inhabitants?" Then with only a slight pause a voice from L1A4 will be heard to say: "Htead Niatrec Ot Demood Srerolpxe Yhdrahloof Fo Pourg A Ylno!" Then from L1A3: "You're Saying It Backwards Again, You Idiot!" Then from L1A4 (with an apologetic voice): "Sorry, Sorry, My Bad. Woe To Any..." Then from L1A3: "Wait, Wait, I'm Supposed to be Saying That Too!" "Woe To Any... O Bugger It." And the stone lips in L1A3 Disappear. If searched the torso has only a ruined set of leather armor on its half-person. L1A4) If the PCs slip into this alcove without stepping into the passageay or L1A3 a pair of stone lips will appear on the back wall. It will remain silent for a moment and then say: "You're Supposed to Talk With Him Across the Hall First." If the PCs fail to leave the alcove the voice will say: "Off With Ya. I have Nothing More To Say." And if the PCs still haven't left it will begin to whistle tunelessly. In the alcove PCs will see the severed lower body of a thinnish man dressed in dark trousers and wearing soft leather boots. Dark stains are congealed on the floor and walls. The lower body is tossed in the corner of the alcove. The boots are salvageable and might be sold for a few silvers. A sheath is built into the side of the left boot and contains a throwing knife. L1A5) A set of thick iron bars block the passage. If the PCs have listened to the message from L1A3 the bars will be raised. If not they are lowered and locked in place. It will require a combined strength of 60 to lift and hold the gate. If strength is withdrawn and the point value is less than 60 the gate will come smashing down with a change to do 1d12 damage to anyone underneath and a 25% chance to pin a PC to the floor. NOTE: The Magic Mouths will reappear whenever anyone approaches from the front gate, but have grown lazy and surly in the years they have been left alone. They won't bother lowering the iron bars again and will only yell rude insults at anyone passing their alcoves from now on. Posted: 08-29-2020 01:37 pm Inspiring Illustrations - The Dark Rider
The Dark Rider
Bilibin is a throwback among the tribes of the Rus who live on the edge of the Kimmerian steppes in small cities and large towns. The Rus were latecomers to Hyperborea and the lands and people are disturbingly strange to them. They left behind their gods when they arrived in the aftermath of a great storm that swept them from their conquered home and deposited several town and villages in this strange land, so now most have become followers of Hyperborea's multitude of deities; from Hellenic Apollo to sloth-bodied Xathoqqua. But it is to Nerthus that Bilibin pays worship; she who is a Goddess of peace but demands the sacrifice of men. It has been long since the last believer in Nerthus dwelt among the Rus, who seem determined to forget their past and somehow adapt to all the ways of Hyperborea without seeming rhyme or reason. Bilibin is said to have encountered the Goddess in her chariot and become her lone priest. His aim is to return the Rus to her worship and he isn't above killing them all to do so. While he is a true-believer in Nerthus, Bilibin is not a cleric but is instead a powerful Warlock, having been both a warrior and a mage in his younger years. He now rides throughout the land of Hyperborea but returns again and again to his people, the Rus, bringing with him death and destruction to all who fail to return to the worship of Nerthus. For the most part he is falls upon travelers and small villages and beheads all those who he sees as heretics to the true faith. His actions have earned him the title of the Dark Rider, the bringer of death and he has little success in his work of conversion. Posted: 08-26-2020 01:24 pm Inspiring Illustrations - The Witch-Queen of Yithorium
The Witch-Queen of Yithorium
Long ago the Witch-Queen and her band of mercenary followers reclaimed the ruined city of Yithorium and made it their own. Now it is the City-State of Yithorium and the Witch-Queen rules all of the surrounding land. She is plagued by the resistance of the desert nomads who are the main occupants of the Zakath desert which completely surrounds the small city-state. Recently a war-leader, Balthus, a Hellinic/Krimmian half-breed waged war upon the city state and besieged the city. The Witch-Queen herself descended upon the siege lines in the night and took the head of Balthus which she animated and placed above the gates of her city where it moans out in pain and cries tears of blood upon those below. (The tears of blood are sought after and collected by servants of magicians, necromancers, priests and merchants, though the guardsmen always take their cut to look the other way. The tears fall at irregular intervals and catching them requires the blocking of traffic so it is a difficult occupation). Today there are scattered bands of Balthus' army throughout the city-state and the Witch-Queen is hiring adventurers and mercenaries to track them down and exterminate them. Posted: 08-23-2020 11:26 am B1 In Search of the Unknown - A Hyperborean Campaign Alternative - Part 1
B1 In Search of the Unknown - A Hyperborean Campaign Alternative Using the Astounding Swordsmen & Sorcerors of Hyperborea setting. Background: Years ago Zelligar the Uncaring, a Necromancer/Alchemist of great renown, and his loyal henchman Rogahn the Bald, constructed a vast underground dwelling, laboratory and fortification they called Quasqueton. This labyrinth of rooms and passages was built far from any towns or settlements, deep within a forested land and dug into a crested hill that commanded an excellent view of the surrounding area. Zelligar valued his solitude since his experiments were dark and dangerous and while the life or death of any other than himself mattered not to him, he did not like interference in his affairs. It is said that the construction of Quasqueton took decades and cost the lives of hundreds of laborers. Zelligar found that animating the corpses of the slain greatly added to the efficiency of his workforce; his surviving workers began to slip away only to be hunted down by Rogahn and added to Zelligar's unliving crew. What other enchantments Zelligar used to construct his fortification no one can tell, but as they neared completion powerful beasts, demons and daemons and monsters of all sorts were seen aiding in the building of the seemingly numberless halls and chambers carved from bedrock deep within the forested hill. For years both Zelligar and Rogahn disappeared from the knowledge of men. The few workers who survived told tales of the labyrinthine passages, the deep chambers, the finding of passages old and abandoned that joined with the fresh work of Zelligar's fortress-laboratory. They spoke of things best not seen by man, and some, those who had worked on the deepest levels of the complex, refused to speak at all, only hinting at terrible and unnatural things that sang in the darkness and stripped the souls from men. And then one day a band of bloodied mercenaries appeared in the nearest towns, with a husk of a man as their leader. Drained and withered, Rogahn stayed among the townsfolk, who were filled with questions, only long enough to buy supplies and any fresh mounts he could find before riding away, putting as much distance as he could between himself and his former home, Quasqueton. In terse words and sepulcher tones Rogahn warned the townsfolk that they were far enough away, that beasts and monsters now stalked the upper halls, but something woken by Zelligar from beyond the void between the worlds ruled the deep chambers, something older and far more evil than man. Beware the singers in the darkness he warned and rode away. That was years ago and both Zelligar and Rogahn are folktales now among the people of the surrounding land. The very name Quasqueton is forgotten by the people, but not by those who have studied ancient texts, who search for power no matter how dangerous, evil or unnatural it may be. It is known by few that Zelligar built upon that hill not by chance but by design. Power drew him there to a place where power once had dwelled and been swallowed by the earth in ages before man had even come down from the trees. Those seeking such power and lived have learned caution, and it is not they who will breach the doors of lost Quasqueton and walk its long forgotten halls. No, they have hired mercenaries and sought adventurers to be their stalking goats. With old maps and minor enchantments they have equipped the brave and foolish. Now Quasqueton awaits and what rewards or terrors may be found cannot be said for the adventurers are in search of the unknown. With luck the unknown may not find them first. DMs INTRODUCTION: This is an introductory adventure for a party of 6-8 1st level characters. If retainers or hirelings are used it is recommended that they be unskilled 0-level torch holder types. As the party delves deeper into the halls of Quasqueton the dangers will increase as should the experience level of the party, their wealth and the quality of any followers or hirelings. Quasqueton is both a modern dungeon built by Zelligar and a series of ancient tunnels and chambers built by mages and monsters of old and deeper down, because Quasqueton is a very deep dungeon, are places where man did not dwell, passages carved or shaped by things; horrors that should not be and are best not encountered, and rewards, well, the reward of survival, perhaps mere earthly rewards of gold and gems and items of great power, but the cost even for the survivors may be more than they ever receive in return.
Posted: 08-23-2020 08:39 am Inspiring Illustrations - The Pale Magician
The Pale Magician
They say, in Hyperborea, that if you want to find a necromancer you look in a graveyard but if you want to find a magician you go to Khromarium, and in Khromarium the magician to find is young Zorathus called the pale magician.
There are more powerful sorcerors, witches and mages within the great city, but each can be dangerous to deal with, each will use those who come to them, and normally the cost of dealing with them is high. Zorathus has power enough and each day seems to gain more, and lose some part of himself.
It is said he never leaves his small tower, an ancient ruin older than man, except in the moonlight. Zorathus has the look of one whom the sun has not touched, but he is not a creature of the night. Instead call him a creature of dreams, for it is in dreams where he truly dwells. And the cost of dealing with Zorathus is not in coin but the dreams of those who come to him. A small price to pay many think. One dream for a spell or enchantment, a scroll of minor power, the varied skills of a sorceror for a dream. The greater the dweomencraft required the cost in dreams increases, deeper dreams more powerful dreams, dreams taken and never to come again. Zorathus's servants speak of a door in the ruined tower that appears only in the moonlight, a door through which their master takes the dreams he collects, but where it leads and what use he makes of other mens' dreams none know. Posted: 08-22-2020 02:12 pm Inspiring Illustrations - A Plague of Wolves & Ravens
A Plague of Wolves & Ravens
Across the wastes of Hyperborea a lone figure emerges. Swathed in robes no one can say if this be a man or a woman. The figure appears in the distance and a blackness seems to hover near them; and the ravens come. But then the earth seems to move like a wave around this silent pilgrim and the wolves lope by. Hundreds of them. They are a killing, scavenging plague that sweeps across the land. All creatures flee before it. Entire villages are decimated by it with scant few survivors who hid in attic or cellar, barricaded against this unstoppable menace. They are an army and they are winning their war against mankind. They think as an army thinks. They run when a power greater than theirs opposes them. They attack when their opponents are weak. They conquer, but leave only well picked and gnawed bones behind them. Posted: 08-22-2020 01:57 pm Inspiring Illustrations Tales of Brave Ulysses
Cream "You thought the leaden winter would bring you down forever, But you rode upon a steamer to the violence of the sun. And the colours of the sea bind your eyes with trembling mermaids, And you touch the distant beaches with tales of brave Ulysses, How his naked ears were tortured by the sirens sweetly singing, For the sparkling waves are calling you to kiss their white laced lips. And you see a girl's brown body dancing through the turquoise, And her footprints make you follow where the sky loves the sea. And when your fingers find her, she drowns you in her body, Carving deep blue ripples in the tissues of your mind. The tiny purple fishes run laughing through your fingers, And you want to take her with you to the hard land of the winter. Her name is Aphrodite and she rides a crimson shell, And you know you cannot leave her for you touched the distant sands With tales of brave Ulysses, how his naked ears were tortured By the sirens sweetly singing. The tiny purple fishes run laughing through your fingers, And you want to take her with you to the hard land of the winter.
The Hellenic people of Hyperborea have carved out small city-states amid this chaotic and eldritch land, but they have not forgotten their past and no legend has greater meaning to a people lost from old Earth than the tales of Ulysses. In the centuries since they crossed the seas and found themselves trapped in this cold hard country countless ships and sailors have been lost striving to find a way to return to their fair Mediterranean home. Even today a great expedition is being prepared in the city of Ptolemides and adventurers and explorers from all over Hyperborea have come to join the legendary captain Eudoxus in this journey Posted: 08-22-2020 12:11 pm Inspiring Illustrations - The Tree of Crows
The Tree of Crows
On the shores of Hyperborea the lost fleet of Erik the Red came ashore long years ago. Only Ullr, the god of glory, was able to make the journey through the mists which cut off Hyperborea from old Earth. It is said that Ullr blinded the eyes of Erik and lead him to this place, lost to the All-Father and the reward of Valhalla. Erik's people landed among a chain of islands they named Vikland, but Erik himself was never found. The skalds say that Erik turned back toward the mist when his eyes were opened and he saw how he had been tricked by Ullr, but an island rose from the sea and his ship was raised unto a great height. From the wood of this ship sprang a tree and this tree is the birthplace of crows, the eyes of the All-Father, When the tree is found again by Erik's people the crows will come to Vikland, great death, glory and the return of heroes, for the All-Father has never forsaken his people or the harvest of heroes he needs for the last battle. Posted: 08-22-2020 09:56 am Inspiring Illustrations - Horse in a Boat
Horse in a Boat
The people of the north still venerate the ancient pictograph drawings of their ancestors and the drawings still have power even though the stories they told have been forgotten. The skalds and priests can draw power from these drawings and commune directly with the various northern deities; the Raven King, the Stormhammer, the Fox-God, the Green Goddess, etc... so while each of these locations is considered holy no single deity claims them as their own. Shamans are said to have been able to draw forth visions of the events depicted in the crude drawings so that their entire tribe could experience them. Some individual creatures or items of power or even heroes from the past could be brought forth, for a time, to help the shaman or the tribe before fading away to their place in the long ago. Part of the early path to power for a shaman is said to have been through waking quests that involved stepping into the past or to dreamscapes whose gateways were these carvings and paintings on the ancient rock walls. Posted: 08-21-2020 09:59 am Dragons and Wordscapes Puzzle Game If you're looking for a
fun game which will challenge your brain and aid you to increase your
terminology, then Wordscapes could be an excellent option for you to check out.
It fuses virtually all the very best which word searches, crosswords and anagrams
can give in a modern electronic structure. With more than Ten million
folks already enjoying the buzz this specific game can offer, Wordscapes is
proving to be the word search game that people are becoming addicted to. If you might imagine a mix
of a conventional crossword puzzle, anagrams and word searches you would then
have a good understanding of what Wordscapes can give. In the video game, a
player is given a circle of letters which they is required to make use of to
work out the Wordscapes puzzle by locating every one of the words that it
contains. You'll be able to
certainly see how Wordscapes may help you enhance the way that you make use of and
understand words and aid you to improve your vocabulary simultaneously. Wordscapes Quest Tests tend
to be hard but also amplify the fun of playing this particular remarkably
appealing word game. As proof of the game's recognition, Wordscapes is
consistently ranked in any selection of leading word video games by users of
Apple, Android and Windows systems. You'll be able to acquire coins in return for
each level you'll be able to accomplish and if you're trapped you can then use
these coins that will help you buy letters or tips that will help you find the
Wordscape answer. There's also a variety of new backdrops will be displayed as
you accomplish and progress throughout the levels. As you work your way all
through the levels you will see that a number of the puzzles is often rather
demanding while many others are really simple. A large attraction associated
with the game seems to be that it's at the same time very gratifying yet
minimal pressure. While you could not suffer a loss of a game and there's no
precious time component to place you under pressure, the entire gaming
adventure is easy-going and entertaining. You are able to shut the video game
at any time and jump back in where you left off at a later point with no
problems. However if you like a the competitive element for your games there's still a certain buzz attached with
finishing a puzzle. It is similar to the sensation of full satisfaction you get
when you find a way to accomplish a crossword and as you can just keep ongoing
to another level you will get to believe that feeling as frequently when you
desire. There isn't an option to
communicate with or even play in opposition to other people which can be a good
thing or a curse based on your own viewpoint. Doesn't prevent you trying to get
others to help you to complete a puzzle but there's not a system constructed
into the video game for carrying out that. If you are the type of person that believes
they should be constructive all the time then Wordscapes might not be for
yourself. Nevertheless if you are looking for minimal stress reduced
maintenance distraction that also requires some mind power to complete and this
will prove ideal. Simply because Wordscapes doesn't have a limited finish to it
and doesn't have any time limits for you to be worried about, it's an app that
it is possible to keep going back to time and time again. Coming back for the
Wordscapes Daily Puzzle can easily turn out to be something to look forward to. In fact when I state it's
got absolutely no end that's not strictly accurate because there are actually
Six thousand Wordscapes stages for one to work your way through and Two
thousand or so extra master levels beyond when you find a way to get through
them all. The master levels often get harder and more challenging. They have
different groups, with every category possessing 15 levels. Because of so many
stages and categories to challenge you, it basically seems like there isn't any
limit. An additional major appeal
with the video game is that it is possible to plunge directly in and get going
with no preparation or trying to puzzle out what's happening. It is just really
easy to begin with and things are so self-explanatory it is easy to get in your
swing of stuff and find yourself addicted. Wordscapes is really a
true brain replenisher and extremely addicting which is guaranteed to keep you
up all night gaming until the early on hours of the morning. Even though Wordscapes is
a totally free game the disturbances coming from adverts do not spoil the video
game play at all. It is possible to bypass past the advertisements following
just a few seconds however if you discover they do frustrate then you can
make a tiny payment to have them removed.
Once again for people who tend to be more
competitive and can just solve the Wordscapes Puzzle Answer, you will always
have an opportunity to access a Wordscapes Cheat or even a Wordscapes Answer to
help you stay moving forward. Posted: 08-20-2020 08:25 pm The Hall of Song, Geoff before the Giants
The Hall of Song, Geoff before the Giants
Geoff is last home of the western Flan, those of the mountains and forests. In Geoff the people call themselves the Cydonn and Flan is the name that the outsiders, the Suel and Oeridians, use.
Geoff is known to its people as the land of song and in the years before the coming of the Empire from the south and the horse-warriors from the north it was a bigger place. The Cydonn had lands further east and south and their tribal cousins, the Gortys and the Arteniens beyond that.
But in those long-ago days already other people had carved out what they called 'kingdoms' and though the Suel and Oeridians called them Flan, they were not of Cydonns or their blood.
All these songs were lost except among those of Geoff and scattered across the land were halls of song where the bards and more common minstrels would contest with each other, gather apprentices and keep the old songs alive. Before the giants came. Posted: 08-18-2020 07:56 pm Clark Ashton Smith - Some Ideas and Descriptions from his Stories - 7
Clark Ashton Smith - Some Ideas and Descriptions from his Stories SPOILER WARNING!
If you have not read this story TURN BACK NOW! or risk losing forever the unspoiled appreciation of Clark Ashton Smith's prose.
Inspired by the rules and setting of the Astonishing Swordsmen and Sorcerers of Hyberborea boxed set and the discussion of the same on the OD&D Forum I have started sifting through my collection of Clark Ashton Smith for ideas.
7). The Planet of the Dead
Altanoman [NPC] Antarion [NPC] Chamalos [PLC] Haspa [NPC] Phandium [PLC] Saddoth [TWN] Thameera [NPC] female Urbyzaun [TWN]
He was standing on a road paven with cyclopean blocks of grey stone - a road that ran interminably before him into the vague, tremendous vistas of an inconceivable world. There were low, funereal, drooping trees along the road, with sad-colored foliage and fruits of a deathly violet; and beyond the trees were range on range of monumental obelisks, of terraces and domes, of colossal multiform piles, that reached away in endless, countless perspectives toward an indistinct horizon. Over all, from an ebon-purple zenith, there fell in rich, unlustrous rays the illumination of a blood-red sun. The forms and proportions of the labyrinthine mass of buildings were unlike anything that has been designed in terrestrial architecture; and for an instant, Melchior was overwhelmed by their number and magnitude, by their monstrosity and bizarrerie...
He, Antarion, a renowned poet of the land of Charmalos, in the elder world that was known to its living peoples by the name of Phandiom, had gone on a brief journey to a neighboring realm...
...and glad that he was now approaching his native city of Saddoth, where dwelt her dark and splendid palace of past aeons the beautiful Thameera, whom he loved.
...the world where in he walked as Antarion was incomputably old, and the ages of its history were too many for remembrance; and the towering obelisks and piles along the paven road were the high tombs, the proud monuments of its immemorial dead, who had come to outnumber infinitely the living. In more than the pomp of earthly kings, the dead were housed in Phandiom; and their cities loomed insuperably vast, with never-ending streets and prodigious spires, above those lesser abodes wherein the living dwelt. And throughout Phandiom the bygone years were a tangible presence, an air that enveloped all; and the people were steeped in the crepuscular gloom of antiquity; and were wise with all manner of accumulated lore; and were subtle in the practice of strange refinements, of erudite perversities, of all that can shroud with artful opulence and grace and variety the bare uncouth cadaver of life, or hide from mortal vision the leering skull of death. And here, in Saddoth, beyond the domes and terraces and columns of the huge necropolis, like a necromatic flower wherein forgotten lilies live again, there bloomed the superb and sorrowful loveliness of Thameera.
He and she were the last representatives of noble ancient families, whose untabulated lineage was lost in the crowded cycles of Phandiom. Like all others of their race, they were embued with the heritage of a complex and decadent culture; and upon their souls the never-lifting shadow of the necropolis had fallen from birth.
Thameera was even more sensitive, more visionary by nature; and hers was the ultimate refinement that is close to an autumnal decay. The influences of the past, which were a source of poetic fruition to Antarion were turned by her delicate nerves to pain and languor, to horror and oppression. The palace wherein she lived, and the very streets of Saddoth were filled for her with emanations that welled from the sepulchral reservoirs or death; and the weariness of the innumerable dead was everywhere; and evil or opiate presences came forth from mausolean vaults, to crush and stifle her with the formless brooding of their wings. Only in the arms of Antarion could she escape them; and only in his kisses could she forget.
Antarion was once more admitted to the presences of Thameera by slaves who were invariably discreet, being tongueless. In the oblique light of beryl and topaz windows, in the mauve and crimson gloom of heavy-folded tapestries, on a floor of marvelous mosaic wrought in ancient cycles, she came forward languidly to greet him. She was fairer than his memories, and paler than a blossom of the catacombs. She was exquisitely frail, voluptuously proud, with hair of a lunar gold and eyes of nocturnal brown that were pierced by fluctuating stars and circled by the dark pearl of sleepless nights. Beauty and love and sadness exhaled from her like manifold perfume.
They saw below them the ruinous and forgotten roofs of Urbyzaun, which had lain unpeopled for more than a thousand years; and beyond the roofs, the black unlustrous lake surrounded by hills of bare and eave-corroded rock, that had once been the inlet of a great sea.
...the crumbling palace of the emperor Altanoman, whose high, tumultuous glories were now a failing legend...
Beneath the black midnight that hung above them like an imminence of, unremoving wings, the streets of Saddoth were aflare with a million lights of yellow and cinnabar and cobalt and purple. Along the vast avenues, the gorge-deep alleys, and in and out of the stupendous olden palaces, temples, and mansions, there poured the antic revelry, the tumultuous merriment of a night-long masquerade, everyone was abroad, from Haspa the king and his sleek, sybaritic courtiers, to the lowliest mendicants and pariahs; and a rout of extravagant, unheard of costumes, a melange of fantasies more various than those of an opium dream, seethed and eddied everywhere.
Late in the evening, Antarion left by a postern door the tall and gloomy mansion of his forefathers, and wended his way through the hysteric whirling of the throng toward Thameera's palace. He was garbed in apparel of an antique style, such as had not been worn for a score of centuries in Phandiom; and his whole head and face were enveloped in a peculiar physiognomy of a people now extinct. No one could have recognized him, nor could he on his part, have recognized many of the revellers he met, no matter how well-known to him, for most of them were disguised in apparel no less outre, and wore masks that were whimsical or absurd or loathsome or laughable beyond conception. There were devils and empresses and deities, there were kings and necromancers from all the far, unfathomed ages of Phandiom, there were monsters of medieval or prehistoric types, there were things that had never been born or beheld except in the minds of insane decadent artists, seeking to surpass the abnormalities of nature. Even the tomb had been drawn upon for inspiration, and shrouded mummies, worm-gnawed cadavers, promenaded among the living. All these masks were the screen of an orgiastic license without precedent or parallel.
ADVENTURE IDEAS
I have plundered 'The Planet of the Dead' for ideas concerning the isle of Ix, the city-state of Yithorium and a festival for the Zangeriosans.
Ix
Unspeakable Ix is a land of dark dreams and brooding evil. The isle at the rim of the world reaches far beyond any geographic boundaries and the great cyclopean roads that cross the isle run interminably into a 'vague, tremendous vista of an inconceivable world'. It is as if all the dead cities, necropoli, forgotten and abandoned temples, monuments and mausoleums of not only this world but also of untold alien worlds, bizarre and monstrous, can be found stretching endlessly into a distant horizon. That Ix sits not only on the rim of this world, but countless worlds and times, Wandering into these lands it easy to become lost and few who venture forth are ever heard from again.
But it is the living cities of Ix that those from Hyperborea first encounter; Great Saddoth, the capitol of Altanoman's small empire, the city-states of Charamol and Phandiom, and Urbyzaun, ruinous and crumbling, which lies on the outer edge of the kingdom, where the undead servants of necromancer's outnumber the living. Evil dwells in this land whether in the cities of the living or the dead.
Yithoriam
Thameera, witch-queen of Yithorium, was once a princess of Saddoth. Her father, Altanoman necromancer-king of Saddoth, conqueror and ruler of Phandiom, Chamalor, and Urbyzaun, the last city-states of the living upon the isle of Ix, had dark sacrificial plans for his beloved daughter. With the help of her lover, the poet Antarion, she escaped and fled the isle, but Altanoman cursed them both. His power over the dead and death itself was boundless and so he cursed his daughter and her lover with eternal life. Thameera is immortal but each day is a torment, only with Antarion does she truly feel and though his curse is a kind of immortality he lives for only a month inhabiting the body of a man of his lineage before fading again to exist in a nightmare realm of the necromancer-king's devising.
Thameera's immortality has 'turned her delicate nerves to pain and languour, to horror and oppression' and without Antarion such is her rulership of Yithorium. Constantly she looks for ways to break Antarion's curse, though she has come to welcome the endless youth of her own immortality.
Yithorium is now a rich city, but it is tightly controlled by the witch-queen and her soldiers. There are parts of her city that are still no more than the ruins which Thameera and her band of mercenaries found long ago, but slowly she is rebuilding Yithorium, house by house and street by street.
There is a constant need for workers, both in the city, clearing and rebuilding, and in the mines where Thameera gathers her wealth. Adventurers of all types are sent to explore the ruins and all such are welcome, but the laws of the city are strict and the punishment for breaking those laws can be months or years working in the mines. Any male entering the city who bears a resemblance to Antarion will find himself invited to a private interview with the witch-queen, but eventually any relationship that develops will end badly.
Thameera is always eager for news regarding Ix or her father, the necromancer-king.
Zangerios
In Port Zangerios and the Zangerios Islands they celebrate the first night the Green Death came upon them in an orgiastic, night-long masquerade that flows through every town and especially the streets of the City of Masks.
This festival is called 'The Night of Death', but while the people of Zangerios honor the dead upon this day, the night is a celebration of life at its most primal. Children born nine or so months from this day are considered blessed with life but no one examines their parentage too closely.
From the most lowly beggar to Governor Haspa himself, all can be found in masked costumes ranging from rags to the most elaborate, unheard of, and extravagant. From the last rays of the sun through the deep of the night till the first glimmer of dawn, the celebration illuminates the streets in a river of multi-colored lights like a flood of jewels spilled from the coffers of a dragon's hoard.
The revellers rule the streets on this night and the laws are few. Murder and robbery are frowned upon, but appearing without mask or costume can quickly become a sentence of death if the fickle, cruel, drugged and drunken mob has its way. Those who do not wish to participate in the celebrations bolt their doors, shutter their windows and pray for dawn. Posted: 08-13-2020 12:06 am Psionics in D&D and Earth
Psionics
in D&D and Earth
A
Historical Perspective by
Nijineko Prismaticpsion
Origin of the Term: PsionicsPsionics as a word
first appeared in print in 1951 in Astounding Science Fiction, later
explained as a combination of the psychic meaning of the term
Psi, and electronics. The term Psion, which was originally
defined as a fictional unit of mental energy, was introduced at the
same time. Psi, the twenty-third letter of the Greek alphabet and
first letter in the word psyche (mind, soul), was first
associated (in 1942) with the unknown factors claimed in psychic and
paranormal phenomena such as extrasensory perception (coined in 1934)
and psychokinesis (coined in 1914) or telekinesis (coined in 1890). The combination of
psychic and electronics put the feel of the word psionic solidly in
the science-fiction arena, and indeed it was used and popularized in
exactly this manner for years. Despite this, there are many fantasy
works also using psychic phenomena (some paired with either science
or magic) such as the Witch World series, Hieros Journey, the
Deryni series, the Vlad Taltos series, and the Darkover series. (Most, if not all of which, are found in the famous Appendix N.) In the 1800s,
psychic popularity exploded, persisting into the mid 1900s and
eventually transforming into the New Age movement during the 1960s,
which brought the popularity of psychic phenomena (especially
psychic readings), and parapsychology of the 70s to the fore yet
again. By this time, the original meaning of psionics being psychic
electronics had eroded into a more general term of any applied
psychic ability; thus it was in this atmosphere that psionics came
to D&D.
Original Edition D&D and psionicsIf asked when
psionics (in the general psychic ability meaning of the term) was
first introduced to D&D, most people will answer by citing the
Supplement III: Eldritch Wizardry. This is actually wrong. Psionics
was first referenced right in the very first book: Dungeons &
Dragons Volume I: Men & Magic. Therein is found a number of
spells which use terms that were exclusive to the psychic phenomena
of Earth. When the mighty mind
flayer terrorized players with its unstoppable mind blast in the
early spring of 1975, Gygax created a divine based class with psionic
attacks and defenses to give players a chance to fight back. This and psionics in general proved popular with certain fan groups (notably Chicago) and certain
TSR employees. Despite Gygax not being fond of psionics as he felt it
did not fit his vision of his game of medieval fantasy, an
attitude he also applied to the monk class, he was at that time an
inclusionist. Critics of D&D
blasted the spell system of D&D, calling it unrealistic that a
mage would forget spells, and rejected the spell slots concept as way
too confining. Instead there were many calls for a point based
system. Due to these two
criticisms, Gygax had the psionics system designed by a TSR
employee/fan-of-psionics to answer the critiques, and thus they became
something that any class could use rather than something restricted to one
class, and they also used a point based system. In order to balance what
would otherwise be a one-sided power boost to characters, psionics
were rare and difficult to obtain, class features were deducted in
exchange based on how many psionic powers a character learned, and
more psionic monsters were added that specifically targeted
psionic-using characters for lunch. This system was praised in The
Dragon magazine as being well handled.
1st and 2nd Edition D&D and psionicsDespite the initial
positive reaction, the rules were complex and different from any
other aspect of the game, the official rules, and the more common
sets of homebrew rules that sprung up in different regions, which spawned the numerous competitors such as the famous Tunnels &
Trolls. Despite being official rules for psionics, Gygax himself did not use them
in his personal Greyhawk games. Furthermore,
psionics added parapyschology and other scientific terms to what was
originally envisioned as a medieval fantasy game: how would any
people from such a world and era know about the ID or EGO, let alone
things like molecules or atoms. While some welcomed psionics as a natural part of fantasy, and other welcomed it as a dash of sci-fi in their fantasy
(after all Gygax himself was a proven fan of science-fantasy hybrids
and even wrote some D&D plus sci-fi material personally, not to
mention that the famous Appendix N is full of fantasy works containing
psionics)... the majority found many points to critique about the new
psionic system, and overall it developed a poor reputation. Gygax himself aimed
to remove both the monk and psionics from D&D once AD&D was
released. Despite Gygaxs intention as he stated in The Dragon
magazine, once the new system came out, psionics remained part of
D&D. (So did monks.) It is unknown if he changed his mind, or if
he allowed himself to be outvoted, or if his long history as an
inclusive and collaborative game designer swayed his final say
but
regardless as to why exactly, psionics was released again in 1978,
years prior to his departure from TSR in 1985. Why then did
psionics persist? It is a handy explanation for various abilities
that owe nothing to magic, an extremely common trope in fantasy for
many decades, and thus it fulfills an important niche. There are many
that enjoy crossing sci-fi with fantasy, as is evident from the
endless stream of novels, movies, and RPGs that have been released
over the years containing both. I feel that the real reason it
persisted is that the concept of psionics in fantasy was and is
popular. Why then, if
psionics is so popular, does the negative reputation persist? In much the same way
that the original psionics system was created to address the
perceived flaws in the magic system, as indicated by the fan-base,
subsequent systems of psionics also appear to have been designed to
address complaints. Despite the various attempts at integrating
psionics: tweaks to the rules, creating a character class
specifically for psionics, creating an entire world setting for
psionics (which still became bogged down with too much magic in the
end); nothing seemed to shake the reputation from the original and
1st edition psionics, even though some of the efforts were
fairly well received in particular the Dark Sun psionic campaign
setting.
This has the effect of giving a 'bolted on' feel to psionics making it an optional rule that doesn't usually mesh well with the rest of the rules of most editions of the game.
Psionics in 3rd Edition D&D and BeyondWhen the 3rd
edition of psionics came around, it too addressed many of the old
complaints: weird terms, different rules than the rest of the game,
too powerful. This time the rules were made almost the same as magic,
making them easy to understand and accessible to any who were
familiar with the game. Only a few unique rules remained, in an
attempt to give a unique feel and differentiate from magic. The
strict separation of effects between magic and psionics was removed
in an effort to make it seem more integrated and easier to
adjudicate, and power levels were reduced here and there when
compared to magic. Additional changes were made in the 3.5 edition
which further attempted to integrate psionics into D&D. The d20
Modern system (which D&D is a subset of) continued this trend,
reducing the power levels even further and stripping out much of the
complexity. Despite psionics
proving more popular than ever, these changes were not enough to
break free of old preconceptions held by long term gamers, who
remained very influential in public opinion (based on extensive
online research of many forums, blogs, and discussions; some of which
are by original employees) due to vocal online presences and hard
line anti-psi stances based on previous bad experiences, and in many
cases a lack of understanding (by players and DMs both) of the rules
of psionics regardless of edition, and seemingly little to no
motivation to correct it. Many of the hard
line attitudes and anti-psi arguments are laughable, especially as
almost all of the arguments and statements as to why they dont
like psionics and why psionics is broken amusingly apply even
more so to magic then they do to psionics: a classic case of the
cast-iron kettle calling the cast-iron pot black. A strict analysis
of psionics reveals that the 3rd edition of the psionic
system is the best written and least broken of all the special
effects rules ever written by TSR or WotC. Please note that the
term used was specifically least broken, instead of not
broken, as there are still numerous flaws in the psionics system despite being objectively superior to the various magic systems. 4th
edition reduced psionics to one of many
pick-your-flavor-of-power-sources, and 5th edition has had
only limited attempts at psionics: a class which was poorly designed
and poorly received, and a series of sub-class options which appear
to be returning to the original roots of psionics an option that
practically any class can take.
Psionics: a Conclusion?
Thus, in the end,
Psionics in D&D remains what it started as perceived as a
bolted on and flawed system which has never been fully integrated
with D&D, nor fully received by all the players of the game. This is unfortunate, but due to the history involved, perhaps it was unavoidable. For many people, strange mental abilities like psionics don't really fit in their views and opinions on fantasy; such strange abilities could be explained within a magical context as well, thus satisfying the niche need for special abilities not tied to the more traditional view of spells (requiring magical words, strange gestures, and arcane materials) all without resorting to additional framework of rules and source of power such as psionics. Happily, given that D&D always has been, and continues to be, a game of
homebrew rules and group-customized creations... psionics will always
persist in D&D so long as there are any who love the foundations
upon which D&D was built on from the beginning.
After all, having fun is the real point of D&D. Posted: 08-12-2020 02:28 pm The Catacombs of Ptolemides - IV
AREAS 16-18
These areas of the dungeon are filled with thick and clinging spiders' webs (except for where noted). The passages and rooms average 10ft in height except for room 16 whose ceiling arches to a 15ft peak at the center. The walls are smooth stone. Entrances to passageways are arched and framed in stone. Doors are thick, hard wood with iron bands and hinges hidden in equally thick beams used as frames. The average door takes 300hp of damage to knock down.
The spiderwebs are thickest near the ceilings and thin near the floor. They obscure vision and make it hard to move. Vision is down to 10ft even with a bright lightsource. Movement is also slowed down to 10. Fighting within the webs is at -2 to hit and damage for all weapon types except for piercing weapons which receive no penalty.
The webs are sticky and clinging, but not strong enough to hold up more than a hat or a small dagger.
The webs are unusually moist and have a sickly sweet smell. An open flame will cause the lower webs to crinkle and blacken while emitting a thick smoke, but to set them afire requires an open flame to be held to them for at least 2 combat rounds or the use of magical means.
If the flames do catch fire the results will be spectacular and a bit explosive.
NOTE:
The upper few feet of the webs near to the ceiling are heavily permeated with fumes from enchanted embalming barrels (A new item noted below). Any open flames which reaches reaches to the ceilings, such as a torch thrust above 8ft or burning webs, will cause the fumes to ignite in a greenish flame. Anyone within the 10ft block where the fire began must Save versus Dexterity or receive 1d8 damage (The save will reduce this to 1d4 damage and the character will have dropped to the ground). There will be a 1 in 6 chance that the fire will ignite clothing, hair, etc... though a successful Save versus Avoidance will negate any potential damage.
If the webs are ignited there will be several effects:
Flames will spread through Area16-18 at a rate of 20ft per combat round.
All Giant Ogre-Faced Spiders will take 1d8 fire damage.
All Pickled Zombies (New Monster) outside of their embalming barrels will be ignited.
All seals on embalming barrels will crack though the barrels will not automatically open.
All open doors will slam shut unless prevented.
The cracked walkway at 16b will collapse. Specific damage and effects are noted under 16b's description.
Area 18a will explode. Specific damage and effects noted under 18a's description.
AREA 16-18 cont...
Wooden embalming barrels are stored throughout this area. Several of them have been cracked open and are releasing a sickly sweet stench whose fumes have filled the webs along the ceiling.
This entire area is home to a large colony of Giant Ogre-Faced Spiders. They have been attracted by the fumes coming from the cracked embalming barrels). All Giant Ogre-Faced Spiders in this area are slightly poisoned and inebriated do to the inhalation of these fumes. They are at 1/2 hp and are -3 to hit.
NEW MONSTER: Zombie, Pickled No. Encountered: 1d6 Alignment: Chaotic Evil Size: M Movement: 20 Dexterity: 3 Armour Class: 6 Hit Dice: 2 No. of Attacks: 1 (Pummel or Bite) Damage: 1d6 Pummel or 1d3 Bite Saving Throw: 16 Morale: 12 Experience Points: 52 Treasure Class: J,K,L,M
Pickled Zombies are the result of unhallowed corpses left inside enchanted embalming barrels. These barrels (combined with a specific fluid) are normally sealed with a clay and wax ward that inhibits reanimation, but over time or if the seal is damaged, the bodies placed in these barrels will reanimate as a slightly weakened form of a normal zombie.
In appearance these Pickled Zombies are undecayed. Their flesh is moist and covered in a viscous goo which exudes from their pores, mouth, nostrils and other bodily openings. This goo smells sickly sweet and the fumes which come from it are flammable though the goo is not. Anyone trying to grapple with a Pickled Zombie will be at a -2 disadvantage. They are literally as slippery as a greased pig.
Special: 2 or more Pickled Zombies will attempt to grapple or overbear an opponent. If they are able they will then stuff the victim in an enchanted embalming barrel in an attempt to create another zombie. It takes at least a week for a body to ripen in a barrel and emerge as a Pickled Zombie.
Pickled Zombies are immune to fire based attacks. If exposed to flame, magical or normal, they will ignite with a shimmering blue flame, but the viscous goo that they exude protects them from fire damage. A burning Pickled Zombie does an additional 1d4 per attack with a 1 in 6 chance of setting their opponent afire for 2 combat rounds (at 1d4 damage per round). Save versus Avoidance for no damage. This blue flame will last around a Pickled Zombie for 1d6+3 combat rounds unless reignited by another flame source.
Pickled Zombies smell sickly sweet and attract spiders of all sorts. The fumes are a mild poison to spiders as well as an intoxicant. A spider exposed to these fumes for more than a week will be poisoned at 1/2hp and intoxicated for a -3 to hit penalty.
NEW ITEM:
Enchanted Embalming Fluid This fluid is normally found in conjunction with Enchanted Embalming Barrels and Pickled Zombies. Though it can be found on its own, it has a shelf life of only 2 weeks before losing its potency when not in a Enchanted Embalming Barrel or Pickled Zombie. It is a mild poison which will reduce most non-magical creatures to 1/2hp if exposed to it for more than a week. It is a greenish, thick liquid that emits a powerful sickly sweet smell. This smell attracts spiders from as far away as 60ft+1d10x10ft
NEW ITEM
Enchanted Embalming Barrel These were designed years ago to preserve the bodies of the dead for a more elaborate interment. Each was sealed with a priestly ward set in clay and wax around the barrels lid after the body was placed inside. Unfortunately these wards decayed after only a few months and were easily damaged. A body placed in an unwarded Enchanted Embalming Barrel will become a Pickled Zombie after a weeks marination.
AREA 16 3 poisoned Giant Ogre-Faced Spiders reside in this area. They will attack anyone passing through the center section of the room.
In the South-West corner of the room there is an over-turned hand-cart with a broken wheel. Beneath the cart is a large wooden chest. The chest is unlocked and has inside a large quantity of spoiled trail rations, 3 skins of dank but drinkable water (1 quart each), a glass jar with a waxed top containing 1 pint of moonshine. In a secret compartment at the bottom of the chest are 2 healing potions and 1/2 a dozen empty potion bottles.
Along the North wall are 6 Enchanted Embalming barrels, 4 of which contain Pickled Zombies.
AREA 16a These corridors contain webs, Pickled Zombies, poisoned Giant Ogre-Faced Spiders, and Enchanted Embalming Barrels,
For every 20ft of corridor there is a 1 in 3 chance of encountering the following: 1). 1d2 poisoned Giant Ogre-Faced Spiders 2). 1d3 Pickled Zombies 3). 1d3 Enchanted Embalming Barrels that are: a). Empty b). Sealed with the body of a corpse - Treasure Class - L,K,M c). Unsealed with a Pickled Zombie 4). The drained hulk of some creature a). A dog b). several rats c). The body of a man in leather armor. He clutches a short-sword in his withered hand. A small case on his belt contains ink, quills, parchment and a partially completed map of this level. d). A man in robes. He wears an enchanted +1 silver dagger on this right arm. Inside his robes in a hidden pocket there is a tube containing a scroll of Burning Hands and another scroll of Flame Missile. e). The body of an Giant Ogre-Faced Spider on its back with its legs curled around it. It is not dead, only dead drunk and poisoned like its fellows. It will spring to life if awakened.
AREA 16b This 10ft section of hallway is piled with a score of Enchanted Embalming Barrels. At some point these were used as a make-shift platform to reach the ceiling. Some took a hammer and chisel and did substantial damage to ceiling, even gouging a few holes to the passage above. The barrels have no fallen and several are cracked open and oozing a greenish viscous goo.
The heavy fumes in this spot have attracted 1/2 dozen Giant Ogre-Faced Spiders who lair in this passage. They are both poisoned and drunk like their fellows in other areas.
If exposed to open flame these webs will ignite with a powerful explosion. Anyone in the 16b square will suffer 3d8 damage (Save versus Breath Weapon for 1/2 damage). Anyone in the two adjacent squares will suffer 2d8 damage, Save versus Breath Weapon for 1/2 damage).
If an explosion occurs the ceiling will crumble and now have a 5ft diameter ragged hole (or from above a 5ft diameter hole in the floor of that passage). All barrels in and around 16b will split apart and 8 flaming Pcikled Zombies will crawl from the wreckage.
AREA 17 This room is littered with smashed barrels, the dismembered bodies of 5 Pickled Zombies and 7 dead Giant Ogre-Faced Spiders. The door to the East is open, but has been severely damaged and hangs only from an upper hinge. The secret door beyond is closed and a bar has been dropped across the inner side to keep it shut.
The webs in this room have been hacked apart at 6ft high and lower, but the upper webs are still thick and permeated with embalming fumes. These webs will ignite if exposed to flame but will cause only 1d3 damage to anyone beneath them and a Save versus Dexterity (which will mean dropping to the floor) will negate any damage.
AREA 18a This small room is jammed with Enchanted Embalming Barrels, the Southern 10ft square is packed floor to ceiling with over 25 barrels alone. All the barrels are cracked and leaking fluid.
The door to this room is shut but not locked. Anyone opening the door will need to Save versus Breath Weapon or become immediately nauseated and subject to vomiting. Each combat round that this door is open or anyone is within the room, a Save must be made. This door is partially cracked and leaks fumes from the concentrated source within. If the hall outside the door is ignited then area 18a will explode violently.
The door will be shattered and cause 1d10 damage to anyone standing in the 10ft block front of it (in the 18b hall). Anyone inside the room will suffer 3d8 damage. After such an explosion the room will contain only a large amount of shattered barrels and body parts. If anyone sifts the wreckage they may find 280gp, 584sp, 2,000cp and 12 30gp gems. To recover these items by mundane means will be slow and disgusting work.
AREA 18b The Northern door to this hall is shut with a bar across it, but is also nailed shut with iron spikes from the other side.
The Eastern door leading to area 18a is shut and the door is cracked
The West door is open.
This small hallway is filled with webs. See area 16a for possible encounters.
Posted: 08-12-2020 12:42 am Psionics in Greyhawk and the Flanaess: An Overview of Edel, Creatures, and Organ From: Head Warden; Order Headquarters of Trichiliocosm 6716 To:
Trichiliocosm 6716, Dichiliocosm 913, Chiliocosm 531,
Greyspace
Outpost of Planar Guardians Care
of: Office of the Keeper, Dichiliocosm 913 Care
of: Monastery of Sentinels, Chiliocosm 531 Recipient:
Dimensional Guardians of Greyspace Prime Proof
of Receipt Required
Greyspace
Dimensional Guardians, It has come to our
attention that the Sphere under your care is unfortunately
contaminated by the corruption known as magic, and infected parasitic
viral entities, known commonly as Outsiders. In fact, a review of the
Sentinel Archives for Chiliocosm 531 reveals quite a number of
spheres in the local region have likewise been contaminated and
infested within a similar time frame: Realmspace, Krynnspace, and
others. We note in passing
that the outlier Crimson Sphere has been identified as a possible
origin vector for the magic infection, as it has already been
abandoned by the Outsiders and is dying. Offer our sincere
condolences to the Dimensional Guardians of the Crimson Sphere, as
well as an urgent request for an updated report when next you
communicate with them, as they missed the last millennial reporting
deadline by a few centuries as of the date of this missive. We
request that immediate coordination with all affected Dimensional
Guardians and investigations proceed accordingly. It is further
requested that increased efforts in containing and recovering the
contamination and corruption of magic in Chiliocosm 531 (as per Code
of Regulations, Title 42, Chapter 4, Sub-chapter B, Part 411, Subpart
B: Recovery of Infected Populations), or elimination of Contaminant
Vectors (as per Code of Regulations, Title 18, Chapter 83,
Sub-chapter A, Part 1705: Destruction Protocols for Contamination of
Magic, Contagious Infected Entities, and Corrupted Entities) be
sanctioned immediately. As always remain cognizant of protocols
regarding native populations (as per Code of Regulations, Title 24,
Subtitle B, Chapter 9, Part 982, Section 8: Selective Application of
Moral and Ethical Rights to Native Populations of Contaminated
Dimensions) while securing positive results in the elimination of the
corrupting contagion of magic, recovery of infected entities, and
destruction of converted entities. Finally, it is
requested that an interim update on available psionic resources be
sent immediately, out of the normal reporting cycle, to update
Sentinel, Keeper, and Order Archives. Please note that the requested
update, and results, if any, will be included as part of the next
Budget and Resources Allocation Review for Chiliocosm 531. Sincerely,
Head
Warden; Order Headquarters of Trichiliocosm 6716
*****
From:
Pard Shining, Greyspace Dimensional Guardian To:
Order Headquarters in Trichiliocosm 6716 Copy
to: Order Archives Care
of: Monastery of Sentinels, Chiliocosm 531 Copy
to: Sentinel Archives Care
of: Office of the Keeper, Dichiliocosm 913 Copy
to: Keeper Archives Recipient:
Head Warden Head
Warden, Please
find attached an overview of local psionic resources, including a
brief history of resources known to have been, or are currently,
present.. Please
note that as per Sentinel Archives, while discovery of dimensions in
Chiliocosm 531 with sentient native populations preceded the initial
contamination of magic and subsequent Outsider viral infestation,
active assignment of Dimensional Guardians and initial arrival upon
the scene for assumption of duties occurred subsequent to initial
contamination and infestation, known in local history as the Age of
Magic. As
such, this report can only be considered preliminary, and is
primarily focused on planetary resources located and developed in the
initial area of operations, the majority of which reside in a portion
of the primary continent of Oerik known as the Flanaess. Secretive
but active interactions with Greyspace have been noted in the Kingdom
of Ratik and especially among the followers of Celestian, an allied
Outsider. Sincerely,
Pard
Shining, Dimensional Guardian of Greyspace
Attached>
*****
Psionics in the
Prehistory of Oerth Extensive
psychometric analysis coupled with remote clairsentience scanning and
invasive sense-linked (as per secrecy protocols) perusal of modern
local archives has provided numerous insights into the historical
periods previous to the arrival of the first Dimensional Guardians.
Certain records reveal that during the past eras previous to the
so-called Age of Magic, certain prehistoric races of Oerth engaged in
extensive life-shaping style practices.1, 28
The unrestrained breeding resulted in over-rapid diversification as
well as excessive specialization, and those of course, led to the
unavoidable self-destruction of those races. It was sometime during
these eras that active psionics was first recorded. It is still
unknown if the ability was bred into the local life forms by
accident, by design, or arose naturally. Surviving strains of
the life-shaped breeding programs still exist in the depths of the
oceans of Oerth, and atavistic lifeforms with these ancient psionic
traits are occasionally born among modern land flora and fauna as
well: the Ingundi2 is a classic example. Like many other
recorded worlds in the Archives, Oerth too underwent an era of
domination by great lizards. This era is significant due to the first
recorded signs of the contamination of magic.1 Thus the first major
chronological discrepancy is noted. There are distinct differences
between the records based on magical scrying, the mythological and
certain religious records of the magical Age Before Ages
alternate history, and the information retrieved directly via
psychometric methods used by Dimensional Guardians. Records indicate
that early scrying produced results closer to our psychometric
results, however, the more recent in time the scrying attempt, the
closer it becomes to the revisionist history claimed by one of the
various Outsider factions. We have successfully
secured supporters among those who are related to psionics and mental
power: Istus, Delleb, Xan-Yae, and Zuoken3 (recently freed
from imprisonment as the result of our successful instigation), as
well as extending our network of allies among nearly all the Powers
who are favorable towards psionics, planar travelers, mental acumen,
harmony, or peace: Rao, Celestian, Lendor, Trithereon, AlAkbar,
Keoghtom, Murlynd, and Johydee3; more on that subject will
be reserved for future reports. It is also noted in passing that some
older records indicate that most of the local Outsiders used to
possess psionic powers at some point in the past, but more recent
records seem to indicate that some no longer have access to
psionics3,4,5,6 (and in various cases, no
longer possess memories of ever having had access to psionic
power)... a sure sign of danger.
Psionics and
Magic in the Flanaess It is clear from the
historical records that the usable applications of magic in Oerth has
received the direct influence of psionics from its earliest times.
Early spells actually included surprisingly sophisticated magically
enabled mental effects, including the reading of minds, projecting
false mental images, and moving objects mentally.7 Spells
were even named using terminology specific to psionic phenomena such
as ESP and Telekinesis.7 One recent famous mage in
particular has had contact with active practitioners and has thereby
made an especial study of mental effects, as well as developed many
magical effects specifically based on psionics: Empathic Perception,
Memory Alteration, Mind Scan, Mind Shield, Replay of the Past
(psychometry), and Telepathic Bond.2 Within the last few
decades, psionics has spread much further than compared to historical
records. This may be a result of poor record keeping, as psionics is
considered uncommon on the whole by the general populace. In fact,
most natives who have heard of Edel (the most common use word
for psionics42) view psionics as simply another branch of
magic, if rare. Attitudes vary from acceptance and incorporation to
strict control to outright fear and hatred, depending on the local
polity. Among the natives
who possess psionics, most of them seem to use a sort of magically
enabled form of access to their psionic potential. This has led to a
divide among the population. Most lean on magic to use their psionic
abilities. These impure types are the majority on Oerth.8 The minority, by
comparison have pure direct access to their psionic abilities
and thus do not interface or interact with magic, as is normal for
psionics.8 Examples include lineal descendants of the
Hidden Houses9, the unexpected but successful results of
recent experimental attempts to purify magically tainted psionic
users: the Elan9, 10, the very rare surviving psionic
Gearforged of the so-called City of the Gods10, 11
in the Blackmoor Archbarony, as well as a few other scattered
exceptions.
Psionic Creatures
found in the Flanaess According to
historical records, among the humanoid populations the humans were
the first to display psionic potential, followed by the dwarves and
halflings.39, 17, 8 In more recent times this capability
for psionics has spread among nearly all types of humanoids, as well
as a number of non-humanoid creatures, in part due to sanctioned
protocols and programs initiated by the Greyspace Outpost. Planar intruders
with psionics such as: Aboleth12, 8, Baku13, 14, 15,
Gith16, 9, Illithid17, 8, Intellect
Devourers17, 8, Thought Eaters17, 8,
Crysmals29, and Weavers18, 19 can be found in
various locations around the continent. Native creatures
include the Ingundi2, Grippli20, Fulminating
Crabs29, Brain Moles17, 8, Quanak lizardfolk21,
22, Sand Drummers29, Quaggoth16, 23,
Aleithian Dwarves29, Stonefire dwarves8, Blue
Goblins8, Hammerfish29, Duergar8, 30,
Su-Monsters17, Puppeteers8, Thri-kreen8,
31, 32, Arctic Cats29,
Maenad8, Onyx Worms29, Xeph8,
Dromities8, Gajusian29, Yuan-ti8,
Hamaguans29, Death Sail29, Titan Salamanders29,
Dragon Newts29, and of course Dragons, specifically the
gem dragons24, 25, 26, among numerous others
are scattered among the normal and magical creatures of the
wilderness. Artificial sentient
creatures capable of psionics include psiforged10 versions
of the aforementioned Gearforged10,11, and rumors exist in
records of a psionic form of lich.27 Various psionic
flora such as Crystal Sunflowers, Ironglass Roses, Sheengrass, Spine
Springers, Udoroot8, Warp Drifters, and Deathweed, have
been noted in various climes.29 Of especial note are
at least two uncommon psionic maladies present on Oerth: cascade
flu8, and cerebral parasites.8, 17 While this is not an
exhaustive list, it is an excellent general overview in light of the
relative scarcity of many of these races, fauna, flora, and maladies.
Psionic
Organizations of the Flanaess The Monastery of the
Splintered Mind33 was originally founded in the Free City
of Irongate of Old Aerdy East and has since spread to Scant, the
Capitol of Onnwal. They fight against the Great and Hidden Empire of
the Scarlet Brotherhood, which apparently plans to take over as much
as the Flanaess as they can. The Splintered Mind trains special elite
agents know as Truth Seekers, who have developed some interesting
specialized psionic powers. The Fists of Zuoken8
are a militant monastic order that teaches Dashon martial arts and
Edel mental training in addition to the teachings of Zuoken. They can
be found in secluded and reclusive monasteries or wandering almost
anywhere helping people find balance between mind and body, teaching
mediation and physical exercise, preaching their form of perfection,
fighting against persecution, illithids, and the Scarlet Brotherhood,
protecting psionic families, tracking down psionic artifacts, and
especially guarding sites dedicated to both Zuoken and Xan-Yae. Now
that Zuoken has been freed from his imprisonment, searching has
resumed for the Orb of Gerendelik, a psionic artifact which rumors
variously indicate can safely awaken psionic potential in any being,
contains a massive store of ancient psionic lore, and/or possibly
houses the soul of an ancient psion. Retreats of Xan-Yae4
are found in both secluded distant locations and surprisingly in
almost all major capitols and busy urban centers, though the latter
are nondescript, if large, buildings that cannot be recognized as a
temple or monastery from the outside. Xan-Yae is rare in her
popularity, her followers are widespread across the Flanaess, quietly
working in the shadows, and publicly caring for those in the
twilight of life. It is this public face that gives Xan-Yae her
Flanaess-wide popularity, and in the shadows provides her with an
information network unmatched by all but a few. In secret, these
retreats also support an underground organization of stygian
Mindknights.29 The elite Ebon
Saints8 are barely known, but feared by those who do.
Kindly grandfathers, gentle grandmothers, terminally ill patients,
and severely wounded survivors unwilling to live with crippling
injuries are the recruits of this secretive order. They receive
specialized training and secret ceremonies which forcibly, if
temporarily, awaken advanced mental prowess, trading in what remains
of their lifespan. They perform a single deadly mission flawlessly;
in exchange for a loved one being well taken care of after they die.
Ebon Saints also count a few exceedingly rare Psychic and Cerebral
Assassins among their ranks. The Caradhaker8,
a loose organization of dwarven hunters, have a single goal: death to
all Illithid. As such they train both body and mind to an extreme
degree to specialize in hunting and slaying their hated foes in the
dark and winding tunnels of UnderOerth. While most people aware of
this group believe the dwarves originated this unique training
regime, a few are aware that the Caradhaker themselves claim to have
obtained their secret lore from a hidden source. The name Caradhaker
is actually a dwarven term meaning mind-stalker The Furyondy College
of War34, 35 is famed for producing stout warriors and
brave generals, but what is less well know, is that it also quietly
produces Psychic Weapon Masters29 and War Minds.8
The War Minds study an ancient text known as the Talariic Codex
learning tenants called chains of war, and thereby gain unique
abilities in combat. Most War Minds can be found as generals of
military forces, leaders of elite strike teams, or occasionally in
famous arenas actively honing their art via constant direct and
brutal combat. The Weapon Masters focus on a single weapon, mastering
the art of combat with it. They are found wherever conflict is
present. The Free City of
Greyhawk2, 3, 4 is the called gem of the Flanaess, and is
known for its many guilds. It is no surprise then that the Guild
of Jewelers and Gem-cutters3 contain a secret enclave of
Crystalsingers29 and Crystalmasters29. Other
guilds likewise have their secrets: the Guild of Architects and
Stonemasons3 have an eccentric Erbauer29 master
sculptor, the Guild of Apothecaries and Herbalists3 has a
Sangehirn29 and her two disciples, and in the Guild of
Ostlers and Brewers3 there is a certain tavern which is
also a secret front for the very well hidden Greyhawk School of
Psionics.36 Attempts at organizing a Guild of
Psionicists41 have previously met with resistance, though
less so in the last year or so. A few more years and this project may
see fruit. The Flanaess is
known for having numerous orders of knights, and those with the Gift
of Fate are not immune to the call of knighthood. The Knights of the
Floating Table37 is an Order focused on upholding truth
and justice, regardless of lineage or position, on all who accept the
influence of their unique power: Table of Mediation. This makes them
popular with the common people, but less so among the unethical or
ignoble. When not called upon to mediate between two disputing
parties, they patrol the highways and byways much like many other
orders of knighthood. The Order of the
Knights of the Silver Shield38, known for their unique
silvery shields which begin cloudy and grow brighter and more
reflective based on the valorous bravery, chivalrous conduct, and
noble deeds performed by the bestowed knights. When the shield judges
the knight has overcome an especially monumental challenge, they will
display a radiant golden star, the highest honor. The shields do not
permit themselves to be carried nor wielded by those who do not
uphold the principles of Order and Freedom. These knights are
typically based near the Crystalmist, Hellfurnace, and Lortmil
mountain ranges, escorting travelers near their forts to safety and
fighting against giants and other foes of Order and Freedom. The Society of the
Sanctified Mind40 is a branch of the church of St.
Cuthbert and was originally restricted to paladins, clerics, and
other combatants in good stead of the same. Under the helm of
recently appointed dwarf Commandant Albaric, who has opened the
society to all races and classes who believe in the mission and goals
of the society: to restrict the depredations of evil uses of
psionics; psionicists are actively recrited. While being able to
sense psionics is one of the minimum requirements to join the
Society, and thus almost all members have psionic potential, the old
guard remains highly suspicious of psionic users falling to evil,
causing divisions within the Society. The Church of
Sardior24, 29, 8 has gained recent popularity, to the
extent that most large cities have a branch and even the five Thanes
of Sardior between them have collected about half of the total
followers with many branches here and there. His dogma focuses on
acquiring knowledge, but not by studying dusty tomes. No, he prefers
to get someone else to read it and tell him all about it. His clergy
follow suit and are gregarious, skilled at conversing and
storytelling, and always seem to have the latest gossip. Having an
excellent eye for gems, combined with a striking lack of any
political agendas, they are popular guests at parties among the
wealthy and noble classes. The Hidden Houses9
are human transmigrators from another dimension, who fled an
apocalyptic demise of their home world. Once eight, now only six
houses are known to survive, they quietly seek to integrate and
survive in the Flanaess. They are pure psionicsts, thus are
mildly allergic to magic, being unable to use magical items, but able
to tolerate psionic items crafted by impure psionic artificers.
It is unknown if they used the Travel Stone network of the ancient
Mystic civilization 43, the same interdimensional Nexus
near the Ardi Forest that the Rhennee42 used, or arrived
through a rift of their own making.
Report prepared by:
Pard Shining
References
1 Scrying
the Ancient Races of Greyhawk, Canonfire 2
Greyhawk Adventures 3
Players Guide to Greyhawk 4 Guide
to Greyhawk Boxed Set 5
Glossography 6 The
Dragon #067 7
Dungeons & Dragons, Men & Magic, Volume I 8
Expanded Psionic Handbook 3.5 9
Complete Psionic, 3.5 10
Eberron Campaign Setting, 3.5 11
Dungeon #126 12
Dwellers of the Forbidden City 13 Manual
of the Planes, AD&D 14 Manual
of the Planes, 3.5 15
Complete Divine, 3.5 16 Fiend
Folio, AD&D 17
Dungeons & Dragons, Eldritch Wizardry, Supplement III 18
Monster Manual 3, 4e 19 The
Dragons Bestiary, Dragon #163 20 Needle 21
Dungeons & Dragons, Greyhawk, Supplement I 22
Dungeon Masters Guide II, 3.5 23 Dragon
#265 24 The
Dragon #037 25
Draconum Psionicus 26 Legend
of Sardior 27 Dragon
#174 28 Dark
Sun, Athas.org, Official 3e site 29 The
Minds Eye, web articles collection, 3.0 & 3.5 30 Queen
of the Spiders 31
Monster Cards 32
Thri-kreen of Athas, Greyhawk section, 2nd edition 33 Dragon
281 34
Steading of the Hill Giant Chief 35
Dungeon #117 36
Maldins Greyhawk, melkot.com, personal campaign 37 The
Complete Psionic Handbook, 2e 38 The
Knights of the Silver Shield, by Raymond MacDonald Alden, Copyright
1906 The Bobbs-Merrill Company Publishers 39 Dragon
#058 40 Lords
of Madness 41
Cityscape 42 Living
Greyhawk Gazateer 43
Dungeon #031
Posted: 08-10-2020 10:38 pm Masilda the Rhennee Seeress and the Werewolf King
Masilda the Rhennee Seeress and the Werewolf King
The barges of the Rhennee are ubiquitous along the Velverdyva and among them is perhaps no figure of more renown then Masilda. Her powers of divination are sought by merchants, princes, soldiers, sailors and adventurers of every hue. But her abilities come at a price for her visions show a true fate, most often dark and unavoidable . The path of the Ranger-Lord, Lokanth, of the Gnarley Forest whose destiny it was to inherit the mantle of the Werewolf King allowed for no alteration despite the visions and warnings of Masilda.
The dark and misted woods of the Gnarley hold terrors and secrets within their borders that are older than the coming of men to the Flanaess. Rangers watch the edges of these thick-forested valleys and thorn choked groves but within them time itself twists and turns among the ancient trees and most who enter never return. Lokanth lost his son to such a malignant section of wood along the northern run of the Gnarley, Wer-haunted and legendary among the rangers and the elves. In his desperation he sought the vision of Masilda and her words brought him no surcease only the telling of his fate which could not be changed. Posted: 08-09-2020 09:57 pm The Catacombs of Ptolemides - III
9a). At both of these spots marked in the corridor there is a large pool of dried blood. Between these marked spots on the map and location 9b there are smears and drops of blood streaked across the stone floor in the direction of area 9b.
9b). This area is layered with debris; wood that has been splintered, cloth torn into strips, even vegetation such as roots and wild vines. The debris is spread across the room and several feet thick. At a point near the center of the room a man's foot and lower leg is half buried under this mess.
If anyone pulls at this foot it will resist slightly then pull away revealing a foot with a leg severed a few inches above the knee. If the leg is pulled free or if anyone searches or disturbs the debris 2 swarms of baby giant ticks will erupt from their layered nest and attack. There are a total of 5 baby tick swarms within this room. After the initial 2 that attack, another 1 will form and attack whenever anyone disturbs the debris or tries to search.
If the debris is searched carefully, a long, messy and disgusting job, they will discover the upper body of a man in chainmail, a severed hand with a gold ring with ruby chips worth 10gp, a chipped and dulled longsword that radiates magic, which is -1 to hit but +2 to damage, and 32gp, 15sp and a small bag containing 5 uncut diamonds which appear to be cloudy crystals but are worth 50gp each.
New Monster: Tick, Giant (Baby Swarm) No. Encountered: 1d6 Size: S Movement: 25 Dexterity: 12 Armour Class: 9 Hit Dice: 5 No. Attacks: 1 Damage: 1d4 Saving Throw: 10 Morale: - Experience Points: 50 Treasure Class: -
A swarm of baby giant ticks represents 40 of these little monsters. Each is about 3 inches long and has 1hp. Any damage to the swarm represents the actual number killed in the attack.
Special: Fire will keep them at bay Piercing weapons do only 1hp damage per attack If reduced below 16 in number the swarm will dissolve and the surviving baby giant ticks attempt to skitter away.
10). This circular niche off the west side of the corridor contains a fountain and a small pool that is about 2ft high and the diameter of the niche. The water pours from a pitcher in the hands of a statue of a voluptuous naked woman. The water is collected in the circular pool at the statues feet. Followers of Lunaqqua will receive a blessing following their first drink of this water. This blessing will give them a +1 advantage in all dice rolls for the next 6 game turns. Subsequent drinking at this fountain will be refreshing but does nothing but dispel thirst.
Anyone desecrating this fountain (which includes attempts to damage it) will receive a curse of lycanthropy unless a save versus magic succeeds.
An overturned wooden bucket is at the edge of the stone pool.
11a). The door to this room is ajar. It can be barred from inside the room but no crosspiece is in evidence. It can be locked but the key is nowhere to be found.
11b). Three long tables are set side by side toward the center of this area. On each table is a nude body, two men and one woman. An overturned metal tripod and metal basin is near the west-most of the tables and half-burnt coals, now long cooled, have spilled from it. (The coals can be gathered and will burn for an hour, giving off a good deal of heat but very little light). Under the coals is a dagger made from a chunk of obsidian and wrapped with leather. It radiates magic if detected.
New Item: This is a Dagger of Mordezzan. It is a +1 magic weapon, but its main use is in the creation of animated skeletons and the production of Skins of Mordezzan. The dagger can make incisions in dead flesh that when complete will animate up to 3 skeletons per day. These skeletons will be at the command of their creator, except they will take no actions against a follower of Mordezzan who wears a Skin or bears the symbol of Mordezzan. A follower of Mordezzan who is a cleric or necromancer may wrest the command of these skeletons if they are of higher level.
New Item: The Skin of Mordezzan is the specially prepared skin of a sacrificial victim. It radiates evil and is worn by a follower of Mordezzan granting him the same armour class as that of leather armour, provides +1 to saving throws, and protection against paralysis, cold based and charm spells and abilities. Arcane markings are placed on the victim's skin, then they are submerged in a vat of enchanted liquid, then a Dagger of Mordezzan is used to remove the skin. Anyone trying to wear a Skin of Mordezzan who is not a follower must save versus poison of suffer 1d6 hp damage per combat round (save for half damage) and will suffer 1d6 hp damage per combat round until such a save is made even after the suit is removed. (Only 1 saving throw is necessary once the Skin is removed, but a save must be rolled each turn the Skin is worn.
A giant tick sits on top of the man's body on the center table. It has been poisoned while trying to drain the body. The tick is at half-hp and -1 to hit and damage. The bodies of 4 dead giant ticks are scattered around the floor north of the tables.
If anyone examines the bodies they will find arcane markings on the flesh that a necromancer will recognize as part of a ritual to animate the dead. Each body has bone deep incisions and it would take little effort to remove the skeletons from the surrounding flesh.
11b). A set of spikes on the east wall holds 7 human skins. These are completed Skins of Mordezzan. No trace of internal organs or bones are in evidence.
11c). The drained and dry body of a man in a dark blue robe is crumpled here. If searched it is revealed that he wears a Skin of Mordezzan beneath his robe, but it is damaged beyond repair showing many knife wounds in the back and head of the Skin and the man almost completely severed, hanging together only by the skin at the back of the neck.
12). The west wall of this room is lined with skeletons who stand motionless until someone approaches within 20ft, opens the northern doors or who attacks them from a distance. There are 9 skeletons lined up in two rows facing the west wall. In each of their hands is a human thigh-bone, one end spiked with nails, which they use like a spiked mace, damage 1d6. A stack of boxes three high is on the north wall and the south. Each box contains 2 skeletons. These will attack if the crate is open. These skeletons will obey the commands of anyone in a Skin of Mordezzan and will not attack anyone showing a symbol of Mordezzan.
12a). This door is shut but not locked. It can be barred from inside the room. The wooden crosspiece is on the floor near the door.
12b). This door is shut but not locked. It can be barred but no crosspiece is in evidence.
13). There is a large vat in the center of this room 5ft high and 10ft in diameter. The walls of this room are set with iron spikes and the bodies of 12 men are hanging upside down from the spikes. Each has been marked with arcane symbols and the sign of Mordezzan. Their bodies show lines of deep incisions head to toe.
An iron chain hangs from a pulley above the vat. Inside the vat is a thick, dark liquid that radiates magic if anyone detects such. The liquid is a primary ingredient in creating a Skin of Mordezzan, and a flask of it would be worth 5gp to an alchemist, Necromancer or seller of spell components. There is enough liquid in the vat to fill 1,000 flasks.
If anyone peers into the vat an Undead Minion of Mordezzan will reach out from the liquid and try to first grapple with the character then drag them into the vat. If this is successful the character will be attacked by 5 Undead Minions of Mordezzan
If the attempt to grapple the character fails, all 5 Minions will burst from the vat, pulling themselves over its edge and attack.
At the same time the Minions attack the bodies on the wall will begin to writhe and shake. In 2 combat rounds 5 of the bodies of the wall will have had their skeletons pull free of the flesh that surrounds them. They will drop to the floor and attack. 2 combat rounds after that 5 more will pull themselves free and 2 rounds later 5 more till a total of 15 skeletons have left their skins hanging on the walls. The empty skins are not yet enchanted and are merely dead flesh.
New Monster: Minion of Mordezzan Undead Type 3 No. Encountered: 1d6 Alignment: Lawful Evil Size: M Movement: 40 Dexterity: 10 Armour Class: 7 Hit Dice: 2 No. Attacks 3(Claw/Claw/Bite) Damage: 1d3/1d3/1d6 Saving Throw: 15 Morale: 10 Experience Points: 41 Treasure Class: S,T
Minions of Mordezzan are similar to ghouls but lack the ability to paralyze their prey. At one time they were loyal members of the Mordazzen cult and wore sacred Skins of Mordezzan. Upon the death of the cultist this Skin bonds with their own flesh and they rise after a short time as an undead Minion of Mordazzen.
Special: Immune to poison, paralysis, fear and cold-based attacks Protection from evil holds them at bay
14). This chamber has walls covered in torn, blood spattered and shredded tapestry. 2 of these hangings have gold thread woven into them and are worth 25gp each, even in their mangled condition. In the south-west corner is a pile of broken wood made up mainly of chairs but some larger furniture of unknown type as well. Along the north wall there is a table, swept clear but covered in dried blood, as is the floor around the table. Against the east wall there is an overturned and smashed cabinet. Mixed in with the cabinet are torn books and scrolls and broken glass.
If the cabinet is searched there is a 50% chance that a hidden drawer at the bottom of a splintered shelf will be found. The drawer is locked and a thief can attempt to pick it. If the secret drawer is smashed open the two glass vials in will be smashed.
The drawer contains 2 potion vials and a small spell book. Potion #1 is of Healing Potion #2 is of Fire Resistance
The small book holds 3 spells; Animate Carrion, Extermination, and Skeleton Servant.
14a). A bench runs along the south wall of this alcove. Huddled against the east wall on the bench are two figures in blue robes. If approached closer than 10ft these 2 Undead Minions of Mordezzan will attack. If attacked from a distance they will also attack.
14b). This alcove at the south end of the main room is hidden from casual view by a torn tapestry. There are pegs running down the west wall and 5 dark blue robes are scattered beneath them on the floor.
Most noticeable is the Undead Minion of Mordezzan, stripped of its blue robe and nailed to the south wall with iron spikes. The creature is at only 5hp but is still animated and struggles to free itself.
15). This door is locked and barred shut from the east side of the door. A glyph has been carved into the wood of the door. If shown around the city above it will be found out that it is the mark of Ptolemides Thieve's Guild, but such questions will be noted and the Thieve's Guild will be informed. Posted: 08-08-2020 08:35 pm The Catacombs of Ptolemides - II
2). The center section of this hall is blackened from a recent fire and there are also signs of battle, but one that happened long enough ago for the stink of burning flesh to have faded to a mere memory.
2a). The secret door at this location has been made to look like part of the wall, but it is partially ajar and anyone searching this area will have a +1 chance of noticing it, while any thief passing within 10ft will have the same chance at detecting the secret door as if they had performed a search. If a thief actively searches for a secret door at thus location they will automatically find it.
The door opens inwards away from area 2 but pushing at it will not open the door, It will take a combined strength of 25 to move door and then it will only open wide enough for 1 person to squeeze through at a time. What anyone slipping through the door encounters is described in area 5.
2b). This secret door is fully open. If shut it is undetectable with the wall and will latch itself closed. It opens inward to the small room and can be opened or closed from the inside. The latch can be picked, or magicked open, or forced with a test of strength, or battered down if 300hp damage is inflicted on the door.
2c). In this area there is a wide burnt space centered around a smashed lantern. Within the burned area are the bodies of 3 dogs and a man. They have all been rat-gnawed and what remains of them has been crisped by the fire.
If searched the man's body has a fire-blackened dagger in his fist and a shortsword in a serviceable sheath beneath him. The remains of his belt, again underneath his body, has a set of thieve's picks and tools in a leather case attached.
The pack he wore was burnt by the fire and gnawed apart by rats. If it is touched it can be lifted waist high before coming to pieces and the contents spilling out on the floor. Inside the pack is a congealed pile of twenty lead sling bullets which can be picked apart and reused, a hammer with a charred handle that will snap at the head if used, 12 iron spikes, a knife in a gnawed leather sheath, 12gp, 23sp, 18cp (once in a small pouch but now loose. The entire mess will come cascading down and scatter across the floor. This may, at the DM's discretion, attract the creatures from area 4.
3). The stairs from all 4 entranceways to this area lead down in the direction of the map arrow so that the floor of this chamber is 15ft lower than the surrounding halls and passages. The roof is also higher and angles upward to meet a single, large beam in the ceiling. From floor to roof is a 40ft distance.
Hanging from the ceiling beams are 3 giant ticks. 1 tick will drop upon the first person to pass more than 5ft into the room from any of the sets of stairs. The other 2 giant ticks will leap down the following combat round. All 3 ticks will jump down if attacked.
In the corner along the west wall is a pile of debris which includes the carcases of 2 dogs, sucked dry of fluids by the ticks, as well as the drained bodies of several giant rats. The exoskeletons of 5 giant ticks are also scattered among the debris.
While the ticks possess no treasure their exoskeletons are worth 5gp each if sold to an alchemist or dealer in spell components. Each exoskeleton is 3ft in diameter and weighs several pounds.
4). This room may once have been used for storage and along the west wall can be found the broken staves of barrels as well as their rusted iron bands, broken bottles and glass fragments. If someone sifts through this they will find 1 unbroken bottle of lamp oil.
More recently this room appears to have been used as a campsite. There are half-a-dozen blankets and bed rolls spread out along the south wall and some gear such as armor, cloths and weapons along the east wall. If anyone approaches the south wall they will see that 3 of the occupants are still wrapped in the bedding. On close examination, within 10ft, it will be apparent that the occupants are long dead, their faces dried and withered.
These 3 adventurers have, at some past time, succumbed to wounds received from zombies and are now zombies themselves. They died while sleeping and were abandoned by their comrades. When inactive they return to their bedrolls and attempt to find the sleep they are now denied.
If anyone comes within arm's reach of any of the bodies the corpse's eyes will flash open and the zombie will attack. If attacked themselves they will awaken and attack. Loud noise may also rouse these zombies and they may proceed into area 2 to investigate.
The zombies themselves are wearing only the clothes they had on when they died. Their gear and weapons, that were unwanted by their comrades, were left piled against the east wall.
In this pile can be found 3 dagger and sheaths, a hand axe, a halberd, scale-mail sized for a large man, chainmail sized for an average man, a helm, a shield, 2 backpacks.
Backpack #1 contains: A skin of spoiled wine, trail rations which are now a hardened rotten lump, a small throwing dagger in a sheath (+1 to hit if thrown due to exceptional craftmanship, non-magical), 50ft of tightly coiled rope, a half-dozen iron spikes and a small mallet.
Backpack #2 contains: A flask of whiskey, rotted trail rations, a set of prayer beads, a pair of thick gloves such as a smith might use (non-magical but helpful when dealing with sharp or hot objects) a polished steel mirror in a soft cloth bag, and at the very bottom, a small gold signet ring worth 15gp, but if asked about in the environs of Ptolemides it will be discovered that the crest is of a local family and a 100gp reward is offered for its return.
5). This good-sized room may once have belonged to watchmen of servants. Its most recent use has been as a nest for giant ticks. A large fire was set in its center and the cracked and worthless exoskeletons of a dozen ticks are scattered among the ashes.
The west door is shut but unlocked. Both this door and the southern secret door can be barred shut, but the crossbeams to both are missing.
5a). The bodies of several dogs are jammed against the southern secret door. These dogs have been dead for some time but were obviously killed by sword or axe. There is even a broken arrow head lodged within one body. If the bodies are removed the door opens and closes without problem.
6). There is a 3d6 chance of encountering 2 giant ticks battling 5 wild dogs when entering this juncture for the first time. These animals will battle each other or any other creature that enters the fray. If 2 of the dogs are killed the remainder will run for the northern passage (and then east if followed). The ticks will battle to the death.
At any future time entering this juncture there will be a 1d6 chance of encountering a single wild dog which will immediately run away up the northern passage or on a roll of '2' or '3' on a d6, the chance of encountering a pack of 6 wild dogs that will attack the party and retreat to the north if half their number are killed. This encounter can happen again and again unless the source of the wild dogs is discovered and actions taken to prevent further attacks.
7). This long hall is filled with long niches cut into either side of the passage. Each niche contained the body or bodies of the dead, but that was long ago and now only the fragmented remnants of those bodies can be found. Fire has scorched this long hall and ash and bone fragments are brushed up against either wall though a clear trail down the center of the floor shows recent use.
This hall has become a resting place for giant ticks.
7a). At each of these points 1d3 giant ticks are located within the niches. These ticks have all filled themselves with the blood and precious bodily fluids of their many victims, rat, dog, human, etc... and are slower to react than their more hungry kin (-1 to surprise rolls). They will still spring out and attack anyone passing in the hall or examining their niche, as will any ticks in an adjacent 10ft section.
7b). Someone dropped a heavy wooden box at this point. The lid has snapped and the box was overturned. If a 30ft area of hall is cleanly sifted 312cp, 31sp and 3gp can be found among the thick ash and bone fragments.
8). 2 giant ticks have taken up residence in this area. The will lurk around the corner near the ceiling opposite whichever way the party is approaching. If undetected they will attack the last person in the group to pass near to them. Posted: 08-07-2020 05:18 am The Catacombs of Ptolemides- I
Continued from Clark Ashton Smith - Some Ideas and Descriptions from his Stories - 6a
The Catacombs of Ptolemides
Rooms and passages in the catacombs normally have ceilings roughly 10 feet overhead and sconces or holders where torches or lanterns can be set, but are no torches or lanterns will be found unless specifically mentioned. Light must be provided by the player characters otherwise the catacombs are lightless black (unless the described areas mention illumination).
The initial area is formed from carved stone with wooden supports for the typical entranceway.
1). The platform that the characters are standing on is circular and a little over 20ft in diameter. Large torches (taking two hands to hold) are set around the edges of the platform in metal standing brackets welded to the platform. These torches will burn for a full hour before guttering and going out. A slow but continual circulation of air bends the flames from the torches slightly to the west.
As the platform nears the last 10ft to the floor the PC's will see skeletal bodies in ancient armor affixed to the north, south and east walls. Iron spikes are set into each 10ft section of these walls the bodies of these long dead warriors have been thrust upon the spikes with enough force to pierce the ancient verdigris encrusted chest plates they all wear.
Several large mallets, some of wood, and some shaped from human thigh bones, are scattered near to the walls, and these can be used to beat upon the armor of the dead hanging upon the walls. If hammered for more than three combat rounds this noise will alert Tomeron's servants who man the winches above and they will begin to draw up the platform. If the room is dark a circle of light will appear 50ft above as the iron cover is first lifted before the chains take up the slack and the platform begins to rise. It will be several combat round before the platform begins to rise after the winches begin to turn but then the platform will be drawn up 10ft every 3 combat rounds. No amount of shouting will get Tomeron's servants to stop or bring the platform back to the ground once they have begun drawing it up, unless it is the command of Tomeron himself.
If anyone begins beating on one of the chest plates, tries to remove the armor or searches the bodies, a normal sized rat (stats as per the ASSH rulebook) will leap from the mouth of the dead body and attack. 1 combat round after this attack, 6 rats will begin to pour from the various bodies and attack the PC's. 6 more will appear the following combat round, and finally 6 more after that in the next combat round for a total of 19 attacking rats.
If more than 8 of their number are slain the rats will flee toward area 1b where a rat-hole has been gnawed at the bottom of the secret door.
The 20th Rat
There is one rat that will not take part in the combat but will be the last rat through the hole at area 1b. If it is attacked it will continue in its attempt to flee. If it is slain and the body examined it will be revealed as some type of autonomaton formed of wood and metal enclosed in the pelt of a rat.
*Clockwork Scout No. Encountered: 1 or 1d6 Alignment: Neutral Size: S Movement: 15 Dexterity: 12 Armour Class: 4 Hit Dice: 1 No. Attacks: 1 Damage: 1d4 Saving Throw: 17 Morale: - Experience Points: 15 Treasure Class: -
Clockwork Scouts are part of a mechanical species developed during the height of Hyperborean civilizations in ages past. They have survived and can be found mainly in the ruins of Hyperborean centers of learning and sorcery.
Clockwork Scouts have a rudimentary sentience but what will and independent thought they might have is subsumed by the greater purpose and willpower of more powerful members of their species. They have no known language but can somehow communicate all the have seen, heard and experienced to there more powerful Clockwork beings.
Each clockwork scout is shaped into a skeletal version of a small animal and covered with such creatures fur, flesh or hide.
While a Clockwork Scout possess no treasure of its own their non-functioning bodies can be worth from 10 to 50gp depending on the type of damage. A function Clockwork Scout is easily worth over 250gp.
*The Clockwork Scout is from Frog God Games 'The Tome of Horror Complete S&W version' though slightly altered for my Astonishing Swordsmen campaign.
1a). The dead body of a mangy dog is crumpled in the upper corner of the south facing passage. It is a thin and rat-eaten corpse, mainly skin, hair and bone. If closely examined a fragment of blue cloth can be found in its clenched teeth.
1b). This is a secret door that has been well-crafted to appear as a section of the north wall. It even has one of the old dead bodies and an iron pike set into it. At the bottom edge of the door the rats have gnawed a small hole. If a lightsource such as a bullseye lantern is directed through the hole a space or chamber can be seen on the otherside.
The door is stoutly build and an iron bar is set in place. It will take at least 300hp of damage to batter down the door. Any noise may attract a wandering monster but will not in itself signal for the platform to be raised.
(To be continued...) Posted: 08-06-2020 02:29 pm Clark Ashton Smith - Some Ideas and Descriptions from his Stories - 6a Clark Ashton Smith - Some Ideas and Descriptions from his Stories - 6aSPOILER WARNING!
If you have not read this story TURN BACK NOW! or risk losing forever the unspoiled appreciation of Clark Ashton Smith's prose.
Inspired by the rules and setting of the Astonishing Swordsmen and Sorcerers of Hyberborea boxed set and the discussion of the same on the OD&D Forum I have started sifting through my collection of Clark Ashton Smith for ideas.
6a). The Epiphany of Death (Written January 25, 1930)
Ptolemides, Catacombs of [PLC] Ptolemides, City of [TWN] Tomeron [NPC]
"Somehow, Tomeron seemed never to belong to the present; but one could readily have imagined him as living in some bygone age. About him, there was nothing whatever of the lineaments of our own period; and he even went so far as to affect in his costume an approximation to the garments worn several centuries ago. His complexion was extremely pale and cadaverous, and he stooped heavily from poring over ancient tomes and no less ancient maps. He moved always with the slow, meditative pace of one who dwells among far off reveries and memories; and he spoke often of people and events and ideas that have long since been forgotten."
"I cab readily recall, however, the studies to which Tomeron had devoted himself, the lost demonian volumes from Hyperborea and Mu and Atlantis with which his library shelves were heaped to the ceiling and the queer charts, not of any land that lies above the surface of the earth, on which he pored by perpetual candlelight."
"He maintained that life and death were not the fixed conditions that people commonly believed them to be; that the two realms were often intermingled in ways not readily discerned, and had penumbral borderlands; that the dead were not always the dead, nor the living the living, as such terms are habitually understood."
"Carrying torches, we left the mansion of Tomeron and sought the ancient catacombs of Ptolemides, which lie beyond the walls and have long been disused, for there is now a fine necropolis in the very heart of the city. The moon had gone down beyond the desert that encroaches toward the catacombs; and we were forced to light our torches long before we came to the subterranean adits; for the rays of Mars and Jupiter in a sodden and funereal sky were not enough to illumine the perilous path we followed among mounds and fallen obelisks and broken graves. At length we discovered the dark and weed-choked entrance of the charnels; and here Tomeron led the way with a swiftness and surety of footing that bespoke long familiarity with the place."
"Entering, we found ourselves in a crumbling passage where the bones of dilapidated skeletons were scattered amid the rubble that had fallen from the sides and roof. A choking stench of stagnant air and of age-old corruption made me pause for a moment but Tomeron scarcely appeared to perceive it, for he strode onward, lifting his torch and beckoning me to follow. We traversed many vaults in which mouldy bones and verdigris-eaten sarcophagi were piled about the walls or strewn where desecrating thieves had left them in bygone years. The air was increasingly dank, chill and miasmal; and mephitic shadows crouched or swayed before our torches in every niche and corner. Also, as we went onward, the walls became more ruinous and the bones we saw on every hand were greener with the mould of time."
ADVENTURE IDEAS
The Catacombs of Ptolemides
The city of Ptolemides was once a proud Hellenic City-State, but after the advent of the Green Death it shrank to less than half its previous population. Of that half only the ruling elite and the King's guards are pure Hellens. The rest of the city is a mix of various races, the bulk of whom are common men of a hodge-podge heritage. The only recognized temple is of Apollo, though its following is small, but all the gods have their worshipers, their shrines and their hidden temples.
Within the city only the sections near the outer gates and the central citadel are occupied, while entire quarters are abandoned and walled off, for Ptolemides is also a city of the dead.
When the Green Death came it swallowed the city whole and only those within the citadel survived. These survivors were overwhelmed by the number of the dead, and in houses, manors, tenements and even the streets, the bodies were left unhallowed to putrefy and rot. But these unshriven spirits soon began to walk, to haunt the dead quarters of the city, and to prey upon the living.
Gates were shut, all entrances to these dead quarters walled off, closed and guarded. The priests of Apollo joined the city guard in a desperate attempt to drive back the dead. Then, more welcome than they have ever been, came the necromancers, and the greatest of these was Tomeron.
When Ptolemides was first settled, when the foundations stones were first set, these early Hellens found the catacombs, and what they believed, perhaps rightly, was the entrance to the underworld, the land of the dead. These passages were old and endless, already filled with tombs and ancient bones and passages that went deep into the earth. For generations the bodies of the dead were placed reverently within vaults and mausoleums and niches cut into the walls. Over time the nearest of the passages were filled, and the tunnels were followed further and further while a slow sense of evil and darkness crept nearer, and the dead were no longer left undisturbed.
A great necropolis was built at a small distance from the city and the catacombs of Ptolemides were sealed. The Green Death came, and the dead walked, and then came the necromancers, and with them Tomeron.
Tomeron has unsealed the catacombs and from the abandoned manor where he now lives, in a dead quarter of the city, he directs others; magicians, thieves, priests, fighters, adventurers, fools, to do his bidding and search the catacombs. Of what is brought back to the surface Tomeron has his tithe, but always he seems disappointed, as if what he is truly looking for is never found.
NOTE: Here begins my conversion of TSRs 'Legendary' boxed set, the Ruins of Undermountain. I will just be using the maps for the most part (because my cartographic skill is so poor) but I've always loved this particular dungeon crawl and it will be a pleasure to convert for my Astonishing Swordsmen campaign.
Tomeron, as I plan to use him, is a high level Necromancer. Ptolemides, a small human city, old, but not as ancient as Kor or Khromarium.
Reaching Tomeron's manor is best done in daylight. What was once the artisan's quarter of Ptolemides is now a walled and guarded ruin. Only one gate into the quarter is left open, though rumors say that the Guild of Thieves knows of a secret way.
A small fortress has been built before the gate to this quarter and a toll of 5gp per person is collected to let anyone inside. A toll of 20gp per person is collected to let anyone back out again, and a tax on any treasure of 1 coin, armor, weapon, or valuable, is levied by the king.
There are three gates and a wide circular tunnel that lead to this dead quarter. The outer gate within the fortress will first be opened and as the party approaches the 2nd gate, this outer gate will be closed. Then the 2nd gate will be opened and when the party reaches the gate to the dead quarter, that gate too will close. Finally this 3rd gate will open and the party will be allowed to enter what was once the Artisan's Quarter.
If anyone wants out there is a bell that can be struck near the gate and a basket will be lowered from the wall to collect the 20gp return fee. After dark the guards will ask for extra coin to allow escape from this quarter, and some will not respond at all, preferring to lock and bolt their doors rather than face what might be ringing the bell.
Once outside the small fortress a returning party will be lead to a counting house next door to the fort and there the tax will be levied.
Shops catering to adventurers have sprung up on the avenue leading to this gate and a large inn called 'The Dirge' sits on the far corner from the fortress. It is common for a last drink to be bought here before entering the gate and all manner or business is transacted within this tavern. Hirelings hired, rumors gathered, notices left and what-not.
The dead quarters of the city are very grim and dangerous places, and Tomeron's is no exception. Most buildings are in ruins and many are unpleasantly occupied. rats, bats, vermin and spiders infest these buildings, as well as all manner and kind of undead. The main street is kept warded, at least during the day, but at night the undead roam and there is little shelter to be found.
Several necromancers do live within this quarter and far down its streets can be found an almost-palace that is their guild hall, but these buildings are guarded and sturdy and do not welcome visitors.
Tomeron, on the other hand, welcomes adventurers at anytime. His manor is in a large walled compound three blocks from the gate. The doors to his house are always open and lead to a large entrance hall. Tomeron himself will come to greet all those wishing to journey to the catacombs.
Inside this hall is a large staircase leading to a dimly lit upper floor, but the players will not be invited to see it more clearly. On its balustrade sits a pair of gargoyles, perhaps mere statues, but their unmoving features are grinning and malevolent. A half-dozen uniformed footmen are nearby, pale men with the stench of carrion about them, and the black beneath the stairs seems filled with something more awful than darkness.
To the left of the entrance-way is a set of double-doors. These open to a long, wide passage that turns and turns as it leads down, and finally comes to a broad square room. A quick estimates shows a ceiling vaulting out of site, and a room at least eighty feet wide as it is eighty feet long. Some tables and chairs are at the north end, at its center is a large round pit covered by an iron plate. Massive chains lead from the plate to four crank mechanisms spaced evenly around its sides.
"I take one coin in five and such items, jewels, gems and such-like as take my fancy. No more than one in three. If you agree and are prepared, that is your way to the catacombs," Tomeron points to the pit and the iron plate which covers it.
If the party agrees and wants to proceed Tomeron will speak a sharp command and four tall and heavily scared men will approach the cranks and begin raising the iron plate. Suspended by chains beneath the plate is a platform. Once the iron plate has reached the ceiling the platform will be even with the edge of the pit and a panel will be extended to act as a bridge. Once the party is on the platform the panel will be removed and the platform lowered into the pit.
Tomeron will call down to the party, "From here your adventure begins. Beat upon the armor of the dead to signal your return." Posted: 08-05-2020 04:41 am Clark Ashton Smith - Some Ideas and Descriptions - 5c
2nd Floor
1). The smell of burnt flesh is pervasive through this area. The ceiling is nearly fifteen feet high.
1a). Stairs going up to the Top Floor. Only a dull greenish light illuminates the top of the stairs.
1b&c). Stairs going down to the First Floor. This stairwells are unlit and are dark as a tomb.
1d). This area is lit by a burning flame held in the palm of a huge statue of a demonic bat-like creature which stands at the center 10 foot section of the south wall. Around the floor are scattered remnants of a hasty camp. A roll of bedding with blood stains, some scattered food (enough for 1 days rations if gathered up and the consumer is none to particular in what they eat) and a broken bone amulet of Pictish design (once this allowed control of the flesh automaton's on this level of the dungeon and the one outside the temple at the top of the stairs. It has been destroyed by acid and physical damage).
The statue stands 10 feet tall with sweeping wings sculpted up to the 15 foot ceiling. The face of the statue displays an evil grin and one large red gem (1,500gp value) the size of a fist. The left eye-socket of the statue is empty and weeps a dark viscous (and flammable) goo that has run down the face and body of the statue (and hardened to the body like a stream of wax down a candle but of a consistency more like clay). The right eye holds the gem.
At the clawed feet of statue us a charred corpse, its arm outstretched ending in a fingerless palm.
If the body is searched, a fairly disgusting process, a set of thieves lock-picks will be discovered hidden cunningly inside the belt.
If the gem is pried from the statues eye-socket a loud click will be heard and a stream of burning goo will be projected in a stream 10ft long from both eyes, while at the same time, a cloud of flammable gas will exhale from the statue's mouth and fill a 10ft diameter sphere directly in front of the statue. The cloud of burning gas will inflict 2d12 damage (1/2 dmg if saved against) to anyone within the area, while the burning goo will inflict three rounds of burning damage (again, 1/2 damage if saved against) to anyone caught buy the discharge. 1d12 the first combat round, 1d8 the second and 1d4 the 3rd. Only the first rounds damage can be saved against and items may, at the DMs discretion, on the burning victim, may also need to a saving throw or be destroyed or damaged.
The goo dripping from the eye or eyes can be collected. About enough to coat 3 arrowheads can be collected in an hour or 6 in an hour if both eyes are now leaking the goo. If exposed to air for more than an hour the goo dries, though this clay-like substance will also burn and about a 1lb of it can be scraped from the body of the statue.
2). This hall is composed of 10ft alcoves sealed off with a greenish crystal. Each crystal wall is strong enough to withstand 10,000hp damage before shattering. within each alcove can be seen the unmoving body of an Elder Thing.
Upon opening the door from area 1 the players are presented with a scene of horrific carnage. The bodies of two Elder Things have been torn limb from limb (though some body parts are missing). A thick, dark red blood is spattered across walls and floor. From area 2b comes a steady pounding noise.
2a). This shattered alcove is empty except for a covering of crystal shards. These shards are a natural bane to all shoggoth and shoggoth-like creatures. They can be used as sling stones and will act as magic +2 to hit/damage sling stones if used against such creatures, though they will do no or little damage to normal creatures. In addition, the possession of 5 or more of these fragments will act as a +1 item of protection against shoggoths and related creatures.
2b). From this location comes the steady pounding of 2 flesh automatons as they relentlessly assault the wall of greenish crystal. They have already caused over 9,000hp damage against this wall and it will shatter in 1d10+10 minutes. Upon shattering it will release an Elder Thing and both flesh automatons will immediately attack the creature.
If interrupted in either attacking the wall or the Elder Thing, both flesh automatons will turn and attack whoever interrupted their actions (ignoring the useless attacks of the Elder Thing), and continue attacking anyone on this level, before turning back to their assault on the wall or the Elder Thing.
The Elder Thing will attack anyone within reach and will attack and pursue them till it is destroyed or prevented by some other means.
2c). As per 2a except that among the crystal shards within the alcove may be found a hand-sized five-pointed object of dark green soapstone. This object acts as a +3 item of protection against shoggoths and shoggoth-like creatures.
2d). This alcove appears empty but behind the crystal wall is a portal that leads to a hidden vault deep within the Spiral Mountain Array. (The vault is merely a 100ft by 100ft space until the key to its exit can be found, which is not yet available in this adventure). If the wall is shattered a stream of Elder Things will pour out, one every combat round, if they can force themselves out of the alcove. 20 of these monsters will come pouring forth, the last will bear a malfunction crystal-tipped iridium rod of the Great Race. After 1d6 uses the rod will emit a crackle of blue electric light for 3 combat rounds then explode, disintegrating everything in a 20ft diameter sphere.
2e). This is a massive gelatinous cube that fills the hall and stretches some 70ft end to end. It still attacks as a 4hd monster but has 10 times the hit points of a normal cube (not really a cube then is it?). It usually circles the corridor endlessly and is fed by sacrifices by the ape-men. It has 3 times the normal treasure (the ape-men are not very thorough when looting their sacrifices). Currently the monster is cowering in this corner of the hall after having about 30% of its mass destroyed by magical attacks and suffering a violent bout of indigestion (see 2f).
2f). At the center of this gelatinous cube is suspended the body of a flesh automaton. It was swallowed before orders could be given and it is a sort-of standby mode. If freed from the cube it will attack anyone within sight, nearest first, and pursue them anywhere within or without the temple until destroyed.
(To be continued) Posted: 08-04-2020 07:51 pm Clark Ashton Smith - Some Ideas and Descriptions from his Stories 5b
Tsathoggua
"...we forthwith started to explore a left-hand avenue, which, though it had been laid out with mathematical directness, vanished at no great distance among the fronded trees. Here, somewhat apart from the other buildings, in a sort of square that the jungle had not yet wholly usurped, we found a small temple of antique architecture which gave the impression of being far older even than the adjoining edifices. It also differed from these in its material, for it was builded of a dark basaltic stone heavily encrusted with lichens that seemed of a coeval antiquity. It was square in form, and had no domes nor spires, no facade of pillars, and only a few narrow windows high above the ground. Such temples are rare in Hyperborea nowadays; but we knew it for a shrine of Tsathoggua, one of the elder gods, who receives no longer any worship from men, but before whose ashen altars, people say, the furtive and ferocious beasts of the jungle, the ape, the giant sloth and the long-toothed tiger, have sometimes been seen to make obeisance and have been heard to howl or whine their inarticulate prayers."
"...the black interior of the temple yawned before us, and from it there surged an odor of long-imprisoned mustiness combined with a queer and unfamiliar fetidity."
"...the place was paven with immense quinquangular flags of the same material from which its walls were built. It was quite bare, except for the image of the god enthroned at the further end, the two-tiered altar of obscenely figured metal before the image, and a large and curious-looking basin of bronze supported on three legs, which occupied the middle of the floor."
"I had never seen an image of Tsathoggua before, but I recognized him without difficulty from the descriptions I had heard. He was very squat and pot-bellied, his head was more like that of a monstrous toad than a deity, and his whole body was covered with an intimation of short fur, giving somehow a vague suggestion of both the bat and the sloth. His sleepy lids were half-lowered over his globular eyes; and the tip of a queer tongue issued from his fat mouth. In truth, he was not a comely or personable sort of god, and I did not wonder at the cessation of his worship, which could only to have appealed to very brutal and aboriginal men at any time."
"What unimaginable horror of protoplastic life, what loathly spawn of the primordial slime had come forth to confront us, we did not pause to consider or conjecture."
ADVENTURE IDEAS (Continued from 5a)
As the drums begin to beat scores of ape-men rush from the surrounding ruins. A group of eight with an alpha male leading run toward the stairs. It will take them no more than to melee rounds to cross the stones paves of the square and reach the bottom of the stairs, and only another melee round to rush up them and engage anyone at the doors at top.
NOTE: After the first group has begun their charge other small groups of 1d6+6 ape-men (with a 25% chance of an alpha male leading them) begin to make their way behind them or pull themselves up the walls on all side. As an example, for the first 11 melee rounds ape-men will rush up the stairs or make their way around the sides of the ziggurat ever other melee round, 5th round, 7th round, etc... and on the 9th melee round since the ape-men first charged the stairs, a group of six and an alpha male will climb to the top of the ziggurat above the doors and be able to jump down on the next melee round.
NOTE: These ape-men need make no morale cheeks and are immune to any charm spells. The are already under the complete swat of Xathoggua.
If anyone makes it inside the top floor, after opening or smashing down the doors, they will find that the ape-men will not enter. If the entire party is inside the top-floor room the ape-men will disappear from view, moving down the stairs, around the corners of the walls, or peer down from the roof above. Anyone steeping beyond the doors or sticking their head out will be pelted with 30+ thrown stones each melee round for three rounds and then attacked by a rush of ape-men. In no case will an ape-man step within the temple and any that do will go wild, frothing at the mouth, and then collapse in a shuddering semi-conscious heap. Such ape-men will only awaken if they are brought outside the temple or at the sound of a gong being beaten somewhere below (this will be dealt with in a future post).
Top Floor
The interior of the top floor is dank and slimed with a glowing greenish substance that has the smell of rotting vegetation and a slightly acidic quality that will burns the skin and stains and disfigures cloth and hide. It does add enough light to see within the chamber if there is no other illumination.
1a-1g are pedestals with what appear to be iron statues (or broken fragments of iron statues) of humanoid appearance. Each is of a warrior though their shape is slightly disturbing, legs appear too long, the chest narrow and sunken, the arms oddly jointed and the fingers numbering more or less than a humans. Such faces as can be seen are a strange combination of toad, bat and giant sloth. Each statue is exactly detailed and the work masterful, though slightly horrific and bizarre.
It can easily be seen that each of these statues have received severe damage, and several have been almost completely destroyed, and one appears to be missing. A closer look shows that they are covered with slowly moving fragments of metal as if they were swarmed by some infestation. A few moments will reveal that these fragments are minding the fragments, rebuilding the missing pieces and reconstructing each damaged statue.
These statues are a new creature for my campaign.
The Iron Men of Xathoggua
No. Encountered: 1 Alignment: Neutral Size: M Movement: 20 Dexterity: 5 Armor Class: 4 Hit Dice: 8 No. Attacks 1 (Plus Special) Damage: 3d8 Saving Throw: 11 Morale: - Experience Points: 4,000 Treasure Class: -
Constructed by Hyperborean sorcerers in the distant past, the Iron Men of Xathoggua are similar to automaton's of iron. Each is dedicated to Xathoggua and can be commanded by the deity at will (overriding any other commands). Each Iron Man is constructed by a single priest of Xathoggua and controlled by a scroll of a silver-like metal. Only a single controlling scroll can ever be possessed and such a scroll allows command of only a single specific individual. Anyone trying to possess and use more than one scroll will cause those iron men to attack the user. An iron man must be within sight of someone using a silver scroll and their voice must be able to be heard (an Iron Man has average hearing).
The art of building the Iron Men is now lost, but they are well nigh indestructable. Built from a magnetic black iron which fell to Hyperborea from the dark void of space, the priests of Xathoggua enchanted the alien metal, turning it into a viscous liquid and through their dark arts imbuing each with the life essences of ten powerful warriors and ten colonies of foul green slime, and a quantity of their own blood.
An Iron Man can be shattered with normal weapons, but the metal, even smashed to fragments, is drawn to each other with a force strong enough to pull free from the grip of a strong man. These pieces will find each other even across great distances. It would require great magic or the heat of a mighty forge to destroy this metal.
Allowed to reassemble itself an iron man will 'heal' at a rate of 3hp/turn. When it has reached half its hit points it will be able to function once more though only able to move at half speed and deal half damage, (it will still be able to carry out its special attack).
Special: Immune to charm, sleep, hold and other mind-affecting sorceries. Electrical attacks slow the Iron Man for 3 rounds Fire attacks due 1/2 damage or no damage if saved. Acid attacks do no damage
Every 5 melee rounds the Iron Man can vomit a green acidic substance up to 10feet striking a 5foot diameter sphere of space. This attack will cause 3d6 damage.
Each Iron Man is constructed with an flanged mace gripped in one hand with its other hand free.
Top Floor (continued)
1a) This Iron Man is utterly destroyed. The fragments are slowly shifting together but have only reformed the feet.
1b) This is an empty predestal
1c) This Iron Man is partially reformed and able to function. It's armor is chipped and cracked. The top of its head is missing and the glowing green liquid sloshes out over its face as it moves. It cannot use its special vomit attack.
NOTE: All surviving iron men will attack if anyone approaches within 10feet. If any of the iron men are activated then all are activated and will go on the attack (this includes only the iron men at locations 1c, 1e & 1f).
1d) This Iron man is only half complete. Its body has been rebuilt up to its lower chest. Inside its bowl-like interior is a pool of acidic slime. This glowing green slime may be collected in glass or metal containers. A jar's worth, if used as a missile or poured onto someone, will do 1d10 damage. There is 5 jars worth of slime that can be recovered.
1e). This iron man is at three-quarters hit points and functional. Its body is cracked and missing small pieces, through which leak the green acidic slime, but it is still able to perform its vomit attack. See 1C for the NOTE regarding the functional iron men.
At the feet of this Iron Man is the body of a half-Pict sorcerer. The body has received grievous wounds and its right hand is missing. There is a +2 Dagger of Venom concealed in his left boot (5 doses of poison remaining) and 5 100gp gems sewn into each cuff of his pants (10 gems total). His belt has been cut and pockets turned out, but there is a large silver serpent-shaped buckle on his belt worth 50gp with a hidden compartment containing 3 doses of poison for his dagger. In a half-destroyed pack that still hangs over one mutilated shoulder, there is an acid-eaten spellbook which still contains 2 1st level spells and 1 2nd level spell (to be determined by the DM).
1f) This iron man is at half hit points and its special vomit attack functions normally. See the NOTE at 1c concerning this monster.
If activated this iron man will step forward, perhaps off its pedestal and reveal the squashed hand of the Pictish sorcerer whose body is at 1e. There are 2 rings on the broken fingers of this hand. One is in the form of a snake with emeralds for its eyes. It is of ancient craftmanship and worth 250gp to the right buyer. The other is a Ring of Shooting Stars. NOTE: This ring is made of an opposing metal to that of the iron men and the wearer of such a ring will be the focus of any attacks.
1g) This iron man is completely shattered. All it appears to be is a squirming pile of metal fragments oozing a glowing green liquid slime.
2) The stairs leading down to the 2nd floor.
(To Be Continued) Posted: 08-03-2020 06:45 pm Michael Moorcock's 'Elric' List of Names - 1 Michael Moorcock's 'Elric' List of Names - 1
Here is a list of names from Michael Moorcock's 'Elric' series of books. I'm using them primarily for my home campaign of Astonishing Swordsmen & Sorcerers of Hyperborea.
I have compiled these names from the books 'Elric of Melnibone' & "The Sailor on the Seas of Fate'.
M = Melnibonean
Agak Arioch (Duke of Hell) Ashnar Aubec (M) Avan Astran Brut Carolak Cymoril (M) Female Dyvim Tvar (M) Gagak (Female) Gratyesha (Female) Grome (Earth Elemental) Hashgan Hown Ilian J'osui C'Reln Reyr (M) Magnum Colim (M) Niopal (M) Female Niun Nnuuurrrr (Insect) Orland Pyaray (Chaos Lord) Rackhir (Phumite) Sadric (M) Saramal (M) Female Saxif D'aan (M) Smiorgan Straasha (Water Elemental) Urlik Skarsol Valharik (M) Vassliss (Female) Yyrkoon (M)
Elric of Melnibone
Arioch (Duke of Hell) Aubec (M) Cymoril (M) Female Dyvim Tvar (M) Grome (Earth Elemental) Magnum Colim (M) Niopal (M) Female Niun Orland Pyaray (Chaos Lord) Rackhir (Phumite) Sadric (M) Saramal (M) Female Smiorgan Straasha (Water Elemental) Valharik (M) Yyrkoon (M)
The Sailor on the Seas of Fate
Agak Ashnar Avan Astran Brut Carolak Gagak (Female) Gratyesha (Female) Hashgan Hown Ilian J'osui C'Reln Reyr (M) Nnuuurrrr (Insect) Saxif D'aan (M) Tendric Terndrik Urlik Skarsol Vassliss (Female) Posted: 08-03-2020 01:31 am Clark Ashton Smith - Some Ideas and Descriptions from his Stories 5a
Clark Ashton Smith - Some Ideas and Descriptions from his Stories
SPOILER WARNING!
If you have not read this story TURN BACK NOW! or risk losing forever the unspoiled appreciation of Clark Ashton Smith's prose.
Inspired by the rules and setting of the Astonishing Swordsmen and Sorcerers of Hyberborea boxed set and the discussion of the same on the OD&D Forum I have started sifting through my collection of Clark Ashton Smith for ideas. 5a). The Tale of Satampra Zeiros (Written Nov 16 1929, first published in Weird Tales Nov 1931)
Commoriom - [TWN] Polarion - [PLC] Satampra Zeiros - [NPC] Tirouv Ompallios - [NPC] Uzuldaroum - [TWN] White Sybil of Polarion - [NPC]
"I, Satampra Zeiros of Uzuldarium shall write with my left hand, since I have no longer any other, the tale of everything that befell Tirouv Ompallios and myself in the shrine of the god... (see post 5b), which lies neglected by the worship of man in the jungle-taken suburbs of Commoriom, that long-deserted capital of the Hyperborean rulers. I shall write it with the violet juice of the suvana-palm, which turns to a blood-red rubric with the passage of years, on a strong vellum that is made from the skin of the mastodon, as a warning to all good thieves and adventurers who may hear some lying legend of the lost treasure of Commoriom and be tempted thereby."
Commoriom Polarion White Sybil of Polarion
"Now Commoriom, as all the world knows, was deserted many hundred years ago because of the prophecy of the White Sybil of Polarion, who foretold an undescribed and abominable doom for all mortal beings who should dare to tarry within its environs. Some say that this doom was a pestilence that would have come from the northern waste by the paths of the jungle tribes; others, that it was a form of madness; at any rate, no one, neither king nor priest nor merchant nor laborer nor thief, remained in Commorion to abide its arrival, but all departed in a single migration to found at a distance of a day's journey the new capital, Uzuldaroum. And strange tales are told, of horrors and terrors not to be faced or overcome by man, that haunt forevermore the shrines and mausoleums and palaces of Commoriom. And still it stands, a luster of marble, a magnificence of granite, all a-throng with spires and cupolas and obelisks that the mighty trees of the jungle have not yet overtowered, in a fertile inland valley of Hyperborea. And men say that in its unbroken vaults there lies entire and undespoiled as of yore the rich treasure of olden monarchs; that the high-built tombs retain the gems and electrum that were buried with their mummies; that the fanes have still their golden altar-vessels and furnishings, the idols their precious stones in war and mouth and nostril and naval."
"...we saw in the moonlight the gleam of marble cupolas above the tree-tops, and then between the boughs and boles the wan pillars of shadowy porticoes. A few more steps, and we trod upon the paven streets that ran transversely from the high-road we were following, into the tall, luxuriant woods on either side, where the fronds of mammoth palm-ferns overtopped the roofs of ancient houses.
We paused, and again the silence of an elder desolation claimed our lips. For the houses were white and still as sepulchers, and the deep shadows that lay around and upon them were chill and sinister and mysterious as the very shadow of death. It seemed that the sun could not have shone for ages in this place- that nothing warmer than the spectral beams of the cadaverous moon had touched the marble and granite ever since that universal migration prompted by the prophecy of the White Sybil of Polarion.
"I wish it were daylight," murmured Tirouv Ompallios. Hos low tomes were oddly sibilant, were unnaturally audible in the dead stillness."
ADVENTURE IDEAS:
The Treasures of Satampra Zeiros
The city of Kor is dead but for the bestial life of the ape-man. While some parts of the city have been rebuilt by a few thousand of these strangely human-like and advanced creatures, most of the city remains locked in jungle-choked ruin. The oldest and more outlying areas of Kor are home to a more savage breed of ape-man as well as the beasts of the wild, the giant-sloth, clouds of giant bats, the sabre-tooth...
In the comfort of the old inn, the Silver Eel, Satampra Zeiros the One-Handed, tells of the great treasures to be found in a nameless and forgotten temple located in the abandoned suburbs of Kor, and of the map he is willing to sell for a substantial amount of gold, and a share in the treasure itself.
While Satampra's map is accurate, if slightly out of date, the treasures he speaks of, the eyes of the dark idol in the abandoned temple (rubies as big as norsemen's shields) and the collected offerings of millenia piled at the idol's feet, are not simply there for the taking. The temple is not abandoned, and the dark idol is not nameless. The wild ape-men of Kor, driven from the rebuilt center of the city by their more evolved cousins, have opened the doors to this ancient, squat stone temple and have found a god.
The passage to Kor, according to Satampra's map, is down the river Vol and onto a small tributary that ends at a collection of broken stone piers near the east of the city at the edge of the old suburbs. This basin is home to a water snake of gigantic proportions. Vasha, her ancestors altered by the power of ancient mages of Kor, is a stupendous creatures several times the size (and hit dice) of a normal water snake. She is of moderate intelligence but high cunning. She will not risk herself unless she is sure of success, though she is willing to sacrifice her progeny (what else are children for?) in great numbers. These water snakes are double the size and hit dice of normal water snakes and infest the half-submerged ruins immediately surrounding the pier.
Vasha lairs in a cavern beneath the basin. It was several passages and chambers (including a hidden chamber where the research was done on her ancient kin). Her nest has an escape tunnel that leads to the Torg inlet which she will not hesitate to use. Vasha is a big coward at heart. Vasha is immune to charm spells and abilities and her children are highly resistant.
The overgrown houses, shops, barracks and boulevards have abundant animal life. Exploration of these ruined buildings will result in numerous encounters with wild animals defending their lairs. As with Vasha's children these animals are highly resistant to charm spells and abilities, but they are no more aggressive than any other wild beasts of Hyperborea (at least for now).
If the players have Satampra's map it will show a path through the jungle and ruins that leads through, what one were, major streets of the outer city. These paths lead to a clearing. These paths are suspiciously clear and show signs of recent passage.
The clearing, at the end of a short three mile journey through the ruins, is a paved square with an old and worn squat black building made of basalt blocks. It is a short, three-tiered, ziggurat with a set of stairs leading directly to a pair of double doors at its top level. There are at least fifty bodies scattered about the square. Two of the largest clumps of the dead, comprising about a dozen bodies each, are charred and smoking. The others appear to be chopped, battered and broken. Other than a few exceptions the dead are ape-men, some clad in dark mangy capes (giant-bat skin).
The first non-ape-man body appears to be a youth, fair-haired perhaps nordic or kelt, the hands of an ape-man with a split-skull clutching his legs and the headless body of a second ape-man nearby. The youth has had his throat torn out. On his back is a large open pack which still contains food and some camping gear. He has an ordinary belt knife and clutches and unbloodied spear.
The second human body can be found at the foot of the ziggurat, a viking warrior. There are a half-dozen ape-man bodies around him, slain, apparently, by a large axe clutched in his right hand. A close examination of his body shows that his arms and legs are swollen and tinged with green. He wears an enchanted shirt of chainmail and his axe is also magical and runecarved.
There are no other visible entrances to the ziggurat other than the double-doors at the top of the stairs (although 2 secret and hidden passages are among the ruined buildings bordering the square). The long flight of stairs up to the doors is festooned with ape-man dead with a large pile of bodies before the doors. These bodies will need to be cleared before any attempt can be made to open the doors. As the players reach to drag away the last body an automaton of flesh springs up, tossing aside the corpse of the ape-man. It is only slightly damaged and will attack anyone approaching the door or directing ranged attacks against it.
The doors are shut with iron spikes and a crossbar from within. It will take 449 hp damage to batter them down. As the first blow against them falls (or if they are opened by any means) drums from the surrounding ruins begin to sound.
To be continued... Posted: 08-02-2020 08:03 pm Clark Ashton Smith - Some Ideas and Descriptions from his Stories 4
Clark Ashton Smith - Some Ideas and Descriptions from his Stories
SPOILER WARNING!
If you have not read this story TURN BACK NOW! or risk losing forever the unspoiled appreciation of Clark Ashton Smith's prose.
Inspired by the rules and setting of the Astonishing Swordsmen and Sorcerers of Hyberborea boxed set and the discussion of the same on the OD&D Forum I have started sifting through my collection of Clark Ashton Smith for ideas.
4). The End of the Story (Written Oct 1, 1929 First Published in Weird Tales May 1930)
Nycea (Lamia) - [NPC][MON]
"She was not tall, but was formed with exquisite voluptuous purity of line and contour. Her eyes were of a dark sapphire blue, with molten depths into which the soul was fain to plunge as into the soft abysses of a summer ocean. The curve of her lips was enigmatic, a little mournful, and gravely tender as the lips of an antique Venus. Her hair, brownish rather than blond, fell over her neck and ears and forehead in delicious ripples confined by a plain fillet of silver. In her expression, there was a mixture of pride and voluptuousness, of regal imperiousness and feminine yielding. Her movements were all as effortlessness and graceful as those of a serpent."
"...if you could behold her as she really is, you would see, in lieu of her voluptuous body, the folds of a foul and monstrous serpent."
ADVENTURE IDEAS:
The abbot of an ancient monastery sends out a call for help (via messengers throughout the region and to others of his order). Men from the nearby town have begun vanishing and now even some of his own monks have disappeared. One of the monks was bearing a minor relic which has allowed the abbot to divine its general location; in a wood of evil repute only a half-days march from the monastery. Within the wood are the ruins of a castle and it is within these ruins that the abbot believes the relic can be found, and perhaps the missing men.
The forest is home to giant ticks and toads, wolfs and weasels, snakes and spiders, all of whom seem determined to keep the players from reaching the ruins. There is a wildly overgrown path that shows signs of recent passage, the woods themselves are marshy and filled with tangles and briars, making it rough and slow going.
The ruins are no more than overgrown rubble except for a wide cleared area near their center (once the great hall of the castle). At the center of this clearing is a well-like circular stair that descends into darkness. Around these stairs dance a strange group of men, ape-men and men of Leng (about a half dozen of these satyrs). All are diseased, the ape-men and men of Leng with patchy, matted fur and all with weeping sores. Most are at half their normal hit points. If come upon unawares they will be dancing wildly about the stairs, two of the men of Leng playing pipes. But it is hard to reach the center clearing without rousing another dozen of the ape-men who rest among the thick growth and rubble. This rubble provides them with 3/4 cover and the ape-men will hoot, holler and throw stones (which are plentiful). If these ape-men are roused the men of Leng and others will scatter among the stones and do their best to keep any from reaching the stairs. All have been charmed by Nycea and will fight to the death with a smile upon their lips.
At the bottom of the steps is a maze of passages and rooms, the walls wet and crusted and a thick smell of corruption and decay ever present. Within the corridors and rooms stalk a pair of Manticores and nest of wererats who laired here before the coming of Nycea and now hide from her minions.
Nycea herself lairs deep within the ruins near an primordial well that descends unto a dark lake (an escape route for the ancient lamia). She is truly ancient, stronger with more hit dice and powers than a normal monster of her kind. She possesses several magical items, most notably an orb that allows her to scrye the surrounding land and use her powers to charm select males who will sneak away and come to her. Those so charmed bear the mark of Nycea visible only to others charmed by her, which allow them safe passage to her lair. Unfortunately Nycea is the carrier though not victim of a dread disease which she spreads to her more intimate minions. The disease causes 1d4 hit points of damage per day through fevers and weeping sores.
Nycea surrounds herself with charmed minions (all male) and snakes. Snakes, snakes, snakes, they adore Nycea and are drawn to her. snakes of all kinds surround and protect her.
The charmed monk with the relic (the fingerbone of a powerful cleric) wears this item about his neck in a lead cylinder. If opened it provides protection (10ft radius) to Nycea's charms and if she is struck in combat by this finger bone she will be dispelled in an explosion of light. The finger bone will disappear and reappear in the monastery.
while it is possible to defeat Nycea I like the idea of her as an illusive enemy that may haunt the players in future adventures. Posted: 08-02-2020 04:07 pm Clark Ashton Smith - Some Ideas and Descriptions from his Stories 3
Clark Ashton Smith - Some Ideas and Descriptions from his Stories SPOILER WARNING! If you have not read this story TURN BACK NOW! or risk losing forever the unspoiled appreciation of Clark Ashton Smith's prose. Inspired by the rules and setting of the Astonishing Swordsmen and Sorcerers of Hyberborea boxed set and the discussion of the same on the OD&D Forum I have started sifting through my collection of Clark Ashton Smith for ideas.
3). The Last Incantation (Written Sept 23 1929, Published in Weird Tales June 1930)
Malygris (Mage) - NPC Meros Valley - [PLC] Nylissa - [NPC] Poseidonous - [PLC] Susran (capital of Poseidonos) - [TWN] Zemander (stream) - [RVR]
Malygris Poseidonous Susran
"Malygris the magician sat in the topmost room of his tower that was builded on a conical hill above the heart of Susran, capital of Poseidonis. Wrought of a dark stone mined from deep in the earth, perdurable and hard as the fabled adamant, this tower loomed above all others, and flung its shadow far on the roofs and domes of the city, even as the sinister power of Malygris had thrown its darkness on the minds of men.
Now Malygris was old, and all the baleful might of his enchantments, all the dreadful or curious demons under his control, all the fear that he had wrought in the hearts of kings and prelates,were no longer enough to assuage the black ennui of his days. In his chair that was fashioned from the ivory of mastodons, inset with terrible cryptic runes of red tourmalines and azure crystals, he stared moodily though the one lozenge-shaped window of fulvous glass. His white eyebrows were contracted to a single line on the umber parchment of his face, and beneath them his eyes were cold and green as the ice of ancient floes; his beard, half white, half of a black with glaucous gleams, fell nearly to his knees and hid many of the writhing serpentine characters inscribed in woven silver athwart the bosom of his violet robe. About him were scattered all the appurtenances of his art; the skulls of men and monsters; phials filled with black or amber liquids, whose sacrilegious use was known to none but himself; little drums of vulture-skin, and crotali made from the bones and teeth of the cockodrill, used as an accompaniment to certain incantations. The mosaic floor was partly covered with the skins of enormous black and silver apes; and above the door there hung the head of a unicorn in which dwelt the familiar demon Malygris, in the form of a coral viper with pale green belly and ashen mottlings. Books were piled everywhere; ancient volumes bound in serpent-skin, with verdigris-eaten clasps, that held the frightful lore of Atlantis, the pentacles that have power upon the demons of the earth and the moon, the spells that transmute or disintegrate the elements; and runes from a lost language of Hyperborea, which, when uttered aloud, were more deadly than poison or more potent than any philtre."
Nylissa
"...the girl Nylissa whom he had loved.
ADVENTURE IDEAS:
Rather than an adventure about Malygris I see this grim mage as a source for many adventures. In my Astonishing Swordsmen & Sorcerers of Hyperborea campaign I will have him as one of the most powerful magicians in Hyperborea. He will be a font of knowledge esoteric, sorcerous and nefarious with many agents across the land to assist him. The players can become his paid agents, or cross paths with them, or act as hired adventurers sent to find some rare item or component while Malygris sits in his tower and dreams dark dreams. Posted: 08-01-2020 10:44 pm Clark Ashton Smith - Some Ideas and Descriptions from his Stories 2 Clark Ashton Smith - Some Ideas and Descriptions from his Stories 2
SPOILER WARNING!
If you have not read this story TURN BACK NOW! or risk losing forever the unspoiled appreciation of Clark Ashton Smith's prose.
Inspired by the rules and setting of the Astonishing Swordsmen and Sorcerers of Hyberborea boxed set and the discussion of the same on the OD&D Forum I have started sifting through my collection of Clark Ashton Smith for ideas.
2). SADASTOR
Charnadis (Demon) - [MON] Lyspial (Siren) - [MON] Sadastor (Planet) - [PLC]
Charnadis Sadastor
"...I found a vast and winding valley that plunged even deeplier into the abysses of this dreadful world. It was walled with perpendicular cliffs and buttresses and pinnacles of rusty-red stone, that were fretted into a million bizarrely sinister forms by the sinking of the olden seas. I flew slowly among these cliffs as the wound ever downward in tortuous spirals for mile on mile of utter and irredeemable desolation, and the light grew dimmer above me as ledge on ledge and battlement on battlement of that strange red stone upreared themselves between my wings and the heavens. Here, when I rounded a sudden turn of the precipice, in the profoundest depth where the rays of the sun fell only for a brief while at noon, and the rocks were purple with everlasting shadow, I found a pool of dark-green water - the last remnant of the former ocean, ebbing still amid steep, insuperable walls. And from this pool there cried a voice, in accents that were subtly sweet as the mortal wine of the mandragora, and faint as the murmuring of shells."
Lyspial
"...I am a siren, and my name is Lyspial. Of the seas wherein I swam and sported at leisure many centuries ago, and whose gallant mariners I drew to an enchanted death on the shores of my disastrous isle, there remains only this fallen pool. Alas! For the pool dwindles daily, and when it wholly gone I too must perish."
ADVENTURE IDEA
The Treasure of Sadastor
In a deep valley the demon Charnadis hides his treasure hoard on an isle at the center of a red lake. Each new moon the demon sacrifices a beautiful maiden so that he may remain on this plane of existence. Prevent the sacrifice and Charnadis will be dispelled and his treasure will be for the taking.
If only it were that simple.
At the center of a small lake of accursed water in the valley of Sadastor lies the isle of Lyspial, a vampiress-siren. She is bound to her lake and isle and must feed from the blood-red waters. It is she who sacrifices any that can be brought or lured to her isle. At its center is a small manor house and behind the manor a tall ash-tree. From this tree she hangs her victims by their heels while their blood and life essence flow from their slashed throats. A channel runs from the tree down to the waters of her lake.
Charnadis is the willing paramour and servant of Lyspial. The great winged demon has servants of his own, both human and demonic. The humans, members of a cult which worship Charnadis, spread rumors of the treasure of Charnadis and gather slaves to be sacrificed to Lyspial. But Lyspial hungers for men and women of strength and power as well as the blood of slaves, so that the rumors that bring treasure hunters and adventurers are as desired as a steady flow of life and blood of lesser men and women. Charnadis also steals a few succulent maidens for his own desires and for Lyspial to sacrifice.
The valley of Sadastor is home to a tribe of wild-men who worship Lyspial. They live in a series of caves that honeycomb the valley. They are armed with poisoned blow-pipes and arrows, nets, jars of enchanted smoke that make men sleep, etc... to aid in the capture of anyone entering the valley. They do not attack the human cultists and the slave caravans which they recognize by certain signs and emblems that the cultists use and wear within the valley.
Charnadis has at his command lesser demons and his human cultists.
Lyspial has at her command Charnadis, his servants, the tribe of wild-men and all within the valley. Within the lake there are many lacedon ghouls, the tree and the top of the manor is home to several harpys, and Lyspial has charmed several adventurers (future sacrifices) who attend her within her small manor-house and will fight for her.
The manor has many small luxuries and treasures but in a chamber beneath her bedroom is a treasure vault containing a respectable amount of gold and jewels and a number of magic items, weapons and armor gathered from slain adventurers. A greater gorgon guards this treasure. Posted: 08-01-2020 02:30 pm REH's Conan stories list of names and ethnicities REH's Conan stories list of names and ethnicities
(Hopefully I haven't missed to many names or gotten the ethnicities wrong)
Abbreviations of Ethnicities
Acheron = Ach Aesir = Aesir Afghul = Afg Aquilonian = Aq Argossean = Arg Bakalah = Bak Brythunian = Bry Corinthian = Cor Dagonian = Dag Hyrkanian = Hyr Keshan = Kes Khauran = Kha Kothian = Kot Kozaki = Koz Kshatriyan = Ksh Kushite = Kus Kutchemesian = Kut Messantian = Mes Nemedian = Nem Ophirean = Op Pelishtim = Pel Pict = Pict Shemite = Shem Stygian = Sty Tlazitlans = Tla Turanian = Tur Vanir = Vanir Xuchotlan = Xu Yimsha = Yim Zamboulan = Zamb Zamoran = Zam Zingaran = Zin Zuagir = Zu
Acheron Xaltotun - Ach
Aesir Gorm - Aesir Horsa - Aesir Niord - Aesir Wulfhere - Aesir
Afghul Yar Afzal - Afg
Aquilonian Albiona - Aq Altaro - Aq Arpello - Aq Ascalante - Aq Athemides - Aq Balthus - Aq Dion - Aq Epemitreus - Aq Gromel - Aq Hadrathus - Aq Namedides - Aq Numedides - Aq Orastes - Aq Pallantides - Aq Prosepero - Aq Publius - Aq Rinaldo - Aq Servius Galannus - Aq Soractus - Aq Thespius - Aq Tiberias - Aq Trocero - Aq Valannus - Aq Valeria - Aq Valerius - Aq Volmana - Aq Zelata - Aq
Argossean Bracus - Arg Demetrio - Arg Galacus - Arg Strom - Arg Tito - Arg
Bakalah Aja - Bak Bajujh - Bak
Brythunian Aratus - Bry Natala - Bry
Corinthian Ivanos - Cor Muriela - Cor
Dagonian Khosatral Khel - Dag Yateli - Dag
Hyrkanian Amurath - Hyr
Keshan Gorulga - Kes Gwarunga - Kes
Khauran Ivga - Kha Krallides - Kha Salome - Kha Taramis - Kha Valrius - Kha
Kothian Almuric - Kot Arbanus - Kot Constantius - Kot Khossus - Kot Sergius - Kot Shupras - Kot Strabonus - Kot Taurus - Kot Thespides - Kot Tsotha-Lanti - Kot Vateesa - Kot Yasmela - Kot Zorathus - Kot
Kozaki Olgerd Vladislav - Koz
Kshatriyan Bunda Chand - Ksh Chunder Shan - Ksh Devi Yasmina - Ksh Gitara - Ksh
Kushite Ajaga - Kus Ajonga - Kus Laranga - Kus Shukeli - Kus Yasunga - Kus
Kutchemesian Thugra Kohotan (Nathok) - Kut
Messantian Publio - Mes
Nemedian Alcemides - Nem Amalric - Nem Arideus - Nem Arus - Nem Aztrias Petanius - Nem Demetrio - Nem Dionus - Nem Enaro - Nem Kalanthes - Nem Kallian Publico - Nem Nimed - Nem Numa - Nem Octavia - Nem Posthumo - Nem Promero - Nem Tarascus - Nem Taurus - Nem Zenobia - Nem
Ophirean Akkutho - Op Amalrus - Op Khossus - Op Livia - Op Olivia - Op Theteles - Op Tina - Op
Pelishtim Bit-Yakin - Pel
Pict Zogar Sag - Pict
Shemite Belit - Shem Gebal - Shem Gilzan - Shem Khumbanigasa - Shem Servio - Shem Zargheba - Shem
Stygian Ctesphon - Sty Kutamun - Sty Rammon - Sty? Tascela - Sty Thalis - Sty Thoth-Amon - Sty Thothmekri - Sty Thothmes - Sty Thutmekri - Sty Tuthamon - Sty Yara - Sty?
Tlazitlan Chicmec - Tla Olmec - Tla Tachic - Tla Techotl - Tla Tecuhltli - Tla Topal - Tla Xamec - Tla Xecelan - Tla Xotalanc - Tla Yanath - Tla Yasala - Tla Zlanath - Tla
Turanian Alafdhal - Tur Ghaznavi - Tur Jehungir Agha - Tur Jelal - Tur Jungir Khan - Tur Kerim Shah - Tur Khosru Khan - Tur Yildiz - Tur Yezdiderd - Tur
Vanir Bragi - Vanir Heimdul - Vanir
Xuchotlan Tolkemec - Xu
Yimsha Khemsa - Yim
Zamboulan Aram Baksha - Zamb Ghanara - Zamb Nafertari - Zamb Totrasmek - Zamb Zabibi - Zamb
Zamoran Shevatas - Zam
Zingaran Belesa - Zin Beloso - Zin Galbro - Zin Gebbrelo - Zin Sancha - Zin Tranicos - Zin Valbroso - Zin Valenso - Zin Zaporavo - Zin Zarono - Zin Zingelito - Zin
Zuagir Djebal - Zu
Misc. and Unkown Akivasha - ? Astreas - ? Athicus - ? Joka - ? Murilo - ? N'Gora - Island Kingdoms? N'Yaga - Island Kingdoms Nabonidus - ? Ortho - ? Pelias - ? Petreus - ? Satha - Giant Snake Thak - Ape-Man Tiberio - ? Vathelos - ? Yag-Kosha (or Hogah) - from the green planet Yag Yelaya - ? Zang - ? Zarallo - ?
Compiled from Del Rey's The Coming of Conan the Cimmerian
The Phoenix in the Sword
Ascalante - Aq Ctesphon - Sty Dion - Aq Epemitreus - Aq Gromel - Aq Numa - Nem Numedides - Aq Pallantides - Aq Prosepero - Aq Publius - Aq Rammon - Sty? Rinaldo - Aq Thoth-Amon - Sty Trocero - Aq Volmana - Aq
Frost-Giant's Daughter
Bragi - Vanir Gorm - Aesir Heimdul - Vanir Horsa - Aesir Niord - Aesir Wulfhere - Aesir
The God in the Bowl
Arus - Nem Aztrias Petanius - Nem Demetrio - Nem Dionus - Nem Enaro - Nem Kalanthes - Nem Kallian Publico - Nem Posthumo - Nem Promero - Nem
The Tower of the Elephant
Taurus - Nem Yag-Kosha (or Hogah) - from the green planet Yag Yara - Sty?
The Scarlet Citadel
Ajaga - Kus Akkutho - Op Amalrus - Op Arbanus - Kot Arpello - Aq Athemides - Aq Khossus - Op Namedides - Aq Pelias - ? Satha - Giant Snake Shukeli - Kus Strabonus - Kot Tsotha-Lanti - Kot
Queen of the Black Coast
Belit - Shem N'Gora - Island Kingdoms? N'Yaga - Island Kingdoms Tito - Arg
Black Colossus
Amalric - Nem Khossus - Kot Kutamun - Sty Shevatas - Zam Shupras - Kot Taurus - Kot Thespides - Kot Thugra Kohotan (Nathok) - Kut Vateesa - Kot Vathelos - ? Yasmela - Kot
Iron Shadows In The Moon
Amurath - Hyr Aratus - Bry Ivanos - Cor Olivia - Op Sergius - Kot Yildiz - Tur
Xuthal of the Dusk
Almuric - Kot Natala - Bry Thalis - Sty
The Pool of the Black One
Sancha - Zin Zaporavo - Zin
Rogues in the House
Athicus - ? Joka - ? Murilo - ? Nabonidus - ? Petreus - ? Thak - Ape-Man
The Vale of Lost Women
Aja - Bak Bajujh - Bak Livia - Op Theteles - Op
The Devil in Iron
Ghaznavi - Tur Gilzan - Shem Jehungir Agha - Tur Jelal - Tur Khosatral Khel - Dag Octavia - Nem Yateli - Dag Yezdiderd - Tur
Compiled from Del Rey's The Bloody Crown of Conan
The People of the Black Circle
Bunda Chand - Ksh Chunder Shan - Ksh Devi Yasmina - Ksh Gitara - Ksh Kerim Shah - Tur Khemsa - Yim Khosru Khan - Tur Yar Afzal - Afg
The Hour of the Dragon
Akivasha - ? Ajonga - Kus Albiona - Aq Altaro - Aq Amalric - Nem Arideus - Nem Beloso - Zin Demetrio - Arg Gebal - Shem Hadrathus - Aq Laranga - Kus Nimed - Nem Orastes - Aq Publio - Mes Servio - Shem Servius Galannus - Aq Tarascus - Nem Thespius - Aq Thothmekri - Sty Thothmes - Sty Tiberias - Aq Tiberio - ? Tuthamon - Sty Valannus - Aq Valbroso - Zin Valerius - Aq Xaltotun - Ach Yasunga - Kus Zelata - Aq Zenobia - Nem Zorathus - Kot
A Witch Shall Be Born
Alcemides - Nem Astreas - ? Constantius - Kot Djebal - Zu Ivga - Kha Khumbanigasa - Shem Krallides - Kha Olgerd Vladislav - Koz Salome - Kha Taramis - Kha Valrius - Kha Zang - ?
Compiled from Del Rey's The Conquering Sword of Conan
The Servants of Bit-Yakin
Bit-Yakin - Pel Gorulga - Kes Gwarunga - Kes Muriela - Cor Thutmekri - Sty Yelaya - ? Zargheba - Shem
Beyond the Black River
Balthus - Aq Soractus - Aq Tiberias - Aq Valannus - Aq Valerius - Aq Zogar Sag - Pict
The Black Stranger
Belesa - Zin Bracus - Arg Galacus - Arg Galbro - Zin Gebbrelo - Zin Strom - Arg Thothmekri - Sty Tina - Op Tranicos - Zin Valenso - Zin Zarono - Zin Zingelito - Zin
The Man-Eaters of Zamboula
Alafdhal - Tur Aram Baksha - Zamb Ghanara - Zamb Jungir Khan - Tur Nafertari - Zamb Totrasmek - Zamb Zabibi - Zamb
Red Nails
Chicmec - Tla Tascela - Sty Techotl - Tla Tecuhltli - Tla Tolkemec - Xu Olmec - Tla Ortho - ? Tachic - Tla Topal - Tla Valeria - Aq Xamec - Tla Xecelan - Tla Xotalanc - Tla Yanath - Tla Yasala - Tla Zarallo - ? Zlanath - Tla Posted: 08-01-2020 11:32 am Clark Ashton Smith - Some Ideas and Descriptions from his Stories 1 Clark Ashton Smith - Some Ideas and Descriptions from his Stories 1
SPOILER WARNING!
If you have not read this story TURN BACK NOW! or risk losing forever the unspoiled appreciation of Clark Ashton Smith's prose.
Inspired by the rules and setting of the Astonishing Swordsmen and Sorcerers of Hyberborea boxed set and the discussion of the same on the OD&D Forum I have started sifting through my collection of Clark Ashton Smith for ideas.
The Abominations of Yondo (This story first appeared in print in the April 1926 issue of Overland Monthly but the typescript is dated February 5th 1925)
Cactus-Forest [WD] Fungi, Monstrous [MON] Insects, Long-Legged [MON] Lake, Weird [RVR] Monstrous Thing [MON] Ong (Lion Headed) [Deity] Ong, Inquisitors of [ORG] Vipers, Pale-Green [MON] Yondo, Desert of [PLC]
Cactus-Forest Ong Ong, Inquistors of
"It was noon of a vernal day when I came forth from that interminable cactus-forest in which the inquisitors of Ong had left me, and saw at my feet the grey beginnings of Yondo."
Yondo, Desert of
"The sand of the desert of Yondo is not as the sand of other deserts; for Yondo lies nearest of all to the world's rim; and strange winds, blowing from a gulf no astronomer may hope to fathom, have sown its ruinous fields with the grey dust of corroding planets, the black ashes of extinguished suns. The dark orb-like mountains which rise from its pitted and wrinkled plain are not all its own, for some are fallen asteroids half-buried in that abysmal sand. Things have crept in from nether space, whose incursion is forbid by watchful gods of all proper and well-ordered lands; but there are no such gods in Yondo, where live the hoary genii of stars abolished, and decrepit demons left homeless by the destruction of their antiquated hells."
Cactus-Forest Fungi, Monstrous Vipers, Pale-Green
"...in that fantastic wood, I had found no token or memory of spring; and the swollen, fulvous, dying and half-rotten growths through which i had pushed my way, were like no other cacti; but bore shapes of abomination scarcely to be described. The very air was heavy with stagnant odors of decay; and leprous lichens mottled the black soil and russet vegetation with increasing frequency. Pale-green vipers lifted their heads from prostrate cactus-boles, and watched me with eyes of bright ochre that had no lids or pupils. These things had disquieted me for hours past; and I did not like the monstrous fungi, with hueless stems and nodding heads of poisonous mauve, which grew from sodden lips of fetid tarns; and the sinister ripples spreading and fading on the yellow water at my approach..."
Insects, Long-Legged
"I went forward, sinking at each step in a loathly softness, and followed by certain long-legged insects that I had met among the cacti. These insects were the color of a week-old corpse, and were as large as tarantulas; but when I turned and trod upon the foremost, a mephitic stench arose that was more nauseous even than their color."
Lake, Weird
"Topping one of the any mound-like ridges, I saw the waters of a weird lake, unfathomably dark and green as malachite, and set with bars of profulgent salt. These waters lay far beneath me in a cup-like basin; but almost at my feet on the wave-worn slopes were heaps of that ancient salt; and I knew that the lake was only the bitter and ebbing dregs of some former sea. Climbing down, I came to the dark waters, and began to lave my hands; but there was a sharp and corrosive sting in that immemorial brine, and I desisted quickly, preferring the desert dust that had wrapped about me like a slow shroud."
Monstrous Thing
"It was then that I heard a diabolic chuckle on the hillside above me. The sound began with a sharp abruptness that startled me beyond all reason, and continued endlessly, never varying its single note, like that mirth of some idiotic demon. I looked up, and saw the mouth of a dark cave, fanged with green stalactites, which I had not perceived before. The sound appeared to come from within this cave.
...with all the rapidity of nightmare, a monstrous Thing emerged. It had a pale, hairless, egg-shaped body, large as that of a gravid she-goat; and this body was mounted on nine long, wavering legs with many flanges, like the legs of some enormous spider. The creature ran past me to the water's edge; and I saw that there were no eyes in its oddly sloping face, but two knife-like ears rose high above its head, and a thin, wrinkled snout hung down across its mouth, whose flabby lips, parted in that eternal chuckle, revealed rows of bat's teeth."
In the few short pages of the Abominations of Yondo there is much more about the desert and its horrific denizens. Asteroid pits, ruined cities and ruined temples, mausoleums broke and surrounded by rotting cypresses. Shadow creatures, beckoning statues, vapors with the sickening odor of corruption, empty suits of armor marching across the desert, mummies of ancient kings ridden by ape-like demonic beasts with distorted bodies.
An obvious scenario idea is for the players to be driven through the mutated cactus-forest with the desert of Yondo their only means of escape, but Yondo can be the setting for many adventures. The story is a description of Yondo's horrors but it hints at greater terrors and perhaps great rewards for those who would dare explore its shattered fanes and ruined necropoli. Posted: 07-31-2020 04:55 pm Gygax's Letter in Alarums and Excursions #15
Gygax's Letter in Alarums & Excursions #15
Dear Lee,
Hereafter you will find comments regarding A&E 14 done in the order in which the material they pertain to appears in the zine. This is bound to cause a rather disjointed missive for which I beg your kind indulgence in advance.
Your stand regarding future publication of variant material is most appreciated, for we do not particularly feel happy to see some rehash of our copyrighted material. With regard to commercial sale of material pertaining to D&D, I can state that TSR is absolutely opposed to the practice in those cases where there is infringement upon our copyright. In the case of your supplemental material, I cannot say but will certainly tend to look more favorably on an enterprise of yours you have been most careful and conscientious regarding the rights of TSR. Please let us take a loot at the material if you wish to go ahead.
Rick Schwall played in "Greyhawk Castle" once or twice, but he either was with a very small group -- I do not recall -- or his memory is not good. Rob and I do not bother to place adventurers on any sort of graph if the group is three or less. All placement is easily kept track of with so few players involved in combat. When more than three persons are in a party, we always require that they align themselves in a march order, the leader be in the front rank, and changes in marching order be noted. The party keeps one copy of this, and they must furnish us with a duplicate. When combat takes place we sometimes use miniatures, otherwise paper and pencil, to record positions, actions, hits given and hits scored. My favorite grid for character positions in combat is a large sheet of staggered squares covered with acetate. Colored china markers are used to show positions, moved, etc. When running large groups through a tournament scenario, such nice touches must be done away with in the interest of time.
Lee, no matter how carefully something is written, and I am not thereby claiming D&D was written with a view towards deletion of ambiguities, there will always be some person at work to twist the content to their own ends. A classic case is the Avalon Hill game STALINGRAD, which stated the German player could place up to 8 factors of German units in Finland. As the rules did not mention Rumanian units, some of these clever fellows put them into Finland too! I take exception to the statement that I am not able to write very clearly. Correctly put forth in a form asserting that D&D was not written without loopholes or carefully would be quite acceptable. When I treat historical subjects, rules are written in a far different manner. Specifically to the point, magic-users are not allowed to wear any form of armor or use any form of weapon other than daggers. We have amended our treatment to allow them to use staves as weapons as well. Characters able to operate in two or more classes at once do not fall under the injunction against armor and weapons. Thieves can use nothing better than leather armor, and they may never use a shield. They may use only daggers and/or swords, magical or not. I would allow them to use a garrot or sling in some cases. Likewise, I would allow the use of a fine chainmail short of magical nature. The point is that the DM should make such decisions. (Ooops, I just blamed you for something evidently written by Glenn Blacow... Sorry!)
Glenn has quite a few novel concepts. Evidently he believes a dungeon should be rather like a fun house, with a monster behind every door and so much magic available you can't keep track of the enchanted swords without a scorecard. Anyway, I personally dislike refereeing for expeditions above six persons, but demand usually force me to take more. The largest party we ever took into "Greyhawk Castle" was 16 --- and four actually survived to tell of it. And that without 75% occupancy and no more than a half-dozen traps on a typical level. In any event, from your statements, Glenn, I do believe you could handle play in my dungeon -- or even Arneson's -- and do well, but how can the clean-up crew be considered "helpless"? An encounter with an ochre jelly dropping from the ceiling can be rather devastating.
Rumors concerning the way we play D&D seem to be flying about all sorts of places, and unfortunately most of these bits of information are only partially correct at best. Dan Plerson says that we are rumored to play competitive D&D with group against group. It so happens that when we get the campaign into high gear, there is considerable competition between three or four factions, and they find it enjoyable to attack each other when the opportunity arise -- and they do play to make such opportunities. As a DM I find this quite suitable. It does not occur frequently. It almost never happens during dungeon expeditions. Here is how we have things set up:
The game world is a parallel earth, but the continents are somewhat different. Most of our campaign activity takes place on what corresponds to North America, on the eastern half of the continent. The "Blackmoor" lands lie far up on the northeast coast. "Greyhawk" is in the central portion. There are a few other independently run campaigns located on this map. There are also some other dungeons related to the "Greyhawk" campaign located at some distance from the free city of Greyhawk. Players in our campaign may freely play in "Blackmoor", but to get there they must adventure cross country. With one or two other campaigns, we do not allow any cross-campaign play other than this, for these is too great a disparity of DMing. The territory within 500 or so miles of our main dungeon is mapped out at 5 miles to the hex. Territory within 50 miles of Greyhawk city is mapped more closely, and monster locations are indicated. The entire world is mapped out in rough form, with notes regarding typical encounters in given areas as well as particular special places, for hardy souls who wish to go forth to seek their fortunes.
Charlie Luco is quite correct. Kuntz and Ward should have known better than to fly in the face of an already published monster, and the Rakshasa business is now too late to correct. The whole of GODS' needs correcting due to the mis-stripping done at the printer. When we do this, we will probably enlarge the format to 8 1/2 x 11, add a lot more material and make necessary corrections at the same time. Rakshasas will stay as they are in SR, and the indian demons will be properly indicated to be something else altogether.
Mr. Konkin's ethos is rather strange in equating good with law and chaos with evil, but becoming embroiled in a philosophical discussion is the last thing in the world I need, so let's skip it.
I do not believe that Wayne Shaw has ever played in an actual "Greyhawk" expedition, although he may have been involved in a tournament game sponsored by TSR which I had a hand in devising. From his comments, I am forced to suppose that the good man does not care to think, and his answer to problem solving is to kill. At least he got the wrong impression. I invite him to set up an appointment to have a go at the real thing, and let us see if he "naturally" slays the creatures he encounters. I lose all patience with sophomoric players of this sort; they belong in a Monty Hall dungeon.
It seems that Dungeons & Beavers players are getting paranoid. We did not design GODS' simply to shame them or whatever. The supplement was written to conform to the major type of play going on in the country. If the beings therein do not fit into their particular manner of play, it is easy enough to ignore the whole work -- or add a zero to the hit points each can take. Yes, fellows, I find 20th level to be absolutely incredible, for you won't get it in the games hereabouts -- or in most other places which I hear in talking with DMs. It makes good players angry to hear about umpteenth level characters when they have had to play two actual years, carefully and intelligently, to rise to tenth level or so.
A good example is the Origins I dungeon -- incidentally drawn from a similar tomb designed by Alac Lucion. Very few of the players who engaged in the tournament were able to think out the problems. In a test run, Rob Kuntz, in his game persona as a 13th level (evil) lord went through the entire tomb in four hours actual time. He took 14 orcs and a couple of low-level flunkies with him. He lost all the party, but his character personally looted the lich's tomb and escaped with the goodies. Rosenberg is wrong, for there were a number of ways to get out the place, although only two to get out with anything except your skin. I hope that in the future I will be able to have more individuals try "Greyhawk Castle." It's not as tough as "Blackmoor," but I think it might give some few an enjoyable time.
Thanks for sending A&E along! I hear you missed GenCon West I, but I hope that you'll make II and I'll see you there. Arneson went to this year's event, and it is my turn to go in '77
Best regards,
E. Gary Gygax
NOTE: I will be adding the comments from A&E #14 that Gygax is responding to, probably within the next few days. Posted: 07-31-2020 04:32 pm Origins 1 ToH review from A&E #4
I had hoped that this would be a retelling of a Castle Greyhawk adventure, but instead I soon realized that this poor group of adventurers (complete newbies for the most part) had wandered into The Tomb of Horrors. I have retyped this as I found it, spelling errors included (I just hope that I've added none of my own).
From: Alarums & Excursions #4 September 1975
Billy Balrog's Own Fanzine number three By Mark Sawnson
ORIGINS I occurred this past weekend. This zine is con report, adventure description and critque and a multiple game review. Since it review a few details of a Dungeon that Gygax will be running as Gencon in mid-August it should not appear until the September A&E, regardless of how late the August one is, (unless it doesn't appear until September.)
We drove down from our gathering point in Conn. last Friday (july 25) New Jersey is still the Blasted Lands and Baltimore, outside John Hopkins, is a slum. $13 was very. low for 2 nights, even if they were un-airconditioned "coffin singles." The food in the cafeteria was acceptable, since there were no decent nearby cheap restruants a Good Thing,and I haven't heard of any problems with the campus administration. The minatures play was rare, but Dippy, Iron Ships & Wooden Men (or vice versa), and all sorts of board games abounded. After I picked the wrong method of finding two German Pak 75/L40's I was out of the armor minature play and devoted myself to kibutzing on one and all. (Above report dedicated to giving Pelz something to complain about even harder than D&D - which follows.)
THE DUNGEON that Gary had brought along was being run in a tournament - all parties with identical characters (ranging from a MU 12 to a Fighter 4 - with strength of 18. As characters were assigned in alphabetical order I ended up as a 6th rate Magic user- supposedly the weakest in the group. Four of the fifteen had any previous experience. I grabbed the callers spot and announced the imposition of military discipline. Judging by the way the game went, Slobbovian army.
As I started to say- there were no wandering monsters (damn few monsters at all, in fact), plenty of traps (too many) and very few experienced players. It was run by Gary's son, who devoted no effort to keeping the characters in character. However, we did just as well as the other Friday night group- with 13 expert adventurers, that many would be callers- and perhaps just a shade to much caution.
We were to loot a tomb, hidden under a hill. Paul Bean having chosen our spells while I described D&D to the 11 novices and Gary's son wrote out the character descriptions (why they didn't make up several sets on 3x5 cards beforehand passeth understanding - to busy is the probable explanation.) No names were assigned to the characters. The remaining two experienced players- New Yorkers I think, retired into a corner to determine their own equipment. It quickly bacame obvious that they had tabbed me as the bossy type and didn't want to argue. The situation- which was dire- demanded such behavior, however. A little more assistance would have been usefull. Paul and I made a bad mistake at once- not being used to playing with single use spells we did not take enough multiple copies of the more usefull ones. Everyone had a magic item or two- I had levitation boots- in this dungeon the most usefull thing in the whole group. We had two magic users (12, 6), 2 clerics (10,6), 7 fighters (8 Palafine,3x7,6,5,4), 2 thieves (9,5)(Hobbit thief=5: in the other party they started down the tunnel to the tune of "Thieves aren't lawful, Hobbits aren't Neutral; where do Hobbit thieves come from" a case of that sub-Game- Grossing Out the Dungeonmaster). And 2 elves (M6 F4, M4 F4 C4!) No time to investigate Elvish clerics- and Gary's son was running things "by the book".
My fabulous career as caller began as we first entered the right hand entrance and emerged slightly ahead of the ceiling. We then tried the right entrance- and were trapped as a wall slid too behind us. Our Passwall spell got us out. (In the other party , tale-end Charlie responded to this event by "drawing sword and bow." His march position was readjusted. They hadn't realized no wandering monsters either.)
Finally we entered the central entrance, and headed down the 20' wide passage. The walls were plastered and covered with murals. 40' down there was a picture of two dogheaded beings holding a coffer- which stuck out of the wall. I decided that we could do without Anubis's kin and continued. Our elves reported no secret doors or traps. Ten more feet and out #2 and #3 fighters fell into a trap and lost minor bickerings with three poisoned, 5' spikes each. Poor quality elves we have hear, thought I. We dragged them out. Should our Patriarch raise them from the dead? After 5 hours in the Barren Lands my condition might have been described as numb. With a hazy idea of saving the spell for later I ordered them dropped back into thee pit for later recovery. Neither the Paladin nor the Patriarch protested. The Dungeonmaster did not tell them they should have (both were neos.) No one suggested that we take their useful equipment along with us (one had a bag of holding.) At this point I ordered a Locate Traps spell used- a bit late- and we avoided two more pits on the way down to the end of the corridor- 60'. Still plastered walls, still the elves detected no hollow spaces or hidden doors. What a time to pick defective elves!
At the end of the passageway there was a devil mouth- with an open, black mouth. Things shoved in did not return. On the left there was a door with a blue haze covering it. anything that went partway in came back, Things that went in all the way did not. Paul, a F7 and the only other useful person on the expedition to this point volunteered to investigate the door. He went through and the Dmaster took him outside. In a bit, I decided it was time to charge through all together. (How do you run a 15 man expedition- (all characters were male) why, most of the players are an attentive audience.)
Our Patriarch and the 7th level Dwarf decide to stay put, and went outside. the game room. We found ourselves inside a 10' square, 30' high room, without doors and possessed of 3 levers. At this point I announced that we were all driving spikes into the walls and standing on them. Various conditions of levers were tried. All three down resulted in the floor opening for a stimulating view of a 100' drop. At this point the Dmaster told that the levers had started in the neutral position. all three were put up, the ceiling opened and we climbed up and into a 3' high and wide crawlway.
At this point the cleric and dwarf were brought in and decided to enter the screen behind us. Somehow the floor had reopened behind us and we had one small and one holy mound of flesh 130' down from where we were. By this point I had a feeling that this was not going to be the most successful adventure of the tournament.
We crawled up the passageway, discovered a room above a trapdoor with wooden, golden and silver chests; containing a massive skeleton, 10 snakes and a magic ring with white dust inside. The hobbit thief tried it on, deciding not to remove the powder and promptly died. We wiped it off and took the ring along.
We got out along the crawlway. The room was plastered, the elves detected nothing and I had not yet grasped that a 1/2" of plaster was elf proof. Gygax's elves have to see secret doors, reasonable but not what I am accustomed to. We came back up in a pit with two old friends in it. I suggested departure. The rest of the party wanted a crack at Anubis's cousins- resulting, after a lever in a30' pit being found- from which Paul was extracted with only bruises.
Someone else had a brilliant thought- what's behind the plaster? We broke some and found a door. Blasted insensitive elves! Down a corridor and discovered two super-gargoyles, which were disposed of with difficulty- they being 8th level and no one on our side remembering whatmagic they had. Finally, a lightning javelin did the trick, while it was demonstrated once more that "Charm person" does nothing to gargoyles. (The rest of the party had not gotten the idea and ordered their characters around to a limited degree.) Two colars at 500 GP were thus acquired- our only treasure, it turned out.
Now through a maze of 10' square rooms with walls that pivoted vertically, horizontally, slid up,down,and sideways. Each direction had to be individually specified. The party agreed and our 18 (80%) fighter started making holes in the wall instead. This git up to another 20' corridor, with more plaster to break, thence into a crawlspace (thank Ghu for no wandering monsters!" which got us to a chapel. Blue altar-which our Paladin warned us not to touch (26 point lightning bolt as it turned red, so I learned from another party later) and an orange mist door. Our sixth level cleric walked into it. A female anti-cleric promptly emerged and threw a curse. "I'm attacking her with my +3 mace announced our sole living cleric operator. Gently the situation was explained to him. The Dmaster decided the curse had been hurled at the Paladin. Who picked the misguided female up and hurled her into the orange doorway; from which emerged our cleric with a sore jaw.
At this point we got a five minute warning and things started to move fast. The fing into a slot on the opposite wall (there went a 5' diameter protection ring, said the Dmaster.) Out along a 10' corridor, down a flight of stairs as three more panic- a landing, doors east and west...
"Games over" said Gary. Another, later party, possibly aided by rumors or led by someone who understood pits, elf proof plaster and the unpopulated nature of Gygax's dungeon- got th whole treasure. Sigh.
From this experience I deduce a couple of lessons.
1) Don't run D&D as a tournament. 2) Always shatter plaster unless you are in the dungeon of nasty minded people such as I who might put poison gas behind it. 3) Play a Gygax game if you like pits, secret doors and Dungeon Roulette. Play a game such as in A&E if you prefer monsters, talking/arguing/fighting with chance met characters and a more exciting game. of course, the game may not have been typical, but Gary can defend himself. I felt no real desire for a second, similar game. Posted: 07-31-2020 03:19 am Gygax's Letter from Alarums and Excursions #8
Alarums & Excursions #8 A Letter From E. Gary Gygax
There was an interesting comment in the October ish which I cannot allow to pass unchallenged. This veritable pearl of wisdom dropped from the learned lips of one "Barry." [Well, not really. It actually occurs in PERCEPTION 2, pages one and two written by Dick Eney. It is addressed to Barry who had condemned "xeroxing D&D rules instead of paying for them" in an earlier issue. Future allusions to "Barry" will be changed to "Eney" by the typist. -- LG.]
Now in all fairness, I must preface my remarks with the admission that I once said something very like what this good fellow did with regard to "pirating" of miniature figures. Jack Scruby wrote a rebuttal which made me look a tad foolish and set the matter straight. So now the shoe is really on the other foot and it pinches a trifle.
Leaving aside the question of legality -- and it is illegal to copy works held under copyright, of course -- I must set you all straight about costs. The production of a game or rules set entails very many expenses beyond the base printing cost, and I must say that the printing cost of D&D runs quite a bit above the six bits that Eney mistakenly asserts is the cost. (If, in fact, he can have the three booklets printed, the separate charts also done, and assembled, the box made and wrapped, and the whole put together and shrink-wrapped for that price, he should contact me immediately and let me know the name of the printer!) However initial printing cost is not the only consideration. First, a substantial sum of money must be raised in order to pay for from 3,000 to 5,000 copies of the print run, and a place to house all these sets must be found. Then material to handle orders, wrap them and ship them must be arranged for, as well as someone to do the actual work. Records must be kept. Taxes must be paid. Royalties must be reported and paid to authors and artists. Salaries must be paid. Overhead must be paid. And there is always the good old discount! We offer them, hobby stores get them (and most folks would rather go and pick their materials up immediately than wait for a mail order), and distributors get very substantial ones. They're all necessary and beneficial -- except that in some cases the authors make more money on a run than TSR does! That's fine as long as the overhead and fixed expenses get taken care of, but it doesn't consider what is to be done for new productions.
As A&E has not hesitated to point out, TSR deserves to gain some profit for its venture. Frankly, we do not think anybody else would have been willing to hazard what we did in pioneering the fantasy game field. In this same vein, we have many other new designs which we wish to publish, but each entails a considerable amount of time, effort and capital. TSR employees all receive minimal wages in order that the firm will have enough excess to produce new material. To correct the learned Eney, D&D, GREYHAWK, CHAINMAIL et al., most certainly are bread and butter to five or six TSR employees (including myself, my wife and our five children). They are also the bread and butter of those who look forward to new material from TSR.
This whole matter irritates me more than a little when I think of the time and effort I have put into it for the past few years, the work all of the TSR people have put in with an average remuneration of something less than two dollars per hour, while some nit babbles about matters he has absolutely no conception of! (As I was careful to preface this whole thing with the admission that I once did the same with regard to the costs of miniature figures, I trust no personal offense will be taken.)
Again, Eney seemingly shells out a buck for A&E without qualm or complaint because it contains something he enjoys greatly. Doesn't D&D deserve the same regard? I think so. It is illegal to copy D&D. It is unethical. And in the final analysis, it might mean real loss to great numbers of people. That isn't to say that there is the least objection to copying parts of the books for your own use or for that matter if some individual is too damn poor to afford the cost of his own copy of D&D, it is better he get a Xerox than not be able to play. But how many copies are simply made so as to profit the fellow illegally duplicating his D&D? Or how many are made in order to save the money, so as to use it for some other form of entertainment? It all boils down to the question about whether or not the laborer is worthy of his hire. Evidently Eney does not think so. I appreciate A&E's stand with regard to this matter and letter is written primarily to vindicate it, for I doubt it will turn those with a dishonest bent from whatever course they choose.
From Alarums & Excursions #1 by Barry Gold
Lee and I, as publishers of Alarums and Excursions, recommend that you buy the rules to Dungeons and Dragons if you don't already have them. Xeroxing somebody else's copy is unethical and illegal too. If you are going to get involved enough in the game to build your dungeon, you should at least spring for $10 for the rule books. If you aren't making your own dungeons, you don't really need the books - some other player can tell you how to make and play a character. So there is no excuse for making a bootleg copy and depriving Gary Gygax, the game's inventor, of his fair share.
The latest prices we have are D&D $10, Chainmail $5, Greyhawk $5, dice $2.50 per set --- one each D4, D6, D8, D12, D20. Chainmail is the predecessor of D&D and is useful for resolving missile fire in melee. Greyhawk is the first supplement, with new spells, monsters and treasure.
From Alarums & Excursions #5 October 1975 Depth Perception 2 By Dick Eney
BARRY: There are mutterings of Discontent over your comment anent(Sp?) depriving Gygax of his fair share by xeroxing Dungeons and Dragons and, by extension, Greyhawk and Chainmail. as I believe that I (hem hem) am unlikely to be tagged as one of the irresponsible hippie types trying to tear down the fabric of our Free Enterprise system, maybe I'd be the right one to state them.
Firstest, let us Define Our Terms. D&D, Greyhawk, and Chainmail are fanzines (and there are more than a few Fanzines with better artwork and proofreading). That is, they are something that is published in connection with Gygax's hobby and for fellow hobbyists; they are not his bread and butter and so we don't have to make a baseline calculation of what brings him in a decent annual salary, as we would with a fulltime professional. On the other hand, we do have to him justice and make sure that a work which has brought us so much pleasure doesn't wind up costing him something out of pocket. All X so far?
Now let's make a cost guestimate. Volume I is 36 pages and a heavy cover, II is 40 pages and a heavy cover, and III is 36 pages and a heavy cover. Pages are four to a quarto sheet, so there are 18 standard-size sheets and three heavy covers. Let's assume something I don't really believe for a moment: that he hadn't the information to shop around for a price break or quantity discount, and paid the prices for commercial instant-print lithography, i.e. got badly ripped off. Nevertheless, even paying premium rates like that, 1000 sets of D&D -- that is, of all three booklets together -- should have cost him about $733.80. If he printed 2000 at once it would have been nearer $1268.80 (or $624.40 per thousand). Greyhawk, similarly, should have stood him $341.20 per thousand; if he got 2000, then $583.00 total (or $291.50 per thousand). Any of you can check this with your friendly neighborhood instant-print lithographer, so I won't bother with the calculations here. I did run it past George Scithers, who gets similar-size print runs for AMRA; he gets distinctly better prices for the whole operation including commercial stapling, even though AMRA uses odd-size special-order paper, runs half-tines, and is far superior in quality of repro to D&D.
Personally, I paid the full list price for Dungeons and Dragons and Greyhawk both, just as I did for other stuff like Warriors of Mars and intend to do for War of Wizards and Empire of the Petal throne and probably more. Presumably many of the rest of us did or would do the same, as a point of honor. But when somebody charges me $10 for an item that should have cost him less than 75c, that's a markup of well over a thousand percent (unless I punched the wrong buttons, it comes to 1264% for D&D and 1366% for Greyhawk. all in all, I am not about to dump on Xerox fandom on the grounds that Gygax is being screwed every time that green light flashes.
NOTE: Comment by Sherna Burley From Alarums&Excursions #7
Dick Eney: I find your calculation of Gary Gygax's profit frightening. You have overlooked a couple of factors, though. First, the box probably costs quite a bit (no; about 15c retail -- R.E. [Dick Eney]), and its label costs something too. Second, and more important, I bought my copy from a friend, a (fan) dealer, who was able to give me a discount. This means that, whatever Gygax gets for this set, it is not always the full $10. When there are all those overhead costs, including postage on his mail orders...
As a (partial) beneficiary of Xerox, I am glad to think, however, that he does make quite a bit more profit than seems reasonable, even if not the 1264% you calculated. (Let it be noted that I bought D&D and GREYHAWK, and would not have had the money to buy a new set to replace my lost V.I of D&D.) [I've never seen any offer of single volumes; does anyone know if they are replaceable other than by this sort of bootlegging? -- R.E. aka Dick Eney] Posted: 07-30-2020 10:41 pm Regional Products of the Flanaess - Cloth and Fur
Blue = Fur Red = Cloth
As can be seen the origional resource map shows a strong interconnection between areas exporting fur (almost all the northern realms with the exception of Blackmoor and the Snow Barbarians. The same is reasonably true regarding cloth production and export.
Fur in this case can be guessed at as referring to heavy winter furs rather than the inclusion of pelts, skins or hides.
Cloth production and especially exportation seems much more questionable. It is so widespread that it makes me wonder who is buying the exports? Posted: 07-30-2020 05:19 pm Alarums and Excursions Mini-Review From Strategic Review #6 Feb 1976
Alarums and Excursions Mini-Review From Strategic Review #6 Feb 1976
Alarums & Excursions is a group project collated and edited by Lee Gold... The rates vary from issue to issue, so get them from Lee. It consists of contributions from numerous people, and deals solely with D&D. It is an excellent source of ideas, inspirations and fun. It provides a forum for debate and controversy (some of it is to be taken with a grain of salt, as one or two debates are woefully lacking in background on the topics. For some time now it has seen discussions of printing costs from people that are either ignorant concerning the topic, or incredibly naive). Printing in a single issue can range from terrible to very good. For all of its faults, it is far and away the best D&D 'zine, and well worth reading. See for yourself why it rates a MAJOR TRIUMPH.
NOTE: The comments regarding printing costs appear to be in response to a comment which first appeared in Alarums & Excursions #5 in the portion labeled Depth Perception 2 by Dick Eney. He writes in response Barry (Barry Gold, I believe, and this mention regarding xeroxing the D&D rules written in Alarums & Excursions #1)
From Alarums & Excursions #1 by Barry Gold
Lee and I, as publishers of Alarums and Excursions, recommend that you buy the rules to Dungeons and Dragons if you don't already have them. Xeroxing somebody else's copy is unethical and illegal too. If you are going to get involved enough in the game to build your dungeon, you should at least spring for $10 for the rule books. If you aren't making your own dungeons, you don't really need the books - some other player can tell you how to make and play a character. So there is no excuse for making a bootleg copy and depriving Gary Gygax, the game's inventor, of his fair share.
The latest prices we have are D&D $10, Chainmail $5, Greyhawk $5, dice $2.50 per set --- one each D4, D6, D8, D12, D20. Chainmail is the predecessor of D&D and is useful for resolving missile fire in melee. Greyhawk is the first supplement, with new spells, monsters and treasure.
From Alarums & Excursions #5 October 1975 Depth Perception 2 By Dick Eney
BARRY: There are mutterings of Discontent over your comment anent(Sp?) depriving Gygax of his fair share by xeroxing Dungeons and Dragons and, by extension, Greyhawk and Chainmail. as I believe that I (hem hem) am unlikely to be tagged as one of the irresponsible hippie types trying to tear down the fabric of our Free Enterprise system, maybe I'd be the right one to state them.
Firstest, let us Define Our Terms. D&D, Greyhawk, and Chainmail are fanzines (and there are more than a few Fanzines with better artwork and proofreading). That is, they are something that is published in connection with Gygax's hobby and for fellow hobbyists; they are not his bread and butter and so we don't have to make a baseline calculation of what brings him in a decent annual salary, as we would with a fulltime professional. On the other hand, we do have to him justice and make sure that a work which has brought us so much pleasure doesn't wind up costing him something out of pocket. All X so far?
Now let's make a cost guestimate. Volume I is 36 pages and a heavy cover, II is 40 pages and a heavy cover, and III is 36 pages and a heavy cover. Pages are four to a quarto sheet, so there are 18 standard-size sheets and three heavy covers. Let's assume something I don't really believe for a moment: that he hadn't the information to shop around for a price break or quantity discount, and paid the prices for commercial instant-print lithography, i.e. got badly ripped off. Nevertheless, even paying premium rates like that, 1000 sets of D&D -- that is, of all three booklets together -- should have cost him about $733.80. If he printed 2000 at once it would have been nearer $1268.80 (or $624.40 per thousand). Greyhawk, similarly, should have stood him $341.20 per thousand; if he got 2000, then $583.00 total (or $291.50 per thousand). Any of you can check this with your friendly neighborhood instant-print lithographer, so I won't bother with the calculations here. I did run it past George Scithers, who gets similar-size print runs for AMRA; he gets distinctly better prices for the whole operation including commercial stapling, even though AMRA uses odd-size special-order paper, runs half-tines, and is far superior in quality of repro to D&D.
Personally, I paid the full list price for Dungeons and Dragons and Greyhawk both, just as I did for other stuff like Warriors of Mars and intend to do for War of Wizards and Empire of the Petal throne and probably more. Presumably many of the rest of us did or would do the same, as a point of honor. But when somebody charges me $10 for an item that should have cost him less than 75c, that's a markup of well over a thousand percent (unless I punched the wrong buttons, it comes to 1264% for D&D and 1366% for Greyhawk. all in all, I am not about to dump on Xerox fandom on the grounds that Gygax is being screwed every time that green light flashes.
NOTE: Comment by Sherna Burley From Alarums&Excursions #7
Dick Eney: I find your calculation of Gary Gygax's profit frightening. You have overlooked a couple of factors, though. First, the box probably costs quite a bit (no; about 15c retail -- R.E. [Dick Eney]), and its label costs something too. Second, and more important, I bought my copy from a friend, a (fan) dealer, who was able to give me a discount. This means that, whatever Gygax gets for this set, it is not always the full $10. When there are all those overhead costs, including postage on his mail orders...
As a (partial) beneficiary of Xerox, I am glad to think, however, that he does make quite a bit more profit than seems reasonable, even if not the 1264% you calculated. (Let it be noted that I bought D&D and GREYHAWK, and would not have had the money to buy a new set to replace my lost V.I of D&D.) [I've never seen any offer of single volumes; does anyone know if they are replaceable other than by this sort of bootlegging? -- R.E. aka Dick Eney] Posted: 07-29-2020 08:25 pm Reference List of Various Fanzines from 1970's Reference List of Various Fanzines from 1970'sHere is a list of references to various fanzines
A&E = Alarums&Excursions DRG = Dragon Magazine SR = The Strategic Review
Abyss (DRG#50) Alarums & Excursions (SR4)(DRG#50) The American Wargamer (A&E11) APA-DUD/Pandemonium (DRG#50) APA-L (A&E1) APA-NESFA (A&E9) Apprentice (DRG#22)(DRG#3) AZAPA (A&E8) Battle Report (SR3) The Beholder (DRG#50) Conquest (Divine Right PBM)(DRG#35) The Cosmic Balance (A&E11) Dankendismal (SR6) Europa (A&E11) The Fantorgn Scrolls (A&E12) Fire the Arquebusiers! (SR6) Great Plains Game Players Newsletter/Gamelog (SR4)(DRG#33) Kranor-Rill (SR4) Liaisons Dangeruses (SR4) The Lords of Chaos (DRG#50) Morningstar (DRG#50) News From Bree (A&E11) Owl & Weasel (SR6) Phoenix (DRG#22) Quick Quincy Gazette (DRG#50) Ryth Chronicle (A&E11)(SR6) Spartan (A&E5) The Stormlord (DRG#50) Trollcrusher (DRG#50) The Wild Hunt (A&E9)(DRG#50) WSFA Journal (SR4) Zepplin (DRG#50) Posted: 07-29-2020 05:17 pm Gygax's letter from AlarumsandExcursions #2
Here is the text of a letter by Gary Gygax published in the fanzine Alarums and Excursions issue #2 from July 1975. There are a few comments regarding the original Greyhawk campaign, but it is mostly about the philosophy, at that time, about the D&D game system.
NOTE: As I read through A&E#1 I keep finding comments which Gygax responded to in his letter in issue #2. I wish I'd noted them all at once, but I actually read issue #2 and jumped the gun at transcribing the letter and posting it before going through issue #1. I will keep updating this post the issue #1 to provide context. On reading later issues of the Strategic Review I have found that issue #1 of A&E seemed to have a profound influence on how Gygax developed the game, especially the magic system. I plan on reprinting those articles since they seem to be part of the same conversation and an important part of the history of D&D.
Dear Lee;
Hello! and our thanks for the two copies of A&E. Brian Blume takes care of SR, and he immediately made off with one copy of your zine, so you can rest assured of the trade arrangement.
It certainly is a good feeling to have so many persons enjoying something one had a hand in creating. I have been a sf and fantasy fan since age 12, a wargame enthusiast since age 10 and began designing and writing about 1965. The games and rules are fairly successful these days, but I have yet to sell a sf or fantasy story, and that will be my next real project -- in a year or so when I have time to rewrite my favorite fantasy novel in hopes of something more than the usual rejection slips.
In case you don't know the history of D&D, it all began with the fantasy rules in CHAINMAIL. Dave A. took those rules and changed them into a prototype of what is now D&D. When I played in his "Blackmoor" campaign I fell in love with the new concept and expanded and changed his 20 or so pages of hand-written "rules" into about 100 ms. pages. Dave's group and ours here in Lake Geneva then began eager and enthusiastic play-testing, and the result was the D&D game in January of 1974. It is an ongoing game, as the GREYHAWK booklet shows, and when Dave hands me the ms. for BLACKMOOR I am sure that there will be more alternatives yet. I have personally worked out enough material lately to do still another supplement, and the heaps of material sent in by fans would certainly fill another -- besides providing a good bit of material for publication in SR. So as long as players desire, TSR will continue to provide more D&D goodies (although my partners bemoan the fact that this tends to deprive the historical end of out operation.)
If you have seen WAR OF THE WIZARDS, you are aware of how imaginative and creative a man Professor M.A.R. Barker is. We have arranged, finally, to publish his masterwork, EMPIRE OF THE PETAL THRONE. Professor Barker has been at work on his fantasy world creation for something like 40 years! It shows in his work. I hardly know where to begin in describing EPT. First, I must liken the whole of the Professor's work to JRRT's (and I understand that Professor Barker has a novel which he hopes to complete soon!). The whole of the game EMPIRE OF THE PETAL THRONE is perfectly thought-out and logically structured. Its form was influenced by D&D (and I am greatly flattered about that) although its author had been testing various other forms prior to the publication of D&D.
I will not describe the world of 'PETAL THRONE, for Professor Barker does that himself, far better than I could hope to, in his game. Suffice it to say that we have spared no expense to do it justice when TSR publishes it. The box will be about 9" x 12" with a full-color illustration of the city of BeySy on the cover. The Professor is also one heck of an illustrator, and he did that map in a medieval style with building erections, larger-than-life figures of men, and so forth. In addition to a rules book (about the same number of words as D&D, possibly quite a few more) done in two-column, 3 1/2 x 11 size with a plastic ring binding so it will open flat to any section, there will be three full-color, plasticized mapboards (similar to the one found in STAR PROBE). Two are the map of the world, and the other is the city of Jakala. The first two are done with permission, on SPI hex maps, while the latter is done on a slightly smaller hex grid. The unfortunate part is what the whole will cost -- the $20 price range -- but we plan to make the separate parts available so that much cash won't have to be laid out all at once. We expect the work to be available by 15 July.
We also have a wonderful "parlor" version of D&D dungeon adventures coming up fairly soon -- great for when there are only non-addicts to play games with, for the family, or when there is only an hour or two for play. The game is well done, and its components are top-quality, and we expect it to be popular for many reasons -- not the least of which is it will help D&D enthusiasts demonstrate to the uninitiated why they love fantasy games.
I sang through both of the tunes in "Music to Loot Dungeons By". Good show!
There seems to be considerable confusion amongst your contributors -- particularly those who tend to be in a flap about incomplete or unpalatable solutions (to them) of D&D rules/questions/problems. The game is complex and complicated. When it was released, it was by no means in a final (or even polished) form, but were we to sit on it for another few years in order to get it that way? Can a broad fantasy game ever be finished? Of course we could not hold off publication, for it was too much fun to keep from others.
Dave and I disagree on how to handle any number of things, and both of our campaigns differ from the "rules" found in D&D. If the time ever comes when all aspects of fantasy are covered and the vast majority of its players agree on how the game should be played, D&D will have become staid and boring indeed. Sorry, but I don't believe that there is anything desirable in having various campaigns playing similarly to one another. D&D is supposed to offer a challenge to the imagination and to do so in many ways. Perhaps the most important is in regard to what the probabilities of a given situation are. If players know what all of the monster parameters are, what can be expected in a given situation, exactly what will happen to them if they perform thus and so, most of the charm of the game is gone. Frankly, the reason I enjoy playing in Dave Arneson's campaign is that I do not know his treatments of monsters and suchlike, so I must keep thinking and reasoning in order to "survive". Now, for example, if I made a proclamation from on high which suited Mr. Johnstone, it would certainly be quite unacceptable to hundreds or even thousands of other players. My answer is, and has always been, if you don't like the way I do it, change the bloody rules to suit yourself and your players. D&D enthusiasts are far too individualistic and imaginative a bunch to be in agreement, and I certainly refuse to play god for them -- except as a referee in my own campaign where they jolly well better toe the mark. Let us consider the magic-user question.
We allow magic-users to employ the number of spells shown on the table, so a 1st level m-u gets exactly one 1st level spell to use once before he must go back to his books and prepare to use the spell once again -- or a spell once again. To allow unlimited use of the spell is to make the m-u's too powerful. There is a better solution, of course; one I have been aware of since the first. That is to utilize a point system based on the m-u's basic abilities and his or her level. Spell cost is then taken as a function of the spell and the circumstances in which it is cast and possibly how much force is put into the spell. All that would have required a great deal of space and been far more complex to handle, so I opted for the simple solution.
Again, as a case in point, Ted Johnstone says I have trouble telling which rules are so completely obvious that he doesn't need to explain them. That, dear friends, is a statement which could only be made by someone who has never authored a set of rules or a game! Many of the rules which are completely obvious to me are totally obscure to others. I can say in complete truthfulness that I have had to explain each and every section of the rules to some players, either in person or by letter.
I desire variance in interpretation and, as long as I am editor of the TSR line and its magazine, I will do my utmost to see that there is as little trend towards standardization as possible. Each campaign should be a "variant", and there is no "official interpretation" from me or anyone else. If a game of "Dungeons and Beavers" suits a group, all I say is more power to them, for every fine referee runs his own variant of D&D anyway.
I recall that I told Bob Sacks that in Greyhawk we do not have existing religions included, for this is a touchy area. We have such groups as "The Church of the Latter Day Great Old Ones," Church of Crom, Scientist", "Brethren of St. Cuthbert of the Cudgle", and so on. Gods sometimes intervene. There are some artifacts and the like which aid clerics. In general, however, clerics are powerful enough without much aid, for they have quite a few advantages and work up very quickly. Fighters are really the ones whom everyone should be irate about, for they have the hardest time of it, if not backed up by other classes or by lots of other fighters or blessed with the most powerful of magic gear.
How does one use gunpowder weapons in the confined spaces of the dungeon? What happens to ears? Blackmoor has some gunpowder usage but the filthy stuff won't work in Greyhawk's world.
By the way, a score of 18 is only the usual top limit for humans in Greyhawk. We have monsters with intelligence scores well over 18, and one player is about to work out a deal which will jump his to not less than 19.
Please inform Ted that I too subscribe to the slogan "D&D is too important to leave to Gary Gygax." Gosh and golly! Whoever said anything else. However, pal, best remember that it is far too good to leave to you or any other individual or little group either! It now belongs to the thousands of players enjoying it worldwide, most of whom will probably never hear of you or your opinions unless you get them into THE STRATEGIC REVIEW. As soon as we can manage it, we intend to have expand SR, publish bimonthly and include a letter column.
Thanks again for sending A&E. It was most enjoyable. Watch out though, that it doesn't start D&D down the road of DIPLOMACY fandom with its constant feuds, bickering, invective, etc. Now tell the fellows to pick on Dave Arneson awhile -- after all he had as much to do with the whole mess as I did!
Regards, E. Gary Gygax
NOTE: To provide some context for part of Gygax's reply I am adding this comment by Ted Johnstone from Alarums&Excursions #1 (Addendum - I believe I have misattributed this comment, as Gygax perhaps did as well, and it is by Mark Swanson in reply to Ted Johnstone instead of a comment by Ted Johnstone himself).
TED JOHNSTONE - My comment on the non-existence of a "Charm Monster" spell was a symptom of my usual disease of firstdraftitis. I've read the rules but haven't memorized them. Two points. // Howver, on a larger subject, I am a supporter of the slogan "D&D is too important to leave to Gary Gygax." Gary has produced other games in the past. The problem has been that they are not interesting in their full form. They tend to be flawed by simple, bad solutions to complex problems. Thus, in Gary Gygax's game, A MAGIC USER GETS TO USE EACH SPELL ONCE A DAY.
If a first-level magic user gets to charm one person a day with no other magical acts permitted, Gary's version of the spell is entirely appropriate. As is the "No saving throw against sleep," the lack of restrictions on how often a character can be healed, etc. (The rule can be found, vaguely, in book three, and explicitly in Gary's magazine, #3.) As I said, Gary has trouble telling which rules are so completely obvious that he doesn't need to explain them. Welcome, brother heretic, or were you planning to do it that way? This problem, how to limit the magic users, is second only to the question of what are the characters doing as defining the games. Gary Gygax says that a Medium has one spell a day, a seeress gets to cast to a day, etc -- and they are all out on a treasure hunt. It's a simple solution, but I don't like it.
NOTE: Further context reference for Gygax's reply concerning player attributes above 18. Comment is from Alarums & Excursions #1
TOM DIGBY: Somebody mentioned talking about things in D&D jargon and mentioned that "Kimball Kinnison has about a 16 intelligence." These attributes are obtained for a character by rolling three six-sided dice, with a possible range of 3-18, a mean of 10.5, and a standard deviation of about 2.96... The Mensa cutoff is the 98th percentile and comes out to 16.5 intelligence. The normal curve has one person in a thousand about 19.5 though, somethingyou can never get with three dice. This may mean that there are a number of people in fandom whose intelligence is greater than can exist in a D&D world.
NOTE: Even further context. I believe Gygax's mention of Dave Arneson's role in creating D&D stems from this comment by Barry Gold in Alarums & Excursions #1.
From Alarums & Excursions #1 by Barry Gold
Lee and I, as publishers of Alarums and Excursions, recommend that you buy the rules to Dungeons and Dragons if you don't already have them. Xeroxing somebody else's copy is unethical and illegal too. If you are going to get involved enough in the game to build your dungeon, you should at least spring for $10 for the rule books. If you aren't making your own dungeons, you don't really need the books - some other player can tell you how to make and play a character. So there is no excuse for making a bootleg copy and depriving Gary Gygax, the game's inventor, of his fair share. Posted: 07-29-2020 05:10 pm Gygax's letter from AlarumsandExcursions #2
Here is the text of a letter by Gary Gygax published in the fanzine Alarums and Excursions issue #2 from July 1975. There are a few comments regarding the original Greyhawk campaign, but it is mostly about the philosophy, at that time, about the D&D game system.
NOTE: As I read through A&E#1 I keep finding comments which Gygax responded to in his letter in issue #2. I wish I'd noted them all at once, but I actually read issue #2 and jumped the gun at transcribing the letter and posting it before going through issue #1. I will keep updating this post the issue #1 to provide context. On reading later issues of the Strategic Review I have found that issue #1 of A&E seemed to have a profound influence on how Gygax developed the game, especially the magic system. I plan on reprinting those articles since they seem to be part of the same conversation and an important part of the history of D&D.
Dear Lee;
Hello! and our thanks for the two copies of A&E. Brian Blume takes care of SR, and he immediately made off with one copy of your zine, so you can rest assured of the trade arrangement.
It certainly is a good feeling to have so many persons enjoying something one had a hand in creating. I have been a sf and fantasy fan since age 12, a wargame enthusiast since age 10 and began designing and writing about 1965. The games and rules are fairly successful these days, but I have yet to sell a sf or fantasy story, and that will be my next real project -- in a year or so when I have time to rewrite my favorite fantasy novel in hopes of something more than the usual rejection slips.
In case you don't know the history of D&D, it all began with the fantasy rules in CHAINMAIL. Dave A. took those rules and changed them into a prototype of what is now D&D. When I played in his "Blackmoor" campaign I fell in love with the new concept and expanded and changed his 20 or so pages of hand-written "rules" into about 100 ms. pages. Dave's group and ours here in Lake Geneva then began eager and enthusiastic play-testing, and the result was the D&D game in January of 1974. It is an ongoing game, as the GREYHAWK booklet shows, and when Dave hands me the ms. for BLACKMOOR I am sure that there will be more alternatives yet. I have personally worked out enough material lately to do still another supplement, and the heaps of material sent in by fans would certainly fill another -- besides providing a good bit of material for publication in SR. So as long as players desire, TSR will continue to provide more D&D goodies (although my partners bemoan the fact that this tends to deprive the historical end of out operation.)
If you have seen WAR OF THE WIZARDS, you are aware of how imaginative and creative a man Professor M.A.R. Barker is. We have arranged, finally, to publish his masterwork, EMPIRE OF THE PETAL THRONE. Professor Barker has been at work on his fantasy world creation for something like 40 years! It shows in his work. I hardly know where to begin in describing EPT. First, I must liken the whole of the Professor's work to JRRT's (and I understand that Professor Barker has a novel which he hopes to complete soon!). The whole of the game EMPIRE OF THE PETAL THRONE is perfectly thought-out and logically structured. Its form was influenced by D&D (and I am greatly flattered about that) although its author had been testing various other forms prior to the publication of D&D.
I will not describe the world of 'PETAL THRONE, for Professor Barker does that himself, far better than I could hope to, in his game. Suffice it to say that we have spared no expense to do it justice when TSR publishes it. The box will be about 9" x 12" with a full-color illustration of the city of BeySy on the cover. The Professor is also one heck of an illustrator, and he did that map in a medieval style with building erections, larger-than-life figures of men, and so forth. In addition to a rules book (about the same number of words as D&D, possibly quite a few more) done in two-column, 3 1/2 x 11 size with a plastic ring binding so it will open flat to any section, there will be three full-color, plasticized mapboards (similar to the one found in STAR PROBE). Two are the map of the world, and the other is the city of Jakala. The first two are done with permission, on SPI hex maps, while the latter is done on a slightly smaller hex grid. The unfortunate part is what the whole will cost -- the $20 price range -- but we plan to make the separate parts available so that much cash won't have to be laid out all at once. We expect the work to be available by 15 July.
We also have a wonderful "parlor" version of D&D dungeon adventures coming up fairly soon -- great for when there are only non-addicts to play games with, for the family, or when there is only an hour or two for play. The game is well done, and its components are top-quality, and we expect it to be popular for many reasons -- not the least of which is it will help D&D enthusiasts demonstrate to the uninitiated why they love fantasy games.
I sang through both of the tunes in "Music to Loot Dungeons By". Good show!
There seems to be considerable confusion amongst your contributors -- particularly those who tend to be in a flap about incomplete or unpalatable solutions (to them) of D&D rules/questions/problems. The game is complex and complicated. When it was released, it was by no means in a final (or even polished) form, but were we to sit on it for another few years in order to get it that way? Can a broad fantasy game ever be finished? Of course we could not hold off publication, for it was too much fun to keep from others.
Dave and I disagree on how to handle any number of things, and both of our campaigns differ from the "rules" found in D&D. If the time ever comes when all aspects of fantasy are covered and the vast majority of its players agree on how the game should be played, D&D will have become staid and boring indeed. Sorry, but I don't believe that there is anything desirable in having various campaigns playing similarly to one another. D&D is supposed to offer a challenge to the imagination and to do so in many ways. Perhaps the most important is in regard to what the probabilities of a given situation are. If players know what all of the monster parameters are, what can be expected in a given situation, exactly what will happen to them if they perform thus and so, most of the charm of the game is gone. Frankly, the reason I enjoy playing in Dave Arneson's campaign is that I do not know his treatments of monsters and suchlike, so I must keep thinking and reasoning in order to "survive". Now, for example, if I made a proclamation from on high which suited Mr. Johnstone, it would certainly be quite unacceptable to hundreds or even thousands of other players. My answer is, and has always been, if you don't like the way I do it, change the bloody rules to suit yourself and your players. D&D enthusiasts are far too individualistic and imaginative a bunch to be in agreement, and I certainly refuse to play god for them -- except as a referee in my own campaign where they jolly well better toe the mark. Let us consider the magic-user question.
We allow magic-users to employ the number of spells shown on the table, so a 1st level m-u gets exactly one 1st level spell to use once before he must go back to his books and prepare to use the spell once again -- or a spell once again. To allow unlimited use of the spell is to make the m-u's too powerful. There is a better solution, of course; one I have been aware of since the first. That is to utilize a point system based on the m-u's basic abilities and his or her level. Spell cost is then taken as a function of the spell and the circumstances in which it is cast and possibly how much force is put into the spell. All that would have required a great deal of space and been far more complex to handle, so I opted for the simple solution.
Again, as a case in point, Ted Johnstone says I have trouble telling which rules are so completely obvious that he doesn't need to explain them. That, dear friends, is a statement which could only be made by someone who has never authored a set of rules or a game! Many of the rules which are completely obvious to me are totally obscure to others. I can say in complete truthfulness that I have had to explain each and every section of the rules to some players, either in person or by letter.
I desire variance in interpretation and, as long as I am editor of the TSR line and its magazine, I will do my utmost to see that there is as little trend towards standardization as possible. Each campaign should be a "variant", and there is no "official interpretation" from me or anyone else. If a game of "Dungeons and Beavers" suits a group, all I say is more power to them, for every fine referee runs his own variant of D&D anyway.
I recall that I told Bob Sacks that in Greyhawk we do not have existing religions included, for this is a touchy area. We have such groups as "The Church of the Latter Day Great Old Ones," Church of Crom, Scientist", "Brethren of St. Cuthbert of the Cudgle", and so on. Gods sometimes intervene. There are some artifacts and the like which aid clerics. In general, however, clerics are powerful enough without much aid, for they have quite a few advantages and work up very quickly. Fighters are really the ones whom everyone should be irate about, for they have the hardest time of it, if not backed up by other classes or by lots of other fighters or blessed with the most powerful of magic gear.
How does one use gunpowder weapons in the confined spaces of the dungeon? What happens to ears? Blackmoor has some gunpowder usage but the filthy stuff won't work in Greyhawk's world.
By the way, a score of 18 is only the usual top limit for humans in Greyhawk. We have monsters with intelligence scores well over 18, and one player is about to work out a deal which will jump his to not less than 19.
Please inform Ted that I too subscribe to the slogan "D&D is too important to leave to Gary Gygax." Gosh and golly! Whoever said anything else. However, pal, best remember that it is far too good to leave to you or any other individual or little group either! It now belongs to the thousands of players enjoying it worldwide, most of whom will probably never hear of you or your opinions unless you get them into THE STRATEGIC REVIEW. As soon as we can manage it, we intend to have expand SR, publish bimonthly and include a letter column.
Thanks again for sending A&E. It was most enjoyable. Watch out though, that it doesn't start D&D down the road of DIPLOMACY fandom with its constant feuds, bickering, invective, etc. Now tell the fellows to pick on Dave Arneson awhile -- after all he had as much to do with the whole mess as I did!
Regards, E. Gary Gygax
NOTE: To provide some context for part of Gygax's reply I am adding this comment by Ted Johnstone from Alarums&Excursions #1 (Addendum - I believe I have misattributed this comment, as Gygax perhaps did as well, and it is by Mark Swanson in reply to Ted Johnstone instead of a comment by Ted Johnstone himself).
TED JOHNSTONE - My comment on the non-existence of a "Charm Monster" spell was a symptom of my usual disease of firstdraftitis. I've read the rules but haven't memorized them. Two points. // Howver, on a larger subject, I am a supporter of the slogan "D&D is too important to leave to Gary Gygax." Gary has produced other games in the past. The problem has been that they are not interesting in their full form. They tend to be flawed by simple, bad solutions to complex problems. Thus, in Gary Gygax's game, A MAGIC USER GETS TO USE EACH SPELL ONCE A DAY.
If a first-level magic user gets to charm one person a day with no other magical acts permitted, Gary's version of the spell is entirely appropriate. As is the "No saving throw against sleep," the lack of restrictions on how often a character can be healed, etc. (The rule can be found, vaguely, in book three, and explicitly in Gary's magazine, #3.) As I said, Gary has trouble telling which rules are so completely obvious that he doesn't need to explain them. Welcome, brother heretic, or were you planning to do it that way? This problem, how to limit the magic users, is second only to the question of what are the characters doing as defining the games. Gary Gygax says that a Medium has one spell a day, a seeress gets to cast to a day, etc -- and they are all out on a treasure hunt. It's a simple solution, but I don't like it.
NOTE: Further context reference for Gygax's reply concerning player attributes above 18. Comment is from Alarums & Excursions #1
TOM DIGBY: Somebody mentioned talking about things in D&D jargon and mentioned that "Kimball Kinnison has about a 16 intelligence." These attributes are obtained for a character by rolling three six-sided dice, with a possible range of 3-18, a mean of 10.5, and a standard deviation of about 2.96... The Mensa cutoff is the 98th percentile and comes out to 16.5 intelligence. The normal curve has one person in a thousand about 19.5 though, somethingyou can never get with three dice. This may mean that there are a number of people in fandom whose intelligence is greater than can exist in a D&D world.
NOTE: Even further context. I believe Gygax's mention of Dave Arneson's role in creating D&D stems from this comment by Barry Gold in Alarums & Excursions #1.
From Alarums & Excursions #1 by Barry Gold
Lee and I, as publishers of Alarums and Excursions, recommend that you buy the rules to Dungeons and Dragons if you don't already have them. Xeroxing somebody else's copy is unethical and illegal too. If you are going to get involved enough in the game to build your dungeon, you should at least spring for $10 for the rule books. If you aren't making your own dungeons, you don't really need the books - some other player can tell you how to make and play a character. So there is no excuse for making a bootleg copy and depriving Gary Gygax, the game's inventor, of his fair share. Posted: 07-29-2020 05:10 pm Languages of Oerthly Magic - Dancing Lights
Languages of Oerthly Magic - Dancing Lights5). Dancing Lights
Amedian - Kukeza Taa (Ku-Ke-Za Ta)
Bakluni (Ancient) - Dae Ezeklar (Da Es-Ek-La-Re)
Drow - Tenklo Fe'K (Te-No-Klo Fe-Ek)
Dwarven - Daenda Lys (Da-En-Da Lis)
Elven - Daenzin Valoe (Da-En-Sin Va-Lo)
Flan - Zo'lza Damaeza (Zo-El-Ze Da-Ma-Za)
Fruz - Daenda Loez (Da-En-Da Loz)
Giantish - Tazenda Leeta (Ta-Zen-Da Le-Te)
Gnomish - Daenda Leaten (Da-En-Da Le-Ten)
Oeridian - Tanzuesek Ogny (Tan-Zu-Is-Ik Og-Ne)
Olman -Nataam Veakkukae (Na-Ta-Am Ve-Ak-Ku-Ka)
Suel - Korum Luminar (Ko-Ram Lu-Me-Nar) Posted: 07-28-2020 06:12 pm Languages of Oerthly Magic - Comprehend Languages Languages of Oerthly Magic - Comprehend Languages4). Comprehend Languages
Amedian - Koo'lwa Looga (Ku-El-Wa Lu-Ga)
Bakluni (Ancient) - Delere Anlamak (De-Le-Ri An-La-Mak)
Drow - Er'tato Nelven (Er-Te-To Ne-El-Ven)
Dwarven - Forsta Saipro (For-Sta Sa-Pro)
Elven - Immareta Kaelta (Im-Mar-Ta Ke-El-Ta)
Flan - Teingata (Te-An-Ga-Ta)
Fruz - Ski'a Tungamal (Skee-Ya Tun-Ga-Mal)
Giantish - Verstane (Ver-Sta-En)
Gnomish - Begrypen Tane (Be-Gri-Pen Ta-En)
Oeridian - Poneat Azikeah (Pon-At Az-Ek-Ah)
Olman - Molekeah Perintu (Mo-Li-Ka-Ya Per-In -Too)
Suel - Lingus Comprehendere (Le-Eng-Us Com-Pre-Hen-Der) Posted: 07-27-2020 04:16 pm Languages of Oerthly Magic - Charm Person
Languages of Oerthly Magic - Charm Person3). Charm Person
Amedian - M'Tu (Em-Tu)
Bakluni (Ancient) - Kekeklek KeSe (Kek-Ik-Lik Ki-See)
Drow - Varsa Zem'l (Var-Sa Se-Mel)
Dwarven - Cade Per (Ca-Da Pe-Re)
Elven - Haen Kelo (He-En Ki-Lo)
Flan - Daen (De-En)
Fruz - Hela Mae (He-La Ma)
Giantish - Care Per (Ca-Re Pe-Re)
Gnomish - Care Aryrzo (Ca-Re Re-Rez-O)
Oeridian - Obyana Keloveka (Ob-Ya-Ne Ke-Lo-Ve-Ka)
Olman - Al'k Nap'r (Al-Ak Na-Par)
Suel - Lapreme Peres (Le-Por-Em Per-Res) Posted: 07-26-2020 08:13 pm Languages of Oerthly Magic - Burning Hands Languages of Oerthly Magic - Burning Hands2). Burning Hands
Amedian - Moto Mikono (Mo-To Me-Ko-No)
Bakluni (Ancient) - Eller Yan (El-Er An)
Drow - Kezeben Yg (Ke-Ze-Ben Eg)
Dwarven - Barende Haende (Bar-En-De Ha-En-De)
Elven - Potava Kaes (Pa-Ta-Va Ka-Is)
Flan - Lama Do (La-Ma Do)
Fruz - Breande Haende (Bre-An-De Ha-En-De)
Giantish - Brende Hade (Bre-An-De Ha-De)
Gnomish - Barende Haende (Bar-En-De Ha-En-De)
Oeridian - Zaen Ruke (Za-En Ruk)
Olman - Kayel Erem (Ka-Il Er-Em)
Suel - Arden Manus (Ar-Den Man-Us) Posted: 07-26-2020 02:22 pm Languages of Oerthly Magic - Affect Normal Fires This was a project I was working to list all the vocal elements for spells. It was a certain level of detail that I had starting getting into when I began writing stories about Greyhawk but it also helped with game-play in giving magic-users something to do other than just saying they cast magic missile; I had have them say the vocal component of the spell.
Languages of Oerthly Magic - Affect Normal Fires1). Affect Normal Fires
Amedian - Kutire Moto A Kaed (Ku-Tir -Ee Mo-To A Ka-Ed)
Bakluni (Ancient) - Angenlare Etkill (An-Gen-La-Ri Et-Kil)
Drow - Befola Sol Tuzek (Be-Fol-A Sol Tu-Zek)
Dwarven - Paver Barde (Pa-Vir-Ka Bar-De)
Elven - Vaketta Tulpall (Va-Ket- Ta Tul-Pal)
Flan - Defare Tintanat (Di-Far Tin-Te Nat)
Fruz - Ar Ae Elelga Elde (Ar A El-Il-Ga El-Da)
Giantish - Yswerkan Barde (Us-Vir-Ken Bar-De)
Gnomish - Envode Barde (In-Vod Bar-De)
Oeridian - Veat Porove (Vi-At Po-Rov)
Olman - Catraba Ti Patikkum (Ca-Ta-Ra-Na Ti Pa-Tik-Kum)
Suel - Igne C'Da Ef (Ig-Ne See-Da Af)
I think Ive worked out my language equivalents if anyone wants to work up some of these for themselves. Amedian - Swahili Bakluni (Ancient) - Turkish Drow - Magyar Dwarven - Danish Elven - Finnish Flan - Irish Fruz - Icelandic Giantish - German Gnomish - Dutch Oeridian - Russian Olman - Tamil Suel - LatinThese are just the base for the very slightly altered languages. It helps me a great deal in fiction but it is also helpful DMing and adds a good reason to have a comprehend languages spell on hand. I chose them with a few ideas in mind. The Suel always remind me of ancient Rome so Latin. The giants, dwarves, fruz, and gnomes always feel linked to me. Elves and Drow should have some link but strained over the centuries that have separated them so Finnish and Magyar.Posted: 07-25-2020 11:36 pm City of Greyhawk Random Dwelling Generator #1
1) Single story 20x30 home with cellar and attic.
A common building often found in the:
Beggar's Quarter Brewer's Quarter Clerksburg Carftsman's Ward Foreign Quarter Labor Quarter Low Quarter River Quarter
It is less commonly found in the:
Garden Quarter Hutsham Slums The Shacks The Strip Thieves Quarter Trade Areas University Area
It is rarely found in the:
The Halls High Quarter Plaza D'Haut
As with most homes found in the city:
Cellar:
The cellar is normally a dirt floor whose walls are constructed of stone slabs or boulders. Two wooden support beams help to hold up the wooden floor of the first level. This is typically used as a storage place for food (jars of preserved fruits and vegetables, meats, herbs, etc...), beverages, normally kegs or barrels of ale or beer, sometimes smaller barrels or bottles of stronger drink. These cellars are normally dank and musty, mice are common, but rats can be found (more likely to be encountered in the Beggar's Quarter, River Quarter, Hutsham, Slums, The Shacks & The Thieve's Quarter).
In some areas, most notably in Old City Quarters, as well as the High Quarter, Trade Areas and the River Quarter, these cellars will be floored with stone and access to the sewer system beneath the city is common through grates or metal-lidded passages.
The First Floor:
Stone is easy to come by in the City of Greyhawk so most dwellings have either their first story walls constructed of stone, or of stone halfway up (three or four feet) and then wood.
Exterior doors are stout, often studded with iron nails or banded in bronze or iron in the Plaza D'Haut, Thieve's Quarter, River Quarter, Hutsham & The Shacks. These doors will often have a simple iron lock, and all will have staples and a bar ready to be dropped in place on the inside.
In the Beggar's Quarter and the Slums doors are commonly found broken or in disrepair. Most have a set of iron staples so that the door can be barred from the inside, but, for the most part, doors will have a simple wooden latch (in these quarters anything as valuable as a lock will most often have been pried or cut from an unprotected door.
In all other quarters exterior doors are stout, and capable of being barred from within but normally do not have locks.
First floor windows do not normally contain glass. In the Plaza D'Haut, Thieve's Quarter, River Quarter, Hutsham & The Shacks iron bars are often found. A double set of shutters is often in place, both capable of being bolted or barred from within.
In all other quarters first floor windows normally have a single set of shutters capable of being barred from within. In both the Beggar's Quarter and the Slums shutters are often missing or broken, with boards nailed into place over the empty window-frame.
First floor interiors normally consist of a single 10x15 bedroom. The rest of the first floor is a small area set around the fireplace with perhaps a cabinet for food, a stone sink, water-barrel, small table and chairs. There is a back door immediately across from the front in most dwelling with cellar stairs to onside and attic stairs to the other. Ceilings tend to be six to ten feet.
Second Story
Second stories are wood construction. In areas where the first floor windows are barred, so too are attic windows. There will also be shutters, normally a single set capable of being barred, latched or bolted from within. Even in the Beggar's and Slum Quarters these shutters are often found intact.
The two upstairs rooms are often bedrooms, but sometime used for storage. A trapdoor and ladder allow access to the roof and the area around the chimney stack often has a table or work-bench.
The roof is wooden with curved brickwork tiles. A gutter runs along the edges front and back. In the Beggar's Quarter and the Slums these roof tiles are often missing and the roof sagging or warped.
The Exterior
The back of most homes has an outhouse with a honey-pot and a shed containing gardening equipment (most tools of any value are kept indoors). The fence is most frequently made of wooden boards.
Most Greyhawkers grow food in their small plots of land. Larger areas will likely have a few hens and henhouse, goats or a pig or two.
At each corner of the house a gutter runs down to a water-barrel. Plumbing or wells are rarely, if ever, found in these dwellings.
Occupants
These homes are inhabited, for the most part, by small families of two parents, three to five children and a grandparent or great uncle/aunt. These are dwellings of peasants and commoners who have some form of employment.
In Hutsham and The Shacks these dwellings are often in good repair and occupied by the more well-to-do of the down-and-out of Greyhawk. They are sometimes used as guardposts, or homes of overseers and minor bosses.
There are likely to be found 2-5 1st Level Fighters or Thieves with a 2nd level Fighter or Thief in charge.
Walls surrounding these dwellings in Hutsham and The Shacks will be 8 to 10 feet high of stone with broken glass or spikes on top, or tree-boles with spiked tops. A door or gate in the back fence is likely. Yards may contain a shack or shed with 2-4 0-level servants living within.
Posted: 07-25-2020 03:26 pm A Thief in the Tome of Horrors - Aberrant A Thief in the Tome of Horrors (Or Converting this Monster of a Book to 1eAD&D)
Aberrant
Frequency: Rare No. Appearing: 2-12 Armor Class: 4 Move: 12" Hit Dice: 8 % in Lair: 50 Treasure Type: C No. of Attacks: 1 Damage/Attack: 2d8 Special Attacks: 1 (Thrown Object 1d10 dmg) Range 20/40/60 (To Hit +0/-1/-3) Special Defenses: None Magic Resistance: None Intelligence: Low Language: Debased Suel Life Expectancy: 30 years (maturity age 12-14) Size: 14 feet Tall - Extended Reach - These giant size creatures have an extended reach making it likely they can strike first against normal and small sized opponents.
Physical Appearance: See Tome of Horrors Complete (S&W version) - Addition Description - Hair Brown or Black, Eye Color Same, Skin Color light brown to pale but normally grey or streaked with dirt.
Ecology: Aberrants are a form of giant mutation developed after the great Suel/Bakluni war and the Rain of Colorless Fire. While often confused with Giants they are actually descended from human stock. In all respects such as what they can eat and how they breed and give birth they retain human characteristics.
Aberrant tribes will normally consist of 2-12 adult males, 3-18 adult females and 12-64 children. The men hunt and gather while the females do most of the work around the tribal dwelling. Adult females are consistent with the stats for adult males though with only 6HD on average and 1d10 damage from their attacks. Aberrant females will ferociously protect their young.
Females conceive about once per year and the infant mortality rate is about 50%. The leading cause of death for female Aberrants is childbirth.
Aberrants are extremely primitive. They build little though they do make use of cloth or hide for shelters and crude structures from the wrecks of wagons or buildings. These are extremely flimsy lean-to type structures that can be stripped down and taken with them in a few moments (mainly the cloth and rope or vines). Since most weapons and items they come across are not their size they mainly use crude clubs and stones for throwing. Occasional a human-sized sword may be found among them as a knife, but used more as a tool than a weapon.
World of Greyhawk Location:
Aberrants can be found along the hills and lower mountains circling the Sea of Dust as well as the Dry Steppes along the Sulhaut Mountains and the southern Crystalmists. They have been seen at the crux of the Jotens and the Crytsalmists at the birth of the Davish River, though not in great numbers and along the southern Jotens, the Crytsalmists and the Hellfurnaces in the Yeomanry. Sightings of Aberrants have been made in the Tors and along the arm of the Hellfurnaces as far as Hokar and as far south as the strip of land west of Jekla Bay and even where the Amedio Jungle runs against the Hellfurnaces in the far south.
Cyst Fist's Pass (Near the Hornwood - Geoff)
The trepidations of the Giants and their invasion of Sterich and Geoff shifted many a tribe and monster from their normal hunting grounds. Perhaps non-more so than Furgristle and his tribe of Aberrants forced north through the high mountains and down to the hills surrounding the embattled land of Geoff. Frost giants from the Jotens and tribes of Ogre's pushed these deformed and primitive creatures from their caves and now this small band raids through the forest of the Hornwood in preparation for the winter to come.
(See Tome of Horrors complete S&W version for the adventure hook)
Alfric watched the shaft fly true as it brought down the last of the deformed monsters. The two humans with him had feathered the giant creature with a half-dozen arrows already before it fell.
"Four..." said Oswin, a middle-aged man clad in mottled green and brown. He stood a foot taller than Alfric and pulled a longbow as big as the elf.
"The others appear to be out hunting," Alfric replied as he moved forward, another arrow nocked and ready.
The smell of roasting horseflesh was strong. Stronger even than the stink of unwashed bodies, the pile of refuse that stained the hillside and the rot of badly cured hides and decaying meat.
"Where has that little bastard gotten to?" asked Kellen, the third of their party. He was about the height of Aelfric but wide with broad shoulders and back. He'd slung his bow and drawn a long chopping sword, some type of falchion with a single-edge.
"I'm up here," cried a hushed voice high with panic. "Get me down!"
As the trio crested the hill they could see a large fire-pit and the carcase of a horse blackening on a spit above it. Nearby a tree stripped of most of its branches still held a single arm reaching out toward the fire and a crude wooden cage dangling about a dozen feet from the ground. Inside a peculiar little bird hopped about. Clad in the skin of an owl-bear a bruised and beaten halfling danced about pulling at the stout wooden bars.
"Hugh!" cried Aelfric. "How you managed to survive when the rest of those merchants ended up being eaten..."
"Those stupid giants. It was that owlbear hide," Hugh called back. "They think I'm some sort of birdman... I don't know, but they think it's funny. They'll be roasting me soon enough. Get me out of here!"
"What we need is a ladder," said Kellen.
Oswin looked from Aelfric to his blocky nephew. "You'll do," he said. "Get up on his shoulder Ael and see about cutting down our little bird."
"Make it quick! Make it quick!" Hugh chirruped. "There are a dozen more of those monsters around."
"Cut your squawking," grumbled Kellen, but up above him Aelfric went to work with haste on the vines that bound the cage together. Posted: 07-25-2020 10:27 am Oerthly Encounters Red Hanlan & Black Harris Part 6 Oerthly Encounters Red Hanlan & Black Harris Part 6#5 Kalib, human male, (5th Level Fighter) twin brother of Kalife STR 18/89, INT 8, WIS 8, CON 17, HP 41, AL LE
AGE 30
Physical Description:
Kalib has a fringe of dark hair around this head but is otherwise bald. He has a heavy, black beard and mustache. 6"4' tall he is very heavy and very muscular, muscle-bound actually. He has tattoos over his right arm and shoulder. Across the right side of his chest is the tattoo of a demon showing half of its face. He has a large wide scar starting at the top ofhis forehead and running across the left side of his head.
He wears a large black poncho when on a raid with a chainmail shirt underneath. The poncho is simply a thick piece of cloth dyed black with a hole cut for his head and a belt across his waist. Over his face he wears the mask of a grinning pig-like face.
His normal wear is worn farmer garb. He dislikes his chainmail shirt and only wears it on raids or when Black Harris tells him to.
Background:
Kalib was born on a farm in Furyondy, His mother died in child birth and his father took it out on Kalib and his brother Kalife. At age12 the pair beat their father to death, gathered what money and belongings were on the farm and left.
They were quickly caught and placed in a prison where they were even more quickly sold as workers for a nobleman's farm. The life actually suited them. The nobleman was smart enough to recognize strong arms and weak minds, and violent tempers.
At age 16 the pair had grown from oversized murderous children togigantic musclebound adults. The nobleman had them trained, as much as possible, in the art of combat, and kept them on as bodyguards, and since he dabbled in the free market of the underworld, as enforcers as well.
After a few years the pairs' brutal methods became too much for the nobleman and he passed on his dangerous employees to a traveling merchant and fence for stolen goods. In their early twenties they ended up working as hired thugs living in the Old Town of Greyhawk, which is where they met and joined up with Black Harris.
Personality and attitude:
Kalib is loyal only to his brother and Black Harris. He and his brother have a surprising fondness for cats, dogs and horses and will not abide any form of cruelty to these animals.
If his brother is killed Kalib will stop whatever he is doing and will cradle his brother in his arms weeping and crying piteously. He will not defend himself and the shock will reduce his intelligence and personality to that of a five-year old's.
Equipment: Chainmail shirt (+2) Two handed sword +2/+3 versus Hill Giants (He is completely unaware of this aspect of the swords enchantement) Draft Horse named Matilda
#6 Kalife, human male,( 5th Level Fighter) twin brother of Kalib STR 18/99, INT 8, WIS 8, CON 17, HP 41, AL LE AGE 30
Physical Description:
Kalife's appearance is similar to his brother's but he has no scar and his tattoos cover the left side of his body, a duplicate of Kalibs. He is a little more muscular but it is only apparent when the two are standing side by side.
He also wears a rough cloth poncho on raids with a shirt of chainmail underneath and a mask shaped like a donkey's with one ear is missing.
Background: See Kalib
Personality and attitude:
Kalife is very quiet and he only talks to his brother or Black Harris. He will support either in any situation. If his brother is killed he will go into a berserk rage, ignoring wounds, and attacking his brother's killer with fanatical strength (+4 to hit/+7 to damage). He will then go on to attack anyone not a brigand who is nearby. Afterwards, If Black Harris is around he will follow him everywhere and not want to be separated from him. If both are dead he will run off and live like a wild-man or beast, and his effective INT will drop to 3.
Equipment: Chainmail +2 Two-handed Bastard sword +2/ +3 versus the Undead (as with his brother he has no idea that the sword has any special enchantment except that he doesn't need to sharpen or polish it (which suits him fine). Draft Horse named Sara Posted: 07-24-2020 08:18 pm Minstrel Tales Riddles Storm on Land Minstrel Tales Riddles Storm on LandRiddles
These are a collection of Anglo-Saxon riddles. The authors are unknown and the prose can be a bit obscure but they fit so well into my Greyhawk campaign that I have used them often.
Storm on Land
Who of men is ready-witted and wise enough to say Who drives me forth on my journey, When I arise in my strength, exceeding furious, When I resound in my might?
Sometimes I move with malice through the land, Shatter the people's halls, spoil the houses; The sky rises up, grey over the roofs; There is noise on oerth, the death-pang of men.
When I stir the wood and the druid's groves, When covered with water, felling trees Bearing upon my back, the dwellings of men, The coverings of the oerth, the beasts of the land.
Say who it is who covers me, Or what I, who bear those burdens, am called. Posted: 07-24-2020 06:44 pm Oerthly Encounters Red Hanlan and Black Harris Part 5 Oerthly Encounters Red Hanlan and Black Harris Part 5#4 Zeffin, human male, (Level 2 Cleric) Salin's assistant Wis 16 HP 12, AL LE, AGE 18
Physical Description: Zeffin has the fair-haired pale-skinned looks of a Suel. He wears a closely trimmed beard and mustache. His hair is also trimmed very close to his head. He has the fine scarring, though a bit less, as that of Salin. In his case, though, it is much more noticeable. His scars show as redish lines against his pale skin, and the more recent have a purplish look to them. He is tall, 6", broad-shouldered and thin-waisted.
On raids he wore a chainmail shirt and black pants with a white, featureless face mask. He has a black ceremonial robe with a grey skull on its chest. He now wears this on raids over his chainmail. In town he dresses in his armor and plain grey or brown pants.
Background: Zeffin is from Sterich. His family is old and established. Minor nobility. They are western nobles and after years of conflict with the humanoids of the Crystalmist and Joten Mountains they began to make deals with these creatures of evil. First it was simply allowing passage so that raiders would not attack their land, soon their descendants began acting as fences for goods which these raiders brought with them. Finally they embraced the evil which they hadallowed past their borders. Zeffin is part of a growing cult of Hextor among his father's family and retainers. He was assigned to assist Salin by the superiors of his order.
Personality and attitude: Zeffin is a sadistic and brutal individual. He is fond of torture and would rather save a few of their victims to practice on. Occasionally the band will take a prisoner and squeeze information out of them. The brothers Kalife and Kalib had been in charge of this information gathering but Zeffin proved to have a greater skill and exuberance for such work. He is loyal to Salin and has a touch of hero worship for the successful cleric.
Equipment: Chainmail Shield Horseman's mace Heavy Warhorse: "Beast", Black, with white streaked forehead and 3 white socks Posted: 07-23-2020 04:36 pm Oerthly Encounters Red Hanlan and Black Harris Part 4 Oerthly Encounters Red Hanlan and Black Harris Part 4#3 Salin, human male, (Level 6 Priest of Hextor) Str 16 Int 10 Wis 16 Con 15 Dex 12 Chr 12 HP 35, AL LE, AGE:24
Physical Description: Salin is a tall man, 6"3' with a slim sturdy build. He has a swarthy complexion and thick black hair. He has a fine network of scars over his entire body due to the practice of ritual scarring. It is part of the faith of Hextor as it was taught to him by his family and his temple. These scars form a very light spidery pattern covering his entire body. He continually adds to this with scars earned by his abilities and for participating in certain ceremonies. While to the uninitiated these scars are meaningless, they would tell a sage learned in the ways of this cult of the deity the story of Salin's life as a priest and disciple of Hextor.
Normally Salin only wears his black robes decorated with rings of grinning white skulls during ceremonies. During raids he wears a plain black robe and a white skull mask. Now he wears his robes of priesthood during raids, though he still uses the white skull-face mask. Beneath his robes he wears an enchanted shirt of chain and a steel skull cap under his mask.
In towns and villages he dresses as a fighter in his armor and plain, serviceable trousers.
Background: Salin is a Perrinlander by birth. His father, a mercenary, was a devotee of Hextor. Salin felt a strong calling toward Hextor and was accepted as a novice, swearing an oath of blood and steel on his 14th birthday.
Salin has only been a part of Black Harris' band for the last six months (still before the breakup with Red). He was recruited by Harris in the Principality of Ulek. Salin had been involved in a mission in the Pomarj and was reporting in to his superiors at the city of Gryrax. After hearing from a young mercenary devotee, Bismon, about Black Harris and consulting his superiors, Salin volunteered his services. While not a follower himself, Black Harris respects the powers of a cleric and the warlike nature of Hextor, and gladly brought Salin into his band.
Personality and attitude: Salin views Black Harris as a project and a potential warrior of Hextor. Red Hanlan never showed the proper respect, and his chaotic nature irritated Salin's sense of discipline. Then Salin came up with his plan, and introduced Tess, an agent of the temple, to throw discord into the friendship of these two men. Something has gone wrong. At first the plan went beyond his expectations, but Tess was supposed to assassinate Red Hanlan at her earliest opportunity. Now she seems to have gone rogue and become his partner and paramour. Salin desires the death of this traitoress with almost as much fervor as Black Harris. Her failure to complete his plan will be a mark, a physical mark, of shame.
Equipment: Spells 1st) Curse/Bless, Command, Cause/Cure lt.wnds, Dark/Light, Cause/Remove Fear. 2nd) Chant, Enthrall, Flame Blade, Hold Person, Spir.Hammer. 3rd) Animate Dead, Prayer, Pyrotechnics
Chainmail +2 Hammer of Pain: This Warhammer, usable only by those of an evil alignment, acts as a +2 weapon to hit and damage. 3 times every 24 hours its user can cause a jolt of pain which will stun an opponent for 1-3 rounds of combat (save vs rods and the victim will merely suffer a -2 on their chance to hit on the next combat round). There is a 10% chance that the pain will be inflicted upon the user every time this special ability is used (non-cumulative). Stunned victims cannot attack, cast spells, lose all dexterity bonuses and add 2 points to their AC (AC2 = AC4 while stunned)
Warhammer ( used for spiritual hammer spell, Salin keeps 2 a dozen of these among the pack animals.
Set of razor-edged knives and sharpening stone ( Salin will never use these as a weapon, they are for ritual scaring only)
Heavy War Horse : Blood, a dark reddish-brown coated stallion. Posted: 07-23-2020 04:13 pm Oerthly Encounters Red Hanlan and Black Harris Part 3 Oerthly Encounters Red Hanlan and Black Harris Part 3#2 Falil, human male, (Level 4 Magic User) Lyndos' aid Int 17 Dex 16 HP11, AL NE, AGE 35
Physical Description: Falil is short 5"4', dark haired, fullbearded and stout. He is surprising quick and agile. He has an intricate tattoo on his forearm. It contains in code the words which will activate the magic wand he carries. He has a terrible memory.
He wears a black hood on raids, just a simple black cloth bag with eye and nose holes cut into it. Over his normal old brown robe he wears a large black cape.
Background: Falil is the son of a Sterich merchant. His only interest was in magic and since he showed noaptitude for the family business he was apprenticed to a local mage of minor power. While studying with the mage a magical construct went awry killing the mage and the two other apprentices. Falil was accused of their murder but was actually innocent. He fled and was found by Black Harris sleeping along the bank of the Javan river. At the urging of Lyndos they spared the apprentice mage. Under the vigorous tutelage of Lyndos, Falil has proven to be an apt student, handy with languages and copying scrolls.
Personality and attitude: Falil is devoted to Lyndos. He is a lazy unassuming character who would liked to have simply lived out his life on his father's estate.
Equipment: Falil is able to memorize 1 less spell/ level than he would be allowed for his intelligence. He knows only those spells which Lyndos will teach him. He has no spell book of his own but normally has memorized; Sleep, Magic Missile & Invisibility
Sling 20 steel bullets Wand of Magic Missiles (12 charges) Mule, Henry Posted: 07-23-2020 02:36 am Encyclopedia Magica Revised : Anything Item Encyclopedia Magica Revised : Anything ItemEncyclopedia Magica Revised : Anything Item
It is said that in the dungeons beneath the ruins of the Mad Archmage's castle every item of magic and every spell can be found...
Anything Item
(Original Version): Unearthed Arcana, Encyclopedia Magica Page #21
Somewhere between the third level below the lake of quicksilver and the gaping maw of living stone that was the entrance to the fourth the party found the workshop. The seven survivors of their party, which once numbered a dozen, found themselves on a wide landing in the middle of a broad set of stairs busily binding the wounds of those the archway had bitten when Gwen, a dwarven warrior-maiden noticed a chip on the wall. It was no more than the size of a pebble taken from the corner of a massive black near the bottom edge of the landing they rested upon.
"Kal," she called to the gnome illusionist who led them, "do you have that vial of quicksilver we found above?"
"Certainly, my dear," the old gnome fished into one of the dozens of pockets which lined his robe. Under his breath he spoke a Word and the small vial with the rough stone cap appeared in his fist. "Here. What use do you see for it?"
"That cap," Gwen answered. She bent and held it near the small chip in the stone wall. "It matches..." she began to say but as she brought the vial within a foot of the wall it sprang from her hand like a steel needle to a loadstone.
The capped end fit perfectly and joined the stone block with a klick. The quicksilver immediately flowed along the joins between the stones in a silver-metal line which formed an arching door. Silently the wall opened slowly inward.
"What have we here?" Kal wondered aloud.
The small party of explorers entered the room beyond the secret doorway. Inside they found a long chamber lined with benches and peghooks on the walls above them. Heavy aprons of varying type were on the pegs mixed with strange hats and hoods, thick gloves and goggles, some with dark lenses, some green, yellow, red or even clear. Beneath the bench were boots of different size, but all with soles padded deeply with cork.
A large double-door was set into the far wall. It opened at a touch, in fact one door came slamming down off its hinges with a boom that made the entire party jump. Harold, their thief, looked back at the other with a sheepish grin, then moved inside the room now revealed.
It was a fairly large room, wide, but still longer than its width. Several lanterns were hanging from the ceiling, still shining forth with undimmed light from enchanted stones. The rest of the room was blackened by fire and layered with scattered debris. All except one small workbench against the far wall which appeared in the light to be untouched.
"Wait," whispered Kal holding the thief back, "could be a trap."
"One that has already gone off by the look of things," Harold replied.
Whatever had caused the destruction had happened long, long ago, but still the magic lights burned overhead in a few of the remaining lanterns. Harold crept about the room while the Cuthbertian priest chanted from the safety of the doorway. The grace of the Saint revealed no dangers while Harold's search found only slagged metal, some of it precious, fragments of gems and a large amount of soot stained shattered glass. The only whole object was a small rod of quicksilver held by a crystal vice.
"What is it?" Harold asked Kal who had come to stand beside him.
Kal reached beneath the collar of his robe and drew out a medallion, a small metal disc with a ruby at its center. He rubbed it between his palms as if to warm it. A red glow shone brightly for a moment, the bones of his hands suddenly visible beneath Kal's flesh, then faded quickly so that the tanned leather of the gnome's old skin hid the medallion once more in his hand. Sagging for a moment, then forcing his shoulders back, he held the medallion to his eye and gave a startled gasp. The disc fell from his fingers and dangled on its golden chain.
"Ahhh..." Kal uttered, "that is what it first looked like."
"What? What?" Harold asked in an excited voice, he had a sudden vision of gold coins pouring into his hands.
Kal's eyes were half-lidded and he looked a century older, but he smiled at the thief.
"A very powerful item indeed. It can become any small object the holder desires, enchanted or mundane. It appears unused, untouched, perhaps freshly created and abandoned here..." Kal trailed off and looked about him at the wreckage all around. "What, waste, what knowledge lost, what power in this room and gone..."
Harold grinned back. "How much do you think we can get for it?"
***
Anything Item (Revised)
Only discovered in its original form once in the annals of the wise ( a cylindrical bar two inches in diameter and one foot long. It is composed of an enchanted metal appearing to be quicksilver, but bitterly cold to the touch, with an uncomfortably slick texture).
If the command word is known it can instantly transform into any non-consumable small object either enchanted or mundane (though of limited duration, 1 use or 1 hour and neither relic or artifact) that the possessor has held before (i.e. the has once held a ring of free action but not a rod of lordly might, he can transform the anything into a duplicate of the ring, but not the rod).
If the item has a single use effect the Anything Item can be used for that one effect. If it has a permanent effect (such as a Helm of Underwater Action) that effect will last for 1 hour. (i.e. if changed into a +3 dagger, the +3 bonus would last for only 1 hour before becoming a dagger with no bonus at all). If commanded to become a mundane item it remains in that form until commanded to change.
The Anything Item can be changed into a specific form only once, then can never take that form again. It can be commanded to change only 3 times by an individual and will remain in the last shape it is commanded to duplicate till someone else takes over ownership and commands it to change once again. The object cannot be traded back and forth. Once it has been used by a new owner the old owner, even if only 1 change was commanded, has lost ownership of the item forever.
Powers 1. May transform into any non-consumable small object magical or mundane upon command. 2. The Anything Item radiates magic regardless of its shape or magical or non-magical abilities.
Limitations 1. Can only duplicate an object that has been previously held by current owner. 2. Can only perform a single magical effect of duplicated object 3. Enchantment disappears after one hour even if duplicated objects magical effect or ability has not been used (i.e. a Horn of Valhalla duplicated but not used becomes a mundane horn after 1 hour). A duplicated item with a permanent magical effect or bonus also becomes a mundane item after 1 hour. 4. No item can be duplicated twice. (i.e. If a previous owner changed the Anything Item into a Ring of Free Action it can never be changed again into a Ring of Free Action regardless of new ownership). 5. An individual can only command the Anything Item to change a maximum of 3 times. The next owner can command a change a maximum of 3 times and so on. 6. Once used ownership is established, but should a different individual take hold of the Anything Item and command a change then they are the new owner and the previous owner may never again command the item to change, though anyone may make use of the changed item (within the limitation of class restrictions) if given by the current owner or taken from them.
Saves As: The Anything Item saves as Metal, Hard (+5) at all times and in any form. If damaged it turns into a small pool of quicksilver which evaporates in a single hour.
In the Greyhawk Campaign; Only 7 of these Anything Items are known to exist. No mage claims the ability to construct these items. Posted: 07-23-2020 12:36 am Oerthly Encounters Red Hanlan and Black Harris 2 Oerthly Encounters Red Hanlan and Black Harris 2Lyndos, human male, (Magic User level 7) Str 8, Int 18, Wis 11, Con 10, Dex 12, Chr 11 HP: 22, AL LE, AGE 33
Physical Description: Lyndos is pale with thin ash-blond hair. 5"9' and skinny. He is clean shaven but his fine thin hair is hardly noticeable even if he does not shave. He has no scars or tattoos.
Lyndos wears a dark hooded cloak on raids, he has a mask which looks like a grinning devils face horns and all which he wears under the hood, (he salvaged it from a group of wandering entertainers that the band ambushed on the road in Keoland).
In towns or away from the brigands he dresses in dark blue robes with occult signs, actual charms woven into its make-up, ( a charm against detection and a charm of protection +1) He wears a dark blue, wide-brimmed hat to protect his fair skin from the sun.
Background: Lyndos has served as Black Harris' lieutenant for the last three years and outside of Smashnose has been with the band the longest, (a total of four years). His mentor Stesil Hin, a mage of great experience and evil, had an estate outside of Hardby. After catching Lyndos borrowing spell components Stesil expelled him and Lyndos left Hardby only seconds ahead of one of Stesils' lightning bolts. Luckily Stesil failed to notice the old traveling spellbooks which Lyndos had borrowed earlier.
Down on his luck, Lyndos survived hand to mouth in the City of Greyhawk. Without cash or connections Lyndos owned only his stolen spellbooks, a bare minimum of components and a single set of worn pants, shirt and shoes. Then he met Black Harris and he has followed him ever since.
Personality and attitude: Lyndos is meticulous but lacks patience. His greatest desire is to expand his knowledge of all things wizardly but he does so regardless of the cost in pain and suffering to others. Lyndos had been in on the planning of all the major raids for the past few years. The sudden change in Harris' attitude toward the band's attacks and his lack of care in matters of security have forced Lyndos to make plans of his own.
While he bears no sense of loyalty to Harris he has been amply rewarded in the past and greatly profited due to his membership in the band of brigands. He receives all books, scrolls and magical items which are meant for a mage's use as well as a senior member's cut of all treasure. But now he feels that the rewards are coming at too high a risk and his counsels are ignored. He is gathering his resources and his courage, awaiting a time to break with the band unless he sees a change come over Black Harris and a return to the old ways.
Equipment:
Lyndos has a secret cache of spellbooks hidden away in Veluna City. He only carries a traveling spellbook while raiding.
Travelling Spellbook: 1st) Alarm, Comp. Languages, Detect Magic, Identify, Magic Missile, Read Magic, Shield & Sleep 2nd) Flaming Sphere, Invisibility, Knock, Mirror image, Ray Enfeeb., Web 3rd) Fireball, Haste, Hold Person, Lightning bolt, Pro.Norm. Missiles, 4th) Imp. Invisibility, Minor Globe Invuln., Wizard eye
Ring +2 of protection Staff of Shielding: This staff allows the user to cast the shield spell twice every 24 hours at the casters current level of experience. Sling 20 +1 sling bullets 10 Silver sling bullets 3 glass spheres holding dust of sneezing and choking, held in an ivory container that has a carrying strap. Dagger +1
Riding Horse: Mare, named LuLu. Posted: 07-23-2020 12:32 am Oerthly Encounters Red Hanlan & Black Harris Part 1 Oerthly Encounters Red Hanlan & Black Harris Part 1Oerthly Encounters
Red Hanlan & Black Harris
This pair of Brigands has been highly successful raiding across the lands west of Greyhawk, such as Furyondy, Veluna and Bissel, as well as the lands of the Yeomanry, Keoland, Ulek and Gran March. Recently, however, they have parted company and now Black Harris pursues his former partner. Red Hanlan now rides with his new partner Tess Bywater or "Laughing Tess" as she is called.
Periodically after a successful raid or series of raids the band would split up, each going their separate way, to enjoy the ill-gotten gains of their labor. Some traveled in pairs like the brothers Kalife and Kalib, but most set off on their own. At an appointed date the band would gather again and it was common for both Red Hanlan and Black Harris to return with a string of new recruits.
Having successfully left a bloody trail of robberies and murders along the paths and roads between the Dreadwood in Keoland to the Lorridges in Bissel, the evil band gathered together once more in a small but growing market town named Fountainspring set within the heart of the Kingdom of Furyondy. Red Hanlan came with a half dozen followers but Black Harris brought along only Tess. While in town the raiders were on their best behavior, but as the reunited group celebrated one last time before leaving town Tess killed a long time member of the band who 'insulted' her. Black Harris and Tess had a shouting, then throwing, match and finally Tess stormed off, with Red Hanlan. Later that night a now staggeringly drunk Harris broke down the door to Red Hanlan's room and the struggle which ensued wrecked the tavern and scattered or killed those who supported Red Hanlan.
Since that time Red has been on the run. Only Tess followed him from the broken tables and smashed chairs of the Inn.
Black Harris has sworn a dark oath of vengeance, but while his followers understand his desire they have more practical concerns, namely loot. Always bloodthirsty and merciless Black Harris has raided and robbed with a brutal cunning. Now he has grown careless. Robbing only to pacify his followers, his thoughts are turned to tracking down and exacting a painful retribution on his brief one-time lover and his faithless former partner. Previously the band would raid only after studying the layout of the land and the composition of the merchant caravan or train, though they would not hesitate to waylay a small party or individual whose bodies would be hidden among ditch or bramble, unlikely to be seen again. Now they strike without preparation. So far they have been lucky and their casualties have been few, but their luck is not likely to hold.
Red Hanlan has been on the run since that night. Nearly overtaken outside of Littleberg, he has since laid low, living rough along the edge of the Gnarly Forest. Once a ranger of Geoff, Red has used the skills learned in his early days to pick hidden and secure camps and hideouts for the band amid the wild. Now he uses these skills to hide from Black Harris.
Black Harris chases Red Hanlan. He will pursue him wherever the trail will lead. Red cannot remain hidden forever but will appear again, while Harris will follow carelessly in a wake of death and destruction till he is pulled down like a mad beast by the forces of order in the lands he afflicts or till he at last runs down his quarry, Tess and Red Hanlan.
The Brigands:
As an early precaution against detection the brigands took to wearing masks and black clothing on raids and making sure to dress differently if they were in a town or village. Several months before the group split apart they attacked a group of wandering players. The loot was poor but it contained many different theatrical masks which the brigands adopted. Unfortunately Black Harris and Red Hanlan also adopted a policy of no quarter. No survivors, no witnesses. It proved highly successful from their point of view. Merchant caravans and travelers simply vanished, their wagons, baggage and bodiesabandoned in woods or rough terrain. The careful and merciless tactics of Red Hanlan and Black Harris have kept their identities separate from the raiders who plague an area for a few weeks then disappear only to reappear leagues away in a different country or kingdom.
Black Harris, human male, Ftr Level 9 Str 17, Int 12, Wis 12, Con 17, Dex 12, Chr 10 HP 89, AL LE, AGE 36 Physical Description: 6"2', Thin and wirey. Brown hair and eye, brown mustache. Scars over his left eye, on right cheek, wide scar across upper right chest. Tattoo of a grinning skull on right bicep, an eagle holding a bloody dragon in its claws on his left.
On raids Harris wears black. black boots, pants, a black tabard over his chain mail and a black plume from his helm. He was a man of careful habits and grooming but now is lax and usually needs a shave. His mustache once neatly trimmed is on its way to becoming a soup strainer. While in towns or villages Harris would always wear colorful and fancy clothes of fine quality. In his current obsessed state he wears whatever he puts his hands on, leaving such garments on till their stench is strong enough for him to notice.
Background: Called 'Black Harris' because of his grim and merciless nature. It's rumored that he grew up in the Hold of the Sea Princes and spent part of his life as a pirate but no one knows for sure. He is merciless but maintains a rough and comradely discipline among his men. He demands obedience but does not play favorites and will not break his word. His followers know that they can expect honest and fair dealing from him but cruel and swift punishment if they should cross him or violate the oaths that they have sworn to Harris. He has deep respect for magic both wizardly and divine and will go out of his way to recruit practitioners of these arts.
Personality and attitude: Harris is now obsessed with the desire for vengeance. Once a careful and cunning planner he now simply rides in with the full strength of his band and overwhelms any guardsmen or outriders, then falls upon the body of the caravan or merchant train. He cares nothing for what treasure or valuables are harvested from these raids, though he still takes his cut. He uses this wealth only to pay informants or recruit more men in his quest against Red Hanlan. Only his lieutenant, the wizard Lyndos, and Lyndos's aid Falil, object to Harris's current actions.
The evil priest Salin, a follower of Hextor, approves of this direct action, "Attack, Attack, Attack!" is his motto.
Black Harris has a taken a step from evil into madness and the light from his fiery obsession burns in his eyes.
Equipment: Chainmail +2 Saber +1 of wounding. (1d8s-m 1d8-l) Shield +1 helm Lance +2 Gauntlet of crushing grip: This single gauntlet can be commanded by the wearer to attempt to crush anything in its grasp 3 times every 24hours. It can easily crush a flagon or snap an unenchanted blade. An arm or ankle would be pulped and perhaps severed. This gauntlet crushes slowly, taking 4 rounds to fully close. With a resisting opponent the user of the gauntlet must make a successful To-Hit. On the first round no damage is inflicted, the gauntlet merely grips what it will then proceed to crush. On each following round 1d6+7 pts of damage will be inflicted. The victim has the opportunity to pull away from the grip if they save vs their Dex on the first round for no 1d6 damage. Each subsequent round the victim will get a more difficult save, first at -2, then -4, and finally -6 as the gauntlets fingers sink deeper into their flesh. If successful they receive half damage as they pull away from the crushing steel fingers of the gauntlet. The gauntlet will not damage enchanted items. Its fingers would not even scratch enchanted plate mail but a shirt of chain, while itself undamaged, would not keep what is between its links from being pulped.
War Horse: Obesdian, is the fourth Heavy War horse of that name which Harris has ridden. As its name implies it has a glossy black coat. HD: 4+4 AC7 HP:31 6 potions of extra healing (private stock) 1 potion of Hill Giant Strength 1 potion of speed
Black Harris's Band
#1 Lyndos (level 7 Magic User) Harris's lieutenant #2 Falil (Level 4 Magic User) Lyndos's aid #3 Salin (Level 6 Priest of Hextor) #4 Zeffin (Level 2 Cleric) Salins assistant #5 Kalib (Level 5 Fighter) twin brother of Kalife #6 Kalife (Level 5 Fighter) twin brother of Kalib #7 Smashnose (Level 4 Fighter) 1/2 Orc #8 Travis (Level 5 Thief) leads thief contingent within band #9 Costos (Level 3 Thief) #10 Halvas (Level 1 Thief) #11 Dursus (Level 1 Thief) #12 Bismon ( Level 3 Fighter) Follower of Hextor #13 Quisson (Level 2 Fighter) #14 Tras (Level 2 Fighter) Follower of Hextor #15 Arrash (Level 1 Fighter) #16 Cruther (Level 1 Fighter) Follower of Hextor #17 Sasor (Level 1 Fighter) Follower of Hextor Posted: 07-23-2020 12:31 am Oerthly Encounters Red Hanlan & Black Harris Part 1 Oerthly Encounters Red Hanlan & Black Harris Part 1Oerthly Encounters
Red Hanlan & Black Harris
This pair of Brigands has been highly successful raiding across the lands west of Greyhawk, such as Furyondy, Veluna and Bissel, as well as the lands of the Yeomanry, Keoland, Ulek and Gran March. Recently, however, they have parted company and now Black Harris pursues his former partner. Red Hanlan now rides with his new partner Tess Bywater or "Laughing Tess" as she is called.
Periodically after a successful raid or series of raids the band would split up, each going their separate way, to enjoy the ill-gotten gains of their labor. Some traveled in pairs like the brothers Kalife and Kalib, but most set off on their own. At an appointed date the band would gather again and it was common for both Red Hanlan and Black Harris to return with a string of new recruits.
Having successfully left a bloody trail of robberies and murders along the paths and roads between the Dreadwood in Keoland to the Lorridges in Bissel, the evil band gathered together once more in a small but growing market town named Fountainspring set within the heart of the Kingdom of Furyondy. Red Hanlan came with a half dozen followers but Black Harris brought along only Tess. While in town the raiders were on their best behavior, but as the reunited group celebrated one last time before leaving town Tess killed a long time member of the band who 'insulted' her. Black Harris and Tess had a shouting, then throwing, match and finally Tess stormed off, with Red Hanlan. Later that night a now staggeringly drunk Harris broke down the door to Red Hanlan's room and the struggle which ensued wrecked the tavern and scattered or killed those who supported Red Hanlan.
Since that time Red has been on the run. Only Tess followed him from the broken tables and smashed chairs of the Inn.
Black Harris has sworn a dark oath of vengeance, but while his followers understand his desire they have more practical concerns, namely loot. Always bloodthirsty and merciless Black Harris has raided and robbed with a brutal cunning. Now he has grown careless. Robbing only to pacify his followers, his thoughts are turned to tracking down and exacting a painful retribution on his brief one-time lover and his faithless former partner. Previously the band would raid only after studying the layout of the land and the composition of the merchant caravan or train, though they would not hesitate to waylay a small party or individual whose bodies would be hidden among ditch or bramble, unlikely to be seen again. Now they strike without preparation. So far they have been lucky and their casualties have been few, but their luck is not likely to hold.
Red Hanlan has been on the run since that night. Nearly overtaken outside of Littleberg, he has since laid low, living rough along the edge of the Gnarly Forest. Once a ranger of Geoff, Red has used the skills learned in his early days to pick hidden and secure camps and hideouts for the band amid the wild. Now he uses these skills to hide from Black Harris.
Black Harris chases Red Hanlan. He will pursue him wherever the trail will lead. Red cannot remain hidden forever but will appear again, while Harris will follow carelessly in a wake of death and destruction till he is pulled down like a mad beast by the forces of order in the lands he afflicts or till he at last runs down his quarry, Tess and Red Hanlan.
The Brigands:
As an early precaution against detection the brigands took to wearing masks and black clothing on raids and making sure to dress differently if they were in a town or village. Several months before the group split apart they attacked a group of wandering players. The loot was poor but it contained many different theatrical masks which the brigands adopted. Unfortunately Black Harris and Red Hanlan also adopted a policy of no quarter. No survivors, no witnesses. It proved highly successful from their point of view. Merchant caravans and travelers simply vanished, their wagons, baggage and bodiesabandoned in woods or rough terrain. The careful and merciless tactics of Red Hanlan and Black Harris have kept their identities separate from the raiders who plague an area for a few weeks then disappear only to reappear leagues away in a different country or kingdom.
Black Harris, human male, Ftr Level 9 Str 17, Int 12, Wis 12, Con 17, Dex 12, Chr 10 HP 89, AL LE, AGE 36 Physical Description: 6"2', Thin and wirey. Brown hair and eye, brown mustache. Scars over his left eye, on right cheek, wide scar across upper right chest. Tattoo of a grinning skull on right bicep, an eagle holding a bloody dragon in its claws on his left.
On raids Harris wears black. black boots, pants, a black tabard over his chain mail and a black plume from his helm. He was a man of careful habits and grooming but now is lax and usually needs a shave. His mustache once neatly trimmed is on its way to becoming a soup strainer. While in towns or villages Harris would always wear colorful and fancy clothes of fine quality. In his current obsessed state he wears whatever he puts his hands on, leaving such garments on till their stench is strong enough for him to notice.
Background: Called 'Black Harris' because of his grim and merciless nature. It's rumored that he grew up in the Hold of the Sea Princes and spent part of his life as a pirate but no one knows for sure. He is merciless but maintains a rough and comradely discipline among his men. He demands obedience but does not play favorites and will not break his word. His followers know that they can expect honest and fair dealing from him but cruel and swift punishment if they should cross him or violate the oaths that they have sworn to Harris. He has deep respect for magic both wizardly and divine and will go out of his way to recruit practitioners of these arts.
Personality and attitude: Harris is now obsessed with the desire for vengeance. Once a careful and cunning planner he now simply rides in with the full strength of his band and overwhelms any guardsmen or outriders, then falls upon the body of the caravan or merchant train. He cares nothing for what treasure or valuables are harvested from these raids, though he still takes his cut. He uses this wealth only to pay informants or recruit more men in his quest against Red Hanlan. Only his lieutenant, the wizard Lyndos, and Lyndos's aid Falil, object to Harris's current actions.
The evil priest Salin, a follower of Hextor, approves of this direct action, "Attack, Attack, Attack!" is his motto.
Black Harris has a taken a step from evil into madness and the light from his fiery obsession burns in his eyes.
Equipment: Chainmail +2 Saber +1 of wounding. (1d8s-m 1d8-l) Shield +1 helm Lance +2 Gauntlet of crushing grip: This single gauntlet can be commanded by the wearer to attempt to crush anything in its grasp 3 times every 24hours. It can easily crush a flagon or snap an unenchanted blade. An arm or ankle would be pulped and perhaps severed. This gauntlet crushes slowly, taking 4 rounds to fully close. With a resisting opponent the user of the gauntlet must make a successful To-Hit. On the first round no damage is inflicted, the gauntlet merely grips what it will then proceed to crush. On each following round 1d6+7 pts of damage will be inflicted. The victim has the opportunity to pull away from the grip if they save vs their Dex on the first round for no 1d6 damage. Each subsequent round the victim will get a more difficult save, first at -2, then -4, and finally -6 as the gauntlets fingers sink deeper into their flesh. If successful they receive half damage as they pull away from the crushing steel fingers of the gauntlet. The gauntlet will not damage enchanted items. Its fingers would not even scratch enchanted plate mail but a shirt of chain, while itself undamaged, would not keep what is between its links from being pulped.
War Horse: Obesdian, is the fourth Heavy War horse of that name which Harris has ridden. As its name implies it has a glossy black coat. HD: 4+4 AC7 HP:31 6 potions of extra healing (private stock) 1 potion of Hill Giant Strength 1 potion of speed
Black Harris's Band
#1 Lyndos (level 7 Magic User) Harris's lieutenant #2 Falil (Level 4 Magic User) Lyndos's aid #3 Salin (Level 6 Priest of Hextor) #4 Zeffin (Level 2 Cleric) Salins assistant #5 Kalib (Level 5 Fighter) twin brother of Kalife #6 Kalife (Level 5 Fighter) twin brother of Kalib #7 Smashnose (Level 4 Fighter) 1/2 Orc #8 Travis (Level 5 Thief) leads thief contingent within band #9 Costos (Level 3 Thief) #10 Halvas (Level 1 Thief) #11 Dursus (Level 1 Thief) #12 Bismon ( Level 3 Fighter) Follower of Hextor #13 Quisson (Level 2 Fighter) #14 Tras (Level 2 Fighter) Follower of Hextor #15 Arrash (Level 1 Fighter) #16 Cruther (Level 1 Fighter) Follower of Hextor #17 Sasor (Level 1 Fighter) Follower of Hextor Posted: 07-23-2020 12:31 am Oerthly Encounters The Thief in the Night Oerthly Encounters The Thief in the NightOerthly Encounters
The Thief in the Night
Taldas Fei is a thief who specializes in burglary, especially the robbery of merchants, adventurers and any likely residents of a tavern, hostel or inn.
He will first stay as a guest under an assumed identity, a merchant, warrior, scribe, etc... always a different persona for a different town or village. Then he will carefully and cautiously explore his surroundings, keeping careful record of each room, door, window and lock. He will stay long enough to learn the local gossip and become a familiar face to the residents but avoids close contact with other travellers.
Taldas will never attempt a burglary on his first stay at an inn or tavern. He will first prepare the ground, then leave and return at a later date adopting the persona which he dedicates to that particular locale. He will, in larger towns and cities, sometimes take on a second, third, or more, persona if he feels that he can get away with it. Taldas gathers information and has a journal which he carries with him and a master journal which he has safely hidden away in his only permanent residence, a house in the City of Greyhawk. This journal contains notes and maps about each place that he has prepared. It also has notes on merchants, caravan routes, wealthy travelers, ceremonies and festivals as well as rumors and gossip about everything from dragon's hoards to the possible marriages of the nobility or wealthy; anything which might have potential for relatively unsecured treasure to find its way into first, one of his prepared inns or taverns, then into Taldas's pocket.
Taldas performs his burglaries only at night and will not be in residence when he does so. Instead he will have left the inn or tavern the night, or perhaps even a few days, before if he feels that his target will be safely ensconced within for that much time. After dark Taldas will return and enter through a carefully studied way; an upper window or roof access, the doors through which kegs of beer are rolled into the cellar, etc... Whichever way that he has discovered is the most vulnerable and unattended. He will then make his way to the room of his victim and attempt a robbery, hopefully without violence.
Taldas is aided in his craft by three magic items.
#1 Ring of Silence
This ring, when activated, creates a sphere of silence around the wearer in a 5ft radius. No sound of any kind passes from outside or into this sphere. It can be activated once every 12 hours for a duration of 30 minutes. It can also silence an individual, the wearers choice, within a 15ft range of the wearer for 10 minutes once every 24hours. These functions cannot be performed at the same time and the durations of these effects cannot be altered by the wearer.
#2 Gloves & boots of Spiderclimb
These magic items must be used as a set, a wearer missing a hand or foot could not activate their power. These are made from a slim, silky material and will fit any humanoids from small to large stretching or conforming to the size of their hands or feet. They must be worn directly against the skin of both hands and feet but luckily provide protection against sharp or piercing objects such as broken glass, razors or caltrops. They have no effect on crushing blows. Once all four items are donned they immediately begin to function and will only cease when either one part of the set is removed from the -wearer or if the wearers limb is severed. This set grants the wearer the same abilities as the magic-user spell spiderclimb.
#3 Catseye pendant
This pendant is of gold in the shape of a cat's head. Two green gems form its eyes. This pedant allows the wearer to see with a much greater degree of night vision (range 80 feet) as well as the ability to see well in direct or sudden bright light. When activated the wearer's eyes take on the form of a green-eyed cats. This pendant can be activated three times every 24hours for a 1 hour duration.
Taldas is patient and methodical. He is intelligent and chooses his targets with great care. He is unlikely to rob a powerful magician or priest and will back away from an excessively well-guarded item.
He approaches his craft almost as an art-form and is no throat-slitter or bash-and-grab thief. He would fight or even kill to escape from capture but will first just try to run away. He carries several defensive items to aid him in this. He might have any one or several of these on hand at any time.
#1) A pouch containing small steel sling bullets. Taldas is adept with the sling but would also use these to toss behind him and hopefully trip up his pursuers.
#2) A glass bottle of oil, he would use this only to make steps or floor slippery not to set fires.
#3) A pouch of caltrops. Not something Taldas would normally carry but he might if going after a high reward high risk item.
#4) A coil of strong twine or preferably wire. He would string these along a stair or passageway at ankle height.
#5) a glass jar filled with bees, wasps or hornet, depending upon their availability.
#6) several rags rolled into balls soaked in lantern oil and dipped in wax. If lit these will produces thick smoke but are unlikely to start a fire.
#7) a glass jar filled with glass marbles (if available) otherwise this will be a glass jar lined with wax filled with steel sling bullet. These marbles or bullets will also be greased. These would be used before the regular sling bullets.
While attempting a burglary Taldas will dress in black, wearing a black cloth mask and hood as well as a small pack and a belt with equipment. He wears no armor but has a +2 ring of protection. He carries a sling and a half-dozen throwing knives. Taldas has 1 packet of dust of disappearance which he will only use in a dire emergency. He also keeps a scroll tube on hand with a tattered an ancient map inside. If captured he will claim that it is a map to a lost treasure which only he can interpret correctly. A small section of the map is missing and Taldas will swear, truthfully that he has memorized it. Taldas picked up the map several years ago. It shows the lands along the western borders of the Duchy of Geoff, but he has no idea where it leads to. Notes on the map make mention of an ancient burial ground of a sorcerer king and of vast treasure, but Taldas is a burglar not an adventurer and prefers to get his treasure the old fashioned way, by stealing it from sleeping merchants.
He is of average height and appearance with blue eyes but otherwise his hair and general appearance are continually being altered. In Greyhawk, when he resides at home, he has sandy blond hair and a fair complexion, clean shaven and shorthaired and appears to be in his mid-thirties.
Taldas Fei, Human Male Thief level 7 Str 13, Int 14, Wis 12, Con 11, Dex 17, Chr 16 HP 29 Skills (without armor) Pick pockets 25 Open Locks 95 Find/Remove Traps 95 Move Silently 25 Hide in Shadows 90 Detect noise 15 Climb Walls 70 Read Languages 0 Posted: 07-22-2020 11:12 pm The Frost Giant Jarl - Grugnur's Lament Part 1
The Frost Giant Jarl - Grugnur's Lament
"I told you that chain would come in handy," Talberth said with an I-Told-You-So half-smile on his lips.
Several nasty looks came from the assembled party and the wizard-elf Telenstil put a hand on his old apprentice's shoulder.
They were a bleeried-eyed and worn looking group. Blood-spotted banadages were on most of them and three of the five dwarves looked like they were about to collapse.
"It's freezing..." chattered the halfling among them even though he was well wrapped in a bear-skin cloak cut down to his size. A small orc stood beside him wearing his bear-skin like a blanket with holes cut for his arms and legs. He wore a belt made of thick rope and two shortswords were sheathed at either side with a pair of daggers crossed at his middle.
Two of the dwarves were in well-fited, finely crafted mail. One bore a warhammer that was etched with cryptic dwarven runes while the other held a double-headed axe, short handled and of obvious dwarven craft.
"I still don't trust orcs," the axe-wielder commented in the old, old dwarfen tongue.
"You can trust that one well-enough," commented one the thin and greyhaired dwarves. Ginnar, for all that he was the hammer-wielder's younger brother looked older than their father after months of captivity in Nosnra's steading. "Little Rat ran errands for me from the forge to my friends and those rebel orcs. He was so small the giants didn't seem to notice him."
"Those giants," said one of the ex-slaves beside Ginnar, "worse than any orc."
"He's been adopted by Harold," Galar said firmly. He set his warhammer down and rubbed his hands together. As eldest and a priest to boot his word was final. "Be polite."
Around them the strange mix of humans and humanoids began to move. They were in some huge cavern, though to the giants it must have seemed low-ceilinged if wide and round. The magic chain which had transported them here glowed with a nimbus of blue-white light and provided illumination if not warmth.
At the one end of the cave were piles of crates and the walls were hung with the skins of huge animals. A blackened circle showed where a fire was once lit and wood remained in it ready to be kindled into flame. Fuel in the form of cold, dried logs was piled against another wall.
As they watched the huge human ranger withdrew a tinderbox from his belt and started some dry moss aflame inside a little frame of twigs. Quickly a lively dance of fire was growing as he bent and fed it larger and larger sticks and splinters of wood.
The halfling-thief and his apprentice Little Rat, the orc, began to pry open boxes at the back of the cave.
The sylvan-elf Ghibelline approached the dwarves with a smile on his lips. "I told you we would be free one day Ginnar."
"That you did, lad," Ginnar replied with a smile of his own, "But I never believed we'd live to see it."
"We almost didn't," said a deep voice beside them.
The dwarves looked at the figure smaller than all of them and older. Ivo was a gnome from the Kron Hills and a crafter of illusions more powerful than any they had seen before.
"It was good fortune to find you beyond the walls and outside that dungeon of Nosnra's," Ivo continued.
"There is something loose down there even the giants were afraid of," said Serleg, one of the two Hill Dwarves rescued with Ginnar.
"Even that bastard, Fehrig, that flame-haired Fire Giant, came up from the forges and dragged us along with him," added Feg, Serleg's brother.
"I wish that I could have collected the blood-debt that one owes," grumbled Serleg.
"We'd meant to collect from many a giant, especially Nosnra," said Ivo, "But here we are."
"And where is here?" asked Ginnar.
"If what we'd read about that chain is correct," answered Ivo, "We are in the land of the Frost Giants. The great glacier, the home of Grugnur, the Frost Giant Jarl, and we mean to deal with him as we dealt with Nosnra. Only, perhaps, a bit more dead."
***
The fire only occupied a portion of the large ring left by the giants who had used the cave. It brought light and dancing shadows. A cloud of smoke rose to the ceiling and disappeared above a large animal skin, some hairy mamoth-sized creature as big as a barn. Harald, the old ranger, had found a large passage beyond that turned and twisted, screened by two more hangings before opening to a land of glaring ice and rock beyond. A quick scout of the area showed no tracks so he returned quickly.
The rest of the company, five dwarves, a halfling, a gnome, two elves, three humans and a small orc were sitting around the fire warming themselves and cooking things on sticks.
"So, are we truly in the glacier lands?" asked Nyradir, the dwarven warrior.
"Yes," replied Harald tacturnly. His face was grim as approached.
"I am sorry Harald," said the old elven-mage. Telenstil knew how Harald had longed to stay, even if alone, to hunt down Nosnra or more likely die in the attempt. Only his loyalty to his companions had made him enter the ring of chain when they had enacted its enchantment, bringing from the hills to these cold, cold mountains.
"We will need to keep watch..." Harald began.
"I will go," spoke up Ghibelline. The sylvan elf rose to his feat and Gytha the priestess of St. Cuthbert rose with him.
"I will accompany you," she said and a quick smile touched Ghibelline's lips while across from them a bitter twist flashed across the tall human mage's features and then was gone.
"The ice glares in the sun," warned Harald, "watch your eyes. It can blind."
"I was raised in the same hills as you," Gytha replied, but she squeezed the ranger's arm as she passed him by.
"No matter how bright the sun will not blind or dazzle my eyes," said Ghibelline. "And after the dark of Nosnra's dungeons I still dream of the sun," he said, 'and the stars."
The pair disappeared through the woolly curtain which helped protect the cave from the bitter cold. The fire had already taken the deadly chill from the air and the small mountain of fuel left by the giants promised that it would not run out soon.
"Elves and halflings have the best eyes for the daywatch," said Ivo, "and the dwarves and I can handle the night."
"We have some hours till dark," said Harald. "I will rest now but once it is dark I will set out and find this next nest of giants."
"Not you alone," said Telenstil, "I still have my ring to help us and we have enchantments."
"Galar no trouble, find giants," said Nyradir. "I wish Berronar would let you speak their language all the time," he said to the cleric in their mountain tongue.
"That is no small thing to ask," Galar replied.
"I can speak well enough for the pair of ya," Ginnar told the two dwarves.
"Master elf," Ginnar said to Telenstil both with politeness due an elder and the respect due to a rescuer who saved him from slavery, torture and inevitable death, "My brother be a priest of Berronar, and in the God's good graces, so I doubt not he can find a true path to these giants."
"Yoyur brother, yourself and your companions are very welcome," said Telenstil, "But you need not accompany us..."
"Feg, Serleg and myself be better smiths than fighters, but still we are fighters," replied Ginnar. All three now stood and faced the others. "We go where you go. Your foes are ours," he said putting his thumbs in his belt and meeting the others eyes, "truly, these giants are our foes of old for all our kind, mountain or hill."
Telenstil stood and bowed to the three dwarves. "You are most welcome. We have much to avenge and even more to learn from these giants. For now let us take our ranger's advice and rest. Tonight we will begin."
Posted: 07-09-2020 02:40 pm Adapting for Greyhawk After a long hiatus due to a massive series of changes in my life offline in the last three years (including, among other things, the passing of my best friend and long-time AD&D party member in early 2017, my wedding in 2018, and the weddings of two immediate family members in 2019), I'm finally back and in creative form once more.
Despite the downtime, I haven't been a total sluggard. I've been updating the Adventurer's Atlas over the last few years to include as much Living Greyhawk material as I could locate references for, including political divisions, adventures sites and new settlements, as well as adding dozens of new pieces of heraldry created over the last eight years and, last but not least, updating the majority of the text labels to use Darlene's Greyhawk Gothic font.
My current project here on Canonfire! is working on the second of a four part article series that adapts generic AD&D adventures from numerous sources for use on Oerth. This particular project is putting my geographic Greyhawk-fu to work and draws from both Dungeon & Dragon magazine, as well multiple first and second edition published works.
Once I have these articles finished, its time to get back into the saddle for the QMG series. I still have all of the work done previously on the module, as well as several new additions that are in progress. After seeing Len Lakofka's success in releasing L4 and L5 as fan works, I have finally gotten the inspiration back to tackle completing some of my own module projects.
QMG2 currently stands as follows:
- Basic module's plot and adventure sites determination - completed
- Introduction, Parts 1 and 2 of the adventure (Veluna to the Vesve to Crockport) - completed
- Part 3 is 85% done - the entire City of Crockport is complete, including a fully detailed key, adventure locations and NPC's. Travel north along the shores of the Whystil to Gerenkzerung is 90% finished - maps and keys are done, but a few text descriptions still need final form. Once that is done and polished, this section of the adventure is complete.
- Part 4, wherein the party re-enters the Vesve to explore some new locations is currently underway. Two maps (one outdoor location and one dungeon) are complete and keyed. Point form descriptions of the encounters with monsters exist, but need some serious fleshing out.
- Parts 5 through 7, which takes the party north through the Vesve and on into the lands of the Wolf Nomads, are still in the early design phase. I have plotting and basic characterization done but still need to spend some serious creative time here.
- Appendices, including major NPCs, new magical items and source material credits are in progress and will update as the adventure unfolds.
Still quite a bit to go, but the end is definitely reachable, especially after parts three and four get finished.
After that comes QMG3, the final module of the series, which will plunge the PC's deep into the Cold Marshes to finally face down Murq and his abominations...
Finally, the time off due to the Canadian country-wide lock down for COVID-19 was used fruitfully. One completed smaller project is the creation of new heraldry and an updated map last month for Mortellan's Ull over at Greyhawkery.
So, here I am. Time to dig in and get to work!
Posted: 06-26-2020 05:25 pm She Speaks A Scarlet Mist
She Speaks A Scarlet Mist
Who can say when the blood of man was polluted with the foulness of undeath. From what blackened and defiled corner of the Oerth where first they arose is unknown. Every corner of the globe speaks of them, Bruja, Dachnavar, Draugir, Chang Kuei, Mara, Striga, Vampire.
In the Flanaess it is the same, in any decent land they are hunted and outlawed. Vampires are social creatures that form a family with a patriarch or matriarch ruling over them, but these paternal figures feel no love or attachment for their offspring and will use them for their pleasure and their defense willingly sacrificing all those they deem their 'children' for their defense or even simple gain. At times they will tire of their family and will slaughter them all gathering their tainted blood in great casks like wine to be aged and consumed at a later date.
Vampires always choose the strongest or most beautiful or talented humans to be their victims and future 'children'. Around this family are collected groups of ensnared servants or 'thralls' as the Fruz from the northlands call them. These are half-drained victims of the vampires who are ensorceled into fanatical loyalty to their vampiric masters.
While vampires may be found in ruins, catacombs or graveyards, they often join the society of large cities such as Greyhawk or Dyversas long as they can remain undetected. Some have taken over northern halls or holdings of the Sea-Barons or villas in the Great Kingdom.
There are rumors and traces of a vampiric brood gathering in the vast metropolis of Greyhawk and the local guard as well as a some of the ruling Oligarches are interested in rooting them out. While a small bounty is placed on the capture or heads of any proven thralls, a much greater reward can be gathered for the bodies (living or dead, but living pays better) of any of the Vampiric family. The Lord or Mistress of the clan would garner the greater reward but such a capture or even a defeat of one of these monsters is deemed unlikely. Posted: 06-25-2020 01:33 pm It begins. With all the ingredients and foci finally gathered. I can open my portal to Greyhawk and bring fourth the small band of adventures and let them set out to rule Posted: 02-20-2017 12:12 am Real world places, items legends to be researched Moldavite (sp?) as resonance stone material.
Hybrasil (sp?) disappearing island.
City of Ghosts - stone logs - Pacific Ocean islanders. Posted: 08-10-2014 03:47 pm Link Template Here's a link template.
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Posted: 08-01-2014 03:14 am Humanoid Names of Greyhawk Buchveer = bugbears Celbit = kobolds Dwur = dwarves Eiger = ogres Euroz = orcs Hobniz = halflings Hoch jebline = hobgoblins Jebli = goblins Kell = gnolls Noniz = gnomes Olve = elves Trulent = trolls
While these come from a post-Gygax source (LGG, pp. 8-11), according to Skip Williams in "Sage Advice" (Dragon
#200, December 1993, p. 106), these names (except buchveer, and hoch
jebline are called high jebline) actually originate in the WoG boxed set
and are said to be the Flan names for these races. For instance, we
are told that "tribes of Celbit, Jebli and Euroz now infest the place,"
ie, the Blemu Hills (A Guide to the World of Greyhawk,
p. 49), and that "the Euroz and Jebli hordes which had nested in the
Lortmils" (p. 31) were now in the Pomarj. We also find that "Olvenfolk
are said to dwell in that portion [of the Dim Forest] west of the Javan"
(p. 59). Euroz, High Jebline, Jebli, and Celbit are mentioned in
passing on p. 8. So, I imagine those other names are found in there as
well (I found those 4 occurrences with just a cursory search, it'll take
time to find other examples). And that's about as officially Gygaxian
as it gets. Posted: 07-28-2014 11:55 pm Forum posts of note: signature line issues = http://www.canonfire.com/cfhtml//modules.php?name=Forums&file=viewtopic&t=4810
http://www.canonfire.com/cfhtml//modules.php?name=Forums&file=viewtopic&t=2214
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Posted: 07-28-2014 09:06 pm Dragonkin [img]http://media.tumblr.com/edb26498028bc8c566b0715f5c85be1f/tumblr_inline_myfl90ayzD1r0zz7o.jpg[/img]
DRAGONKIN Large Monstrous Humanoid (Reptilian) Hit Dice: 7d8+7 (38 hp) Initiative: +1 (Dex) Speed: 20 ft., fly 40 ft. (good) AC: 17 (+1 Dex, –1 size, +7 natural) Attacks: 2 foreclaws +10 melee; or longspear +10/+5 melee Damage: Foreclaw 1d6+4; or longspear 1d8+6 Face/Reach: 5 ft. by 5 ft./10 ft. Special Attacks: Rake 1d6+2 Special Qualities: Detect magic Saves: Fort +5, Ref +6, Will +7 Abilities: Str 19, Dex 12, Con 13, Int 10, Wis 14, Cha 13 Skills: Intimidate +11, Listen +12, Spot +12 Feats: Flyby Attack, Great Fortitude Climate/Terrain: Any land Organization: Clutch (2–8) or squad (4–16 plus 1 human necromancer of 7th–11th-level) Challenge Rating: 3 Treasure: Standard (magic items only) Alignment: Usually chaotic evil Advancement: By character class Dragonkin are humanoid creatures believed to be distant cousins of dragons. Found in wild tribes or serving human masters, their brute strength and sharp claws make them a deadly threat. Dragonkin are 8-to-9-foot-tall humanoids with draconic features. Their scaled hides range from dark yellow ocher to reddish brown with darker spots or bands. Their faces are decidedly dragonlike, with a long snout, a mane of thick hair, and small horns swept back behind their heads. They have green wings that lighten to gold or yellow, or sometimes wings that match the color of their bodies. Their long, scaled tails are not useful in combat as a dragon’s tail is, but their vicious claws certainly are. Dragonkin speak Draconic
COMBAT Dragonkin prefer to fight in the air, swooping down to slash earth- bound opponents with their foreclaws. If forced to bring combat to the ground, dragonkin move in and use their claws or weapons (they favor spears and pole arms). Rake (Ex): Dragonkin make two additional attacks (+10 melee) with their rear claws for 1d6+2 points of damage each when attack- ing from the air. Detect Magic (Su): Dragonkin have the innate ability to detect magic at will, as a free action. They have an overpowering desire to acquire magic items, and they attack characters who possess these items in preference to others. If possible, a dragonkin will grab a magic item from its opponent and flee with it, taking the item back to its cave. (Resolve this as a disarm attempt; since the dragonkin is unarmed, it holds the item if it wins the opposed check.) Drag- onkin who are fighting on the ground do not take unreasonable risks to flee with an item—they never turn their backs on an oppo- nent, for example. Cult dragonkin (see In the Realms) are better able to resist their instinctual desire for magic, and do not endanger or abandon their mission for the sake of these items. Tribal dragonkin do not use magic items in combat, but Cult dragonkin often do, if appropriate. DRAGONKIN CHARACTERS Most dragonkin with character classes are barbarians, and barbarian is their favored class. However, a handful of dragonkin sorcerers have been reported, and their number seems to be slowly increasing. IN THE REALMS The Cult of the Dragon has managed to gain control over a few dragonkin tribes; it imposes some small amount of discipline on their society in exchange for teaching the dragonkin additional combat skills and providing a steady supply of magic trinkets. They serve as warriors to protect the wide-ranging interests of the Cult. Posted: 07-28-2014 12:33 am New Monster Hellfurnace Boar HELLTEMPERED RAZORBACK HELLFURNACE BOAR Large Magical Beast (Fire)
Dire Boar + Pyro-Multiheaded Creature, MMI p.63 & Savage Species p,125 2 extra heads; three heads in total
Hit Dice: 11d8+55 Initiative: +4 Speed: 40 ft. (8 squares) Armor Class: 17 (–1 size, +6 natural, +2 for extra heads), touch 9, flat-footed 17 Base Attack/Grapple: +11/+23 Attack: Gore +18 melee (1d8+12) Full Attack: Gore +18 melee (1d8+12) x3 Space/Reach: 10 ft./5 ft. Special Attacks: Ferocity Special Qualities: Low-light vision, Dark vision 90ft, Scent, Superior Multiweapon Fighting Saves: Fort +10, Ref +5, Will +8 Abilities: Str 27, Dex 10, Con 21, Int 2, Wis 13, Cha 8 Skills: Listen +10, Spot +10 Feats: Alertness, Endurance, Iron Will, Improved Initiative, Combat Reflexes Environment: The Hellfurnaces (Greyhawk) Organization: Solitary or herd (5–8) Challenge Rating: 8 Treasure: None Alignment: Always neutral Advancement: 8–16 HD (Large); 17–21 HD (Huge) Level Adjustment: —
This giant boar has an arched back as high as a human is tall. It has spiny armor on its head and back, great, gleaming tusks, and small, furious, demonic eyes. The coloration of its fur is a sinister blend of deep, rusty red and coal black. Helltempered Razorbacks are omnivorous and spend most of their time rooting around, much as ordinary pigs do. They viciously attack anything that approaches them, however. They grow up to 13 feet long and weigh as much as 2,100 pounds.
Combat A Helltempered Razorback charges its opponent, trying to rip the target open with its tusks.
Furnace Belch (Su): These creatures can breath jets of fire 10 feet high, 10 feet wide, and 20 feet long. All heads breathe once every 1d4 rounds, and each jet deals 3d6 points of fire damage per head. A successful Reflex save (DC 16) halves the damage.
Ferocity (Ex): A Helltempered Razorback is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.
Fire Subtype (Ex): A Helltempered Razorback is immune to fire damage and takes a –10 penalty on saves against cold attacks. If a cold attack does not allow a saving throw, the creature takes double damage instead. Posted: 07-26-2014 06:37 pm Gaming Notes Decades ago, a dying/degenerating illithid city dwindled to a population of 203. However, it was at that time - the lowest point in the history of that vile metropolis - an ulitharid1 1 = Lords of Madness, p. 158 was born to the city. Underpopulated and severely weakened by starvation and acrimony (both internal and external), the inhabitants had hope in this wickedest of messiahs.
Upon reaching maturity, this ulitharid devised a complex plan. Using existing underdark tunnels and dungeons beneath certain prominent giant leaders’ demenses , circuitous routes to and from the city were constructed. These routes would come to have the purpose of food transportation.
To increase their usefulness and security, these paths deep within Oerth have directions carved in the walls at regular intervals. However, these carvings are completely useless to non-Illithid races since: 1} The directions are in Qualith2 2 = Lords of Madness, p.71, which is nigh on indecipherable [DC 35] to other races. 2} They are placed high on the cavern walls which must be reached by levitation, thus making them nearly impossible to find, let alone decipher.
Only one illithid travels with a slave-caravan from a giant’s stronghold. The rest of the overseers/guards are heavily conditioned thralls. The illithid acts as little more than a guide and manager.
The trip from a giant’s dungeon to the home city is easy for a slave-caravan but impossible for adventurers due to the reasons previously mentioned. Plus, there are many “false” tunnels leading the naïve astray, into danger or both.
The way is long and meandering but it is both safe and easily found by those with an illithid guide.
The ulitharid’s agreement/treaty with the giants is based on his extraordinary Diplomacy skill and the Lawful nature of his race.
The ulitharid supplies the giants with a degree of strategic acumen they could never achieve on their own along with vital information to which they’d otherwise never have access.
The ulitharid and elder brain provide the former; their network of bribed or controlled agents offers the latter. Needless to say, matching the above with physical power and brutality of the giants makes for a terrifying and powerful alliance. The ulitharid’s high Diplomacy, INT and pertinent skills keep this evil machine running smoothly with chilling efficiency.
The various races of giants involved have little contact with one another, yet the ulitharid informs them of the accomplishments of one another, thus promoting competition.
The ulitharid constantly reinforces the dynamic of this allegiance by emphasizing the fact that all the associated intellectual burdens (planning, intel-gathering, supply schedules, mapping transportation routes, et al) are off the giant leaders’ shoulders. This arrangement is ideal for many reasons: 1} illithids are cowardly always prefer having others do the tasks involving serious risks. 2} The giants are mentally much weaker, therefore the illithids retain much of an upper hand. 3} The Lawful nature of the illithids is well suit to such symbiotic undertakings. 4} This bargain makes the giants appear far more advanced, tactically skilled and cunning than they ever could on their own. This means their respective reputations increase in beneficial ways while the illithids get to remain (comfortably and safely) in the shadows; the mind-flayers care nothing for “credit”. 5} In fact, only those giants inside their respective leadership’s inner-circle even know of this sinister cooperation. As the illithids are far more concerned about acquiring a steady source of food, the giants are given the preponderance of pillaged treasure from the raids. In exchange for this, the raiding giants accord the capture of prisoners a much higher priority. Once the enemy is in captivity they are cast into the giant’s dungeon as quickly as possible (another high priority). From there, the prisoners are taken via the aforementioned underdark passages to the illithid city.
Posted: 07-26-2014 03:12 pm Hochoch, City of
Hochoch, City of
Credits: Tom Harrison and Tony Palladini
Geoff
Location:
Approx. 100 miles NE of Gorna, between the Oytwood and Dim Forest
Population:
6,500 (not including Gran March troops)
Major Races:
Humans (90%), Elves (5%), Gnome (3%), Dwarves (2%)
Military:
Approximately 1,500 Gran March troops in occupation, militia of 1000-2000 can be organized within three days
Exports:
Resources not exported
Imports:
Foodstuffs, livestock, timber
Appeared In:
Against The Giants - The Liberation Of Geoff
Little Known Fact:
Within the Cemetery of Pelor, just outside the city walls, are tombs and sarcophagi dating back to nearly 100CY .
Introduction
Formerly a bordertown between the Grand Duchy of Geoff and the Gran March, Hochoch has only recently been thrust to the forefront in the politics of the Sheldomar. Many of the older residents remember the sleepy days, watching caravans roll through the town gates. Children are still told the stories of brave Roelkar and others that made the town more than a market place in the shadows of the ancient Willow Towers.
These days are gone now, dashed in the aftermath of the Great Wars. The siege and battle at the town walls in 586 CY was proof enough for most. Many left, many stayed. And many more came to seek their fortune in the torn lands west beyond the Duke's Gate. Some come heeding the cries for liberation; others come in search of the scraps left by the armies of evil. Some simply come to gaze upon the porcelain Willow Towers and the lush Garden of Lai. And to most, it matters not who they are, only that they have come.
Hochoch in 591 CY is a different place than the town which stood here only a decade ago. While it was once a rest stop on the way through to the lands of Geoff, it is now the gateway to the liberation of Geoff. The mercenary companies which now gather in the Oytwood and along the Javan travel through the city regularly, and the restored Northill Keep maintains a constant vigil atop the Shalm's Shoulders north of town.
Geography
Hochoch sits on the banks of the Realstream, on the eastern rim of the area known as The Cup by the inhabitants, between the Realstream and the upper Javan river. Neither of these are deep enough for larger vessels, such as river galleys or the larger merchant barges, but there is traffic from smaller boats, mostly local traffic, and some from southern Keoland. Travel on the Javan is still moderately light given the situation in the Grand Duchy of Geoff. These rivers flow through the central Dim Forest, a place named for the shadows created by the thick canopy of tall trees. Beneath the canopy, these waterways are only navigable only by poled barges small flatbottom vessels.
Most of The Cup is only lightly wooded, and the plains are fertile and good for grazing. Only a scattering of farms remained in 586 CY, when the Battle of Hochoch was fought, and though the farmsteaders are beginning to return to the region, most of the foodstuffs here are imported from the east.
The Duke's Highway runs the length of the Cup, from the Realstream at Hochoch to river stations on the Javan. Despite the years of neglect, the road is still useable. Military forces have begun erecting tall watchtowers every dozen miles, sending messages between one another by bird and by signal. These fortresses discourage banditry and hostile troop movement. Light signals can be easily seen between towers on a clear night.
People
Hochoch is a middle-sized community of nearly 6,000 people. Most of these folk are descendants of Suel and Oeridian stock, with a substantial strain of Flan blood as well. Hochoch received a considerable number of refugees fleeing east when Geoff and Sterich fell to humanoid invaders, thus increasing its Flannae population. There is a small population of high elves and hill dwarves, and a few gnomes and halflings also live within the town's walls. The folk here hold many of the same political attitudes as elsewhere in the Sheldomar Valley. Most still consider themselves loyal subjects to the Grand Duke, Owen I, though this is no longer necessarily the case. The constant presence of the Knights of the Watch gives many hope that soon they will be able to return to their homes in the west, or at least what remains of them.
History
Hochoch began as a trading post and fishing village in the early days of Keoland. It was built at the site of the legendary Gardens of Lai and the ruins of five towers, known in Flannae legend as the Willow Towers. These towers are believed to date back before the great migrations, perhaps as far back as when the powerful lords of the Isle of Woe ruled over eastern Oerik. Flan legend has it that they are of Olven design. Old tales and maps sometimes refer to Hochoch as Hocholve, which means "Hand of Elves" in Old Flan, though the true origins of these mysterious structures has never been confirmed. The town's name, Hochoch, stems from this.
The Willow towers are aptly named, given their tall, lithe structure. Only two of the towers remain standing, fondly called the Thumb and Gardenview towers by the townsfolk. A third is known to have collapsed shortly after the mage Roelkar and his men, having successfully entered and exited it once, entered a second time. It is the only one of the Willow Towers known to have been penetrated, and bears the name Roelkar's Breach in tribute.
"Peace would come to the Sheldomar eventually, and when the Kingdom of Keoland was established in -100 CY, the Willow Towers still denied the newcomers. It was suspected the sylvan elves of the Dim Forest knew the secrets of the ruins, but few men who cared would brave the shadows of that woodland. True, some did go seeking such knowledge. The few who returned spoke of cities of wild elves at the heart of the forest. Little folk taken by a certain madness but were, according to the slightly more peaceful sylvan, the true descendants of the Golden Court. One of these fearless explorers, a practitioner of enchantments whose name has been recorded as Roelkar, returned with part of the secret - a name: Haunafay.
Accompanied by a band of strong arms and scouts, Roelkar was the among the first to enter the gardens and return. He claimed to have spoken with the golden galda trees at the center of the gardens, these apparently being the last true members of the Golden Court. Roelkar was a master of oration, and with the luck of Olidammara had won the trees to his side. With the secrets they gave him, Roelkar's band entered the first of the Willow Towers.
Another interesting phenomenon of that day: within an hour to the moment when Roelkar claimed to have spoken with the masters of the garden, Olamdri, the druid hierophant appeared in the shadows of the garden. No one saw him come - he was simply discovered sleeping on the hillside. The next day, the man stepped lively into the tangles of the garden and was gone, not to be seen again for a generation.
Roelkar and his men returned to camp in high spirits. They bore with them artifacts from a forgotten era, and were full of the anticipation of exploring the higher reaches of the tower, which became known as Roelkar's Breach, in the morn. It would be the last night any one would see them, for not a single one returned from their next day's venture."
Riverfront Area
East River Area
Cemetery Of Pelor
West Market District
Foreign Quarter District
Garden District
High Gate District
East End District
Twin Gates Market District
From the Journals of the Sage, Nyfarem of Hookhill
Hochoch grew, and as Keoland nurtured its northern colonies, it became the major trading post south of the Dim Forest. At its peak, before the Empire of Keoland fell in the Small Wars, the population of the town and its outlying parts was nearly 12,000. Though defensive structures had long been in place, the King of Keoland ordered stone walls built to surround the town proper. Its proximity to the Dim Forest made it vulnerable to raids from creatures of that place.
The Province and town of Hochoch have seen a number of changes over the past decade. Originally of Keoland, there were constant disagreements about its ownership between it and the Grand Duchy of Geoff. When war came to the east in 582 CY, the townsfolk only listened to stories from afar. Then Ket invaded Bissel and humanoid hordes swept out of the Crystalmists, overwhelming the distracted armies of Sterich and Geoff. The fate of Hochoch seemed dark indeed.
Then, in 586 CY, as the armies of orcs, goblins, and ogres amassed within a day from the town walls, a ray of hope arrived. Legions of Gran March cavalry, led by the famed Knights of the Watch, arrived under cover of darkness. The battlefield the next day, at the Battle of Hochoch, turned the green pastures red with blood. The humanoid line, unprepared for such resistance, broke and those forces were routed northward into the Dim Forest. Hochoch had been saved and its townsfolk rejoiced. None would imagine what would come next.
In Hookhill, the new Commandant, Magnus Vrianian declared the whole of the province of Hochoch annexed by the Gran March and placed under martial law. Despite protests by Grand Duke Owen I, who had taken residence in Hookhill, and King Skotti of Keoland, it was agreed Hochoch would remain under control of the March until such time as it was adequately stabilized, only then to be returned to its own rule. In the meantime, Commandant Vrianian ordered, both sides would have to work out the issue of control. Few noticed the clause in Commandant Vrianian's proclamation that if the territorial dispute were not settled by such time as Hochoch was released of martial law, it would become part of the Gran March's eastern territory.
Current Events
In the spring of 591 CY, the atmosphere in Hochoch is even more urgent than 5 years ago. Exiles are slowly gathering behind the town's walls. The humanoid armies, retreating from defeats in Sterich, now gather their strength in Geoff on the far side of the Javan river. These raiders fight nearly daily skirmishes with patrols.
The Marcher presence is strong. Just north of the town is Northill Keep, sitting atop the Shalm's Shoulders - twin hills named for the Flan deity. Watchtowers manned by soldiers observe the highways into town. The town walls are manned and soldiers walk the streets, enforcing the peace. In some areas of town, a curfew has been imposed. Many of the townsfolk, including the former Mayor, Abnur Rhys, are beginning to doubt their Marcher "guests" will ever leave, and tensions are beginning to run high. In Niole Dra, Grand Duke Owen I and King Skotti have not yet resolved their differences.
The dwarven refugees who came to fight at the battle of Hochoch five years ago have become a rowdy presence in the town. Despite the best efforts to curtail their festiveness, these dwarves cause problems within the human population not yet used to their brand of humor.
While the majority of the giant-led forces have withdrawn further back to the Javan, the lands west of the Duke's Gate still hold many dangers. Ghouls and other unspeakable horrors roam the old battlefields at night. The old towns and cities of the Grand Duchy lay in ruins - pillaged and burned, and they offer hiding places to bandits, invaders, or worse.
Government
These are interesting days for the leadership of Hochoch, and not all pleasant. While the traditional appointed Mayor, Abnur Rhys, still presides over basic functions from the town hall, the real power in Hochoch is the Lord Knight Protector, Horace Amstide. Sir Amstide, sent by Commandant Vrianian to administer the town during the reoccupation, is a typical Marchite lordling, steady and determined. Many of the town's leaders seen put off by his no-nonsense approach to governing. There is little gray in Sir Amstide's manner, and his agenda for Hochoch is clear and simple. In effect, the town is in a state of martial law. The Lord Mayor and his agents are now no more than figureheads, and this doesn't sit well with them.
There is also the matter of Hochoch allegiance. Abnur Rhys has authority granted by the Grand Duke of Geoff, while Sir Amstide acts in the name of the Commandant of the Gran March. It is believed by many the Commandant plans to annex the Cup region as a whole, using it as a staging area in the war to reclaim Geoff's sovereignty. The Grand Duke is aware of such rumors and has voiced his protests to King Skotti of Keoland.
Abnur Rhys is not the kind of man to wait for the Keoish King to speak for him. He has, instead, instigated a form of shadow government, taking what authority is handed down from Sir Amstide and expanding it through bureaucratic channels. Whatever his orders, the Lord Knight Protector is still a Knight of the Watch, with little taste for the day to day subtleties of government. A skilled politician, Rhys knows how to use intrigue to his advantage, then make false assurances to regain much of his former power.
Mayor Rhys is not without his supporters among the townsfolk. While there is no lack of appreciation for the Gran March's efforts in the region, few native Geoffites wish to swear loyalty to the Commandant. In many cases, the townsfolk look to Rhys as the lawful ruler of the township. Most are loyal to the Knights of the Watch out of tradition and so far as there is a united effort to reclaim Geoff for the Grand Duke.
Religion
Hochoch has always been amazingly diverse religiously. Since the Greyhawk Wars, the town has swollen with the ranks of exiles from Sterich and Bissel, knights and soldiers from Keoland and the Gran March, and numerous adventures. As with many places in troubled areas, the townsfolk have begun to take much more stock in faith. The deities of the Suel and Flan have always been represented, though of late the most popular followings are of the more common powers. Today, the most honored deities in Hochoch are Pelor and Kord, and a thriving cult to Trithereon has been at work here since 586 CY. The Knights of the Watch hold vigils to Pholtus at the chapel in Northill Keep. Both Kelanen and Mayaheine have small followings in town, though neither has a formal place of worship.
As is customary in the Sheldomar Valley, the folk rarely limit reverence to a single deity, and while all temples in Hochoch are attended by some small groups, it is the Zenith of the Sun temple, dedicated to Pelor, regularly attracts a large congregation. Prayers to Pelor are also customary at festivals and town hall meetings. Most of the townsfolk accept the deity as a sort of patron of Hochoch these days.
Holidays
Hochoch shares most of the holidays and festivals held throughout the Gran March and Geoff, drawing from both nations. However, the Green River Festival is unique to the townsfolk. This festival has been held annually for as long as anyone can remember, and possibly dates back to Flan customs before the foundation of Hochoch.
In mid-spring, snow-runoff brings a rise to the banks of the Realstream. As the river passes through the Dim Forest, it collects winter deadfall. For a few days, the waters of the Realstream turn turbulent and a faint shade of green. This event usually comes in mid to late Planting, and precedes the spawning season for the perch and trout inhabiting the river.
The Green River Festival commemorates this event, and gives thanks to the spirits of the land for the bounty to come. In a twilight ceremony led by a cleric of the Old Faith, or a druid of Obad-Hai, small tallow candles are set on wooden plaques and set afloat on the river. The purpose is to lead the fish to their seasonal spawning beds. The ceremony is held on the first day of the two day festival.
Town Defenses
Surrounded by a low wall and overseen by a fortified keep, Hochoch is by all respects a well-defended town. The town wall is twelve feet, or roughly two stories tall, and set about with battlements and towers. The towers straddling the Duke's Gate are the tallest, heightened when the Marchites occupied the town. They receive messages from the watch towers on the Duke's Highway, which would warn of approaching dangers. The wall is largely stone with wooden supports, some of which have been replaced by stone.
A full militia is currently employed by decree of the Lord Knight Protector. Every able bodied man must spend his time on the wall, as well as time training with a weapon. If necessary, the town militia can assemble nearly 2,000 men. Another 150 are trained guardsmen, who form the police force of the town. They answer to the local constable who in turn answers to the Lord Mayor, or the Lord Knight Protector in his stead. Mayor Rhys' constable, Willum Thol, was quickly dismissed by Sir Amstide when the man proved unreasonable. In his place, Kamen Freck was appointed the position. Constable Freck, for all his allegiance to Geoff, understands the situation and is willing to work in the space given by the Knight. He is also no ally of Mayor Rhys. Constable Freck is perhaps Sir Amstide's only ally against the Lord Mayor's shadow government – a mantle which has won the Constable little goodwill from Rhys' supporters.
Northill Keep, set on the western-most height of the Shalm's Shoulders, was begun in the summer of 586 CY. Its walls are tall and sound, and the fortress is capable of withstanding a siege for many months if necessary. It normally holds a single cavalry company, two units of infantry and a company of archers, perhaps 300 troops in all. This is seen as suitable in the defense of Hochoch. The walls can easily house as many as 1,000. When the keep and grounds were completed, craftsmen began working on a tunnel system to connect the town proper and Northill Keep. Such endeavors proved more costly than effective, however, the ground was just too soft and the project was abandoned - though rumors to the contrary exist. From its position, few among the Watchers doubt Northill Keep is more than adequate in the defense of Hochoch.
Neighborhood and Town Sites
As Hochoch is not a large town when compared to the likes of Verbobonc or Cryllor, it may seem strange, or even inappropriate that its neighborhoods are divided so neatly. Even the townsfolk rarely use terms such as "the Garden District", and neighborhoods are usually better identified with the nearest gate (High Gate, Twin Gates, etc.). On the other hand, Riverfront and East River are regularly referred to as such, and depending on who you speak to may seem like completely separate communities from Hochoch. When giving directions to places inside the town walls, places are marked by their street and the nearest gate.
Districts and neighborhoods do exist however, and are used primarily in political ventures. A nobleman will not likely wish to live in "East End" with the commoners, and might even refer to that section in haughty disdain. And as such, those highly concerned with status are more likely to identify places by their district than the common townsfolk, who see such identifiers as needlessly excessive in most cases.
Outlying Areas
Riverfront
Riverfront is a shamble of packed buildings and warehouses. There is a certain odor to the place, given the fisheries on the bank of the Realstream, and most establishments burn strong scented candles to help mask it. Most of the residents of Riverfront live in high story apartments, or above their shops. Families tend to build upwards, and it is not uncommon to find as many as four stories on some buildings. The ground here is wet, precluding basements. Instead, most buildings have an attic or loft for storage. Those buildings closest to the Realstream are often elevated, as the river is subject to minor floods every six years or so.
Except in the harshest times of winter, ferries are available to carry passengers and their mounts across the Realstream year-round. Most of the larger ferries end their business at sundown, but a few continue on into the odd hours of the night. Transport costs around 5 cp per passenger (horses count as passengers) on the smaller ferries, while the larger ones, capable of transporting whole caravans, cost a bit more.
R1) The Last Word (Inn): ratty and disheveled, with an open porch, this place is most popular in the fall months, when its northern location protects it from wondrously scented Riverfront breezes.
R2) Red Rum Jack's (Tavern): Perhaps the most notorious (and popular) drinking hole in town. The proprietor is well known for his wild and crass humor and the specialty drinks are a wonder in themselves. Of course, maybe the reason it is so popular is the resident hedge mage, who earns his keep by keeping the pleasant Riverfront smells at bay.
R3) The Little Fish (Tavern): Known for its riverside deck and darts tournaments.
East River
Once a community of fisherman and charter boat captains, East River is the newest part of Hochoch. It is not new in years, but was only recently annexed; just prior to the wars. It lacks the crowding of Riverfront but otherwise shares its character.
E1) Brotherhood of the Long Road (Chapel/Fharlaghn): Spacious and open with numerous gardens.
E2) Fharlaghn's Footsteps (Tavern): A small watering hole which lives up to its claim as the first and last drink on South Rivercross Street.
Northill Keep
This fortress occupies the western of two hills north of the town proper known as the Shalm's Shoulders. In addition to holding a sizeable force of the Marchite army and a number of Knights of the March, a shrine to Pholtus is housed there. Most of the Knights of the Watch pay homage to He of the Blinding Light, including Sir Horace Amstide, who journeys there with his aides each Godsday. A small but growing number of townsfolk also travel there on key holy days to worship. The knights and soldiers are watchful of these people, but usually permit them to enter and give homage. The high priest is a Missionary knight named Droven Klysse. He is very adamant about his faith, to the point many of the townsfolk view him as arrogant and condescending.
Cemetery of Pelor
This large plot of ground rests south of the town ways, inland some distance from the Realstream. It is an ancient burial plot, with sarcophagi bearing dates as far back as 100 CY. The plots are arranged in a circular manner, spreading out from a series of six stone slabs, low to the ground, which form the center of the mausoleum. Funeral rites are performed upon these slabs, before the dead are sealed away from Pelor's light. This allows the souls of the dead to leave their mortal shells. It is known if a man faithful to Pelor is buried prematurely, the soul is trapped on the mortal realm and undeath can result. It is likewise unhealthy to bury those faithful below ground, hence the dead are sealed upright in mausoleums. It is also appropriate, in the case of priests of Pelor, to cremate the body and seal away the ashes.
The Town Proper
The Promenade runs north to south, connecting the Garden and River Gates with the High Gate. It is a wide road, and heavily trafficked by caravans from spring to autumn. The second thoroughfare, Garden Way, runs east to west, connecting the North Gate and Duke's Gate. Prior to the fall of Geoff, most commercial traffic traveled the Promenade to Garden Way, and those parts are still the most built up. The eastern length of Garden Way is much more open.
Market Lane begins at the Garden Gate and runs to the east through the West Market district and intersecting the Promenade in the Garden District.
Twin Gates Market
The hustle and bustle of the southern town proper is a maze of shops, carts, and stalls. As exiles slowly return to Hochoch, and adventurers come to seek their fortunes in lost Geoff, the market district of the town has grown considerably.
T1) Hawk House (pawn/fencer): While this shop offers little at its front other than small works of art and trivial jewelry, a quiet word and a gold coin can buy a look at the wares kept in the back. The proprietor has close ties with the Owl's Talons. No thief can fence his wares here without word getting back to the guild.
T2) Red Bracket's Forge (blacksmith): While most of his work is for agrarian purposes, Red can still hammer out one of the best blades in town. His horseshoes are said to last twice as long as those of any other smith in Hochoch.
T3) Golan Hambler, moneychanger: An immigrant from Veluna, Golan is one of the wealthier moneychangers in Hochoch. He is always hiring guards or the like, and is whispered to be paying the Owl's Talons a healthy fee for their "hands-off" policy towards him.
T4) Simion's Remedies (Apothecary/Herbalist): One of the best places in town to acquire poultices, remedies, and even minor potions.
T5) Hound and Hare (Inn): While certainly not the largest boarding house in Hochoch, the Hound and Hare gains its reputation from the proprietor's love of sport hunting.
An amateur taxidermist, the walls of his common room are adorned with the forms of many animals he has hunted. His oldest dog, Reb, is a regular visitor and a favorite of patrons. It is considered very bad form to harass Reb.
T6) Fabianus’ Stables: A large, burly man, Fabianus can often be found feeding and talking to his horses. He keep two stable boys on staff to assist him, and usually can accommodate requests for horses for groups of up to eight persons. Fabianus breeds normal riding horses, draft horses and ponies.
T7) Gaywayne’s Fine Tailoring And Accoutrements: Gaywayne is a somewhat effeminate human male. Although he is often considered flighty, no other clothier in Hochoch can compare with the quality of his clothing. He carries most of the items listed in the Player’s Handbook under clothing.
Garden District
Not only encapsulating the Garden of Lai and the Willow Towers, the Garden District is the district of the wealthy and noble in Hochoch. The grounds are spacious and the homes, while not elaborate, are typically large and low.
G1) The Garden of Lai: An enchanted garden believed to be planted ages ago by the elves who built the Willow Towers. At the center of the garden is a small fountain, surrounded by a circle of golden Galda trees. According to Flan legend, these are the sleeping masters of the garden. The garden itself is tended by a druid, a member of the Druids of the Standing Stones, and affiliated to Obad-Hai.
G2a-c) The Willow Towers: Of these ancient structures, only two, Thumb and Gardenview, remain standing. Others have long since crumbled. Strangely, the remaining towers show no signs of wear. Neither have any apparent entrances or portals. Only one of these towers was ever entered and was since named for the mage whose band penetrated it shortly before its tragic collapse in which none survived. Roelkar's Breach is the site of a memorial today. Tall and narrow, these towers are fashioned from a pale marble, cool to the touch even in the light of the sun.
The Thumb tower: Short and thick, this structure rises about thirty feet from its base. It is much smoother than its counterpart, and its white porcelain walls have a glow to them when Celene is full.
Roelkar's Breach: Much of the rubble here was cleared away. Still, the remains of the foundation and some of the larger stones still rest here undisturbed. On the largest stone, the names of Roelkar and his men, and the date of their passing is noted.
The Gardenview: Tall and narrow, the outer shell of this tower has a certain curve to it, much like a unicorn's horn, though it does not end in such a point. The tower is speculated to be about 60-70 feet high, but only appears to be about 30 feet thick. Architects are still unsure of the structure, and are certain magic was used in its creation, since measurements taken one day do not always match those taken later.
G3) The Ivory (Inn): A pleasant enough place which caters to well-to-do merchants and other such visitors.
G4) Zenith of the Sun (Temple/Pelor): Perhaps the most beautiful temples in Hochoch, and certainly one of the oldest. The High Priest is a soft spoken, serious man named Klaudius Boneventure.
G5) Haradine's Shop of Antiquities: All manner of oddities can be found here, from trinkets to furnishings. Most are fashioned from precious stones or metals, and are quite expensive. Haradine is a proud woman with a passion for history. She knows of many legendary sites throughout the Sheldomar and will occasionally fund expeditions if she feels the terms are right.
G6) Hochoch Grand Performance Hall: Lying almost directly at the intersection of Garden District, East End and High Gate, the Grand Performance Hall has enjoyed three decades as the premiere venue for the performing arts. Each Freeday and Starday, musical concerts and operas can be seen within it’s lavish hall. On Moonday and Waterday, a variety of plays can also be seen. The prices for these events vary, with the plays averaging a silver piece or so, and the operas charging nearly 5 gold for a standard seat. Currently the most popular performer in Hochoch is the beautiful seventeen year old Nabiki Ryoko (see Who’s Who), who’s vocal performances always sell out.
G7) Wunderwon’s Musical Emporium: Looking for overpriced musical instruments? This would be your place. Phineus Von Wunderwon (pronounced Vundervon) carries all manner of musical items, and is instrumental (pardon the expression) on the board of directors of the Grand Performance Hall. He is always interested in any musical artifacts, and industrious characters might think about bringing items they find back here for appraisal or sale. Phineus is a human male in his mid-seventies, originally from Rauxes, with long, wispy white hair he keeps pulled back tightly in a knotted tail.
West Market
Larger than Twin Gates Market on the south side of town, West Market is known for its high profile luxury shops. Most of the products here are more expensive than can be found on the south side, but not necessarily of higher quality.
W1) The Crow's Perch (tavern): A small establishment which specializes in exotic wines. It attracts many patrons from the Foreign Quarter.
W2) The Brave Hearth (restaurant): A long, low ceiling, wood construction. This place is modeled after the festhalls of the barbarian lords in the far northeast. Open for drinks and small meals daily, on Restday they hold a great feast, which can be joined for a modest price. This place was a favorite of Goreblade's Dwarves, who have recently been banned from Restday festivities.
W3) Fantasy in Wax (candle shop/apothecary): Sells a wide variety of wax and tallow candles. The proprietor is a hedge wizard who will craft special magical candles for a price. Unbeknownst to most, he is an ally of the Owl's Talons, and has aided them in the past by crafting special candles producing a myriad of illusionary effects. The Snow Owl pays him well for his assistance and secrecy.
W4) Brotherhood of Kord (Temple/Kord): Built on Willow Street where the West Markets meet the Garden District, this temple is a very old one. The people of Hochoch worship a very odd representation of Kord. Here he is seen as sort of a pioneer spirit, as many of those who tamed this land in the early days of Keoland felt a certain kinship to the deity. As such, it is often considered just as proper for explorers and adventures to pay homage to Kord before setting out on the road as it is for them to visit the chapel of Fharlanghn in East River. The leading Priest of Kord, Madorly, is a tall, wiry man whose appearance belies his strength. He often dresses in animal skins, decorated with colored cloths marking his station as Canon. He is a blunt-spoken and forthright man, with little concern for station or status outside church proceedings. He holds a great respect for the Knights of the Watch and makes regular, good-natured, attempts to sway them to the dogma of Kord, as is "only proper in the life of a fighting man." Pholtus, he claims, "is a god for politicians."
W5) Gazar’s Crown Jewels: Overpriced and overbearing, Nigel Gazar runs this jewelry establishment. He is always interested in jewelry and gems, especially those from other lands, and is a master or appraisal. He will constantly offer between 20% - 50% less than actual value for any item (1d4 x 10% plus an additional 10%). He always has two large armed guards in the front room, and an additional 2-4 in the back of his shop. He has an agreement with the Thieves Guild in the city – they ignore his store, and he occasionally feeds them information regarding people with large amounts of gems that they need to have "lost."
Foreign Quarter
The residents of this area are largely refugees and demi-humans. There is evidence this was once one of the most beautiful districts in town. The foreign nobles who once summered in Hochoch have moved on, leaving behind a shadow of color. The new residents have changed the old atmosphere of this place. The quarter is now a mishmash of cultural influences and color, producing features quite unique from the rest of the town. Open areas are dotted with trees and monuments, adding to the attractive aesthetics of the place. Old mansions now house multiple families, and the flat rooftop terraces have been converted to gardens and are home to Hochoch's elven population.
F1) The Root Cellar (Tavern): Proprietor Quigby Smallfoot, a tallfellow halfling, has done his best to welcome visitors from all across the Flanaess. He imports most of his brews from the Ulek nations, but is also know for an ale of his own recipe. Quigby, an exile from Geoff, is said to have a network of contacts from the Grand Duchy.
F2) Olam Gantry, Moneychanger: The services of a moneychanger are essential in a place as varied as Hochoch's foreign quarter. Gantry is fairer than most, though he still favors coins from Veluna and Keoland. His exchange rate for those with Geoffite coinage is charitable, but still poor compared to that seven years ago. He is a kind man and interacts with the community.
F3) The Briar Oak: This is an open air court set in the center of one of the quarter's many small parks. Hochoch's high elves gather here to hear traditional poetry, song, and discussion. Hochoch boasts only a small population of high elves, and most of these are travelers from the high elven city Fenntyne, which lies several days northeast in the Dim Forest. This place is also spoken well of by elvish travelers from Ulek and elsewhere in the Sheldomar. The drinks are nonalcoholic, but still potent, blends of nectar and fermented fruit juices. A menu of edible flowers makes this place quite unique. It is also one of the few places a non-elf might overhear matters of elven politics, the continued neutrality of Celene obviously being a frequent topic. There are occasional whispers and rumor of the "wild elves" who live at the heart of the Dim Forest, though most of the human locals accept these as folktales used to scare children.
F4) Fortunes and Fates: This small shop is also the home of Old Tetta (see Who’s Who In Hochoch), an elderly female gnome. The home is spartanly furnished, and Tetta receives visitors in the front study. For a few copper pieces, Tetta will put on a pleasant show, telling small bits of information to a customer. For a fee (up to the DM), Tetta will perform small informational spells.
High Gate
While parks and temples give High Gate its character, the town hall and militia barracks are definitely its centerpiece. The roads in this quarter are paved in brick, and a local guild keeps them in good condition. This is the religious and political center of town, and the townsfolk will assure travellers that the two make strange bedfellows. Hidden on the eastern end, where High Gate meets East Side, is Hochoch's notorious red light district.
H1) Order of the Avenger's Blade (Chapel/ Trithereon):Perhaps the fastest growing assembly in Hochoch, the Avenger's Blade attracts mostly refugees and those who suffered personal losses during the war. Most of them seek revenge on one level or another. The high priest, Danollen, lost his home and family to Ketite raiders in Bissel. The building housing the chapel was destroyed by catapult fire during the Battle of Hochoch, and while it has been largely reconstructed, the priests hold the fact to some significance in their gatherings.
H2) Town Hall: A multi-level complex of timber and stone, Hochoch's town hall is a beautiful site. It includes living quarters for the lord mayor and a number of servants, and many meeting areas. Atop the hall's tower is a large bell, which is struck on the hour. This doubles as a fire alert.
H3) Militia Barracks: This complex, surrounded by a high stone wall, sits adjacent to the town hall. This fortification houses the town guard and on-duty militia men. Beneath the complex are the town's jails. Some 100 guardsmen are usually housed here on an irregular basis. The only permanent residents are the town constable and his family. Living quarters are also available for deputies, though most of them live elsewhere.
H4) Militia Training Grounds: At the heart of the militia complex are the training grounds.
H5) The Wet Pilgrim (Inn): One of the seedier places in Hochoch, this inn doubles as the headquarters of the local thieves guild, the Owl's Talons. This organization works slightly different than most circles of robbers. Instead of concentrating on crime and criminal activities in Hochoch, they specialize in procuring items from the lost lands. The Claws' numbers are largely composed exiles from Sterich and Geoff. Many are low ranking scouts for the Knights of the Watch. The symbol of the Claws is a silver claw on a sable field, a mockery of the Knight's own seal. The head of the guild is Onshae, the Snow Owl. As a guild, they are still relatively unorganized. They do not currently require membership to operate in Hochoch, but it is considered rude to not obtain it. The Claws' vast network of contacts can be of considerable help to thieves in need, but to acquire such aid requires signing the guild register.
H6) The Whippoorwill (Brothel): The only brothel operating within the town proper. The Madame is proud of her establishment, and it is quite sanitary for a house of ill repute. There are rumors of secret tunnels running beneath the inn, connecting it to the Town Hall (H3).
East End
Largely a residential area to the common working folk of Hochoch, East End does have a few extraordinary features. There are isolated pockets of shops, and non-guild tradesmen often sell their services here. This is one of the few areas in Hochoch not lit after nightfall. While some alleyways collect beggars, most of the residents of East End are honorable folk, and theft is uncommon.
EE1) Aldra's Maps: Her maps are more artistic than useful. Still, her work is spoken of well within among township.
EE2) Jorne Kepeth (Sage, animal lore): a retired forester, most of the townsfolk will concede Jorne is the undisputed expert in the region's wildlife. He spent many years in the Dim Forest with the Druids of the Standing Stones, and has many friends among them.
EE3) Chapel of Dawn (Chapel/Lydia): Bright and open-aired, this chapel is an odd contrast to the more modest dwellings in the East End. Noblemen occasionally visit it, and musicians and poets are constant attendants as well.
EE4) Kazamir’s Wilderness Goods and Supply: As the sign proudly proclaims, Kazamir sells all manner of normal traveling items and supplies such as rope, oil, torches, etc.
EE5) Incense And Pleasant Scents: This small wooden building can be found nearly a block away – simply let your nose lead you there. The proprietor, a middle-aged Flan woman named Lea Flori is a master of smells. Her incense and scented oils are often purchased in bulk by the temple throughout the city. Refer to Priest’s Section of the Whole Realms Catalogue for details on purchases from this establishment.
Who’s Who In Hochoch
Sir Horace Amstide, Lord Knight Protector of Hochoch (LN, HM, F6)
Sir Amstide began his career with the Knights of the Watch as a squire. Notorious for his wandering eyes as a young knight, he was rumored to have fathered a few bastard children in Bissel. This proved too much for his wife, who took her life with her husband's own blade. Shattered by guilt, Sir Amstide fell into a prolonged melancholy, coupled with uncontrolled bouts of drinking. In an effort to guard the good reputation of the order, he was stationed in more and more remote forts. It was the Wars which marked a change in him, and Sir Amstide strove to lead himself back to a more righteous path. Little of this tale is known to the residents of Hochoch, though many have observed the Knight walks under the weight of his past. He believes his post as Knight Protector of Hochoch is his last chance to redeem himself in his wife's eyes, whose spirit he claims haunts him still. Sir Amstide is a tall man with a heavy frame. Balding, his thick mustache is peppered in grey, and his face has grown sullen under his prolonged burden. His peers call him, "the long-eyed son." He has few friends among the order, as most consider him a drunk. Those he does call friends are quite loyal.
Abnur Rhys, Lord Mayor (LN(E), HM)
A stocky man with a slight paunch, Rhys is accustomed to a comfortable life afforded to him by his aristocratic background. He made several renovations to the town hall when he came there by Grand Duke Owen's appointment. Unmarried, he is a notorious womanizer. He consider's Sir Amstide's front to him a grievous insult and has little regard for the Knight Protector or the Knights of the Watch. His hatred has led him to build alliances with less reputable organizations like the Owl's Talons. (Note: Rhys' evil tendencies are a fairly new development, born of political disappointment and the humiliation of being stripped of his office. The residents of Hochoch do not view him as an evil man, though they may question his political motives.)
Morikahn Goreblade, Underking of Ollbrough (CG, DM, F7)
Underking Goreblade and his company were driven from their dwarfhold in the foothills of the Crystalmists mountains in 585 CY. Their numbers were decimated during the Wars, and now his court is perhaps 36 strong (including women). Now, having settled in Hochoch so as to coordinate their efforts with the Knights of the Watch, they have become the town's most notorious refugees. Rude and uncouth by human standard, the Underking's court is wild even by hill dwarf standards. Goreblade himself is a proud dwarf with fiery red hair and brilliant blue eyes. He typically wears his beard braided when not on an excursion. He misses no opportunity to engage the enemy in border skirmishes, and so is often away these days, much to the relief of the townsfolk. He and his dwarves reside in a feasthall in the Foreign Quarter.
Constable Kamen Freck (LG, HM, F2)
Kamen Freck is a simple man, absent of political aspirations. Perhaps this is why he was appointed to his post by Sir Amstide. Freck is a long-time member of the local militia. A plain, slender man, he hails from a traditional Flan family and holds to the Old Faith. His two sons, twins, have only recently been accepted as squires by the Knights of the Watch, and are an enormous source of pride for him.
Onshae, the Snow Owl (CN(G), HF, T6)
Awkwardly beautiful, Onshae's outstanding feature is her height. She stands nearly seven feet tall, lean and willowy in frame. She is among the best of her profession operating in Hochoch. The former master thief of Hochoch raised her as a daughter, taking it upon himself to train her. Her brief stint as a scout for the Marchite army in the winter of 586 CY earned her the title 'Snow Owl', by her peers. Onshae likes to be in the center of things, and has more recently forgone burglary for the more lucrative trade in selling secrets.
Klaudius Boneventure, High Priest Of Pelor (NG, HM, P12)
The temple of Pelor in Hochoch is one of the largest shrines to the deity in these parts of the realms. Thus, Brother Klaudius takes his appointment as High Priest with the utmost seriousness. Wise even for his 60+ years, Klaudius is well known throughout the community as a gifted conversationalist. He has spent the last 30 years in Hochoch after leaving the temple of Pelor in Rel Mord. His priests often accompany the Knights of the Watch on patrols – where the Marchers accept their company if not welcome them. Klaudius is slightly over six foot in height, with short graying hair and green eyes.
Nabiki Ryoko, Vocalist (True Neutral, HF, zero class)
Some use the word "haunting" to describe the impact of young Nabiki’s vocal performances. Those viewing her usually come away feeling as though they’ve shared in whatever pain or sorrow seems to dwell in the heart of this beautiful girl. Nabiki is of nearly pure Suel bloodline, her long blonde hair and blue eyes leave little doubt to that fact. What is confusing is that this young girl, who comes from a fairly wealthy family in Hochoch, can sing songs full of a lifetime’s worth of heartache. Off stage, Nabiki is a shy seventeen year old young lady, seldom seen in public, and apparently oblivious to the countless males of whom are smitten by her lovely voice and stunning looks.
Myryld Shalyh and Myvy Fylynne (NG, EFs, zero class)
Refugees from the Elven village of Preston, Myryld and Myvy are two adolescent females, taking in all of the new sights and sounds of the city of Hochoch. They can normally be found flirting with any semi-attractive male Elves in and around the Briar Oak. As far as they know, their parents are still alive and are participating in the hit-and-fade campaign against the giants who occupy their village. In the meantime, the two flighty Elven girls plan on milking this experience for everything it’s worth.
Old Tetta, Mystic (CG, GF, M11)
The mystic Tetta lives in a small gnome burrow just outside of the Briar Oak. She can often be found sipping tea and smoking a long pipe with the elven refugees of Preston. Tetta originally hails from just outside of Verbobonc and only recently came to Hochoch. If questioned, she will only say she goes where the fates would have her. Tetta is a devoted follower of Istus, and is always ready to peer at the lines in the palms of those she meets.
Posted: 07-25-2014 08:00 pm Expedition to the Maure Castle After a long time out from Greyhawk, this past weekend I was back again, this time using the Pathfinder RPG to take my players to my own vision of the Maure Castle. They are four 11th level characters, that lives in Alhaster, in 576CY. They are contacted by Sir Robilar to make this expedition for his unknown patron, who just wants the fabbled Orb of the Shadows. He will lend them the Silver Key of the Portals (they dont know who is its owner), and make them sign a magical contract (that Geas them).
IMO, Maure Castle has been hermetically closed for more than three centuries. Not just its door, but the walls are imposible to pass, and even its imposible to access through the planes (Dimesional Anchor). Its imposible to teleport in or out there, scry it, etc. The only form of entrance is using the Silver Key of the Portals, which was created indeed by Dalt to open the Hermetic Gates.
My maps are slighty different from originals, and their distribution is altered as well. No Tomorast, no Seekers (well, one of the characters is a Seeker), and posibly no Kerzit.
They have just opened the doors and entered in the Chamber of Offerings (the Reception Hall IMO), full of dust, rest of clothes, pillows and carpets, and a lot of corpses decayed by time. There, after a light search (dont even reach the fountain), the were attacked by six allips.
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Most recent update: http://wowgear2012.clammo.com/p/collocations-of-classes-and-races-are-added-in-wow-where-to-buy-mounts/ Most recent update: http://admin.blog.cz/clanky/clanek/67142415 Posted: 09-23-2012 08:41 pm he's going to be sick and tired of it. With the fierce fighting guild wars 2 maj he's going to be sick and tired of it. With the fierce fighting guild wars 2 major features Arenanet 3D fantasy video game http://www.guildwars2goldace.com "Guild Wars 2" dhutpuZex brought to life by NCsoft's guild wars 2 major features United states operations has issued an announcement charging in the fierce fighting 2 in Europe and America is definitely the same goes with Guild Wars 1. The charging mode of fierce fighting one inch Europe and America will be the so-called B2P. B2P (buy to try out), will be the buy-out system to purchase wow gold spend money on permanent free. Furthermore, you can find games mall like a secondary method of charges, which point is going to be explained below in detail. Buy-out product is guild wars 2 major features a novel but is incredibly just like traditional charging mode, and also the sale and buy of stand-alone game. We all know that today there's two mainstream pricing model, often known as P2P (paytoplay, ie time charges or monthly fees), the opposite is F2P & Itemmall, (freetoplay, free games, mall charges). Next we mainly analyze the advantages of the B2P (buyout System) and guild wars 2 major features why ArenaNet apply such charges. When players pick the serial number (cdkey) of an section, they might play unlimitedly in this chapter. At this time the fierce battle 1 has three chapters as well as a section of information sheet. In case you bought all, it implies that you could play it regardless of how you feel about to try out it. Guild Wars 1 are identified that there'll not a brand new chapter or even a section of information sheet, but updates are nevertheless remaining as usual, these updates are near zero cost. In line with the current price and rate of exchange, you should probably spend about 300 RMB when you bought all. If you use P2P (time charges), assuming 50RMB monthly. Then when the players play a few months or longer, buy wow gold apparently B2P (buyout System), the charging mode is relatively less expensive. If a person played any game for years, he'll almost certainly be sick and tired with it. With the guild wars 2 major features fierce fighting, the player has recently bought. Leaving or otherwise not makes no difference to the operator in the game. After all, Guild Wars 2 is really a kimchi game, ArenaNet only hope the players can engage in happily, as an alternative to trying to stay strong players. Guild Wars 2 and Guild Wars 1 likely will be games that do not effectively employ a particularly high popularity, but an increased regeneration. Most recent update: http://vegantvnetwork.com/read_blog/113964/ Most recent update: http://tuneadd.com/motion/read_blog/2078/ Posted: 09-20-2012 01:18 am Players must process distribution throughout the world amongst people gw2 gold a Players must process distribution throughout the world amongst people gw2 gold available for sale "The guild wars 2" gw2 gold for sale game designer Ben. dhutpuZex Miller (Ben Miller), within the website released an investigation about the blog from the guild wars 2 "from the game introduce articles, talent to everyone around a detailed explanation. What's the guild wars 2 "talent? 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We the game's talent combination way more intriguing and attractive, we established some rules let talent replacement more flexible. Does not need to spend cash hanging around will wash talent, but these come in no in a state of complete. Does not need to get back full-time trainers change, no requirement to bother about whether enough money. Most recent update: http://digmusik.tv//read_blog/75351/the-majority-of-that-is-to-preserve-their-unique-cdk-scanning-figure-guild-wars-2-major-features Most recent update: http://videophp.video-tion.net/read_blog/143077/the-vast-majority-of-which-is-to-preserve-their-unique-cdk-scanning-figure-guild-wars-2-major-features Posted: 09-18-2012 11:21 pm a large game features may be the real-time dynamic incident system cheap gw2 gol a large game features may be the real-time dynamic incident system cheap gw2 gold "The guild wars 2, a big game features may be the cheap gw2 gold dhutpuZex real-time dynamic incident system cheap gw2 gold, this technique broke the routine from the old games online task incident routines, the work with the event happened not the rigidity of the game version in line with the arrangement from the content within the specific time to happen a certain things. "The guild wars 2" task events can be a real-time dynamic events because of the influence of the system, that's independent of the official game of the entire narrative, the player will influence the results in the missions for the whole world, the actual result can result in more unexpected other tasks for the occurrence of your energy. Inside the guild wars 2 " legit gw2 gold , you won't go to the NPC top a yellow exclamation point the work of perennial standing in a posture, instead NPC task is offered by players real-time dynamic event system arrangement. E.g., the overall game an amiable outpost was a band of troll raid, then NPC will contrary to the trolls, a rapid reaction, in an attempt to give players task to survey the news, players can therefore choose and troll combat, may decide to stand by events (the work from the events in the scale isn't fixed, good number of events from the task and change). In the event the player task of failure or sleeve hand side, plus the troll occupation outpost, it may result in other possible consequences, for example, outpost rear positions supplies supply routes are already cut off, this also can generate recapture outpost on the task, or troll after which attack the rear position possible. The above mentined content appear in the entire "guild wars 2" in the game world, cheap gw2 gold these incidents are completely independent from beyond the guild wars 2 "what this post introduces game official story line and private background story of players system. "The guild wars 2" in setting the 2 narrative, namely the official plot and players set personal story background. 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As a way to better reflect amongst gamers of private story background, cheap gw2 gold these problems are good player's race and class to create, and also the player in the game by treatment are likewise affected. One example is, you describe himself as being a militant and unfriendly, then NPC attitude toward you might with you describe himself like a shrewd and friendly people don't. Without having much patience to respond to these questions of system design, regardless of, the interface is going to be random Settings, click the system will quickly after for players match for quick start the experience. Most recent update: http://www.sd.pk.edu.pl/forum/viewtopic.php?t=88 Most recent update: http://community.mxtoolbox.com/forums/viewtopic.php?f=8&t=14240 Posted: 09-17-2012 11:14 pm Guild Wars 2 held a second media BETA testing weekend activities guild wars 2 ma Guild Wars 2 held a second media BETA testing weekend activities guild wars 2 major features Within the last week,Guild Wars 2 held another dhutpuZex http://www.guildwars2goldace.com media BETA testing guild wars 2 major features weekend activities,the foreign media has collected a great deal of players' questions, and listed in the ArenaNet, these is the official answers, certainly you want to know.you should purchase Guild War2 gold from us. Q:Is that any of this particular game's plot along with the first generation "Guild Wars"? guild wars 2 major features Is that the studio includes a good clear explanation story of Adelbern and Ascalon? 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Most recent update: http://www.realtown.com/wowgold8985/blog/the-revolutionary-game-guild-wars-2-will-be-going-to-the-market-guild-wars-2-major-features/ Most recent update: http://wowgold8985.zoints.com/blog/view/thenewgameGuildWars2willbeexploringmarketguildwars2majorfeatures-100120 Posted: 09-16-2012 10:42 pm ab muscles popular WOW G group be able lengendary wow weapons ab muscles popular WOW G group be able lengendary wow weapons G group was obviously a word wow weapons representing getting loaded 8Iu2QewT lengendary wow weapons,ab muscles popular WOW G group have the ability many game players that have a very lots of golds but lack power and time possess the time for it to play and acquire many equipments.but following your 4.0,G group become disappeared ,why ?Let's check the the altering measures.Let's discuss the golds exchanges with equipments . 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Most recent update: http://www.enseignons.be/forum/eveil-artistique-f55/topic27962.html Most recent update: http://severedfifth.com/forum/viewtopic.php?f=8&t=1113 Posted: 09-14-2012 10:05 pm Blizzard has lost the wow players the year before last wow where you should buy Blizzard has lost the wow players the year before last wow where you should buy mounts
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Ask: which dungeon do you like finest in the Cataclysm?
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The principles concerned and mop hunter pets the core items in Monopoly will not be changed ,what our game players should do is shake the elbows or move your personal chess pieces on the chessboard ,buying your individual domains ,gathering your houses ,picking up your coll fees and so forth .however,every corner have their own name in the a multitude of locations that all game players are vert informed about ,and you'll tell any places names randomly .including the storm wind city and also the orgrimmar and many others . The paper currency is central to the the main Monopoly mop hunter pets,but unfortunately ,this board money would not give the the gold ,silver coins and copper coins towards game players for transactions ,even so the paper money could be the replacement ,however ,it's going to a litter sad for you game players to receive this settings ,but we have no choice . 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Most recent update: http://nappyboyonline.com/profiles/blogs/players-inside-wow-maybe-feel-puzzled-about-he-glyph-system-mop Most recent update: http://love.owa.su/member/blog_post_view.php?postId=38185 Posted: 09-11-2012 08:48 pm the overall game guild wars 2 is a great game that all of us are looking forward the overall game guild wars 2 is a great game that all of us are looking forward to gw2 gold available for sale Recently,the foreign media gave 8Iu2QewT gw2 gold for sale a interview while using designer with the game guild wars 2--Jon Peters,,because which the game guild wars 2 has been on its beta presently,plus the operator on the game possess a plan which the game will face to the market this holiday season concurrently,we can say that interview has not been all to easy to get,Jon Peters was too busy to obtain almost no time to complete anything except something the sport guild wars 2.To ensure the players should focus on this interview,there ought to be something you might want to know of the game guild wars 2 news.The interview was discussed the PVP system from the guild wars 2. Jon Peters said,gw2 gold for sale"the squad guild wars 2 servers from the game are split into different levels at the moment, You can find players for leisure,high-end players,and professional people. However,in comparison with other players,the gamers for leisure is just not adequate to them in the PVP system,to make every player will be able to benefit from the PVP of the game,the developing team of the game guild wars 2 designed different PVP amongst people,and a few of PVP are for professional players and several turn out for casual players.To ensure the sport characters right for PVP,the team allow PVP systems simple for every players." "Furthermore, the gamers who literally guild wars must realize that individuals pay more care about the balance and competitive on the the PVP systems, and we made the the PVP systems with the guild wars 2 more carefully. Please look forward the PVP systems of the game guild wars 2,1 of three be worth it to read and exciting." 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Most recent update: http://www.decisiongames.com/phpBB3/viewtopic.php?f=22&t=2184&sid=bffb8bcfdb0db903193ba04796ba9534 Most recent update: http://forums.hotheadgames.com/forum/viewtopic.php?f=7&t=1136&sid=d9fcee59edf71a864129aaf3df345c69 Posted: 09-09-2012 11:57 pm Posted: 09-05-2012 02:06 am Wow has become operated for 7 years thus far lengendary wow weapons Wow has become operated for 7 years thus far lengendary wow weapons The famous game ----Wow cataclysm release have been wow best weapon zN6Mp0UG operated for 7 years so far ,regardless of with the game players or those china's games industry ,we need to admit that this game has brought great influence to players .And DoNews game especially made a review project on nine numerous years of WOW development ,we will need to say that the bet on Warcraft and it is expansion packs will always be the attention the recent issues of out media .So we won't give extra contents here . 2005.6.7 begin lengendary wow weapons its commercial operation in WOW Rrt had been at the outset of the 2004 lengendary wow weapons ,Jiucheng contains the agency of World of Warcraft lengendary wow weapons,and so the version if we start the domestic version is not the 1.0,they has risen to 1.4 version in the public testing timeframe.after a lot of this ,additionally , it has taken great affects and influence into the domestic free online games industries .within a word ,a whole new generation is now . 2005.6 version 1.5 originates out Warsong Gulch and also the travis rand valley is regarded as the wow game players' familiar classic battel fields .In most game players' minds ,as soon as they played farmville ,both of these battel fields may be into existence.The truth is and this was updated after no longer than 4 weeks .and in addition they added the capturing flags models,so like this ,electronic competitive elements are already added into this new game successfully . For WOW ,we've got millions of words to express to specific out feelings .lengendary wow weapons So we're all big fans of WOW and for those years ,we now have pursuit .come on and join us playing WOW making your gold here with us ,experience a brand new life . Most recent update: http://wowitems.multiply.com/journal/item/142/thatGuild-Wars-2-has-achieved-unprecedented-success-gw2-gold-on-the-market Most recent update: http://buywowitems2012.zoomblog.com/archivo/2012/08/31/thatguild-Wars-2-has-achieved-unpreced.html Posted: 09-05-2012 02:04 am Guild Wars 2 Now the counters are reset to zero guild wars 2 major features Guild Wars 2 Now the counters are reset to zero guild wars 2 major features Mass Effect 3, Far Cry 3, www.guildwars2goldace.com Hitman: Absolution, Battlefield 3, v7SAqprq Medal of Honor Warfighter, Cod: Cod : mw2: The Gamescom 2012 was marked with the first-person shooter. No wonder that gw2 gold from the Computer games Most Wanted charts in August, almost exclusively romp action games. Only No. 1 is defended by an internet role-playing game: Guild Wars 2 Now the counters are reset to zero, now you can opt for your favorites in September. And naturally we now have to suit your needs the precise percentage outcomes of the August survey. With new screenshots much more motocross chase heats Rockstar guild wars 2 major features in the anticipation of GTA 5 - It truly is rumored how the game later this coming year, but we expect the initial quarter of 2013. Once the favorite games continues to lead Battlefield 3, guild wars 2 major features with 30% well before the Elder Scrolls 5: Skyrim has (26%) and determined Diablo 3 (18%). Probably the many changes and improvements in patch 1.0.4 will make sure that Diablo 3 heranrobbt stronger again up. From the most wanted charts, however, the specific situation is obvious - though much less clear like previous months: Guild Wars 2 (appears on 28.8 - don't qualified to apply for Most Wanted.) Continues to be clear No. 1, but loses much consent. Grand Theft Auto 5 for doing this can grow again and contains the most beneficial possiblity to take control following your release of Guild Wars 2, the pole position. From you will prefer your favorites-September.guild wars 2 major features Does engage in this month, since the more readers and users are, the greater reliable the effect. You must get login or register anywhere and enroll in any newsletter, however click. Of course, we're from the month regularly give water levels. You might be missing your best? Then merely employ the comment function below this message, or write down the title directly inside the appropriate field survey. In the event the survey just isn't displayed within your browser, you can also participate via this link. Most recent update: http://www.int-edu.ru/logo/forum/viewtopic.php?f=13&t=11255&sid=5685f41758aeaafae3b5985f56e31a90 Most recent update: http://beyoncedaily.org/forum/viewthread.php?tid=30152 Posted: 08-30-2012 09:14 pm Greyhawk Adventurer's Atlas Now here's a fun one. I've had a project on the fire for the last 10 years or so. In 2002 I set out to create a visual campaign and adventure plotter using maps of Greyhawk. It's finally getting to a place where I will be releasing it's current form online through CF. One version of this actually made it online to Harvester's Heroes, up until that site went down a year or two ago. (Thanks very much for the encouragement and hosting Father Kagan, wherever you are today.)
As it stands, the updated atlas combines all the published adventure locales from 1st and 2nd edition AD&D as well as all the Dungeon and Dragon Magazine adventures from Editions 1 to 3. I haven't touch on the Living Greyhawk adventures simply because I don't have access to them, with only one exception in the Thillonrian.
The whole thing clocks in at 12 separate parts, loosely grouped by Flanaess geographical regions. It will also have a fully updated Greyhawk by Level campaign index, a second version sorted by country and finally an exhaustive links collection. There are also tips on researching dead thinks through the Wayback Machine, Reocities and Oocities. And just to tie things in to my previous journal post, I am also using the heraldry mentioned previously.
I'm not certain how the folks at CF want to handle posting the atlas - they may choose to put it up all at once or to post a piece at a time. Whatever works, I'm good with. There is some time to sort things out, because, as of this writing, I am finishing up part 5 of 12. 7 more to go, plus appendixes.
Well, back to map making...
Posted: 07-26-2012 04:45 pm My gateway in... Posted: 07-11-2012 10:44 pm Old is new again. Just picked up a bunch of old modules for WoG.
Debating which one to update to 3.5ed first. Posted: 07-11-2012 05:52 pm Introduction ♠
First name: Charles
Age: 39
Location: Southern New Jersey [USA]
When you started playing D&D? Yeesh... 1984, if memory serves.
What rules you started with? Expert set with some older kids in Philadelphia, PA [USA]. Sure, we played it ½ wrong but I fell in love with the game, regardless.
Where does your Forum Nick come from? A character I played in the original Against the Giants series. Posted: 07-11-2012 05:50 pm Adventuring Ideas Posted: 07-10-2012 12:55 pm Working on illustrations So ... Since Cebrion is encouraging us to try out the journal function that we have ... I mean ... It's been here for years, and I am not entirely certain how it works, but, I think that I will give it a shot just to see how it broadcasts, and how others find their way here to see the thing I actually have always liked the idea of a journal or blog, but I wouldn't have ever thought that anyone would be interested in reading my thoughts - which are prone to as much rambling randomness as the next guy, I s'pose. It's rather odd, and I can't figure out how to get the emoticons shown below to get in the text ... but ... At any rate, let's see ... most anyone that reads this would know that I am attending university pursuing a Master's in art. The Academy of Art University in San Francisco, to be precise. I'm in my second year wiith AAU, and I absolutely love it. I am learning stuff that I never thought about in 30 years of being a self-taught artist. And I was already selling portraiture before I went back to school for this, my second degree. Tonight, I'm working on a couple of female nudes from models to turn in on Monday. In fact, I ought to get to those. If you haven't seen it, you ought to take a look in my signatures, and see the artwork I have in my Gallery. [Edit: Apparently, my signature isn't shown here in the journal, so I am including the links here: Artwork
of Icarus thread, here on Canonfire! Gallery
of Art, on my own DB site.> Posted: 03-04-2012 01:29 am Heraldic Heresy After much to-ing and fro-ing, I settled down on a project to keep me occupied while I wait for the proofreaders to get through the latest draft of QMG2. I have started cooking up heraldry for various 576 CY-era Flanaess states, groups and individuals that need it. This in addition to getting good quality copies whomped up for the originals given in the World of Greyhawk boxed set and From the Ashes. To date, I currently have the following done: - The remainder of the Bandit Kingdoms. These have already been uploaded here to CF in a map I created for the 576 CY Bandit Kingdoms Gazetteer and also as individual files for use by players and DM's alike.
- All the Rovers tribes and fighting societies listed Gary Gygax's "News of the Flanaess" from Dragon 56.
- Crests for Bigby, Mordenkainen, the Circle of eight and the Citadel of Eight based on posts made by Gary at Rob Kuntz's old Yuku site and over at ENWorld.
- A crest for the Knights of Luna, based on that organization's description in From the Ashes.
- A crest for the Perrenland House of Haldus. This one is a bit obscure - it comes from a series of TSRT trading cards (not the Spellfire cards, mind you) that covered all the various AD&D campaign worlds. A friend of mine has a near complete set which he added to our group gaming collection a few years back. The heradic devices were shown on the shield and tabard of a Greyhawk knight named Kramer Haldus whose noble family is based out Traft in Perrenland.
- Lastly, I have run up crests for the 8 noble houses and 16 merchant clans from the descriptions given in D3 - Vault of the Drow.
I think I might release the last few items as a Player's Aid pack that DM's can use to help illustrate the various medallions encountered in that module. I'm also looking at scouring the other older modules for heraldic and symbol-based items that can be adapted to add to my expanding personal collection. As for the rest, I'll upload whatever I can that doesn't violate copyright/falls within fair use rules. Between this and QMG2, I've certainly been a busy little 'Hawker in the last few months... Posted: 01-13-2012 10:40 pm Cool. Cool. I don't know what else to say, it's late...
Posted: 10-04-2011 11:57 pm Its been to long I feel as if i had been missing a great piece of me not being here with all my friends i have known so long. now being back i feel as if i have found myself again and i can truly smile again. I feel blessed to be in the dream the makes me happiest... in this world where we can be free and what we choose. Posted: 08-04-2011 09:05 pm The Very First Dungeons & Dragons Game or "The Beginning of D&D and RPG I was one of the original Dungeons & Dragons players (in fact I seem to recall one of the very *first* D&D games actually took place in our own "Rumpus Room" back in the early 70's) My older brothers were into wargaming with miniatures in a game called "Chainmail" and sometimes he would let me join in as he also had to "babysit" yours truly! :) I was very young at that time (about nine or ten I think- maybe a bit older) but DO remember Gary Gygax, Dave Arneson and a quiet guy by the name of Don Kaye (who later passed away my brother told me) who sometimes came around. A bit more trivia for ya - the very very FIRST Hobbit in D&D was named "Toby" and (he would later be called a 'halfling' due to a copyright conflict between TSR and Tolkien Enterprises) and a 'thief' of course as character classes now go I think. I saw his old yellowed graph paper character sheet relatively recently and will have it scanned and uploaded if/when I find it and if anyone is interested.
I just remembered this. My brother told me that the reason D&D can no longer use the word "Hobbit" is because they attempted to sue a company called "Chaosium" for using stuff from their Monster Manual and games et al and somehow "Tolkien Enterprises" got involved and said NO ONE can use that name or something like that.
Sorry for any incongruities as this is from vague memory...
Consequently I guess I have always been and always will be mostly a "role player" type player but am pretty diverse otherwise.
Posted: 09-20-2010 07:27 pm Things to "Blame" Me For: Things to "Blame" Me For:
*Getting the 1e and 2e forums added to the site.
*Adding the 4e, Other Game Systems, and Postfest Archive forums to the site.
*Reorganizing the forums.
*The restructuring/reorganizing of the Articles section(still in progress).
*Organizing the Postfests into a single, easily Searchable format(all 170+ of them!).
*Bringing back Postfest and putting it on the Greyhawk Festivals schedule.
*Enforcing the site policies/will of the "king". FYI: I rarely take it upon myself to do anything major without input from "the king". My hands look to be dirty, while "the king's" hands look to be clean. It is a thankless job to muck about in the mud, but somebody has to do it. :lol:
*Finding/Restoring/Fixing over 2,000 files and broken links throughout the site(so far).
Posted: 04-10-2009 09:18 pm Posted: 09-26-2008 06:06 pm 53x39 5339 Posted: 07-13-2008 08:38 pm GS photos Posted: 05-13-2008 01:49 pm Command lvl-1 range-1* duration-1 round area of effect- 1 creature component- V casting time- 1 segment saving throw- special Explanation/Description- This spell enables the cleric to issue a command of a single word. The command must be uttered in a language which the spell recipient is able to understand. The individual will obey to the best of his/her/its ability only so long as the command is absolutely clear and unequivocal, ie. Suicide coud be a noun, so the creature would ignore the command. A command to Die would cause the recipient to fall in a faint or cataliptic state for one round, but thereafter the creature would be alive and well. Typical command words are: back, halt, flee, run, stop, fall, fly, go, leave, surrender, sleep, rest, etc. Undead are not affected by a command. Creatures with intelligence of 13 or more, and creatures with 6 or more hit dice (or experience levels) are entitled to a saving throw versus magic. Cure Light Wounds- reversable lvl-1 range-touch duration-permanent area of effect- creature touched component- V, S casting time- 5 segments saving throw- none Explanation/Description- Upon laying hands upon a creature, the cleric causes from 1 to 8 hit points of wounds or other injury damage to the creatures body to be healed. This healing will not affect creatures without corporial bodies, nor will it cure wounds of creatures not living or those which can only be harmed by iron, silver and/or magical weapons. Its reverse, cause light wounds, operates in the same manner; and if a person is avoiding this touch a melee combat to hit die is rolled to determine if the clerics hand strikes the opponent and such a wound. Note that cured wounds are permanent only insofar as the creature does not sustain further damage, and that caused by wounds will heal- or can be cured- just as any normal injury will. Sanctuary lvl-1 range- touch duration-2 rounds + 1 round /level area of effect- one creature components- V, S, M casting time- 4 segments saving throw- none Explanation/Description- When the cleric casts a sa nctuary spell, any opponent must make a saving throw versus magic in order to strike or otherwise attack him or her. If the saving throw is not made, the creature will attach another and totally ignore the cleric protected by the spell. If the saving throw is made, the cleric is subject to normal attack process including dicing for weapons to hit, saving throws, damage. Note that this spell does not prevent the operation of area attacks (fireball, ice storm, etc.). During the period of protection afforded by this spell, the cleric cannot take offensive action, but he or she may use non attack spells or otherwise act in any way which does not violate the prohibition against offensive action. This allows the cleric to heal wounds, for example, or to bless, perform augury, chant, cast a light in the area (not upon an opponent) , and so on. The components of the spell include the clerics holy symbol and a small silver mirror. Posted: 04-24-2008 10:59 pm Why are Titans in the Greayhawk World? Because of the Greek theme, there should be no place for this environment in the Flanaess! Could there be an acient civilization founded on the Greek pantheon and views, yes. But not in the Flanaess! Atleast ther isn't from what I have seen. Even Rob Kuntz kept the Greek Mythology seperate in a demiplane, so it wouldn't hinder the development of Greyhawk's pantheon. But then again, I haven't read any of the original material Mr. Kuntz has scripted for his own campaign. Quite popssibly his Elemental Gods and Lost Temples will hold the secret on how the Titans end up in a demiplane?
But, in Dragon issue # 357, July 2007, there is an Ecology of the Titans. The use of the Greyhawk Pantheon as Default is understandable, but how would they fit in a Gryehawk campaign?
In mythology the Titans are considered Elder Gods, or in D&D translating, Elder Evils; they did try to one track civiliztaion into vain issues of their own makings; living in their own dream worlds, to be challenged by free thinking creatures for dominance of humanoid existance. So make them an Elder Evil! They are the begining of the standard/new gods. And the coming evil doesn't have to be evil. Sylla the Titan could change the world into a flower bed of love and caring. That is enough to want to stop her! This kind of afterlife is what a petitiioner is molded for because they have no control what their deitiy wants to recreate them as. So a soul still lliving will care that his life is nothing but a bed of roses! So why don't we stop that Titan?
Posted: 04-19-2008 03:08 am spine Posted: 11-16-2007 12:45 am Initial Entry Today the old-fashioned, pencil & paper Drjames tries to figure out how to manage the online journal/messaging/electronic living business. Good luck to me & good luck to the hapless masses who try to connect w/ me via this medium - JSC Posted: 08-12-2007 07:33 pm Greyspace Like many other D&D campaign settings, Greyhawk introduces the concept that their is something else out there. Back in the TSR days, this started to turn into a sort of mega-setting where a GM could take PCs from one campaign setting and send them to another. Spelljammer (and later Planescape) formalised this, by providing a method to connect Oerth to Krynn, Toril or anywhere else a GM wanted to use. I'm a big fan of this sort of stuff. Although I'm slightly more into using Spelljammer than Planescape, I think both settings work really well with the church of Celestian. Both provide the locations that his clerics would visit if they could. Spelljammer created a crystal sphere around Oerth called Greyspace. Greyspace is a crossover setting where Greyhawk and Spelljammer meet and mix. Sadly Living Greyhawk doesn't really provide the sort of support that I need for a crossover campaign involving Greyhawk, Spelljammer (or Planescape and other campaign settings for that matter). I've got a copy of the Forgotten Realms Campaign Setting and the Dragonlance Campaign Setting and would have bought the Greyhawk Campaign Setting if Wizards of the Coast were selling it. I'd also be buying a Spelljammer Campaign Setting and a Greyspace supplement if they were on sale. But these things I want just don't exist. I am disappointed that Wizards of the Coast have cancelled the licences for Dungeon and Dragon magazines and the Dragonlance and Ravenloft campaign settings, but I won't actually be boycotting WotC over their decision. However, while I might not be boycotting them, I'm unlikely to buy things from them - because they are not selling what I want to buy. I want Greyhawk and Spelljammer - I want Greyspace. I don't want Ebberon and I don't need 2 dozen Forgotten Realms books. Luckily for me there are fan communities based around Greyhawk and Spelljammer (and Planescape). I'm going to be lurking around here looking for stuff that I can use in a Greyspace game. Thanks for reading this, especially if you are one of the people who have taken the time to do fan conversions of out of print Greyhawk material or add new content to Cannonfire. Greyspace has a homepage on Beyond the Moons (the official Spelljammer website). Here is the URL for anyone interested in helping me find (or make) some more content to put up on it: http://www.spelljammer.org/worlds/Greyspace/Posted: 05-27-2007 07:11 am Monsters of Myth and Legend III Monsters of Myth and Legend III Posted: 05-25-2007 12:58 am Tsojcanth done OK, so it's done, for the most part. The critters have been chosen, just typing and describing to be done. Now we move on to the war scenarios... Not looking forward to this. Posted: 05-21-2007 02:29 pm Dionysos Posted: 05-20-2007 01:04 pm winged tiger Posted: 05-20-2007 12:06 pm Lost Caverns Repop Well, I have come to the conclusion that I'll have to tear down the Lost Caverns of the Tsojcanth, and repopulate it with some things that make a little more sense. So now we have an Ettercap, Gargoyle and something I've wanted to do for a while...Fiendish Myconids. After rearranging some of the other inhabitants, and removing the 3.5 versions so it's not a guaranteed TPK, it's coming along nicely and should fit well into the new campaign. Posted: 05-09-2007 10:52 am Istivin Done Finally done with istivin campaign. Took long enough. Was at work yesterday and it came to me in a flash. The next one will have Death Knights. Kas comes back, takes over the physical form of a Death Knight, kills Iuz and prepares to take over Oerth. This next one will be fun. Questions to be answered, can a Vampire be a Death Knight? Should I repopulate the Lost Caverns of the Tsojcanth? Should Perrenland and Ket be at war? Lots to do.... Posted: 05-02-2007 03:02 pm Hey man - nice feature I was just browsing through my profile here at Canonfire when I came across the journal feature.
It is almost like having a blog I guess. Too bad I don't belong to any Greyhawk groups anymore. Those were the days...
JPH
Posted: 02-10-2007 10:44 am Joined Canonfire. I really like this place. I posted to a post on anthropomorphic races and an article on law for adventurers by gvdammerung. Preparing article on my campaign. Posted: 01-17-2007 12:43 pm New Journey Well here I go. A new journey into the web. Make some new friends? Maybe. Havenn't found a site this good for my passion for gaming in a long time. Hell I am old enough to remember 1st edition. Got to give the game credit to keep an old DM like me around for that long. Posted: 01-04-2007 02:47 pm Find Dweornite Posted: 10-18-2006 11:01 pm my new character hey pplz! i had a 17th level ranger/5th level wizard, but my friend wasnt able to kill the orc we were fighting i time for my to survive so i had to roll up a new character. his stats are as follows.
Zapander the 1/2 orc barbarian Chaotic Good str-17 favored weapon - bastard sword dex-15 no shield int-16 hates fighting flying creatures wis-15 con-12 cha-10 hp-8 ac-12 Posted: 04-12-2006 01:13 pm hi peoples. this is kinda like xanga. i also have an e-mail adress that i check almost regularly. its tvance01@elmwood.k12.ar.usPosted: 03-29-2006 12:04 pm Missing WoG I gave up on WoG for a while since my players don't seem to care what world we game on, and Oerth is special to me. After nearly two years without WoG, I have to say I miss it dearly. If I can find a new group that loves Oerth as much as I do (and can accept my non-canon version of it!) then I'd be one happy DM. Posted: 12-20-2005 12:25 pm Magic Items Conversion updates Well it now looks like those Magic items updates I did a while back at the precepts of 3e are now out of date and need revamped.
Should the time arise I probly should get to that.
=/ Posted: 06-21-2005 01:47 am Suel lich Suel Lich entry is finished and just needs uploaded again. So off to do that. Also working on the final edition of the NPC Encyclopedia to get in anything I've missed or any module NPC's.
Posted: 06-21-2005 01:44 am reformatting Daemonite Productions fun fun...today begins the cycle where I am reformatting Daemonite Productions NPC Encyclopedia and NPC LiSt to all html and pdf. I'll start this full swing after dinner, shouldnt take too...long...
http://www.greyhawkonline.com/duicarthan/npcz.html is the link I have to change about 100+ files from rtf to html nad maybe offer power groups in pdf, we'll see here. =/ Posted: 05-09-2005 04:01 pm testing point tallying blah blah blah Posted: 04-22-2005 06:35 pm new stuff Another entry, another topic so to speak. Emailing both Braggi and Grodog about various adventures. Cant wait to see the Mist Golem stuff when it is finished. Hopefully Allan gets me that one adventure soon. Have to remember to email Brian back about the side trek. Not bad, I like the connection between the Scarlet Brotherhood and and this one. Have to see how my players like it. Posted: 04-22-2005 05:37 pm The Laws The Laws and Institutions of Gran March:
A Primer
The Laws and Institutions of Gran March were established by the original Commandant of the March when the March was turned over to the governance of the Knights of the Watch. Theses "Laws & Instititutions," form the constitution of the March and were drafted by the Knights with their Code and Philosophy at the forefront of their minds. The Goodness and Righteousness of the Knights of the March is nowhere more evident in the Daily life of the March, than in the Laws.
The credit (and the occasional blame) for the Laws and the Institutions of the March are commonly credited to the Knights of the Watch, and they hold a revered place
The following is a draft of the Laws of Gran March
In the earliest days of the establishment of the March, it was apparent that the Knights of the March would soon control a vast region. Their initial rule was marked by campaigns they considered "Just," against the infidels, the Flan and the other scattered peoples who had lived under Vecna's rule.
These Knights determined that by virtue of their knighthood, they were all the law demanded. Each was unto themselves a judge and jury, and they termed themselves Justicars when they took up the role of meting out justice.
However, as we know, these knights were later disbanded, due to their excesses. They were replaced by the Knights of the Watch, a good and noble order, headed by he wrote the following general laws, which are upheld even today in the March, though the government itself has change. Of all the boons brought to Gran March by the Knights of the Watch, these laws are generally the most respected.
THE LAW
The March Shall be governed by the Commandant.
The Commandant shall rule at the bequest of the Council of Knights and the Peerage of Nobles.
The Electors shall cast their Rods at the Feet of the prospective Commandant.
One must be present in order that the Rods be Cast at his Feet, excepting only the Duke of Dorlain.
The Commandant shall serve at the pleasure of the Knights and Nobles.
Either the Council of Knights or the Peerage of Nobles may call for the Rods to be Cast.
The Council of Advisors may request of either that the Rods be Cast once per year.
Should the Council of Advisors request the Casting of the Rods for five consecutive years, then the Rods must be Cast.
Should the previous Commandant be alive, he shall Cast a Rod for his successor as Commandant.
The Council of Knights shall have 11 Members.
The Knights shall determine the first 10 Members.
The Commandant of the March shall be the 11th Member
Each Member shall Cast one Rod.
If the previous Commandant is deceased, the Knights shall have 10 Rods.
Should a Council member not be present, his Rod shall not be Cast.
The Peerage of Nobles shall consist of the 10 Barons and the Duke of Dorlain should he so choose.
Each shall Cast a Rod.
Should a Baron be dead, his heir shall Cast even should the heir be without Majority.
Should a Baron be absent, their Rod shall not be Cast.
Should the Duke of Dorlain choose, he may designate another to Cast his Rod.
The Rods cannot be Cast without a Crier first being sent to Dorglast Castle, attending first the Barraks in Marlbridge and Blackpike.
The Commandant shall maintain the March and it's Institutions.
The Institutions shall be the Watch, The Nobility, The Guilds, The Army, The Temples, and The Commons.
Unto each institution shall be granted rights to govern their members and within their demenses.
The Concil of Knights shall Consist of 12 representatives determined by the Knights.
A Council of Advisors shall assist the Commandant in the Governance of the Institutions.
These Advisors shall Consist of One Representative from each Institution.
Each Institution shall choose their own Representative to the Council of Advisors.
The Commons representatives shall choose from among the Mayors of those Townships and Cities Chartered to Petitioners.
Should any Institution be unable to decide upon their Advisor the Commandant shall Choose.
Members of the
PETITIONER'S LAW
Only Petitioners shall have standing to seek Charters of Towns, Guilds, Temples, and Schools.
Only Petitioners may own lands within the March.
Exceptions to this may be granted by the Commandant for purposes of Foreign Embassies.
Petitioners shall have appeal from the Justice of any Institution to the Institution of their birth and Station.
Petitioners are assumed to be all Nobles, the Knights of the Watch, Temples and their Clergy, Chartered Guilds and their members.
All Commoners who meet the following requirments are considered petitioners.
All those who serve in the Army and honorably complete their service are considered Petitioners.
All Wives of petitioners are considered Petitioners.
All Daughters of Petitioners are considered Petitioners.
In regards to Crime.
The Penalty of Death is reserved for the Commander of the March. All others, be they Order, Temple, Lord or Magistrate must bow before this, excepting only the Marshall General of the Army of the March during times of War. All other judgements shall be reserved for the Order, the Temple, the Lords or the Magistrates. Should any of these determine that Death is a penalty appropriate, this shall be brought before the Commander of the March.
Each Institution shall have the authority and right to administer justice within its demenses and on those under its authorities. Non Petitioners have only appeal to the appropriate Baron.
Petitioners may request the transfer of their Trial to the Institution of their station or birth.
The Army
The Commandant should and shall raise and maintain an Army. This Army shall be under the command of a Marshall General, appointed by the Commandant, selected on merit.
The Army shall work in the defense of the March, and the Marshall General at the direction of the Commandant.
Service in the Army is Mandatory to all with fifteen years of age.
All males regardless of race, must serve in the Army of the March, begining at the age of 15 and until such time as the Commander determines such service complete.
All females have the right to serve in the Army, but have no obligation to serve in the Army.
All those who serve in the Army must be prepared to serve again for a period of fifteen years in the event of war, and for twenty five in the event of invasion.
Excepted from this are those pledged or seeking to pledge to the Knights of the Watch or to a Temple.
Those of Noble blood are excepted, so long as they are active in the defense of their demenses.
Other groups may be exempted by treaty or order of the Commandant.
THE LORDS LAW
The Nobility shall not be tried by the Laws of the Common.
A Lord is exempt from Military Service provided he serves in the defense of his lands, his Barony, and the March. Any Noble judged to lack in this regard shall be striped of their status as a Petitioner and Escorted to the closest Border of the March. This commitment is for life and cannot be waived or refused.
The commitment for the defense of the Demense, the Barony and the March extend to all members of a Lord or Lady's Family.
THE LAW OF THE WATCH
The Watch shall be governed by the Seven and the Twelve within the bounds of the March.
The Watch shall govern itself and its members and shall be subject to no other law unless the superior of the offender shall determine that such is appropriate. Should the Watcher commit offense under other Institution, they may be held until the Watch can arrainge to take possesion of the offender.
The Watch shall be required to pay no tax nor tithe.
The Watch and its Demenses are immune the Law of the Tempe, The Law Martial, The Lords Law, Guild Law or the Law Common.
The Watch may act as Justicar, only at such time as a Magistrate of appropriate jurisdiction is more that three days travel.
Within the March, the Knights shall abide at the direction and succor of the Commandant.
The Watch shall abide the laws of the domain in which they dwell or inhabit.
Should the March violate the Lords Law, Temple Law, Martial Law, Guild Law and the Magistrate protest, they should abide until their superior may be summoned.
MARTIAL LAW
All Roads are under the Jurisdiction of the Army. The Army of the March shall maintain, patrol, and enforce justice on all Roadways
The Army must provide a road to all Chartered Townships
The Army shall provide for the Defense of Chartered Townships above that of Non Chartered Townships.
The Army Shall Regulate the Militia, its number and size, in each Township,
The Army Shall
TEMPLE LAW
Each Temple Shall regulate its own affairs, and that of its Clergy.
Each Temple shall be responsible to the March for the Conduct of its Clergy.
Each Temple may relinquish its members to the jursidictions of the other institutions.
Guild Law
Each Guild must obtain a Charter, to be approved by their Mayor, their Baron and the Commandant.
Each Charter must designate the home of the Guild and each Chapter House.
Each Chapter must be approved by the Temple of Zilchus or the Mayor if in a Chartered Township.
If a Chapter is not within a Chartered Township, then the Chapter must obtain approval of the Baron.
Each Guild must obtain the renewel of their Charter every five years from the Temple of Zilchus.
Should a Guild fail to obtain renewel, the Charter shall be reviewed by their Mayor or their Baron as appropriate.
Should the Mayor or the Baron refuse to renew the Guilds status, the renewal shall be reviewed by the Commandant.
Should the Commandant refuse to renew the Guilds status, the Guild is disolved and all of its holdings and chattel shall be given to the poor, the disbursment to be administered by the Church of Pholtus.
The Common Law
The Common Law shall be enforced by the Magistrate of each Charter.
All Commons who are Petitioners have standing before any Institution which claims jurisdiction over them.
The Commons shall not be tried by the Laws of the Nobility unless they commit offense on the Demenses of a Noble. Even at such times, if they are a Petitioner, they may appeal to the Commandant. If they are not a Petitioner, they may appeal to the Knights of the Watch. Posted: 03-26-2005 01:23 pm A start This is how I start all of my journals... by writing about nothing. Just to let people know that I am starting this journal and I will figure out what it is about later. I would like to hear from anyone who has the misfortune of reading these words so that I can discover how it actually happened. Feel free to E-mail me at Danrilor@yahoo.com Posted: 03-24-2005 06:32 pm Trying out Well I guess I'll give this thing a try. Not sure about keeping a journal but hey you never know it might turn into something unusual. Wish FOS did this kind of thing. Posted: 03-14-2005 02:41 pm A New Campaign Gentlemen, start your engines!
In tuesday march 14, I'll starting my first campaign in Greyhawk! Posted: 03-12-2005 04:25 pm The Project II The Project will have several sections:
Section 1: Flora, Fauna, Geology, Geography, Meterology, Hydrology (yes we will discuss the rivers), Natural Disasters, Unusual Astronomical occurances. Complete with fantastic maps by the Commandants Cartographer Yabusama
Section 2: Population: Who lives here, Who lives where, Institutions, Religions, Churches, Guilds, Trades, Power Centers, Military Institutions, Knighthoods, Thieves Guilds, Foreign Officials and Refugees; Societal Trends and changes in the Nation. Complete with high quality maps and illustrations
Section 3: Politics and Whos Who. Who is trying to gain advantage over who and why, and to what end. This is to be detailed section that allows the new DM to play out a political campaign, with high roleplaying levels.
Section 4 Adventure Arc... a self contained story arc from 1st to 25th level, allowing the characters to travel throughout the divers land that is Gran March. Including some classic adventures and ending with a harrowing trip to the Isles of Woe!
Section 5: A Foreign Affair... how the Gran March sees and is seen by the rest of the Flaness.
Section 6: A Trip through Canon... Citiations and Bibliogrpahy of all sources related to Gran March, how they affect the project. Last, and possibly the most important is where the project diverges from, oversteps and just ignores what has come before.
Section 7: A D20 Guide... what has and has not been used in the GM project from other producers, where we think you should consider using some D20 material and why.
Suggestions? Posted: 03-09-2005 03:53 pm The Project Hello all...
Well about a year ago, Ivor and I started discussing a Gazzatter for Gran March. Actually it started as the creation of a Campaign Arc that would allow new DMs ready access to the WoGH, without having to read all the Canon. Though I think that the stories are better in GH, there is no doubt that the info available, particularly in 3rd ed., is more accessible for such settings as Kalamar, Eberron, Freeport, Midnight, Forgotten Realms and Redhurst, among others. This is disturbing, and no real effort has been made to change it. I think that anyone who begins gaming in GH, and goes on to DM will be fond of Tenser, Otiluke, Vecna (well maybe not), Zagyg and the crowd. Not to mention the TOEE, Tsojacnth, White Plume and the Ghost Tower, but it seems unlikely that some one is going to convert them and read them all in order to understand why this is such a cool setting.
Rather, they are going to get the Kalamar or FR core book, and go on about their business.
So, we have been refining what we are trying to offer in the Gran March Gazzateer. And it is to be a source book for an underserved section of the Flaness, possibly the Greyest area of the Flaness, in many senses.
I am hoping to provide a setting that encompasess many types of games, giving the new DM a large amount of Flexibility, without limiting their options. We want a political, wilderness, extra planar and dungeon crawl adventure available to the DM. Through the Campaign/Story Arc that Ivor is working on, I think you will find that this has been accomplished in a fine manner.
However, we want to do more than just create the story arc. Several years ago, when I first started looking at CF! I was reading a Dungeon or Dragon article that mentioned Waterdeep (imagine that) and it discussed the Architecture common to Waterdeep. Not in detail, but sufficient to give a notion of what the place looks like. Then, last year, there was a description of the gutter system used on homes in Waterdeep. Just an aside in the article, and silly, but it made the look of the average WD home crystal clear in my mind.
I started thinking, what do homes in GH look like? What do the helms of the various armies look like? What does any thing look like? I know the Horned Society, Iuz, SB, Slavers, Bandit Kingdoms, but what does any of it look like. Searching CF! I came up basically empty.
CSLords works touch on some of this, but nothing like the detail that other settings have.
I/We realize that the Gran March Gazateer is just another Fan Work; and yet we dont want it to be. There is a hole in the Canon of GH, and I hope that this is the first step at filling it. I know this, I dont think anyone working on it will let it see the light of day until it is the best that it can be.
I hope it turns out as well as I think it is. The people invovled so far are truly turning out some of the best work I have seen in a while. They may not work for WoTC, but they should. Now, if only I would stop adding to their tasks.
Posted: 03-09-2005 03:50 pm The Old Grey Hawk - An Attempted Style Guide Like many people, Ive read The Grey in the Hawk by Nitescreed, ne NightScreed. Whatever else you want to say about it or its author, The Grey in the Hawk is an attempt at a style document for Greyhawk. I have seen no other that does as well. That is not to say that the Grey in the Hawk is perfect. It is not. As time passes, I think the identity of the setting shifts with further publication of material that may or may not adhere to any particular style.
The idea of a style guide is, I think, a good one. Consistency can be famously foolish but can also be useful, particularly when someone may not be otherwise familiar with the Greyhawk opus. It also doesnt hurt to be mindful of what you like or do not like in more than a passing way. Gut-feelings only get you so far. However, a style guide is more an adjunct to gut-feelings, I think, and should never replace an indefinable sense of what is appropriately grey.
What follows is another attempt at a Greyhawk Style Guide.
(1) Story Drives Setting
Historically, the details of the World of Greyhawk have been told through adventures - stories. Pure sourcebooks, that describe the setting or some part thereof in page after page of detail and exposition, have not been the norm. When designing for Greyhawk, the story being told should always be foremost in mind, rather than a collection of details, that while interesting, are unconnected to events. Even if writing a sourcebook, the facts or details should all be story relevant. If a fact is not story relevant, it should probably be omitted or dwelt upon only briefly. The Living Greyhawk Gazateer is a notable exception in that it was predominantly just an exposition of facts. While applauded, the LGG has also been criticized for this quality as being dry or a tome or not an easy read.
(2) Focus on the PC Involvement
Because Greyhawk has been largely defined by adventures, which provided setting details in passing as necessary background, there has also been a focus on PCs as significant actors. Few important events should occur entirely offstage, where the PCs are uninvolved and will only be told what has happened. Ideally, the PCs should be able to become involved, the more directly, the better. If the PCs are not the exclusive focus, they should least have an opportunity to witness the events taking place, with a possibility, however remote, of being involved. Sometimes, as in the opening sequence of Vecna Lives or with the Greyhawk Wars wargame, the PCs participation may have to be vicarious through the players themselves. However it is done, the PCs should not just read about important events or be told that they happened. That is not classically Greyhawk.
(3) All Events In Context
Every described fact or event should have a place in the greater context of the setting. This has been described as the wheels within wheels effect. Purely random occurrences, unconnected with much of anything, are not the norm. RPGA adventures (Childsplay etc.) that were dropped into Greyhawk are the best examples of the problems with unconnected designs. Greyhawks facts have been set out variously in a variety of products, yet, there appear interconnections between these facts that give the setting a richness or depth. For example, the references to Iggwilvs daughter in Mordenkainens Fantastic Adventure are more meaningful if one is familiar with the Lost Caverns of Tsojcanth. Not all Greyhawk material is so subtly referential or cross-referenced but enough is to mark the setting as one where everything has some degree of context with what has gone before or what will follow, or should/could have.
(4) Loose-ends
Critical to Greyhawk is the manner in which facts are presented. They are not usually presented in a closed-loop or in absolute terms unless essential to the story being told. Incidental or developmental facts have a noticeable degree of ambiguity. Some just trail off with but a mere mention. These are loose-ends. They invite the imagination and speculation as in no other setting. If Greyhawk has exhibited a sort of pseudo-scholarship and a huge capacity for fan created derivative works that no other setting has equaled, it is likely attributable to the fact that Greyhawk has so many loose-ends left hanging that spur the imagination and get people to wondering what if or how might this relate to . . . Writing purposefully may too easily omit loose-ends as a careful writer will look to leave a story with no loose-ends. That is not, however, Greyhawk.
(5) Balance and Neutrality
Next to the loose-ends, this is probably Greyhawks signature feature. Greyhawk is not a setting of white-hats and black-hats squaring off against each other at high noon in the middle of a dusty street. Neutrality plays a larger role in Greyhawk than in any other published setting and there are powerful forces neutrally aligned that seek to balance good and evil. Mordenkainen and the Circle of Eight are, of course, the most famous agents of Balance. If the From the Ashes era may be criticized legitimately, it is in leaving the Greyhawk Wars and the aftermath of the Greyhawk Wars too clearly divided into camps aligned with weal and woe. The Greyhawks Wars and their aftermath were too unsubtle in their aligning of forces. Large scale wars are unsubtle but Greyhawk is not a simulation; it is fantasy. Greyhawk should always see matters left in some degree of uncertainty or equipoise - gray. Any setting impacting event should see forces of neutrality involved, even if only peripherally.
(6) Nostalgia
Greyhawk is a nostalgic setting. That is not a bad thing. Not only has it been around longer than any other published setting but it has a rich real world history. This is important to remember when considering what might be sufficiently grey. Different from the comment on context, nostalgia is better understood as a harkening back or a touching base or touchstone effect. The most obvious harkening backs are the various Returns to classic adventures or products. Less obvious are the returning characters or figures native to the setting. Vecna has been returned to most memorably, if perhaps too overtly. It is very Greyhawk to indulge nostalgia by harkening back to prior events or occurrences or even whole adventures. However, care must be taken because too heavy a hand is not good and mere name dropping may appear to be nothing more. Neither is it essential to adopt a pure dungeon-crawl approach. That is nostalgic but a little goes a long way. Evoking Greyhawks storied past is tricky but the best Greyhawk products seem to do this. The Istivin story arc in Dungeon nicely attempted to play to nostalgia but then fumbled beyond the D-series touchstone by presently rather mediocre exposition of subsequent events.
(7) Canon
In the specific context of Greyhawk, canon is largely a fan created concept. Best understood, it is a desire for consistency with prior works such that, for example, County A is not a feudal kingdom in Product 1, a dictatorial theocracy in Product 2, and a secular, pure democracy in Product 3, where all products are set in the same time period. Unfortunately, canon is often stated or construed to require a slavish devotion to every fact, factoid, inferred surmise and developed minutia of the setting. Worse, canon is often stated to be a litmus test of all design, particularly any design that advances the timeline of events in the setting. The worst offenders are more concerned with canon than with a playable or enjoyable setting, some fans going so far as to admit to not having actually played in the setting regularly, if ever. To get Greyhawk right, canon is important in its broader sense but not in its most cramped reading. Canon is not a litmus test. The past does not define the future; it informs it and then only to suggest, not to require or shape design. Greyhawk must succeed first as a roleplaying game experience and secondarily, it may do so profitably by using canon to suggest, but not to require or prohibit, future developments, bearing in mind the stated desirability of a general consistency. Too great an adherence to canon is not Greyhawk because (if for no other reason) it would quantify too much that should develop as loose-ends (see Loose-ends above) and/or shades of uncertainty (see Balance above).
(8) A Sense of History
Related to nostalgia, context and canon is a more specific sense of the history or age within the setting. The history of the Flanaess is fantastic in every sense of the word. The Twin Cataclysms. The Migrations. The Ancient Flan. The Rise and Fall of Aerdi. The history of the Flanaess was momentous and still reverberates. Drawing on this history or adding to it is very Greyhawk. The Greyhawk Adventures, hardback, for example, is one of the most influential Greyhawk products for it introduced Places of Mystery that are now a signature feature of the setting and it did more than simply introduce them; it placed them within the history of the setting, developing the history of the setting in the process. Much of Greyhawk and that within Greyhawk has some kind of history. When designing, giving an item, NPC or even a plot a history is important. Jack-in-Box NPCs, items, plots etc. that just pop-up without any forgoing history should be the exception. This does not mean that nothing new can be created; to the contrary, as with Greyhawk Adventures, new is good, but new that feels old is better.
(9) Epic Adventures
It is not unusual to hear some people say that Greyhawk has seen enough turmoil and tumult, that there have been enough setting shaking events. This is nonsense. It is very Greyhawk to turn things upside down, or at least to threaten to. The Greyhawk Wars is the oft cited example of too much. In Vecna Lives, the signature Circle of Eight were killed, but ultimately returned. In Die Vecna Die, Vecna attempted to achieve ultimate godhead and the option is there that he succeeded. The settings creator, in his Gord novels, destroyed Oerth when Tharizdun was released. If not dealt a sharp check, giants, in league with the drow and a demon princess, have threatened to overwhelm Oerth. The giants returned to try to finish what they started. The Temple of Elemental Evil threatened to raise a horde to conquer all of the domain of Greyhawk and its surroundings if not stopped. Epic adventures, big adventures with potentially Oerth shaking consequences, are very Greyhawk. Greyhawk is not a setting where every adventure is small scale, timid or localized. Leter rip.
(10) The Planes
The frequent occurrence of demi-planes in Greyhawk is nearly unique. The influence of extra-planar creatures, such as fiends, is nearly unique. The lack of direct godly involvement on Oerth is nearly unique. Greyhawks destruction by an imprisoned god-thing is nearly unique, at least among RPG settings. Greyhawks relationship with the planes is complex. It is often subtle or understated, such as gods refusing to send an avatar when a high level cleric is in trouble. It is often taken for granted, such as Iuz being born a cambion. It can be variant, such as the arrival of a spaceship through a dimensional wormhole. The influence of the planes is, however, a recurring theme. Like anything else, it can be overdone and done to death, but it is very Greyhawk all the same, uniquely so in the frequency and variety of its expression. Greyhawk is not a low fantasy setting.
(11) Nothing is Absolutely Forbidden
Greyhawk is very, very flexible. There is every variety of magic. There is technology. There is science-fiction. There is the Old West. There is literary allusion. There is comedy, even if low farce. There is a post-apocalyptic element. Greyhawk is not simply medieval-fantasy and those who want it so seek to exclude some of Greyhawks most unique charms. Nothing is absolutely forbidden in Greyhawk. In the main, Greyhawk is, of course, pseudo-medieval fantasy, but in the corners, it is so much more. Being quirky is very Greyhawk. Fitting for Greyhawk, there is a need to balance the more unusual elements of Greyhawk, however.
(12) Bring Your Friends
While not purely relevant to style, Greyhawk has a notable tradition of memorializing real people within the setting, using plays on words or variant spellings to good effect. Tzunk is a play on Rob Kuntzs last name. The variations on Gary Gygax last name are innumerable. Further afield, Iquander, Erik Monas screen name and a pre-existing Greyhawk character in the Gord novels, has become something of an editorial character as he moves within the setting from rural Nellix to the City of Greyhawk and begins reordering the Great Library to include the works of Estarius Rose - Greyhawk author Rose Estes. Greyhawk fan Samantha Quest becomes the Greyhawk dragon Hautna Masq. Greyhawk fan Keldreth becomes an NPC of the same name. The Greyhawk fan who first attempted a Greyhawk style guide, Nitescreed, becomes the Aerdi bard Nightsong. The list goes on. Giving a nod to someone within the setting is very Greyhawk and not a few respellings have produced some descent fantasy names.
These 12 points, then, are my attempt to define a Greyhawk style guide. They are not exhaustive. I make no claim that they should be authoritative or even correct. They seem to me, however, to be a good pointing in the right direction. If others contribute, we might be able to arrive at something more widely agreeable.
Respectfully submitted.
Glenn Vincent Dammerung (aka GVD)
Posted: 03-08-2005 07:34 pm Mindless Realms Bashing When you are the first and number one, if for no other reason than that you are the first, when number two comes along and garners more attention, or supplants you, it can scar you. Suddenly, you have a nemesis. If they do things markedly different than you, it is easy enough to not only see them as a rival but a rival who embodies everything that is wrong.
Greyhawk was first and the number one D&D setting for years. Then the Forgotten Realms came along and garnered more attention than Greyhawk, eventually supplanting it as the number one D&D setting. The Realms did things, or was perceived as doing things, differently. For many Greyhawk fans, the Realms became not only a usurper but one that embodied a wrongness, when compared to the rightness of Greyhawk.
The big complaints against the Realms vis-a-vis Greyhawk appear to be that: (1) the Forgotten Realms is too scripted by novels or by designers giving too many juicy-bits to powerful NPCs; (2) the Forgotten Realms lacks verisimilitude because the level of magic and other fantasy elements predominate to too great a degree; (3) the Forgotten Realms are described in too many products that give too much detail which restricts DM freedom; and (4) too many Forgotten Realms products do not exhibit a high quality of design.
It is undeniable that the Forgotten Realms setting supports a huge number of novels and that events in many novels are reflected in roleplaying products. It is disingenuous to cry foul too loudly for Greyhawks creator clearly had a similar thought that only events prevented him from executing, and which he executed destructively in absentia. Beyond that, the Forgotten Realms novels, with a few exceptions, script events only in the way of background noise. Their effects are usually localized or provide a backdrop which does not restrict any but the most high level campaigning, or the most punctilious. What is more, the novels give the setting a sense of momentum, of change and of being a living place, not a static one. It is another matter entirely to speak of the Forgotten Realms novels, as novels, or as a source of particular events that will be reflected in the campaign. The basic concept is not inherently flawed, however, even if the details of the execution can be discussed as a matter of taste.
It is similarly common knowledge that the Forgotten Realms are home to any number of high level NPCs. There exploits have been prominently featured in novels and in roleplaying products. These exploits do not detract from the sense of accomplishment or importance of any PC, however, except to the extent that the PC would cross paths with one of these NPCs. Otherwise, the exploits of the high level NPCs in the Forgotten Realms are, again, so much background noise. From a game design standpoint, these NPCs are a shorthand way of saying, you are in the Realms, when they appear and of providing very easy, if obvious, ways of promoting adventures. These are not illegitimate functions, even if they are not to every taste.
The Forgotten Realms do appear to support a high degree of magic, as well as the presence of any number of fantastic creatures or similar fantasy features. Even if so, this is purely a matter of taste, which cannot be right or wrong in an objective sense. It is not possible to fault the setting for having a particular emphasis or take on fantasy, particularly when the game itself allows for all that is present and more.
The question of the detail in which the Forgotten Realms has been described is predominantly one of presentation. Of course, with more products released, more specific details of the Forgotten Realms will have been described, to say nothing of details revealed only in the novels. That is hardly the basis for any reasoned argument, however, as a game publisher is in the business of producing as many products as its customers will purchase. This argument also fails when the relative size of the Forgotten Realms is considered. It is huge and few areas have been detailed in more than a one- or two- off way, although there are exceptions. Many large areas have seen virtually no development at all.
Where there is an argument to be made, it is in how the details are presented. Greyhawks details are often presented in the context of an adventure and those details not strictly necessary to the adventure are left hanging, in loose ends that invite the imagination. Many of the details of the Realms are presented without the context of a specific adventure; many of the details are simply listed in a descriptive product. Those adventure hooks provided tend to be obvious and finite. The Forgotten Realms is not too detailed; it is detailed in a way that is less open-ended, and which too often does not invite speculation, which next to imagination is the best friend of a DM. While not every Realms product is a closed circle, the majority have this character. While perhaps not inherently a fault, this type of presentation is limiting. It is here that the greatest distinction between the Realms and Greyhawk can be draw beyond matters that are predominantly related to individual tastes in fantasy.
Quality of design is subjective to a large degree but there is also a quantitatively definable objective quality in terms of language use, game mechanics and facilitation of game play. By any measure, the Forgotten Realms enjoys no generally greater or lesser percentage of quality products than Greyhawk. Both have their hits and both have embarrassing misses. Quality arguments tend to be strawman arguments if they are not simply obvious broadsides, polemics or partisan screeds.
Of the largest arguments against the Forgotten Realms and for Greyhawk, only the manner in which details are presented has any significant legitimacy well beyond simple individual taste. Greyhawks loose-end approach is more directly inviting of imagination than the closed-loop model that many Realms products exhibit. However, this said, loose-ends may be frustrating to some people and it is hard to argue that any lack of loose-ends in the details of the Realms is more than made up for by the volume of various details, which is now an advantage, in the variety of ways in which they can interact.
The greatest difference between the Forgotten Realms and Greyhawk is, then, mostly a matter of taste, and only slightly a matter of presentation, which may again default to individual taste.
Posted: 03-08-2005 04:43 pm The secret underbelly of canonfire! Just testing how this works and trying to think of a way to use it.
Heres one: Check out this rough draft and let me know what you think. I'm gonna submit it to canonfire one of these days...
The History and Disappearance of Bucknard
FOREWARD
There is a nearly complete lack of background information about the enigmatic Bucknard; there is no canon reference prior to 571CY (as far as the author can discover). Pursuing this matter , the author contacted Mr. Gygax, the creator of the NPC Bucknard, who was agreeable enough to provide the following information about the origin of Bucknard:
Bucknard was an NPC I created out of whole cloth. He was based on a neighbor of mine when I was a lad, a Mr. Bucknall. He had a great garden, an apple tree with five different kinds of apples, and he knew astronomy well, assisted me with my 100 power telescope. He did use a small change purse, and from it he would extract a small coin to give to me now and again (from ENworld messageboards)
The author has attempted to stay true to the Mr. Bucknall spirit as expressed by Mr. Gygax, and to the infrequent references in the canon to Bucknard, while creating a rich and interesting character who may, or not, be of much interest or use to others.
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Bucknard (as of his disappearance 579CY) [1]
Bucknard (former member of the Circle of Eight)
18th level NG Wizard, age 39;
STR 12, DEX 14, CON 10, INT 22, WIS 18, CHA 19. HP 44
(stats for 3x edition)
Overview of an Arch-Mage
At of the time of his disappearance, Bucknard is a solid 6 with non-descript, generally Oerid features; a solid square jaw, dark brown hair and dancing grey eyes. Although not handsome, Bucknard has an easy charisma that invites friendship and laughter. Bucknard is blessed with a photographic memory, a sharp wit and affable nature [2]. He enjoys word-play of all types, and is a lover of verse and heroic tales (he has countless poems and epics memorized, and frequently quotes snippets when particularly applicable), and is an accomplished musician (mainly piano type instruments; he can get by on many string instruments also).He seems to never forgets a face or a name, and retains an encyclopedic knowledge of the protocols and intrigue in the courts from Niola Dra to Rel Mord [3].
Bucknard has excelled at nearly all the activities he has set his mind to: he is regarded as a powerful mage [4], a fine fencer and an excellent musician (his exploits in the kitchen, however, are unqualified disasters, as the mage Otto can attest). Bucknards true interests lie in deciphering the magic inherent in natural systems and objects [5]. He has unlocked the secrets of using mirrors and other objects as arcane portals and tools [6], and is generally considered an expert of interplanar and interdimensional places and travel [7]. He was also renowned for his knowledge and work in the field of arthromancy (i.e., mathematics--especially for his investigations into the nature of light [see his treatises on the geometry of light Spectrale Geomectrics, and also on the inherent magic of reflective surfaces , Inexplicable Reflections copies of both can be found in the Great Library of Greyhawk] and for his invention of a rudimentary form of integral calculus [his work Principles of Aethromancy Infinitum is regarded as a seminal text in this rather obscure field]). His interest in mathematics was the by-product of work examining the heavens (thus light and the reflection thereof) and the movements of the celestial objects (perhaps his finest arcane artifice was a large and very complex magical telescope used to inspect the heavens and its elements located at his villa in Thornward. It can reputably peer across vast distances and across planes and dimensions [8]).
Youth and young manhood (548-557CY)
The famed mage Bucknard was born on 4 Growfest 539CY in the crossroad town of Dountham in the March of Bissel [9]. He is a scion of the minor noble family Rhypthorn of Bissel, a clan well known for its magical prowess (March of Bissel Gazetteer pg. 39), and is a cousin of the reviled necromancer Evard the Black [10]. Although Bucknard spent his early childhood in the crossroad town of Dountham, most of his teenage and young adulthood were spent in Thornward, the then capital of Bissel.
His magical aptitude was recognized (and expected) early by his family and he was sent to study under the Master of the Academy of High Arts in Thornward when he was only nine years of age. Bucknard was considered a prodigy; by the time he was fourteen he had overtaken the arcane skills, and displayed a width and breadth of knowledge that easily outstripped all of the other students, and nearly all of the tutors and members of the Academy. Bucknard gained some renown in 556CY winning a contest of magic in the City of Greyhawk and a fencing contest in Thornward, all in the same day! (at the age of only 17!)
Agent of the Margrave (557-569CY)
Bucknards ample and diverse skills were noticed by the Margrave of Bissel; over the next decade he was sent on various missions for the Margrave. Bucknard traveled to the far reaches of Zief (Bucknard was known to be fluent in both High Bakluni, and in many of the Low Bakluni dialects), Lapolla (where he met and eventually became close friends with Rary the Archmage of Ket [11]), Niole Dra, (where he met and famously dueled Lashton of Greyhill [12]), Mitrik, Chendle, Dyvers, and Greyhawk [13]. During his tenure as a representative of the Margrave, Bucknard became an expert diplomat (and spy...), using his ample charm, intellect, and photographic memory to become, by the time he was only 30, one of the closest and most influential advisors to the Margrave of Bissel.
By this point, (569CY) Bucknard was a skilled mage (W13?) who had developed a network of informants and spies in the courts of all the major nations from Greyhawk to Niole Dra. During this period he had also developed no small skill as an artificer, specializing in the creation of useful arcane items of common appearance that would assist Bucknards agents in disposal of their duties (such as the eponymous Everfull Pouch) [14].
Up to this point, Bucknard was a familiar and popular figure at the Margraves Court, enmeshed in the political wheeling and dealings of the day, seemingly excelling at all of his endeavors. However, for reasons unknown, in early 569CY, he took leave of his service to the Margrave (some suspect that this change in heart was connected with the murder in late 568CY of Bucknards close friend and confidant Maduen of Wynaithe, a handsome young promising poet and composer)
Travels (569-571CY)
The next two years found Bucknard traveling widely; exact information about Bucknards whereabouts during this period are inexact, however, it seems to have included journeys to the Baklunish west (supposedly investigating the ruins of the ancient artificer Kwalish [15]) to the depths of the Castle Greyhawk and across many planes of existence (including several layers of the Abyss!). During the infrequent periods when he was in Thornward, he worked night and day in the workshop at his villa on diverse projects, both mundane and arcane.
Herald of the Circle of Eight (571-579 CY)
In early 571CY Bucknard was approached by the Archmage Mordenkainen to join the nascent Circle of Eight [16]. Mordenkainen was impressed by the wit, charm and boundless raw intellect of the young mage, and especially by the ease and subtlety of his craft. Mordenkainen also needed the network of political connections that Bucknard possessed, and envisioned Bucknard as the Herald of the Circle of Eight [17]. Bucknard eagerly accepted the offer.
As a representative of the Circle, Bucknard extended his network and knowledge to include the width and breadth of the Flaeness; Bucknard was known and welcome in courts from Ratik, to Celene, to the Sea Princes. Bucknard was known to frequent the mad court of the Malachite Throne, the blood spattered throne room of Dorakka and the depraved wooden halls of Dantredun far to the north [18].
Through his service to the Circle, Bucknard was introduced to many people and entities, but none impressed the young mage like the being known as Keoghtom [19]. These two became immediate friends. They had similar personalities and interests; Bucknard is drawn to the exploration of the magic inherent in natural systems; similar to the arcane mysteries that Keoghtom represented.
Bucknard spent a great deal of time with Keoghtom, traveling across the Oerth and the multiverse. Keoghtom pushed Bucknard to the limits of his abilities and with such a patron, Bucknard rapidly increased his skills and abilities, becoming an arch mage (W18) by the time he was 37 (576CY).
The Disappearance of Bucknard (579CY)
The Co8 has always been generally opposed to the machinations of the Old One, and has generally been unable to gain significant leverage. To change this, the Co8 devised a plan. This plan involved most of the members of Co8; Bucknard was involved extensively with this scheme, working from 577CY to 579CY, developing spies and currying favor within the dread halls of Dorakka.
The plan was simple and audacious, it called for the location and capture of the soul object of Iuz.
Through Bucknards spies and personal recon, the soul item of Iuz was discovered to be secreted in a citadel located in the most foul home plane of the demoness Tzuggtmoy, defended by some of her most depraved slaves.
In mid-579CY Bucknard and other agents of the Co8 infiltrated the citadel, pierced through all the defenses with well wrought magics, cunning, skill and luck. The sanctum of the soul item was entered (after the bearding of the fearsome nalfashee master of the citadel), only to find a most unexpected, and for Bucknard, untenable situation.
Upon entering the inner sanctum of the horrid fortress, the cunning and hatefulness of the Old One was realized; the Co8 agents discovered that Iuz used the living hearts of innocent children as the receptacle of his hateful, bitter soul. Bucknard was able to discern which of the children was the current receptacle of the Old Ones spirit, and immediately offered succor to the wraith of a child, who appeared aged, sickned and cloaked by seemingly vengeful barely visible shadows The agents argued over what to do with the child and the other children. Bucknard insisted that they take all the children with them back to Oerth. It is suspected that deep down Bucknard knew this task was impossible; yet he still attempted to open a gate to remove the children (supposedly using a wish), against the wishes of most of the Co8 agents.
The agents knew when Iuz had arrived; the child bearing the Old Ones sprit was instantly slain, collapsing in a pile of dust, as a torrent of magical fire and destruction enveloped the agents. (reportedly Iuz himself and most of the Greater Boneheart appeared). All but ten of the children were slain and/or un-recovered [20]. Out of the eight agents, only two survived; Bucknard and his henchmen Hokerbrecht [21], both of whom were grievously injured.
Mordenkainen and the rest of the Co8 were very disappointed with the mission and believed that Bucknard was solely responsible for the failure, primarily because his concern for the children, not gaining the soul object. Bucknard disagreed, and quarreled bitterly with Mordenkainen and other Co8 members. This left a great rift in their relationship.
Iuz had recognized Bucknard, and sent his agents to capture and slay him. Bucknard retreated to the demi-plane of Keoghtom, then set out into the void, and has yet to return.
FOOTNOTES
Later Posted: 03-08-2005 01:33 pm 7th and Final Attempt The sixth attempt was almost perfect. Many thanks to Chatdemon and Tedra.
With a final tweak, I think I have the hang of this!
And here we go!
Posted: 03-07-2005 09:34 am Sixth Attempt Almost There Alright. Partial success on Attempt 5. That would be thanks to Chatdemon's help from the CF Forums.
Now, We'll refine that with Tedra's help. Hopefully, this will be the final touch. Here goes.
Test 6
Posted: 03-07-2005 09:31 am Fifth Test with br breaks Okay.
We are trying again.
This time using a "break" tag.
Here's hoping this works.
Posted: 03-07-2005 09:28 am Fourth Paragraph Test This is getting aggravating.
Each sentence should appear as a paragraph.
HTML is off.
I'm using the tags. Posted: 03-03-2005 03:59 pm Third Paragraph Function Test Okay. I've turned HTML "off" in my "preferences.
Let's see if that makes a difference.
Each sentence should display as a paragraph. Posted: 03-03-2005 03:55 pm Test Paragraph Second Attempt Well, the first attempt was all mushed together, with no separation between sentences, each of which was supposed to be its own paragraph.
This entry does not use any coding. Let's see if it gets all mushed together. Posted: 03-03-2005 03:50 pm Test of Paragraph Function This is Paragraph No. 1. using "double p's" to wrap
This is Paragraph No. 2
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Posted: 03-03-2005 03:47 pm Bind...Torture...Kill
What does this have to do with Greyhawk, or gaming of any type in general? None whatsoever. Just a little subject of interest to me. Wow, that sounds bad considering the title of this journal entry, but allow me to explain....
Bind Torture Kill is the name of a serial killer. The BTK Strangler of Witchita. Some of you may actually know of this unsolved case in Kansas. BTK was a serial killer active in Witchita Kansas in the 70's. The case was never solved. Recently, in March of 2004 BTK appeared again. He was famous for sending letters as well as poems to law enforcement to take credit for his murders. Last year, BTK sent a communication after thirty years of silence. He took credit for a murder in 1986 that had not previously been linked to him. He proved this by sending the victim, Viki Wegerle's, driver's license that had been missing from the scene, as well as crime scene pictures of the body only the killer could have possessed. His communications to police, and the local news station KAKE TV have continued to present day. The last authenticated one was received late last month that led KAKE TV to a deserted road and, of all things, a cereal box. Post Toasties. The 'T' in Toasties had been circled with the letter 'B' written above the 'T' and 'K' written below it. WPD has yet to release the contents of the cereal box.
The first known murder credited to BTK was January 26th 1974. He murdered Joseph and Julie Otero in their home along with two of their children. Many believe the Otero's knew BTK in some fashion. His other known victims include:
April 4th, 1974: Kathryn Bright, 21. Stabbed to death in her home. Her brother Kevin had been shot twice, but incredibly enough, he survived.
March 17th, 1977: Shirley Vian, 28. Bound and strangled in her home. BTK had bound her children in a closet. In a following letter claiming the murder as his, BTK relayed this information about the children:
Actual quote, grammer and spelling as in letter:
"They were very lucky; a phone call save them. I was going to tape the boys and put plastics bag over there head like I did Joseph and Shirley. And then hang the girl. God-oh God what a beautiful sexual relief this would been."
December 8th, 1977: Nancy Fox, 25. Found bound and strangled in her home. After completion of this crime, BTK phoned the police to tell them they would find a homicide at the address of the victim.
April 28th, 1979: BTK waited in the home of Anna Williams, 63, but left before she returned home. It is believed he was after Anna Williams' daughter. Several months later, BTK sent a poem to Anna entitled "Oh, Anna Why Didn't You Appear," telling her he had been in her home to kill her, but became tired of waiting for her.
September 16th, 1986: Vicki Wegerle, 28. Strangled in her home.
BTK is the first serial killer to ever be silent for so long, then suddenly return to his media attention attracting tactics. It is believed BTK has had some major life altering event occur, such as illness, which has sent him out seeking the media fame he enjoyed before. It is also believed that BTK was an avid 'fan' of The Zodiac, who also wrote letters to media and police boasting of his crimes. The Zodiac also suddenly stopped his communications. He told the world that he would continue his murders, only he would stop claiming credit and make them appear as random crimes and accidents. Some suggest that a serial killer is incapable of controlling their urge to kill, and that BTK may have done the same thing as Zodiac, given his similarities, and could be responisble for any number of unsolved murders in Witchita over the past thirty years.
It was said in a KAKE TV report, that BTK has managed to terrify two generations of Witchitans. And his identity continues to elude law enforcement. So far BTK has resumed his communications but has yet to kill. Many wonder if his communications are leading up to such an act, or an attempt to actually be caught, or to taunt police with the fact that he remained a free man for 30 years, and will continue to do so until he dies.
You can find BTK letters, the taped 911 call of BTK reporting Nancy Fox's murder, and his poems on a very comprehensive site here:
Catch BTK.comPosted: 02-15-2005 11:30 am Cornugon's are your friend
It's late...or early...however you want to look at it. So I'm working on this personal devil project, right? I thought I would start with the erinyes. I did, but I just wasn't very happy with the final rough sketch...if that makes any sense. So I decided to move on to the cornugon. I'll go back to the erinyes later. I don't like the pose. It is an erinyes, peeking through the curtains of a bed with the occupant none the wiser...yet. But I think she/it could be much more sensual than I've done.
Anyway, I am rather pleased with the cornugon so far. I'm aiming for having it finished by the end of the week. I am working on a couple of special projects, but they are fermenting at the moment. I've learned the hard way that you can't rush it. When the idea isn't ready yet, at least for me, I'd best leave it alone or I won't be happy with the results...see erinyes situation above...
For those of you who even bother reading this crap, here's what I have of my cornugon so far....
Cornugon Beginning Sketch
Enjoy. Posted: 02-09-2005 04:41 am Just joined. I just joined Canonfire and I'll be looking around to find things of interest to me. Posted: 02-02-2005 05:57 pm A sketchbook of the Hells
Well, the other day as I worked on my last endeavor and began trying to shape the image of a devil-kin, I had an idea. I think I'm going to start a collection of sketches for the entities of the Nine Hells.
Why, you ask? There are plenty of reference images for the devils of Hell, but I've found I really enjoy drawing them. I already have a rough conception for my first denizen, the erinyes. Aren't they fabulous? A beautiful devil from the Hells, but with a set of large feathery wings. There is a note somewhere that states the wings give away their 'devilish' origins, but that's quite the opposite in my opinion. When I think of devilish or demonic, leathery bat-wings some to mind. I think the feathers would make it easier for one to convince someone they were something lovely and sweet from the upper planes instead of the Nine Hells.
After the erinyes, I've decided on the cornugon. For some reason, the cornugon is my favorite devil. I think it's because of their unusually loyal nature, as far as not being known for any backstabbing treachery to those they serve. Plus they have that nasty old gargoyle look to them. They just look typically 'devilish.'
I like devils much more than demons. (That sounds awful! But you know what I mean.) I imagine it is because of their lawful nature. To me a devil is much more dangerous with its mouth, where a demon is just dangerous because it's blind crazy. Very simplistic, but the shortest explaination I can give without a sermon on the differences between devils and demons. 'Silver-tounged devil' right? I see a devil as a lawyer, or a politician, whereas I see a demon as a something akin to a wild indian going to shit.
Anyway, enough babbling. I'll start on my erinyes tomorrow...err...well later today sometime. Maybe I'll have a rough sketch up tonight.
Posted: 01-27-2005 04:46 am Sketching the female body
Hey! I bet that got your attention!
If you're offended by nude images of the female body in various erotic poses, please flee this page immediately in stark raving terror.
Seriously...
Anyway, if you are still here then I suppose you are not offended by nudity in art. Therefore, I shall proceed. I'm working on something new. Something I haven't tried before. It was born of the recent scandalous behavior of one of my characters, Shayla. Well....and being heavily influenced by the interesting art of a certain man named Luis. If you've read the previous entry in my journal...then you may understand what I was trying to delicately avoid saying about my thief and the devil-kin Kalem. No, not the CF! Kalem, my husband, the NPC Kalem in our campaign from where my hubby got his name for CF!.
Scandalous it was, and scandalous it continues to be, for the relationship has not ended even though we all know Kalem is a devil-kin. That is why Shayla's alignment has moved. Duh.
Anyway, I've gone in a different direction with sketching the two of them..... References for devils/demons with women are not difficult to find if you know where to look.
So I get several reference pictures and I'm underway. I have a very beginning here.
Do not click here if you are offended by art containing nudity or suggestive positioning, okay?
;)
Anyways, it's just the beginning. Mr. Devil-Kin looks funny, I know, because he's just a basic outline right now. I'm working on Shayla, man. Gimmie some time! But I am worried about Kalem. In his 'true' form Kalem goes from the smokey gray of a half human/half drow, to pure drow, ebony black. I've never tried that before. I've never actually done anything that was completely black. I need a heavy lead I think...but I need to find some references to look at before I begin. His shape and coloring will basically come from his highlights. The exact opposite of shading. This will be strange. How it will develop? I dunno. We shall see.
Posted: 01-24-2005 08:01 pm Well look who's back
Oh, I so missed CF! How terrible it was to be away from the internet for the past several months! ACK! I was having serious withdrawl.
What have Kalem and myself been up to? Oh, the usual. Being our nerdy selves and gaming like crazy. I relinquished my role as DM back to Kalem and he has resumed our Vailwood campaign. Not without some surprising and alarming twists, mind you. Not the least of which involves the true origins and heratige of my darling husband's namesake, the half-drow slaver, Kalem. He was the slaver involved in a thread in the forums I started a long time ago. The one involving the use of poisons by a neutral good thief.
He sent us on a little errand, there was mutual gain for both sides. Something he needed desperately, and our confrontation with a man, Kalakat, who had done some deplorable things to two of our PC's loved ones.
Oh, our simplemindedness! We thought we had Kalem all figured out. How ridiculous did we look when we invaded Kalakat's keep from underground to discover devils? This man wasn't merely a barbarian warlord from the north, but a devilkin. Yeah, a devilkin, like in Chris Pramas' Guide to Hell, only my husband took the guidline given and made his own adjustments to a half mortal, half baatezu. And was that muther mean.
Do you know how our entire party of interlopers ended up? Well, by this time we had discovered what was truly happening here thanks to some inside information from some hobgoblin troops of Kalem's that were being kept here as prisoners. Apparently, Kalem realized if he told us the true nature of what was happening, when he made his request we would have told him to shit in one hand and wish in the other and see which one filled up first. It also seemed that Kalem had not been honest about his true heratige.
We were creeping around in disciples robes of Dispater to avoid obvious detection, right? Well, naturally, as we poked about we just had to snatch open a friggin' door that was the entrance to one of Dispater's temples in the place. And, naturally, there was a service being performed.
What do you do? After our initial shock and horror at seeing an osyluth walking among the line of disciples at the dais, we just lowered our heads and got in line. Of course as the High Priest began his droning chant we winced. When the group of disciples replied, but we did not.....I'll give you two guesses as to what the osyluth did.
Yup, it attacked. Well, we engaged in this massive battle in this temple to Dispater with the priest and the disciples. When they were defeated, our intrepid heroes found themselves facing off with a lone osyluth who suddenly looked at us, laughed, and vanished. We freaked, realizing it would call down the wrath of this place known as Conqueror's Keep. And it did.
The DM maliciously, and bluntly told us we had two actions we could make. Did it help? Of course not. The whole group was suddenly ensnared by a rope...guess what kind....by an erinyes who appeared with the informant osyluth. Into the room was herded a gaggle of nupperibo. Apparently they were to dine on us as we stayed trapped by the rope of entanglement.
There were huge stained glass windows in this temple and my fighter, without explaination, got the entire group hopping toward the window. I later explained that he had intended to crash our entire group from the window to plummet to our deaths before he would have allowed us all to be eaten alive by the damned souls of Hell.
Effectively trapped and helpless we merely stared in dismay at the DM. He had made note that two of the PC's had noticed a black shape coming nearer from the window outside. And that's when we were rescued...yes...by Kalem who burst through the window. And no, he did not look like a 5'7" tall half-elf of drow/human descent. He was more like seven feet tall, as ebony as any drow...oh, and let us not forget the two huge bat wings, and the prehensile tail...fangs...horns... You get the idea. He too was a devilkin who happened to be a rival of Kalakat. Kalakat had been given something to hang over Kalem's head, but politics made it impossible for Kalem to act against Kalakat directly....so you see where this is going. That's were we came in...such complete ignorance.
Kalem attacked and killed the erinyes, freed us from the rope and entered into battle with the osyluth, just in time for Mister Kalakat to make his appearance with a contingent of human guardsmen. Kalem could not touch Kalakat, and we were left to fight him...not that we particularly wanted to be involved with the situation at this point...but that decision was well out of our grasp at the moment.
Due to issues too lengthy to go into at this point, Kalakat centered his attacks on my thief, Shayla, and very nearly succeded in killing her. I later found out it was to try and goad Kalem to attack which would have opened up an entirely new bag of shit. So I'll leave that to your imagination as to why Shayla was such a big centerpiece in this combat. I'll just make note here, that before this time, we had no idea that Kalem was half baatezu.
Whew, That's enough for now. I'll just say that a very complex relationship had developed between Shayla and Kalem the devilkin............Forget the poison issue....her alignment was shifted by the DM from neutral good to neutral with occasional good tendencies for entirely different reasons. o_0
I worked on a portrait of Shayla not long after this incident to commemorate the strangest roleplaying and moral situation I had ever roleplayed. She's not too bad, but I think her eyes are a bit off since I didn't grid my paper.
Shayla Spring Ebb
Posted: 01-21-2005 04:49 am Umm....Hi? Hello, I'm Malice and I'm new here and I was wondering if anyone would help me with this site. I stumbled onto it while searching for info on Drow culture and society and signed up. So if anyone would like to help me, please help me..I beg you!?!?!?!?!?! Posted: 11-23-2004 04:03 pm Where to start? I've been gaming for years, in SW MI, I shudder at the thought of how long it actually has been (minus a couple of years at college). Dragonlance is where I started, but Greyhawk is where I was "born". I've had two characters that stand out, and I'm working on a third. Different characters, different strengths, each unique.
My time is not quite my own anymore, with the love of my life not into gamming, but tolerent of it at times. But that's ok, not great, just ok. I still think about gamming, alot actually. So it's time to do something about it! Posted: 11-04-2004 08:37 am Epic vs. Normal Epic play IMO is not really all that different to me than regular play. It seems that the GM is the one who has to work the hardest at this. To keep the game interesting, to find encounters and combat rounds that don't bore the gamers. To me, it's more intense because of the long time gamers that know that something around the corner could be bad, but hey we can deal with it. That seems to be my problem. I have adopted the I can (along with my party members) can kick this thing in the butt. Fot the others, it may involve more, but with me as a pure Barbarian, I have all the numbers I need. I just go in there and kill stuff. Although there are several different things that are more intriuging (sp??).
1. Roleplaying
Roleplaying takes on a life of itself in Epic level play. As a newer gamer, it's hard for me to get into this. While this is an aspect I DO want to develop, it is sometimes just easier to sit back and let the Paladin do all the talking. Takes something out of the game, but hey, I'm not here to WORK! :) But seriously, It is something I want to do, but going back to being new (funny how easy it is to blame everything on that!), I get tunnel vision and get into digesting things and don't act. I also weigh the 'feeling stupid' factor. If i make my character do this, am I going to look like a total geek newbie loser?? I know that my fellow players don't think that at all, but it's hard to overcome. I am getting into it, the Gm tending to try and force it down my throat :) . I do what I can.
2. Combat
Combat is different, but not really. All your numbers are there on a sheet of paper. All you have to do is play like normal. I mean, yeah, you have that feeling in the back of your head that maybe this encounter could kill you, but it's not likely. It in no way takes away from my gaming experience. I see the reactions of other players when the GM says, you see this coming at you, what do you do. Newbieness takes the threat out of so many monster encounters. You don't know what you are encountering or facing. Because I know the Gm pulls out all the stops and ramps crap up to be lethal. It's more my mindset. Just go in there, beat on stuff and hey if something happens, well, there's always the Paladin to make things better. Well and sometimes the cleric..sometimes lol.
All in all, I like the Epic level play. Not for the treasure, tho that is a great addition, but more for the hint of what may come at you. What you may have to do to reach a certain goal. Makes me think, it does. You have to plot your steps a little more carefully. Like in the last session. The party is in a house, and I hear something walking up. we roll for initiative. I could have just run out and starting flailing. And boy did I consider it. Well, it turned out that what walked up was like the 'ruler' of the plane we were on, and she was friendly. Not good if I would have dire charged, raged and beat the hell out of it. But I sat there for about 3 minutes on my turn and actually did consider doing just that. Once again, the Gm wins...making me think of my actions, not just go by rote, killing stuff. Pretty cool stuff.
So all in all, do I like Epic level play? Yes i do. On several points. I like to hit 5 times and do 250 dmg a round. I like having 500 hps raged and knowing that while yes i can be killed, it's gonna take a badass to do it. While the badass' become more common, it's still kinda cool to take a hit that would have killed me at like 10th level and shrug it off. Again, my mindset tends to limit me to a point, but on the whole, it's all good. Posted: 10-04-2004 04:54 pm General Newbieness This game can be frustrating at times. I know basics, like how to play but I don't know a whole lot of what makes it real and tangible. I should say I know the mechanics, but not the heart of it. It does tend to bug me when I chat with other people and they are going on about this and that and I have no idea what they are talking about. The frustration isn't with them, it's with the volume of material to be found and digested. I have no idea where to start or what to look for. All in all, my gaming experiences to date have been very good, but I just have to learn things one scrap at a time and it's a pain in the a**. You have all been at the point I'm at, maybe some of you were quite some time ago, but you have been there. Sitting there, just starting out, while your friends hash out the last big campaign they were on. "Mythos smacked the crap outta that thing. You remember that? I thought we were all goners, until Mysticelf cast that spell." You just watch and listen in a ignorant fog while that combat is rehashed for 20 minutes. Not bored or anything, just lost in the sauce. After a while, you just tend to write up your character background or read while the table does this sort of thing. You half-listen, picking up on familiar names and place, but for the most part you just filter it. There is no problems with it, and it tends to add more to the social aspect of the game, sharing something in common, a group dynamic if you will. But at the same time, it's like being on the outside looking in. This is something you deal with as a new player in a group that has been gaming together for years and years. IT also has it's benefits too. Being incorporated into that dynamic and treated as an equal the first time you take a chair at the table. While you may have to have things 'dumbed' down for you, they are explained with patience and forebearance. 'Ok, you have to have Gwendyl do this to roll for attack and add this. It's simple and I'm sure you will pick it up in no tme, but if you have questions, toss em out, we have enough people to answer them.' While I've advanced past that stage, anything I need to know is answered if I just throw out a question. As with anything that anyone is interested in, it becomes easier to explain when you really want one to grasp the concept. To understand you. Camaraderie and being at ease comes with the passage of time, though it doesn't take much time. Pretty soon your rocking and rolling, hackin and slashin with the rest of them. And thus ends my rant for the day. Posted: 10-03-2004 08:51 am What? Mainly just making an entry to see if anyone reads these. Truthfully, I forget that this feature is available.
Eh...that's it.
Posted: 09-29-2004 05:53 am Points to ponder Getting ready for the weekly GH game and noticed that treasure is the last thing I think of. I mean I stat the monsters, check the traps, get the notes for NPC's in a row and balance out the magic items. All looks well but wheres the treasure? Hmm a few shiny things and coins can be quickly come up with but it lacks the appeal of the treasures of legend and of literature.
Thats a shame, because the treasure grab, other than magic items is a part of the game. In part this is due to the power of magic items, the fact that many monsters have treasure and riches, as well as the general stinginess of players contributes to the lack of greed at times. Despite taxes, tarrifs, tolls, levies, tithes and other money sapping tricks it is hard to motivate the sheer white knuckled greed that sent Conan, Fafhard and Grey Mouser into desparate gambits that risked much to gain outrageous fortunes. The motivator in most of those stories is poverty or dwindling funds and turn of fortune making such gambles seem less risky when faced with the consequences, again it is story and background that helps forge adventurous endevours of these types and with a little study into the lore of GH allows many things besides just the magical items and shiny piles of coins that heap up inside too many adventures. Books on the lost Suloise magics carved on platinum plates, rare cut diamonds carved with tiny runes detailing the deeds of long past dwarven thanes rule, a goblet when blessed to a deity and filled reveals strange vistas, a carved jade serpent that has several spells engraved on its scales, rare coins from an cursed line of the Aerdi..the list can go on. But making treasure unique and an adventure in and of itself is the best reward for any player or DM. Posted: 09-24-2004 09:24 pm What color is the sky in your world? The move is mostly over, and I found the Greyhawk '80 folio maps. You know the Darlene Pekul ones...not to speak ill of the new mapsets, but there is something about these maps, perhaps its the color of the maps or the script or maybe the sheer size, so much potential in those old hexes. It was always a big production to lay them out on a table. Or maybe the infamosus hex coordinate system, or the way you had to line them up just so. Obscura to be sure, but its part of the charm..many maps have had better scaling, defined borders, climate zones and what have you but a map defines the world and that is the framework and sets the tone for the whole gameworld. Perhaps I am locked into a time when big flowing maps marked my love of games and by their maps I judged each ones potential to that Darlene map. Posted: 09-23-2004 06:50 pm Defining Dethand Its a new day and new begining, life throws you lemons and I'm in the lemonade business all of a sudden! It began with a love of AD&D, sidelining now and then with Top Secret, Star Frontiers, Traveller, Villians&Vigilantes, Aftermath, Gamma World (which at the time wasnt such a unforseeable outcome), I had lots of games and good times during Jr. High and High School in SW lower Michigan, some of those freinds I still game with today. Then in winter of '83 a house fire sundered my life, then a stint in the Marine Corps in '85. I had a lot of experiences to which made me into a man, and lots and lots of gaming. Some sessions lasting days, Dice and notes were packed in my ALICE gear carefully along with first aid kits and extra clips. When I emerged from the Corps, my world had changed, and I found my way into gaming with some new names, Shadowrun, Vampire and Werewolf! and yeah AD&D second edition. It lacked assassins, monks and demons..but was still about Greyhawk, no matter were I went it was Greyhawk in the Marines, and the From the Ashes boxed set and the Greyhawk Adventures hardback had fueled my GH lusts during the dark days of the USMC military duty stations in far off and hostile lands. Now that I was a civilian again and armed with a pension, I ventured into college..a world that was more dismal and dark than any jungle or desert night. Political Correctness was the order of the day enforced by jackbooted blackshirts, and a red,white and blue loving Marine had little place in it, so over come and adapt..my gaming knew few boundries as I incorporated all sorts of mayhem and mischeif of the type that only the USMC could teach me into those games. Cyberpunk and Shadowrun loomed large...and my GH love still there dimmed as Cybermercs and Gunmages loomed over the landscapes of my imaginations. AD&D 2e seemed trite at the time and I would look back at some of the books on the shelf and moved them into a storage facility. "Nope wont need these anymore", I said as I moved my growing Shadowrun collection onto the shelves, next to my Star Wars RPG books. Games were about stories now not rules, and that was never truer when I was a younger gamer than now, clad in the colors of a Roleplayer I delighted in blowing up things with manaballs and SMG's in Shadowrun or dogfighting with the Empire over airless moons in the modified YT-1300 freighters and engaging my wargaming habits with Harpoon and GDW wargames in scenarios of what I thought would have come to pass by now, the world seemed saner but strangely out of balance..lacking something. As my grandfathers health worsened and my stress with the PC thought police grew..I made a fateful decision to return home quit college and take care of the family farm. My fiancee was not about to have that..and although a gothy gamey chica, was not about to moveto the country. A sundered cord of a past life came again..and my time was spent putting my grandparents house in order. And during a dark period my thoughts wandered towards a new vista..Greyhawk again loomed large and unbidden as I looked over a collection of painted miniatures that survived the house fire..memories of them, freinds and lands once familiar overpowered my Cyberfantasies. But gaming AD&D was not popular..where to look, first to an old freind down the road, then a few gamers in and out of the LARP, and Vampire games. Showing them the true ways of gaming..yes..dice..classes..levels..Onto Castle Greyhawk ! ..and thus the core group that reigns today was born..From the Ashes..turing slowly full circle. Greyhawk was now more serious, carefully studied, historically applied and thought out. Things began to develop in my professional life and family, my grandfathers passing and caring after my grandmother was still large, but gaming was as ever a hobby and craft but 2e edition wsa waning to a close, and the dread 3e was looming, I was not sure where it would lead. Then the release and the changes, so hated from 1e to 2e now seemed minor in comparison, but change is ever happening..and I overcame and adapted, with the old group and new faces rallying, with the D20 we played GH, Spycraft, Gamma World and so many old faces with new names and looks. it is at this time I find my Grey-fu enriched by a onlne community, #greytalk and Canonfire!. The elders there have many issues and not all GH related, but like the earlier PC mindcontrol thugs, I pragmatically endure and adapt, finding that if one is patient much can be learned. My home game is better than ever and my life is headed in a clearer course, but again a sundering, my Grandmother who raised me as her own child, passed away Nov. 27 '02. The Circle renews and follows, and a new edition with its bumps and bruises emerges into 3.5 and I find that many of the changes we made are already in place, with a smile I give away my 3.0 books to oversea troops as our world becomes darker and uncertain again. I am now with a wonderful gamer lass Darlene who makes my life full again and with love of gaming second to none leads me into a new begining from a familar spot in time long ago...strange that. Lets see what in store.
Posted: 09-22-2004 04:19 pm Ivan the Terrible
Well, those of you who don't know, we live in south Mississippi about four miles from the beach, and we faced Hurricane Ivan in the early morning hours of September 16th, around one/two am. By we, I mean, hubby Kalem and our gaming and best friend Draga.
Thankfully for us, as Ivan neared the coast it took a jog toward the east. It was projected to come ashore right on the Alabama-Mississippi border. Which is about forty miles away. That would have meant 135 mile an hour winds for us. But, it turned as it neared the shore and about all we got were gusts around 80 mph. Still scary.
After it was over we were all angry at the news coverage of Ivan. They had terrified the Mississippi Gulf Coast with talk of how deadly and terrible Ivan was going to be. They set down a mandatory evacuation for everyone south of Interstate 10. I10 Runs parallel to the MS beach at a rough guess of 8 miles north of the coast. We, Kalem and I and our two children went to Draga's house, with her, her two children and her boyfriend, boarded ourselves in and waited. Draga lives about 2 miles from the beach. Mandatory evacuation is not necessarily mandatory. They cannot FORCE you to leave your home. Kalem and I boarded up our house and went to Draga's because Draga lives in a solid, concrete foundation, brick home. Our's is not brick so we felt safer going there. We certainly did NOT want to go to a designated shelter. We are not people persons. The thoughts of being locked down in a school or other facility with hundreds of other people was not an option. Would you want to grab up what you could carry, and sit in a school hallway with four children, four hundred people, and their children until the police told you that you could leave? And you with a nervous condition? I think not.
As I was saying, we were all angry about the overload of drama that had been built up about this storm. They had the audacity to compare and use the 'C' word to Ivan. By the C word I mean Camille. Hurricane Camille. Camille is a dirty word here on the Mississippi Gulf Coast. Camille was a catagory 5 Hurricane that struck the Coast in 1969 causing mass devistation and death.
To Quote:
" Several sources consider Hurricane Camille the largest single act of destruction in United States history (until Hurricane Andrew in 1992). To this day, Camille remains the most extreme meteorological event to take place in North America. Although there is some question as to the total death toll, the best estimates are - 255 people killed, and 8,900 injured. A number of people (50 - 75) were never found. Nearly 14,000 housing units were damaged, and 6,000 others were totally destroyed (Coburn 1977). The total damage from Camille was $4.2 billion ( in 1969 dollars). As of the 2001 hurricane season, Camille remains the most intense hurricane to enter the United States mainland.
You can have a look here and see some destruction from Camille, whose wind gusts reached 210-220 mph!
Hurricane Camille 1969
If you look over that page, you may understand how them even bringing up the name of Camille in conjuction with Hurricane Ivan terrified everyone living on the Mississippi Gulf Coast. As Ivan moved toward the coast, his maximum sustained winds were 165 mph, a powerful catagory 5 hurricane. As it neared it lost a bit of power and came down to 135 mph winds. Still a nasty cat 4. We hunkered down in Draga's house and waited. As I said, thankfully, it turned more toward the east. We still got sustained winds of about fifty miles an hour and gusts of about 80 to 100 mph. Not to say that wasn't bad, but they made it sound a lot worse than it was. And when it did not perform and make landfall where it was projected to go, many people were angry. In as much as saying that people who are not familiar with storms are going to be less apt to pay heed to warnings about future storms. Which could make for a big disaster.
What did we do? Well, we had intended to play our current campaign. But Kalem had nothing to run at the time. We have caught up to him in our current GH game. We spent most of the time settling the children in before the winds became frightening. Kalem and I's daughter is only 2 and a half, so she probably would not have been that aware of what was happening, but our son is nine. He knew exactly what was going on. Those of you that have never experienced a hurricane, or winds of that force...it's a frightening sound. Especially when the power finally goes out and you have no background noise to quell the sound of the wind howling around outside.
Luckily we were on the west side of the eye of Hurricane Ivan. If you aren't aware of hurricanes, the worse part of the hurricane to have coming at you is the east side. They call them quadrants of the storm. If you take a hurricane, and at the eye, divide it into four sections, the upper east quadrant is the nasty part of a hurricane. That is where all of the tornadoes spawn.
We sat on Draga's front porch through most of the storm after our children had been settled down in bed at the back of the house. We are all a bit crazy, but we couldn't resist. None of us had ever been in a situation during a hurricane where we could do as we pleased. So, naturally, the first thing we did was run out onto the porch when the winds really started whipping. I got some video of the storm, but most of it was of Draga and Kalem sitting on the porch beating each other up like they always do. They have a rather humorous big brother little sister relationship. I told them they were much more fun to watch than the storm, sitting there punching one another and threating to toss each other out into the wind to be eaten by the storm. They're lucky I don't know how to get video onto my computer or you guys would be seeing clips of that on my website.
Of course Kalem thought Draga and I were wimps. He and Draga's boyfriend kept wandering out into the storm onto Draga's driveway. Now if you've never seen a 80 to 100 mile per hour wind gust.....that shit is freakin' scary when your standing on a porch watching a huge oak in the front yard bending all around to hell and back. I kept telling Kalem he couldn't go out in the storm, and he thought he would be cute and run out there anyway because he figured she and I were too scared to come out there and get him. So, he and Draga's boyfriend went out onto the driveway and she and I ran out there after them.
I have to admit something here guys. We all clung to one another and stood there in the driveway with nothing to block the wind the way it was on the porch. There was no rain falling, and power was out all over the place so it was dark, yet the cloudy sky was easily visible. The clouds were absolutely racing by overhead moving to the southeast. I had Kalem on one arm and Draga on my other arm and we heard the gust coming in the tops of the trees at the end of the street. Kalem told us to lean forward and hold tight. The sound was so monstrous as the trees whipped and when it reached us we could hear nothing but the sound of wind tearing past our ears. As crazy as it sounds, it was absolutely exhilarating to stand there with my husband. I will always be grateful to Kalem for subtly daring me to come out with him into the storm. Standing in the middle of the raw power of a hurricane is something I will never forget and as ridiculous as it was to do, I am certainly glad I did it.
I saved an infrared satellite picture of Ivan from The Weather Channel as it neared us. That was a damn scary sight to see coming up on where you live, knowing there was nothing you could do except sit tight and wait for it. You can see it here:
Hurricane Ivan
Posted: 09-17-2004 03:35 pm Updated art Just an update on the sketch of my namesake in the last entry.
TedraPosted: 09-17-2004 12:39 pm Look, more art, surprise, surprise
Just another lil piece of unfinished art I'm working on. It's a study of my namesake, Tedra. I'm planning on doing an entire series of the group Tedra runs with.
Tedra Silvertalon
Actually, I didn't expect her turn out as nicely as she did and wasn't prepared. She began as more of a doodle. She came out exactly as I had always imagined her, but I had not graphed out my paper. So I stopped in fear of not drawing her in proportion. Ahh...the magic of hanging hair! She's a ranger, so it's not too far of a stretch to imagine her hair unkempt and dangling in her face. ;)
I think I'll start a series with her of the adventuring group to which Tedra belongs. I've never done them, and I can't rightly say why as they are my favorite band of adventurers. Can't you tell by the online handle? ;) This is the group that went through T1-4, and in our campaign they all still live in Hommlet. Our Hommelt is radically different from any canon Hommlet by this time, and we had a really good time looking through Return comparing it to the results we've arrived at through many r/l years of playing this group out of Hommlet.
Posted: 09-10-2004 10:46 am More Artwork
Well, if you really want to call it art. I've had this picture of an NPC from our ongoing campaign for a good while now, about four or so months, but I forgot to scan him. This guy is a Suel named Bremmer. The constable of our lil town of Vailwood.
So you see how this is going to cramp our gaming life right? Hubby will be in New Orleans, working on a movie set. New Orleans isn't that far away, but for the hours he will be putting in, and the time it takes to get back and forth, I'm probably only going to see my husband about twice a week. *insert hysterical sobbing here*
But you don't know his salary, so I'll sit here and sob because I miss my husband, but I'll be singing an irish jig as I head to the store when he brings me money.
So, this Saturday, the 31st of July will be the last gaming session we have that is absolutely set. We've been at our current campaign since January of this year. And ladies and gentlemen, it has been EVERY Saturday since. There was a DEATH in a family in March and the dice were rolling on the following Saturday to give the bereaved a helping hand with their sorrow. See? Gaming is a good thing. It helps with all sorts of things, even grief. Well, that and good company.:)
I figure since this magnificent, soap opera, thriller, action, adventure campaign may suddenly become put on indefinite hold after this weekend, we should go out with a bang. I've been sitting here listening to the songs on my radio server at 'Hawk Radio, and I had an epiphany. To my surprise many people like listening to the sound bytes of our gaming sessions we put on our website. I know of one here that likes the wavs because we are...well, we're a bit silly when we game. ;) So I was thinking that I might do some broadcasting Saturday, to say a fond farewell to the consistancy of this campaign. I may get a big huge mic, take my server off the yellow pages making it non-public, and paste a big huge announcement on the front page of Greyhawk, Land of Oerth with the server address on it and broadcast live, the ridiculousness of our gaming sessions.
I don't know if everyone will go for it, but I don't see why they wouldn't since I railroaded them into allowing me to post the session sound wavs. I must check into this tomorrow. Posted: 07-30-2004 02:43 am Great!!! Well, I finally got what I wanted, Herald level membership and a group to play with. The bad news, I maxed my credit card out so amazon.com automatically canceled ALL of my orders, even those that I had the credit for, and so I am screwed. I was planning on the living greyhawk gazateer to come in to smoothly sail my group and I into gameplay in this huge ass world, but that did not happen. On top of all of it, my printer is no longer working, so I am going to have to wait until next pay and go to the internet cafe to print out the master map and my region map. *Bummer* Good News: I got a new boyfriend the other day and he and I are hitting it off terrifically. I want him so badly to fully realize my feelings for him, but he hasn't yet, I do not believe. However, he did tell me that he would remain in Hollywood so long as I do even though he hates this city with a passion (he wanted to move back to Georgia!!! UGH!!!!). Oh well, anyone reading this, have a good day... Posted: 07-27-2004 04:52 pm Explicit Lyrics
Well, how 'bout that huh? I get an AIM message from a friend who shall remain nameless. Apparently they were frightened when they clicked onto my radio server and got a scorching unedtited version of Limp Bizkit's Break Stuff. o_0
You see, that's the magic of an online broadcast. You are not restricted on what you play. Duh! I do not like edited song versions. They suck. So I do not play them nor do I listen to them. I suppose if you're of a delicate pansy nature and 'honey-pot' at swear words in musical lyrics, steer clear. There are only three or four out of 110 songs on my current playlist with questionable language. And if you're a young person? Puuulleeeezeee I love all this, oh, don't swear, there could be young people reading, listening, etc. Have you ever heard kids speaking recently? Get over yourself! They swear worse than I do now at thirty years old!
.....rant off
Posted: 07-27-2004 02:37 pm 'Hawk Radio
You know, I kept thinking about the Greyhawk Radio station so I did it. I downloaded all that that friggin SHOUTcast shit and fought with it for HOURS last night installing it to my Winamp and setting up the server.
Not that hard once I did it and was a little ashamed that it had taken me so long. So if you're surfing around and need some music check it out and see if I've got it up at the moment.
'Hawk Radio
I'm only broadcasting on Winamp at the moment. If you don't have Winamp, you really should get it. It's free, and it's a cool player. You can get it here:
WinAmp
Posted: 07-19-2004 01:06 pm Stuff
Well, you must be as bored as I am if you're reading this. :) By the way, if you're a metalhead like myself you might like this online radio station:
Live Hard Rock
Or if you're partial to Metallica and Megadeth I found a station on SHOUTcast that must have been made just for me. And the guy that runs the station is cool as hell. Talked to him on AIM a few times. Check it out. This is the server link, it'll pop up and play in whatever player you have, like media player, or something. If you don't have Winamp, you should get it. Bad ass MP3 player with some awesome skins.
Darkest Hour MetalPosted: 07-15-2004 12:59 am Kalem Update
I thought I'd make a post with an update for a sketch I've been working on. It's of Kalem, the half-drow slaver our PC's have been dealing with in our current campaign. Not, the Kalem, in the forums, who is also my DM and husband. :)
He's been a real pain for me, as he is described as wearing a full, hooded, and heavy black cloak. The last image I had posted of him is in my journal entry called I Know! I have since worked on him a bit, trying to finish his cloak. This NPC has a very interesting involvement with our PC's, especaially the thief Shayla, who is also posted under that same journal entry. Drama, drama, drama.
Kalem
I have now been asked to work on a dragon. I was going to attempt doing some designs last night as we gamed, but I didn't have a chance to do anything. Nasty dealings last night. I have not sketched a dragon before, so I have been searching through pictures, trying to formulate an idea and a few reference points. I was specifically asked not to do anything cutsey so I'm thinking fierce, regal...but will probably come out looking more constipated than anything. :) We shall see what emerges.
Posted: 07-11-2004 02:48 pm HEY YOU! YES.....YOU!
Does anyone actually read this bullshit? I mean really? Does anyone actually say, oh wow, I think I'll take a look through "Soanso's Journal and see if they have posted anything new!
I personally find it an irresistible urge. Of course I am female, and the general consensus seems to say that my gender makes me predisposed to nosiness, and curiosity about other's 'business.' And I would be the first to agree. ;)
So what am I to prattle about tonight? Oh all kinds of goodies. You see ladies and gentlemen, (mostly gentlemen, there seems to be a sore lackage of women around here...its giving me a complex) I have had my wisdom tooth pulled. As a result of such I have aquired what is affectionately referred to as a dry socket. Those of you who have experienced such gut wrenching pain may stop grimacing now ;) but I do thank you for your compassion. I have so fabulously aquired this because I am a smoker, and found it impossible to follow the dentist's instructions not to smoke for three days. So because of this lovely dry socket, I cannot sleep, and am adequately medicated by my prescribed pharmaceuticals. Therefore, I have this ever driving need to run my mouth...or well...my fingers. I could go into the Thursday night Greychat, but because of my medicated state, I prefer not to enter the chat for obvious reasons.
Which reminds me. I really do need to make an attempt at attending the chat one Thursday. I talk waaaay too much in the forums. I have somehow managed to post enough to get a nifty little tag above my avatar that is proclaiming I am a GreySage...though I do not know when I was struck by all of this Grey Wisdom. I am sure I would have felt it had I been granted enough wisdom to become a Sage. Lord knows, my digits are in the negatives, and what is the required wisdom for a sage? Anyway, I have been called out twice in the forums about attending the GreyChats. And it seems insulting to not attend after that. But I am usually so busy in the evenings that it would truly be hard to join in, at least enough to enjoy myself, or to not make everyone think I was being a quiet prude..a lurker and watcher...you know the type. They never say anything and sulk in the chat room's dark corners, thinking someone will eventually beg them to talk to everyone.
Posted: 07-09-2004 02:09 am Fiction
Wow, I can't believe I've actually been keeping up with a journal. Interesting. I've seen that Canonfire accepts fiction submissions. You know what I do with all my spare time? Write stories based in the world of Greyhawk. Would I submit something? Probably not. I think my stories are interesting, at least to me, because I write them. My husband and friends like them, because they are my husband and friends. And usually the stories are based around our PC's and their intrepid adventures.
There's too many inside jokes that only they would catch. There's too much gratuitous sex. There's too much debauchery at times. Where I take the initiative on filling in the questionable blanks or subtle hints that would be left at a gaming table.
I should sit down, I guess, and work with something more suitable. Something that wouldn't merely be a piece that is somewhat decent but unrelated.
Posted: 06-17-2004 10:53 pm Demented Dungeon Master
I have the most twisted DM. And I hate to say this, as I am married to him. Have been married to him for 9 years and all together, known him for 15 years. I even have two children with this man.
We are involved in a Greyhawk campaign taking place circa late CY 570's. It is a campaign of his own design and since I have preached the glory of Canonfire to him, he has made his very own account here and uses the resources more and more. You can view this dastardly DM here: Kalem. So perhaps I should be fussing at all of you instead. ;)
This game is taking place in northern Bissel, in a little newly devloping town called Vailwood. Well, the campaign is taking us all over the place, from Molvar to Highfolk, but this is the base of our operations.
Why am I calling my DM demented? Because of this past weekend's gaming session. He designed the most disturbing temple I have ever had the displeasure of roleplaying inside. It was truly disturbing, and unfortunately, in this case, my husband has an exeptional storytelling ability. It's uncanny how he can capture your attention and imagination when he really becomes involved in his detailing.
We've been dealing with hordes of undead in this campaign and he isn't content with merely saying "Okay, there's four zombies in the room." Oh no, we get excellent description, an occasional sound effect from behind a door the theif is trying to unlock. Also, may I mention, we've found a half-drow that's running a slave operation...nothing but children. We've saved a room full of waif's. Discovered where some of these children are going. You know where they're going? To consecrate temple alter's. Yes, having their hearts cut out of their still living bodies. And you know what the necro is doing with them afterward? Raising them as zombies that we had to face and destroy in a disgusting prayer room. Did I mention he was a good storyteller? So we had nice descriptions of children ranging from five to fifteen.
This temple we were in was horrific. He pulled no punches. Awful rooms of undead creation. Spattered blood, nasty impliments, horrifying books explaining techniques. Buckets filled with nasties like flesh and muscles. Entry rooms with every wall from ceiling to floor covered with BODIES, lacquered bodies in poses of horrified agony. The next room was filled with more bodies only all were posed with one arm extended pointing toward the next door. And in the temple room? It was a masterpiece in progress with the bodies on the walls in mocking poses of joyous awe.
Magnificent! No, no, no, no, I don't mean it that way. Jeeeeeeeesus. I meant, it was a masterfully described gaming session. It was almost like playing a horror RPG. He did an excellent job. He managed to wrap his players in a sense of dread, horror, loathing, and riteous fury. Our sylvan elf archer nearly suffered a complete nervous breakdown. It was fabulous.
Great job, luv. We had a fantastic time. You've done excellently at snaring us into the feel of the game and being a DM of incredible magnitude as far as telling your story and pulling us in, then not releasing us until your book closes for the night. Props to you!
You think I exaggerate? Ask the player of the sylvan elf who almost had the nervous breakdown... Draga. Posted: 06-14-2004 01:47 am Greyhawk Radio
You know, I just had a thought. Frightening I know, but interesting none the less. I wonder if the Admins of Canonfire or someone, has ever considered having a DJ'ed Greyhawk radio station. Or have GREYchat with a DJ'ed radio broadcast to accompany the mIRC/Java chat experience?
We used to do this quite frequently in Hal Soft Virtual Places. VP is an interesting little chat program where you enter the program, 'wear' an avatar and you can web surf with your friends, while everyone actually shows up on the web page as their avatar. Some had gone to SHOUT cast and downloaded the free program enabling you to DJ your very own web radio station. People can connect to the page and listen to your music and chatter through their Winamp player.
I imagine it would receive quite a following.
Posted: 06-10-2004 01:46 pm Playing with the boys
You know, I wasn't going to do this. Really I wasn't. I wasn't going to turn this journal into an annoying babbling mess. But here it comes.
/rant on
I'd like to see the ratio of female users to male users here at Cannonfire. Well, the ratio of active male and female users. Why? Because. We girls are a minority in the world of gaming.
This isn't some strange guess or hypothosis on my part, nor a mere statement about something I read somewhere. I've seen it with my own eyes. I've been gaming for 14 years. I had never even heard of Dungeons & Dragons until I met my husband. I played one game with him and his friends. I played a human female fighter. They were playing in the FR at the time. I was hooked, though once I found out about the Greyhawk setting, FR became..well...the Forgotten Realms *insert bad joke hissing and booing here*
My point is, I have to commend Cannonfire! for being the first online forum, site, what have you, that has not, at least so far, treated me like a girl playing a boys game. When you are a female in the male dominated world of roleplaying one of three things happens.
1. You are constantly defending your intelligence/knowledge simply because you are female.
2. You are ignored and overlooked with what amounts to a patronizing pat on the head. "Oh look, she's a gamer. How cute!"
3. You make the guy gamers nervous. They don't like you because your female, and for some reason this makes them uncomfortable.
Again, this has come from personal experience. Experience as a player with my husband and how I was treated in his circle. How I was treated at conventions, how other girls were treated at conventions. I saw very few true female gamers at conventions. The majority were what I refer to as convention lizards. They were the girlfriends of gamers, they sat and watched, usually chunky and unkempt, but very sweet and nice people. But most dressed like goths, seeming to think they knew something that everyone else didn't, therefore making them mysterious, which really makes me want to get on my knees, hang on to the toilet rim and vomit my shoes straight out of my mouth.
I don't know if it was because of this, but when a girl dressed in a t-shirt and jeans sat down to actually play a game, everyone looked confused. They buzzed amoungst themselves when you didn't have to giggle and ask what was going on, or could find your own dice, and roll up your own character.
WTF, man!
I had seen Canonfire! before, as I am on the Greyhawk Adventures Webring. I had visited on occasion. But never joined, nor participated. Then, not to long ago I saw a post by Osmund-Davizid at the WotC message board "Singing the Praises of Cannonfire." So I thought, alright Mr. O-D. Let's go check this out.
I won't even comment on the WotC community forum. I only visit the Greyhawk forum and the D&D OOP board, but post rarely as that place has some serious OOP vs. 3e issues, man. They need help.
Abysslin, posted a very friendly welcome Thursday night to join the chat in mIRC or Java directed at me and others. I missed that post Thursday night and might have joined if I had seen it. But yes, I was purposely staying away. I've tried rpg chats before. And had been made aware of thursday night grey chats when I joined the Adventures web ring. I didn't want to make anyone uncomfortable by the presence of my estrogen, nor did I wish to have everything that came out of my mouth...well, fingers...challenged.
Most likely I will be in this Thursday. Probably quietly to see what's happening. I have a friend, female, who is gaming with myself and my husband in his recent home grown Greyhawk campaign. She digs through Cannonfire as well, yet hasn't even gone so far as to create an account here. See? It's tough sometimes for serious female gamers.
I suppose I just wanted to say thank you to Cannonfire!.
/rant off
Posted: 05-24-2004 02:28 pm I know!
I've figured out what I can use this journal for. I have sketched for a while now, using nothing more dramatic than sketching pencils, mech pencils, and the occasional kneaded eraser. I've been pestered to put them up on my personal website as most of my sketchings have to do with gaming related images, and most recently sketches of the player characters in a current campaign that is being kept updated on my site.
Well, I refuse to put them up because a) my sketching is sorely lacking and b) I'm not going to humiliate myself on my own website. I do that enough with our gaming sound bytes.
So, I figure I'll put them up here where a rather small to nil group of people will ever look, and I can make certain people stop bothering me to put my sketches on the www for all to laugh at.
To anyone brave enough to click the following links I do apologize for any forthcoming headache.
I suppose I should start things off with where my handle name of Tedra came from. Which by the way is pronounced Tee-dra, not Ted-ra as many people seem to think. A ranger who made it through T1-4.
Tedra Silvertalon
This little fellow is a PC from our current campaign. A sylvan elf archer named Karis.
Karis Silverstream
A little number here named Shayla. The thief of the current gang of interlopers. I used a source picture to refer to for Shayla as I'm not all that great with shading a half nude female torso. I can't find the picture but when I do I'll be posting it here for comparing. I think it came out quite close to the original which surprised me beyond all belief given my floundering drawing techniques.
Shayla
This guy is obviously not finished. His damn cloak is about to give me a nervous breakdown. This is Kalem, an NPC from the current game. Nasty little half-elf, the elf part of him being drow.
Kalem
And this ladies and gentlemen is what happens when you've tried four times to draw a picture of a PC gray elven magic-user, and cannot get her right. On this fourth try she came out looking like a Michael Jackson Orc. And try as I might I couldn't get her fixed. So hence she has obscenities scribbled at her when I finally decided to give up. Not nice for a work cache.
Ellyiana Silvereve (Or Michael Jackson's Orc twin)
Posted: 05-21-2004 12:40 am WTF?
So, a blog, huh? Does anyone actually read this stuff? Wonder if I get any points for writing in this thing.
Should this be a Greyhawk blog? A gaming blog? No wait, I sort of already have a blogish type current campaign situation on my website. This could be a place were I vent my frustrations about the world around me and explore my inner-self through writing and analyzing my feelings. Puh-lease.
Or should this simply be a journal for ' the nonsensical ravings of a lunatic mind?' Quick! Add a comment if you can name what movie that quote was from! You'll get site participation points for it and you'll thank me later when they activate the points system and you receive your brand new DVD player.
I suppose this will become the place where I jot down those interesting little story ideas before I forget them thanks to all my daily distractions. It was much easier to write and sketch before children.
Posted: 05-20-2004 11:18 pm Eh? Hello World! Posted: 03-25-2004 11:57 am Greyhawk Gods I wonder if anyone out there rmembers my old articles on the "lost" gods of Oerth. I found them in the archives, and realized they are unfinished - I never did complete the Seul pantheon. Also, I have since re-thought the role of the Flan in WoG; it is clear to me now that the Flan are eurasian tribesmen, and their gods should be altered to reflect that. Posted: 01-09-2004 02:24 pm Seven Against Iuz My latest WoG campaign has seven brave (or foolish) heroes going on an epic quest - a crusade against Iuz. We have in the group:
Damien - a grey elf psion (nomad) who has captured as an infant by a powerful devil and... experimented on.
the Mouse - a halfling rogue paying his debt to society by crusading against evil.
Anwar - a kettite human fighter/iajutsu master who serves both the King of Furyondy and the Circle of Eight.
Taionna - a wood elf wizard who grew up in the Fey Realms.
Nelan - a human cleric who has taken the Vow of Poverty and is a shining beacon of good.
Sumanu - a vanara monk from the distant west who travels this curious land, fighting evil where he finds it.
Jeel - a human fighter/rogue who dwells within the city of Admunfort and aids the forces of freedom as best he can.
The first leg of their quest begins with the party infiltrating Admundfort, where they must enter a great tower filled with magic items that Iuz's forces would love get their hands on but can't, and try to remove or destroy as many of these items as possible. Also, they must see what can be done about liberating the city from Iuz. So far, the group has learned of a sepcial key that will unseal the tower, which is known as the Banewarrens, and has stolen said key from the vaults of an evil merchant family... Posted: 01-04-2004 01:50 am The Gargoyle has Returned! It's been a very, very long time since I was last on Greytalk; something like three years. I'm back now, and hope to re-acquaint myself with the Greytalkers, old and new. Posted: 12-28-2003 03:24 pm Pholtus of the "blinding" light?? Here's what I don't get...
Photus of the blinding light... But he's primarily a lunar god... His symbol is of Greyhawks two moons even...
What's up with that? Posted: 10-13-2003 01:40 am And the band plays on... Let's see... Where was I...
Oh yeah.
Me.
As long as I can remember, we've always had a computer in the house. So I've been playing computer games pretty much all my life. But I've only been doing so in a dedicated manor for about five years. (About the time I got into the industry.)
I've been playing more "traditional" RPGs for about... Wow, 11 years now. About as long as I've known my best friend, Bree, who introduced me to D&D not very long after we met. (Not surprising that a girl named after a town in "Fellowship of the Ring" played D&D.)
We played in a Demo game run at the Del Amo Game Keeper back when it was cool.
It was fun so I got an AD&D 2ed PHB (on sale for 20% off, I may be a geek, but I'm a GIRL geek thank you very much) and started looking for a regular group.
My first day playing with a regular group was the same day as OJ's slow speed chase in the white Bronco. (I remember because the DM's brother was late due to being caught up in the resulting traffic. (I developed a crush on him right off the bat so it's a moment I recall clearly.)
When I went off to University, I played a lot of AD&D, GURPS (which I loved), and entirely too much Minds Eye Theatre.
That's right, I played White Wolf LARPS, I even helped write and run them at the "LAX Cons" that happen three times a year for a while. I was young, I didn't know any better.
It goes without saying that I have a deep and abiding hatred for any and all things vampiric... Except for Spike. :)
Games I have played:
AD&D 2, 3, 3.5 editions. Mostly Forgotten Realms, some
homebrew worlds, a little Greyhawk. (Mostly
Greyhawk now.
GURPS - Multiple genres
White Wolf - Sit down and LARP, if it was part of the
World of Darkness before 2001, I've prolly played it.
Castle Falkenstine - I really liked this one.
Fading Suns - Prolly why I liked Firefly so much.
7th Sea - Yarr!
Deadlands - The BEST system EVER
Shadowrun - I think it was... 4th edition?
Earthdawn - Awesome world
Call of Chthulhu - *gibber*
... Probably more that I can't remember right now.
My point is, I've done all this gaming, I've run games before (though that was just a con LARP where I could make it up as I went along and nobody said "boo" because nobody was going to ever play these characters again.), but I've never run a rules intensive, ongoing, game for a small group of people.
Which is what I'm about to do for my current D&D group.
*gibber*
Posted: 10-06-2003 09:56 pm Goodmorning... Interesting that they hose a journal here...
I suppose I'll give it a try... I bet a lot of the journals start and end with a statement like that... :D
Right off the bat, if anybody reads this, I'd like to apologise for my spelling... I'm almost 30 and I still have a huge problem with spelling, it's very embarrasing. But I do my best and nearly always remember to run my stuff through a spellchecker... Though that sometimes causes more trouble then it avoids.
("Dear sir... I'm sorry for any INCONTENENCE.")
Let's see, a little about myself I guess... Besides the fact that I can't spell for crap.
My name is Michelle, I was born June 13th, 1974 in Southern California. I've lived here all my life, except for about a year when I was quite young and we moved to Upper Saddle River, NJ and then back. I currently live in Orange, CA and work at a company that makes computer games. (No, I'm not going to say which one.)
Hmmm, I'll have to finish this later... Posted: 10-06-2003 02:54 pm A New Dawn Hmm ... a journal. I've never kept a journal before, so let's see if I can keep it up.
My intention here is to record my experiences as both a Player and a Character in the new HackMaster group "The FortKnights Errant".
The campaign is set in Onnwal, from Living Greyhawk ... with which I have little familiarity. Hopefully websites such this, and playing the game itself will change that.
My character is Ferrustann "Rusty" Goldfinger, a relatively poor Dwarf, with kleptomaniac tendencies and a peg-leg. He has been forced into an adventuring career by his (until recently) over-protective family. It is time for him to learn the ways of the world.
Wish him luck ... he'll need it! Posted: 09-26-2003 08:59 am Apology for my reviews Ouch!
I guess I somehow messed up with my review submissions. None of my paragraph breaks worked and so the text is all in one big block! Arrgh! I can't even read it. So this is an open apology to all who attempted to read them. I will try to fix, somehow. Posted: 09-26-2003 02:33 am Another review Problem with submitting reviews. I sent another one in, and it still did not show any breaks in my paragraphs when I checked it with the preview. I can only assume that it gets edited by the admin people, and that they will break it down as necessary.
If anyone can give me some information on this, it would be helpful. Posted: 09-23-2003 10:18 pm First Product Review I just got done cranking out my first product review. I thought it would be cool to go back and review some of the old Greyhawk products. It might generate discussion, get some collecters interested, and walk us down memory lane.
But for my first review, I decided to test my mastery of the submission process on a review of one of the dud products from the distant past - the forgetable module WG9 - Gargoyle. I strongly feel it is products like this one that led to Greyhawk getting pushed aside for other products by TSR. If you release poor products, people will quit buying everything associated with them.
So we will see if my review gets in. I had difficulty in my submission in that the preview did not show any breaks between paragraphs, instead lumping all my text into one big block. I hope that is not the way it turn out once posted.
Let me know what you think!
Osmund-Davizid
(AKA David Smith) Posted: 09-22-2003 01:14 am Second Article Wrote and submitted second article (2 ahead of mine). Let's see how long it takes to get posted. This is fun! Posted: 09-21-2003 11:20 pm First Article published On 16 SEP the first article hit the website. Note, superscripts did not show up on the article. Two, a word was deleted out. Must check on that. Posted: 09-17-2003 10:55 pm First entry Note to self:
Submitted first article for Canonfire 3 SEP 03 at 2210 PST. Let's see if it gets published. Posted: 09-04-2003 01:06 am what is this magic box i see before me? will it eat my soul?
test?
test Posted: 07-12-2003 11:15 am Twin Cities articles I'm currently working on the second installment of the Twin Cities articles. This one will focus on Winetha and will be essentially excerpts from a personal diary of an apprentice wizard who slowly rises in the ranks of wizardry in Winetha and the guild there.
All sorts of nasty things are going on in Winetha despite the seemingly normal appearance of the place. Trade has decreased slightly to the once thriving port town due quite simply to all the strange goings on. And in recent years, a dome has appeared over the capital that is getting more and more opaque as the years go by. And just why are statues of Lakaster popping up all over the region? And where DID the council of mages disappear to?
All will be revealed in the next installment of The Twin Cities: Lakaster of Lakaster. Posted: 07-12-2003 04:36 am Just submitted An article featuring a 3E specialty priest of Pelor class! Look for it to be posted soon! Posted: 07-04-2003 04:57 am Cool! I have a journal now! Projects in the works:
A 3E specialty priest of Pelor class
A treatise on "Flan" religion
Maybe even some more druid crap Posted: 07-01-2003 06:53 pm Test The rain in spain falls mainly in the plain. Again. Posted: 06-03-2003 05:13 pm | |
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