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Создатели

Дизайн: Гэри Холиан, Эрик Мона, Шон К. Рейнольдс, Фредерик Вайнинг


Редактирование: Роджер Э. Мур
Координация проекта: Эрик Мона
Креативный директор: Ричард Бейкер
Обложка: Уильям О'Коннор
Искусство интерьера: Джоэл Биск, Винс Локк
Внутренняя геральдика обложки: Даниэла Кастильо
Картография: Деннис Каут, Роб Лаззаретти
Художественное направление: Роберт Рэпер
Типограф: Виктория Л. Ауслендер
Руководитель проекта: Джош Фишер
Менеджер по производству: Чес ДеЛонг
Игровое тестирование; Джон Амос, Джефф Болджер, Брэннон У. Борен, Уильям "Скип" Кларк,
Кевин Форд, Эд Гибсон, Джон Гроуз, Дана Хэррод, Кит Хоффман, Брэди Хастад, Скотт Джейкобовиц,
Кевин Калп, Эрик "Бато" Монтгомери, Бретт Пол, Джастин Прайс, Джефф Симмонс, Марк Темплтон
Особая благодарность: Ноэль Грэм, Джо Кацман и GEC,
Эрик О'Брайен, Лиза Стивенс, Дени Тетро, Роберт Визе, Скип Уильямс

На основе оригинальных правил DUNGEONS & DRAGONS ® , созданных E, Гэри Гигаксом и Дейвом Арнесоном, и новой игры
DUNGEONS & DRAGONS, разработанной Джонатаном Твитом, Монте Куком, Скипом Уильямсом, Ричардом Бейкером и Питером
Адкисоном.

Основано на оригинальной кампании GREYHAWK ® Э. Гэри Гигакса, Карла Сарджента и Роджера Э. Мура.

Содержание
Глава 1: Мир Грейхока 2 Глава 5: География Фланесса 138
Глава 2: Народы Фланнесса 5 Глава 6: Влиятельные группы 156
Глава 3: Путь истории 13 Глава 7: Боги Грейхока 164
Глава 4: Путеводитель по Фланессу 17 Приложение: ЖИВОЙ ГРЕЙХОК ™ Кампания
... 191

Перевод выполнил Артимисус Максимус.


Произведение предназначено для свободного пользования в
информационных, научных, учебных или культурных целях и
запрещено для продажи.
Глава 1: Орт - всего лишь один из многих миров, разделенных
либо безднами пространства, невидимым эфиром, либо
Мир Серого Ястреба хрупкими завесами реальности. Мастерство
настойчивость магии определяют природу Орта. На
и

протяжении всей записанной истории магические


конфликты и восстановление формировали этот мир.
Некоторые из этих событий, вызванных магией,
затрагивают историю других миров, и иногда открываются
Кампания СЕРОГО ЯСТРЕБА изображает волшебную порталы между Ортом и инопланетными сферами.
страну на перекрестке бесчисленных возможностей. Самый Немногие другие миры могут похвастаться магической
фантастический из многих миров, мир Грейхока Орт - это глубиной Орта, и там обитает множество странных
место, где могущественные существа борются с существ, привлеченных соблазном сверхъестественного.
человечеством и другими расами, где добрые люди Большинство таких существ строят свои дома вдали от
борются со злом, а Закон борется с Хаосом, Орт - это мир залитого солнцем неба поверхности Орта, предпочитая
магии, тайны и воображения. тайно жить в темных пещерах внизу, где они могут
Жемчужиной этого мира является город Грейхок, процветать и строить невидимые планы.
многолюдный мегаполис, который привлекает как героев, Если пути подземного мира скрыты от глаз, мудрые все
так и злодеев. Воины, торговцы, волшебники, нищие, еще могут обратить свое внимание на небеса. Все знают,
священнослужители, мудрецы и воры заполняют его улицы что солнце совершает один оборот вокруг Земли каждые
в поисках больших приключений. 364 дня, посещая Двенадцать Логовищ Зодиака в
Кампания "СЕРЫЙ ЯСТРЕБ" сосредоточена на Фланнессе, назначенном круге, который никогда не меняется. Большая
многонациональной земле, выходящей из темного периода Бледная Луна, называемая Луной, прибывает и убывает в
войны. Его люди встречают каждый новый день с фиксированных циклах по 28 дней каждый, на которых
растущей оптимизмом, но зло скрывается в темных основаны месяцы. Аквамариновая Малая Луна, Селена,
пещерах и разрушенных дворах. Окончательный исход следует по пути, который раскрывает ее полную красоту,
этой интриги всегда под вопросом, и всегда нужно но четыре раза в год, тем самым показывая время для
находить новых героев, чтобы уберечь свои королевства от цивилизованных фестивалей. Как Хозяйка, так и Служанка,
разрушения.
ЖИВОЙ СЕРЫЙ ЯСТРЕБ ™ Справочник географических
названий - это больше, чем путеводитель по миру фантазий
и чудес. Это введение в совершенно новую концепцию ТАБЛИЦА 1: СТАНДАРТНАЯ НЕДЕЛЯ (ФЛАНЕСС)
ролевых игр. Кампания РОЛЕВОЙ ИГРЫ ASSOCIATION
® Net-work LIVING GREYHAWK ™ - это огромная игра, День Задача
разыгрываемая на региональных мероприятиях по всему Звездный день Работа
реальному миру. В этой книге содержится более чем Воскресенье Работа
достаточно информации для создания кампании Работа
Понедельник
DUNGEONS & DRAGONS ® , которая будет длиться
День Господень Поклонение
годами, но она также является общей отправной точкой для
тысяч игроков, которые будут определять будущее Oerth в День воды Работа
международной кампании LIVING GREYHAWK сети День Земли Работа
RPGA ® . Подробная информация о том, как Свободный день Отдых
присоединиться к этой увлекательной кампании, приведена
в приложении.
ТАБЛИЦА 2: ДЮЖИНА МЕСЯЦЕВ ЛУНЫ И ЧЕТЫРЕ ФЕСТИВАЛЯ
Обычное Эльфы Кочевники Сезон
Нидвист Середина зимы
Небеса и Глубины Файрсик Даймондайс Тигр Зима
Реадайнинг Яловилоу Медведь Весна
Мир CЕРЫЙ ЯСТРЕБ охватывает Фланесс, самую Кольдеверт Сноуфлауэрс Лев Весна
восточную часть обширного континента Орик, на сфере Гроуфест
Орта. Ученые из Фланесса уверены, что Эрик -
Посадка Блусумс Жаба Раннее лето
величайший из четырех континентов Орта, и что эти земли
окружают четыре великих океана, а также четыре слоя Время стада Вайолетс Черепаха Раннее лето
небес и четыре глубины подземного мира. Тем не менее, Велсан Берритайм Лиса Раннее лето
даже в этот мрачный век почти ничего не известно о Ричфест Середина лета
землях за пределами Фланнесса, и мало что известно о Жатва Голдфилдс змея Разгар лета
регионах выше и ниже. Такие знания не имеют большого Гудманс Санфлуэер Боров Разгар лета
значения, утверждают высшие и могущественные, ибо
Харвестер Фрутфол Белка Разгар лета
ясно, что земли вокруг Грейхока являются центром всего
просвещения и цивилизации. Некоторые люди Брюфест
сомневаются в этом предположении, и они жаждут Патчволл Бринглиаф Заяц Осень
исследовать свой мир и его испытания. Редиэ'реат Тинклингис Ястреб Осень
Сансэб Лайсишоус Волк Зима

В каждом месяце 28 дней. Каждый фестиваль длится семь дней.


также известны большие и более высокие луны Эрта, Фланесс можно разделить на девять широко
считаются самостоятельными мирами, хотя немногие установленных геополитических территорий, большинство
утверждают, что встречали каких-либо посетителей из этих из которых совпадают со старыми национальными
высоких царств (или, если на то пошло, посещали эти идентичностями, которые когда-то доминировали в этих
чужие миры лично). регионах. Исключением здесь является южный регион
изолированных земель, некоторые из которых не являются
Климат и времена года частью собственно Фланнесса (например, Хепмоналенд).

Западный Баклуниш (бывшая империя Баклуниш)


Фланесс исключительно благословен в отношении своей
погоды. За пределами северных широт зимние
температуры редко опускаются ниже нуля, за исключением Выжившие после Вызванного Опустошения заселили эти
двух зимних месяцев и ночи ранней весной и поздней умеренные прерии, леса и прибрежные земли около тысячи
осенью. В разгар зимы наступают несколько дней, когда лет назад. В значительной степени отделенные от
температура достигает точки замерзания, затем начинается остальной части Фланнесса великими Ятилями,
постепенное потепление. Северо-восточные и северо- Барьерными Вершинами и Горами Кристаллистов, эти
центральные регионы, как правило, значительно холоднее, царства являются сильной опорой баклунийской культуры.
поскольку моря этих регионов заставляют зиму
задерживаться примерно в два раза дольше, чем в сердце Суровый Север ("Старый Блэкмур")
Флэннесса. Важным исключением из этого является океан
Драмидж, чьи странные теплые течения смягчают климат Земли к северу от гор Ятил, от побережья Драмиджа до
граничащих с ним земель. реки Дулси, составляют Суровый Север. Климат в этом
Осень, зима и весна - довольно короткие сезоны, но лето в регионе степей и хвойных лесов варьируется от
центральной части Фланы длится пять или более месяцев. прохладного до холодного, что делает этот
Преобладающие ветры дуют с северо-востока зимой и малонаселенный район домом в основном для кочевников,
осенью, а в другое время - с востока и юго-востока. В орков и гоблинов, за исключением Перренланда.
большинстве районов Фланнесса выпадает достаточно
осадков, чтобы обеспечить обильный урожай. Западный Нир-Див ("Старый Ферран")
Земли от Нир-Дива до Ятилов - это древний оплот Добра
Географические подразделения во Фланнессе. Люди эриданского и фланского
происхождения, гномы и эльфы вносят свой вклад в
Центральной точкой Грейхока является Флэннесс, а город развитие этих народов. Богатая почва и приятный климат в
Грейхок находится недалеко от его центра. сочетании со здоровыми торговыми отношениями со

Эрик
Современный Фланесс определяется великими миграциями эридианской, баклунийской и сулуазской рас человечества.

своими соседями на востоке, юге и западе делают Старый Запаный Аэрди ("Старый Найронд")
этот регион сильным и богатым. Эти земли между восточным Нир-Дивом и линией,
отмеченной южными Граблями, являются умеренными и
Долина Шелдомар ("Старый Кеоленд") плодородными. Народ эридианского, сулуазского и
фланского наследия живет здесь в относительной
Плодородная долина Шелдомар почти полностью гармонии. Эта область когда-то была да, частью Великого
окружена горами, пока не достигнет Лазурного моря. Две королевства, в котором доминировали Эридианцы, но она
великие реки, Шелдомар и Яван, орошают эти земли откололась, чтобы стать королевством Найронд (теперь
между Кристалмистами и Лортмилами. Климат здесь уменьшенным в размерах).
теплый и мягкий, и многие эльфы, дварфы, гномы и Старый Восточный Аэрди (бывшее Великое
халфлинги живут в мире рядом с фермерами и лордами Королевство)
Суэля, Эридиана и Флана
Земли к югу и востоку от Рейкерса и к северу от
Империя Юз ("Северные пределы") Обширного Болота, до побережья Солнора, когда-то были
сердцем Аэрди, Великого Королевства. Эти земли богаты,
Злой полубог Юз расширил свою территорию от своего а их климат приятен, хотя долгие годы гражданской войны
первоначального царства к северу от озера Уайестил, и угнетения нанесли ущерб экономике. Многие орки и
включив в себя большую часть земель от западной гоблиноидные расы живут здесь среди многочисленных
окраины леса Весве через северо-центральную часть воинственных эриданцев.
Фланнесса до нынешней зоны военных действий Тен. Эти
земли, как правило, представляют собой дикую местность,
усеянную разрушенными человеческими городами и Изолированные Царства
активными логовищами орков, с прохладным или
умеренным климатом. Эти странные земли включают смертоносное Море Пыли,
джунгли Амедио и Хепмоналенда, полуостров Тильванот и
Полуостров Тиллонриан ("Варварский множество островов вдоль восточного побережья. Эти
Север") регионы мало известны большинству жителей Фланнесса.
Этот изолированный горный район на северо-восточной Люди сулуазского происхождения встречаются повсюду,
окраине Фланнесса является домом для многих варваров. особенно на полуострове Тильванот, но также присутствуют
Эти северные Суэлы называют свою землю Ризией, и другие расы человечества (например, темный тув из
которая имеет невероятно красивый ландшафт с высокими Хепмоналенда). Большинство этих южных регионов жаркие
горами, хвойными лесами и глубокими фьордами. Климат и страдают от частых штормов. Хепмоналенд на самом деле
субарктический, с каменистой почвой и коротким является небольшим континентом, самым маленьким из
вегетационным периодом. четырех на Эрте.
Пение и танцы широко распространены в их культуре, а
Глава 2: торговля и исследования являются основными занятиями.
Оседлые баклуниши предпочитают яркие узоры и яркие
Народы Фланеса цвета в одежде, как правило, с платьями и мантиями или
же длинными пальто с короткими бриджами. Низшие
классы используют те же цвета с длинной цельной
одеждой, дополненной другими предметами одежды.
Кочевые баклуниши предпочитают одежду нескольких
пастельных тонов, наслаждаясь причудливыми нарядами,
Доминирующие расы дополненными затяжками, разрезами на рукавах, чтобы
показать контрастные цвета внизу, и излишней отделкой.
Путешествуя или воюя, кочевники вместо этого носят
Люди грубые предметы из кожи, кожи или ткани, несущие
Шесть основных рас человечества делят обширную щиты или знамена, указывающие на принадлежность к
территорию с многочисленными нечеловеческими клану.
существами. Несмешанные человеческие расы Многие опытные волшебники являются баклунийцами, в
существуют в нескольких анклавах, но по большей части том числе экспертами в элементарной магии, гадании,
суэль, флан, эридиан и баклуниш смешались, образовав заклинаниях вызова и связывания (используемых на
множество смешанных типов. внепланетных существах). Совместное колдовство
Разумные люди придают мало значения расе, особенно в практикуется многими священнослужителями, особенно
центральных землях, хотя некоторые королевские дворы среди мистиков пустыни.
поощряют определенные расовые типы. Каждая раса, по-
видимому, развивалась много веков назад в изоляции от Фланцы
всех остальных, со своим собственным пантеоном Чистый флан имеет бронзовую кожу, варьирующуюся
божеств, языком и культурой. В практических вопросах от светло-медного оттенка до темно-темно-коричневого.
разведки, торговли, приключений и войны цвет кожи и Боковые глаза обычно темно-карие, черные, карие или
раса имеют мало значения. янтарные. Волосы волнистые или вьющиеся и, как
правило, черные или каштановые (или любого оттенка
между ними). У флана широкие, сильные лица и крепкое
Баклуниш телосложение.
Фланы были первыми известными людьми, жившими в
У баклунишей кожа золотистых тонов и прямые, с восточном Эрике, и именно от них Фланы получили свое
тонкой текстурой волосы, которые повсеместно темные, название. Хотя существуют свидетельства того, что
от темно-коричневого до иссиня-черного. Их глаза когда-то у них были оседлые народы, они давно исчезли.
обычно зеленые или серо-зеленые; карие и серые глаза Флан был кочевым народом на протяжении многих веков,
встречаются редко. У них, как правило, длинные когда они были вытеснены сулуазскими и эриданскими
конечности и черты лица, с высокими скулами. захватчиками. Большие очаги Флана живут там, где
Баклуниши когда-то владели великой империей на сейчас находятся Джефф, Тен и Пустоши. Тенха - чистый
западной стороне Кристаллистов и Барьерных пиков. Флан, и медные бродяги Пустошей почти такие же. Люди
Вызванное Опустошение разрушило их империю, за что Джеффа и Стерича также демонстрируют сильное
баклунийцы ответили Дождем Бесцветного Огня, наследие Флана, как и Стоунхолдеры, Пэлиш и некоторые
превратив Империю Суэля в пепел. Большинство кланы Перрендеров.
выживших баклуниш двинулись на север или запад, к Фланы всегда были тесно связаны с природным миром,
границам старой империи и за ее пределы. Жители так как они так долго были кочевыми охотниками-
Экбира, Зейфа, Улля и тигровые кочевники типичны для собирателями. Они видят природу как сущность, которую
прямой баклунийской расы, в то время как тусмиты и нужно уважать, но не контролировать, и это отражено в
пайнимы демонстрируют смешанное происхождение. их мифах, легендах и культуре. Многие люди считают,
Волчьи кочевники часто темнее из-за смешанных браков что время рождения ребенка влияет на дальнейшую
с Бродягами Пустошей. Кетиты - наименее типичные жизнь, и определенные обычаи и табу должны
баклунийцы, имеющие бледно-желтый, золотисто- соблюдаться ежегодно. Современные фланы по-прежнему
коричневый или загорелый цвет лица в результате предпочитают природу, а те, кто живет в городах, обычно
сулуазского и эридийского происхождения. разводят сады и цветники. Дерево сажают у дверей дома,
Баклунийцы, в отличие от сулуазов, сохранили и считается, что здоровье этого дерева связано с
большую часть своей культуры после падения своей благополучием семьи. Рассказывание историй - любимое
империи. Честь, семья, великодушие и благочестие занятие, и в большинстве семей есть древний устный
являются основополагающими добродетелями. фольклор и легенды, которые можно передать дальше.
Использование их классического языка, древнего Древний кочевой флан носил простую одежду из шкур
баклунийского, в религиозных обрядах, высшем животных: пояса, набедренные повязки, накидки, халаты
образовании и изобразительном искусстве сохранило и обувь (сапоги и тапочки на твердой подошве).
традиции их предков. У баклунишей есть много обычаев Раскраска тела и татуировки были распространенными
и табу, проистекающих из их большого знания методами личного украшения, и эти традиции до сих пор
астрологии, а их зависимость от лошадей добавляет практикуются бродягами Пустошей (которые
много верований и традиций, касающихся их почитаемых предпочитают желтые и красные цвета).
скакунов, особенно среди кочевников.
Современные фланцы, как правило, одеваются в то, что У заклинателей твердолобый, практичный подход, и они,
в настоящее время модно, но они предпочитают яркие как правило, воинственны и открыты. Многие стремятся
основные цвета в солидных композициях. быть лидерами или мастерами. Магия также часто
Волшебники Флана обычно работают в гармонии с используется в прагматических целях, таких как
природой, избегая разрушительной магии. Некоторые строительство, орошение и ковка железа.
углубляются в некромантические искусства древнего Ур-
Флана, но респектабельные люди избегают таких практик.
Многие предпочитают защитные и гадательные
заклинания, практика, которая проистекает из их Олман
традиционной роли охранять кочевые племена и помогать
им выживать. Фланцы клерки часто являются друидами,
которые более восприимчивы к сельскохозяйственной У олманов кожа насыщенного красно-коричневого или
культуре, чем когда-то. Подобно богу солнца Пелору, темно-коричневого цвета. Их волосы всегда прямые и
многие божества Фланцев обладают сильными черные, а глаза темные, от средне-карих до почти черных.
"естественными" аспектами. У олманов высокие скулы и носы с высокой переносицей,
черта менее сильная у людей простого происхождения.
Некоторые дворяне до сих пор выравнивают лбы своих
детей, потому что высокая, наклонная форма считается
красивой.
Эридианцы Олман возник в Хепмоналенде, подняв несколько городов-
Оттенки кожи эридианцев варьируются от государств из джунглей этой земли. В течение столетий
коричневого до оливкового; каштановые и каштановые войн они построили империю, которая охватывала
волосы распространены, хотя у некоторых людей северную часть Хепмоналенда и простиралась через залив
волосы светлые, как мед, или темные, как уголь. Денсак, включая джунгли Амедио. Внутренние распри и
Аналогично, окраска глаз очень изменчива; чаще всего войны с другой человеческой расой, темными Тувами,
встречаются карие и серые. У эриданцев, как правило, заставили их покинуть свои старые города. Многие
квадратные или овальные лица и сильные линии олманы мигрировали в Амедио, где они поддерживали
челюсти. свою цивилизацию еще несколько столетий. В конечном
После того, как в течение нескольких поколений они счете, эти города также пали под проклятиями
населяли то, что сейчас является Уллом, варварские гражданской войны и сверхъестественных потрясений,
эридианцы были изгнаны на восток орками и пока большинство олманов не вернулись к варварству.
гоблинами, нанятыми в качестве наемников В настоящее время олманы сосредоточены в джунглях
Баклунишами и Суэлами. Мигрирующие эридианцы Хепмоналенда, Амедио и на одноименных островах
были умелыми бойцами и прокладывали себе путь через Олманов. Многие порабощены на землях, принадлежащих
Фланесс, гоня перед собой Суэлов и вступая в союз с Алому братству. Другие бежали в другие
Фланцами, эльфами, дварфами и другими народами. неконтролируемые регионы, такие как западная
Почти чистые эридианцы встречаются в Перренланде, оконечность земель Морских принцев, которые они теперь
Фурионди, Северном королевстве, Суннди и Оннвале. контролируют и защищают.
Самая могущественная империя в современном Какого рода культура изначально была у олманов, неясно
Фланнессе была создана племенем-завоевателем из-за их раннего принятия путей инопланетных богов. Эти
эриданцев, аэрди, которые подчинили и существа сделали примитивных олманов своими
ассимилировали всех, кто противостоял им. Древние последователями, поощряя их на кровавый путь
эридианцы были свирепыми воинами, но в то же время ритуальной войны и человеческих жертвоприношений.
они были самоотверженными и преданными. Эти черты Империя Олман представляла собой гибрид монархии и
не столь очевидны сегодня, но многие жители Эридана теократии, где наследственные императоры и
остаются вспыльчивыми и склонными к насилию. Они военачальники правили наряду со священнослужителями и
предпочитают строгий социальный порядок, обычно астрологами. Современные олманы имеют племенную
занимая высокое положение, и их военные традиции культуру, в которой каждое племя возглавляет
сильны. Агрессия часто выливается в политические священнослужитель или наследственный вождь. Многие
конфликты и уловки. Эридианское искусство ведения все еще практикуют ежегодные человеческие
войны непревзойденно, и многие люди с трудом жертвоприношения смутно помнимым Небесным Богам, в
научились уважать его. В мирное время они практичны, то время как меньшие церемонии требуют простого
трудолюбивы и не склонны к интеллектуальным кровопускания и подношения животных и растений. Их
занятиям. воинственная натура стойкая, но нерафинированная,
Эридианское платье обычно состоит из короткой туники окрашенная суровой средой джунглей. Они все еще
и облегающих брюк с накидкой или плащом, практикуют ритуальную войну, часто собирая головы или
подобранных для удобства передвижения. Жители Эрди оживляя трупы, но они предпочитают использовать
и Нирондала предпочитают пледы и клетку, с овалами тайные набеги и засады против своих врагов.
или бриллиантами на юге и западе, Цвета и узоры В то время как одежда Олмана, как правило, проста и
которых когда-то свидетельствовали о преданности одноцветна, например, юбка с разрезом, набедренная
клану, но эта практика исчезает в пользу личных повязка или верхняя одежда, похожая на шаль, у них есть
цветовых предпочтений. фантастические методы украшения, с использованием
Следуя своим воинственным наклонностям, эридианцы, бисера, камней, перьев, костей, металла и дерева. Эти
использующие магию, фокусируются на боевых предметы украшают их одежду, оружие и особенно
заклинаниях, а также на зачаровывании магических церемониальные предметы, такие как сложные головные
предметов, полезных в бою. уборы.
Люди баклуниш, Флан, Эридиан, Олман, Ренни и Сулуаз.
Олманы предпочитают магию, которая наносит урон которых они пренебрежительно называют аттлои.
многим противникам явно выраженными способами Они Взаимное недоверие и антагонизм между народом ренн и
также выбирают заклинания прорицания, которые другими народами Фланнесса позволили ренни
позволяют им понять окружающий мир и, возможно, относительно не смешиваться с другими расами, хотя
понять предзнаменования своих далеких богов. Магия, ренни приносят в свои семьи детей других человеческих
которая защищает или исцеляет других, очень редка. рас.
Мало что известно об изначальной культуре рени,
поскольку они отсутствовали на Фланэсе 450 лет назад и
вошли в свой нынешний образ жизни, чтобы избежать
Ренни преследований. Реннцы - мастера внутреннего плавания и
навигации, и они любят свою кочевую и полную
Цвет лица Ренни варьируется от оливкового до приключений жизнь. Музыка и азартные игры - любимые
коричневого; их волосы обычно вьющиеся и, как правило, развлечения. Некоторые ренни говорят, что они дворяне и
черные или темно-каштановые. У большинства глаза имеют большой авторитет среди своего рода. Мужчины
серые, голубые или карие, но в некоторых семьях известен почти всегда становятся воинами; некоторые женщины
зеленый цвет. Ренни, как правило, невысокие, но сильные становятся колдуньями, "мудрыми женщинами", чьи
и жилистые, мужчины в среднем 5 футов 6 дюймов, а навыки и знания делают их искусными мастерами
женщины меньше. общества Рени. Мужчины-ренни могут быть довольно
Ренни не являются уроженцами Эрта; скорее, они шовинистичными, а их женщины - манипулятивными.
случайные путешественники с другого плана или мира, Ренни имеют широкую репутацию воров, и большинство
граждане потерянной родины, которую они называют Роп. из них учатся мошенническим навыкам в детстве,
Их легенды гласят, что они впервые появились в Великом практикуя их в основном на посторонних. Их скрытность и
Королевстве, в Лесу Адри или рядом с ним. Преследуемые плохая репутация вызывают у большинства людей
монстрами и враждебными Аэрди, они бежали на запад к неприязнь к ренни, и это чувство взаимно. Они выживают,
берегам озера Неизвестных Глубин, где они начали жить перевозя товары и пассажиров, занимаясь рыбной ловлей,
на воде. Теперь они умело курсируют по великим рекам, охотой, продажей своих ремесел и незаконными способами
которые пересекают Фланнесс и мигрируют между тремя (воровство и самодовольство), хотя они выполняют
великими озерами (хотя почему озеро в последнее время наименьший объем работы, необходимый для достижения
небезопасно для путешествий). Ренни довольно своих целей. Они следуют кодексу поведения, который
распространены на водных путях центральной части имеет различные ограничения для общения с другими
Фланeсса и вблизи внутренних берегов и берегов. Говорят, людьми их вида по сравнению с посторонними, не
что существует несколько секретных внутренних лагерей, являющимися урожденными, которым могут лгать и
и здесь также можно встретить их редких сухопутных обманывать.
братьев,
Эти люди одеваются в приглушенные цвета, и у Традиционное суэльское платье включает в себя широкие
каждого взрослого мужчины есть набор самодельных брюки и свободные блузки (жилеты на юге), как однотонные,
кожаных доспехов хорошего качества. Покрой и стиль их так и однотонные. Большинство людей используют только
одежды прост и функционален, они избегают модных один цвет, а дворяне используют два или более в зависимости
взглядов других рас. Их кожаная работа исключительна. от их дома. Стиль одежды адаптирован к климату; суэлы на
Из ренни только ученицы "мудрых женщин" становятся крайнем севере носят меха или толстую шерсть, шапки,
заклинателями. (Священнослужители среди них рукавицы и меховые сапоги. Суэли любят большие булавки,
неизвестны.) Мудрые женщины предпочитают чары и броши, эмблемы и другие украшения, некоторые из которых
иллюзии, а также практикуют гадание. Им нравятся являются древними фамильными реликвиями.
заклинания, которые обманывают или сбивают людей с Наследники высокоразвитого магического общества, суэлы
толку, особенно такие чары, как любовные зелья или все еще обладают способностями к большинству видов
(очень) незначительные защитные чары, которые можно колдовства. Волшебники Суэля часто становятся мастерами
продать глупым, неосторожным или жадным. заклинаний, которые включают трансмутацию. Они также
усовершенствовали ряд связующих заклинаний и создали
множество предметов, используемых для контроля и
доминирования над другими существами. Например,
считается, что давно умерший император Суэля создал
древние и ужасные сферы драконьего рода.

Суэл
Эльфы
У суэлов самая светлая окраска из всех известных Эльфы (ольве во Флане) небольшого роста (в среднем 5
человеческих рас Фланесса. У них светлая кожа, с футов) и светлокожие. Цвет волос и глаз зависит от рода.
нетипичной долей альбиносов. Цвет глаз бледно-голубой Высшие эльфы обычно темноволосые и зеленоглазые.
или фиолетовый, иногда темно-синий или серый. Волосы Благородные серые эльфы имеют либо серебристые
Суэля жесткие, часто вьющиеся или кудрявые, со волосы и янтарные глаза, либо бледно-золотистые волосы
светлыми цветами, такими как желтый, светло-рыжий, и фиолетовые глаза (второй тип обычно называют
светлый и платиновый блондин. Суэлы, как правило, эльфами фей или фейри), цвет волос лесных эльфов
худощавы, с узкими чертами лица. варьируется от желтого до медно-красного, а цвет глаз -
Империя Суэл располагалась там, где сейчас находится оттенок орехового или зеленого. Дикие эльфы - самые
Море Пыли. Порочная и декадентская, эта империя была маленькие из эльфийского народа, но в остальном
разрушена во время войны с Баклунишами, когда напоминают лесных эльфов. Наконец, эльфы долины
последние обрушили Дождь Бесцветного Огня, выжившие кажутся более высокими версиями (почти человеческого
сулоисы разбежались во всех направлениях, многие роста) серых эльфов.
пересекли Адские Врата во Флан, где они встретили Эльфы присутствовали в землях к востоку от гор
других суэлов, которые бежали от долгой войны намного Хрустального тумана в течение бесчисленных столетий
раньше. Некоторые злые суэлы были загнаны в крайние до возникновения там первых человеческих королевств.
уголки Фланесса вторгшимися эридианцами. Варвары Медленно перемещаемые с открытой местности в более
Тиллонрийского полуострова - чистокровные суэлы, как и уединенные и лучше защищенные крепости растущей
элита Алого братства. Люди герцогства Урнст и места в силой как людей, так и нечеловеческих народов, эльфы
лордстве Островов почти такие же. все еще удерживали ряд лесных и горных царств во время
Империей Суэл управляли соперничающие благородные Двух Катаклизмов. Вторгшиеся люди, орки и другие
дома, и бегущие банды, которые входили во Фланесс, давили на них все сильнее, пока некоторые видные
часто возглавлялись дворянами со своими семьями и эльфийские королевства не заключили военные и
многими слугами. Современные суэлы сохраняют эту политические союзы с дварфами, гномами и халфлингами
близость к семье, хотя они часто используют очень узкое и даже с некоторыми крупными человеческими
определение этого слова, включающее только братьев и племенами (обычно эридианскими). Сегодня эльфы
сестер, родителей и детей. Некоторые суэлы могут доминируют в Селене, Суннди, Высоком народе, Лесу
проследить свою родословную вплоть до времен своей Весве и на островах Лендор.
империи. Эльфы озабочены самой жизнью и проводят долгие
Древняя Империя Суэлов была чрезвычайно жестокой, периоды, созерцая красоту природы. Долгоживущие и
эта черта проявляется и в наши дни, поскольку более чем любознательные, они любят исследования и многое
одна организация Суэлов открыто строит заговоры против помнят. Их шалости обычно являются радостными
других народов Фланнесса. К счастью, большинство событиями, хотя некоторые собрания имеют
Суэлов избежали этого темного наследия, унаследовав меланхолический оттенок. Изобразительное искусство
относительно незначительные недостатки очень ценится. Эльфы измеряют родство с точки зрения
самоуверенности, эгоизма и прямоты. Многие также широких этнических различий, хотя семейные
склонны к гордыне и не желают признавать недостатки родословные, особенно среди знати, часто пересекают эти
или личные трудности. У них есть страсть к учебе, этнические границы. Эльфы Долины уникальны тем, что
особенно в том, что касается магии, и многие волшебники у них нет социальных отношений с другими эльфами во
Суэлы становятся невероятно могущественными. Фланнессе, и они ненавидят их по неизвестным причинам.
Эльфы обычно одеваются в бледные лесные тона, хотя в
городских условиях они предпочитают более насыщенные
цвета.
Как правило, мужчины носят рубашку, похожую на когда их стремление к этому веществу становится
блузку, поверх облегающих чулок и мягких ботинок или настолько непреодолимым, что оно поглощает их души.
туфель, в то время как женщины предпочитают платье с Традиция дворфской чести требует, чтобы лидеры
поясом или блузку с юбкой до щиколоток. Охотничья раздавали сокровища своим верным последователям, и
одежда, как правило, выполнена в нейтральных цветах, неспособность сделать это - верный признак золотой
таких как оттенки коричневого, специально подобранных лихорадки. Дварфы также придают большое значение
для бесшумных и легких движений. Серые эльфы носят своим длинным бородам, часто заплетая их в косы и
сложные платья и ниспадающие одежды чистого белого, обвивая драгоценными камнями и золотой проволокой.
солнечно-желтого, серебряного и золотого цветов, Это ужасный позор - быть остриженным.
оттененные полированной кожей контрастных цветов, Традиционная одежда дварфов - шерстяные брюки и
украшенной драгоценными камнями. Дикие эльфы льняная туника с поясом, поверх которой надевается плащ
обычно носят килты, сапоги и грубые рубашки. Все эльфы с капюшоном или накидка. Их ботинки из плотной кожи, с
предпочитают плащи, особенно во время путешествий, пряжками или без них. Цвета представляют собой смесь
обычно серые или серо-зеленые. землистых тонов и громких оттенков с клетчатым
Эльфы очарованы всеми видами магии, особенно рисунком. Они также предпочитают кожаные аксессуары,
иллюзиями и чарами. Они также производят украшенные таким количеством драгоценных камней и
превосходную и элегантную магическую одежду, оружие драгоценных металлов, сколько они могут вместить.
и доспехи. Женщины и мужчины обычно одеваются одинаково, за
Полуэльфы - это потомки людей и эльфов. Они очень исключением некоторых церемониальных случаев, когда
универсальны, но не всегда приветствуются в эльфийском женщины надевают верхнюю одежду, похожую на табард,
или человеческом обществе. В результате они в то время как мужчины надевают свои лучшие рабочие
непропорционально представлены среди искателей фартуки с вышивкой.
приключений. Старейшины дварфов хранят секреты магии своей расы,
лучшим примером которых являются их великолепные
доспехи, оружие и инструменты. Они также наблюдают за
строительством памятников и гробниц, многие из которых
имеют магические ловушки и проклятия великолепной
Дварфы выдумки.

У дварфов, которых на фланессе называет двурами, есть


два основных подразделения. Более распространенные
дварфы холмов имеют цвет лица от темно-коричневого до Гномы
светло-коричневого, с каштановыми, черными или
седыми волосами. Глаза любого цвета, кроме голубого. Гномы (нониз во Флане) крепко сложены и мускулисты,
Они крепко сложены, хотя редко превышают 4 фута в несмотря на свой рост. (Большинство гномов ростом чуть
высоту. Горные дварфы несколько выше ростом, с более более 3 футов.) Существуют две основные группы из них:
светлой окраской. Все гномы бородатые. скальные гномы (наиболее часто встречающиеся) и
Дварфы не рассказывают о своем происхождении глубинные гномы (которые живут глубоко под землей).
посторонним, по этому мало известно об их древней Скальные гномы темнокожие и голубоглазые, и почти у
истории. Однако понятно, что когда-то у них были всех взрослых светлые волосы с тенденцией к мужскому
большие подземные залы в северных Кристаллистах, облысению. Мужчины чаще всего бородаты, хотя и не так
которые были разрушены Вызванным Опустошением. Их сильно, как их двоюродные братья-гномы. Их черты лица
последний Верховный король погиб в результате этого, и немного преувеличены по сравнению с человеческими
с тех пор кланы были разделены. Возглавляемые лордами нормами, с выступающими носами, бровями и кожистой
и принцами разных благородных домов, кланы дварфов кожей. Глубинные гномы безволосые и жилистого
вступили в союз с эльфами и гномами во время миграций телосложения, с серой или серо-коричневой кожей.
Суэля и Эридана и даже присоединились к людям с Скальные гномы Фланесса берут свое начало как
надежным характером, чтобы защитить свои территории. охотники и пастухи в отдаленных лесистых высокогорьях
В настоящее время Дварфы обитают в суровых горах и севера. Их экспансия на юг началась всего за несколько
холмах, особенно в Лорт-милсе, Глориоле, столетий до Вызванного Опустошения, приведя их в
Кристаллистах, Железных Холмах, княжестве Улек и земли, населенные другими расами. Их лорды и вожди
Ратик. признавали власть правителей эльфов или гномов, но не
поощряли любое смешение народов, пока миграции Суэля
Двуры воспринимаются как материалистичные,
и Эридана не способствовали сотрудничеству между
трудолюбивые и лишенные чувства юмора. Они, как
расами. Большинство гномов населяют большие
правило, суровы и молчаливы, держатся особняком от
сообщества нор на холмах Лортмилс и Крон, а также на
других людей, но они также сильны и храбры. В военное
востоке в Кремнистых холмах.
время они едины и готовы видеть победу любой ценой, но
История глубинных гномов неизвестна другим, так как
склонны мстить за старые обиды и отвергать милосердие.
они настолько изолированы и мало видны. Говорят, что их
Они ревностно защищают честь своих кланов и семей и
родина - огромное королевство в пещере глубиной в
очень почитают своих предков, воздвигая им сложные
несколько миль, где ими правит мудрый и задумчивый
памятники. Тем не менее, их главная любовь -
монарх.
драгоценный металл, особенно золото, с которым они
работают с большим мастерством. Некоторые дварфы
страдают от болезни, называемой золотой лихорадкой,
Гномы обладают лукавым юмором и земной которые могут создавать одежду, которая улучшит
мудростью. Сравнивая практическую ценность вещей с внешний вид владельца или даже полностью изменит
точки зрения гномов с претензиями других культур, их его.
остроумие часто проявляется изобретательными и
неловкими способами. Их творчество не ограничивается Полурослики
розыгрышами. Они прекрасные мастера, которые ценят Халфлинги, которых флан называет хобнизами, имеют
драгоценные камни и делают красивые украшения, а три различных типа. Основная группа - это легконогие
также изделия из дерева, камня и кожи отличного полурослики, типичные халфлинги, обитающие во
Фланессе. Лайтфуты в среднем чуть выше 3 футов
качества; они часто изобретают и экспериментируют.
ростом, с румяным лицом, волосами и глазами различных
Редко скупые, гномы получают одинаковое удовольствие
оттенков коричневого. Следующий наиболее
от музыки и рассказов, еды и напитков, природы и вещей
распространенный вид - это толстяки, несколько ниже
ручной работы. Большинство гномов не склонны к легконогих, с широкими чертами лица и жесткими
жестокости, хотя их веселые шутки иногда могут волосами. Последними идут храбрые сердцем, которые
заставить все выглядеть иначе. выше, стройнее и имеют более светлую кожу, чем
Скальные гномы во Флане, как правило, одеваются в лайтфуты. У большинства халфлингов волнистые или
темные цвета, предпочитая земные тона, но наслаждаясь вьющиеся волосы. У некоторых, особенно у полных,
полосками и ярко окрашенными шляпами, поясами и также растут волосы на щеках.
ботинками. Мужчины обычно носят рубашки с высоким Халфлинги первоначально занимали небольшие
воротником или блузки с брюками и ботинками, а поверх поселения в долинах рек западно-центральной части
всего надевают двубортное пальто. Женщины носят Фланнесса. Они медленно распространялись на другие
блузки с высоким воротом, фартуки или юбки с территории, так что ко времени миграций Суэля и
оборками, часто с жакетом в тон. Их охотничьи одежды Эридана лишь немногие были к северу от леса Гамбоге
окрашены в пестрые зеленые и коричневые тона или к востоку от реки Харп. Они распространены на
вперемешку. Глубинных гномов почти никогда не видят большей части долины Шелдомар, свободно
без доспехов, но известно, что в своих жилищах они взаимодействуя с людьми, гномами, эльфами и гномами.
носят простые темные туники и фартуки. Исторически они предпочитают жить в стабильных
Известные в первую очередь своим использованием странах, управляемых более сильным народом. Сегодня
иллюзий, некоторые волшебники-гномы также являются халфлинги встречаются на большей части Фланы, но они
мастерами изготовления игрушек и предметов искусства. по-прежнему предпочитают центральные и западные
Другие - превосходные ткачи, красильщики или портные, регионы от Первых штатов до трех улеков.
Халфлинги умны и способны, независимо от того,
являются ли они трудолюбивыми фермерами или
хитрыми жуликами. Большинство халфлингов

Скальный Гном, Высший Эльф, Горный Дварф, Орк и Легконогий Халфлинг


любопытны и смелы, они попадают в неприятности так Полуорки (дети орков и людей) обычно рождаются при
же часто, как и выпутываются из них. У них большой печальных обстоятельствах в пограничных районах между
аппетит к еде, питью и коллекционированию вещей. Они орочьей и человеческой культурами. Мрачные по
любят веселье, хорошо ладят почти со всеми, кто хотя бы настроению и характеру, многие полуорки достигают
терпит их, и наслаждаются путешествиями и славы, несмотря на то, что их отвергают их родителей и
возможностями для развлечений. многие другие. В этом отношении они похожи на гораздо
Халфлинги предпочитают носить штаны до колен и более редких полуогров.
туники или рубашки, часто с жилетами. Мужчины носят
пальто и рубашки с высоким воротником на
официальных мероприятиях, в то время как женщины
одеваются в сорочку с лифом и длинные юбки. Рубашки и
Гоблины
брюки часто бывают в полоску чередующихся ярких и Гоблины, или джебли, - коварные ночные налетчики, в
темных цветов. Они одеваются в стиле гномов на охоте среднем достигающие 4 футов в высоту. Более
или на войне, нося одежду в пятнистых зеленых и могущественные существа обычно доминируют над ними,
коричневых тонах. хотя все гоблины клянутся в верности имени местного
Самая известная магия халфлингов - кулинарная. Многие короля гоблинов. Названия их самых известных племен
продукты питания халфлингов сделаны так, чтобы включают Ночной Ужас, Пир Смерти, Черную Агонию,
сохранять свою свежесть в течение длительного времени, Ядовитую Рану, Горькую Гибель и Страшную Клятву.
и они используют травы с целебными и другими Гоблины разбросаны по Флане в сотнях мест.
целебными свойствами. Однако большинство заклинаний
халфлинга носят оборонительный и защитный характер.
Кобольды
Кобольды, также называемые cellbit, - маленькие, злобные
Гноллы падальщики-рептилии, которых травит каждая более
Гноллы, которых фланы называют келли, - это большие крупная раса. К их самым многочисленным племенам
ночные падальщики с гиеноголовыми головами, которые относятся Мучителей, Пронзителей, Раздирателей, Калек
очень свободно объединяются. Их стаи пронизаны и Калек Как и гоблины, они встречаются во многих
междоусобицами и предательством. Грязные и мерзкие, местах.
гноллы также сильны и широко бродят по всем климатам,
угрожая отдаленным районам. Они берут рабов, но всегда Другие Народы
ищут больше, так как гноллы, как правило, едят их.
Некоторые из их самых крупных и самых страшных Некоторые огромные, злые расы собираются только в
боевых банд включают в себя шрамоносца, Когтистую свободные группы, которые очень нестабильны, хотя
рану, Низкое каньон, Фулпельт, Рвотный язык и часто и велики по размеру. Представители этих рас
Воинственный вой. Многие гноллы обитают в Помарже и сильны и свирепы, и некоторые предпочитают вступать в
в Костяном марше. союз с другими злыми людьми или доминировать над
ними, а не общаться со своими дикими сородичами.
Хобгоблины Самыми злобными из этих существ являются тролли,
называемые трукнт. Тролли бесстрашны и часто
Хобгоблины, также называемые хонч джебли ("высшие объединяются с эйгерами, как известны огры; троллей
гоблины"), крупнее и дисциплинированнее орков. Их племена также можно найти в качестве стражей в логовищах
всегда борются за доминирование, но как только порядок гноллов. Глупые, огромные, кровожадные огры охотно
установлен, племена часто работают вместе. Некоторые из присоединяются к оркам или гноллам, чтобы совершать
наиболее успешных племен - это Потрошители, Ломатели набеги и грабить. Бухвир, волосатые гоблиноидные
Ног, Сокрушители Черепов, Мясоеды, Высасыватели медвежатники, берут на себя управление небольшими
Костного мозга, Свежеватели и Медленные Убийцы. Очень сообществами гоблинов, когда им это удобно.
много хобгоблинов живет в западной части Империи Юз, а За пределами этих групп находятся кентавры, эльфы,
некоторые - в Костяном Марше. гиганты, драконы, ящеролюди, жаболюды и бесчисленное
множество других нечеловеческих существ на окраинах
цивилизации. Большинство из них не приносят
человечеству никакой пользы, хотя некоторые в основном
Орки игнорируют цивилизованный мир, а некоторые, такие как
кентавры, иногда являются союзниками.
Злые орки, или еврозы, слишком распространены по
всему Фланессу. Недисциплинированные, жестокие и
дикие орки ведут жестокое племенное соперничество и
не сотрудничают, если их не контролирует очень
Языки
сильный лидер. Основные племена включают в себя На всём Фланессе говорят на пяти основных языках,
Мерзкую Руну, Кровавую Голову, Мертвую Луну, причем наиболее распространенным является общий.
Сломанную Кость, Дурной Глаз, Прокаженную Руку, Большинство людей говорят на нескольких языках, хотя
Гниющий Глаз и Окровавленный Клинок .Орки часто варвары и необразованные часто говорят только на одном
встречаются в качестве наемников в Империи Юз, языке. Искатели приключений всегда знают общие и
Первичный, Костяной Марш и по всему Северному изучают дополнительные языки обычным способом.
королевству. Помеси орков-огров особенно опасны и
известны в нескольких областях. Баклуниш, Древний: Предок общего,
Баклуниш мало похож на своих отпрысков. Многие Холодный язык: Этот диалект, также известный как
разговорные баклунийские диалекты (некоторые из них фруз, является древним сулуазским с примесью флана, на
используются пайнимами) основаны на древнем языке и в котором говорят ледяные, Снежные и морозные варвары.
совокупности называются низким баклунийским. Древний Он не имеет никакого отношения к общему, и даже
баклуниш, однако, является стандартной литературной носителям сулуазского языка трудно его понять.
формой языка и используется в религии, мифологии и Друидический: Язык друидов Флана имеет общие
поэзии. Это также язык всех официальных документов и корни с фланом, но он специализирован и статичен,
судебных разбирательств к западу от Ятилей. Несмотря на фокусируясь только на мире природы и сельском
это, общий широко известен и используется на западе, хозяйстве.
особенно торговцами и образованными людьми. Феррал: Феррал - древний эридийский племенной язык,
Общий: Сочетание древнего баклунийского и диалекта на котором говорят только официальные лица Железной
Старого эриданского, на котором говорили в Великом лиги. Феррал используется для целей военного
Королевстве, было основой этого языка торговцев. командования и идентификации и не является живым
Начиная столетия назад как среднеобщинный, язык языком. Многие опасаются, что проникновение агентов
содержал много явно эридианских элементов, и вклад Алого Братства скомпрометировало этот кодовый язык, но
баклунийской грамматической структуры и лексики четко в Иронгейте разрабатывается версия с магией
идентифицируется. Региональные различия также были
Кеоландский: Этот широко распространенный
выражены, но все эти элементы были смешаны и
стандартизированы в годы господства аэрди, что привело к диалект древнеэридийского языка имеет местные
рождению Общего языка оверкинга, позже просто примеси. На нем говорят в Кеоленде и его
названного Общим. Любой путешественник должен окрестностях.
выучить общий язык или будет достаточно беспомощен. Лендорский: На этом малоизвестном диалекте сулоиса
Очень часто язык должен быть переведен на общий язык, (под влиянием распространенных и полных морских
прежде чем его можно будет перевести на другой язык. терминов) на островах Лендор говорили люди до того, как
Фланский: Несомненно, самый древний язык, на они были депортированы эльфами в 583 году н. э. Теперь
котором все еще в значительной степени говорят, флан его знают только беженцы-люди. Это не имеет никакого
используется тенха в искаженной форме, и у бродяг отношения к Холодному Языку и его письменности.
Пустошей есть его странная версия. Застойный язык, Лендорианский эльфийский: Особый новый язык,
трудно перевести современные понятия (такие как который знают только высшие и водные эльфы островов
магические термины) на фланский. Лендор, это может быть божественно вдохновленный
Эридианский, Старый: Молодой язык, эридианский язык. Он изобилует религиозными и философскими
воспринял несколько внешних влияний еще несколько терминами, и ее невозможно выучить обычным способом.
столетий назад. В результате перевод на любой язык, Кажется, он появляется в умах эльфов, которые
кроме общего, в лучшем случае затруднен. Многие отправляются на острова Лендор.
электронные книги и документы Великого Королевства Нирондский диалект: На этом высоком
были написаны на древнеэридийском, и на дальнем общеэридийском диалекте говорят в сельских районах
Востоке этот язык до сих пор широко известен и Ниронда. Это основной язык крестьян, лавочников и
используется в речи и письме. других простых людей, которые не доверяют
посторонним. Ученые люди больше говорят на общем
языке.
Олман: Рабы Олмана, захваченные Морскими
Принцами или Алым Братством, говорят на этом странном
Сулуаз, Древний: Этот древний и широко языке, поэтому их хозяева возненавидели его. Его
распространенный язык почти исчез после того, как Дождь огромный, сложный "алфавит" на самом деле представляет
Бесцветного Огня уничтожил Империю Суэл. Сегодня на собой обширный набор пиктограмм. Его чаще всего
нем редко говорят, даже те немногие ученые, которые можно услышать на землях западной Морской принцессы
знают этот язык. Печально известное Алое Братство - одно и в джунглях Амедио.
из немногих, которые продолжают его использовать. Он Ордай: Этот диалект, общий для кочевников-волков и
существует в письменном виде для тех, кто хотел бы тигров, имеет некоторое сходство с Древним
углубиться в сохранившиеся тайные тома народа Суэл. баклунишским, но больше всего он похож на диалекты, на
Транслитерация на современные языки или алфавиты которых говорят среди отдаленных Пайнимов. Его
сложна и опасна при использовании в заклинаниях, письменная форма основана на баклунийском письме.
поскольку значение некоторых интонаций было утрачено Ропан: Язык ренни, ропан также называют "жаргоном
на протяжении веков. ренни", потому что он заимствует многие термины из
Далее следуют диалекты и подъязыки, достойные других языков, в том числе жаргон нескольких воровских
внимания. Те, кто говорит на родственных языках, имеют организаций. Это не связано ни с каким неземным языком.
некоторый шанс понять диалекты, но мало шансов понять Улага: Язык Ули - это искаженная форма разговорного
баклунийского.
искаженные, смешанные языки.
Амеди: Только уроженцы Суэля из джунглей Амедио Велонди: Этот древний эридийский племенной
говорят на этой искаженной форме древнего Сулоиса. Его язык известен сельским жителям вблизи границы
немногочисленные письменные символы являются Фурионди-Велуна. Те, кто говорит только на
символами алфавита Сулуаз. общем, не могут этого понять. У него нет
письменной формы.
Первопричина вражды между Империей Суэл и
Глава 3: Империей Баклуниш теряется во времени, но конечный
результат их последней войны преследует даже в наши
Путь истории дни. После десятилетий конфликта Могущественные Маги
Сулоиса обрушили Вызванное Опустошение на Баклуниш,
что привело к столь полному апокалипсису, что его
Общепринятая история Фланнесса начинается чуть истинная форма остается неизвестной. Целые города и
более тысячи лет назад, когда великий конфликт между бесчисленное множество людей были изгнаны из Орта,
древними империями Сулуаз и Баклуниш вынудил оставив мало следов великой цивилизации, которая
массовые миграции на восток через, вокруг и даже под процветала от гор Сулхаут до океана Драмидж.
В отместку группа баклунийских волшебников-жрецов,
западными горными хребтами. Это привело к
собравшихся в больших защитных каменных кругах,
смешению рас и культур, которое определяет известных как Товаг Барагу, обрушила Дождь Бесцветного
современную Флану. Огня на своих ненавистных врагов. Небеса над
Рассказы об эпохе, предшествовавшей переселениям, Империумом Суэл разверзлись, и все существа и вещи под
фрагментарны и плохо изучены. Правили ли этой сияющей трещиной в небесах превратились в пепел.
чудовищные существа Ортом до появления Эти войны так ужасно поразили мир, что их стали
человечества? Возникли ли великие расы людей, называть Двойными катаклизмами, термин, понятный
эльфов, гномов и им подобных по воле богов или почти каждому жителю Фланнесса. Сухие степи и Море
прибыли сюда откуда-то еще? Подняли ли эльфы Пыли являются географическими напоминаниями об этой
человечество до уровня цивилизации, или люди необузданной магической силе, ныне утраченной всеми
людьми - возможно, к лучшему.
достигли этого самостоятельно? Были ли когда-то у Тысячи людей пережили первые годы конфликта Суэль-
Флана свои собственные империи и цивилизации? Кто Баклуниш, бежав на восток из-за Кристалмистов.
построил самые древние гробницы на холмах Керн, Эридианцы, конфедерация варварских племен в
полузасыпанные руины в Яркой пустыне или непосредственной близости от воюющих империй,
заброшенные каменные города в горах Грифф? Где восприняли войны (и сопутствующие набеги наемников
были легендарные королевства, управляемые Джохиди, орков и гоблинов, нанятых обеими сторонами) как знак
Герцогами Ветра Аака, Векной, Шепчущим, того, что они должны мигрировать на восток в поисках
Верховными Королями гномов или эльфийским своей конечной судьбы. Они были первой большой
Королем Летних Звезд? Что стало с таинственными группой, вступившей на земли Флана, которые они
называли Фланесс.
Островами Горя и кто там обитал? Никто не знает
Вскоре за ними последовали беженцы из Сулуазии, иногда
наверняка. сотрудничавшие с эриданцами, чтобы умиротворить
Даже истории первых лет миграций неясны по многим страну, но чаще враждовавшие с ними из-за того, какая
пунктам. Королевство эридианских племен Таиланда раса будет доминировать на ней. Более двух столетий
было так основательно поглощено королем Аэрди, что Суэль и Эридиан боролись за контроль над регионом от
оно сохранилось только по названию как река Телли. Кристаллистов до побережья Сольнора. Многие Сулоисы
Древнее королевство Алисса, управляемое Фланом и были убоги и порочны, и они проиграли большинство этих
легко завоеванное Аэрди, сегодня известно только сражений и были оттеснены на периферию Фланнесса.
своей королевой-волшебницей Элиссой-Чародейкой и Хотя некоторые баклунийцы мигрировали на восток,
волшебным соловьем, которого она создала.(Флан многие другие бежали на север к горам Ятил или к
берегам океана Драмидж, где их древние культуры
здесь почти исчез из-за межличностных браков.) Так процветают и по сей день. Те самые наемники-нехуанцы,
продолжается большую часть записанного времени. которых эридианцы старались избегать, оказались
То, что здесь представлено, - это история страны, захвачены этими миграциями. Многие из мерзких тварей,
принятая большинством ученых авторитетов и которые теперь наводняют Фланнесс, прибыли вслед за
понятная почти любому человеку с начальным эридианцами и Суэлем. Эти наемники-ренегаты следовали
образованием. Текущее время - Общий год (ОГ) 591, за человеческими мигрантами в поисках добычи, еды и
который также равен 1235 ЗЭ (Запись Эридана), 6106 рабов.
ДС (Датировка Сулоиса), 5053 КО (Календарь Олвена),
3250 БХ (Баклуниш Хиджра) и 2741 ОФ
(Отслеживание флана).
Примечание: При расчете Общих лет,
предшествовавших Провозглашению Всеобщего мира в
1 году, помните, что в Общем исчислении лет нет
"нулевого года". Таким образом, время, прошедшее Кеоланд и аэрди
между 5 CY и -5 CY, составляет всего девять лет, а не
десять. Самый успешный союз Суэля и Эридиана произошел в
долине Шелдомар, где Кеоланд был основан через
восемьдесят лет после Двух катаклизмов. Дома Суэлов
Катаклизмы и миграция Ролы и Нехели объединились с эридийскими племенами
Первопричина вражды между Империей Суэл и на берегах Шелдомара и обязались обеспечить взаимную
Империей Баклуниш теряется во времени, защиту и господство над
Вице-королевство Ферронд возглавило этот путь, став
королевством Фурионди. Другие регионы также со
временем отделились от неэффективного правительства
Верховного Короля, создав свои собственные
правительства после достижения успеха в своих
повстанческих войнах.
К 356 году н. э. правящая династия Аэрди, Небесный Дом
Ракса, пришла в полный упадок. В ответ западная
провинция Ниронд объявила себя свободной от Великого
королевства и избрала одного из своих дворян королем
независимого домена. Армии, собранные из всех
лояльных провинций Аэрди, чтобы подавить этот наглый
акт. Однако в это время варвары с полуострова
Тиллонриан совершили набег на Северную провинцию
Великого королевства, вынудив Верховного Короля
отвести войска с западного фронта. Ниронд легко выжил и
процветал.
Королевство Кеоланд пробудилось от долгого застоя в
третьем веке, расширяясь, чтобы доминировать над
своими соседями. Эта недолговечная империя Кеоиш
просуществовала почти два столетия, прежде чем
масштабные войны и внутренние распри разрушили ее.
Внешние зависимые территории объявили о своей
автономии, и Кеоланд возобновил свою мирную
изоляцию.

Айвидцы и Юз

Самая мрачная глава в истории Аэрди началась в 437 году


Дождь Бесцветного Огня н. э. В этом году Дом-выскочка Найлакс убил короля
Ракса, положив начало серии гражданских войн,
называемых Беспорядками Между Коронами. В течение
десятилетия Ивид I из Найлакса был признан бесспорным
западным Фланессом - соглашение, определившее ход королем всего Аэрди. Поскольку Ивид, по слухам, был в
истории региона на следующие девять столетий. Из всех союзе с могущественными злыми сущностями, Трон
новых царств, образовавшихся в те бурные дни, остался Малахитов Великого Королевства стал известен как Трон
только Кеоланд. Видящих Дьявола, а некогда могущественная и честная
Дальше на восток самое могущественное из всех империя стала бастионом зла и жестокости. Земли
эридийских племен, аэрди, достигло реки Фланми. Оттуда Фланнесса вскоре познакомились с совершенно менее
они снова распространились, завоевывая как коренные утонченной формой зла с появлением Юза, в Северных
народы, так и других мигрантов. Со временем королевство Пределах, слабо выровненных с Фурионди. В 479 году н.
Аэрди правило всей восточной частью Фланнесса и э. мелкий деспот в Воющих Холмах оставил свои владения
переместило свои границы на запад. Спустя сто и десять своему "сыну", существу, известному как Юз. За
лет после поражения последней серьезной угрозы несколько лет Юз покорил своих соседей, основав для
суверенитету Аэрди, в битве, длившейся Две недели, себя небольшое королевство. Истории, рассказанные
лидер Аэрди был коронован как верховный король беженцами, прибывшими в Фурионди, говорили о
Великого королевства. Захват Насрана также ознаменовал неисчислимом зле: Юз строил дорогу из человеческих
рождение нового календаря, и с Провозглашением черепов от Воющих холмов до своей столицы Доракаа.
Всеобщего мира солнце взошло на востоке в первый день Хуже того, гадания и слухи отмечали Юза как отпрыска
первого Общего года. Власть империи Аэрди в конечном нечестивого союза между некромантом и демоном; его
итоге охватила владения на западе вплоть до Ятилов, считали полудемоном высотой 7 футов, движимым
контролируя южный Нир-Див с небольшим гарнизоном на жаждой крови, разрушения и завоевания. Политическая
незначительном торговом посту, известном как Грейхок. борьба внутри Фурионди помешала королю действовать
Начиная с 213 г.н. э., правители Аэрди ослабли, больше решительно в этот период, когда зло Юза могло быть
заботясь о местном престиже и богатстве, чем о делах навсегда остановлено, вместо этого лорд камбиона
своих вассалов в далеких землях. Этот период был назван процветал до 505 года н. э., когда он, казалось, исчез из
Веком Великой скорби. С каждым новым правителем его Орта. По правде говоря, Юз был заключен в тюрьму под
заменял более тупой и менее компетентный преемник, замком Грейхок Безумным архимагом Загигом Ирагерном,
пока внешние владения Аэрди не объявили о своей бывшим лордом-мэром Грейхока. В отсутствие Юза
независимости. племена орков и нелояльные бывшие подданные
ссорились за контроль над его землями,
позволяя силам добра на некоторое время уничтожил весь Круг Восьми (см. Шестую главу). Круг в
отдохнуть. течение многих лет действовал осторожно, как
Три фактора удержали Фурионди и его союзников от уравновешивающий агент, не позволяя какой-либо одной
покоя. силе доминировать над слишком большой частью
Во-первых, часть царства Юза без лидера вскоре Фланнеса. Хотя лидер Круга, Морденкайнен, вернул своих
отделилась, чтобы ею управляло почти такое же зло, коллег к жизни с помощью могущественной магии, группа
Рогатое общество. была в смятении, когда в 582 году на далеком севере снова
Во-вторых, возник печально известный Культ разразилась война.
Стихийного Зла, группа культистов и злодеев,
расквартированных в храме к югу от города Вербобонк.
Культ был марионеткой Цуггтмотой, супругой Юза из
бездны, которая обучала их странным учениям по
приказу ее отсутствующего любовника. Бандитизм
Культа был окончательно побежден в 569 году н. э. в
битве при Эмриди Медоуз, где принц Троммель из Войны Серого Ястреба
Фурионди возглавил войска из Фурионди, Велуны,
Вербобонка и других королевств, одержав победу и Варвары вторглись в Крепость Каменный Кулак,
разрушив храм. Искатели приключений пресекли которая объединилась с ними после того, как Юз
попытку возрождения Храма Стихийного Зла в 579 году околдовал Севворда Рыжебородого, Хозяина
н. э. Крепости, Объединенное войско затем прорвалось
В-третьих, верные орки и люди-слуги Иуза стали через Гриффы в герцогство Тен, которое было
фанатиками, преданными своему отсутствующему
господину. Со временем лидеры этих культов,
быстро разгромлено. Союз варваров и янов вскоре
посвященных Юзу, проявили магическую силу, разжигая распался, но ущерб был нанесен; Тен и Каменный
худшие опасения Фурионди. В 570 году н. э. назойливый Кулак принадлежали Древнему. Вернувшись на
воин-авантюрист по имени лорд Робилар освободил Юза родину, Юз затем быстро завоевал Общество
из заточения. Юуз вернулся в свои земли более Рогатых, Королевства Бандитов и Земли Щитов.
могущественным и злым, чем когда-либо прежде, с Фурионди был захвачен, и большая часть его
нечестивым священством, возглавляющим его силы от северной территории была захвачена и опустошена.
его нечестивого имени. Юз держал северный Фланесс мертвой хваткой.
Воспользовавшись хаосом, Ивид V приказал собрать
армии Великого королевства, намереваясь отплатить
своим врагам за многовековую наглость.
Штормовые тучи Последовавшая за этим война была ошеломляющей
по масштабам и последствиям. Алмор был
полностью разрушен; Ниронд был захвачен; Суннди
Годы, прошедшие с момента возвращения Юза к
войнам Грейхока (570-581), часто рассматриваются в был завоеван. Знатные люди Великого Королевства
ретроспективе как предшествующие более позднему набросились друг на друга, напуганные своим
конфликту. В игру вступили несколько безумным коронованием и жаждущие украсть земли
дестабилизирующих сил, нарушив прежний баланс сил во своих соседей. В хаосе Медегия была разграблена и
Фланнессе. Самой коварной из этих сил было Алое вновь атакована собственной армией Великого
братство, тайный монашеский орден, о котором впервые Королевства. Ивид попытался обеспечить
сообщили в 573 году н. э., в том же году, когда принц лояльность, убив своих генералов и дворян и
Троммель из Фурионди, герой Эмриди Медоуз, исчез из реанимировав их как разумную нежить (анимусов)
мира. со всеми способностями, которыми они обладали
Полурегулярные стычки между Южной провинцией
при жизни. Он, в свою очередь, также был убит,
Аэрди и Найрондом переросли в открытые боевые
действия в начале 579 года, когда Верховный Король хотя церковь Хекстора вернула его к "жизни
Ивид V объявил войну так называемой "Золотой нежити", после чего он стал настоящим монстром,
лиге" (Найронд, Алмор и Железная лига). Хотя эта известным как Ивид Бессмертный.
унылая война продолжалась до конца 580 года, она Безумие войны породило еще больше войн. В 584
ничего не решила, кроме того что истощила казну и году, к югу от Грейхока, полуорк по имени Туррош
людские ресурсы как в Аэрди, так и Мак объединил мерзкие нечеловеческие племена
в Найронде, оставив их ослабленными, когда в 583 году Помарджа. Армии Мака устремились на север,
разразилась континентальная война. завоевав несколько городов независимого Дикого
Опустошение Земель Щита как Королевствами Бандитов, побережья, а затем захватив почти половину
так и Обществом Рогатых в 579-583 гг.н. э. также
княжества Улек. Призывы принца Коронда
послужило ослаблению всего этого региона, оставив
Земли Щита в руинах. Юз принял это к сведению и Улекского к Иоланде, эльфийской королеве Селены,
использовал в своих грандиозных планах завоевания. были равнодушно услышаны. Селена закрыла свои
Важное, хотя и редко замечаемое событие произошло в границы даже для своих самых надежных
581 году н. э., когда агент Векны, Одинокий шопот из союзников, отказываясь позволить эльфийской
древних легенд Флана, крови пролиться в человеческих войнах.
В том же году десятилетняя паранойя в отношении Король Фурионди Белвор III быстро присоединился к
Алого Братства стала реальностью, поскольку Канону Хейзену в объявлении Великого Северного
советники в судах по всему Фланессу были признаны крестового похода, амбициозной военной акции,
агентами Братства. Владычество Островов, Иде, направленной на возвращение земель, потерянных Юзом
во время войн Грейхока. К концу 588 года н. э. армии
Оннуол и Морские принцы попали под влияние
Фурионди восстановили нацию, а также Критволл и остров
Алого Знака из-за предательства или вторжения. Скрагхолм в старых Землях Щита. Разрушение и разврат,
Варвары из Хепмоналенда и джунглей Амедио обнаруженные, когда агенты Юза бежали, вызвали
использовались для захвата захваченных земель. отвращение у крестоносцев, король Бельвор объявил
Братство было раскрыто как злой, расистский орден, вечную войну Древнему, пообещав не соглашаться ни на
посвященный сохранению культуры и чистоты что, кроме полного уничтожения самого Юза. Набеги на
древней Империи Суэл, без учета жизней других. Юза из Фурионди и Земель Щита продолжаются до
В течение трех лет по всему Фланнессу развевались настоящего времени.
знамена войны. Нации падали по мере того, как Войны на границе империи Юза горели и на востоке.
рождались новые империи. Демоны и дьяволы с Контроль Юза над правителем Стоунхолда закончился в
588 году. Вскоре после этого в Тенхе началась
Внешних Планов были массово вызваны Юзом и
многосторонняя война, в которой участвовали враждебные
Ивидом V, и сотни тысяч смертных погибли. друг другу силы Юза, Стоунхолда, Бледных и
Наконец, уставшие от сражений бойцы собрались в экспатриантов Тенха. Война продолжается и сегодня.
Грейхоке, чтобы объявить о мире. Харвестер, 584 г. Сразу после Бегства Демонов в Рауксе было объявлено, что
н.э., должено было случится подписание Пакта Ивид V больше не правит, хотя было неясно,
Грейхока, установление границ и прекращение действительно ли он умер. Конфликт охватил столицу за
военных действий. считанные часы, когда многие генералы и дворяне Ивида,
Однако в День Великого Подписания Грейхок полные ярости и амбиций, двинулись на Раукса. Никто не
потерпел великое предательство: Рэри, один из Круга может объяснить последовавшие за этим события, но
Восьми, уничтожил своих товарищей Тенсера и вскоре сам город был охвачен странным магическим
полем. Сейчас немногие охотно приближаются к Рауксу,
Отилука в великой магической битве, а затем бежал.
учитывая причудливые сверхъестественные силы, которые
Многие подозревали, что бывший Верховный маг преобладают там, где стоит разрушенный город.
Кета надеялся взять послов в заложники, возможно, Провинции распавшегося Великого Королевства теперь
захватив при этом сам Грейхок. Вместо этого он и объединены, но в две взаимно враждебные державы. В 586
его соратник, лорд Робилар, отправились в Светлую году н. э. Герцог Гренелл из Северной провинции объявил
пустыню, чтобы создать свое собственное себя королем Великого королевства Северный Аэрди.
королевство. Опасаясь дальнейших событий, Оверкинг Ксавенер I правит Соединенным Королевством
делегаты поспешно подписали Пакт Грейхока. По Ашлисса (основано в 587 году) из своей новой столицы
иронии судьбы, из-за места подписания договора Калстранда. Оба лидера хотели бы уничтожить друг друга,
великие конфликты вскоре стали известны как войны но финансовые проблемы и внутренняя борьба за власть
вынудили их направить свою энергию на восстановление
Грейхока. своих армий и инфраструктуры. Суннди, крупнейший
выживший член Железной лиги, стало королевством в 589
году.
Восстановление Алое Братство многое приобрело в Войнах Грейхока, но
позже потерпело неудачу. В 586 году жители Оннуола
В "Год мира" (585 год н. э.) ничего подобного небыло. В восстали против своих захватчиков, сократив владения
княжестве Улек бушевала война против орков-захватчиков Братства до столицы, Сканта. Идее был потерян для
из Помаржа, и на западе были предприняты усилия по Ашлиссы в 587 году, и Владения Морских принцев
возвращению Стерича. Круг Восьми снова стал рухнули в кровавой гражданской войне, которая началась в
полноправным членом и начал действовать против любой 589 году н. э. Тем не менее, Владычество Островов
силы, которую его волшебники считали тиранической или остается под Алым Знаком, и агенты Братства проникают
опасной для общего блага. во дворы по всей Флане, сея свои злые заговоры.
Осенью 585 года н. э. король Ниронда Арчболд III был Сегодня Фланесс стоит на пороге динамичного нового
чуть не убит своим младшим сыном Сьюарндтом. В века. В последнее десятилетие произошли ужасные войны,
столице вспыхнули боевые действия, но старший сын Арч- миграция беженцев, подъем и падение целых наций.
болда, Линверд, одержал победу, заняв трон в 586 году. В Освоение чужих земель находится на подъеме, торговля
587 году король Линверд объединил большую часть снова растет, а возможности для героизма (и прибыли)
разрушенного Алмора в Ниронд, но теперь он изо всех сил безграничны. Фланесс ждет тех, кто воспользуется ее
пытается сохранить свое пошатнувшееся королевство приключениями и сформирует его будущее.
перед лицом ошеломляющих трудностей.
В Холодном Даже 586 году каноник Хейзен из Велуны
использовал Жезл Рао, могущественный артефакт, в
специальной церемонии, которая очистила Фланесс почти
от всех демонов, населяющих его. Внешние силы,
вызванные Юзом, Ивидом или други независимым злом,
стали жертвами этого магического нападения, которое
стало известно как Бегство демонов. King
Замки и крепости, в которых доминируют люди, не
подчиняющиеся внешним силам, довольно
распространены по всей Флане. Между Орочьей империей
Глава 4: Помарж и Владениями Грейхока, вдоль Буферной зоны,
расположено несколько независимых крепостей, в
Путеводитель по Фланессу частности замок Мастрин и Паскорел (город, известный
своими наездниками на Василисках, кавалерией
бандитов). На любом из холмов и крупных лесов может
В этом разделе подробно описываются основные
быть дюжина или более подобных мест, даже в глубине
цивилизованные и варварские государства Восточного
Орика. Следует отметить, что приведенный здесь территории такой крупной зоны, как Кеоленд. Хаотичные
материал нельзя считать обсолютно полным или точным. земли, такие как Империя Юз, несомненно, содержат
Слухи, легенды и рассказы из третьих рук - это часто все множество крошечных владений, лорды которых
знания, с которыми приходится работать даже Кругу отказываются от верности всем, например, печально
Восьми в отношении некоторых сфер, в результате известное, управляемое личами "Графство Дальвье" близ
крайней враждебности этих областей. Даже прямая Феллреева.
информация часто фрагментарна и основана на словах Небольшие независимые города, такие как Дуллстранд,
ненадежных шпионов, контрабандистов, прорицателей и Дастбридж и Кнурл, которые имеют незначительный
авантюристов. общий политический эффект, исключены из этого
Короче говоря, путешественник должен остерегаться справочника, хотя они в какой-то степени торгуют,
всего, что говорится об остальном мире. Если вы не совершают набеги или иным образом взаимодействуют с
можете предсказать, что ждет вас в переулке в квартале внешним миром. Краткая информация об этих городах
от того места, где вы сидите, вы будете знать еще меньше приведена в других разделах.
о земле, которая находится на расстоянии многих дней • Слабо организованные варварские племена, которые
пути. практически не взаимодействуют с остальной частью
В эту главу не включены следующие политические Фланесса. Эти группы могут быть кочевыми или только
группы. частично таковыми, включая человеческие племена в
Бурнальском лесу, Яркой пустыне, Джунглях Амедио,
• Очень маленькие независимые или полунезависимые Море Пыли и северной части Хепмоналэнда; пещерные
крепости численностью в несколько тысяч граждан или люди в западных горах, особенно Кристаллисты; группы
меньше (такие как укрепленные города людей или лесных и диких эльфов в глубоких лесах, таких как
халфлингов, подземные сообщества гномов или гномов Хорнвуд, Лес Гнарли, Селадоновый лес или Грандвуд; и
и крошечные островные государства). Обычно такие мелкие гуманоидные или нечеловеческие племена
места изолированы от остального цивилизованного людей-ящеров, ааракокра, жаболюдов, зверолюдей,
мира и находятся вне досягаемости любой армии. кентавров, кечей, гноллов, монгрелманов, юань-ти и так
Подробности о некоторых более крупных далее.
нечеловеческих королевствах включены в другие • Кочевые расы и этнические группы, которые являются
разделы (например, королевство дварфов Глориолес в цивилизованными, но не имеют гражданства, особенно
разделе о королевстве Суннди). мигранты-ренни с водных путей центральной части
Одним из примечательных второстепенных царств Фланесса. Считается, что несколько групп,
является подземный "город-государство" под названием происходящих из Бандитских Королевств прошлых лет,
Гарел Энкдал, расположенный в самом западном рукаве сражаются с силами Юза в лесу Феллреев и вокруг него,
гор Грифф недалеко от Стоунхолда. Некоторые в Танглесе и Каньоне Рифт, и некоторые из этих людей
исследователи оценивают население здесь более чем в имеют зачатки этнической идентичности из-за давнего
двадцать пять тысяч орков, со значительным количеством общего происхождения. Группа тесно связанных
огров, помесей орков-огров, полуорков и других существ. кочевых торговых семей в Алшиссе бродила по большей
Гарел Энкдал не очень хорошо известен за пределами части земель старого Великого королевства вдоль
северо-восточного Фланнесса, и королевство мало знаменитого Уиндмарша, обширного ежегодного цикла
взаимодействует с остальным миром, за исключением торговых ярмарок; мало что известно об этой красочной
нападений на охотников, трапперов, разведчиков и группе, называемой Перегринами
пастухов Стоунхолда. Он может представлять серьезную
угрозу для Стоунхолда, но, по-видимому, предпочитает
• Транснациональные политические, религиозные,
держаться особняком. Груумаш - главное божество здесь. экономические и военные организации, союзы и
Также из этого справочника исключены анклавы, в гильдии, такие как Круг Восьми, Железная лига,
которых доминируют оркоиды или гоблиноиды, такие как Северный альянс, Иерофанты-друиды и все
Блэкторн в лесу Гнарли; легендарные царства, такие как транснациональные рыцарские ордена, такие как
Эсмерин (горная страна, где, как говорят, халфлинги и различные ветви Рыцарей Хана, Рыцари Дозора Долины
великаны живут вместе в мире); "волшебные королевства" Шелдомар и Рыцари Отправки, Рыцари Луны Селины и
эльфов и тому подобное в Топоровом лесу, Серебряном Рыцари Священной Защиты Земель Щита. Некоторые из
Лесу, Меновуде и Уэлквуде; и те причудливые места, этих образований рассматриваются в других разделах.
известные как Исчезающие Земли, где другие планы Алое братство имеет обширную шпионскую сеть на
существования вторгаются в материальный мир. этом уровне.
Статистика отображается в скобках, показывая
мировозрение, пол, расу, классы и уровни. Например, (CG
• Любые политические сферы закрытого Подземья, женщина эльф Вон 4/Влш 2) - хаотично Добрая эльфийка,
которые малоизвестны, несмотря на чрезвычайную
мультикласированный воин 4-го уровня и волшебник 2-го
опасность, которую они представляют для
исследователей и поверхностных цивилизаций. Места уровня.
здесь включают печально известное Убежище Дроу Правительство: Это краткое описание структуры и
(пещера под Адскими печами, в которой, как функций правительства королевства с примечаниями о
сообщается, находится управляемый дроу город королевских и дворянских семьях и их полномочиях, где
Эрелхей-Чинлу) и различные подземные города, это применимо.
предположительно населенные пожирателями разума, Для королевства называть себя "королевством" - это дело
куо-тоа, оборотнями, троглодитами, дерро, дуэргарами, немалое, поскольку оно бросает вызов авторитету всех
аболетами, упырями, людьми-альбиносами, окружающих государств, особенно любому более
жаболюдами и т. д. крупному государству, которое когда-то претендовало на
• Любые политические области под морями, в которых, это королевство как на свое собственное. В
по—видимому, почти полностью доминируют племена изолированных царствах меньше проблем. Кеоленд,
кочевых варваров-нелюдей - например, водяные, расположенный в долине Шелдомар, давным-давно
водные эльфы, локаты, тритоны, икситксачитль и устранил всех соперников, и после этого у него не было
мерроу. Примечательным в этой группе является серьезных соперников. Суэльские варвары
древнее предполагаемое царство сахуагинов вблизи Тиллонрийского полуострова могут иметь все
самого северного острова Морских баронов; это королевства, какие пожелают, поскольку никому другому
царство, вероятно, каким-то образом связано со нет дела до этого далекого, холодного региона.
знаменитыми и преследующими рассказами Аэрди о Однако Фурионди и Найронд бросили вызов всем
аспектам правления Великого Королевства над ними и
"Тонущем острове" в том же месте.
хотели покончить со всеми проявлениями верности,
свободно установив свое собственное региональное
влияние. Таким образом, они называли себя
королевствами из-за бесконечной вражды со старой
империей. Суннди, по сути, сделала то же самое, разорвав
все связи с Великим Королевством и его государствами-
преемниками. Некоторые мятежные королевства надеются
Царства Фланеса в конечном итоге воссоединиться со своими
отвергнутыми королевствами при условии
Название в верхней части каждой записи справочника - удовлетворительной смены монархов или надежды
это общее название, наиболее часто используемое избежать продолжительного конфликта со своими
жителями Фланнесса для этого политического региона. крупными соседями; таким образом, они обычно
Собственное название: Собственное официальное сохраняют свои старые титулы (герцогство, княжество,
название политического региона, которое может графство, март и т.д.), даже если они полностью
значительно отличаться от того, как его называют другие. независимы.
Правитель: Нынешний глава государства в начале 591 В теократии ответственными являются
года н.э., с соответствующим титулом и обращением. священнослужители определенной веры. Божества
(Дополнительные названия опущены по соображениям описаны либо в Руководстве игрока, либо в этой книге.
краткости.) Столица: Центральное правительство страны находится в
городе или населенном пункте, названном здесь.
ТАБЛИЦА 3: ВЫВЕРКА СОКРАЩЕНИЙ СИМВОЛОВ Крупные города: Важные города и населенные пункты
приведены здесь в алфавитном порядке. Другие города
С=хаотичный
могут существовать в крупных государствах, но они не
E=злой так важны или густонаселенны, как те, что приведены
G=Добрый здесь. Каждый город имеет рейтинг населения и богатства
L= законный в соответствии с системой, представленной в главе 4
N=Нейтральный Руководства МАСТЕРА ПОДЗЕМЕЛИЙ, показанной в
Класс следующей таблице. Возьмите население, показанное для
городского района, и сопоставьте его со следующей
Ари=Аристократ
диаграммой.
Асн=Асасин
Вар=Варвар ТАБЛИЦА 4: РАЗБИВКА ПО ГОРОДАМ И ПОСЕЛКАМ
Клр=Клерик* Тип Население Золотой лимит*
Др=Друид* Деревня 401-900 200 зм
Вон=Воин маленький городок 901-2,000 1,000зм
Мон=Монах Большой городрок 2,001-5,000 5,000 зм
Пал=Паладин* Небольшой город 5,001-12,000 15,000 зм
Рен=Ренджер Крупный город 12,001-25,000 40,000 зм
Плт=Плут Метрополия 25,001 + 100,000 зм
Чар=Чаррдей * Обозначает самый дорогой предмет, обычно доступный для продажи;
Влш=Волшебник см. Богатство и население Общины в Главе 4 Руководства МАСТЕРА
* Божество персонажа также ПОДЗЕМЕЛИЙ.
указано в списке.
Провинции: Здесь приведены основные политические холмистые, а халфлинги - легконогие. Орки, гоблины,
подразделения каждой области; они могут быть более гноллы, великаны и им подобные редко учитываются в
подробно описаны в другом месте. статистике населения, даже если они очень
Ресурсы: Здесь перечислены местные материалы, распространены.
произведенные в количествах, достаточных для экспорта. Языки: Языки приведены в порядке убывания
Предполагается, что каждая сфера производит достаточные использования в каждой популяции. Все названные здесь
ресурсы для поддержания себя, если не указано иное. Как языки понимают и на них говорят (если не читают или не
правило, страна не может импортировать больше, чем пишут) 5 % или более населения этой страны, или по
экспортирует, поэтому степень экспорта также определяет меньшей мере десять тысяч человек. Другие языки можно
способность страны покупать иностранные товары и услуги. ожидать, если присутствует соответствующее население
В некоторых случаях указанные ресурсы не экспортируются, (например, меньшинство гномов, скорее всего, говорит по-
а используются исключительно для внутреннего потребления, гномьи) Люди также часто используют множество
но производятся в качествах, достойных внимания. нечеловеческих языков.
Продукты питания состоят из домашнего скота, охотничьих Мировозрения: Здесь представлены наиболее
животных, рыбы, зерна и хлеба, сыров, фруктов и овощей, а распространенные взгляды среди населения каждой нации.
также алкогольных напитков; некоторые продукты питания Мировозрение, отмеченное звездочкой, также относится к
специально названы, если они занимают видное место в большинству местных органов власти и сотрудников
торговле. Драгоценные камни представлены в четырех правоохранительных органов. "L" указывает на
категориях: I (базовая стоимость 10 зм), II (базовая стоимость предсказуемое, твердое соблюдение письменных законов
50 зм), III (базовая стоимость 100-500 зм) и IV (базовая страны. "C" показывает непредсказуемость в
стоимость 1000 зм: "драгоценные камни"). правоприменении, возможно, потому, что законы не
Чеканка монет: Система денежного обмена (l ПМ = 10 записаны, запутанны или могут быть интерпретированы
ЗМ = 20 ЭМ = 100 СМ = 1000 ММ) была создана много многими способами. "G" указывает на то, что законы
веков назад Великим Королевством при его основании на приносят пользу большинству людей в королевстве и
основе аналогичной системы чеканки, разработанной способствуют общему благосостоянию; пытки ограничены,
королевством Аэрди. По мере того как Великое и правосудие справедливо применяется ко всем. "E"
королевство распространилось по Фланнессу, аналогичные показывает, что законы приносят пользу лишь немногим
валюты были приняты другими народами для улучшения избранным в пределах королевства (определенным
торговли с этой огромной империей, особенно после того, правителям, религиям, расам или этническим группам), при
как магия была использована для оценки чистоты и веса этом у других граждан мало прав. "N" указывает на баланс
монет. После долгих дебатов Кеоланд изменил свою между крайностями.
собственную систему чеканки монет, чтобы Религии: Представленны основные боги, которым
соответствовать системе Великого королевства в 331 году поклоняются в каждом регионе. Звездочка указывает на то,
н. э., и даже такие царства, как Мороз, Лед и Снежные что божество пользуется благосклонностью государства.
варвары, имеют примерно похожие системы. Если Большинство людей поклоняются или отдают дань
королевство чеканит свои собственные монеты, уважения более чем одному божеству каждый день, часто
указываются названия каждой официальной монеты с до дюжины или более в течение года, хотя человек может
типом номинала: ПМ (платиновая монета), ЗМ (золотая считать одного конкретного бога своим личным
монета), СМ (серебряная монета), ЭМ (электрумовая фаворитом.
монета), ММ (медная монета). Другие формы валюты "Эридианские сельскохозяйственные боги" означают пять
указываются, если это важно. отдельных божеств, которым обычно поклоняются как
Население: Это показывает распределение различных рас в группе: Атроа (весна), Сотиллион (лето), Вента (осень),
процентах от общей численности населения. Классификация Телчур (зима) и Велний (погода). Берей и Беори были
"Другие" в конце записи указывает на то, что разные существа главными сельскохозяйственных богами Фланесса (часто с
округляют популяцию. Данные переписи были представлены в Обад-Хаем); Фитон - сельскохозяйственный бог Сулоиса.
середине 590 года н. э.; все цифры являются оценочными. Ранее "Дварфийский пантеон" относится к пантеону дварфийских
опубликованные данные о численности населения Фланнесса богов во главе с Мурадином.
часто были очень низкими из-за плохих методов переписи и "Пантеон эльфов" означает Селдарин, пантеон эльфийских
откровенной фальсификации. богов во главе с Корелоном Ларетианом.
В примечаниях в скобках приводится общий "Пантеон гномов" относится к пантеону богов гномов во
этнический состав некоторых групп, где имеются главе с Гарлом Глиттерголдом.
статистические данные. Этнический состав людей "Пантеон халфлингов" означает группу богов-халфлингов
включает следующие кодовые буквы: B = баклуниш, F = во главе с Йондаллой.
Фланн, O = эридианец, R = Ренни, S = Сулуаз, Z = Олман. "Пантеон орков" относится к тем богам орков, которых
Строчная буква указывает на то, что этническая группа возглавляет Груумаш.
находится в меньшинстве в какой-либо области; Пантеон Олмана состоит из множества странных божеств,
прописная буква указывает на то, что группа широко поведение и природа которых кажутся чуждыми
распространена. Все фигурки для гномов предназначены цивилизации Фланнеса. Они плохо поняты и не
для каменных гномов. Если не указано иное, детализированы здесь.
предположим, что эльфы высокие или лесистые, Дварфы Истинное пантеонное поклонение (поклонение всем богам
- данной этнической группы или расы) редко встречается
среди людей.
Верховный кароль Ксавенер из Ашлиссы
Большинство людей прагматичны и поклоняются только Чеканка монет: [Модифицированный Аерди] соловей
тем богам, которых они считают важными для своей (ПМ), корона (ЗМ), благородный (ЭМ), пенни (СМ),
повседневной жизни, независимо от происхождения этих обычный (ММ)
богов. Даже нелюди, которые больше склонны к Население: 3,836,100 — Люди 79 % (OSF), Халфлинг 9%,
пантеонному поклонению, чем люди, могли бы делать Эльф 5% (сильван 90 %), Дварф 2%, Гном 2%, Полуэльф
подношения богам человеческого происхождения, если бы 1%, Полуорк 1%, Орк 1%
последние предлагали преимущества, которых хотят или в Языки: Общий, Древнеэридийский, Орк, Халфлинг,
которых нуждаются нелюди. Элонна, Улаа, Фортубо, Эльфийский
Джаскар и Блередд являются важными примерами Мировозрение: N, NE, LE*, LN, CE, CN, LG
человеческих богов со значительными последователями Религии: Зильхус*, Хекстор, эридианские
эльфов или гномов. Хекстору, Эритнулу, Неруллу, Сирулу сельскохозяйственные боги, Ксербо, Фарланг,
и Белтару часто поклоняются орки или гоблиноиды, Олидаммара, Корд, Норебо, Ралишаз, Прокан, Курелл,
которые также поклоняются своим собственным расовым пантеон орков, пантеон халфлингов, Бокоб, Ви Джас,
богам. Деллеб, Сирул, различные боги гоблиноидов, Радд,
Союзники: Здесь перечислены государства и пантеон эльфов
организации, которые чаще всего предлагают поддержку Союзники: НЕТ
той или иной стране. Некоторые союзы шатки или сложны Враги: Алое Братство, Северное Королевство, Юз.
(подвержены изменениям в политике или национальных Ашлиссе серьезно не доверяют все остальные, особенно
настроениях или принуждены к союзу врагом). все области, которые ранее были частью или прилегали к
Враги: Здесь приведены государства, которые активно старому Великому Королевству. Ренни ненавидят
пытаются свергнуть нынешнее правительство королевства Ашлиссу и не ездят туда.
с помощью явных (рейдерство или война) или скрытых Обзор: Соединенное Королевство Ашлисса - это
(убийство, саботаж) средств. Некоторым государствам официальное название остальной части центральных и
сильно не доверяют, и против них применяются санкции. южных земель, которые когда-то составляли обширное
Обзор: Дается географический обзор каждого государства Великое королевство. В период своего расцвета империя
с подробной информацией о климате, необычной флоре и простиралась по Фланессу от побережья Сольнора до
фауне, основных транспортных и коммуникационных ущелья Фальс, от Лазурного моря на юге до Ледяного
маршрутах, а также краткий обзор военной ситуации в моря на севере, оставляя свой культурный отпечаток в
стране. каждом промежуточном царстве. Сегодня королевство
История: вкратце рассматриваются истоки и основные представляет собой тень своего прежнего "я", поскольку
события прошлого каждого государства, с акцентом на войны за независимость и многовековые конфликты
недавнее прошлое, особенно с 570 года н. э. разделили некогда великую империю. В настоящее время
Конфликты и интриги: Текущие проблемы, открытые и в разговорной речи его называют Новым Королевством
тайные, отмечены здесь для использования Мастерами Ашлисса, или чаще просто Ашлисса, заимствуя название
подземелий в качестве начала приключений и фона кампании. древнего королевства Флан, которое Аэрди победили,
чтобы завоевать эти плодородные южные земли во время
миграций.
Большая часть территории Ашлиссы лежит между
бывшей Южной провинцией Великого королевства и
Ашлиса лесом Грандвуд; ее части простираются на север до
Иннспы, недалеко от Адри. Эти земли плотно заселены, и
Своё название: Соединенное Королевство Ашлисса
большая часть населения сосредоточена вокруг ряда
Правитель: Его Превосходящее Императорское
крупных речных городов. Люди этих земель в основном
Величество, Верховный король Ксавенер I, Великий
представляют собой смесь эридианцев и суэлов; здесь
принц Калстранда, Коронованный Глава Дома Дарменов
есть несколько орков и гоблиноидов, но мало эльфов,
(NE человек мужчина Плт15)
гномов и халфлингов, кроме как в лесах и холмах. Когда-
Правительство: Феодальная империя с наследственным
то это были самые богатые провинции Великого
правлением; княжества свободно управляются монархом,
королевства, но годы войны превратили большую часть
полномочия которого ограничены письменными
экономики в руины. Последние пять лет были
соглашениями с крупными дворянами
добросовестно потрачены на восстановление
Столица: Калстранд
инфраструктуры.
Крупные города: Карнифанд (4800), Хекспулы (12 700),
Эти земли сосредоточены вокруг обширных равнин с
Иннспа (12 200 ), Джалпа (22 900), Калстранд (24 000),
умеренным климатом, образованных системами рек
Наери (6 300), Нулбиш (17 100), Орред (5800), Пардью (4
Фланми, Микар и Телли на востоке Фланнесса, которые
100 ), Примп (17 400), Ралсанд (2500), Рел Девен (29 400),
на протяжении веков питали Великое королевство и его
Сарндт (2300), Торрич (27 500 ), Зелрадтон (12 900)
государства-предшественники. Большинство местных
Провинции: Восемь княжеств, одно великое княжество,
хищников были давным-давно истреблены аэрди, хотя
различные пограничные земли и многочисленные очень
некоторые из них обитают на диких равнинах вдали от
мелкие дворянские владения (графства, герцогства и
речных долин, где находится большая часть
баронства)
обрабатываемых земель Ашлиссы. Реки Ашлиссы
Ресурсы: Продукты питания, домашний скот, ткани,
доставляют продукты
серебро, медь, золото, изделия из железа, древесина,
травы, прекрасный эль и пиво, исторические и
магические знания
сельской местности в крупные города, которые содержат Grandwood Forest, Marchland of the
рынки королевства и производят промышленные товары и Torrich
услуги. Адри и Грандвуд - это все, что осталось от
некогда обширного лиственного леса, который, согласно
Princess Bersheba (CE female human Rog9), House
легендам, встречался на широких берегах Фланми. Аэрди Darmen
вырубили леса много веков назад и продолжают Innspa, Principality of
сокращать оба леса, особенно Адри, путем агрессивных Innspa
рубок и расчистки пастбищ и сельскохозяйственных Princess Karasin (NE female human Wiz10), House
угодий. На этих центральных сельскохозяйственных Garasteth
землях когда-то выращивалось огромное количество
Jalpa, Principality of
зерна для поддержки растущего населения королевства,
но поля вблизи спорных границ теперь в основном Jalpa
находятся под обломками. Большая часть крупной дикой Prince Farland (LE male human Ftr12), House
живности в королевстве состоит из пасущихся животных, Darmen
таких как зубры (дикий крупный рогатый скот) и многие Kalstrand, Capital Principality of
виды оленей и лошадей. Kalstrand (imperial capital)
Все эти земли теперь управляются из недавно созданной
столицы Калстранда, где король Ксавенер из Дома
Overking Xavener I (NE male human Rog15),
Дарменов основал свой королевский двор. Использование House Darmen
термина "Малахитовый трон", который когда-то описывал Medegia, Marchland of
должность верховного короля, теперь считается Nulbish (to be moved to Pontylver once it is cleared
вульгарным. Дом Дарменов, жречество Зильхуса и of undead and rebuilt)
Королевская гильдия торговцев составляют наиболее Prince Gartrel (LE male human Ftr10), House
доминирующий блок власти в королевстве, контролируя Darmen
торговлю и управление городами.
Мандат, данный этими фракциями королю Ксавенеру, Naerie, Principality of
очень ясен: они хотят, чтобы он восстановил Аэрди в Naerie
качестве выдающейся экономической и политической Prince Barzhaan (LN male human Ftr13), House
власти во Фланнессе, избегая дальнейших военных Haxx
действий любой ценой. Огромный черный рынок Nulbish, Principality of
лекарств, оружия, одежды, скота и продовольствия
угрожает легальной экономике, и Ксавенер предпринял
Nulbish
действия, чтобы тесно объединить провинции под своим Prince Harnnad (NE male human Ftr11), House
знаменем, восстановив имперскую иерархию. Его Darmen
недавняя реструктуризация системы дворянства, когда-то Rauxes, Marchland of
переполненной князьями малой власти, породила Carnifand (to be moved to Orred after marchland
сильную вражду между меньшими и большими has been divided into smaller provinces)
дворянскими домами за контроль над территорией,
налогами и торговыми перевозками внутри Ашлиссы и с
Baron Oswalden (NG male human Wiz15), House
внешними государствами. Однако большинство лордов Cranden (administrative caretaker until marchland's
Ашлиссы верны новому порядку, потому что он future is decided)
уменьшил хаос и восстановил чувство справедливости в Rel Deven, Principality of
королевстве. Rel Deven
Далее следуют основные политические подразделения Prince Carwend (N male human Wiz14), House
Соединенного Королевства Ашлисса со своими Cranden
столицами, правителями и правящими домами.
Torrich, Principality of
Лес Андри, Маршленд
Torrich
Иннспа
Prince Dilweg (LE male human Wiz16), House
Принц Молил (LN человек мужского пола Ftr9),
Darmen
Дом Наелакс
History: The history of the United Kingdom of
Ашлисса, княжество
Ahlissa is essentially the history of the Great King-
Зелрадтон
dom. This tale begins more than twelve centuries
Принц Реидрицх (NE человек мужчина Влш20),
ago, when Oeridian tribes wandering the vast cen-
Дом Неалекс
tral plains of Oerik beyond the Flanaess in the Far
Цхатхолд, Машхленд
West were driven to the east by a series of raging
Рел Девен
conflicts that culminated in the infamous Twin Cat-
Маркиз Карн Серранд (LG мужчина человек
aclysms of prehistory. These nomadic peoples were
Клр3 Рао),
not very different, culturally speaking, from their
Дом Серранд
neighbors the Flan, being superstitious, rustic,
proud, and relatively primitive compared to the
great empires of the Suel and Baklunish. Perhaps the
proudest, most warlike, and powerful of these tribes
were the Aerdi, their name meaning "sky people" in intrigues of the Celestial Houses would soon
the old tongue. These clans worshiped powers of the become subordinate to the politics of the Malachite
Oerth and sky, and they read signs and portents in Throne.
the heavens. Nasran founded the See of Medegia and granted it
When the struggle between the Baklunish and to the faith of Pholtus. The Great Kingdom was
Suloise empires threatened to engulf central Oerik, it quickly becoming too vast to effectively control from
was proclaimed that the destiny of the Aerdi and Rauxes, so the overkings appointed viceroys to rule
other Oeridians lay far to the east. So, 1,235 years ago, the major provinces. The viceroys had near total
began the Great Migrations to which the modern autonomy within their realms to efficiently deal with
reckoning of the Oeridians is dated. The tribes local problems, answering only to the Malachite
entered the Flanaess through the Fals Gap, where Throne. By 100 CY, there were four such viceroys.
they first encountered the Flan. In time, the Aerdi One in Zelradton administered South Province
arrived at the shores of the great eastern waters, their (awarded to House Cranden), and a counterpart in
long journey at an end. Eastfair controlled North Province (awarded to
They named that vast ocean the Solnor (literally, House Naelax). The empire's borders had by now
"the birthplace of the sun"), and along its shores reached all the way to the Fals Gap and the moun-
they founded a series of small states. These were tainous Quaglands. Manshen, the first Rax overking,
largely tracts settled by individual noble houses of divided these marklands in 100 CY, forming two vast
the Aerdi, such as the mystic Garasteth, the noble provinces around the Nyr Dyv, one in the east and
Cranden, the mercantile Darmen, the calculating one in the west. The Viceroyalty of Nyrond, which
Rax, and the militaristic Naelax. These small princi- eventually included Urnst, was ruled from Rel Mord
palities accomplished little under their loose con- by a junior branch of House Rax. A viceroy in Dyvers
federation, as they were individually unable to take administered the Viceroyalty of Ferrond, including
on the Ur-Flan and Suel, so they quickly gathered its Northern Reaches (now Perrenland and lands
under a single banner. In 428 OR (-216 CY), the north and northeast of the Vesve Forest).
scion of House Garasteth, Lord Mikar, became the The Great Kingdom reached its height over the
first grand prince (equal to a king). He ruled a land next century under House Rax, with ambitious rulers
now called the kingdom of Aerdy ("aer" meaning such as the lines of Erhart and Toran. However, with
"sky" in Old Oeridian). the death in the spring of 213 CY of the Overking
The Aerdi made their capital in Rel Astra, and Jiranen, a sovereign who had reigned many years,
spent the next few decades conquering the neighbor- succession became a matter of intrigue. His fatuous
ing Flan and driving the Suel to the south. Due to the son Malev was uninterested in the office and pro-
cooperative effort of the various Aerdi tribes settling ceeded to secretly auction it off to the highest bidder
in the Flanmi basin, they expanded quickly. First among his relatives. Malev did not care who took the
they conquered the Flan's crumbling kingdom of throne, and it came as some surprise when his cousin
Ahlissa in the southwest, then swept north to con- Zelcor reportedly met his price.
tend with other Oeridian tribes who had settled the During Zelcor's coronation in Rauxes later that
Flanaess behind them. During the reign of Grand year, an ominous sign appeared in the sky, a com-
Prince Almor II, the Rax Aerdi defeated their Nyron- plete eclipse of the noontime sun above the capital.
dese rivals in the Battle of a Fortnight's Length (535 The Royal Astrologers proclaimed it as a great por-
OR, or -109 CY). Aerdy almost doubled in size and tent, confirming the sign of a coming Age of Great
thereafter became known as the Great Kingdom, Sorrow prophesied by Selvor the Younger fifteen
now a true empire. years earlier. Overking Zelcor promptly abolished
It was the prudence of House Cranden that solidi- the astrologers' order for trying to recreate earlier
fied the realm's power structure over the next cen- hysteria and banished the members to Rel Astra. So
tury. The Great Kingdom became a potent force for proceeded an inexorable decline that began as the
order and good in the Flanaess. In the year 645 OR rulers of House Rax became progressively neglect-
(l CY), Grand Prince Nasran declared universal ful, decadent, or dimwitted. Provinces began calving
peace in the empire, taking the new title of overk- off the empire like icebergs into the sea, beginning
ing. Nasran was by all accounts a wise and dutiful with Ferrond in 254 CY. Many noble and good Aerdi
ruler, and few openly begrudged him his claim. were expatriated by these secessions, leaving the
However, it quickly became clear to all the noble heart of the kingdom to opportunists. By 356 CY,
houses of the Aerdi that power in the Great King- Overking Portillan could not even prevent his own
dom was being centralized in the hands of the rulers cousin, the viceroy of Nyrond in Rel Mord, from
of Rauxes, and that the fortunes of the Great King- breaking with the Malachite Throne and declaring
dom would now rest with them. The needs and his independence.
After the withdrawal of Nyrond from the Great declared independence from the Great Kingdom in
Kingdom, the slide became precipitous. Buffoons 584 CY, dragging itself out of the Greyhawk Wars,
and incompetents sat upon the Malachite Throne, and the empire shattered within weeks into many
and their mismanagement split apart the Celestial pieces.
Houses. This period of degeneration culminated in The end came swiftly in 586 CY, when rivals for
the Turmoil Between Crowns, when the last Rax the throne, perhaps including the fiendish Duke
heir, Nalif, died in 437 CY at the hands of assassins Szeffrin of Almor, attacked the capital after hearing
from House Naelax. The herzog (great prince) of news indicating Ivid V had died or been deposed.
North Province, Ivid I, then laid claim to the throne. Rauxes fell victim to a vast magical conflict that left
The herzog of South Province, Galssonan of House the city in ruins and submerged in a region of dis-
Cranden, broke with Rauxes and joined a widespread torted magical force with unpredictable effects, The
rebellion in the south. Years of civil war ensued, and final fate of Ivid V, the rivals for the Malachite
only the intercession of dispassionate houses such as Throne, and Rauxes's citizens remains unknown. All
Garasteth and Darmen brought about the final central authority gone, the provinces of Aerdy went
compromise. their own ways.
The tyrannical Ivid I assumed the Malachite In the north, Ivid's cousin, Herzog Grenell,
Throne at the price of granting greater autonomy to founded the Great Kingdom of Northern Aerdy and
the provinces, notably Medegia, Rel Astra, and Almor. crowned himself overking, a title not used outside
The recalcitrant herzog of South Province was quickly his own realm. He focused his energies entirely on
deposed and replaced by a prince from House Naelax, defending and consolidating his new realm. In 587,
who sought immediately to bring the southern insur- most of the rest of the Great Kingdom re-formed in
gents back into line. In 446 CY, the herzog granted an the south under the banner of House Darmen and
audience to representatives of Irongate, who went to began calling itself the United Kingdom of Ahlissa.
Zelradton to air their grievances. The offer turned out Leading this effort was the scion of Darmen, a pow-
to be a ruse, and the ambassadors were imprisoned, erful prince from Kalstrand named Xavener, who
tortured, and executed for Overking Ivid's enjoy- assembled the surviving provinces into a new nation
ment. The whole of the south arose again in violent with his own House preeminent. Within four years,
rebellion, and one year later formed the Iron League Ahlissa had expanded to share an undefined border
and allied with Nyrond. with North Kingdom. Now, the two nations con-
The line of Ivid, comprising four more overkings, tend for the lands of central Aerdy and control of the
ruled the Great Kingdom for almost another century future of the Aerdi people.
and half. They oversaw a fractured Great Kingdom, In 590 CY, Overking Xavener directed his kins-
but they did so with iron fists and villainous glee. men, assisted by the priesthood of Zilchus, to create
The Malachite Throne soon became known as the a new path for the Windmarch, an ages-old annual
Fiend-Seeing Throne, and it was widely believed trade route that once ran from Chathold downriver
(with good reason) that the Ivid overkings consorted to Nulbish and Pontylver, then upriver all the way to
with evil outsiders. The faith of Hextor became the Eastfair. The Windmarch survived even during the
most prominent in the realm, and it laid claim to the mad and murderous reign of the Ivids of House
See of Medegia, wresting it from the Zilchans who Naelax, but with the latter stages of the Greyhawk
had held it for nearly two centuries after they had Wars and the collapse of the Great Kingdom the
supplanted the Pholtans. Windmarch ended, as travel became too unsafe for
The Great Kingdom saw a brief, violent resurgence the merchants involved.
during the reign of Ivid V, who assumed the Mala- The overking intends for the new "Windmarch of
chite Throne in 556 CY. Despite creeping insanity, Ahlissa" to strengthen trade within his empire, as
he ably defended his realm from the combined forces well as the infrastructure (roads, bridges, mail routes,
of the Golden League (579-580) and civil unrest river traffic), the tax base, internal political ties, and
during the Red Death plague of 581. After years of the Ahlissan army. The army, including units from
political maneuvering and scheming, Ivid finally the principalities, has been directed to secure the
brought far-flung provinces together in an attempt to new Windmarch route from bandits, renegade orcs
launch a great war to reestablish the former glory of and military units, troublesome minor nobles, out-
the empire of the Aerdi. In 583 CY, Ivid launched an side aggression, the Scarlet Brotherhood, etc. The
attack upon Nyrond, Almor, and the Iron League Windmarch is not meant to improve external trade;
states, but the conflict served only to bring ruin to holding the empire together is a higher priority.
the heartlands of the Great Kingdom and destruction The first new Windmarch is scheduled to begin in
to many tens of thousands of citizens. Ivid made Coldeven 591 CY in both Rel Deven and Hexpools,
terrible enemies of his kinsmen. North Province with merchants from both cities migrating to
Kalstrand for Growfest, then on to Nulbish, Pardue, Allies: None
Sarndt, Torrich, Jalpa, Carnifand (during Brewfest), Enemies: Shield Lands, Furyondy, Stonehold, Rovers,
and Orred. From Orred, the merchants head for Tenh, County of Urnst, the Pale, Nyrond, Knights of
home in two groups, one going down river and the Holy Shielding, Knights of the Hart, hostile factions
other heading overland. Merchants from Naerie and within Iuz's command structure (sometimes)
the Relmor coast must go to Rel Deven or Hexpools Overview: The lands of the Bandit Kings are arable
to join the great caravan, though some join the Wind- but not especially fertile, being rocky and grossly
march elsewhere along the route. Much of the route overfarmed. Some scholars believe the rowdy dispo-
lies along ancient, magical roads called the dirawein, sition of the natives can be traced to these agricul-
built by the Aerdi and still functional. Clearing the tural difficulties, since they discourage large settle-
dimwem of bandits is a major project. ments and set the stage for banditry by poor farmers
Conflicts and Intrigues: Potentially explosive against trade caravans moving from city to city.
border disputes lie on every side of Ahlissa. Internal Despite being largely a land of flat, featureless hori-
disorder and banditry is caused by orc ex-soldiers, zons, the area is home to one of the most stunning
renegade army units, gangs of thieves and smug- geographical features of the continent: the forebod-
glers, and hostile noble houses. Scarlet Brotherhood ing Rift Canyon. Hundreds of tales and legends tell
spies want to infiltrate and control regional govern- of how the great canyon came to be. Most know it as
ments and noble houses, A secret society called Mid- a den of foul creatures and strange magical condi-
night Darkness assassinates foreigners in Ahlissa tions. Presently, it is infested with bandits fighting
seen as "interfering in Aerdy's noble culture." against the occupying forces of Iuz.
Weather conditions here are generally temperate,
Almor (see Nyrond) though winters tend toward harsh storms and even
blizzards throughout late Sunsebb and early Fireseek.
Bandit Kingdoms In contrast, high summer often brings drought,
Proper Name: (formerly) Combination of Free threatening grain crops and cattle production.
Lords; (now) Bandit Lands (within the Empire of Prior to the Greyhawk Wars, the local lords fre-
Iuz) quently made war with one another. When the
Ruler: Various petty warlords and tyrants or Lesser entire realm came under threat from exterior foes
Boneheart mages, all supposedly in service to Iuz (usually the Shield Lands, Tenh, or the Horned Soci-
Government: Many loosely allied petty dictator- ety), each lord sent a portion of his troops; bandit
ships, currently "administered" (often in name only) army counts often totaled as high as fifteen thou-
by occupying forces of Iuz sand troops.
Capital: (formerly) The largest city in the strongest Though the forces of Iuz now occupy and admin-
fiefdom, usually Rookroost; see "Provinces," below. ister much of the lands of the Bandit Kingdoms,
Major Towns: Alhaster (pop. 4,700), Balmund (1,300), some old political divisions remain, even if entire
Groucester (1,100), Hallorn (540), Kinemeet (2,300 populations do not. Some states here have survived
humans, 5,000 orcs), Marsakeer (630), Narleon (2,400), or even returned to life after Iuz's conquest of this
Riftcrag (pop. 5,000), Rookroost (17,500), Sarresh region, adding chaos to a very tumultuous empire.
(3,600), Senningford (1,200), Stoink (13,300) The following is an outline of these old states and
Provinces: (Formerly) seventeen independent fief- their current status.
doms, number variable over time; (now) various ill- Abbarra: A wilderness of rugged plains situated
defined territories governed from four "regional cap- between the Fellreev and Tangles, immediately west
itals" (Hallorn, Riftcrag, Rookroost, and Stoink); of the Midlands, Abbarra was long run by a syndi-
entire region is itself part of the Empire of Iuz cate of formidable assassins. In a land as chaotic and
Resources: Silver (in Rift Canyon) lawless as the Bandit Kingdoms, the blade of a
Coinage: Various currencies produced by each fief- trained killer is highly prized. Because of this, the
dom or stolen from sovereign nations Abbarrish have generally managed well as a people,
Population: 475,200—Human 79% (OFSb), Half- despite the inferiority of their overfarmed land.
orc 9%, Halfling 5%, Elf 3%, Gnome 2%, Dwarf 1%, Abbarra lost most of its able fighting men at Steel-
Half-elf 1% bone Meadows in northeastern Wormhall, the scene
Languages: Common, Orc, Halfling of a frightful massacre in Brewfest 584 CY brought
Alignments: CN, CE*, NE, N, LE, CG on by a deranged cleric of Iuz. However, some assas-
Religions: Iuz (officially), but also Olidammara, sins survived (perhaps organized by their former
Erythnul, Norebo, Hextor, orc pantheon, Nerull, leader, the ruthless Kor (NE male human Asn12)
Ralishaz, Kurell, Fharlanghn, Pholtus, Trithereon, and now prey on Iuz's rare patrols in this area. These
Rudd, various goblinoid gods "terrorists" strike from hidden bases and live off the
land. Abbarra is technically governed from Hallorn, The invasion of 583 brought with it new leader-
but it is generally ignored by the empire. ship in the guise of Xavendra (CE female human
Artonsamay, Duchy of the: Located along the Clrl3 of Iuz) an oddly refined and graceful cleric of
riverbanks north of the Great Northern Bend of the Iuz. Lacking the fiends that provided most of her
Artonsamay and the plains within 30-60 miles of security, the cleric has had to accept former bandits
the Rift Barrens' eastern end, the duchy was a curios- into her circle of leadership in Groucester, (She
ity in this land of criminals and murderers. Though a reports to the regional capital at Rookroost.) The
purse was as likely to go missing here as in any hold- bulk of the bandits working with her have turned to
ing, Artonsamay had about it a certain honor lacking dark religion and evil debauchery. Xavendra has a
in most of its neighbors. well-known distaste for orcs, and some suspect she
Rumored to have been ruled by a puissant noble may make a play for independence (despite being a
adventurer of Urnst's Gellor dynasty, Artonsamay cleric of the demigod) should Iuz's full attention fall
was a favorite haunt of thrill-seekers and lawless folk elsewhere.
lacking an evil or sadistic bent. None of this, how- Freehold, Mighty: The realm in the inner crook
ever, served to aid the duchy when Iuz's forces of the Fellreev Forest, south of the Artonsamay, was
invaded in 583; the realm's castle "capital" was named for its sole fortified site, a huge walled keep,
destroyed, and most of the land's residents fled to the The Freehold allied itself with Iuz when the latter
County of Urnst, Stoink, or the Rift. Great magic was invaded in 583, but its forces were treacherously
employed in the battle, and Artonsamay is now destroyed at Steelbone Meadows the following year.
mostly uninhabited wilderness (much of it barren) The land is patrolled by rogue orcs now, and surviving
with poor hunting, governed from Stoink. Many, Freeholders are very few. Few troops from Hallorn
including Countess Belissica, believe that Duke check on it.
Gellor (N male human Ftr12) is dead, though the folk The Freehold keep itself was altered in the early
of Stoink whisper that no less than Iuz's high priest- months of Iuz's occupation, becoming the grisly
ess, Halga, was seen there, tracking a man bearing an castle known as Fleichshriver. Remolded by
all-too-familiar appearance. fiendish hands, the citadel is an imposing reminder
Dimre, Grand Theocracy of: Dimre includes the of the evil, otherworldly forces that once infested
far end of the Phostwood west of the Artonsamay, the local countryside. Though passers-by no longer
and the plains 60-75 miles west of that wooded bend need fear the claw and tooth of marauding demons,
in the river. A small, powerful state, Dimre once strange, haunting screams can still be heard from
raided Tenh and Nyrond through the Phostwood the seemingly abandoned keep; locals give it a wide
and Nutherwood. Founded prior to the Great Coun- berth. Iuz's archmage Null (CE male human Wiz19),
cil of Rel Mord by the charismatic canon of a hereti- of the Greater Boneheart, was known to come here
cal apostate cult of Pholtus, Dimre is greatly reviled in the past and might do so still.
in the Pale. Brave young templars are often sent by Greenkeep, Defenders of the: The eastern Fell-
the Pale's theocrat to undermine the little realm. The reev south of the Artonsamay River was a state dom-
appalling failure rate of such endeavors has led many inated by humans but with significant numbers of
to suggest (in private) that Dimre presents the Pale renegade sylvan elves and half-elves. Merry follow-
with a convenient means for disposing of chal- ers of Olidammara, the Greenkeepers escaped the
lengers to the status quo. After several embarrassing massacre at Steelbone Meadows and withdrew into
defeats in the summer of 583 CY, even the armies of their corner of the Fellreev. They suffered much
Iuz chose to let matters stand, signing a pact of from raids by wizards, clerics, and orcs under Iuz,
nonaggression and alliance with Dimre. Dimre is but some hang on, helping and helped by the
technically governed from Stoink, though it is Reyhu-elf alliance across the river. They avoid the
autonomous in reality. Dimre's clergy preaches that plains to the south.
to understand the glory of Light, one must first walk Grosskopf, Grand Clans of: The eastern Bluff
hand-in-hand with Darkness. Its army keeps watch Hills and lands south to the Zumker were held by
on all borders, allowing none but the faithful to pass Grosskopf, long friendly with orcs and their kin,
into their sacred land. Grosskopf was invaded by Duke Ehyeh Ill's forces
Fellands: The western Bluff Hills, eastern Fell- in 578 and forced to restrain its banditry. This war-
reev, and lands between were part of a warrior realm rior realm absorbed the Fellands in 581, following a
based in the town of Groucester. The Fellands were marriage between their ruling families, and raids
conquered by the forces of Tenh in the spring of 578 into Tenh began anew late that year.
CY, and ceased raiding eastward for a time. This In 583, with the troops of Stonefist crowding Tenh
realm was absorbed by the Grosskopf clans in 581, and demon-led orc and hobgoblin armies rapidly
following a marriage between their ruling families. approaching from the west, Grosskopf capitulated to
Iuz. (Some men fled into the Bluff Hills, where they in concert with and against the armies of Rookroost,
hold out yet.) Many Grosskopf raiders with cavalry depending upon fortune and agreements between
skills elected to take Iuz's suggestion that they relo- the local graf and the plar of the region's capital. By
cate to the Barrens to fight the Rovers, with whom 583, the Midlands and Rookroost were allied. Iuz's
Grosskopf had clashed for many decades. The raiders armies encountered staunch but ultimately point-
live now at the Barrens' regional capital, Grossfort, less resistance on the Midlands fields. When the
forming the basis of a sizable army known as the defenders fell, the route to the capital lay open,
Marauders of the North. Other Grosskopf troops Most surviving forces were destroyed at Steelbone
work with allied orcs and goblins at Senningford Meadows, and the temple has been razed. The
and Narleon, fighting Stonehold skirmishers and region is now under the control of Kinemeet's orcs,
supplying Iuz's troops in Tenh. Grosskopf and Fel- who usually answer to Graf Demmel Tadurinal (CE
lands are both now controlled from the regional cap- male human Clr8 of Iuz), a toadying cleric stationed
ital at Rookroost. in Rookroost. The graf also handles patrols along
Johrase, Kingdom of: One of the oldest holdings the Artonsamay.
in the Combination of Free Lords, Johrase has long Redhand, Principality of: The Combination's
held the lands west of the Zumker-Artonsamay con- only coastal "kingdom," Redhand holds a section of
fluence, extending southwest from the town of the north coast of the Nyr Dyv, from the old Shield
Kinemeet (the capital) to the Rift Barrens and the Lands to the mouth of the Artonsamay. "Prince"
Tangles. Formed in 324 CY by Andrellus, a de- Zeech (LE male human Ftr8/Clr4 of Hextor), an
bauched scion of Aerdy's Rax dynasty, Johrase repre- effete renegade Shield Lands lord who broke with
sented a miniature Great Kingdom, replete with its his nation in 577, swiftly allied himself and his
own king and commoners (represented by local Flan forces with Iuz in 583. The alliance saved his realm
plainsmen). from destruction, though the old lords and soldiers
Over time, the realm's society became increasingly of the realm chafed at taking orders from half-orcs
dominated by the warrior instincts of the Flan, the and worse. Redhand's capital is at Alhaster, but
throne being held by the most powerful warrior, Zeech must report to the clerics of Iuz at Balmund,
regardless of race. Annual raids against Redspan which he hates. Deadly conflicts between "Reyhu"
ensured that the brutish influence of Johrase was orcs in the north and Redhand humans in the south
known throughout the Flanaess. Nonetheless, Kine- are becoming common.
meet became a neutral meeting ground for bandit Now that most of the Old One's demonic officers
chieftains and a marketplace for cattle and horses. are gone from the land, many believe Zeech and his
Johrase allied with Dimre and fought Iuz's forces men are set for a rebellion. Word of this surely has
in 583, but it was routed and its men scattered to the reached Dorakaa, and all eyes watch the debased
east. Many have taken to the mercenary life in Tenh, prince with grotesque curiosity, guessing at his fate
fighting for the Tenha, the Pale, or whoever offers should he defy Iuz. Zeech would get no help else-
the most coin. All fly the black morning star where, as he is greatly hated in Urnst and Furyondy.
emblem of Johrase in combat, and Johrase men Reyhu, Great Lands of: Though the city of Rook-
never fight each other, regardless of professed alle- roost commonly held the distinction of the "capital"
giances. Johrase bandits hate orcs and goblins, and of the old Bandit Kingdoms, the Allied Townships of
attack them on sight; they are proud but very bitter Reyhu (Balmund and Sarresh) controlled the most
about their loss. fertile land, granting them much power in this land
Kinemeet is now primarily an orcish city, its of arid plains and sickly woods. Sworn enemies of the
forces charged with controlling the plains for 100 Shield Lands, Reyhu men became skilled raiders and
miles or more in all directions. The commander defenders by necessity; tales of the prowess of the
here, usually a gigantic orc or intelligent ogre war- Reyhu armies were told as far west as Lopolla.
rior, reports to either Rookroost or Riftcrag, depend- The rulers of Reyhu, a long line of self-named
ing on whim. The commander is replaced about tyrants, curried favor in the County of Urnst, even
once a year, however, thanks to duels for leadership. coming to the aid of the count when Nyrondal cav-
The orcs here are warlike in the extreme but loyal to alry crossed the county's eastern border following
Iuz, despite the fact that they frequently use Johrase Nyrond's break from the Great Kingdom. Because of
shields and flags along with those of the Old One. this, Urnst funnelled much unofficial (and often
Midlands, Stronghold of the: Once located illegal) trade to Reyhu through Hardwyn, across the
between the Fellreev and the Tangles, this plains river from Sarresh. This went on despite the wicked
domain was ruled from a fortified Hextorian temple nature of Reyhu's folk, many of them followers of
across the Artonsamay River from Rookroost. Erythnul, as many family ties crossed the Artonsamay
Throughout history, the bandits of Midlands acted in this region.
Bandits of Rift Canyon
Though Reyhu men invaded the Shield Lands been the major state in the Bandit Kingdoms, con-
with other Bandit Kingdoms after 579 CY, they trolling all land up to seventy-five miles north of the
feared Iuz and fled from his huge, eastward-moving Artonsamay-Zumker confluence and pulling in
armies in 583 CY, heading north into the Rift much legitimate trade. Rookroost's rulers have tradi-
Canyon or the Fellreev, or southeast into the County tionally been warriors who assassinate their prede-
of Urnst. Reyhu men now raid their old homeland cessors, controlled all the while by the city's power-
from bases in Urnst, or else hold out in the central ful gang of thieves, which also controls the local
Fellreev in alliance with sylvan elves there. assassins. Oeridian humans are dominant, but a large
The old Reyhu region is administered by a quartet orc and half-orc population is present, with many
of clerics of Iuz in Balmund, who in turn report to other nonhumans besides (including half-fiends
either Riftcrag or Stoink (their orders are often con- after the Greyhawk Wars).
fused on this point). Their incompetence does not A local legend says the city on the hill will never
eliminate the fact that the countryside literally be conquered, so long as its huge raven population
crawls with orcs and their allies, and hence is well roosts in the city's central square. So far, the
defended, if only by the sheer number of defenders. prophecy has held true. The city resisted a siege by
Reyhu's celebrated fields lay fallow, its crucial Tenha forces in 578 CY but was forced by treaty to
resource completely ignored and turning into stop raiding western Tenh. It wisely offered to join
wilderness. Iuz in 583 when the demigod's armies laid waste to
Rift, Men of the: Rift Canyon and nearly all the the Midlands realm to the south, and in 584 it
rough lands around it (the Rift Barrens) were ruled became a regional capital. Rookroost now governs
from the town of Riftcrag, which long had a notable all plains, forests, and hills between Cold Run and
nonhuman population of orcs, gnolls, bugbears, the Zumker River, all Iuzite forces in Tenh, and
ogres, and the like. The original bandit force here the plains across the Artonsamay south to the Rift
largely abandoned the city to Iuz's forces in 583, Barrens.
gathering in the deep recesses of the Rift and plan- The city's newest ruler, Lord Marshall Arus Mor-
ning a dark revenge. These forces are augmented by toth (secretly: CE male half-fiend Ftr15/Asn4), mur-
many refugees from Iuz's attacks (notably Reyhu), dered his predecessor, General Pernevi, following
and they are led by the charismatic self-proclaimed the loss in 586 of many of Pernevi's fiendish advis-
Plar of the Rift, Durand Grossman (NE male human ers. Mortoth has restructured the government,
Rog11). Native nonhumans and a few magically con- heavily favoring humans over other races, except
trolled monsters round out what is one of the three for a brutal hill giant employed as chief constable.
most active and well-defended resistance forces in Some say thieves and their agents really control the
the Bandit Kingdoms (the others being in the Fell- city, though the current administration has not
reev). Rift folk are mostly as chaotic and evil as the overtly tried to sour relations with Dorakaa. Lord
nonhumans, but they are clever and skilled at moun- Mortoth is rumored to be disenchanted with Iuz,
taineering and trap-setting. Many thieves and but he has no known relationship with Rookroost's
berserkers are among the warriors here, and Eryth- rogues, being a very self-centered dictator. It may be
nul worship is widespread. that the humans in his administration, which
Iuz's agents inhabiting Riftcrag made it a regional include very few priests of Iuz, feign their loyalty to
capital in 584. They keep watch over the canyon him. Rookroost forces use their old heraldry with
from the city and from the Leering Keeps, five that of Iuz, and relations with Iuz's local clerics are
citadels perched on the northern edge and eastern strained.
end of the enormous chasm. Led by Cranzer (NE Stoink, Free City-State of: The land within the
male human Wiz15), a powerful member of Iuz's two lower bends of the Artonsamay just west of the
Lesser Boneheart, these forces patrol the Rift, Nutherwood are controlled by Stoink, long known
attempting to contain the plar's growing army while as the "Wasp Nest." One of the most powerful states
continuously assaulting the Tangles with axe and among the bandits, walled Stoink had a major export
fire. The Rift holds mines that provide the region's business in weapons until the Greyhawk Wars
best silver veins. Of late, Cranzer has made deals began, trading with and raiding both Nyrond and
with the Rift bandits in order to make the regular the County of Urnst. It also commanded a great
silver shipments personally demanded by Iuz. smuggling business by river and road, and its thieves
Rookroost, Free City of: The large walled city of and mercenaries were renown across the Flanaess
Rookroost was founded in 329 CY by an Oeridian for their superb skills and bad manners. Stoink
robber-baron named Latavius, who preyed on river declared for Iuz after witnessing the fate of Arton-
and road traffic within many leagues of his base. The samay and Johrase, and Iuz's "capture" of the city had
town grew rapidly; for most of this century, it has little real effect on its daily life. Stoink was one of
the first three regional capitals designated by Iuz in The "Unified Bands" of the Warfields were hardly
584 CY. unified at all, and were governed as a single entity
Currently ruled by the fearless and grossly over- simply because one ruler was usually powerful
weight Boss Renfus the Mottled (N male human enough to either capture or coerce the leaders of rival
Rog15), Stoink sponsors brigand raids into north- bands. This overlord, known as the Guardian Gen-
ern Nyrond, and its forces loot the supply trains of eral, ruled through oppression. Generations of chaos
the army of Tenha expatriates attempting to retake and lawlessness left him little option.
their homeland under Duke Ehyeh III. Cross-river When Rovers of the Barrens overran the north-
raids between Stoink and the Urnst fortress Vent- ern border of the Horned Society in 578 CY, the
nor are increasing, but they have not yet invited an Guardian General of Warfields was among those
invasion by the County of Urnst north of the bandit lords who pledged their support to the Hier-
Artonsamay. The northern border with Dimre is archs. Shortly thereafter, the duke of Tenh's troops
stoutly defended to prevent raiding by overzealous crossed the Zumker and threatened Grosskopf.
minor priests. Warfields withdrew its support for the Horned
Tangles, Earldom of the: Encompassing the Society, triggering a punitive invasion. The minia-
entire Tangles, the far western Rift Barrens, and the ture kingdom was controlled by Molag until the
clear plains bordering Warfields and the old Shield Greyhawk Wars.
Lands, the Earldom of the Tangles suffered greatly In spring 579, Warfields and Wormhall, directed
from the incursion of Iuz's armies. Formed from an and aided by the Horned Society, attacked the west-
easygoing adventuring band devoted to Oli- ern Shield Lands; they were joined after their initial
dammara, the folk of Tangles had their jovial successes by armies from Reyhu, Redhand, the Rift,
nature put to the test by hobgoblin raids and ulti- and other minor kingdoms. The Shield Lands fell,
mately full occupation of all but the most inaccessible and Warfields men looted their way to Critwall and
forest depths. Axeport. They withdrew in early 583, concerned
Iuz rules this area from the small town of Hallorn, about a sudden change of orders sent to Horned
the earldom's former capital and now one of Iuz's Society troops (caused by Iuz, who had slain most of
regional capitals. Hallorn was once a grim place filled the Hierarchs and seized control of that realm).
with little more than zombies, thanks to an insane Warfields' army joined Iuz's, but it suffered gross
priest of Iuz and his numerous demonic allies. After losses at Steelbone Meadows massacre and rebelled.
the Flight of Fiends and the priest's death, the town's Warfields was then invaded and destroyed by Iuz's
current ruler restored some normalcy to the locale, hobgoblins. Warfields' soldiers and citizens are scat-
albeit of a decidedly evil bent. The wildly insane Earl tered to the winds.
Aundurach (CE male human Clrl3 of Iuz), a new addi- Warfields is much less a center of military activity
tion to the Lesser Boneheart, commands the surviving these days, consisting mostly of wilderness and
Tangles folk harshly and ineffectively. He promi- ruined towns. Administered from the regional capi-
nently displays a magical scepter crafted from the tal at Hallorn, the land is rife with hobgoblins, and
bones of Reynard, the land's rebellious bandit chief, few humans remain. The hobgoblins send many of
captured and slain in 589 CY. The earl is supposed to their number south to fight returning Shield Landers
control all activities in the Bandit Lands to the north at Critwall. The former Guardian General, an impos-
and west, but it is very doubtful that he does. ing warrior called Hok (CN male human Ftr14), has
A few hundred men and half-elves have with- not been heard from in over five years.
drawn entirely into the small woods, and from 585 Wormhall, Barony of: Though Iuz the Evil domi-
CY on have gained assistance from clerics of a nates the bedtime monster stories and threats experi-
Trithereon sect in Furyondy, with access to consid- enced by most children in this dreadful realm, the
erable magic. Attempts to destroy the Tangles from ghoulish edifice known as Wormhall, and the
Hallorn and Riftcrag have always failed, as the forest twisted land governed by those who dwell within it,
seems to regrow damage very swiftly. provide more localized chills. A desolate and largely
Warfields, Unified Bands of the: The original uninhabited wilderness in any era, the so-called
claimant to the lands along the eastern Kitensa River Barony of Wormhall comprised most of the land
has been lost to history. Since well before the forma- north of Warfields, along the upper Ritensa River
tion of the Viceroyalty of Ferrond, Warfields has within 75-90 miles of the east bank.
been a chaotic land wracked by nearly endless war- Wormhall fell to a Horned Society invasion in 578
fare. Situated at the crossroads of the Shield Lands, CY, though it remained occupied for but three
Horned Society, and the rest of the Bandit King- months. Reports that the dreaded Unnamable
doms, Warfields hosted some of the most titanic Hierarch himself visited Wormhall were never sub-
battles in the region's long history. stantiated, but most believe that the grim lords of the
land entered into some pact or bargain with the lead- each other with great regularity. Iuz conquered the
ers of Molag, granting local autonomy. Wormhall far western Bandit Kingdoms between Whyestil
men took part in the invasion of the Shield Lands Lake and the Ritensa River, which the Horned Soci-
(579 CY) and later joined Iuz's troops, but they were ety then took for its own in 513 CY.
slaughtered at Steelbone Meadows. Surviving troops Then came the successful invasion of the Shield
and citizens fled into the Fellreev. Lands in 579, and the coming of Iuz's human, orc,
Iuz's invasion in 583 CY brought about a similar and hobgoblin armies out of the Horned Society in
result. The Wormhall itself still stands, and its early 583 CY, crossing into the Bandit Kingdoms
strange masters are said to dwell there, about 40 before turning on and destroying the Shield Lands.
miles west of Steelbone Meadows. Iuz's orders to his Except for a few pockets of resistance (notably
troops in this land go first to the Wormhall, bypass- Dimre), most bandit armies buckled beneath the
ing Hallorn, the regional capital. The common folk threat of invasion or else suffered resounding mili-
who have not fled the region have experienced few tary defeat. Those lords who survived the invasion
changes in their daily lives. Still, Wormhall is a part allied themselves with the Old One or else fled to
of the Empire of Iuz, a point lost on no one. After the forests or Rift Canyon.
meeting with the lords of Wormhall for three full The war years saw much of the central Bandit
days, the Old One's representative had Baron Oltagg, Kingdoms become parade grounds for armies of
the speaker for the lords, sent to public execution. orcs, ogres, and worse. Crucial supply lines to Tenh
His still-beating heart remains magically preserved remained well guarded, as per the personal wishes of
in the central village of Obresthorp. Iuz, but deep corners of the land, such as Stoink,
No one knows the true faces of the lords of Worm- Rookroost, and Redhand, encountered few changes
hall. Rumors suggest they are ordinary humans, under the new leadership. The appearance of a stray
fiends, reanimated lords of old, or worse. The struc- orc warband seemed preferable to the tales told of
ture and province are named for the tenebrous worms demons walking the streets of the towns of the
that literally crawl on the walls of the Wormhall, a heartlands.
revolting feature that has led many to suggest magic In late 584 CY, news from Greyhawk declared an
created by the infamous arch-cleric Kyuss is some- official end to the war, and many warriors gathered
how involved in the affairs of the land. in northeast Wormhall to confer with their leaders
History: As the migratory Oeridians ranged east- regarding plans for next year's summer raiding
ward in their search for a land that would support season. After many nights of drunken Brewfest rev-
them, they passed through many regions of inhos- elry, more than ten thousand bandit men from
pitable climate, infertile land, and unfriendly local Abbarra, Freehold, Midlands, Warfields and
populations. Chief among these lands were the Wormhall were attacked as they slept by a treacher-
rugged plains north of the Nyr Dyv, which resisted ous (and probably mad) cleric of Iuz, using magic,
meaningful human settlement for centuries, even as assassins, and demonic servants. About half of these
a strong Aerdi empire created the Viceroyalty of Fer- men escaped, most badly wounded, and fled over-
rond to the west. Long held by ill-favored nobles, land to refuge in Greenkeep, Tangles, or the Rift. All
these "Middle Lands" fell to complete degeneracy nurse a grim hatred for Iuz and his forces in their
when Furyondy cut relations with its progenitor and homeland.
the courts of Rauxes became inept and mad. The abandoned campsite, now known as Steel-
In time, these petty barons established formal, bone Meadows, is overgrown today, with rotting
independent domains, loosely aligning themselves tents, rusted weapons, and scattered bones forming a
as the Combination of Free Lords. This alliance grim, open graveyard. Though it is likely the mas-
served little purpose internally. The locals fell upon sacre went against the wishes of Iuz (who had the
each other with zeal as each lord attempted to solid- mad cleric carried off to an unknown fate), it
ify his holdings while stealing those of his neigh- nonetheless offers a stern warning to those who
bors. When foreign states threatened the borders of wish to throw off the puppet rulers installed by the
the Combination, however, the lords reacted Old One.
fiercely, banding together impressive armies to dis- With Iuz's supply lines badly damaged and his
courage meaningful invasions. nonhuman armies restless, ill managed, and under-
By the early 300s CY, the Bandit Kings had become fed, this region is riddled with political machina-
such a threat that the lords of the Nyr Dyv's northern tions on behalf of the old bandit lords and new ones
shore banded together in their own alliance, a bul- yet to appear. Robbed of most of the fiends that
wark against banditry and lawlessness forevermore made up the backbone of his presence here, Iuz is
known as the Shield Lands. For more than two cen- thought by many to have lost considerable influence
turies, northern and southern lords made war on in the area. Still, the Old One counts it among his
holdings, and a resistance force of any size is likely capital, Thornward, to Hookhill near the Lorridges,
to encounter frightening, impressive resistance (see and Fals Road, from Thornward to Mitrik along the
Iuz, Empire of). Fals River. Barge traffic along the Fals to Mitrik has
Conflicts and Intrigues: Thousands of lawless ban- recovered since the Thornward Division, despite
dits search for ways to regain their independence continuing quarrels over river tariffs and attacks on
from Iuz. Many have joined Iuz's side but subvert Ket's barges by unknown persons.
Iuz's orders. Several old fiefs are depopulated and Bissel's four famed mercenary Border Companies
without leadership. If a new lord entrenched himself are being reorganized and retrained after their
in this land through force, the Old One would be defeat and disbanding during the Ketite occupation;
hard pressed to do much of anything about it. they are not yet at their former strength. Many
scouts and rangers are being sought for active duty
Bissel in the north and west. A large castle-building proj-
Proper Name: March of Bissel ect is underway along the southern banks of the
Ruler: His Lofty Grace, Larrangin, the Margrave of Fals (Bissel's new northern border) and along the
Bissel (LG male human Ftr9/Clr2 of Heironeous) neutral zone around Thornward. Ket destroyed
Government: Feudal monarchy owing fealty to many forts, minor castles, barracks, signal towers,
Gran March and Veluna; monarch currently chosen and army bases when it invaded Bissel and later
by leadership of the Knights of the Watch under when it withdrew. These are being rebuilt, but work
Gran March is very slow due to lack of funds. The massive Castle
Capital: Pellak Oversight, at Pellak, has become the headquarters
Major Towns: Pellak (pop. 2,300); former capital, for Bissel's branch of the Knights of the Watch. The
Thornward (see later), now held in common by sev- influence of Gran March and the Watch is every-
eral nations where, particularly in the new margrave's court. The
Provinces: Twenty-six knight-baronies, eight town- eventual recovery of Thornward is a core goal of the
ships, and one capital township (Pellak) government.
Resources: Foodstuffs, cloth, gold, gems (I) Thornward is a sprawling, heavily fortified city
Coinage: (Modified Keoland) griffon (pp), lion (gp), with a population of about six thousand, surrounded
eagle (ep), stag (sp), roc (cp) by numerous army camps (limited in size by treaty),
Population: 123,880—Human 82% (OSB), Dwarf further boosting its total population to about eleven
10% (mountain 57%, hill 43%), Elf 2% (sylvan), thousand. The caravan and river traffic through
Halfling 2% (stout), Gnome 2%, Half-elf 1%, Other 1% Thornward is of staggering size; items are often avail-
Languages: Common, Baklunish dialects, Dwarven able here that are found only in much larger cities.
Alignments: LG, LN*, N, NG The atmosphere in the city is tense and political
Religions: Heironeous, Zilchus, Fharlanghn, Gesh- intrigue is thick, but mercantile activity is nonstop;
tai, Rao, Istus the city is brightly lit all hours of the night to keep
Allies: Gran March, Keoland, Veluna, Knights of the trade moving.
Watch, dwarves of the eastern Barrier Peaks, many History: Bissel has long been the gateway between
mercenaries and adventuring bands; allies divided three worlds (the Baklunish West, the Sheldomar
over many issues Valley, and the rest of the Flanaess), and as a result
Enemies: Ket, Iuz has been repeatedly invaded, conquered, and settled
Overview: Bissel is at the northernmost reach of the by a variety of Oeridian, Suloise, and Baklunish peo-
great Sheldomar Valley, on a broad plain bounded ples. Some present-day villages and trade routes were
by the Barrier Peaks on the west and northwest, the established before the ancient Baklunish-Suloise
Fals River on the northeast, and the Lorridges on the Wars. The area shows the influences of many cul-
east. The irregular southern border lies about thirty tures, but the inhabitants tend to be untrusting of
miles north of Hookhill in Gran March. The north- foreigners and keep to themselves. The land was
eastern edge of the Dim Forest is claimed and settled eventually brought into Keoland (c. 302 CY), its trou-
by Bisselite woodsmen. Spring flash floods along blesome peoples forcibly subdued by the Knights of
the Realstream in the west form the only major the March, Keoish forces invaded Ket and Veluna
annual weather problem. Bissel has a temperate if from Thornward through 350-360 CY.
rather dry climate, with the far west getting most of After suffering defeats in Ket during the Short
the rain. Its wildlife is greatly varied, and monsters War, Keoland pulled back and made Bissel the "Lit-
often come down from the nearby mountains. A tlemark," the kingdom's northernmost domain.
constant stream of caravans, messengers, and Thornward, now a town of respectable size, was
patrols moves along the country's two major high- established as its capital to check Ketite expansion
ways: Watchtower Road, running from the former south and east of Bramblewood Gap; it grew into a
major trade center between Baklunish west and replacement. He and his men attempted (often in
Oeridian/Suloise east Bissel also profited greatly vain) to convert the Bisselites to western religions,
from trade between Keoland and Furyondy through all the while waiting patiently for the land to accept
the Fals River Pass, and Mitrik became the destina- its new governors. Other nations, understanding
tion of much overland and river traffic. Knights of Bissel's strategic importance, attempted to break
the Watch have had much influence here over the Ket's hold. In a succession of battles, Veluna drove
last 190 years, serving in the margrave's court and invading forces from the neck of the Fals River Pass
armies. and Highfolk gnomes defeated Ketite forces in the
Bissel was conquered by the combined forces of Northern Lorridges. Further advances into the
Furyondy and Veluna in 438 CY, which ended nation were halted by Ketite horsemen, often with
Keoish influence in western Veluna. The throne in assistance from the remnants of Bissel's disbanded
Chendl kept Bissel's office of the margrave, but Border Companies, now bankrolled by western
replaced the ruling family with nobles sympathetic interests.
to the affairs of the east. Beygraf Zoltan's assassination in 587 CY and the
Distance from the Furyondian capital left Bissel resulting change in Ket's government led to a new
practically independent, a state of existence that was policy regarding Bissel. Nadaid, Zoltan's state-
made official with great celebration in 477 CY, after favored replacement, withdrew most of his troops
Margrave Rollo and his personal guard courageously from Bissel to deal with chaos in Lopolla, then began
defended the visiting King Hugh III of Furyondy peace negotiations with the west, much to the frus-
from a small army of jebli. A grateful king declared tration of battle-hungry Gran March war bands gath-
Bissel a "march palatine" within days of his daring ered at Bissel's southern border.
rescue. Negotiations lasted from 587-589 CY, resulting in
At this time, there was a change in government in the controversial Thornward Division, by which
Ket, and a conservative-militant faction with strong Bissel's capital was lost and made a neutral city held
ties to the military came to power. This group and governed in common by Ket, Veluna, Gran
whipped up war fever with tales of Keoland's inva- March, and Bissel. Ket completely withdrew its
sion in the mid-300s. Ket attacked Thornward and armies, taking control of all Bisselite forts, towns,
besieged it for a year (499 CY), then continued to and lands north of the Bramblewood Gap.
raid into Bissel and Veluna off and on for the next In delayed reaction to Graf Imran's proselytizing,
eight decades. Bissel withstood the attacks and dozens of Baklunish temples were burned to the
remained independent, with the considerable sup- ground in the last four years. Anger is common in
port of Keoland, Furyondy, and Veluna. the land; the Knights of the Watch have seen their
The lure of fighting, political instability, and ranks swell considerably.
wealthy merchant lords led to an influx in adventur- In 590 CY, Bissel declared the central farming and
ers, spies and mercenaries. An attempted insurrec- trading town of Pellak as its new capital. Comman-
tion by necromancers in 580 CY, possibly tied to the ders of the invigorated Knights of the Watch look
plight of a disgraced, evil wizard-lord known as over the burgeoning town from the ramparts of the
Evard, led to harsh suppression of fringe groups and nearby Castle Oversight, watching the northern
zealous punishment of treason and sedition. A gen- horizon.
eral sense of distrust and self-defeatism emerged in Conflicts and Intrigues: Intense, bitter rivalry
Bissel, no doubt encouraged by certain powers that exists between Ket and Bissel, Veluna, and Gran
wished to see the nation fall. March over Thornward and the merchant traffic
In Goodmonth 584 CY, Ketite cavalry attacked there. Rivalry between Gran March and Veluna
Bissel's watchtowers along the Fals River at the grows over Bissel's loyalties. Individuals loyal to Iuz
northern end of Bramblewood Gap. Without many plot evil deeds. Bandits, goblins, orcs, and strange
of the mercenaries within its Border Companies, monsters from the Barrier Peaks and Dim Forest
who had traveled south and east to battle the Pomarj trouble the west. Knights of the Watch whisper that
and Iuz, Bissel fell by mid-Harvester. Ket, encour- valley elves, disguised as humans, spy on or steal
aged by the Old One, forced Bissel's surrender after from certain towns.
the fall of Thornward. The archfiend and the west-
erners had hoped to use the old margrave, Walgar, a Blackmoor
ranger of some renown, as a puppet, but pride would Proper Name: Archbarony of Blackmoor
not allow it. After giving up his lands, the aged ruler Ruler: His Luminous Preponderancy, Archbaron
committed ritual suicide. Bestmo of Blackmoor (NE male human Ftr11/Wiz4)
Graf Imran Tendulkar, a Baklunish religious Government: Actual government structure unknown;
warrior, took a soft hand to rulership as Walgar's numerous nonhuman tribal leaders in area
Capital: Dantredun the highest order and is responsible for creating the
Major Towns: Dantredun (pop. 700), Blackmoor nonhuman "automata" that populate the land imme-
Town (ruined), Egg of Coot (pop. 180?; many diately around his home.
automata) The lands of Blackmoor are steeped in magic, often
Provinces: Ten underbaronies (four ruined) called Oerthmagic, the source of which has not yet
Resources: Walrus ivory, copper, gems (II) been identified. Legend says that the numerous
Coinage: Currently none; old coins found in many mounds and standing stones throughout the arch-
ruins (standard types in odd shapes) barony were created by the Northern Adepts of Old
Population: 110,000—Human 37% (FOsb), Orc Blackmoor (presumably a cabal of Ur-Flan sorcerers)
20%, Halfling 18%, Elf 10%, Gnome 7%, Half-orc 5% to constrain the encroaching Black Ice. If so, perhaps
Half-elf 2%, Other 1% the stones also hold power against the demigod Iuz,
Languages: Common, Flan, Orc, Halfling, Elven, for he clearly avoids the land.
Gnome History: Before the time of the Great Migrations,
Alignments: LN, LE, NE*, CE the moors north of the Cold Marshes were inhabited
Religions: Unknown by Flan tribes who dwelt in stockade-like hillforts
Allies: None near the numerous hot springs throughout the
Enemies: Iuz, Wolf Nomads (sometimes) region. These remote tribesmen were little troubled
Overview: The Archbarony of Blackmoor is possibly by the events in the southern lands, though their
the most remote realm in all the Flanaess, situated own tales say that the Black Ice had already filled the
between the western shores of the Icy Sea and the northern valleys. It is not known what, if any, civi-
eastern edge of the Burneal Forest. The land of lization existed in the far northern land before the
Blackmoor also includes the northern fringe of the Ice claimed it, but the rumor of evil in the north was
Cold Marshes, and fully encompasses the Gloom- old even when the Oeridians and Suel were new to
fens, as the locals call the northern arm of the the Flanaess.
marshes. The northern border is vague, but few set- The Suel were in fact the first outsiders to have a
tlements lie within sight of the ominous Land of significant effect on the lives of the native Flan,
Black Ice. Cousins of the Ice Barbarians calling themselves
Little is known for certain of the government of Zeai, or Sea Barbarians, colonized the Tusking Strand
the archbaron; his court has no relations with those and Brink Islands north of Blackmoor. They raided
of the sovereigns of other lands. The militias of the the native villages, though this was little enough to
small underbaronies are typically leather-armored the Flan, who raided each other constantly. The Zeai
villagers, wielding shortspears, longbows, or slings. learned also of the City of the Gods and the Egg of
The archbaron's personal guard includes perhaps Coot, and stood in awe at the looming menace of the
three score "knights" (heavy cavalry of offensive Black Ice. Soon other peoples learned of these won-
mien), and heavy and medium infantry made up of ders as well.
several hundred human and half-orc soldiers. All are Oeridians and some Suloise from the southern
located in the town of Dantredun, now the capital of lands appeared in Blackmoor, usually in small bands,
Blackmoor. Many more nonhuman soldiers can be seeking treasure and magic. On their trail came more
called up from the surrounding area. substantial groups, outcasts of other lands who
Dantredun is a stonewalled city with rotting wished to create their own domains. These minor
wooden gates that stand open day and night. Few barons built the first castles, and brought a new kind
invaders have ever bothered to threaten the city, of warfare to the moorlands. The natives were driven
though kobolds from the Burneal Forest are a con- from the most habitable regions, and were forced to
stant nuisance. Many small villages and forts dot take shelter in the bogs. Here they encountered the
Blackmoor's lands, often built near volcanic vents or Hopping Prophet, and many joined his growing
hot springs. The occasional sharp tremor or emis- band of followers. Elsewhere in Blackmoor, the lich-
sion of poison vapors is a common hazard in this lord Ranial the Gaunt organized resistance to the
northern land. Aerdi, creating the Crown of Blackmoor in an attempt
The former capital of the archbarony, called Black- to wield the Oerthmagic against the invading armies,
moor Town, now lies in ruins that overlook Black- He ultimately failed, and the Great Kingdom made
moor Bay. Atop its highest hill are the fabled remains even this distant land a subject state, which they
of Blackmoor Castle. An orc "king" holds court at the titled an archbarony.
Castle, claiming to rule the town in the name of the Viceroys of Ferrond administered the archbarony,
Egg of Coot, whose forces conquered the town fifty but they took little interest in Blackmoor apart from
years ago. It is unknown who or what the Egg of Coot occasional punitive actions. They did build the Stor-
is, though he (it?) seems to possess magical ability of nawain Road through the Cold Marshes, linking the
Northern Reaches with the archbarony, but the route Provinces: (Formerly) three town-counties, nine
was never maintained by the local lords and barons. outland-baronies, and other minor fiefs; (now) a
Eventually, Blackmoor was released from the grasp of shifting patchwork of nonhuman territories
Furyondy and the Great Kingdom, unwanted and Resources: Silver, gems (I, II)
forgotten. Rumors of another lich-lord rising to Coinage: [Aerdy standard] orb (pp), ivid (gp), noble
power in Blackmoor were lost amid the general (ep), penny (sp), common (cp)
upheaval of the early 300s CY, as the Relentless Population: 310,000—Human 37% (Osf), Orc 20%,
Horde swept across the northlands and completely Halfling 18%, Gnome 10%, Elf 7%, Half-orc 4% Half-
cut off the archbarony from the southern realms. elf 3%, Dwarf 1% (large number of uncounted gob-
Adventurers still traveled to Blackmoor, searching lins, gnolls, etc.)
for the legendary City of the Gods or testing their Languages: Common, Old Oeridian, Orc, Halfling,
mettle in the dungeons of Castle Blackmoor. This Gnome, Elven (plus Goblin, Gnoll, etc.)
was fortunate for the archbaron, for the Dun- Alignments: LE*, LN, N, CE
geoneers' Tax was one of his few sources of income. Religions: Hextor, Oeridian agricultural gods, Ery-
Even this trade came to an end when the Egg of Coot thnul, Kord, orc pantheon, Beltar
conquered the capital, Blackmoor Town, and Allies: North Kingdom
destroyed both town and castle. His orc army made Enemies: Nyrond, Ratik, Frost/Ice/Snow Barbarians
the castle and upper dungeon levels their stronghold, Overview: Bone March is a small realm located
but his elite nonhuman shock troops continued to do north of the treacherous waters of the Teesar Tor-
battle even after their enemies were gone. This race, rent, nestled between the Rakers and the coast of the
called (qullan in the Nomad dialect (after their mot- Solnor. While the march once held the distinction of
tled appearance), remains a hazard from Blackmoor being the northernmost frontier of Great Kingdom
to the Barrens to this day. before the founding of Ratik, it ceased to be a part of
The Greyhawk Wars did not touch Blackmoor that empire after 563 CY. Bone March is now steeped
directly, but new immigrants have arrived in the in discord, ruled by a coalition of invading nonhu-
aftermath, all fleeing from the evil of Iuz. Teuod man tribes, particularly orcs, gnolls, and ogres.
Pent (N male human Wiz15 (illusionist)), a former Humanity, which once thrived here, is generally
Bandit King, now styles himself baron of Rams- enslaved and subject to the capricious whims of petty
horn. His successful raids on the slave-trains of Iuz bandit chiefs and nonhuman warlords who raid
have brought many former Tenha, bandits, and Ratik and even North Kingdom at will, going as far as
even Shield Landers into Blackmoor. Archbaron Nyrond and the Flinty Hills to pillage. Nomadic
Bestmo has as yet taken no direct action against bandit gangs, survivors and descendants of the once-
this possible threat to his authority. Iuz, mean- proud human culture, prey on one and all. Only the
while, does no more than send the occasional non- small, autonomous county of Knurl is secure at pres-
human contingent into Blackmoor, and a number ent, aside from a handful of nearly forgotten gnome
of these have already deserted. The Egg of Coot has strongholds in the Blemu Hills. Knurl is ruled by
taken no action yet, either; his goals, as always, are Count Dunstan (LN male human Ftr9), the last noble
inscrutable. of Bone March left in the region and an ally of Ratik,
Conflicts and Intrigues: Archbaron Bestmo is said The cool, rocky farmland of Bone March is rela-
to be searching for the fabled Crown of Blackmoor. tively poor and never supported a dense population
Wolf Nomads have spotted forces of Iuz roaming or large cities. Its farmlands are now largely desolate
the Cold Marshes, avoiding Blackmoor proper. The wilderness. Spinecastle, from which the marquis
Wolf Nomads propose an alliance with local ene- ruled a prosperous realm before its fall, has gained
mies of Iuz, coordinating raids from the north and an increasingly baneful reputation in the last decade.
west. The city is a partial ruin, surrounded by armed
camps of nonhumans who still rule the surrounding
Bone March town, but avoid the fortress itself, which they
Proper Name: Bone March believe is cursed. The nonhuman chieftains gather
Ruler: His Nobility, Clement, the Marquis of Bone in council infrequently, acting for the most part
March (presumed dead—LN male human Ftr9) independently of each other. They have carved up
Government: Formerly a feudal marchland of the Bone March into dozens of territories that they rule
Great Kingdom, now controlled by a conclave of as minor fiefs; in reality, their little realms are
nonhuman chiefs merely their normal raiding areas. The influence of
Capital: Spinecastle North Province (now North Kingdom) has led to
Major Towns: Knurl (13,500), Johnsport (pop. greater organization and military effectiveness
3,500(?)), Spinecastle (pop. 6,300(?)) among these barbaric tribes.
The tribes from the Rakers and Blemu Hills are the contingent led by the herzog into the north, he
likely to remain in firm control of most of the march, pivoted and headed back to Spinecastle while antici-
failing an invasion by either North Kingdom pating orders from his liege to counterattack. When
(unlikely) or the concerted effort of Ratik and its the courier of the herzog delivered orders for Vir to
allies among the Suel barbarians (who have had suc- pull back to the south in retreat, he spat in disgust and
cesses and failures here in the past). Grenell, the self- ordered the standard of the Naelax prince to be tram-
styled "overking" of North Kingdom, covets these pled in the mud. He then raised the standard of the
lands and would gladly see them under his thumb, Imperial Orb and charged.
but past alliances with the nonhumans have brought Approaching the site of the battle from the north,
many under his own banner, and he cannot risk he descended upon the barbarians from higher
losing their support. His own realm is not yet solid ground, and they were unprepared for the hundreds
enough for the assault, as well. Ratik harries the non- of heavy horse and lance that bore down on them in
humans, sure to punish them for any incursions to the next hour. Their lines were quickly broken, and
the north. the Imperial Army was rescued to eventually take the
History: When the Great Kingdom was young and day in what would be called the Battle of the Sham-
the successors to Nasran began the westward expan- blefield. The Aerdi drove the surviving barbarians
sion of their empire, the northern frontier quickly out of the hills, controlling the land all the way to the
came to demand their notice. Seasonal raids from Loftwood by the following spring. Overking Man-
the Suel barbarians, which had been a nuisance for shen recognized the courage of the young knight Vir,
decades, suddenly tripled in size and frequency. The and raised him as the first marquis of Bone March.
northernmost outpost of Johnsport and the coastal The land was so named for the high price paid for its
towns of Bellport and Kaport Bay became frequent taking, as the fallen imperial regulars numbered into
and favorite targets. When it became increasingly the thousands.
clear that the herzog of North Province was unable For centuries, the descendants of Caldni Vir con-
to deal with the problem, Overking Manshen tinued to rule the realm for the overkings. This dura-
turned to his experienced field generals, veterans of bility was attributed to the general effectiveness and
campaigns in the west, to fortify the northern honor of the marquises of Spinecastle. Having sur-
border of the realm, bypassing his ineffectual kins- vived even the Turmoil Between Crowns and con-
man in Eastfair. stant raids from the Thillonrian barbarians, little con-
In the spring of 108 CY, Aerdi forces massed in the cern was shown when nonhumans from the Rakers
frontier town of Knurl. With Knight Protectors of began raiding the nation with increasing frequency
the Great Kingdom in the vanguard, the force swept in the late 550s. In 560 CY, the raids took a dramatic
northeast, between the Rakers and the Blemu Hills, upturn, and in 561 a full invasion began.
in a march to the sea. By autumn, after having been By most accounts, Clement, the last marquis of the
met with relatively light resistance, the Aerdi suc- march, was a just and effective ruler, noble and forth-
ceeded in uprooting most Fruztii encampments, and right, a throwback to Aerdi lords of old. He had close
the foundations of a great stronghold were laid at dealings with the archbaron of Ratik, and talk of
Spinecastle. The Aerdi freed Johnsport in a pitched formal alliance, even union, was always manifest.
battle with the barbarians before the onset of winter. However, in what is sure to go down as black betrayal
Sensing that this would be only the first phase of a if proven true, it has been whispered that Clement's
long struggle, Aerdi commanders summoned thou- defenses were compromised by none other than His
sands of contingents from North Province over the Grace Grenell, herzog of North Province. As motive,
objections of the herzog, a Hextorian who had one need look no further than his ambition to
wanted to lead the forces into battle himself. annex Bone March, expanding his holdings all the
With the defeat of the Fruztii at Johnsport, the call way to the Rakers. Centuries of hatred between
went out that winter, and thousands of their kinsmen House Naelax and House Vir undoubtedly played a
poured south along the Timberway the next year. role as well.
Marching through passes in the Rakers, they assem- In 563 CY, orcs invaded Spinecastle by secret ways
bled and attacked the works underway at Spinecastle, that offered its defenders little warning or means of
focusing their assault on the heart of the Aerdi fortifi- preparation. Within just three years, the nonhuman
cations. The defenders, including the bulk of the elite masses had laid low the nation from the outside in
Aerdi infantry, were quickly outflanked and sur- and the inside out, dominating the realm from John-
rounded. A young Knight Protector of the Great sport almost to the Flinty Hills. A raid into Ratik was
Kingdom, Caldni Vir, a Heironean cavalier from attempted, but an alliance between Lexnol and the
Edgefield, commanded a large cavalry force patrolling Fruztii prevented its success. In 580 CY, intruders
the hills when the barbarian force struck. As part of from Bone March attempted an audacious act of
treachery by stealing the Seal of Marner, an object Allies: Nomads of the Bright Desert
blessed by the gods of the Suel barbarians that was Enemies: Greyhawk, Duchy of Urnst, Circle of
the symbol of the new Northern Alliance. The plot Eight, tribesmen of Abbor-Alz
was foiled when the raiding party was captured in Overview: In the midst of the Bright Desert, atop
Kalmar Pass before making it back to Spinecastle the craggy peaks of the Brass Hills, a single tower
with their prize. stands proud, defying the harsh, arid winds. Unlike
Infighting soon broke out between several of the the hide and cloth tents of the desert's villages and
nonhuman tribes, and the sides remained stalemated oasis settlements, this tower is finely crafted of stone,
until 586 CY, when Alain IV, Archbaron Lexnol's son topped by an onion dome common to the Baklunish
and heir, launched a raid into the fallen realm that West. It is the tower of Rary the Traitor.
was composed in large part of expatriates of the From this tower, the archmage claims the entire
march, it was a doomed mission. The unusually Bright Desert as his personal demesne. From the feet
organized nonhumans laid a trap for the force in the of the Abbor-Alz to the rocky shores of Woolly Bay,
hills north of Spinecastle. Horrified survivors who armies of desert nomads, goblinoids, and mercenar-
escaped back to Ratikhill reported that the trapped ies ride, enforcing the will of their liege upon the
raiders were dragged from their horses, torn apart, simple folk of the desert, proclaiming every oasis for
and eaten alive before their eyes. Raids into the arch- their reclusive ruler.
barony from Bone March have resumed. In 590 CY, a As befits its name, the Bright Desert offers an
full-scale assault over the Blemu Hills into Knurl was oppressively unpleasant climate, with high summer
also attempted, but failed. Thus far, the defenses of days hot enough to cook food without fire. Evenings
the count have held firm, but he expects another bring cool temperatures. Colorful desert plant life
wave of attacks this year. exists, if not thrives, in the more temperate regions
Conflicts and Intrigues: Humanoid tribes and near the coast, and along the northern hills, where
bandit gangs appear to be cooperating of late. Masked sickly bushes and centuries-old pine trees live a
advisors were seen by spies in the councils of the orcs meager, pathetic existence.
and gnolls at Spinecastle. Treasure seekers have No roads cross the Bright Desert. Land closer to
entered the abandoned keep at Spinecastle, but few the Abbor-Alz tends to be rocky and less sandy than
have returned alive. Without aid from Ratik, Count the desert proper, so most caravan routes avoid the
Dunstan of Knurl might ally with Ahlissa or North heart of Rary's lands altogether. Sparse traffic from
Kingdom to save his realm. Urnst arrives through Knife's Edge Pass, though the
duke has forbidden all trade with those who fly the
Bright Lands banner of the archmage. Hardby, however, is not so
Proper Name: Empire of the Bright Lands moralistic. Despite strict instructions from Grey-
Ruler: His Percipient Magnificence, the Archmage hawk, the despotrix of Hardby personally (though
Rary, Monarch of the Bright Lands (NE male human secretly) authorizes trade with Rary's go-betweens in
Wiz20*) the neutral village of Ul Bakak, on the eastern end of
Government: Dictatorship; realm functions as a Hardby Pass.
minor city-state surrounded by barbaric nomad Rary's armies are commanded by the doughty Lord
tribes Robilar (NE male human Ftr20). They range far and
Capital: No capital; "empire" administered from wide, seeking out enemies of the state, protecting
Rary's tower in the Brass Hills and through military emissaries to enclaves in the Abbor-Alz, or causing
leaders at outposts throughout the Bright Desert trouble for local tribes and desert centaurs, who
Major Towns: Ul Bakak (pop. 900) resent claims of empire upon their sovereign home-
Provinces: One oasis town, many desert nomadic lands. The independent and reclusive dwarves of the
tribes around the Brass Hills Abbor-Alz have not yet been troubled by Rary or
Resources: Unknown Robilar's forces.
Coinage: Currently none, but may be produced in History: The roots of evil in the Bright Desert grow
near future deep within the ground, beneath the shifting, wind-
Population: 26,500—Human 79% (Fsob), Dwarf swept sand to the unhallowed ruins of an ancient civ-
20% (hill), Other 1% (mostly centaurs) ilization. The remnants of that fallen land's people,
Languages: Flan (native tribesmen), Ancient primarily Flan nomads, have populated the desert for
Suloise (native tribesmen), Baklunish dialects ages. In the more than two thousand years since
(Paynims) cities last flourished here, few nomads had con-
Alignments: NE*, CN, N, CE quered enough territory, or gathered enough pre-
Religions: Beory, Obad-Hai, Pelor (tribesmen); Gesh- tense, to claim anything approaching statehood.
tai, Istus (Paynims); various goblin gods (goblinoids) That changed in Harvester 584 CY, thanks to
disastrous events in the city of Greyhawk. The Day of It has been suggested that all is not as it seems
Great Signing was to have been a celebration of the here. Rary was renowned for his complex plotting in
end of three years of brutal conflict that touched the Circle of Eight, and some of his former associ-
nearly every nation in the Flanaess. Instead, the day ates refuse to believe that he has turned to evil of his
ended prematurely in a brilliant display of destructive own accord. Still, rumors that the former Archmage
magical fire that swallowed the building where the of Ket now consorts with fiends have caused most of
event was to have taken place only hours later. his family and friends to brand him a traitor forever-
When the smoke cleared, two archmages, Tenser more.
and Otiluke, lay dead. A badly wounded third, Bigby Conflicts and Intrigues: Thousands of desert folk
of Scant, claimed that their assailant had been their have suffered under Rary's armies. Many fear that he
one-time ally, Rary, member of the Circle of Eight. is close to achieving or finding that for which he
Rary and his co-conspirator, the wily Lord Robilar, searches; few believe the result will benefit anyone
were nowhere to be found, and Rary's tower, in but him. Robilar, though a villain, has a soft spot for
Lopolla, also vanished. Months later, the duo and the adventurers, and he is tired of playing catch-up with
tower surfaced in the Bright Desert. Rary's schemes. If there exists a path into the arch-
Robilar led his fanatically loyal men from desert mage's organization, it likely lies through friendship
village to desert village, systematically defeating the with this gregarious one-time lord of Greyhawk.
local warlords and incorporating their warriors into
an ever-growing army. Rary, too, had transported sev- Celene
eral bands of Paynim horsemen from the west, who Proper Name: Faerie Kingdom of Celene
promised glorious death in service to the mage they Ruler: Her Fey Majesty, Queen Yolande, Perfect
called "The Rider." Early victories against nonhu- Flower of Celene, Lady Rhalta of All Elvenkind (CG
mans and the Tukim, the most powerful human tribe female elf Wiz13/Ftr2)
in the desert, bolstered the armies. Few openly defied Government: Hereditary feudal monarchy in
this powerful force. which royal house and all noble houses are elven;
Wherever the armies went, so too ventured currently has no official political relations with any
immoral adventurers in Rary's employ. These outside nation
humans, mostly sages and enchanters, scoured the Capital: Enstad
desert, paying particular attention to local ancient Major Towns: Enstad (pop. 7,200)
ruins. Rary seldom left his tower, but all knew that Provinces: Many manorial estates, castles, and
he sought some object rumored to be terrible and townships governed by princes, dukes, counts, and
powerful. barons in a chaotic patchwork
Rary's forces have grown significantly since 584 Resources: Foodstuffs, cloth, silver, fine wine and
CY. More than ninety percent of the desert nomads spirits
now swear fealty to the Monarch of the Bright Lands. Coinage: Moonveil (pp) suncrown (gp), starcloak
The native desert centaurs, who remained neutral (ep), bellflower (sp), oakleaf (cp)
immediately after Rary's arrival, now bitterly oppose Population: 140,000—Elf 79% (gray 55%, sylvan
Robilar's armies. In 589 CY, Chief Strongbow, an 45%), Human 9% (Sof). Half-elf 5%, Gnome 3%,
influential leader and strong proponent of balancing Halfling 2% (tallfellow 50%, lightfoot 25%, stout 25%),
the nomads against Rary and staying out of the con- Other 2%
flict, was found murdered in his quarters. Though Languages: Elven, Common, Sylvan, Gnome,
there was very little proof, the young bucks among Halfling
the centaurs called for a guerilla war against the west- Alignments: CG*, NG, LN, N, LG
erners—a plan that has met with some success. Religions: Elf pantheon*, gnome pantheon,
Despite the centaur attacks and certain stubborn Ehlonna, Phaulkon, Phyton, halfling pantheon
native tribes, Rary's searches continue, often with Allies: Duchy of Ulek (minor), Knights of Luna (but
frustrating consequences. In late 590, an entire com- see below)
pany of Robilar's best Paynim and nomad guards Enemies: Pomarj, Iuz. However, Celene has politi-
vanished while investigating an abandoned necropo- cally isolated itself from all surrounding states.
lis. Rary's response, ordering Lord Robilar's own per- Overview: Celene is the principal nation of the
sonal guard after the lost soldiers, so enraged the elves in the Flanaess. Ruled by an elven monarch of
warrior that he left his post for a week, not returning Faerie lineage, the Grand Court is imbibed of the
until he single-handedly slew an old blue dragon Fey Mysteries, from the frolics to the passions, and
that had been considering an alliance with the arch- all rites are observed with deliberate care. Queen
mage. The two have patched up their differences, Yolande is foremost in these devotions, and this has
but tensions between them remain strong. given her the reputation, in human lands, of being
Queen Yolande of Celene and her advisor, Onselven

oblivious to events beyond Celene's borders. This is such as the Knights of Luna serve leaders with differ-
only partly accurate, since the queen sometimes ent ambitions. Most of these units are border compa-
receives ambassadors from foreign lands and displays nies in the Suss or the Welkwood, and many have
a clear understanding of events in the larger Flanaess. fought Pomarj orcs in the Principality of Ulek.
However, she has also clearly stated that she wishes History: Celene has ever been home to the gray
no elves to die in humanity's wars. elves of the Flanaess. In ancient days, elven princes
Celene's borders are formed by the Jewel River in held sway from the Velverdyva to the Wild Coast; by
the East, and the Handmaiden River to the west and the time of the Migrations, their rule had dimin-
south. To the north are the Kron Hills and the curv- ished to isolated pockets such as Celene. In those
ing eastern spur of the Lortmils, which form a vast dark days, groups of fleeing Suloise pushed through
natural arena behind the capital, Enstad. The capital the Lortmils and entered the elven country, but
is located in the northwestern corner of Celene, by their sojourn was brief. Such was the wantonness
the headwaters of the Handmaiden River. Enstad is a and cruelty of the Suel that most were banished by
small city, compared to other capitals, and is domi- the elves and driven past the Jewel River. Other
nated by the Palace of the Faerie Queen, with its human tribes, even among the Suloise, were better
gold-chased silver domes and spires. Parks and mead- received by the elves if they cherished the land and
ows, filled with numerous fountains, pools, and gar- its life. The elves of Celene even offered their alle-
dens, are the other chief examples of architecture in giance to the benign rulers of Keoland for several
the elven capital. centuries, rejecting them only when warlike mon-
All of this is well defended by the Companion archs took the Keoish throne.
Guard, knights under the command of the royal con- The Grand Court assembled at Enstad to deter-
sort. The standing military of Celene is primarily mine the best course for the elves, seeking a leader
elven light infantry with longswords and longspears, from among their number. Princess Yolande of Bell-
with numerous companies of archers as well. Celene meadow, a fey wizard and accomplished warrior, was
also boasts an elite hippogriff-riding cavalry, chosen hailed by the gathered nobles as their brightest hope.
from the most noble and experienced gray elven offi- Together with the Ulek Provinces, Celene expelled
cers in the queen's service. Most forces in the king- the royal garrisons of Keoland. Princess Yolande
dom are loyal to the queen, but dissenting groups organized the defenses of the elven nation, and
Prince Consort Triserron proved an able field com- found in the Duchy of Ulek rather than Celene itself.
mander, besting Keoish forces in a number of short The affairs of the Grand Court are obscure to out-
engagements. With their victories came full inde- siders, though it would seem that Queen Yolande is
pendence for Celene, and the elevation of Yolande to still in complete authority. She has even acquired a
queen of the new realm. new honorific: the Perfect Flower of Celene. Clearly,
Other perils soon threatened the elven kingdom. though many Celenese find fault with her policies,
The orcs of the Lortmils, no longer restrained by they also remember her past greatness, and are not
Keoish patrols, attacked their lowland neighbors with yet willing to turn from her.
increasing ferocity. These invasions were always Conflicts and Intrigues: Evil nonhumans from the
turned back, but at great cost, and there seemed no Pomarj remain a constant threat to Celene's southern
end to the hordes that spewed from the mountains borders. There have also been some border disputes
each spring. Celene joined in a defensive alliance with with Greyhawk. Some members of the Knights of
the Ulek States and the Kron Hills gnomes, seeking to Luna seek to gain control of the Celene military. The
contain the nonhuman menace by coordinating the Royal Consort recently entered the Moonarch of
efforts of each nation's military. They achieved limited Sehanine, and has not returned. The queen has sum-
success, but continued to incur losses, the greatest of moned diviners to her court in an effort to determine
these being the death of the prince consort of Celene. his plight.
While returning from a mission to the County of
Ulek, the prince consort was waylaid and slain by orcs Dyvers
in a narrow pass south of the town of Courwood. His Proper Name: Free Lands of Dyvers
tragic death led the elves of Celene to spearhead the Ruler: Her Excellency Larissa Hunter, Magister of
Hateful Wars. Dyvers (NG female human Ftr12)
The Hateful Wars were a series of conflicts waged Government: Democratic meritocracy: magister
for more than a decade against the orcs and goblins elected for undefined term of office, on the basis of
in the heart of the Lortmils. Following the Low Road personal achievement, by the Gentry of Dyvers
of the Lortmils (the underground passages that (minor nobles, landowners, and wealthy merchants)
linked the major goblinoid lairs), the combined Capital: Free and Independent City of Dyvers
forces discovered every secret stronghold in the Major Towns: Dyvers (pop. 52,000), Caltaran (870),
chain. Each orc, goblin, and hobgoblin lair was Maraven (530)
destroyed, together with as many of the hated beings Provinces: Dyvers the city (a major noble fief), plus
as possible. Forced to the surface, the survivors had six lordships (minor noble fiefs) over two villages
nowhere to recover their strength and numbers. (Caltaran and Maraven) and surrounding countryside
After two harsh winters they were driven from the Resources: Shipbuilding supplies, foodstuffs (fish,
mountains altogether. meat, cheeses, local ales), clothing
The successful prosecution of the Hateful Wars Coinage: [Modified Furyondy] citadel (pp), wheat-
brought Yolande even greater honor: she was sheaf (gp), galley (ep), wagon (sp), common (cp)
invested by the Grand Court with the Mantle of the Population: 128,000—Human 79% (Osfbr), Gnome
Blue Moon, giving her the title "Lady Rhalta of All 8%, Halfling 6% (lightfoot), Elf 3% (high 50%, sylvan
Elvenkind." Queen Yolande found little comfort in 50%), Dwarf 2% (hill), Half-elf 1%, Half-orc 1%
such artifacts and honorifics while she grieved for Languages: Common, Rhopan, Gnome, Halfling
her loss, though she took a series of consorts with Alignments: N*, LG, NG, LN, CN
whom she might practice the Faerie Mysteries. Religions: Zilchus*, St. Cuthbert, Pelor, Fhar-
Through the years, Celene and its monarch grew langhn, many others
ever more isolationist, until by the time of the Grey- Allies: Furyondy, Veluna, Verbobonc, Greyhawk
hawk Wars Yolande did not even offer assistance to (weak)
the Principality of Ulek against the orcs of the Enemies: Iuz, Pomarj, orcs of the Gnarley Forest
Pomarj. This inconceivable turn of events led many Overview: The city of Dyvers is located in perhaps
to wonder if the queen was under the influence of the most lucrative trading nexus in all the Flanaess, a
evil advisors, or perhaps even mad. In truth, she fact that has benefited it greatly throughout its long
merely saw the lives of elves as more important than history. The city's position on the southern banks of
any other consideration. the mouth of the Velverdyva River allows Dyvers to
Since the Wars, Celene has maintained its official capture the flow of trade from markets such as
policy of noninvolvement, though many elves have Schwartzenbruin, Highfolk Town, Thornward, and
volunteered to fight in the Suss Forest or farther Verbobonc. Of course, trade flows up the Velverdyva,
afield. The Knights of Luna are a force of dissension, as well, so Dyvers sees much traffic from the Nyr Dyv
though many of their most aggressive members are and her various port cities. Accordingly, Dyvers is a
reflection of many cultures—even the common bar- had grown too profound for the lords of the west. In
keep can make change in a dozen different coinage that seminal year, the heir to Viceroy Stinvri was
systems. proclaimed King Thrommel I. The Viceroyalty of
The Free Lands of Dyvers consist of approxi- Ferrond was no more. In its place stood a vast inde-
mately 2,000 square miles on the southern bank of pendent kingdom, Furyondy, with Dyvers as its cos-
the Velverdyva, including four river islands, the mopolitan capital.
verges of the Gnarley Forest, and the northernmost Dyvers had been the region's capital for more than
tip of the wooded Kron Hills. The land nearest the 150 years. Despite the grandeur of the palace grounds
free city is suitable for farming and is leased to and the long tradition, however, Thrommel and his
freemen by the Gentry of Dyvers, a collection of newly installed court desired a grander seat for their
noble families who proudly trace their lineage back new realm. A short time after the coronation, plans
to the city's Aerdi founders. The wild lands beyond were drawn for a new capital, Chendl, far to the
the farms are technically owned by the less influen- north. By 288 CY, the king had abandoned the "City
tial members of the Gentry, but are in fact popu- of Sails" for his new seat of power, the meticulously
lated primarily by lawless woodsmen, sylvan elves, crafted architectural wonder of Chendl.
and no few fairies, who of course pay tribute to no In the ensuing centuries, Dyvers slid further from
human lord. the affairs of central Furyondy. With the construc-
A number of small villages dot the Free Lands of tion of the new port city of Willip, on the Nyr Dyv's
Dyvers. The most notable is Maraven, a burgeoning northern shore, much traffic from the north and
eastern town near the border with the lands of Grey- east was diverted from Dyvers, and the region
hawk. Maraven straddles the highly traveled Grey- entered an economic slump. At this time, Greyhawk
hawk Road, and in the past played the Gentry of entered a period of expansion and wealth that
Dyvers against the Directing Oligarchy of Greyhawk, served as a mixed blessing for Dyvers. Increased
managing to remain neutral even through periods of wealth to the southeast meant the creation of new
heavy skirmishing between the cities. In recent markets and an invigorated flow of goods and coin.
years, however, the Magister of Dyvers, Larissa It also meant increased territorial ambition on
Hunter, put an end to this intrigue, stationing a behalf of the Landgraf of Selintan, Greyhawk's tradi-
castle to the east of Maraven, solidifying a hold on tional ruler. While both cities grew richer, a bitter
eastern nobles whose support was once tenuous at rivalry developed. Dyvers, once the center of learn-
best. ing, art, and culture in the west, saw much of its
Dyvers enjoys temperate weather throughout influence sapped by the upstart city that had
much of the year, with some accumulation of ice on deemed itself, without bothering to confer with the
the Velverdyva in deep winter. Due to its immense Gentry, the "Gem of the Flanaess."
size and perhaps magical properties, the Lake of The people of Dyvers are a mercantile folk, prone
Unknown Depths does not freeze in cold weather; to cutting corners to achieve profit. Furyondy's rela-
Dyvers runs shipping operations year round. Crews tionship with Veluna troubled the freethinking folk
are mindful of the monstrous predators of the lake, of the city, as Veluna's cleric rulers were highly prin-
however, and prepare accordingly. cipled, rather ascetic, and encouraged great donations
The elite of Dyvers' small military forces are the to church coffers. When many cities in Furyondy
Free Marines, 1,500 well equipped and trained established a code of "canon law," replete with
mariners who double as passable cavalry and infantry church courts stocked with Raoan doctrine and
in times of crisis. Most troops are in the Free Army, Cuthbertine punishments, the Gentry of Dyvers
roughly three thousand humans carrying either decided that enough was enough. Preparing for the
polearms or shortspears and shields. The current worst, they informed the crown of their intention to
magister achieved great success in the wars as the split from Furyondy in 526 CY. Perhaps because
captain of this able force. Furyondy feared the growing power of Greyhawk
History: Long a trade port, Dyvers was also the and felt it needed an ally in the region, Thrommel II,
capital of Aerdy's Viceroyalty of Ferrond. In that the reigning monarch, allowed the secession to pass
role, it served as a welcome port to goods and trav- unchallenged.
elers who braved the unexplored shores of the Nyr In recent years, Dyvers has gained the unfortunate
Dyv. The palace of the viceroy rivaled that of his reputation of being a good place to "get lost"—or,
colleagues in the west, and its domed central struc- rather, to lose one's pursuers. After the Horde of Ele-
ture and austere stone towers have long been cited mental Evil was routed at Emridy Meadows, some
in travelogues as among the finest examples of adherents to darkness who did not flee to the Wild
Oeridian architecture. Coast instead traveled north to Dyvers, bolstering
By 254 CY, the degradation of the Great Kingdom the criminal element in the city. In part because of
the aftermath of that conflict, the Gentry of Dyvers ders are formed by the Tuflik and Blashikmund
live in fear of Turrosh Male's Pomarj "empire" and rivers, while her northern border follows the Yatils to
have even charted out wholesale evacuation plans their terminus in the Yecha Hills. This arm of the
for the city in the event of invasion (the populace mountains is filled by the Udgru Forest, a largely
fleeing to either Furyondy or Verbobonc). untamed region where the caliph's authority does not
The aftermath of the Greyhawk Wars brought at go unchallenged, Ekbir, located on the coast of the
least one important change to Dyvers. The city had Dramidj Ocean, boasts one of the most imposing
never enjoyed a warm relationship with Furyondy's fortresses in all the Flanaess within her capital city;
branch of the Knights of the Hart, and when some The city is also a destination for pilgrims wishing to
knights loudly contemplated annexation of the city pray at the Mosque of Al'Akbar,
for King Belvor, public anxiety grew to an all-time The city of Ekbir and the coastal areas of the
high. The city's Magister, Margus, failed to ade- caliphate are mild and pleasant year-round. The inte-
quately address the concerns of his public, letting rior of Ekbir is another matter, for the winters there
the matter slip by without comment. This led to his can be quite severe. The Hadash River marks an
ouster in 585 CY and the subsequent election of its unofficial boundary between the settled and wild
fiery army commander, Larissa Hunter, as the new lands of the caliphate. The country is quite fertile,
Magister. Hunter is patriotic to a fault, continually and the interior is almost purely agrarian. The
rubbing Greyhawk and Furyondy's noses in minor people are very devout for the most part, though few
trade victories, and shortening no few tempers in here could be described as zealots. Most citizens
foreign lands. Still, she has captured the hearts of follow the Exalted Faith of Al'Akbar, and even those
her people and is a popular sovereign. who hold some other deity or deities as patron still
Conflicts and Intrigues: Rhennee bargefolk now have great reverence for Al'Akbar as the Restorer of
inhabit the four islands of the city's River Quarter, Righteousness.
causing trouble. Two Free Marines ships were cap- Ekbir's military is more than sufficient for the
tured by pirates late last year; among the missing is a defense of the realm; a large force of seasoned light
wizard, Rashaman of Safeton, Larissa Hunter's hus- and medium cavalry patrols her borders and pilgrim-
band. Outlying farms in the south now suffer raids age routes, and a one-thousand-man army of mace-
by orcs, gnolls, and ogres from deep in the Gnarley and scimitar-wielding heavy infantry is personally
Forest. commanded by the caliph. The nation's formidable
war-fleet is based primarily from the capital city,
Ekbir though her mercantile fleet is divided almost equally
Proper Name; Caliphate of Ekbir between the capital and the more southerly port of
Ruler: His Sublime Magnificence, the Caliph of Kofeh. The shipyards of Hadash Bay are quite busy as
Ekbir, Xargun (NG male human Clr16 of Al'Akbar) well, refitting several ships of state to honor the fiftieth
Government: Aristocratic theocracy, ruler must be anniversary of Xargun's reign as caliph.
a high-ranking cleric from one of five royal clans History: Ekbir is arguably the oldest of the Bakta
Capital: Ekbir City nish states in the Flanaess, its capital city having
Major Towns: Ekbir (pop. 63,700), Kofeh (pop. been founded by Al'Akbar himself, and where he
29,400), Fashtri (pop. 10,000) reigned for the last decade of his mortal life. The
Provinces: Numerous minor sheikdoms simple guidelines he established for proper gov-
Resources: Foodstuffs (plus fish), cloth, wood, ship- ernment, trade, and agriculture were quickly elab-
building supplies orated upon by his followers. Within twenty years
Coinage: Star (pp) cup (gp), galley (ep), charger (sp), of his ascension, a well-defined social order had
sentry (cp) already been achieved. While most of the rest of
Population: 1,960,000—Human 96% (B), Halfling the Flanaess was in disorder, Ekbir was an island of
2%, Elf 1%, Other 1% stability and benevolence. Her clerics journeyed to
Languages: Baklunish (Ancient and dialects), neighboring lands to preach the accumulated
Common wisdom of the Exalted Faith. They met much
Alignments: LG*, NG, LN, N opposition, especially in the lands of the degener-
Religions: Al'Akbar, Istus, Mouqol, Pelor, Geshtai ate Satrapy of Ghayar (modern Zeif), but many
(all state favored); other Baklunish gods converts were won as well.
Allies: Tusmit (sometimes), Zeif (sometimes) When Ozef the Warrior overthrew the last of
Enemies: Zeif (sometimes), Tusmit (sometimes), the Satraps and established the Sultanate of Zeif,
Tiger Nomads (sometimes), Ket (sometimes), Knights he turned to the caliphate and the clergy of Al'Ak-
of the Watch bar for guidance in establishing his new govern-
Overview: The caliphate's southern and eastern bor- ment. Yet, with his untimely death, the blessed
influence of the caliph was diminished. Mean- refugees from the region of Ull into Ekbir in 2975
while the importance of the nefarious viziers grew BH, along the pilgrimage routes through the plains.
evermore profound. Thus, the proper relationship The caliphate established refugee camps near the
of sultan to caliph was never realized between the Blashikmund to accommodate the exiles, setting
two nations, despite the importance of the faith of guardians over them to maintain order. Later that
Al'Akbar to both. year, when two even larger bands of nomads entered
During the reign of Udmey the Seer, the first the caliphate, they refused to submit to the Ekbiri.
order of knighthood in service to Al'Akbar was Instead, these Paynims stirred the inhabitants of the
established, called the Farises. The caliph under- camps to join with them in seizing arms and mounts
stood that mounted warriors had always proved from their guardians. Most of the guardians were
most effective in the lands of the Baklunish, and slain in the struggle, and the nomads quickly moved
these knights were organized to defend the nation, north, stealing food and horses from villages along
clergy, pilgrims, and citizens. They also served as a their route. Though harried by Ekbiri cavalry, the
counterbalance to the mounted raiders of the nomads eluded their pursuers with guile and unex-
plains. Udmey oversaw the creation of the naval pected magical force, managing to escape into the
force of Ekbir. The size and quality of this fleet was Yecha Hills in less than a fortnight.
steadily increased until it came to dominate much For much of the next decade following the Nomad
of the western ocean over the next four centuries, Intrusion, the borders of Ekbir were closed to large
providing security for travelers and merchants of groups of pilgrims or other wanderers. The nation
all nations. took a decidedly more aggressive stance toward its
Sadly, this era of maritime prosperity was slowly security, assuming control of Tusmit from the sul-
brought to an end by a protracted conflict with the tanate in the process. Teachers and administrators
Ataphad city-states. The Ataphad Islands had been were sent to Tusmit to help organize the necessary
ignored for centuries by the Baklunish Empire, and social reforms in the new protectorate, but the
they had provided a haven for the most degenerate obstreperous nobles (many of whom had supported
elements of that civilization. When the Baklunish the successors of the grand mufti of the Yatils) resis-
successor-states colonized in the Dramidj isles, they ted every effort made by the Ekbiri. Finally, the pasha
brought with them a culture that was opposed to the himself was forced to compromise with the nobles,
practices of the evil lords and sorcerers of the north- and Tusmit was declared an independent state,
ern isles. A state of war soon developed that saw little though the pasha was still expected to acknowledge
open hostility, but relied heavily on espionage, often the caliph as his personal superior.
using the most potent magical means to undermine When the current pasha of Tusmit assumed his
trade and government authority. Piracy also became office, he failed to make ritual obeisance to the
commonplace; combined with sahuagin attacks and caliph, instead giving his pledge of loyalty to the
the treachery of turncoat ship's captains, the sea-lanes sultan of Zeif. This has not helped relationships
of the Dramidj became some of the most dangerous between Tusmit and Ekbir, needless to say. The rela-
on Oerth. tionship between Ekbir and Zeif, on the other hand,
While the Ekbiri faced opposition on the open is near ruin. For the last twenty years the sultan has
seas, they also suffered a grievous assault to their reli- sought to advance his claim as the highest temporal
gious foundation. During the 16th Procession of authority in all Baklunish lands. The caliph has
Blessing, in 2878 BH (219 CY), the Cup and Talisman rejected this utterly on the basis of history, and also
of Al'Akbar were brought by the grand mufti out of on morality, pointing to the corruption in the
the Mosque of Al'Akbar, according to established sultan's court. Ships from one nation are now rou-
custom. The procession was immediately attacked tinely harassed in the ports of the other, or simply
and the relics stolen by strange elves who were as tall refused berth. It is hoped that the growing tensions
as men. They escaped pursuit astride giant eagles, can be resolved without violence, but the armies of
traveling above the Plains of the Paynims toward the the caliphate stand ready to defend their nation.
distant Barrier Peaks. The grand mufti was held Conflicts and Intrigues: Tension increases in the
responsible for this irreplaceable loss, and he was Dramidj between Zeif and the Ataphadi. Advisors
exiled from Ekbir forever, ultimately finding refuge express concern over contacts between the Ataphad
among the mountain tribes of the Yatils. Over the city-states and the Tiger Nomads. Religious authori-
next decades, he formed the tenets of the True Faith, ties are disturbed by tales of a new Mahdi among the
claiming the caliph was no longer the true spiritual Paynim tribes.
heir of Al'Akbar.
Upheaval in the southern lands brought several Frost Barbarians
large groups of mixed Oeridian and Baklunish Proper Name: Kingdom of (the) Fruztii
Ruler: His Most Warlike Majesty, King Hundgred more formal (or "civilized") trappings in the organiza-
Ralffson of the Fruztii (CN male human Bbn13) tion of the government and the military. These
Government: Hereditary feudal monarchy; member changes do not meet with the approval of many of
of the Northern Alliance the older jarls, but they remain loyal to Hundgred
Capital: Krakenheim out of respect for his noble father.
Major Towns: Djekul (pop. 3,100), Krakenheim History: The known history of the Suel of the far
(pop. 4,500) north is a combination of legend, myth and tradi-
Provinces: Thirteen jarldoms (all clan-based) gov- tion. Their earliest tales are of the battles they fought
erning many chieftain-led villages as they may their way across the Flanaess, dogged by
Resources: Foodstuffs (plus fish), furs, silver, gold, the Oeridians who allowed them no habitation in
iron, timber, shipbuilding supplies the rich central lands. Many Suel fled far to the
Coinage: Kronar (gp), haf-kronar (ep), linnwurm (sp), south, following various leaders of the old aristoc-
thrall (cp) racy. Some made peace with the Oeridians, accept-
Population: 144,500—Human 96% (S), Dwarf 2% ing their laws while keeping their Suel princes. The
(hill 50%, mountain 50%), Halfling 1%, Other 1% ancestors of the Suel barbarians hated the Suel
Languages: Cold Tongue, Common nobles and aristocracy almost as much as they hated
Alignments: CN*, N foreign races. They acknowledged no masters, and
Religions: Kord, Llerg, Norebo, Xerbo, Vatun, Syrul after a century of travail finally crossed the Rakers
Allies: Ratik, dwarf and gnome clans in Griff and into Rhizia.
Corusk Mountains Here legend becomes myth. Stories tell of a barbar-
Enemies: Iuz, Stonehold, North Kingdom, Bone ian empire created by the warriors of Vatun, the
March, Sea Barons, Ice/Snow Barbarians (sometimes) "Great God of the North." The empire, if it existed at
Overview: The Frost Barbarians, or Fruztii, dwell in all, lasted only for the lifetime of the first fasstal of
the lands above the Timberway Forest, bounded by the Suelii. Some say Vatun was betrayed by a com-
the Griff and Corusk Mountains to the west and panion deity, but others blame a rival Oeridian god
north. The western edge of the Spikey Forest marks (Telchur) and his clerics; a few even say that the bar-
the border with the Snow Barbarians, and the south- barians proved unworthy, being unable to sustain a
ern and eastern shores of the kingdom of Fruztii end mighty god's presence. Regardless, as recorded his-
at the waters of Grendep Bay. The climate here is tory dawned in the north, the barbarians' empire was
much more temperate than in the northern parts of only a tale of old.
Rhizia (as the Thillonrian Peninsula is named in the Several centuries after the founding of Aerdy, the
Cold Tongue), and farming is an important part of Suel barbarians began their sea raids. Apparently,
the economy of the kingdom (though the growing they had been content to war with each other
season is short). Fishing is also very important on through the dim years that preceded their attack on
Grendep Bay, as is mining in the eastern Griffs. the Aerdy coasts. The Fruztii were the dominant
However, the most notorious pursuit of the Frost nation in these early raiding expeditions, even going
Barbarians is raiding, and it often proves the most so far as to establish settlements south of the Rakers,
lucrative, as well. on the border of the Great Kingdom. Their raiding
Longships of the Frost Barbarians, often in coop- became so chronic that eventually the Aerdi sent
eration with the other Suel barbarians, raid south- troops to deal with the settlements directly. Many
ward in spring to pillage along the coast of the new battles were fought over the years, but the Fruztii
Great Kingdom of Northern Aerdy and sometimes resisted all attempts to dislodge them. Eventually,
further south. The crews are typical examples of the armies of the Great Kingdom overwhelmed the
barbarian warriors, wildly brave but rarely disci- combined force of Suel barbarians, and the Frost Bar-
plined. No lack of discipline afflicts the soldiers of barians took most of the losses. The Fruztii were
the king of Fruztii, however; his standing army is never again dominant in the north.
highly organized and well trained. The king's men For years they were subject, directly or indirectly,
are also well armored with chainmail and shield, to their Snow Barbarian cousins. It was not until the
bearing swords or battle-axes. Several companies of reign of the current king's father that they truly
archers and a small force of cavalry based in Djekul emerged from the Schnai's yoke. The alliance with
are present. Ratik that has flourished in the last twenty years has
The Fruztii are strongly allied to the Archbarony of given the Frost Barbarians greater influence in the
Ratik in the south. Their young king has even mar- region. Immediately prior to the Greyhawk Wars,
ried a beautiful but headstrong Ratikkan noble- they were in brief alliance with Stonehold, as were all
woman eight years his senior. Changes are already the barbarian Suel, but the alliance quickly dissolved
apparent in the royal court at Krakenheim, with before any military action by the Fruztii was begun.
Conflicts and Intrigues: 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.

Furyondy
Proper Name: Kingdom of Furyondy
Ruler: His Pious Majesty, the King of Furyondy,
Belvor IV (LG male human Pal16 of Heironeous)
Government: Feudal monarchy, hereditary king-
ship (no current heir) limited by Noble Council
Capital: Chendl
Major Towns: Baranford (pop. 2,200), Caronis
(3,000), Chendl (15,600), Crockport (3,400), Free
Borough (3,100), Gorsend (5,200), Grabford (8,800),
Greatwall (4,400), Kisail (2,300), Libernen (3,900),
Littleberg (7,700), Pantarn (2,500), Redoubt (5,900)
Willip (19,000)
Provinces: Eight major provinces ruled by heredi-
tary nobility (the "Seven Families")
Resources: Foodstuffs, cloth, gold, wines, fish, ship-
building supplies
Coinage: [Furyondy standard] paladin (pp), wheat-
sheaf (gp), knight (ep), sheridan (sp), common (cp)
Population: 1,481,800—Human 79% (Osbf), Elf 9%
(sylvan 60%, high 40%), Halfling 5%, Dwarf 3%,
Gnome 2%, Half-elf 1%, Half-orc 1%
Languages: Common, Velondi (far west), Elven,
Halfling
Alignments: LG*, NG, LN
Religions: Heironeous, Rao, St. Cuthbert, Maya-
heine, Zilchus, Trithereon, Fharlanghn, Beory
Allies: Veluna, Shield Lands, Highfolk, Ulek States,
Verbobonc, Dyvers, Knights of the Hart
Enemies: Iuz, Scarlet Brotherhood, Rhennee (dis-
trusted), Horned Society
Overview: Modern Furyondy spans the land
between the mighty Velverdyva and Veng Rivers,
from the Nyr Dyv in the south to the southern shore
of Lake Whyestil in the north. The nation abuts the
grand Vesve Forest, but claims only a small part of
that expanse.
The two great lakes moderate the weather
throughout most of the year. Rain is more common
in the north, making a depressing land even more
miserable. Winter brings a great deal of snow, but is
not particularly harsh.
Furyondy both profits and suffers from the disposi-
tion of its neighbors. The alliance with friendly one-
time satellite nations like Highfolk and Veluna bal-
ances the depredation suffered at the hands of Iuz and,
until recently, the Horned Society. The Greyhawk Artur Fakartai at the Retaking of Grabford
Wars changed the nation's borders; for several years, March, Viscounty of the
much of the northern provinces of Kalinstren and Gorsend
Crystalreach were occupied by Iuz. Viscount Luther Derwent (N male human Ftr4)
War also brought about severe economic depres- Willip, Barony of
sion for the north, and a massive drain on the royal Willip
coffers. As a result, much of the king's wealth has Baron Xanthan Butrain (LN male human Ftr8)
been depleted. Much of the nationwide road system, History: In the aftermath of war, participants and
once Furyondy's pride, lies in shambles unless sup- spectators always seek to cast one nation in the role
ported by the wealth of local lords. This has had a of good, the other in the role of evil. If the Old One
deleterious effect upon the nation's economy, and presents an all too obvious threat, Furyondy presents
trade is at an alarming low. salvation. Were it not for the valor of Furyondy's
Though it suffered great losses in the Greyhawk knights, the resolve of its peasant levies, and the
Wars (582-584 CY) and the Great Northern Cru- magic of its steadfast allies, the Flanaess very likely
sade (586-588 CY), and stands to lose even more to would be under the complete control of Iuz the Evil
the newly declared eternal war against Iuz, Furyondy is a place of chivalry, a bastion of good in
Furyondy still boasts one of the most impressive these very troubled lands.
standing armies in all the Flanaess. Augmented by The realm began nearly five hundred years ago as
war-hungry mercenaries and adventurers from dis- the Viceroyalty of Ferrond, the proudest jewel in the
tant lands, the full force of infantry and cavalry crown of Aerdy. In those distant days, Ferrond con-
stand at about twenty thousand soldiers, with sisted of modern-day Furyondy (Furyon) and Veluna
roughly the same number of warriors provided by (Voll), Highfolk, the Shield Lands, the Quaglands
local lords. (Perrenland), and the hilly regions northeast of the
The Furyondian Royal Navy, based in Willip, massive Vesve Forest, then known as part of the
patrols the Nyr Dyv, keeping the coasts (mostly) free Northern Reaches. The viceroy ruled fairly from
of pirates and dangerous monsters. The Willip Arse- Dyvers, where he was attended by scores of noble
nal, the largest dockyard in the Flanaess, has grown families culled from the Great Kingdom, as well as
considerably in the last six years as the nation ennobled Flan who served Aerdy.
replaces dozens of lost ships. Ferrond followed Aerdy's feudalistic model, result-
The heartlands of Furyondy are governed by the ing in considerable profit for Rauxes though creating
king and by the Seven Families, each of whom con- extremely difficult lives for the majority of Ferrondi-
trol a single province within the kingdom. These ans. As the Aerdy empire faltered under incompetent
nobles live to the fullest of their grand titles. The overkings, the nobles of Ferrond withheld their
courts of dukes, barons, and earls rival that of the imperial tithes, ruling by their own writ more than
king himself. The provinces of Furyondy follow, by the commands of their distant liege.
with capitals and rulers. The death of the aged Viceroy Stinvri in 254 CY
Crystalreach, County of signaled a change in Ferrondian politics. No longer
Grabford would the nobles of Ferrond bow to the "dangerous
Count Artur Jakartai (LG male human Pal17 of incompetence" of Rauxes. Instead, they installed
Heironeous) Stinvri's heir as Thrommel I, king of Furyondy. The
Fairwain Province coronation was the cause of much celebrating in
Chendl (royal capital) Dyvers, and considerable anguish in Aerdy. Immedi-
King Belvor IV (LG male human Pal16 of Heironeous) ately, half-hearted skirmishing in the lands north of
Gold County the Nyr Dyv exploded into conflict bordering on all-
Libernen out war.
Countess Kyaren Rhavelle (N female human Wiz4 Unrest from the northern barbarians and military
(illusionist)) incompetence cost Aerdy any chance at checking the
Kalinstren, Barony of Ferrondian movement. Though it took the Court of
Crockport Essences more than a century to acknowledge it,
Baroness Jelleneth Kalinstren (CG female human Furyondy's independence suffered no serious opposi-
Ftr9) tion after 260 CY.
Littleberg, Barony of Eventually, the excess of Furyondy's nobles and
Littleberg the pride of growing Furyondian nationalism trig-
Baron Jemain (LG male human Ftr11) gered an expansionist phase that saw the annexation
Reach, Duchy of the of Bissel in 438 CY. Only the secession of Voll (later
Caronis Veluna) and the strength of Keoland to the south
Duke Bennal Tyneman (CN male human Rog12) halted Furyondy's aggressive growth.
The year 479 CY saw the appearance of Iuz in the zation. Belvor knew well that this chaos would not
north, and in the following years much of the North- last forever. Furyondy's plight demanded action. At
ern Reaches was lost to the cambion lord. Furyondy's great cost to his own power and holdings, King
new preoccupation would not be with internal poli- Belvor IV initiated the Great Northern Crusade.
tics or foreign treaties, but with a demon-spawned Furyondy's armies smashed northward in early
tyrant. Planting, bulwarked by the Knights of the Hart and
King Belvor IV, the realm's current monarch, came the archmage Bigby. Fighting continued for more
to the throne in 537 CY. The events of the last two than a year, with few meaningful victories for either
decades have weighed heavily on his heart, and he side. Finally, in 588 CY, the Battle of Grabford pro-
has turned from a kindly if forceful gentleman to a vided Furyondy with a crucial victory that allowed
bitter, aged warrior. He remains devoted to the teach- it to encircle Crockport, the base of Iuz's operations
ings of Heironeous, but many believe that Belvor in the occupied lands. When the city finally fell to
goes through the motions of leadership without the forces of weal, it was the site of uncontrolled
spirit, exhausted by war. chaos and slaughter of the occupying forces. Crock-
Belvor's lesser nobles hold the king in check; their port had been the goal of the great Northern Cru-
representatives form the basis of a Noble Council sade. Many fell victim to emotion in its recapture,
convened in the current capital, Chendl. Before the and few good men remember the event with any
king makes important decrees, he must first garner degree of pride.
the support of this body, which often holds its own If Crockport had been the initial goal of the Cru-
interests above that of the nation as a whole. Below sade, however, general revenge, and the ultimate
the king and the Noble Council is an array of minor destruction of Iuz the Evil soon took its place.
nobles known as the Knightly Conclave, a parliamen- Recaptured lands revealed the horrible truth of the
tary group that considers any issue it wishes, then occupation—entire villages had been reanimated;
offers its opinions to Belvor. Iuz's agents knew no pity, and reveled in destruction
The Greyhawk Wars were not kind to Furyondy. and butchery. Exactly three years to the day of call-
Ever a stalwart foe of the Old One, the nation paid in ing the original Crusade, Belvor appeared in public
blood when the armies of Iuz marched south and in Chendl, proclaiming a "permanent and unalter-
west. With Bissel overrun by Ket, most of Furyondy's able state of war" between Furyondy and the Empire
allies were cut off from aiding the nation against of Iuz.
waves of orcs, hobgoblins, and demons. Crockport For the past two years, war has continued in the
and Grabford fell quickly; Chendl laid besieged for form of cross-border raids and magical assaults, spy
months and suffered significant damage. The operations, assassination and sabotage, and merce-
Whyestil Lake navy narrowly escaped complete nary strikes against supply and headquarters units,
destruction at terrible cost. Furyondy lost nearly Whole months pass without noteworthy actions (in
thirty thousand men in the fighting. Though refugees the public eye, at least). Still, the ultimate goal of
from the Bandit Kingdoms and even repentant Iuz's downfall burns in the hearts and minds of all
humans from the Horned Society helped to replace Furyondians.
fallen soldiers, they did little to ameliorate the pain Conflicts and Intrigues: The Furyondian branch
and suffering of those who had lost loved ones in the of the Knights of the Hart is becoming increasingly
struggle. Expatriate Shield Landers, nearly eleven political, to the chagrin of the southern lords. Three
thousand of them, understood this loss all too well. cloven-hoofed children were born in the town of
They emigrated to Furyondy after the fall of their Pantarn within the last year. Count Artur Jakartai of
own nation, hungry for retribution and eager to bring Crystalreach is being courted by Shield Landers who
the war to Iuz. With the ratification of the great Pact desire his help in reclaiming their lost land. King
of Greyhawk in Harvester 584, however, the wars Belvor is aging and has no heir apparent.
came to an end. Furyondy and Iuz alike licked terrible
wounds across a newly formed border and miles of Geoff
physical and emotional devastation. Proper Name: Grand Duchy of Geoff
Despite the Pact of Greyhawk, Belvor and his Ruler: His High Radiance, Owen I, Grand Duke of
advisers worked behind the scenes to deal a telling Geoff (exiled—LG male human Wiz15 (illusion-
blow to the enemy to the north. An alliance with ist)/Ftr5); now ruled by rival giant and nonhuman
Veluna, always a strong ally and moral compass for tribal leaders and shamans, divided by race and
Furyondy, resulted in the recovery of the Crook of Rao religion
and the Flight of Fiends in Coldeven 586 CY. With- Government: (Formerly) feudal monarchy with
out his support structure of fiendish officers, Iuz's minor fealty to Keoland; (now) no central govern-
armies lost much of their striking power and organi- ment exists
Capital: (Formerly) Gorna; (now) none ing them is relatively safe, however, since giants
Major Towns: Gorna (pop. ?), Hochoch (pop. 5,500; ignore roads to take the most direct overland path,
see text), Hocholve (pop. 0), Pest's Crossing (pop. carrying their belongings. Few bandits inhabit Geoff,
800), Pregmere (pop. 300) as the giants are dangerous and nothing is left worth
Provinces: (Formerly) six high counties, numerous stealing.
elven lordships among nomadic woodland tribes, a The giants' gains were hard won. Geoff's archers,
few dwarf and gnome lordships in Stark Mounds; predominantly sylvan elves and half-elves, picked
(now) several ill-managed "provinces" commanded off the first giant forays, allowing the full evacuation
by most powerful giant inhabitants of former human of the capital and much of the southlands. Eventu-
cities ally, Geoffs defense broke. Cavalry and pikemen
Resources: (Formerly) cloth, copper, silver, gold, were little match for seemingly countless bands of
timber, gems (I) giants and nonhumans. Little evidence of an organ-
Coinage: [Modified Keoland] griffon (pp), lion (gp), ized Geoffite army exists today; survivors long ago
eagle (ep), hawk (sp), owl (cp) pledged themselves to Gran March or newly liber-
Population:70,000—Human 79% (FSO), Elf 9% ated Sterich, and they encourage the retaking of
(sylvan 90%), Halfling 5%, Dwarf 3% (hill), Gnome Geoff from afar. The largest group of these warriors
2%, Half-elf 1%, Half-orc 1% (plus vast number of is based in the all-but-annexed town of Hochoch,
uncounted orcs, goblins, various giants, etc.) between the Dim Forest and Oytwood.
Languages: Common, Flan, Keolandish, Elven, History: Geoff is among the oldest nations in the
Halfling (plus Orc, Goblin, etc.) Flanaess. Settled by migrating Suel and Oeridians
Alignments: NG, LG, CG, N, LN, CN, CE* (law for- who befriended the native Flan tribes, the land has
merly LN) benefited from its geographic isolation for centuries,
Religions: Pelor, Ehlonna, Allitur, Phyton, Fhar- seeing little war or bloodshed. With the help of the
langhn, St. Cuthbert, Obad-Hai, elf pantheon, sylvan elves of the forests and the gnomes of the
Norebo, Beory, gnome pantheon Stark Mounds, the Geoffites erected Gorna more
Allies: Sterich, Keoland, Gran March, Bissel than nine hundred years ago. In 316 CY, the region
Enemies: Valley of the Mage (distrusted), nonhu- was peacefully incorporated into Keoland, its nomi-
mans and giants in Crystalmists nal leader gaining the title of Grand Duke of Geoff.
Overview: The land of Geoff is utterly devastated. Its As the ambition of the Keoish kings grew great,
villages are ghost towns, and armies of orcs and the councils of the grand duke urged their leader to
giants of all varieties have inhabited the cities, taking distance himself from the philosophy of the Wealsun
as slaves those humans they did not kill and eat. Few Proclamation, which announced manifest destiny
buildings have escaped ruin, and the land's forests are upon the entire Sheldomar Valley. Though the dukes
being harvested for unknown purposes. Nearly of Geoff did not openly oppose the measure, Duke
everything that once was Geoff has been erased. The Arnod II failed to supply any troops for the king
giants hold all land from the Crystalmist mountains during the Small War with Veluna, claiming that the
in all directions but east, where the Realstream, Dim royal messenger bearing the mustering order (a
Forest, Oytwood, and Stark Mounds demarcate a minor Keoish noble named Dartun Dasco) had never
chaotic, violent border with Gran March. arrived. Thereafter, relations between the court of
Geoffs isolated position accounts for some the Duke Arnod and King Tavish III grew cold.
unusual weather. Morning fog is common near the The discovery by a Keoish spy of a desiccated, poi-
Dim Forest, giving northeastern Geoff a reputation soned corpse beneath the grounds of Eagle Peak (the
for secrecy and hauntings. Rain is plentiful, though duke's castle) in 450 CY triggered a series of events
thunderstorms are short, violent affairs. Winter that would end in war between Geoff and Keoland.
brings significant snowfall, especially in the west When divinations revealed the body to be that of the
and mountains. missing knight, Dasco, the king ordered his armies
Before the wars, Geoff was well known as a source across the Stark Mounds, intent to teach Geoff the
for wool and furs. Animals, both wild and domesti- price of ignoring Keoish edicts.
cated, once freely roamed the countryside. Most of The result of this was the bloody Battle of Gorna,
these were captured and eaten by giants and orcs, which saw the defeat of the Keoish force. Some
though the deer population has grown following the claim that powerful magic employed on behalf of
loss of their foremost predator (humans—the orcs the duke by the archmage Vargalian had a dire
and giants eat cattle and horses). Roving packs of origin; many of the slain Keoish warriors remain in
wild dogs range widely throughout Geoff, creating the Stark Mounds as undead swordwraiths to this
yet another hazard in an already frightful realm. day. The defeat was profound, and it resulted in great
Geoffs roads, predictably, are in disrepair. Travel- humiliation for King Tavish III. In the following
years, Geoff continued to pay tribute to the crown, ing humans in the region. Whether Mogthrasir plot-
but with confidence that never again would the ted the invasions and is the overlord of the entire
nation fear an attack from the east. region is unknown, but doubted.
The nation, however, lay exposed to a deeper threat Conflicts and Intrigues: Rumors that old Owen I
from within its own borders. In 497 CY, the unthink- intends to move his court to Hochoch cause conster-
ably rich Count Granus of Pregmere made a play for nation among the leaders of the Knights of the
the capital, using as his army a well-paid force of mer- Watch, who have designs upon a reconquered Geoff.
cenaries and, it is whispered, the secret support of The Oytwood and Dim Forest sylvan elves are on
the Knights of the Watch and certain forces within increasingly unfriendly terms. Owen's heir, Count
Gran March. Grand Duke Rohan III was slain in Hustin, who vanished in 587 CY, was recently
early fighting, which encouraged three other counts revealed by divination to be alive and "amid the sky."
to join the fray, challenging Granus's claim upon the
entirety of Geoff. Keoland, who stood duty-bound to Gran March
quell the fighting, watched from afar, still aching Proper Name: Gran March
from the defeat suffered in the Stark Mounds. At the Ruler: His Most Resolute Magnitude, Magnus Vri-
end of the battle, the heir of Count Granus took the anian, Commandant of Gran March (LG male
title Rohan IV. With a surprisingly gentle spirit and human Wiz9 (evoker)/Clr3 of Heironeous)
even-handed philosophy, he pacified his wounded Government: Feudal monarchy structured along
nation. military lines, with minor fealty to Keoland; oversee-
Throughout the next eighty years, Geoff lived in ing current government in Bissel; noble houses and
relative peace. Raids by giants, ogres, and orcs from government are closely entwined with a militant
the Crystalmists were a continual nuisance, but the quasi-religious knighthood, the Knights of the
creatures never worked in concert and were easily Watch; commandant chosen every five years by vote
laid low. of nobles and knights
This pattern changed dramatically in 584 CY, when Capital: Hookhill
the orcs and giant-kin of the Crystalmists worked Major Towns: Hookhill (pop. 7,500), Shiboleth
together, systematically invading and destroying (pop. 5,900)
western villages in a series of calculated attacks that Provinces: Ten great baronies, two marches (eastern
appeared to be orchestrated by an unknown entity. Dim Forest, Rushmoors), captured territory
By Harvester, the entire nation had fallen to the (Hochoch; see text)
giants. The duke, wise Owen I, fled to Shiboleth, Resources: Foodstuffs, cloth, copper, gems (III)
where he was greeted by friendly nobles of Gran Coinage: [Modified Keoland] griffon (pp), lion (gp),
March. eagle (ep), white owl (sp), heron (cp)
Those Geoffites who could not escape the nation Population: 254, 600—Human 79% (SOf), Elf 8%
began a guerilla war against the giants, striking from (sylvan), Dwarf 5%, Halfling 3%, Gnome 2%, Half-elf
secluded hideouts in hills and woodlands. Aided by 1%, Half-orc 1%, Other 1%
gnomes and elves, these humans gained only minor Languages: Common, Keolandish, Elven, Dwarven
victories. By 586 CY, most resistance cells had been Alignments: LN*, LG, N
discovered and slain, the few survivors retreating Religions: Heironeous, St. Cuthbert, Pholtus, Fhar-
deeper into the woodlands of the east. langhn, Zilchus, Oeridian agricultural gods, Phyton,
A vicious, violent push into Geoff came in 588 CY. Obad-Hai
Orchestrated by leaders of the Knights of Dispatch in Allies: Keoland, Sterich, Bissel, Ulek states.
Hochoch, the action saw a great deal of fighting in Enemies: Ket, nonhumans in Geoff and Crystalmists
the Oytwood, where a small army of lesser giantkin Overview: Gran March occupies the fertile plains
was defeated with great bloodshed. The push was east of the expansive Dim Forest and west of the
taxing, however, and the soldiers of Hochoch now Lortmil Mountains, bounded by the northernmost
mount only small raids in the west, awaiting money fork of the Sheldomar River in the south. A poorly
and manpower to support a reinvasion of the defined "open" border marks the north, where nobles
destroyed duchy. often kept court in both Bissel and Gran March.
Very little information on the current status of the These days, there seems to be little difference
nation has reached the outside world. It is known between the two governments, though the land
that Gorna is in ruins, and that a fire giant named within 30 miles north of Hookhill is considered part
"King" Mogthrasir rules from a crudely wrought of Gran March proper. This territory also includes
stone castle in Pest's Crossing. The giants call the portions of Dim Forest and the Rushmoors, a
land "Tjalf," which means "toil" in their language, an haunted fen that has plagued the southern march for
accurate representation of the life of the few surviv- much of its long history.
The northern baronies enjoy a temperate, dry cli- retaining strong roots and key leadership in Gran
mate not unlike that found in Bissel. The south, how- March. Indeed, the commandant became titular
ever, is a land of dark mists and frequent showers, ruler of the massive knighthood, as well as leader of
particularly near the forest and swamp. his nation.
Gran March is an exceptionally martial nation. At With the dawning of Keoland's wars of aggression,
age fifteen, all fit males enter mandatory conscrip- in 350 CY, Gran March gained international notori-
tion for a period of up to seven years. Girls may join ety as the primary staging ground for the Second
the rank and file, as well, though this is something of Expeditionary Army, which invaded Veluna from
a modern development, and their participation is not the southwest. After the success of that campaign,
seen as mandatory (though several influential the capital of Hookhill became an important caravan
women in the military hierarchy believe it should stop to points north, which served to increase the
be). It is a testament to the national pride of the wealth of the province.
nation's young people that many continue after their By 415 CY, life in Gran March had grown extraor-
required service, and those who do not are generally dinarily difficult, thanks in part to Commandant
members of local militias. Berlikyn, a harsh ruler who demanded nothing less
Internationally renown mailed cavalry forms the than the most of his citizens—the most labor, the
core of Gran March's impressive army. Armed with most money, the most effort. The king in distant
lances, crossbows, and swords, these riders are the Niole Dra knew nothing of Berlikyn's tactics, seeing
bane of giants inhabiting Geoff. The Knights of the only the impressive results. In appreciation, Tavish
Watch and Knights of Dispatch offer support and III appointed the commandant to be the supreme
welcome tactical expertise. The total standing army commander of all the northern provinces, which at
includes more than eighteen thousand soldiers. At the time included Gran March, Bissel, and much of
least three times as many trained troops can be called Veluna. A period of bitter oppression reigned in the
up within a single week. north until Berlikyn was slain in the Small War.
History: Gran March is one of Keoland's oldest The death of the commandant of Gran March and
holdings, tracing its history back more than nine the loss of Bissel and the Velunese territories to
hundred years. Legend holds that, after the defeat of Furyondy forced a change in Keoland's policy in the
Vecna and the dissolution of his empire (placed in north. Aware that the local nobles would not tolerate
the northern part of the Sheldomar Valley in some a harsh commandant, the king allowed them to elect
accounts), the nascent Keolandish crown created an one of their own number to the position, and forever-
order of knights in the frontier region. The Knights more split the title from that of the "Marcher Lord,"
of the March were ordered to bring law to the land titular head of the Knights of the Watch. The govern-
and to quell the warring of the native Flan factions. ment and knighthood remained closely allied.
Eventually, the leader of the knighthood was named For much of the modern era, Gran March has
commandant of Gran March, a title that carried with existed as a prosperous trade center along Keoland's
it control of the land between the Rushmoors and northern merchant routes. Perhaps thanks to the
Lortmils. influence of the Knights of the Watch, the nobles of
Life in Gran March was peaceful and safe, as few Gran March have always enjoyed strong relations
dared oppose the powerful commandant. When a with their neighbors in Sterich and Bissel.
perceived threat from within beset the nation, the As continental war developed within the last
Knights of the March sprung upon it fiercely and decade, the armies of Gran March saw relatively little
decisively. Sometimes, such reprisals came with little action. Signatories of the Treaty of Niole Dra, the
warning, often against seemingly upstanding mem- nation sent a small army across the Lorridges in 584
bers of the lesser aristocracy. The knights followed CY, pledging to help Furyondy against Iuz. Months
the secret teachings of their own inscrutable doc- later, Commandant Petros was horrified by reports of
trine, and they showed no interest in explaining whole armies of giants descending from the moun-
their actions to commoners. tains to lay waste to Geoff and Sterich. He immedi-
The early 300s CY brought the Baklunish Brazen ately sent the bulk of his remaining armies to the
Horde to Ket, causing much consternation in the west, only weeks before the horsemen of Ket
courts of the east and south. In order to protect his swarmed into Bissel.
holdings against this Paynim threat, King Tavish I of Then, as Commandant Petros prepared to call his
Keoland ordered the foundation of the Knights of men from the Lost Lands of Sterich and Geoff, a
the Watch, built upon the basis of the Knights of the grand convocation of the Knights of the Watch was
March and commanded by its leaders. This new, called by the enigmatic Hugo of Geoff, the order's
international knighthood quickly spread to Geoff, Grandiose Imperial Wyvern. Nearly half of the
Bissel, and the heart of the empire, all the while knights abandoned their wartime posts to gather for
three weeks of intense secret conferences in Thorn- Resources: Silver, electrum, gold, platinum, gems (I-
ward. The enormously frustrated Commandant IV), river and road trade nexus
Petros was invited to meet with the order's leaders at Coinage: Plate (pp), orb (gp), lucky (ep), noble (sp),
the conclusion of the conferences. common (cp)
The commandant abdicated his post within the Population: 160,000—Human 79% (OSfbr),
week, naming as his replacement Magnus Vrianian, a Halfling 9% (lightfoot), Gnome 5%, Elf 3% (sylvan),
high-ranking Knight of the Watch from Shiboleth. Dwarf 2%, Half-elf 1%, Half-orc 1%
Vrianian left the bulk of his soldiers in the Lost Languages: Common, Rhopan, Gnome, Halfling
Lands, but ordered a small force to the northern Alignments: N*, all others
border, where Knights of the Watch led sneak Religions: Zilchus, Pelor, St. Cuthbert, Norebo,
attacks against the hated Baklunish inhabiting Bissel, Fharlanghn, many others
Shortly after word of Beygraf Zoltan's assassination, Allies: Duchy of Urnst, Furyondy, Nyrond, County
the armies of Gran March moved across the border, of Urnst, Veluna, Verbobonc, Dyvers, Shield Lands
harrying those Baklunish who were slow in retreat- Enemies: Pomarj, Iuz, Bright Lands, Scarlet Brother-
ing. In Bissel, the knights attempted to help the hood, various evil cults (Iuz, Vecna, Wastri, Nerull,
people restructure their badly wounded society, even etc.), Horned Society
going so far as to appoint members of the Knights of Overview: The city of Greyhawk controls a sizable
the Watch to vacant positions of authority (without estate ranging from the northern coast of the Woolly
the consent of Bissel's new margrave). Bay to the southern shores of Midbay in the Nyr
Thereafter, the commandant turned his full atten- Dyv. The Cairn Hills and the Abbor-Alz mark the
tion to the Lost Lands. Sterich was liberated in 588 eastern limits of this domain, while its western
CY, but war continues in Geoff. Perhaps the greatest boundary is generally considered to lie within the
victory in the latter came in the town of Hochoch, Gnarley Forest and along the edge of the Welkwood.
which was freed in 586 by a Gran March army. The The other towns in the Greyhawk territory each have
town has since been all but annexed, and its leaders their own history of independence. Were the entire
pay tribute to the commandant. It is likely Hochoch region not threatened by upheaval in the adjacent
and the surrounding lands will officially be made a lands, none of them would willingly submit to Grey-
new great barony of Gran March before long. hawk. The "empires" of the Pomarj and the Bright
Conflicts and Intrigues: Efforts to cut a road through Desert lands are seen as unstable, but quite danger-
the Dim Forest are encountering resistance from evil ous. In addition, neither Dyvers nor Celene, Grey-
humanoid natives. A new menace has appeared in the hawk's western neighbors, hold any affection for the
Rushmoors. Former Commandant Petros has not free city; the Duchy of Urnst, to the east, is a luke-
been seen since a week after his abdication. warm ally.
The soldiers of the free city are typically armed
Great Kingdom: see Ahlissa, North Kingdom with sword and club, and also include a substantial
number of crossbowmen. They are provided with
Greyhawk chainmail and shield, with the exception of the
Proper Name: Free City of Greyhawk (sum of lands Hardby Marines, who wear leather armor. The Grey-
controlled by the city is often called the Domain of hawk Militia patrols the entire region, dealing with
Greyhawk) unruly elements such as bandits, Rhennee, orcs, and
Ruler: His Solemn Authority, the Lord Mayor of assorted monsters. The Greyhawk Militia's strength
Greyhawk, Nerof Gasgal (LN male human Rog12) is focused in the south, facing endless raids by orcs
Government: Lord mayor elected by an oligarchy and goblinoids from the conquered Wild Coast. The
representing the city's major mercantile, military, army includes the seagoing Hardby Marines of
legal, economic, criminal, religious, and magical Woolly Bay, in their six war-galleys, and the Moun-
guilds taineer Militia of the Abbor-Alz, with a score of grif-
Capital: Greyhawk fon-riding "skymen" attached.
Major Towns: Elmshire (pop. 4,000), Greyhawk The Selintan River and the River Road that runs
(pop. 69,500), Hardby (pop. 5,100), Narwell (pop. alongside it are the main avenues of travel in the
4,400), Safeton (pop. 6,100) lands of Greyhawk, connecting Woolly Bay to the
Provinces: One metropolis, two small cities, two Nyr Dyv. The Western Road carries traffic to Dyvers
large towns, and numerous villages and manorial and beyond, while Urnst Trail crosses through the
estates run by noble lords, military authorities, or Cairn Hills to the east. Trade from all across the
local officials who answer to the oligarchy; land not Flanaess passes through the free city, and people of
controlled by urban areas is controlled by Greyhawk all nations can be found there. In addition to being a
military center of commerce, Greyhawk is a city of learning.
The University of Magical Arts and the Grey College, was abolished, and absolute authority was formally
among others, attract numerous students here. vested in the Directing Oligarchy. Though begin-
finally, it is also a city of diplomacy; statesmen and ning with great promise with the legacy of Zagig,
politicians from nations throughout the central the city quickly fell into decline. Greyhawk lost its
Flanaess serve as ambassadors to this domain, forging authority over much of the associated territory after
alliances and treaties. 500 CY, most notably the Wild Coast and Hardby. In
The city of Greyhawk is ruled by its lord mayor, Hardby, the female wizards, knights, and nobles
who is selected by the Directing Oligarchy com- restored the sovereignty of the gynarchy, though by
prised of twelve to eighteen of the city's major guild tradition the title of gynarch belonged to House
and military leaders, in addition to important clerics Yragerne. Therefore, the women of Hardby named
and wizards. The populace of the expanded estate of their new ruler the despotrix, ruling over a domain
Greyhawk, beyond the city proper, has only limited extending from the lower Selintan to the Abbor-Alz,
influence in government. The Greyhawk Council of Greyhawk finally recovered several decades ago,
Mayors and Manorial Lords ostensibly gives the lead- benefiting from dungeon-loot taken from several
ers of the various lesser communities in the city's major troves discovered in the region, particularly
larger domain a voice in government, but it is recog- beneath the ruins of Castle Greyhawk. By the time of
nized that this annual gathering has no real author- the Greyhawk Wars, the city was again being called
ity. Hardby, in particular, still supports its ruling the "Gem of the Flanaess" (a term coined by Zagig)
gynarchy, though the town is occupied by the mili- and received increasing numbers of visitors. In the
tary of Greyhawk. The nearby settlements and vil- aftermath of the wars, refugees replaced many of
lages also look to the gynarchy for leadership, follow- these visitors. Some of the wealthier refugees pur-
ing the example of the current despotrix by deferring chased invented titles, with the prerequisite counter-
to the authority of the free city. feit histories and lineages. As a result, the true history
History: The city that would command so much of the city and surrounding region is slowly being
attention from the world at large began centuries ago overwritten. Many see this as the price of growth and
as a modest village on the Selintan River. Built success. Greyhawk is, for all its difficulties, more vital
around a trading outpost, the original settlement and prosperous than it has been at any time since the
came to be dominated by a warlord whose keep stood departure of Zagig Yragerne.
on a hill above the village. After several years of gar- Conflicts and Intrigues: Evil cults are suspected of
nering wealth through taxation, and a bit more by gaining footholds in the city, if not making the city
overt banditry, the influence of Greyhawk's sover- their new headquarters. Violent crime is rising, Har-
eign was great enough to warrant a new title: Land- well, Safeton, and Hardby struggle to take power
graf of Selintan. The first Landgraf s son was wed to from the oligarchs and gain independence. The
the daughter of the gynarch of Hardby, thus cement- threat from the Pomarj is as great as ever. Rumors of
ing a political alliance that brought the whole of the Scarlet Brotherhood spying, sabotage, and assassina-
river basin together under the old Landstadt of Selin- tion are rife. Banditry is rising in the Cairn Hills.
tan. The height of this confluence was reached in the Relations with the Duchy of Urnst are strained over
person of the last landgraf, the so-called Mad Arch- their mutual border.
mage, Zagig Yragerne.
This Wild Coast native was a full though distant Highfolk
heir to the position of landgraf. Zagig's rulership as Proper Name: Highfolk, Free Town of; Valley of the
lord mayor and landgraf was the most successful in Velverdyva (Highvale)
the history of Greyhawk; he refortified the city, Ruler: The Worthy Sir, Tavin Ersteader, Mayor of
reformed many of its more onerous laws, established Highfolk Town (NG male human Wiz11); and, His
a university, and brought great prosperity to the Most Excellent Highness, Kashafen Tamarel of
region as a whole. His construction of Castle Grey- Flameflower, Lord of the High Elves of the Vesve
hawk was an unparalleled achievement of engineer- (CG male elf Wiz14/Ftr4)
ing. While some of his projects seemed without pur- Government: Mayor of town elected for life or
pose or even destructive, his rule in total was of great retirement by popular vote of household leaders; elf
benefit to Greyhawk and its inhabitants. communities are governed by hereditary monarchs
Ultimately, his eccentricities took him far from his from noble families
duties as ruler. He was also without heir. After many Capital: None
decades of his absence, Greyhawk was proclaimed a Major Towns: Flameflower (500 high elves), High-
free and independent city in 498 CY, slicing all polit- folk (pop. 8,700), Verbeeg Hill (1,200)
ical ties (which were nearly nonexistent by now Provinces: No strict provincial structure—city
anyway) with the Great Kingdom. The old Landstadt claims a patchwork of farm, fishing and forest com-
munities along Velverdyva River valley (the Highvale troops. Veluna, a strong ally of the Highfolk, has sta-
region); elves of the Vesve have separate holdings tioned more than two hundred elite cavalry and
Resources: Gold, rare woods, gems (I), livestock footmen in Highfolk Town, to assist the mayor and
(sheep, goats), vegetables, wild game, timber the lord of the high elves. Highfolk's Knights of the
Coinage: Solar (gp), great lunar (ep), small lunar (sp), Hart, made up of elite elven and half-elf warriors,
wheat (cp) represent hope to the people of the valley, and are
Population: 46,000—Elf 79% (high 60%, sylvan justly celebrated as heroes.
40%), Human 9% (Os), Half-elf 5%, Halfling 3% History: The Fairdells and the Vesve Forest were
(tallfellow), Gnome 2%, Dwarf 1%, Half-orc 1% home to high elves for untold centuries. When
Languages: Elven, Common, Sylvan humans first arrived, as emissaries from the Viceroy-
Alignments: CG*, NG alty of Ferrond, the two races developed a kinship
Religions: Elf pantheon, Oeridian agricultural gods, that exists to this day. In the ensuing years, though
Ehlonna, Phyton, Fharlanghn the folk of the valley remained strong allies with
Allies: Furyondy, Veluna, Verbobonc, Dyvers, Furyondy, it became clear that they were a people
Duchy of Ulek, Knights of the High Forest unto themselves, and that the king held no true
Enemies: Iuz, independent Vesve nonhumans and authority here.
monsters Highfolk has always been dominated by three geo-
Overview: The land along the Velverdyva River, graphic features. The first, the Velverdyva, provides
from the Clatspurs to the southeastern spur of the food and livelihood for many in the vale. The Yatils,
great Yatil range, has long been nominally claimed by home to most Highfolk gnomes, provide gems and
Furyondy. Here is a land of beauty, of pleasant, boun- precious metals that fuel the region's economy. Last,
tiful farmlands tended by simple, honest folk. Every- the Vesve, the largest forest in all the Flanaess, pro-
thing in the Highvale functions upon a spirit of vides both crucial timber resources and most of the
cooperation. Man, gnome, elf, and halfling live trouble Highfolk has suffered in recent years.
together in harmony, and strangers are greeted with The Pact of Greyhawk that ended the so-called Grey-
a hearty handshake and an invitation to share a place hawk Wars did not settle the borders of the Vesve
at the table. Forest. A vicious, low-grade war has thus continued
The elven folk call the Quagflow Valley the Faird- within the woods for much of the past decade—a war
ells. Because of their numbers, many consider that has taken a toll on the Highfolk. Orc patrols
Highfolk an olve realm. In reality, though most in seldom break the defensive line within the forest, but
the valley defer to the lord of the high elves, repre- nearly all thorps and villages within the woodland
sentatives from several races and factions have a were abandoned. As a result, the population of
voice here. Highfolk Town has increased, straining its capacity
Trade in the valley follows the Quagflow Road and raising tensions even among these easy-going
from Highfolk Town to the northern town of Ver- folk.
beeg Hill, there to Perrenland and beyond. Most The town of Highfolk is primarily constructed of
heavy cargo is transported by barge along the river, wood. Many of the buildings feature intricately carved
which flows at a comfortable pace. The quality of the arches and steeples. Elven architecture is as evident
roadways, and the halfling taverns along it, are unpar- here as in any "human" settlement on the continent,
alleled. The folk of the valley are proud of their matching even Verbobonc's elegant, woodsy style.
home, and care for it accordingly. The mayor of Highfolk, twenty-eight-year-old
Highfolk is protected from harsh winter weather Tavin Ersteader, was of low birth, coming from one
by the Yatils, which block the furious winds common of the region's northern villages. Ersteader distin-
in the north. Light blankets of snow are common in guished himself as a young man, exploring several
the colder months, and it has been many decades mysterious sites within the Yatils and Clatspurs and
since the last notable blizzard. For most of the year, fighting against the forces of Iuz in the Vesve. Said to
the weather mimics the spirit of the people, temper- be a one-time apprentice to Melf Brightflame,
ate and good-natured. Ersteader enjoys a warm relationship with the local
In times of danger, the laid-back spirit of the elves, and is a good friend of Loftin Graystand, the
chaotic Highfolk vanishes, and neighbor stands former mayor, who retired in 589 CY. Ersteader is a
with neighbor against the common foe. Despite sworn enemy to Iuz, and sponsors far more recon-
their easy natures, these are frontier folk; nearly naissance and attack missions against the Old One
everyone here learns to wield some type of weapon than did his predecessor.
before they learn how to ride a horse. In times of It is said by some that the honorable mayor seeks
muster, Highfolk can field frightening bands of audience with the leader of the Vesve's sylvan elves,
halfling slingers, as well as dangerous hill and forest though such a meeting is unlikely to occur. Unlike
the clans of wood elves living along the periphery of Religions: Kord, Llerg, Norebo, Xerbo, Vatun
the forest, the tribes of the heartlands are often as Allies: Snow Barbarians (sometimes)
antagonistic toward humans as they are toward Iuz's Enemies: Sea Barons, Stonehold, North Kingdom,
orcs. In fact, many blame humanity for Iuz, observ- Scarlet Brotherhood, Frost/Snow Barbarians (some-
ing with anger that the cambion-god was not only times), Ratik (sometimes)
born of a human woman, but was apparently freed Overview: The northern and eastern coastal regions
from captivity by humans, as well. of the Thillonrian peninsula are home to the Ice Bar-
Ersteader has stronger allies in the form of the barians, or Cruski. Their land is the coldest and most
twenty clans of high elves who live along the river severe of the Suel barbarian kingdoms, but the hard-
and within several leagues of the forest edge. Led by ship has served to strengthen their independence.
Kashafen Tamarel of Clan Shandareth, these elves Dwelling in seaside towns and mountain steadings,
see Iuz and his armies as direct threats to their lives they make hunting, fishing and whaling their major
and culture. Though less prone to simply attack than occupations. Shipbuilding is clearly important, and
their human allies, the elves defend their realm with piracy is as well, with seasonal raids southward pro-
vigor, and are expert at setting traps and confounding viding both wealth and the opportunity for battle
invaders with forest magic. tha t the barbarians crave.
Mayor Ersteader is wise. Without a grand alliance Their military consists primarily of war bands of
between all goodly forces in the Vesve, the entire medium and heavy infantry led by local jarls. Ship-
region stands to fall under the heel of the Old One. captains lead crews of sea-raiders gathered from the
Conflicts and Intrigues: Several children of promi- same infantry, who serve as rowers at sea and war-
nent elves were recently abducted from Highfolk by riors on land. They are usually armed with sword or
parties unknown. Highfolk's branch of the Knights axe, wearing chainmail and iron helms, and carrying
of the High Forest was scandalized by reports of the round shields favored by all barbarian Suel. Cav-
financial corruption. Fires of magical origin plague alry is not unknown on the western tundra, but few
the inns along the Velverdyva. tundra-dwellers are Ice Barbarians, most having Flan
ancestry and being related to the Coltens of Stone-
Hold of Stonefist (see Stonehold) hold. They do not serve as warriors for the Cruski,
instead paying tribute to their Suel overlords to be
Hold of the Sea Princes (see Sea Princes) left alone.
The Cruski themselves are a people of pure Suel
Horned Society (see Iuz, Empire of; see also Chap- race, speaking the Cold Tongue as their native lan-
ter 6) guage. Though they have always been the least
numerous of the Suel barbarians, their royal lineage
Ice Barbarians is the oldest. The king of Cruski holds the title
Proper Name: Kingdom of (the) Cruski "Fasstal of all the Suelii," indicating his preeminence
Ruler: His Most Ferocious Majesty, Lolgoff Bear- among the nobles of the Suel race and giving him the
hear, the King of Cruski, Fasstal of all the Suelii (CN right to pronounce judgment on any of them. Politi-
male human Bbn15) cally, this has little real importance, for he has no
Government: Independent feudal monarchy with power to enforce his judgments. However, it is said
hereditary rulership, though with little actual control by some that the god Vatun granted this authority to
over jarls, who act independently of one another; the fasstal of the Suelii; if Vatun awoke, the full
king controls the area around the capital and farms authority of the office would return to the fasstal, and
within 30-50 miles a new barbarian empire would emerge under his
Capital: Glot leadership.
Major Towns: Glot (pop. 5,100), Jotsplat (pop. 3,200) History: The tale of the Cruski is in many ways the
Provinces: Seventeen jarldoms (five around Jot- tale of all the Suel barbarians. Driven from their
splat), over thirty minor noble holdings, and Glot homelands by the Rain of Colorless Fire and the
(capital realm) awakening of the Hellfurnaces, their ancestors
Resources: Furs, copper, gems (I), rare wood (sable- entered the Flanaess as a people without any final
wood, not exported) destination. Over years of war with the conquering
Coinage: Kronar (gp), haf-kronar (ep), linnwurm Oeridians, they were pushed to the very edge of the
(sp), thrall (cp) Flanaess, yet survived even in this forbidding land-
Population: 158,800—Human 96% (S), Dwarf 2% scape. As a people, they were always distinct from the
(mountain 65%, hill 35%), Halfling 1% (stout), Other 1% high culture of the civilized Suel. They were thought
Languages: Cold Tongue, Common, Dwarven of as a mere rabble, with a primitive dialect and no
Alignments: CN*, N magic. In the north, they became the strong masters
of their own land, from which they would never be Conflicts and Intrigues: Royal hatred of the Scarlet
cast out. Thus, they called it Rhizia, which means Brotherhood grows, as does distrust of the Frost Bar-
immovable. barians. Stonehold accuses the Ice Barbarians of
The Suelii called themselves by names in the Cold attacking Vlekstaad. There are secret parlays between
Tongue, too: Cruski, the Ice Clans, who are the most the Snow and Ice Barbarians for raids against the Sea
noble and brave; Schnai, the Snow Clans, who are the Barons and possibly the Lordship of the Isles,
most numerous and strong; and Fruztii, the Frost
Clans, who are the bulwark and first in battle. They Idee (see Ahlissa)
battled with each other over the long years since
Vatun lay down in the cold, but they would always Irongate
join their hosts together when an outsider threat- Proper Name: Free City of Irongate
ened. The Schnai perfected the art of building long- Ruler: His Resolute Honor, Cobb Darg, Lord High
ships, and the Fruztii found adversaries for the bar- Mayor of Irongate (particulars uncertain)
barian nations to fight and plunder. The Cruski Government: Lord mayor elected by city council for
joined with their cousins on many of these raids, a ten-year term; city council made up of old nobles,
taking special joy in fighting their particular rivals, merchants, clerics, military heads; founding member
the Sea Barons of Aerdy. of the Iron League
This was the life of the barbarian Suel for hundreds Capital: Irongate
of years, through victories and losses. Their freedom Major Towns: Irongate (pop. 51,400), Northanchor
was undiminished, but it was subtly threatened sev- (pop. 4,850), several small villages
eral decades ago. Travelers from the south came to Provinces: Single city-state with surrounding lands
call at the courts of the barbarian Suel. Calling them- encompassing about 1,500 square miles
selves the Brothers of the Scarlet Sign, they claimed Resources: Gems (II-III), iron ore
to be kin of the Fruztii, Schnai, and Cruski. By blood, Coinage: Dragoneye (gp), starry (sp), common (cp)
perhaps they were kin, though distantly—but, in Population: 71,000—Human 83% (Os), Dwarf 15%
spirit, they were the same devious manipulators who (hill), Halfling 1%, Other 1%
claimed to rule the ancestors of the northern Suel. Languages: Common, Dwarven, Ferral (military
They came with tales of the lost glory of the Suel race command language)
and its ruined empire. They told how the Cruski Alignments: LN, LG* NG
were descended from an Imperial House, the noble Religions: Heironeous, Zilchus, Procan, dwarf pan-
and loyal servant of the last Suel emperor. theon, Osprem, Xerbo, Norebo, Fortubo, Jascar,
Old King Cralstag knew well that his ancestors, be Lendor
they slaves or scoundrels, were never the lapdogs of Allies: Onnwal (rebels only), Sunndi, Nyrond, folk
an emperor who stank of magic. So he told the Scar- of the Headlands
let Brothers, and before all in his court, as his judg- Enemies: Scarlet Brotherhood (including Scant in
ment on their words. For this, the Brothers murdered Onnwal), Ahlissa (distrusted)
him soon thereafter—not with clean blade or Overview: Irongate is a free and independent city
strength of arms, but with hidden venom in his cup. located on the eastern coast of the Azure Sea in a bay
The king's nephew, Lolgoff, knew the old king's framed by the imposing set of hills known as the
judgment and the manner of his death. When the Headlands in the west and the Iron Hills in the east.
Brothers were brought before him, they spoke words The Fortress City is one of the few Oeridian-con-
of praise and honor for the dead king, and they smiled. trolled ports on the largely Suel-dominated southern
Lolgoff smiled too, as he cut them apart with the old waterways. The metropolis proper sits upon a hillock
king's sword, for he honored Cralstag in deeds, not at the mouth of a narrow valley that runs north to
words. As king and fasstal, Lolgoff pronounced his south across the isthmus that connects the Onnwal
judgment: The Brothers of the Scarlet Sign should Peninsula to the rest of the Flanaess.
receive only death in the kingdom of Cruski. Irongate's large and heavily fortified walls form a
Since the Greyhawk Wars, the Cruski have heard bottleneck to the flow of traffic between the south-
little from the Scarlet Brotherhood, though they are ern provinces of the Great Kingdom and Onnwal. Its
rumored to be present among the Fruztii. Territorial natural harbor is one of the few sheltered ports
disputes with Stonehold that predated the wars were along the long coast stretching from Scant to Naerie,
finally brought to a head three years ago, when a and it is typically the refuge of many scores of seago-
combined host of Cruski and Schnai entered the ing vessels at any given time. Irongate's territorial
eastern hold. They were unable to capture the town control stretches north to the shores of Dunhead
of Kelten, but the Cruski reinforced their control of Bay in the Sea of Gearnat, where the small town of
the Taival Tundra. Northanchor acts as an ancillary harbor connected
to the city proper by an efficient portage system run on their stomachs, they also fight with cold steel and
largely by dwarves. The city controls the surround- defend themselves with sturdy armor. Long and
ing hills to the west, about a day's march into the ever-expanding campaigns demanded much in the
Headlands. To the east, Irongate claims the hills as way of metal goods and supplies, particularly weap-
far as the border with the dwarves' Kingdom of the ons. Deposits of iron ore, particularly that of high
Iron Hills. This is generally accepted to be the Ahlis- quality to produce weapons, were not in great supply
san Road, a pass that cuts through the hills between in the kingdom proper, except for minor deposits in
South Province and the Azure coast. A handful of the Gull Cliffs. As the Aerdi conquered the native
minor villages lie within the region controlled by Flan in what would later become South Province,
Irongate, as do the strongholds of dwarven clans they learned of the rich and relatively easily accessi-
aligned with the city. ble ore deposits in the region of the Iron Hills,
The local climate is generally warm and comfort- However, along with the many dangers the hills
able year round, as the vast waters of the Azure Sea already harbored, the Aerdi had to contend with
prevent the extremes often suffered inland. The land their Suel inhabitants.
surrounding the city is hilly, and affords little soil to The Aerdi were always wiser in their dealings with
till and cultivate for food. However, the place is rich good nonhumans than were their Suel competitors,
in mineral resources, including many gems and some and an alliance with the dwarves of the hills came
platinum. Of course, Irongate is most famous for the quickly after assurances of mutual autonomy and
high-quality iron ore that has been the stock and cooperation. The Aerdi then moved exploratory
trade of the local dwarves for centuries. By virtue of forces to their camps in southern Ahlissa and began
its position, Irongate also has controlled a large por- mining the northern hills. The Suel, who had
tion of the trade coming from the Sea of Gearnat and watched these developments closely, took this as a
the western shores of the Azure Sea to points in the hostile action and amassed forces to repel the
Aerdi interior, Idee, and Sunndi. However, its most invaders. After a series of bloody skirmishes, the
important industry is undoubtedly the mining and siege and subsequent burning of a Suel harbor town
metalwork for which the place is universally her- proved to be decisive, and the whole region fell to
alded. The city was often referred to as the "Overk- the Aerdi. An outpost was built near the burned port
ing's Armory" in the days before it gained its inde- to take in supplies from Aerdi ships.
pendence, and the weaponsmiths of Irongate are The potential of the outpost and surrounding ter-
generally accorded the best in the Flanaess, a combi- rain was recognized early on by the imperial archi-
nation of the best talent fielded by the human and tects sent to fortify the harbor on behalf of the Mala-
dwarven populace. An often-heard remark is that if chite Throne. This was done in coordination with
something is found to be unbending or unbreakable, imperial miners and engineers, who organized the
it must have been forged in Irongate. excavation effort with the dwarves. These master
Irongate is both a founding member and the head- builders set about the task of erecting a city equal to
quarters of the alliance known as the Iron League, the Great Kingdom's ambitions for the region, a plan
making it a nexus of political and economic intrigue that would take decades to complete. Not only did the
for the region. Due its strategic location and the per- Aerdi want a base of operations from which to exploit
vasive siege mentality exhibited by its denizens, Iron- the resources of the peninsula, but they earnestly
gate maintains a large and powerful standing force wanted a fortified port from which to maintain a
that includes human and dwarven regulars. It also naval force on the Azure Sea the year round. By this
sports a large and well-trained navy, one of the most time, the Aerdi already controlled the Sea of Gearnat
highly respected in the region. Its large bay is and were eager for access to western Azure ports.
warded by an island citadel, and a series of interlock- Irongate grew more independent under the rule of
ing gates controls access to the city from the north- the progressively decadent and neglectful House
ern valley. All of these formidable barriers well suit Rax. Its lord mayor, whose appointment was made
the city's lord mayor—a short stocky and wily old directly in Rauxes by the Malachite Throne, was con-
man named Cobb Darg. Darg has ruled the city with sidered a princely peer and wielded much power in
aplomb for decades and has earned the respect of the region. While technically a vassal (a fief within a
friend and foe alike. fief) of the herzog of South Province, the city held
History: The city known today as Irongate was com- virtual palatinate status for its own affairs. Provin-
pleted in 124 CY by imperial architects charged to cial taxes were levied in these southern fiefs, and
give the Aerdi a fortified presence on the Azure Sea. these monies eventually ended up in the coffers of
The kingdom of Aerdy was already a rich and vast Zelradton, which was then held by the enlightened
land, but much of this wealth was measured in live- House Cranden
stock and crop, and while it is said that armies march The Turmoil Between Crowns broke the grip
His Honor, Cobb Darg and Archmage EIayne Mystica

House Rax had upon the Malachite Throne. It did in particular as the keystone of the rebellion. He
not go unnoticed that the lord mayor of Irongate, called up a force composed of hundreds of his vas-
like many of his brethren in the south, had actively sals and kin (most of whom were landless, errant
supported the Rax claim. The official succession of princes) and as bounty, he offered them a piece of
Ivid I of Naelax to the Malachite Throne precipitated the conquered states as spoils. So numerous were the
the final break. The entire south, including Irongate, so-called "privateers" and their men-at-arms that the
refused to pledge allegiance and fealty to him. ensuing siege of Irongate would be called the Battle
Long-standing pressures upon South Province to of a Thousand Banners. However, the force was
bring the southern fiefs into line drove Damalinor stymied by the success of the kingdom's own design
of Naelax, the new herzog appointed by Ivid, to of the fortress-city. Irongate was impregnable,
attempt to break the rebellion with an infamous act designed to withstand siege and repel invaders like
of villainy. In 446 CY, the lord mayor of Irongate no other city. The herzog's commanders failed to
petitioned to have his grievances heard in Zelrad- quickly penetrate the city, and the Provincial Expe-
ton and accepted an invitation to attend the herzog ditionary Force was slaughtered by a combined host
at his palace. When he and his party arrived, they of men, elves, and dwarves; the surviving invaders
were imprisoned and tortured to death for the were hunted down in the hills and slain over the
overking's entertainment. Their remains were on next few weeks.
display for weeks in the Traitor's Garden in Rauxes. Word of the success of Irongate's defense quickly
So horrified were the people of Irongate by the spread, and a great conference was called in the city,
account of the mayor's demise that the city revolted including representatives of other various rebellious
against the herzog and the overking. South states once a part of or governed by the vast South
Province was plunged into civil war and chaos. Province. Irongate, Onnwal, Idee, Sunndi, and the
Aerdy garrisons and offices were expelled from Lordship of the Isles declared independence from
much of the region by the end of 447, with only the the Great Kingdom, witnessed by ambassadors from
core of South Province, that region called Ahlissa, Nyrond and dwarf nobles from the Glorioles, Hest-
left in imperial control. mark Highlands, and Iron Hills. This was followed
In response, Herzog Damalinor declared open by the formation of the Iron League by Irongate,
season on the rebellious states. He targeted Irongate Onnwal, and Idee in late 447 CY. Irongate became
the headquarters of the alliance, accepting ambassa- prise many levels of a vast underground city that now
dors from the other states. The Iron League was houses hundreds of citizens. Here, minor trade ami
quickly joined by the Lordship of the Isles in 448, traffic with Mitrik in Veluna is maintained through a
and eventually the county of Sunndi in 455. magical gateway.
The Iron League became very successful at keep-
ing its enemies in the Great Kingdom at bay, using Iuz, Empire of
spies and subterfuge to resist the efforts of all herzogs Proper Name: Empire of Iuz
to reclaim it for more than a century. In the Ruler: Iuz the Old, lord of Evil, Lord of Pain, etc
mid-550s, cousins of the overking known as the (evil demigod/cambion)
Chelors were awarded rulership of South Province, Government: Imperial theocratic dictatorship;
and for thirty years they ran an aggressive campaign empire directly but inconsistently ruled by an evil
to win back these rich provinces, but to no avail. In demigod and managed by his priesthood and other
579 CY, the Iron Alliance expanded to formally spellcasters
include Almor, and together with its supporters in Capital: Dorakaa
Nyrond was dubbed the Golden League. A series of Major Towns: Delaquenn (pop. 3,000), Dorakaa
naval battles in Relmor Bay soon followed, but by the (pop. 40,000), Greenreach (pop. 3,500), Grossfort
end of 580 Ivid V gained a minor victory against the (pop. 3,500), Ixworth (pop. 3,000), Izlen (pop. 2,500),
insurgents by preventing their further expansion and Kindell (pop. 4,000), Molag (pop. 4,000, ruined). AH
stalemating their armies. towns in the Bandit Kingdoms and Barrens, and in
Irongate was largely untouched by the Greyhawk the conquered portion of the Shield Lands, are also
Wars until a new enemy revealed itself from the part of this empire (see Bandit Kingdoms, Rovers of
south. The Scarlet Brotherhood and its agents the Barrens, Shield Lands)
usurped the governments of three member states of Provinces: (general regions, not actual provinces)
the Iron League, but old Cobb Darg proved to be Land of Iuz, Horned Lands (ex-Horned Society),
one step ahead of them and prevented the same Shield Lands, Bandit Lands (ex-Bandit Kingdoms),
from happening in Irongate. The Lordship of the Barren Lands (old Rover lands); actual situation is
Isles and its new lord declared support of the Broth- complex and detailed later
erhood during the winter of 583-584, and Irongate Resources: Furs, electrum, silver, foodstuffs;
reacted with revulsion at the activities of its former resources scarce, not exported
ally. These included raids on ports of the Iron Coinage: Gold skull (gp), bright skull (ep), serpent
League and assisting in the subsequent isolation of (sp), common (ep), dullbone (bronze piece, 10 bzp = 1
Irongate by blockading the city. The city's fleet suf- ep), flat (iron piece, 10 ip = 1 bzp). Old coinage is
fered greatly at their hands, and now has standing often used (at reduced value) from the old Shield
orders to attack the ships of the Lordship of the Lands, Horned Society, and various Bandit King-
Isles upon sight. doms, with stolen coinage from Furyondy, Tenh, the
Irongate lived under siege until late 586 CY, when County of Urnst, Wolf Nomads, etc. Some orc and
the Scarlet Brotherhood suffered setbacks in Idee hobgoblin tribes also mint their own crude and
and Onnwal that prevented it from keeping the pres- varied coinage, usually of silver, copper, or iron.
sure on Irongate's defenders. Irongate is no longer Population: 700,000—Orc 45%, Human 25% (Ofsb),
pushed back on its heels and has tried to reestablish Hobgoblin 10%, Halfling 5%, Half-orc 3%, Gnome 2%,
the alliance. In 590 CY, Cobb Darg extended his sup- Other 10%
port to the freedom movement in Onnwal, but he is Languages: Orc, Common, Goblin, Halfling
now being pushed to intervene directly to retake Alignments: CE*, NE, LE, CN
Scant. Close relations are maintained with Dwarfk- Religions: Iuz*; all others are aggressively sup-
ing Holgi Hirsute of the Iron Hills, who has no love pressed, particularly cults of Nerull and Vecna, and
of Ahlissa, as well as the new elven king of Sunndi, any Good religions (especially St. Cuthbert, Pelor,
who still pledges his support to Irongate and remains and Heironeous)
its greatest ally. Allies: None
Conflicts and Intrigues: Trade and communication Enemies: [in alphabetical order] Ahlissa, Bissel,
between Irongate and Ahlissa are badly strained. Bone March (for tribal and religious reasons), Celene
Curious rumors say that Cobb Darg hides a secret (inactive), Circle of Eight, County of Urnst, Duchy of
related to his heritage. Agents of Irongate remain in Urnst, Dyvers, Flinty Hills, Frost/Ice/Snow Barbar-
contact with lesser nobles of the Lordship of the Isles ians, Furyondy, Gran March, Greyhawk, Horned
still loyal to the Iron League. Duke Coriell of Onnwal Society, Keoland, Ket, Knights of Holy Shielding,
acts as Jian Destron's ambassador in Irongate; Darg Knights of Luna, Knights of the Han (all branches),
does not trust the man. The bowels of Irongate com- Knights of the Watch, Kron Hills, North Kingdom,
Nyrond, Onnwal (all factions), Pale, Perrenland, Society between Whyestil Lake, the Veng and
Pomarj (for tribal and religious reasons), Ratik, Scar- Ritensa Rivers, and the Fellreev. Once the demesne
let Brotherhood, Shield Lands, Sterich, Stonehold, of the proud and villainous Horned Society, this area
Sunndi, Ulek states, various Tenh factions, Veluna, has lately been divided into two fiefs, east and west,
Verbobonc, Wolf Nomads, Yeomanry, and all reli- to better combat Furyondy's guards and raiders from
gions of Oerth excluding Iuz's. In short, most sane the Bandit Kingdoms. Most of the evil humans who
beings of Oerth count Iuz as their mortal enemy; all once lived here have fled, leaving the land to hobgob-
fear and hate him. lins, orcs, and other evil nonhumans.
Overview: The Greyhawk Wars began as a result of a Shield lands, the fertile region east of the Ritensa,
dangerous gambit of Iuz, the so-called Old One, who north of the Nyr Dyv, and southwest of the Rift Bar-
has for so long dominated the north-central plains of rens. A fraction of this area around Critwall and
the Flanaess. No single being can claim personal Scragholme Island was retaken during the Great
responsibility for as much bloodshed as can the Old Northern Crusade by ex-Shield Landers, but most of
One, a vicious, scheming creature who revels in his the region remains firmly in the hands of Iuz's occu-
own debased wickedness. Though Iuz is a Power pying forces (see Shield Lands).
unto himself, his political might is given form by a Though the above accurately summarizes the
chaotic though nonetheless effective dominion assumed divisions of Iuz's political power, the actual
known as the Empire of Iuz. situation is more complex and confusing. Since 584
Attempts to mark out lesser political boundaries CY, Iuz has designated certain towns and cities
within the empire prove difficult at best. The follow- within his empire as "regional capitals," starting with
ing general political regions are recognized by map- Riftcrag, Rookroost, and Stoink in the old Bandit
makers as part of Iuz's territory, though they do not Kingdoms. However, the exact areas these capitals
seem to be actual provinces in the empire. control were never specifically outlined by Iuz, and
Land (often Homeland) of Iuz, consisting of the those placed in charge of those capitals hold only as
region north of Whyestil Lake, south of the Cold much territory in Iuz's name as their human and
Marshes, and between the Opicm and Dulsi Rivers. nonhuman armies can conquer and intimidate.
Two important conquered regions lie adjacent to the Lately, several other regional capitals have appeared,
Homeland. Iuz recently dominated the Howling serving as strongholds and garrisons in increasingly
Hills west of the Dulsi River, a land long held as troubled regions. Each regional capital (other than the
sacred ground by the Wolf Nomads. This haunted, imperial capital, Dorakaa) is ruled by a spellcaster of
blood-soaked region is administered by Urzun orcs Iuz's Greater Boneheart or Lesser Boneheart, or else a
from Fortress Kendragund, in the eastern hills. The particularly powerful human or half-fiend. Lesser
second territory is the northeastern Vesve Forest, a Boneheart rulers are typically chaotic evil humans
site of continuing warfare ruled from the regional who are wizards or clerics (of Iuz) of levels twelve to
capital of Izlen. seventeen; a few are believed to be undead. Greater
Bandit Lands, that realm once dotted with the so- Boneheart rulers are spellcasters of levels eighteen
called Bandit Kingdoms, west of the Artonsamay and and up.
Zumker and partly bounded by the Bluff Hills, Fell- At the start of 591 CY, Iuz's regional capitals in the
reev Forest, and Ritensa River. These days, this area is Homeland, Horned Lands, and Barren Lands include
not actually a province as such, instead being broken the following. (Major holdings in occupied nations
into huge warlord fiefs centered around four regional are covered in the individual entries of those
capitals (see Bandit Kingdoms). nations.)
Barren Lands, also called the Barrens, Barren Delaquenn rules western Horned Lands between
Plains, or Northern Barrens. These cool grasslands the Veng River and the eastern shore of Whyestil
lie south of the Wastes and the Icy Sea, and north of Lake, sharing a border with Furyondy along the
the Fellreev Forest. The Bluff Hills, western Griffs, Veng River. Many nonhuman survivors of the Great
and Forlorn Forest mark its eastern borders, and the Northern Crusade live here and passionately hate
Opicm River and Cold Marshes the western end. No Furyondy, desiring to invade it again as soon as pos-
towns lie here, except sprawling Grossfort. Iuz's sible. The ruler is known to be an old vampire from
human and nonhuman troops have difficulty living Aerdy named Maskaleyne (CE male vampire Wiz12),
off the land, and frequently can be found at each a puissant wizard once of House Naelax.
other's throats. Though Iuz once thought the Bar- Dorakaa rules the Homeland of Iuz and north
rens completely under his control from Grossfort, shore of Whyestil Lake. Iuz's mighty capital,
the situation recently grew more problematic (see Dorakaa, would not be out of place in the heart of
Rovers of the Barrens). the infernal Abyss. Even after the Flight of Fiends,
Horned Lands, the region once ruled by the Horned demons walk the grim battlements, occasionally
Halga, Iuz, and Null at play
leaping from their height to savage a passer-by, Molag is dominated by hobgoblins and humans.
sometimes upon orders, but more frequently Though mostly ruined, it is still very powerful defen-
because they like the way blood feels between their sively; the town has an extensive system of under-
fingers and teeth. The city is always overcast with ground tunnels. It is set on a low hill two miles east
black clouds in a 4-mile radius. Beyond the city's of the Veng River. The current military commander
massive Iron Gates, clerics in gore-splattered robes is unknown, as so many (often successful) assassina-
lead armored contingents of orcs and goblinoids tion attempts are made here by Furyondians. Iuz's
through a chaotic jumble of streets, past buildings in high priestess Althea (CE female human Clr20 of
horrible disrepair, trampling the bones of the freshly Iuz), the nominal ruler of the city and land, comes
dead. Though the city retains the docks that once here annually despite the attempts on her life.
made it one of the most lucrative stops in the North- In the Bandit Kingdoms, the towns of Hallorn,
ern Reaches, no trade comes to Iuz. The Old One Riftcrag, Rookroost, and Stoink are regional capitals.
imports only what his armies plunder; his chief Hallorn rules the western Bandit Kingdoms, Riftcrag
export is misery. the Rift and Rift Barrens, Rookroost the region
The Old One resides in a skull-bedecked stone between the Rift and the Bluff Hills, and Stoink the
palace that dominates Dorakaa's skyline, a dark edi- southeastern Bandit Kingdoms. Admundfort was
fice that also houses the Legion of Black Death, Iuz's designated the regional capital of the Shield Lands in
elite orc, human, and fiend army. Not far from the 587, but the island is almost completely cut off from
palace is the demesne of the Lord of Pain's adminis- the empire by a naval blockade.
trators, a cabal of wizards and clerics known as the In the core Homeland and Horned Lands, the cli-
Boneheart. The Boneheart Citadel and Iuz's palace mate is universally bleak. Some claim that Iuz him-
are the center of the cancer that inflicts the north- self controls the weather here, and its dark character
em Flanaess. Given the defenses of Dorakaa, little reflects the spirit of the tyrannical demigod. Cloud
hope exists of destroying that cancer in the near cover is a constant menace, particularly during battle,
future. as Iuz's nonhuman troops have little trouble seeing
Grossfort rules all of Barrens except for the far in the dark and gleefully press that advantage upon a
eastern end. The troops ("Marauders of the North") blinded enemy. The concept of mercy is alien to the
are primarily human and made up of Grosskopf ban- countless warriors under Iuz's banner. Exact num-
dits who moved in from the Bluff Hills. Though sent bers are impossible to determine, but reliable esti-
here to fight surviving Rovers and plains centaurs, mates place the total number of soldiers under Iuz's
these evil bandits lately have begun adopting Rover command at thirty thousand (mostly orcs, but some
mannerisms and tactics in the Barrens, and they ogres, hobgoblins, humans, and assorted sentient
often attack small groups of nonhumans from other detritus). No one knows how many demons survived
forts. Grossfort, once a large open military camp, is the Flight of Fiends in 586 CY; few have surfaced.
now a walled town with huge horse and cattle herds The Fellreev Forest has increasingly become a
and some outlying farms. The city is supposedly center of anti-Iuz resistance. However, the factions
ruled by the archmage Jumper (CE male human here are mutually hostile and do not cooperate.
Wiz19 (illusionist)) of the Greater Boneheart, but he Human, nonhuman, and undead forces of the old
rarely comes here of late. Nerull-worshiping Horned Society are gathered
Izlen rules the Iuz-controlled northeastern end of under Hierarch Nezmajen (NE male human Clr15 of
the Vesve Forest and west coast of Whyestil Lake. Nerull) in the north-central Fellreev and across the
High Priestess Halga (CE female human Clr19 of southwestern spur, particularly around Ixworth and
Iuz), of Iuz's Greater Boneheart, is the ruler. Izlen's Kindell. A powerful alliance of Reyhu bandits and
nonhuman forces, under Panshazek the Vile (CE sylvan elves rules the south-central Fellreev under a
male human Clr15 of Iuz), battle the Vesve elves and Reyhu lord, Skannar Hendricks (CN male human
assorted forces of Philidor the Blue (NG male Ftr15). Independent orc bands, groups of sylvan
human? Wiz20+), a mysterious archmage who elves, Flan foresters, Rover refugees, and renegade
appeared in the Flanaess less than a decade ago. Phili- bandits roam the woodland as minor groups. The
dor has been little seen since the Great Northern eastern Fellreev, across the Cold Run, is supposedly
Crusade, but peculiar spells and magical constructs controlled by Iuz's orcs at Fort Skagund, but they are
undoubtedly of his creation cause great trouble for often raided by renegade bandits, most from the old
orcs in the woodlands. "kingdom" of Greenkeep, which followed Oli-
Molag rules the eastern Horned Lands to the dammara. A large group of sylvan elves, lately rein-
Ritensa River. It holds the border with Furyondy, but forced by Rover forest tribes, holds the woods just
suffered terrific damage during the Great Northern east of Lake Aqal. Finally, a rogue lich named
Crusade and is still attacked at irregular intervals. Dahlvier (NE male human (undead) Wiz18) rules a
small independent region between the western Fell- generals and unholy men at the vanguard of the push
reev and its southwestern spur, on the west side against Furyondy, looked upon the growing Cult of
("Dahlvier County"). Iuz with ill ease. They already had dedicated them-
History: In the era of the Viceroyalty of Ferrond, the selves to fell powers of the lower planes. In 513 CY,
northlands between the Opicm River and the Fell- they officially broke from the realm of Iuz, taking
reev Forest, as far north as Blackmoor and as far west Molag as their capital and fortifying land as far north
as Perrenland, were known as the Northern Reaches. as the headwaters of the Opicm River. The southern
This collection of petty baronies was under nominal lords called themselves the Horned Society,
vassalage to the viceroy in Dyvers. Though imperial assumedly in tribute to their various infernal mas-
records depict the north as a peaceful land spotted ters.
with the holdings of benign lords, historical evi- The next half-century saw a great deal of consolida-
dence suggests that the region was a lawless, bandit- tion of power in the north. Iuz's priesthood elimi-
ridden refuge for amoral nobles wishing to escape nated all significant enemies in the capital, Dorakaa,
the gaze of Rauxes and Dyvers without ceding their and exterminated most "independent" lords through-
claim to aristocracy. By 479 CY, the presence of out the land. An uneasy peace was established with
Furyondy in the north was negligible; a pity, since in the Hierarchs of the Horned Society, as sporadic
that year a petty noble left his fief and all his holdings skirmishing with the hated elves of the Vesve Forest
to a son of dubious origin—Iuz, a fiendish manikin and against the uncivilized nomads of the northwest-
of a man whispered to possess demon-tinged blood. ern plains continued. In 570 CY, Iuz returned to
Within the year, uncertain whispers changed to Oerth, taking residence in Dorakaa as a god made
screams of terror. Whoever, or rather whatever, Iuz flesh. Thousands of those who had been "unfaithful"
was, he was certainly no human; his cruelty and (and hundreds more, for good measure) were mur-
capacity for inflicting human suffering seemingly dered upon his order as a sign of his displeasure with
knew no bounds. Before news of his villainy had the changes made in his absence. Their remains
spread to the south, Iuz controlled the three fiefs formed the basis for the Road of Skulls, a grisly thor-
neighboring his original holding, and exhibited no oughfare from the capital to the Howling Hills.
signs of a waning political ambition. Furyondy's King In 582 CY, Iuz triggered the Greyhawk Wars in an
Avras and his northern margraves entreated their attempt to stir unrest in the Thillonrian barbarian
kinsmen from the south for aid, but fell upon bitter lands. As the wars continued and expanded, the Old
internal political squabbling. Meanwhile, Iuz con- One made stupendous gains in Tenh, the Horned
quered the westernmost Bandit Kingdoms, declaring Society, the Bandit Kingdoms, the Shield Lands, the
the walled city of Molag his "Summer Capital." By Barrens, and Furyondy. As the wars came to a close,
500 CY, it appeared as though the unchecked might Iuz's armies gripped much of the northern Flanaess.
of Iuz would threaten the whole of the Flanaess. Few believed that the Old One would allow a simple
States as far south as the Principality of Ulek drew up treaty to slow the growth of his empire, despite
contingency plans in case Furyondy fell. appalling food shortages and the complete break-
Then, in 505 CY, Iuz vanished, leaving no signs of down of supply lines. Such considerations meant
his whereabouts. His generals and advisers, untrust- little to Iuz, as many of his armies were personally
worthy and despicable to a man, soon set to warring, administered by powerful demons summoned from
attempting to carve out a bit of land for themselves the Abyss.
once it became certain that their powerful master The use of the Crook of Rao by Canon Hazen of
would not return (something made uncertain on a Veluna, in 586 CY, had dire repercussions for Iuz's
semiregular basis, as several "false luzs" appeared in armies. Bereft of their powerful masters, many lesser
this period, most often ambitious illusionists or nonhumans and ambitious human generals attempted
minor fiends with delusions of grandeur). Even as to stage coups throughout the occupied lands, even as
the realm was carved up, however, Iuz's legend grew. rebel bandits and indigenous populations took advan-
The orcs of the northlands, who had known Iuz for tage of the Flight of Fiends to strike back at their
generations of their short lives and had named him oppressors.
the Old One, worshiped him as a god, claiming that Only the threat of Furyondian incursion during
his strange disappearance was naught but an ascen- the Great Northern Crusade unified Iuz's warring
sion to the afterlife. Soon, loyal and opportunistic factions, though by 588 CY most of occupied
humans joined the ever-growing Cult of Iuz, a move- Furyondy had been lost to the forces of King Belvor
ment aided by the fact that the Old One's clerics and Canon Hazen. Now embroiled in what Furyondy
found themselves imbued with powerful magical has termed a "permanent and unalterable state o f .
ability. war," Iuz's attention has been drawn to his south-
The landholders of the south, however, calculating western border, perhaps at the expense of holdings
in Tenh, the Barrens, and the old Bandit Kingdoms. heartlands have spanned the lands from Gradsul at
Though bereft of the bulk of his demonic aid, Iuz's the Azure Coast to the Rushmoors in the north,
armies are far more numerous than those of his ene- between the great Sheldomar and Javan rivers in the
mies. They not only follow the Old One, but worship east and west. These lands are some of the most
him, believing that to fail their infernal master is not provincial and bucolic in the Flanaess, having been
only to fail their liege, but their god, as well. largely untouched by war and conflict for centuries.
Conflicts and Intrigues: Though some remain, the The climate is customarily temperate year-round and
loss of the bulk of Iuz's fiends has resulted in low the soils of the central valleys are rich, allowing the
morale, revolts, and disorganization within an already kingdom to grow wheat, rye, and other grains in
chaotic regime. Iuz himself is currently puzzled with great abundance. The country has never been rich in
a piece of advice given to him by an agent of his terms of mineral wealth, and perhaps for that reason
father, Graz'zt: One member of the Boneheart seeks to it has always conducted a brisk trade with its neigh-
murder the Old One and take his place. A powerful bors, to whom it supplies staples such as foodstuffs in
cult of the Old One currently inhabits the Abbor-Alz return for hard coin.
hills near Hardby, seeking out information on the The folk of the land can be friendly and generous,
whereabouts of Lord Robilar, who tried to murder Iuz but they are primarily noted for their superstitious
upon his release from Castle Greyhawk in 570 CY. natures, particularly their wariness of foreigners. The
people are a mixture of Suel and Oeridian bloodlines,
Keoland well blended for the most pan in the provinces of the
Proper Name: Kingdom of Keoland nation, except in certain rarefied circles such as the
Ruler: His Peerless Majesty, the King of Keoland, nobility and other closed societies. Flan still exist in
Kimbertos Skotti (LG male human Rgr15) small pockets in the kingdom, no longer numerous
Government: Feudal monarchy with rulership that in the heartlands and now driven to the peripheries
passes between two or more royal houses that are pri- of the valley. The common tongue is spoken here,
marily descended from ancient Suel nobility with but the primary dialect is called Keolandish. The
many Oeridians and some elves, gnomes, or halflings speech of the common folk is highly recognizable for
in Council its accent.
Capital: Niole Dra For most of Keoland's history, the study of magic
Major Towns: Cryllor (pop. 8,400), Flen (pop. was banned to its citizenry, and its practice was
11,900), Gradsul (pop. 49,400), Niole Dra (pop. 25,000) restricted to secret societies and certain nobles. Little
Provinces: More than two dozen major and many evidence is seen by the casual observer of powerful
minor duchies, counties, marches, territories, and wizards' magic, as commoners fear those who prac-
baronies tice spellcraft. Many priesthoods are present in the
Resources: Foodstuffs, cloth, gold, gems (III) realm, though religion was never a dominant force in
Coinage: [Keoland standard] griffon (pp), lion (gp), the kingdom, either.
eagle (ep), hawk (sp), sparrow (cp) Keoland is a true monarchy in that its kings rule
Population: 1,800,000—Human 75% (SOf), Elf 8% for life and have great powers and authority at their
(sylvan 60%, high 40%), Gnome 6%, Halfling 5% disposal, but officially the government is a perma-
(lightfoot), Half-elf 2%, Dwarf 1%, Other 1% nent regency. Ruled in the trust of the noble houses,
Languages: Common, Keolandish, Elven, Gnome, the matter of succession has always resided in the
Halfling Council of Niole Dra. This deliberative body, com-
Alignments: LG, NG*, N, LN, CG posed of the major nobility and heads of certain long-
Religions: Heironeous, Phaulkon, St. Cuthbert, Fhar- established guilds and societies in the kingdom, has
langhn, Ehlonna, Lydia, Osprem, Zilchus, Kord, the responsibility to authorize succession and over-
Xerbo, Norebo, Olidammara, elf pantheon, Trithereon see matters dealing with the nation's founding
Allies: Gran March, Sterich, the Ulek states, Geoff charter. It is the founding charter, penned some nine
(exiles), Bissel centuries ago, that ascribes rights and obligations on
Enemies: Pomarj, Iuz, Scarlet Brotherhood, nonhu- the part of all the citizenry of the country, whether
mans and giants in Crystalmists and elsewhere, Sea lowborn or high. The Throne of the Lion, as the
Princes (all factions), Celene (greatly disliked), Valley office of the king is referred to in Keoland, is cur-
of the Mage (distrusted) rently held by Kimbertos Skotti. The monarch is
Overview: Older even than Aerdy in the Flanaess is besieged by factions who constantly demand his
ancient Keoland, mainspring of the Sheldomar attention, making changes or decisions often
Valley. The foundation of Keoland, represented the painfully slow in coming. Most of these petitioners
birth of the first postmigration human kingdom in are peers of the realm, who have varied and often
the Flanaess. For nearly a millennium, the Keoish conflicting self-interests.
Over two dozen political subdivisions exist in exertions, bids the most powerful noble houses to set
Keoland. The major provinces follow, with their capi- aside their rivalries and unite to make a home in this
tals and rulers. valley and be at peace with its inhabitants. He proph-
Axewood, Barony of esizes that they will one day combine with a noble
Linnoden people and together will lay the foundations of an
Baron Anladon of Neheli (LG male half-elf exalted kingdom. Slerotin enjoins them to look for
Ftr8/Wiz2) signs and portents, and to act upon them in the
Cryllor, County of noblest tradition of their ancestors. The Last Mage of
Cryllor Power then quits the ken of mortals in a thunderclap
Count Ignas Manz (LN male human Ftr16) that levels the surrounding trees and scatters them
Dorlin, Duchy of into the form of a glyph pointing toward the north-
Dorglast Castle east, or so the tale goes.
Duke Cedrian III of Neheli (CN male human Wiz7/ History records that it was only a few years after
Ftr2) their arrival in the Flanaess that the refugees fought
Flen, County of each other and went their separate ways, disregard-
Flen ing the Last Mage's words. The powerful Zelrad
Countess Allita Elgarin (N female human Clr5 of family withdrew to the northeast, departing from the
Xerbo) Sheldomar Valley entirely to settle in what became
Good Hills, Union of the South Province of the Great Kingdom. The tales also
Black Top recount how the vile House Malhel fled toward the
First Speaker Blaif Rinnar (NG male gnome Ftr6/ Dreadwood and was consumed by its own evil after
Rog2) trying to summon up powers of the earth in a desire
Gradsul, Duchy of to resurrect the Suel Imperium. Similar groups suf-
Gradsul fered other malign fates, while others fled across the
Duke Luschan VIII of Rhola (LN male human Wiz9/ Azure Sea, never to return.
Ftr2) The remaining Suel Houses fought the local Flan
Grayhill, Barony of and abundant nonhumans for control of the rest of
Dourstone the land, which was dominated by the near-mythi-
Baron Markos Skotti (NG male human Ftr7) cal Empire of Vecna in the north. The nobles of
Middlemead, March of House Rhola made for the Azure Coast, where in
Middlebridge -368 CY they founded the city of Gradsul. While
Margrave Kharn (LN male human Ftr3) they began settling the southern coastal lands, the
Niole Dra, Royal Capital and District of nobles of Neheli took their chances in the northern
Niole Dra valleys, heeding the apparent words of the Last
Lord Mayor Pugnace Dillip (LN male human Ari6) Mage and striking for the northeast. Their much
Nimlee, County of feared Seers, who were among the few powerful
Craufield apprentices of Slerotin to survive the cataclysm,
Countess Lissen Rheyd (NG female human Clr8 of closely advised the leaders of Neheli in all things.
Lydia/Ftr2) Niole Dra was founded by them within ten years of
Salinmoor, Viscounty of Gradsul's creation. The next few seasons brought
Seaton many changes to the land, as the Oeridian tribes
Viscount Cronin Secunforth (LN male human Ftr4) entered the Sheldomar Valley from the north after a
Sedenna, March of great upheaval appeared to bring down the Empire
Plampton of Vecna from within. The Oeridians were the first
Margrave Erlich Derwent (LN male human Ftr11) people to encounter the Neheli, settling with the
History: The Chronicle of Secret Times is a book banned latter peacefully.
by the Keoish crown, a strange set of affairs for a Keoland was officially founded in the year 303 OR
work that is said never to have existed. Nonetheless, (-342 CY), a union between the Neheli, Rhola, and
numerous apocryphal copies are said to be in certain minor Oeridian nobles who came to control large
clandestine collections, including the Great Library swaths of the central valleys between the holdings of
of Greyhawk. The book's sometimes lyrical prose the Suel. This series of disjointed states between the
tells of the Suloise survivors of the Rain of Colorless rivers Javan and Sheldomar became one nation after
Fire, beginning with how Slerotin, the Last Mage of a series of brief struggles with the Flan. Niole Dra
Power, led twelve tribes out of ruin and into the was taken as the capital and its first king, a nobleman
valley of the Sheldomar. As the story continues, the of House Neheli, was chosen to rule by a consensus
Magus, nearly consumed and at death's door from his of the peers of the realm.
By-242 CY, Keoland had expanded beyond the posts were soon tolerated by Celene and its fey
Good Hills, allied with the inhabitants there, and court. Tavish accomplished the near total confeder-
entered a period of rapid expansion characterized ation of the Sheldomar Valley, from the Crys-
largely by the peaceful annexation of new lands and talmists to the Azure.
territories. Sterich was soon founded in the west, Following the death of Tavish the Great in 346 CY,
followed in -161 CY by the Gran March, as the the throne was taken by his eldest son, Tavish II
kingdom expanded the northern border beyond the (called The Blackguard), a move that was grudgingly
city of Shiboleth to Hookhill. The Order of Knights approved by the Council of Niole Dra. During the
of the Watch was awarded the fief to defend the early summer of 348 CY, the new king made his so-
northern borders by the duke of Dorlin. In -96 CY, called "Wealsun Proclamation," over the objections
the Yeomanry was brought within the kingdom, of the members of the Council. In it, he asserted the
and its freeholders were given a voice in council in manifest destiny of the Keoish to hegemony over the
Niole Dra. Sheldomar Valley and all its borders. Within a hand-
The expansion of Keoland came to a slow halt by ful of years, Keoland had marched armies into west-
the middle of the first century CY, after the death of ern Veluna and annexed the Pomarj from the prince
King Malv III of the Rhola. In 49 CY, the throne of Ulek.
reverted to House Neheli, where it remained for Using the added support he gained from early vic-
nearly two centuries. A long stagnant period in tories in Veluna, Tavish II quickly drove the ill-pre-
Keoish history ensued, during which the country pared rulers of Ket to the Tusman Hills. In late 362
remained a benevolent, if slumbering and intro- CY, he ordered the extension of a formal trade road
verted land. from Thornward to Molvar and eventually to
Keoland awoke from its long slumber during what Lopolla. Earlier the previous year, the Yeomanry
is generally regarded as its imperial phase, beginning had closed its borders to the Keoish, withdrawing
in the late third century of the common era. When its forces in protest against the "wars of aggression,"
the last Neheli king died without issue in 286 CY, the while Celene expelled royal garrisons from within
summer conclave of the following year recognized its borders. The Ketite expedition began unraveling
the ascension of the first Rholan king in more than within a few years. The next three decades were rife
two centuries, King Tavish I. Tavish, the duke of with fits and starts that amounted to a slow retreat
Gradsul, was the scion of his house and its most for- to Bissel.
midable leader. He was determined to make the aspi- By the year 400 CY, the forces of Keoland had com-
rations of Keoland rival that of the Aerdi and the nas- pleted their final withdrawal to Thornward, fortify-
cent Furyondy, both of which already dominated the ing the Fals Gap and making Bissel the northern
neighbors of Keoland and its rivals in the north and frontier of the kingdom. Keoland's aggressions took a
across the Azure Sea. lengthy hiatus under the rule of Duke Luschan, the
Tavish immediately brought a cosmopolitan air new regent who had no stomach for war. In 414, the
and youthful dynamism to sleepy Niole Dra when old regent became ill and died, and his young
his court assembled the following year in the capital. nephew assumed the title Tavish III. In 438, the
He quickly reversed the course of the nation and Small (sometimes called the Short) War between
raised armies in great numbers. He accelerated Furyondy and Keoland ended Keoish influence in
castle-building across the frontiers of the nation and Veluna. Furyondians and their armies advanced on
abolished certain magical prohibitions that had stood Thornward and south to nearly the city of Hookhill,
for centuries amid the strong opposition of the as the Knights of the Hart captured Bissel before
anchorites of the Lonely Tower, the Silent Ones. Tavish III reinforced the northern border in disgust.
Tavish's early maneuvers were subtle efforts to Keoland's influence north of the Gran March came
marshal the resources already at his fingertips by to a complete end.
treaty. In 289 CY, Keoish forces verged on the Fals Troubles for the Throne of the Lion continued
Gap, where the city of Thornward was founded by unabated in the south. In 433 CY, Tavish Ill's errant
the Knights of the Watch as a northern outpost to younger brother and the heir to the duchy of Gradsul
ward and tax the trade roads between the Baklunish disappeared, and reports placed the duke as lost in
and Furyondy. While a brief skirmish was fought the Amedio, the victim of pirates or other foul play.
with the Baklunish of Ket, large-scale actions were The old king attempted to salvage some dignity in a
as yet unknown. In 292 CY, Tavish negotiated a doomed expedition to reclaim the south, culminat-
treaty to formalize the union of the Ulek states to ing in the Siege of Westkeep, 453 CY. In a prolonged
Keoland, bringing them into closer cooperation battle against the insurgents, King Tavish III was
with the Throne of the Lion. Keoish ambassadors himself slain.
were dispatched even to Enstad, and distant out- The king's surviving son was crowned Tavish IV,
assuming the throne immediately following the aster. Giants descending from the Crystalmists
death of his father on the battlefield. Recognizing the attacked the valley nations of Geoff, Sterich, and the
disastrous policy that had propelled the dependen- Yeomanry, throwing those realms into chaos. The
cies of the kingdom to fly apart and resulted in the Treaty of Niole Dra was hastily signed in 583 CY by a
death of his brothers and father, young Tavish IV befuddled King Skotti. It allied Keoland to its neigh-
reversed the course of the nation. He recalled and bors to address the threat posed by the nonhuman
disbanded expeditionary forces from the frontiers, invasions from the Pomarj and the Empire of Iuz in
sending home men who had not worked their ances- the north.
tral lands for their entire lives. In 460 CY, the Yeo- A series of misfortunes soon befell the kingdom
manry League was formally recognized as an inde- despite its half-hearted efforts to help its country
pendent realm and relations were reestablished. men. A naval force from the Lordship of the Isles,
However, despite the best efforts of Tavish IV, many under the control of the Scarlet Brotherhood,
of these changes came too little and too late for attempted an invasion of Gradsul in 584 CY. The
others. In 461 CY, the realms of Ulek and Celene sev- invasion had to be forcibly repelled by Duke
ered formal ties with Keoland, the former gaining Luschan, who lost a quarter of his ships in the effort
complete autonomy. Two years later, seeing their In 588 CY, Sterich was finally freed from its captors,
opportunity, minor Suel nobles in the Pomarj for- after three years of struggle, but the cost of the effort
swore their fealty to the prince of Ulek and took was staggering. In early 590 CY, forces from Keoland
Highport as their capital. This act went unchallenged invaded the Hold of the Sea Princes and captured the
in Niole Dra, which was tired of war. stinking fortress city of Westkeep in what many con-
In 488 CY, a prematurely aged Tavish IV died with- sidered a foolhardy act. A further clash in the Hold is
out issue, a lonely and broken monarch. The Throne expected soon, unless calls from Keoish nobility in
of the Lion fell to an heir of the House Neheli the the Council of Niole Dra to give up the potentially
next year, who promptly turned a blind eye to for- ill-fated expedition in the south do not cause Skotti
eign affairs. Keoland soon reverted to the more to withdraw his forces.
peaceful, even complacent state from which it had Conflicts and Intrigues: Relations between
departed for nearly two centuries. This sudden intro- Keoland and the Prince of Ulek are strained from the
spection drifted into isolation a few years later when latter's economic alliance with the Lordship of the
the Keoish monarch refused to engage in the Hateful Isles, so support of the latter's Pomarj campaign
Wars that raged between the Ulek States and the remains tepid. Duke Luschan wants to build a dozen
nonhumans of the Lortmils and Suss Forest. When new frigates to contend with naval threats on the
the Suel barons of the Pomarj suffered a crushing Azure Sea, and he courts an alliance with Irongate.
invasion at the end of the conflict, their pleas for Rumors come out of Dorlin about cases of madness
assistance fell upon a suddenly oblivious bureau- in certain families of the Neheli. Monsters plague the
cracy. Illness and misfortune befell the Neheli line southern frontier.
over the next few decades to such disquieting propor-
tions that, by the late 550s, it became doubtful it Ket
could put forward an heir to old King Trevlyan III Proper Name: Ket
when he suddenly passed away in 564 CY. Ruler: His Illustrious Glory, Nadaid, Beygraf of Ket
The Council of Niole Dra entered into prolonged and Shield of the True Faith (LN male human Ftr10/
debate the following winter and emerged with a sur- Wiz5 (diviner)
prising announcement. The new king was intro- Government: Feudal monarchy with semiheredi-
duced as Baron Kimbertos Skotti of Grayhill, an tary rulership; beygraf must have proven fighting
obscure ranger lord from a small province near the skill and leadership (magical ability also preferred)
Dreadwood with little-known blood ties to the Capital: Lopolla
throne. Lashton of Grayhill (LN male human Wiz19), Major Towns: Lopolla (pop. 27,300), Molvar (pop.
an archmage of some notoriety and exceeding ambi- 16,000), Polvar (pop. 12,600), Falwur (pop. 13,500)
tion, came to serve the new Royal Court as its magi- Provinces: Four districts centered around major
cal councilor. He was seen by some as an extremely trade towns, two forest districts (sections of Bramble-
influential schemer, perhaps too much so when the wood Forest)
kingdom was ill-prepared for the Greyhawk Wars Resources: Silver, copper, gems (I, IV)
and giant invasions that plagued the westlands begin- Coinage: Bastion (pp), greatshield (gp), wagon (ep),
ning in the early 580s. lance (sp), helm (cp)
Because the court delayed in sending reinforce- Population: 275,000—Human 96% (Bos), Dwarf 2%
ments, seeking to extract additional concessions (hill 70%, mountain 30%), Halfling 1%, Other 1%
from the supplicants, Keoland failed to avert the dis- Languages: Common, Ancient Baklunish
Alignments: LN*, N, LE, CN History: Ket has long been the crossroads between
Religions: Al'Akbar, Mouqol, Fharlanghn, Geshtai, east and west, resulting in a mixture of peoples and
Istus, Xan Yae, other Baklunish gods traditions, but it is the Baklunish heritage that has
Allies: Paynims (sometimes), Tusmit (sometimes) remained dominant. Once a province of Zeif, cen-
Enemies: Bissel, Veluna, Gran March, Furyondy, tered around the city of Lopolla, this region came
Knights of the Watch, Iuz (sometimes), Zeif (some- under the dominance of the nomadic Brazen Horde
times), Ekbir (minor) in the early 300s CY. The bey of Lopolla claimed
Overview: Ket occupies the territory between the these nomads as his allies and was allowed to
southern Yatil Mountains and the Barrier Peaks, serv- remain in office, but the nomads conceded author-
ing as the gateway between the Western and Eastern ity only to their great padishah. For the first half of
Flanaess. The dense Bramblewood Forest fills more the fourth century, the nomads plundered Ket, also
than half of Ket's terrain, penetrated by a single main using it as a secure haven from which to raid into
artery, the Irafa Road. This well-kept road is guarded Velunese territory.
by troops of the Ketite army stationed at eight perma- Toward the middle of the fourth century, Ket was
nent strongholds along its length. The forest road invaded by the forces of Keoland, which defeated the
also serves as the border between the two major dis- nomads with the help of mercenary companies of
tricts of the Bramblewood. The Tuflik river finds its longbowmen from the Quaglands. The bey of
source in Ket as well, flowing from the Banner Hills Lopolla was driven out as well; he and his small army
until it emerges from the cover of the Bramblewood escaped into the rugged Banner Hills, where they
and bends its way northward to Lopolla; the river organized a resistance. The resistance slowly grew
then turns south until it passes the Tusman hills and under the discipline of the True Faith, despite the
into the plains beyond. harsh living conditions in the hills, until the Keoish
The northern and western portions of Ket are infidels were driven from Ket.
more civilized country, with tilled fields and many The Ketite leader, Arpad, became the first beygraf,
villages, The northern border includes part of the ruling a truly independent nation. The mullahs of
vast Yatil mountain range; much trade and occa- the True Faith were installed into the offices of
sional conflict takes place here with Perrenland. The administrative, judicial and military authority, under
copper mines of the Lower Yatils are the major the leadership of the beygraf, whom they awarded
source of wealth in eastern Ket. The west is open the honorific "Shield of the True Faith." In spiritual
countryside until the Tusman hills are encountered, matters, they gave preeminence to the grand mufti of
forming the ambiguous border with Tusmit. The the Yatils, though the Ketite mullahs maintained
native hill tribes of the Tusmans are stubbornly their own hierarchy.
independent, serving as mercenaries for either or Through most of the fifth century CY, Ket was at
both nations at times. peace with her neighbors, though border disputes
Ket's own military forces consist of strong with Bissel and skirmishing with the Paynims was
infantry pikemen and crossbowmen, and well- not uncommon. The rising power of the archmage
respected medium cavalry; both are highly disci- Iggwilv in the region caused the mullahs great con-
plined. The clergy of Ket is still integral to the mili- cern, and the Ketites forged an alliance with the
tary hierarchy, despite a loss of prestige in recent mountain dwarves of the lower Yatils in an effort to
years. Every company has its own cleric, and Ketite restrain her influence. The alliance proved success-
soldiers are still expected to adhere to the devotions ful, and even after Iggwilv's demise there was consid-
of the True Faith. erable goodwill between the dwarves and the peoples
The Baklunish merchant clans are currently most of Ket.
influential in Ket. Their hierarchy is international, The decades preceding the Greyhawk Wars were
and while they are not opposed to warfare in general, prosperous ones for Ket, but early in that conflict the
the loss of Flanaess goods and markets in the after- beygraf allowed his armies to be drawn into the fight-
math of the Greyhawk Wars proved intolerable, ing in the central Flanaess. Seeing an opportunity to
When the territory captured during the Greyhawk gain control of his nation's historic rivals in Bissel,
Wars was lost following the death of the previous Beygraf Zoltan went so far as to ally himself with Iuz
beygraf, the merchants supported the decision to the Old. This was done without the approval of the
abandon most of them, maintaining only Thornward mullahs, but the initial success of the alliance was so
as a neutral city. Beygraf Nadaid currently enjoys the overwhelming that their protests were largely
full support of the merchants, though he must bal- silenced. The first sign of grief came soon after the
ance their notoriously fickle loyalties against the per- new victory, when the margrave of Bissel's chose to
vasive influence of the mullahs, whose affection for commit ritual suicide rather than serve Zoltan. This
him is lukewarm at best. act insured that no Bisselite would willingly follow
the beygraf, and had a similar effect on some in Religions: Elf pantheon (state favored, especially
Zoltan's own armies. Sehanine); [humans only] Phaulkon, Kord, Xerbo,
Beygraf Zoltan was assassinated within four years Osprem, Norebo, Lydia, Syrul
of the first occupation of Bissel; significantly, the Allies: None officially, though the church of Seha-
judgment of the mullahs was to not attempt his nine and the People of the Testing fully support it
revivification. The political aftermath in Lopolla Enemies: Lendore exiles, some groups in Sunndi,
was considerable. As the struggle for power Scarlet Brotherhood (minor); distrusted by other
unfolded, army forces were withdrawn from Bissel, neighboring states
and civil war threatened Ket. A new beygraf took Overview: The Lendore Isles, as they are now known,
power by forming a coalition between many mili- were until recently named the Spindrifts. This group
tary leaders and a significant minority of the clergy. of five islands, located some 100 leagues east of the
With the financial support of the Mouqollad, the Medegian peninsula, is now a fog-shrouded naviga-
coalition has stabilized Ket's government and bor- tional hazard to all but elf-piloted ships. Located in
ders. Beygraf Nadaid's policies are those of a moder- the midst of the Asperdi-Duxchan chain, most charts
ate, so he has little respect among the clergy. The show the five islands of the Spindrifts (though some
mullahs have demanded the right to scrutinize his older charts show only four) as the easternmost in
government, to assure that it remains in the faith. the Aerdi Sea.
Nadaid has little choice but to allow this; the out- Spindrift Sound itself is navigable, but shipping is
come is in doubt. menaced by the Scarlet Brotherhood and the activi-
Conflicts and Intrigues: Certain hard-line mullahs ties of a few pirates based on the eastern Medegian
wish to assume military authority. A court is attempt- coast. Elven vessels are sometimes seen to cross the
ing to question the current beygraf about his early Aerdi Sea in the direction of Lendore Isle, presum-
association with the archmage Rary. Banditry contin- ably shipping from secret ports cut beneath the Hest-
ues in the southern Bramblewood. Rebels are active mark Cliffs. A number of elven warships also travel
in eastern Ket (the Falwur district), alleged to be sup- to or from the Lendore Isles as escorts for passenger
ported by Knights of the Watch. craft. They will certainly intercept any seagoing craft
that manages to bypass the barrier of magical mist
Lendore Isles that envelops these islands. Elven ships were also
Proper Name: [rough translation] Radiant and sighted farther east on the Solnor by Sea Barons'
Transformed Domain of Sehanine of the Lendore ships in the late 580s, perhaps exploring or trading
Isles with distant elf colonies.
Ruler: The Most Radiant Bow of Sehanine, Orb of The primary inhabitants of the Lendore Isles are
the Heavens, High Priest Anfaren Silverbrow (CG the olve, with a small number of half-elves scattered
male elf Clr20 of Sehanine) throughout the islands. Most half-elves left in protest
Government: Theocracy in which the church of following the subjugation of Lendore Isle; those that
Sehanine takes on all government responsibilities remain, along with the human menials who are per-
and authority, and the highest-level cleric rules the mitted to stay, now form a protected underclass of
realm; each island is governed by its own religious the elven-dominated society. Since they are unable
authorities, who are advised by various community to acquire the use of Lendorian Elven, they are
leaders but need not take this advice into considera- required to keep silent in all public places, unless
tion when rendering judgments and decisions addressed by an elf directly. The government and
Capital: Lo Reltarma society are otherwise entirely elven, led by the cult
Major Towns: Lo Reltarma (pop. 3,200); other large of Sehanine.
towns on Lendore Island are rumored to be aban- History: This group of islands has housed from time
doned, dismantled, or reduced to mere villages; elven immemorial the strongholds of high-elven wizards
communities are of unknown nature and lords. They had little contact with humans until
Provinces: Five protectorships (islands), with each the arrival of the legendary Archmage, Lendore, who
island governed by an elven cleric of a proportion- brought his fellowship out from the lands of the Suel
ately similar level Imperium in anticipation of the Invoked Devasta-
Resources: Unknown tion. Fleeing the impending disaster, the wizard and
Coinage: Unknown his band journeyed to the easternmost shores of
Population: 41,000—Elf 97% (high 70%, gray 30%), Oerik, then further still, until they came at last to the
Half-elf 2%, Human 1% (So) Spindrift Isles. The Invoked Devastation occurred, as
Languages: Lendorian Elven, Elven, Common, Lendore knew it must, but it was followed by a catas-
Lendorian (humans only) trophe he had not foreseen: the Rain of Colorless
Alignments: CG*, NG, N, CN Fire and the destruction of the empire.
In the years that followed, the wizard and his fol-
lowers lived in peace with the elves, while elsewhere
in the Flanaess, the Suloise were being pushed out of
habitable lands by the conquering Oerid. In time,
Lendore persuaded the elves to cede him the south-
ern island, that he might make a refuge of it for his
followers and kin. Only a few families of Suel made
this their home while Lendore ruled, but in the years
after his passing, their population slowly grew. Lo
Reltarma became the capital of the island, and its
ruling Council of Seven maintained close ties with
the high elves' Council of Five in the northern
islands.
The peoples of the northern and southern isles did
not freely mix, but both communities recognized the
benefits of unity in opposition to the warlike Aerdi
and the piratical Suel of the southern islands. When-
ever seriously threatened by their rapacious neigh-
bors, the heirs of Lendore would remember his
promise of an aerial sanctuary, and gather at the Gate
of Glass outside Lo Reltarma. One of Lendore's last
prophecies had promised his appearance there,
before the Final Calamity overtook the island. In
time, the Gate of Glass became something of a shrine
that Lendorians would visit in times of crisis, or in
memory of crises averted, and the citizens of Lo
Reltarma would gather here on the last day of each
year to celebrate their ancestor's foresight.
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 pow-
erful phantasms to overcome strong resistance, and
threats of imprisonment persuaded most others to
cooperate. The humans were given three days to pre-
pare 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 main-
land, the Sea Barons' isles, or other local regions, or
were among the few allowed to remain as workers in
Lo Reltarma.
In the years since the Greyhawk Wars, some of the
surviving exiles have joined together with half-elven Elven ship from the Lendore Isles
captains on the Medegian coast. It is an open secret separate the Aerdi Sea from the warmer waters of
that they are smugglers, willing to transport any the Oljatt Sea and range in size from an area nearly
cargo for a price. Several of these ships secretly equal to the largest of the Lendore Isles to a tiny islet
accompanied the flotilla of the Sea Barons in their barely thirty miles in length. The climate of these
voyage over the Solnor in 586-589 CY. The Spindrift islands is very tropical, and stifling warmth and
exiles were thought to be searching for the last mem- humidity persists almost year round, save in the late
bers of the Council of Five, who had fled across the summer months when the great tropical storms that
waves when the clerics of Sehanine usurped their sweep in from the Oljatt are not uncommon. Much
authority. It is not clear what benefit they seek by of the terrain on the isles, except for the rocky vol-
contacting their deposed leaders, but the half-elves canic peaks central to most of them, is covered in
clearly wish to return to their birthplace and free it of thick tropical forest. These forests are a rich source
the magical affliction of Sehanine. of the exotic animal and plant life that sustain the
Conflicts and Intrigues: A human resistance force economy of the islands, primarily through their
operates from a magical stronghold above Lendore export to the mainland, where they are exchanged
Isle. Rumors circulate of a spy network in Lo Rel- for hard coin. In the areas cleared by humanity near
tarma, loyal to the Council of Five in the northern the coastal towns and seaports, sugarcane, pineapple,
isles, searching for rebel humans. Orcs, goblins, and and coffee plantations are commonplace. These isles
kobolds hold subterranean lairs not yet discovered are also one of the few sources of rare woods such as
on the large southern isle. mahogany, ebony, and teak, that are highly prized
on the continent. Since the Lordship of the Isles
Lordship of the Isles guards the ways between the mainland of the
Proper Name: The Lordship of the Isles Flanaess and the Tilva Strait as well as the shores of
Ruler: His Exalted Highness, Prince Frolmar Inger- mysterious Hepmonaland, much income is derived
skatti of Duxchan, Lord of the Isles, Scourge of the from exacting levies from trading vessels passing
Waves (N male human Ftr12) through local waters.
Government: "Independent monarchy" (principal- These isles were ruled centrally by an Aerdi prince
ity) that is actually a puppet state of the Scarlet Broth- in the capital of Sulward for centuries. The largest
erhood, which manages most military, judicial, reli- three main islands are Diren, Ansabo, and Ganode.
gious, and economic affairs; prince has real but Each isle is the size of a small province on the main-
limited powers, affecting the Brotherhood's rule only land, and together they accommodate the majority of
through force of his own charisma and cleverness the population of the isles. Ansabo and Ganode were
Capital: Sulward ruled by dukes since their establishment, their lords
Major Towns: Duxchan (pop. 8,900), Sulward (pop. second in authority only to the prince of Diren in
7,200), Mahan (pop. 4,100) Sulward. The smallest isle, located between Diren
Provinces: Seven islands, each its own noble and Ganode, is called Temil. It is ruled as a petty
province: duchy of Diren (capital: Sulward); duchy of barony subject to the lord of Diren and is treated sim-
Ansabo (capital: Duxchan); duchy of Ganode (capital: ilarly to other minor subdivisions of the island,
Mahan); county of Jehlum; county of Mirim; county which include numerous baronies subject to the
of Luda; and barony of Temil prince. The three islands of middling size, located
Resources: Rare woods, spices, shipbuilding supplies one after the other off the eastern coast of Diren, are
Coinage: Great anchor (pp), sunship (gp), dolphin known as Jehlum, Mirim, and Luda. All three are
(ep), trident (sp), shelly (cp) ruled by counts who are closely allied to the court at
Population: 266,000—Human 79% (Soz), Elf 9% Sulward. Luda, the northernmost isle, is the closest to
(high), Halfling 5%, Dwarf 3%, Gnome 2%, Half-elf the Lendores, and its eastern coast marks the border
1%, Half-orc 1% between the elven realm and the Lordship of the
Languages: Common, Ancient Suloise, Elven, Isles. All affairs of state are conducted through the
Halfling court in Sulward.
Alignments: N, CN, NE*, LE, CE This chain of islands has been occupied by the Suel
Religions: Osprem, Xerbo, Norebo, Syrul, Wee Jas, for nearly one thousand years, and this race remains
other Suloise gods the most dominant population of the isles, most
Allies: Scarlet Brotherhood notably on Ansabo and Ganode. The Oeridians have
Enemies: Sea Barons, Iron League, Lendore Isles emigrated to these islands in large numbers only
(distrusted), Ahlissa (distrusted) over the last few centuries; they are most common in
Overview: The Lordship of the Isles is the collective Diren and the smaller isles of Jehlum, Mirim, and
name given to a series of small island states off the Luda. Olman and darker-skinned natives of Hep-
southeastern coast of the Flanaess. These seven isles monaland live in abundant numbers here, but these
people are treated as baseborn and often enslaved, ally rose to the throne of North Province some years
working the plantations of the unscrupulously rich later. The most militant of the surviving Suel bucca-
gentry. Slavery is becoming increasingly important neers retreated to the port of Ekul, on the Spine
to the economy of the isles, particularly with the Ridge of the Tilvanot Plateau, but were no longer a
emergence of the Scarlet Brotherhood in its centers significant factor. The Aerdi settled these islands in
of power. Sulward, the putative capital, is a small port large numbers, founding Sulward as the capital,
city that still evinces a strong Aerdi character, but though the population remained largely Suel, par-
Duxchan on the isle of Ansabo is the larger city of the ticularly on Ansabo and Ganode, where local Suel
two and is clearly influenced by its Suel heritage. The lords were absorbed into the government of the
centers of power and commerce have slowly been realm. An Aerdi lord was appointed prince of the
flowing toward the latter for the last century and new realm and he was made responsible to the
half, since the isles declared their independence herzog of South Province, but given the right to
from Rauxes in 447 CY. Travel through the Lordship carve up the islands into provinces as he saw fit and
of the Isles has dropped considerably in recent years, award them to his kin.
and while its not impossible, it remains dangerous The island lords became very rich over the next
for those known to be openly antagonistic toward the few centuries, profiting from the trade that flowed
Scarlet Brotherhood, most particularly citizens of through their islands, a portion of which was due the
Sunndi and Irongate. herzog of South Province. The Duxchaners of the
History: When the Aerdi expanded south into duchy of Ansabo, the second largest isle in this chain,
Sunndi, they succeeded in gaining control over the were viewed as little more than pirates by most, but
whole of the Solnor coast, from the Vast Swamp in they were kept in check; they learned to prefer trade
the south to the Timberway in the north. With this and fought only occasionally with the Sea Barons.
dominance of the land came a desire to control the The situation changed during the Turmoil Between
seaways that would soon become the primary means Crowns, when the whole of the South was in rebel-
of transport and trade between one distant end of the lion against the Malachite Throne. Ivid I of House
Great Kingdom and another. The overkings colo- Naelax brought pressure on the southern princes to
nized the islands off the eastern coast of the Flanaess, fall into line, but the outrages committed by the new
but standing in their way were the Flan and Suel herzog of South Province, which included seizing
inhabitants who had controlled these islands and Lordship vessels anchored in Prymp Town, drove the
plied the surrounding waters for centuries. For the lords of the isles to declare independence along with
most part they were no match for the Aerdi, and the the other states. The prince of the Isles joined the
isles of the Sea Barons were settled quickly. None of Iron League in 448 CY, providing naval support and
these maritime powers and their natives were more conveyance for traffic between Irongate, Onnwal,
powerful than the Duxchaners of the Oljatt Sea. and their allies in Nyrond. In so doing, the lord of
These pirates and buccaneers were the terror of the Diren was forced to deal more plainly with his fellow
south, holding a near stranglehold over traffic lords on the other islands, sharing additional power
through the southern straits and raiding the south- and ceding more local autonomy to them over the
ern coastal cities with ease. ensuing years.
Following a particularly terrible attack on Pon- The overking in Rauxes quickly issued letters of
tylver, during which the shipyards were set ablaze, marque to the Sea Barons, designating the ships of
Overking Erhart II was determined to put an end to the Lordship of the Isles as targets for any Aerdi
the marauding. In 166 CY, he committed the com- vessel. The last century and a half have seen many
bined navies of the Great Kingdom to breaking the battles between the two naval powers, culminating
power of the Duxchaners. Old Baron Asperdi's in one of the largest in 572 CY. The Duxchaners and
young but powerful naval force from the Sea Barons their Suel duke had grown increasingly powerful
was brought to bear on them, led by Lord Admiral during the intervening years and finally, when an
Aeodorich of House Atirr, then accorded the finest internal squabble among the Oeridian lords on
naval captain of the time. The town of Dullstrand Diren failed to produce a successor in 564 CY,
was specifically founded to act as a base of opera- Latmac Ranold of Duxchan became the new prince.
tions for the invasion of these southern islands by He took an increasingly provocative stance among
the Aerdi fleet. Within two years of hotly fought the lords of the Iron League, favoring open conflict
battles in the Aerdi Sea, Atirr and his armada, which against the Great Kingdom to negotiation and sub-
was outfitted with mages and powerful clerics of terfuge. Ranold built up the navy of the Lordship
Procan, finally defeated the Duxchaners and their and began harassing the shipping lanes of the Great
allies at the Battle of Ganode Bay. This won greater Kingdom as his forebears had done centuries ago.
fame and praise for the Aerdi admiral, who eventu- However, this led to the Battle of Medegia in 572
CY, in which the Duxchaners suffered their greatest Overking of Northern Aerdy, Grenell I, Grand
defeat by the Sea Barons. This action failed to get the Prince of House Naelax (LE male human Clr19 of
approval and support of the Iron League, and the Hextor)
debacle deflated Prince Ranold greatly. As the lord Government: Independent feudal monarchy with
grew older, he appeared to lose his once-tight grip strong theocratic elements; current monarch is the
on the islands. highest-level cleric of Hextor in the realm, simulta-
During the Greyhawk Wars, the wintry Latmac neously commanding the forces of the church, the
Ranold was abruptly deposed and an unheralded northern branch of the royal house (Naelax), and all
successor immediately took his place. The Lordship feudal nobles and nonhuman leaders in his service
of the Isles quickly became a hotbed of intrigue. Capital: Eastfair
The new prince, a little-known Suel lord named Major Towns: Atirr (pop. 19,700), Bellport (pop.
Frolmar Ingerskatti of Ganode, immediately with- 9,100), Darnagal (pop. 6,400), Delaric (pop. 22,000),
drew the Lordship from the Iron League and set Eastfair (pop. 35,000), Edgefield (pop. 15,800, plus
about lending his naval forces to the maneuvers of 4,000 orcs), Kaport Bay (pop. 5,800), Luvern (pop.
the Scarlet Brotherhood, including the blockade of 3,100), Rinloru (thousands of undead; besieged),
the Tilva Strait that continues to the present day. It Stringen (pop. 4,700), Winetha (pop. 19,300)
is clear to most that Ingerskatti is a puppet of the Provinces: Eleven principalities, with a few tiny
Scarlet Brotherhood, but little can be done about it, counties, baronies, etc.; nearly all are centered
as these cultists are very successful at putting their around cities, towns, castles, or strongholds
operatives in key positions within the realm, depos- Resources: Foodstuffs, cloth, electrum, whale oil;
ing Oeridians whenever possible in favor of loyal resources are not exported
Suel. Most of Ansabo, the port of Sulward, and the Coinage: [Modified Aerdy] dragon (pp), crown (gp),
whole isle of Ganode are now completely under noble (ep), penny (sp), common (cp), wheel (iron
their control. piece, 20 ip = 1 cp)
In 584 CY, Ingerskatti used his fleet to terrorize Population: 2,618,200—Human 83% (OFs), Orc 9%,
ports on the Azure, first by attempting a failed raid Goblin 3%, Halfling 2%, Half-orc 1%, Other 2%
on Gradsul, then by harrying the vessels of Irongate, Languages: Common, Old Oeridian, Orc
whom they view as their most important rival. As of Alignments: LE*, NE, N, CE, LN
590 CY, naval warfare has broken out between the Religions: Hextor*, Zilchus, Erythnul, orc pan-
free ports of the Azure Sea and the Lordship of the theon, various goblin gods
Isles. Ships of the Iron League and Gradsul now Allies: Bone March (weak)
attack Lordship vessels on sight, especially those car- Enemies: Ahlissa, Nyrond, Ratik, Frost/Ice/Snow
rying slaves or cargo to and from the Sea Princes or Barbarians, Scarlet Brotherhood
Pomarj. Ingerskatti has won over the desperate Overview: As recently as a decade ago, the lands that
prince of Ulek, gaining a port for himself at Gryrax. now constitute the notorious North Kingdom
Lately, an axis against the Lordship and its Scarlet included both North Province and other northern
Brotherhood allies is forming around the Azure Sea, possessions of the old Great Kingdom. After the sun-
and the sight in early 591 CY of a frigate flying the dering of the empire following the Greyhawk Wars
colors of the prince of Naerie (of Ahlissa), docked at (584 CY) and the subsequent devastation of Rauxes,
Gradsul, should give them pause. these lands united as an independent realm, ruled
Conflicts and Intrigues: Many isle lords chafe at from the old provincial capital at Eastfair.
the rule of the Scarlet Brotherhood, despite the North Kingdom's northern border remains the
improved opportunity to take revenge on their Teesar Torrent, stretching from the independent
longtime enemies, the Sea Barons. Certain Oeridian county of Knurl in Bone March to the hills of Bell-
barons, as well as the counts of Jehlum and Luda, port and the Solnor Coast. The southern border is
are covertly loyal to the Iron League and meet more tenuously defined, as the claims of the newly
secretly on Temil. Mithral has been discovered on formed kingdom often exceed its actual grasp. This
Ganode. Elf-crewed Lendorian ships have sunk informal boundary currently extends from the north-
three Lordship vessels in the last six months (a fact ern verges of the Gull Cliffs at the Solnor Coast
not widely publicized); their reasons for attacking (including the city of Winetha) and continues west
are unknown. through the Principality of Delaric to the Adri Forest,
Medegia (see Ahlissa) some three days south of Edgefield. The lands farther
to the south are in active dispute between North
North Kingdom Kingdom and Ahlissa. That domain is defined by a
Proper Name: Great Kingdom of Northern Aerdy triangular region between the Gull Cliffs, the north-
Ruler: His Righteous and Transcendent Majesty, the western Grandwood, and the southeastern Adri. It
includes some independent towns like Dustbridge, prince and lord in North Kingdom realizes that
which have yet to choose their ultimate master, but crossing Grenell may bring down his wrath in the
most importantly it includes the environs of fallen form of a raid from his orc allies, who are organized
Rauxes. Ownership of this region will likely be as shock troops with no love of humanity and its cul-
settled (soon) by force of arms. ture (though they have benefited greatly from
North Kingdom enjoys few of the rich natural human arts of warfare and command).
resources abundant in the rest of the former Great The major principalities of North Kingdom (gener-
Kingdom. Only a small fraction of these lands ally named for their local capitals) and their govern-
exhibit the fecundity of the river basins in the south, ing Houses are named in the following table. Too
and these tracts are generally clustered around the little is known of the region to offer more than this.
banks of the upper Flanmi. The rest of the soil of the TABLE 5: NORTH KINGDOM'S PROVINCES
kingdom, particularly along the extensive coasts, is Principality House
especially rocky and more suitable for grazing than Atirr Torquann
tillage. Mineral resources are also few, but the ores Bellport Naelax
drawn from the extensive hills between the cities of Darnagal Naelax
Bellport and Johnsport are key to the economic well- Delaric Naelax
being of the country. The vast Adri Forest in the west Eastfair* Naelax
also provides a rich source of forage and pillage, Edgefield Naelax
though its denizens resist such efforts. Coastal cities Highlander** Garasteth
like Kaport Bay and the port of Atirr thrive on fish- Kaport Bay Torquann
ing and whaling, industries whose products are in Rinloru*** Torquann
high demand to feed and supply the masses who Stringen Naelax
labor inland in the central cities and towns. In its Winetha Garasteth
favor, North Kingdom has an extensive system of * The capital principality of the kingdom.
dirawein, magical highways built by ancient Aerdi ** Highlander's capital is Redfalls, a great castle and military
that allow quick transport over long distances. One fortification on the Teesar River.
dirawein runs south to Ahlissa and is carefully *** Rinloru is currently a city of undead, besieged by Torquann
watched. armies attempting to destroy a mad undead cleric of Nerull
The people of the land differ somewhat from their (once a Torquann prince) and his ghastly armies that control the
brethren elsewhere in the former Great Kingdom. ruined city.
While the Aerdi of the south are more commonly an History: When the Aerdi moved north from their
Oeridian-Suel mix, in the north and most particu- initial holdings between the lower Flanmi River
larly in the former North Province they are more typ- and Aerdi Coast about eight hundred years ago, they
ically Oeridian-Flan, often displaying darker features were less interested in the vast lands of the Flan
and hair colorings. A sharp and worrisome increase between the Adri forest and the Solnor Coast than
in the numbers of orcs and other evil nonhumans has they were in the south. After they conquered the
been noted in recent decades. These races are consid- kingdom of Ahlissa and absorbed it into the grow-
ered inferior by the Aerdi gentry but are widely ing realm as South Province of old Aerdy, they won
employed as laborers and mercenaries throughout domains for the Cranden and Darmen princes in
the northlands. the vanguard.
Grenell of House Naelax rules North Kingdom, Other Celestial Houses, such as Naelax and Tor-
and he is an utterly ruthless and cold-blooded quann, desired their own homelands and looked to
monarch. Grenell's temporal authority is augmented the northlands. By all accounts, the Flan of these
by his dominance of the church of Hextor in the lands were vile and decadent. Worshiping dark
north, of which he is the titular head. The line of suc- powers and draconian overlords, they preyed upon
cession in North Kingdom is unclear, with many their neighbors for centuries. These gentler folk
potential claimants to the throne; Grenell has no were quick to ally with the Aerdi when their armies
children of his own. Fawning Naelax princes abound marched up the Flanmi River and conquered those
in the debauched court of Eastfair. Flan kingdoms in the fifth century OR. Most of these
While the attention of Grenell is turned to the lands were soon consolidated as North Province of
south, that of his evil humanoid allies remains, to the the Aerdy, with the Naelax in the primacy. After
north, for the orcs and gnolls of the Rakers greatly eradicating most of the vestiges of the previous Flan
desire the destruction of Ratik While the presence culture, they founded the court at Eastfair in 503 OR
of the rapacious orcs threatens to send North King- (-142 CY), and began setting up a state heavily
dom into chaos, they may also be one of the most steeped in the dogma of Hextor.
important factors holding the nation together. Every In 134 CY, the early Rax overkings inaugurated a
series of actions that would ultimately lead to the North Province consists of evil humanoids, primarily
downfall of their house some three centuries later. In orcs of the Death Moon tribe. These brutish forces
that year, the ill-tempered Overking Toran I deposed cause much trouble in North Kingdom, and they
the scion of Naelax from rulership of North Province, often work at cross-purposes with Grenell's plans (as
appointing in his place the leader of the smaller but well as their own).
rapidly rising House Atirr. Citing the failures of the Following the devastation of Rauxes in 586 CY,
Naelax in supporting the heroic efforts of the Aerdy Grenell became the scion of House Naelax. Like his
military in Bone March and Ratik, Toran reduced the rival in the south, Grand Prince Xavener of House
house to a secondary role in the province. House Atirr Darmen, the former herzog styles himself an over-
ruled the province from its capital on the coast, king, the head of a true empire. Grenell's assertion is
eschewing Eastfair. The land experienced a brief ren- taken much less seriously than Xavener's by most
aissance under this enlightened leadership. However, peers and royal houses of the former Great Kingdom.
this demotion was a slight that the Naelax would However, it is widely acknowledged that so long as
never forget. The Atirr ruled for nearly a century, they both exist, Grenell and Xavener threaten each
reaching heights under the Herzog Atirr Aeodorich, a other's claims to rule the true successor state of the
former head of the Aerdi admiralty and hero of the Aerdi people. For the time being, the overking of
Duxchan Wars. House Naelax finally regained the Eastfair is too embroiled in his own affairs to make a
throne of North Province in 223 CY, after the concerted effort to settle the matter, and Xavener
untimely death of Herzog Atirr Movanich. Some say appears to have the upper hand. Everyone anticipates
this was accomplished by paying off the heavily war.
indebted Overking Zelcor I, who had no aversion to The most serious internal threat to this realm
procuring his own berth over a decade earlier. (aside from the risk of a chaotic orc uprising) is a civil
The Naelax grew powerful after the mid-250s CY, war centered around Rinloru, now devastated after a
when their primary rival, the Heironean church, four-year siege. Ivid V had a noble, a minor priest,
achieved independence in far-flung provinces such turned into an animus during the Greyhawk Wars to
as Ferrond and the Shield Lands. Many of them with- govern this city and surrounding lands. The priest
drew from the increasingly decadent Great King- took a liking to his ghastly condition and developed a
dom, and no longer would these two rival orders con- megalomaniac desire to convert the whole Great
tend equally for the attention of the Malachite Kingdom into an undead empire under Nerull. Since
Throne. Indeed, many tragedies seemed to befall 587 CY, Delglath the Undying (NE male animus
House Rax over the next two centuries, while the Clr17 of Nerull) has proven to be a military genius
power of the Naelax waxed greater. Many of these and master spellcaster, holding off a vast encircling
tragedies were surely of Rax's own making, but some army with his own undead forces, created from the
appeared to be inflicted upon them, and whispers in city's once-living inhabitants. He is aided by a large
the court suggested that an old debt in the north was number of Nerull clerics, loyal to him though he is
being repaid. unquestionably insane. Delglath has several actual
House Naelax reached its nadir in North Province artifacts in his possession, and there is real concern
with the rise of Herzog Ivid I of the North in the that unless he is destroyed, the situation might get
430s CY. Over the intervening two centuries, the out of control.
Naelax had grown to be the strongest individual Conflicts and Intrigues: War is almost certain with
house in the kingdom, and by this time an unde- Ahlissa over their undefined border and the fertile
clared war was raging between Rax and Naelax. lands between them. While Grenell would like to
Unusual for Aerdi up until that time, the Naelax send his orcs to attack Ahlissa, their interests lie in
employed orc and goblin mercenaries to augment attacking Ratik and supporting Bone March. Forces
their forces. When Ivid I finally assumed the Mala- of the herzog still fight an epidemic of undeath in the
chite Throne by 446 CY, North Province remained city of Rinloru, though the disaster appears to be con-
his closest ally and the chief possession of his tained. Grenell has sent priests of Hextor and mages
cousins. to the Isle of Lost Souls, a place once denied to him
The importation of orcs and goblinoids began in by Ivid V.
earnest after the fall of Bone March, when Herzog
Grenell, cousin to Ivid V, made a pact with the orc Nyrond
and gnoll chieftains who deposed Marquis Clement. Proper Name: Kingdom of Nyrond
It has become the suspicion of many that Grenell Ruler: His August Supremacy, Altmeister of All the
plotted the downfall of Clement in some way, for he Aerdi, King Lynwerd I of Nyrond (LG male human
was quick to ally with the nonhumans who soon took Ftr14)
over the nation. Now, nearly 10% of the population of Government: Hereditary feudal monarchy
Capital: Rel Mord and communications were reestablished between the
Major Towns: Arndulanth (pop. 2,300), Arnford capital and all major nobles.
(pop. 3,900), Beetu (pop. 12,100), Borneven (pop. Desperate times have called for desperate measures
9,900), Callistor (pop. 4,300), Cordrend (pop. 5,000), for many of Nyrond's subjects. Banditry is on the
Curtulenn (pop. 5,200), Greenplane (pop. 1,600), rise. Because the country is in such dire economic
Hammensend (pop. 9,000), Hendrenn Halgood straits, heavy fines are favored over imprisonment.
(pop. 14,800), Kerrinn (pop. 3,500), Midmeadow Debtors prisons, a new development in law enforce-
(pop. 11,100), Mithat (pop. 29,000), Mowbrenn ment, now dot the countryside.
(pop. 20,700), Nessermouth (pop. 3,100), Oldred Nyrond's armies are commanded by General
(pop. 22,000), Rel Mord (pop. 46,500), Swan Bore Myariken, a young buck who is said to be great
(pop. 2, 800), Womtham (pop. 19,200), Woodwych friends with the nation's new king. Though many of
(pop. 24,300), Wragby (pop. 7,300) the peasant and freemen levies have returned to their
Provinces: Twelve newly restructured royal farms, major regiments remain in Old Almor and
provinces, ruled by hereditary nobility of varying Womtham. Special elf scouting regiments, centered
rank; considerable confusion exists as many continue in Woodverge and Flinthill, once provided strong
to use old provincial names and boundaries service to the crown, but have not filed reports in the
Resources: Foodstuffs, cloth, copper, silver, gems (HI) last three years.
Coinage: Sterling (pp), noble (gp), shinepiece (ep), The local climate is temperate, with moderate
shield (sp), common (cp) snowfall in the winter months. Summers in the
Population: 2,618,200—Human 79% (Os), Elf 9% nation's interior tend to be very dry and quite hot,
(sylvan 90%, high 10%), Halfling 5% (stout), Dwarf with cool, pleasant evenings throughout much of
3%, Gnome 2%, Half-elf 1%, Half-orc 1% the year.
Languages: Common, Nyrondese, Old Oeridian, So great was the internal disruption of Nyrond as
Elven, Halfling a result of the Greyhawk Wars that, in late 590 CY,
Alignments: LG, LN*, NG, CG, N King Lynwerd restructured Nyrond's provinces. He
Religions: Heironeous*, Beory, Rao, Pelor, Zilchus, did this in a manner that rewarded those lords who
Norebo, Pholtus, Ralishaz, Boccob, Delleb, Celestian remained loyal to his father during his brother's
Allies: Duchy of Urnst, County of Urnst, Greyhawk, brief revolt, and his system also provided increased
Onnwal (rebels), Irongate, Sunndi, the Pale (barely) revenue to the Royal Treasury. Much confusion has
Enemies: Scarlet Brotherhood, North Kingdom, Iuz, resulted from this reorganization, though Lynwerd
many evil cults attempting to destabilize kingdom, believes it will benefit the realm from 592 on.
Ahlissa (gravely distrusted) Nyrond's new provinces, which came into effect on
Overview: Nyrond has long commanded the central Needfest 1, 591 CY, are named below, with their
plains east of the County of Urnst. The Nesser-Franz capitals and rulers.
river system to the west provides access to the Lake of Almorian Protectorate
Unknown Depths and the Sea of Gearnat, which gives Mithat
Nyrond access to foreign ports. Nyrond's eastern Governor Younard (LG male human Ftr13)
border is marked not only by the picturesque Harp Brackenmoor, County of
River, but also by the Flinty Hills uplands, where Beetu
hardy hillfolk and gnomes man royal mines, always Count Romadnen Beremen (N male human Clr5 of
mindful of the threat of invasion from Bone March. Zilchus)
To the north, the deep shadow of the Pale looms large, Eventide, Viscounty of the
engulfing many of the king's subjects in a bitter game Shantadern
of religious politics. The rocky southern coast, along Viscount Estward Ventrose (CN male human Rog11/
Relmor Bay, is a haven for fisherfolk and pirates alike. Ftr3)
Nyrond's navy, commanded by Fleet Admiral Flinthill, Duchy of
Hugarnd and stationed along the coast with centers Arndulanth
in Oldred and Mithat, patrols Relmor Bay. Long- Duke Grevin Damar (LG male human Ftr5)
standing tensions between Ahlissa and Nyrond seem Gamboge, Earldom of
to have cooled, but the area remains a potential mili- Borneven
tary flash point. Earl Larapel Klendern (NG male human Rog2)
Nyrond is a land nearly destroyed by the emotional Justcrown Province
and monetary costs of war. Major roadways remain in Rel Mord
ruin, making travel difficult. In certain provinces, King Lynwerd I (LG male human Ftr14)
trade is nearly impossible. After a long period of dor- Korenflass, Duchy of
mancy, the mail service has returned to active duty, Oldred
King Lynwerd of Nyrond and his father, Archbold
Duke Regurd Korenflass (N male human Ftr8) named one of their own number, the wily Medven I,
Mowbrenn, County of king of Nyrond. Every Nyrondal lord sponsored
Mowbrenn troops to an enormous gathering on the nation's
Count Cunal Huldane (NG male human Rgr9) eastern border. All watched the Flinty Hills and
Orberend, Duchy of Harp River, expecting the banners of the overking
Hendrenn Halgood behind every hillock.
Duke Arnon Orberend (LG male human Pal10 of History does not speculate on whether the Suel
Pelor) barbarians who then surged south through Bone
Womtham, Royal Duchy of March and into North Province did so at the behest
Womtham of Nyrond silver or by their own estimation of
Duke Finelann Boomgren (LN male human Ftr3) Aerdy's critical situation. Regardless, they presented
Woodverge, March of the sitting overking with a difficult option: crush the
Midmeadow rebellion in Nyrond or lose the whole of North
Sir Weynoud Aspranth (LG male human Clr7 of Province.
Heironeous) Aerdy's failure to significantly oppose Nyrond's
Woodwych, Barony of independence left the fledgling nation with a huge
Woodwych army and great ambition. Within three years, the
Baroness Verin Talnith (N female human Rgr4) famed Nyrondal cavalry had marched into and
History: Though modern Nyrond has existed for annexed the newly formed Theocracy of the Pale,
fewer than three hundred years, the cultural roots of burning Wintershiven to the ground. A later foray
the nation span nearly a millennia. The last of the into the County of Urnst met with equal (if less vio-
major Oeridian kingdoms to fall to old Aerdy, lent) success, and further expansion met resistance
Nyrond's defeat at the Battle of a Fortnight's Length, in only at the Nesser River, where galleys flying the flag
535 OR (-109 CY), signified the ultimate supremacy of of the duke of Urnst halted Nyrondal progress.
Aerdy. The new "Grand Empire of Nyrond" watched,
Nyrond's strategic importance to the Great King- bemusedly at first, as Aerdy's House Rax degener-
dom did little to encourage just treatment at the ated. The failure to crush separatist movements in
hands of the Aerdi. The ruling house of the land was Ferrond and Nyrond had castrated the Rax overk-
made subservient to the eastern House Rax, which ings, who now seemed to exist only to appease the
ruled the territory from an impressive series of cas- increasingly independent palatine states of Medegia,
tles and fortresses, centered with the imposing palace North Province, Bone March, and Ahlissa. The Tur-
at Rel Mord. moil Between Crowns, initiated in 437 with the
Though not as vile or ruthless as some of their coun- assassination of Overking Nalif, changed bemuse-
terparts to the east, the Rax nobles exhibited insuffer- ment to horror. Within nine years, the Malachite
able arrogance. When eventually that house gained Throne had fallen to the debased House Naelax.
the Malachite Throne in Rauxes, Nyrond became ever With chaos and madness ruling from Rauxes,
more important to the affairs of the overking. Nyrond's King Dunstan I knew that no enemy of
Increased attention meant higher taxes and Aerdy would ever be safe again. Nyrond, he noted,
greater headaches for the local landholders. When needed allies, and it needed them quickly.
Ferrond rebelled in 254, the overking needed sol- Though he could not pledge public support due to
diers to fuel violent skirmishes on the borderlands the threat of retaliatory strikes from Ivid I's Northern
north of the Nyr Dyv. He drew from the armies of Army, amassed near Innspa, Dunstan I attended the
Nyrondal nobles with little concern for the ultimate conference in Chathold that resulted in the forma-
futility of their charge. Thousands of Nyrond's men tion of the Iron League. There, he privately assured
and women fell in those conflicts. Perhaps due to the new partners that any enemy of the League was
incompetence from Rauxes, or perhaps because also an enemy of Nyrond. Dunstan made good on
Nyrond offered a convenient scapegoat on which that pledge, sending weapons and warships (though
the overkings could heap their frustrations regard- no troops) to aid besieged Irongate at the Battle of a
ing the loss of Furyondy, life in Nyrond was far Thousand Banners, the following year.
from ideal. By 450 CY, Aerdy had survived two distinct civil
For a full century, the nobles of Nyrond's junior wars. Ivid and his court had defeated their enemies
branch looked upon the affairs of their Rax cousins in the aristocracy, and had entrenched themselves in
with open contempt. Finally, in 356 CY, bickering the empire's political machine. With a stabilized foe,
between the Aerdi and Nyrondal nobles exploded Dunstan realized in his old age that he still needed
into violent political conflict; the local lords willing allies, should Aerdy take the offensive. In
declared Nyrond free of the overking's rule and Harvester, he called the Great Council of Rel Mord.
Delegates from every Nyrondal principality and sub- Almor, Onnwal, Idee, Sunndi, the Pale, the County
ject state attended, as did representatives from of Urnst, and Irongate. There, all but the Pale signed
Almor, the Iron League, the Duchy of Urnst, and the Eastern Pact of Alliance, a treaty meant to ensure
even Greyhawk. After a month and a half of negotia- the containment of Ivid's armies.
tion, Dunstan the Crafty withdrew Nyrondal troops The Scarlet Brotherhood soon took Idee and
from the Pale and the County of Urnst, and Onnwal from the alliance. Irongate and Sunndi, geo-
realigned the internal borders of his subject lands. graphically isolated and deeply enmeshed in their
Furthermore, he publicly threw his considerable own struggles with the Scarlet Sign and Aerdy, wen
support behind the Iron League, and rebuked the impotent to back up their promises of aid. Almor
Great Kingdom of Aerdy as a "corpulent reanimated burned like dry wood following Commandant Ossor's
corpse, spreading contagion and sorrow to all that it eventual defeat. By the end of 584 CY, Nyrond could
touches." count only on aid from the Urnst States to protect it
Thereafter, Nyrond entered a period of supremacy. against Ivid's mad bid for revenge.
Castle-building programs dotted the central plains Nyrond lost nearly seventy thousand soldiers in
with fortifications, cities expanded, and commerce the Greyhawk Wars. Though her armies held off
boomed. The nation gained a reputation for powerful Aerdy's siege, they did so at terrible cost. Archbold
mages and skillful artisans. As evil grew in the east, had expended the nation's entire treasury, and had
Nyrond became a reflection of the good folk of the depleted much of his family's wealth. Hideously in
eastern Flanaess. debt to the Urnst States, the king faced a future of
Few years went by in which the navies of Nyrond mined fields and horrible food shortages. Nearly half
and Aerdy did not clash in Relmor Bay. However, in of his holdings were in tax rebellions. Many of the
579 CY, reacting to increased militarism on behalf of nation's best mages, craftsmen, and nobles fled
Ivid and Herzog Chelor of South Province, Nyrond, Nyrond for easier lives to the west. Whether Nyrond
Almor, and the Iron League banded together to form would fall was never an issue. The question was
the Golden League, a military union that presented a simply that of timing.
declaration of war against the Great Kingdom in late Remarkably, that issue would be decided by Arch-
Needfest. Not to be outdone, Aerdy followed up with bold's own son, the young Prince Sewarndt. In the
its own decree, stating that Rel Mord would fall fall of 585 CY, King Archbold appeared to suffer a
within the year and the treacherous King Archbold stroke. Clerics from around the land convened in Rel
III would pay for the sins of his rebellious ancestors, Mord, finally determining that he had been poi-
For all the bravado, only two years indecisive battles soned. Within hours of the discovery, Prince
and skirmishes came of the affair. Both nations were Sewarndt and a group of military officers attempted
spent financially and emotionally. to seize the throne. Only the intervention of the capi-
By 583, however, war would return to haunt tal's entire Heironean clergy saved the crown and the
Nyrond. Confident that a personal victory over king. By the time Archbold's older son, Crown Prince
untrained barbarians would do much to bolster his Lynwerd, could lead an army to his father's side,
flagging popularity in Nyrond's northern regions, Sewarndt and a handful of his cohorts had vanished
Archbold led a huge army through the Nutherwood, into the Nyrondal countryside.
hoping to strike a telling blow against the 'Fists Sewarndt's treachery shattered whatever resolve
inhabiting Tenh. Fighting lasted for an entire day. Archbold had clung to during the difficult war years.
The barbarians fell back to more heavily fortified A wholly broken man, he abdicated in favor of
lands, but the cost to Nyrond was great. More than Crown Prince Lynwerd in Fireseek, 586 CY.
three thousand soldiers fell before nightfall, and In his first year on the throne, Lynwerd seized the
Archbold himself suffered grievous wounds, not western half of Almor, realigned the command struc-
least of which to his pride. He had gambled Nyron- ture of his armies, and reduced taxes to prewar levels,
dal cavalry against the hordes of Sevvord Redbeard While the latter did much to boost the morale of his
and won, but it did not seem like a victory. lords, it has done nothing to pull Nyrond from the
Months later, as Ivid's Northern Army converged bitter clutches of poverty.
on Innspa and Almor seemed certain to fall before A terrible tragedy struck Lynwerd and his king-
the might of the Glorioles regiments, Archbold dom in 589 CY. A long-planned marriage between
called upon his lords to provide him with an army King Lynwerd and Lady Xenia Sallavarian, a distant
never before seen in Nyrond's long history. Crops cousin of Circle of Eight member Jallarzi and Duke
would wither in the fields, bandits would be free to Karll of Urnst, was scheduled to take place during
prey upon the roadways; to Archbold, the very sur- Richfest of that year. In Wealsun, Lady Xenia was
vival of Nyrond was at stake. As 583 came to a close, touring Rel Mord on foot when she collapsed of
the king met in Oldred with representatives of heatstroke. She has not been seen since, and many
suspect the worst, detecting sorrow and a grim hard- rebels] Irongate, Sunndi, Nyrond, Duchy of Urnst,
ness in their king. Greyhawk
In 590 CY, with starvation commonplace and Enemies: [of Brotherhood rulers] dwarves and
sedition the language of the people, Lynwerd initi- gnomes of the Headlands, Irongate, Sunndi, Nyrond,
ated a number of radical policy shifts designed to Duchy of Urnst, Greyhawk, County of Urnst; [of
improve the well-being of the country. He first rebels] Scarlet Brotherhood, Lordship of the Isles,
trimmed the size of his court, releasing from service Pomarj. Ahlissa is regarded as an enemy by both sides.
some 397 "functionaries," three standing chamber Overview: Onnwal is a small realm, located on a
orchestras, a 30-boy choir, several dozen clerics, large peninsula that extends westward from the
eighteen archivists, and a well-known and ex- Principality of Ahlissa (of the United Kingdom of
tremely popular talking bird from the Amedio Ahlissa), dividing the eastern Sea of Gearnat from
Jungle. A general restructuring of Nyrond's internal the Azure Sea. Most of its lands are accessed prima-
political boundaries followed, and it seems as rily from the sea, for the neck of the peninsula is
though the "Reformer King" has only begun to heal choked by the Headlands, which are almost impass-
his wounded nation. able to most traffic. The city-state of Irongate, with
Conflicts and Intrigues: Extreme poverty encour- its warding walls and fortresses, borders Onnwal in
ages otherwise lawful folk into illicit occupations. A the east and guards the few passes onto the penin-
recent expedition into the Abbor-Alz, led by Lyn- sula. These formidable barriers have generally iso-
werd's cousin, Lady Astra Callistor, vanished with- lated the realm from the affairs and conflicts of the
out a trace after entering a valley dominated by continent.
ancient, abandoned towers. Rumors abound that an The lowlands that form the head of the peninsula
illegitimate son of the king has surfaced among the are covered in rich pastures. These lands are home to
witches of the Gnatmarsh. clusters of small farms that surround villages con-
nected to each other by a spidery road network
Olman Islands (see Scarlet Brotherhood) spreading out from Scant. Mining of silver and plat-
inum in the western foothills of the Headlands is
Onnwal the primary industry of the nation, but this activity
Proper Name: Obedient State of Onnwal (Scarlet has slowed to a crawl since revolt spread across the
Brotherhood); or, Free State of Onnwal (rebels, countryside. Food was once exported to Irongate,
member of the Iron League) but the Scarlet Brotherhood halted such shipments
Government: Hereditary feudal monarchy (cur- out of Scant.
rently contested) Most Onnwal citizens are an Oeridian-Suel mix,
Ruler: Contested: (Scarlet Brotherhood) Exalted descendants of settlers who displaced the original
Sister Kuranyie (LE female human Mnk10); (rebels) Flan natives to build farms. Some Flan tribes remain
His Noble Authority, Jian Destron, the Szek of Free in the region, but they are not considered citizens
Onnwal (LN male human Ftr8), and His Honor and live in the hills, herding animals. Many dwarf
Rakehell Chert, Commander of the Free Onnwal clans live alongside these Headlanders, and the lot
Army of Rebellion (N male human Rog18) of them owe fealty to no one though remain on
Capital: Scant (but see below) friendly terms with the Iron League.
Major Towns: Scant (pop. 4,500) Currently, Onnwal is divided into two controlling
Provinces: One city district (Scant, held by the Scar- camps. Agents of the Scarlet Brotherhood command
let Brotherhood), twenty-four lairdships and village the fortified port of Scant and the immediate
mayorships (nearly all held by rebels) precincts of the city. While this represents less than
Resources: Platinum, gems (III, includes pearls) 10% of the country, Scant is still the primary gateway
Coinage: Sea eagle (pp), gull (gp), wader (ep), goose to the rest of the Flanaess and the Scarlet Brother-
(sp), duck (cp) hood fleet can use this city as a base to extort levies
Population: 85,500—Human 79% (Os), Dwarf 9% from sea traffic passing through the Strait of Gearnat.
(hill), Gnome 5%, Halfling 3%, Elf 2%, Other 2% However, the hinterlands of the country are no
Languages: Common, Dwarven, Gnome longer theirs. A movement calling itself "Free
Alignments: LE*, NE (SB rulers in Scant); LG, LN*, Onnwal" has taken control of most of these lands
N, CG, CN (Scant citizens, "Free Onnwal" rebels) since a general revolt against the Brotherhood
Religions: Scarlet Brotherhood gods (SB rulers in invaders was launched in 586 CY. They have the sup-
Scant); Osprem, Zilchus, Procan, Norebo, Xerbo, port of most of the lairdships in the villages outside
Jascar, Fortubo (rebels) the capital. These insurgents are led by Lord Jian
Allies: [of Brotherhood rulers] Scarlet Brotherhood, Destron, son of the deposed and assassinated Szek.
Lordship of the Isles, elements in the Pomarj; [of His closest adviser is Rakehell Chert, the former
leader of the thieves in Scant and now commander of eral revolt was launched in late 586 CY before the
the (ex-thief) guerrillas. These rebels are strongly Brotherhood could crack down on the rebels. The
allied with Irongate and the surviving states of the countryside became a battleground during a brief,
Iron League, who support them with goods, weap- bitter struggle in which the freedom fighters drove
ons, and intelligence. the Scarlet Brotherhood back to the city of Scant.
History: After the Aerdi first conquered the lands These insurgents have nearly convinced Lord Mayor
surrounding the lower Flanmi and founded the Cobb Darg of Irongate that they can win back the
kernel of their empire along the Solnor Coast, their whole land soon.
ambitions soon turned to the southwest, where great In late 590 CY, they garnered his official, though
riches awaited. The Flan kingdom of Ahlissa was con- measured, support; Irongate now recognizes Destron's
quered in the fifth century OR and eventually government in exile in exchange for the export of des-
became the core of mighty South Province. The lands perately needed supplies to the besieged capital of the
farther south were controlled by the Suel, but a series Iron League. Sister Kuranyie (in hiding to prevent her
a brutal wars brought regions such as Idee and assassination) has demanded a relief force from Kro
Sunndi into the burgeoning Aerdi kingdom (as part Terlep to quash the rebellion. However, troubles for
of South Province) over the next century. In 598 OR the Scarlet Brotherhood elsewhere have made her sit-
(-46 CY), Onnwal was taken after a long and bloody uation lose priority in the hierarchy, so long as control
conflict that ended with the establishment of Iron- of the port of Scant is maintained.
gate and final control of the Headlands for the Aerdi. Conflicts and Intrigues: The Scarlet Brotherhood
The peninsula was awarded as a fief to the herzog of in Scant plans to approach Turrosh Mak in the
South Province, who constructed the port of Scant in Pomarj for the orcs necessary to accomplish this goal.
12 CY to facilitate its colonization by the Aerdi. The Mak might be paid in slaves drawn from the popula-
port also served as a means by which to share tion of Onnwal. Rebels want to get Irongate actively
Onnwal's resources, particularly the silver and plat- involved in the war by blockading Scant. Rakehell
inum being drawn out the hills, with the markets of Chert might approach leaders of the Flan Headlan-
Prymp and Chathold. The szeks of Onnwal who ders, promising them autonomy for the hills if they
administered the land were originally appointed by join his cause.
the herzog in Zelradton and were usually favored
members of his court. Pale
When the Turmoil of Between the Crowns sowed Proper Name: Theocracy of the Pale
rebellion and caused widespread division in the Ruler: His Worshipful Mercy, Theocrat Ogon Tillit,
Great Kingdom, Onnwal joined the other southern Supreme Prelate of the Pale (LN male human Clr16
states who broke from the Malachite Throne. The of Pholtus)
herzog of South Province failed to force them back Government: Theocracy administered in the name
into line, and Szek Parmus Destron became an inde- of the god Pholtus; clerics hold all government
pendent lord in the aftermath. Rulership of the land positions
henceforth became hereditary. Onnwal and Irongate Capital: Wintershiven
provided the primary naval support for the Iron Major Towns: Eltison (pop. 15,400), Hawkburgh
League, with the Szek responsible for shuttling (pop. 12,400), Hatherleigh (pop. 24,500), Holdwor-
league business between the Azure Sea and their thy (pop. 16,700), Landrigard (pop. 7,800), Ogburg
allies in Nyrond and the north. For the next century (pop. 17,400), Rakervale (pop. 13,700), Stradsett
and a half, Destron's descendants continued to rule (pop. 10,900), Wintershiven (pop. 39,900)
the land from their protected capital in Scant. Provinces: Twenty-seven city wards and low dioce-
Onnwal, unlike Irongate, failed to recognize the ses divided unevenly among nine archdioceses
treachery that caused it to fall into the hands of the Resources: Foodstuffs, copper, gems (IV)
Scarlet Brotherhood during the Greyhawk Wars. Coinage: Bright (pp), gold glory (gp), silver sun (ep),
The land had never been invaded and had previ- silver moon (sp), basic (cp)
ously been subjected only to periodic naval raids by Population: 395,000—Human 96% (FO), Halfling
South Province The Scarlet Brotherhood assassi- 2%,Elf 1%, Other 1%
nated Szek Ewerd Destron and took over the land Languages: Common, Flan
almost overnight. Some anticipated the takeover Alignments: LN*, LG, LE
just in time, particularly the thieves' guild in Scant, Religions: Pholtus*, all other religions suppressed
which absconded from the city to the countryside (however, secret offerings made to Beory, Phyton,
in 584 CY. and Oeridian agricultural gods by many farmers in
The barbaric treatment of the populace by the Scar- the countryside)
let Brotherhood whet the cry for revenge, and a gen- Allies: Many Pholtan churches across the Flanaess,
certain Tenh nobles who converted to Pholtus and under an inquisition for more than two centuries,
aim to rule Tenh as a subject state of the Pale since Nyrond first invaded the country. Evil priest-
Enemies: Iuz, Stonehold, all orcs, goblinoids, and hoods and hostile cults are actively routed out and
giants; all other states and peoples of the Flanaess are destroyed, while other faiths are suppressed. Mages
regarded as pagans or heretics, minor enemies of the and other so-called "consorts of demons" are closely
Pale by default; wizards are suspect by default as they watched in the Pale and must be careful not to draw
often worship other gods; all religions with criminal too much unwanted attention. The Templars of the
or evil aspects are especially hostile Church Militant work within the religious and mili-
Overview: The Pale is a moderately sized realm tary hierarchies, and are charged with conducting
located in the shadows of the Rakers, bordered by the the inquisition. The roaming High Legates are given
Phostwood and the Gamboge in the west. These great authority and are much feared in the Pale for
forests are shared with the duchy of Tenh and their ability to put someone to the Question.
Nyrond, respectively, while the mountains in the Despite these unpleasant aspects, Good exists in
east form an almost impassable barrier to Ratik and the Pale. Monasteries near the western woods and in
Bone March on the Solnor Coast. The Pale is ruled the eastern foothills of the Rakers have some of the
from the city of Wintershiven by a religious bureau- most impressive libraries and respected philosophers
cracy with direct command over the military, law around. The city of Ogburg in the southeast is a
enforcement, economics and trade, and nearly every prodigious trading center and its leaders display
other aspect of life in the kingdom. The clerical hier- unusual tolerance for outsiders. Many dissidents can
archy rules the land in the name of the god Pholtus speak more freely here than elsewhere. Finally, the
and the most powerful of their number, the theocrat, soldiery of the Pale is among the best trained and
is said to be chosen by their god to hold the Throne most disciplined in the Flanaess, and the borders are
of the Sun for his lifetime. He is selected from the well patrolled and defended, making travel within
ruling body known as the Council of the Nine, the Pale among the most peaceful in the Flanaess,
which assembles four times a year in Wintershiven though the Trolls Fens on the northern frontier
to advise the theocrat. The intolerance of its rulers remain a constant bane.
has become legendary, and the Pale is generally per- History: Centuries before the founding of the Pale,
ceived as having territorial ambitions on all its neigh- when the Great Kingdom spanned nearly the length
bors. This may be true, but the society cannot always and breadth of the Flanaess, the church of Pholtus
be so easily categorized. had the appointed task of administering the courts
Winters in the Pale are harsh and unforgiving and for the realm on behalf of the overking and the
the land and its people seem to reflect this attitude. Celestial Houses. Its highest ranking member was
Only two seasons exist in the Pale (it is said): the given the title of Holy Censor and granted a fief to
unbearable winter and the barely bearable "summer," administer from the old city of Mentrey in Medegia,
when crops are grown with difficulty. A sizable por- where judges of the law from all faiths were trained
tion of the population herds animals instead. Food is and appointed. When the order of Pholtus fell out of
also imported from other realms. favor with the overkings of House Rax in the
The Pale is composed of nine large provinces, sur- mid-third century CY, it was largely due to the per-
rounding a like number of cities that serve as ception that its leaders were attempting to impose
regional capitals, each controlled by a prelate who their doctrine on the kingdom and create a theocracy
sits on the Council of the Nine. The population is through their control of the courts. While this may
about evenly divided between people of relatively have been true of some its more outspoken leaders,
unmixed Oeridian and Flan stock. The Flan are con- the accusation undoubtedly owed more to the apathy
sidered lowborn by the Aerdi upper class, and inter- of the Pholtans to the evolving politics at court. So it
marriage is rare. Oddly, the Flan are thought of as the was with the near concurrence of all other sects, that
comelier race by all, but they hold fast to "pagan" its highest ranking cleric was removed from the
teachings despised by the Pholtus-worshiping Oerid- Holy Censoriate by Overking Toran II in 252 CY and
ians. The former frequently eschew the large cities of replaced with the priesthood of Zilchus, which was
the Pale, where they often work as servants and day then closely allied with the Houses of Rax and
laborers, preferring the countryside and the opportu- Darmen. This was considered a reasonable compro-
nity to work their own family farms. A few Palish mise, as no consensus could ever be achieved
families include half-elves, particularly in the south. between the faiths of Heironeous and Hextor, the
The society has been relatively closed for the last most individually powerful sects of the Great King-
two centuries, and this stagnation largely has been dom at the time.
attributed to the class structure and the pervasive In the aftermath of this episode, many of the most
prejudice of its leadership. The Pale has been living zealous members of the faith of Pholtus began aban-
doning the heartlands of Aerdy, citing religious per- It was at the Great Council of Rel Mord in 450 CY
secution and rising decadence in the empire, acceler- that the Pholtans of the Pale eventually won their
ated by the withdrawal of Ferrond in 254 CY. While complete independence from Nyrond. Emissaries of
there was some truth to their claims, these were the theocrat were instrumental in persuading the
largely exaggerations and considered by most the king of Nyrond, then Dunstan I, to agree to total and
protestations of a group suffering waning power and unconditional self-determination for the supplicant
influence. states in exchange for assurances of mutual aid and
Most of these religious emigrants traveled through protection. The date is still celebrated as a national
provincial Nyrond, eventually settling in the western holiday in the Pale as Emancipation Day.
valleys of the Rakers in the Flan hinterlands. These Soon after the liberation, the templars of the Pale
lands were desired by few, being at the very frontiers were incorporated as the Church Militant to supple-
of the Great Kingdom and located in the severe ment the standing military's ability to deal with
climes of the north. Here these Aerdi clerics and "threats to the faith." The Pale has since entered a
devout followers made a home for themselves among dark phase from which it has not yet emerged. For
the native Flan, who held an old semi-independent the last century and a half, the Pale has closely
realm to the northwest in a place called Tenh. These guarded its sovereignty. It refused to honor pleas for
early pioneers struggled greatly against the depreda- aid not required of formal alliances, so the Pale did
tions of a harsh land and its denizens to carve out a not involve itself in the Greyhawk Wars against
nation for themselves, calling it the Pale and dedicat- either Iuz or the Great Kingdom, though it clearly
ing it to their god. despised the villainy of both empires. Much to the
Fighting along with these early settlers and help- chagrin of its neighbors, who suffered greatly during
ing to tame the northern border was Ceril the the wars, the Pale found itself in a powerful position
Relentless, now greatly revered as a patron saint of in the central Flanaess and could exercise some of its
the nation. He founded the Council of the Nine, long-standing territorial ambitions.
which organized the government of the early nation When Lynwerd gained the throne of Nyrond, the
and chose the first theocrat from their number in Pale renewed its effort to annex the northlands of
342 CY. Together, they fashioned a government in that kingdom, hoping to cajole the new monarch
accordance with their strict interpretations of doc- into giving them up. Thus far, the young king has
trine. The Palish considered themselves far removed stood up to the shrill ambassadors who lobby his
from the politics of the overking and his court, throne. Because much of its military is engaged else-
whom they continued to fear and mistrust despite where, the Pale has made no attempt to invade the
their separation. south, despite its harsh verbal attacks.
This concern proved to be short-lived, for by 356 Three years ago, with an army at full strength and
CY the winds of change swept across the empire. The an additional force including thousands of refugee
viceroy at Rel Mord, kin of the Rax overking in converts from the Tenh at the fore, Theocrat Ogon
Rauxes, broke with the throne and founded an inde- Tillit sponsored an invasion of the ruined duchy, to
pendent kingdom in Nyrond. Circumstances both gain territory and throw back Iuz's forces,
allowed the act to go relatively unchallenged, and the clearly perceived as the number-one threat to the
new king by his own writ claimed Urnst, Tenh, the Pale's future existence. Eastern Tenh was taken
Pale, and a good portion of the Bandit Kingdoms, back, and both banks of the Yol are now under
Most of these states resisted such claims. The Pale Palish control.
affirmed its independence from the Great Kingdom Unbeknownst to the populace, Tillit was injured in
that same year, and the nascent king of Nyrond 588 CY, when he personally led one of the early
turned loose his armies upon what he considered to battles in the Tenh. While he survived the attack, his
be provinces in rebellion. These forces zealously set wounds have not healed; in fact, they have worsened
about bringing the states into line. during the last two years, and his attendants think he
In the Pale, they were rebuffed by the local leaders might not survive till Puchfest. The Council of the
and in a tragic turn the regional capital of Winter- Nine is aware of his condition, and the clandestine
stdven was consumed in a fire. Hostilities ended politicking to replace Tillit on the Throne of the Sun
quickly, but the bitterness the event created proved has already begun.
to be long enduring. Wintershiven would be rebuilt Conflicts and Intrigues: Urban populations are
20 leagues to the north, closer to the Yol, but was no grossly swollen with Tenh refugees, and plans to
longer a capital. The Pale remained a subject of resettle them are bogged down. Popular support for
Nyrond and was occupied for almost a century, an invasion of Nyrond is waning. Conservative
though the theocrat and the religious bureaucracy Prelate Theoman Baslett of Landrigard and the pro-
were permitted to retain a degree of home rule, gressive Prelate Maximillian Thace of Ogburg are
leading candidates to replace the ailing theocrat. a capital, though the Amir of Kanak claims no
Troll invasions from the fens have tripled in size authority beyond the lake and the ground within his
amid reports of a new "Troll King." city's brick walls. Tents are more common in and
around Kanak than fixed buildings. Smaller settle-
Paynims, Plains of the ments are found near wells or oases in the Dry
Proper Name: None (commonly called the Paynims, Steppes, or on strategic spots of high ground on the
for the nomadic tribes of the Plains of the Paynims Plains. Throughout, the Paynims roam at will, alter-
and Dry Steppes) nately warring and trading with one another in a
Ruler: No central authority; various nomadic leaders cycle that is unpredictable to outsiders. They count
Government: Many petty tribal nobles (khans or their wealth in horses and livestock, as well as slaves
amirs) ruled by progressively more powerful nobles in some cases, but hold their freedom on the Plains to
(ilkhan, orakhan, or shah) and royalty (tarkhan, be their greatest treasure.
padishah, or kha-khan); great variation between History: For over one thousand years, the Paynims
nomadic bands in particulars of government have been the masters of those territories that once
Capital: None formed the central estate of the Baklunish Empire.
Major Towns: Kanak (pop. 12,900) When the abundance of the empire was turned to
Provinces: None (nomadic tribes) ruin by the Invoked Devastation, only these hardy
Resources: Horses, livestock, hides and furs, medici- nomads survived in the wasteland. Tales from the
nal herbs, mercenaries days following the destruction of the empire are few,
Coinage: None; barter used exclusively except by though it is remembered with pride that the Paynims
nomads near towns and cities were the first to receive the divine favor of Al'Akbar.
Population: 500,000—Human 96% (Bos), Centaur It is clear that the nomads prospered, after their fash-
2%, Halfling 1%, Other 1% ion, even as the Baklunish to the north and west
Languages: Baklunish (Ancient and various organized themselves into settled states.
dialects), Common The Paynims preferred to dwell in tents and to
Alignments: CN*, N, all others sparsely represented carry their belongings with them as they moved.
Religions: Istus, Geshtai, Mouqol, Al'Akbar, Xan They were always willing to share their lifestyle with
Yae, other Baklunish gods their neighbors, so they gladly raided and plundered
Allies: Other Baklunish states (occasionally) not only their fellow nomads, but also those unfortu-
Enemies: Other Baklunish states (occasionally), nates living in the reemerging cities. Unfortunately,
Knights of the Watch, Ull it would seem that the sedentary folk failed to
Overview: The great plains of western Flanaess are understand that a thing is yours only as long as you
the home of the numerous tribes of the Paynims. In can keep it, and fiercely resisted the nomad's forays.
the north are endless leagues of grassland bordering This set the pattern for the years that followed, as
the territories of Zeif and Ket. South of this region, raiding bands of Paynim horsemen would do battle
and to the east, are the desert lands under the shadow with the armies of the settled nations. Oft times they
of the Ulsprue and Crystalmist Mountains, while the found themselves opposed by their nomadic brethren
vast central plains are more fertile, ending in the lush as well, for the Paynims would as readily serve as
valleys of the western Sulhauts. Summers are bru- mercenaries in the civilized armies, if not always
tally hot in the southern desert, and little better in reliable ones.
the grasslands to the west and north. Winter brings Inevitably, as contact with civilized peoples
rain, and the seasonal migration of the Paynims and increased, so too did trade. Caravans crossed the
their herds to their southern pasturage. plains and the desert, bringing merchants with their
Paynim warriors are lightly armored, the weight wares deep into the territory of the nomads. The first
and confinement of metallic armor being more of a group of traders to make a complete circuit of the
burden than a blessing in the heat of the day, but Paynim lands returned to Zeif with little in material
they are supremely mobile. Perhaps one quarter of wealth, but possessing a great store of information.
the Paynims ply the light lance, as well as the mace or The mighty works and monuments of the empire
flail. The rest wield scimitars, and short, horned were gone, except for scattered, fragmentary ruins.
bows. Most are willing to serve as mercenaries for Only the stone circles of Tovag Baragu stood
short periods, though the dervishes of the Dry unmarred, by the waters of Udrukankar Within the
Steppes and the lands surrounding Lake Udrukankar lake itself, the Shah of the Waters appeared and
will normally go to war only under the leadership of asked these merchants for the name of the new
their clergy, or for causes they see as righteous. emperor. At first they made no response, but finally
The city of Kanak on the shores of Lake they gave the name of the sultan rather than earn
Udrukankar is the nearest thing the Paynims have to the ire of the mighty marid of Udrukankar. They
An audience with the Shah of Waters
reported that the marid granted his blessing to the nation of nomads called the Brazen Horde were
great sultan, then departed. incited to emigrate from their distant homes
The Paynims remember the tale differently, saying beyond the coastal realm called Mur and take pos-
that the marid shah gave, in addition to his blessing, a session of the plains south of the sultanate. These
rare and legendary jacinth. It would identify the nomads of western lineage, whose leaders did not
sultan as the heir to the imperial Baklunish line. Had use the title of khan, were no less warlike than the
the sultan returned with it to Udrukankar, the indigenous Paynims. In addition, they had an even
Paynim allege, he would have become the new finer stock of horse—swifter, stronger, and no less
emperor and founder of the 12th Dynasty of the Bak- enduring. Combined with the support of Zeif, these
lunish. Yet, only merchants returned in the years that western nomads soon conquered the lands border-
followed, for the jacinth was lost and with it the ing the sultanate.
imperial inheritance. The city of Kanak, on the Once secure in their new territory, the Brazen
southern shores of Udrukankar, was founded on this Horde turned its attention to its eastern neighbors
tale, and its amirs have ever since ruled in the name in Ket and Tusmit. The Tusmites, under Ekbiri lead-
of the Shah of the Waters. ership, repelled the nomads, but Ket was success-
Elsewhere on the plains, Paynim tribes became fully invaded. Recklessly, the nomads plundered
numerous over the years, and ever more bold. As Ket's districts, then moved south through the Bram-
always, they raided the lands of their more civilized blewood Pass, pursuing rumors of Velunese riches.
Baklunish neighbors. Now they made war on the They despoiled isolated villages in Veluna's outly-
tribes of the Ulsprue and the plains to the east as ing possessions, always retreating back into Ket
well. Among these peoples, primarily of Oeridian when faced with significant military opposition.
descent, were a few of the magnificent horses Only after Keoland assumed control of the Bram-
beloved of the Paynims. It was inevitable that the blewood Gap were these depredations brought to an
Baklunish should attack them, and many nun-Payn- end. The Paynims were soon forced out of Ket by
ims were enslaved by the merciless tribes of Ull. Keoish forces.
Those who escaped to the desert lands and foothills The solidarity of the Brazen Horde was fractured
have never ceased warring against the hated Uli. by the loss of Ket, and the khan-led Paynims chal-
Perhaps the greatest threat to the Paynims' mas- lenged their dominance of the plains. Intertribal war-
tery of the plains was advanced by Zeif, when a fare remained the rule among the Paynims for most
of two centuries. Only recently has there been any Sepia Uplands north of the town of Traft. Perren-
move to unify the Paynims, this time under the lead- land claims the waters of Lake Quag as well, though
ership of the enigmatic Mahdi of the Steppes. He it cannot hold the northern shore. Considerable traf-
has gathered together all the nomads of the Dry fic is on the lake for most of the year, including
Steppes, and some of the dervish tribes have fol- Rhennee bargefolk in the summer, though the sur-
lowed him as well. The Amir of Kanak still claims face often freezes in midwinter. Special sledlike
neutrality, but before long it may be impossible for boats called iceskimmers sometimes sail on the lake
any Paynim to avoid swearing loyalty to the Mahdi. then, though it is dangerous to take them far from
Conflicts and Intrigues: The Mahdi of the Steppes shore.
is being hailed as a true son of Al'Akbar. Dervishes Three wide roads and numerous smaller tracks con-
speak of the Prophecy of the Phoenix, the rekindling nect the cantons. From Schwartzenbruin to Krestible,
of war between Good and Evil. Hostilities with Ull then to Molvar in Ket through the Wyrm's Tail, runs
are on the rise. The lucrative slave trade might be the Krestingstrek. Quag Road carries traffic through
halted by Al'Akbar's righteous clerics. Schwartzenbruin, from as far south as Highfolk on the
southern edge of the Vesve Forest, then continues
Perrenland north along the shores of Lake Quag until it enters the
Proper Name: Concatenated Cantons of Perrenland Mounds of Dawn to terminate at the city of Exag. The
Ruler: His Gravity, Karenin, Voormann of all Per- High Gallery runs through the Clatspur Ridge from
renland (LN male human Ftr14) Traft until it intersects the Quag Road, first crossing
Government: Independent parliamentary republic; the canyon of the Velverdyva on an old stone bridge
Cantonal Council (collective feudal clan leaders) called the Witch's Hinge.
handle legislative matters and elect executive leader Perrenland's militias, mostly pikemen and
(voormann) for eight-year term; voormann conducts polearm-bearing mountaineers, support a relatively
diplomacy, commands military, etc.; cantons have small standing army of medium and heavy infantry.
varying internal governments; family heads elect Crossbowmen and some heavy cavalry can be found
town and city mayors, but clan leader positions are in the lowland regions, especially in the canton of
hereditary Schwartzenbruin, while longbowmen and bow
Capital: Schwartzenbruin armed cavalry can be found in the cantons of Clat-
Major Towns: Krestible (pop. 7,300), Schwartzen- spurgen and Traft. Such militias will hire themselves
bruin (pop. 27,500), Traft (pop. 12,000) out as mercenary bands to neighboring nations, and
Provinces: Eight cantons (Krestible, Quagfludt, many are seen to include high elves from Highfolk
Clatspurgen, Traft, Schwartzenbruin, Nederboden, serving as scouts and light infantry. These bands of
Yattenhied, Hugelrote) mercenaries are the nation's chief export, though
Resources: Copper, foodstuffs (fish, dairy), merce- trade with the northern nomads and Blackmoor is
naries usually funneled through Perrenland as well. Much
Coinage: Grossmark (pp), mark (gp), hafmark (ep), river traffic heads south into the central Flanaess
kleinmark (sp), pfennig (cp) along the Velverdyva.
Population: 468,000—Human 79% (OFsb), Dwarf History: The inhabitants of this region have always
8% (mountain 90%, hill 10%), Halfling 6%, Elf 3%, been fiercely independent. During the Migrations,
Gnome 2%, Half-elf 1%, Half-orc 1% the warlike Flan tribes of the Yatil Mountains
Languages: Common, Flan (in Yatils), Oeridian absorbed most of the Oeridian, Suloise, and Baklun-
dialects, Dwarven ish invaders flooding the great Yatils pass called the
Alignments: LN, N, LG* Wyrm's Tail, though several Flan tribes were driven
Religions: Allitur, Ulaa, Zilchus, Berei, Pelor, from the lowlands by Oeridians who established
Beory, St. Cuthbert freeholds for their own clans. The disunity of these
Allies: None, only trading partners small clans was taken advantage of by advancing
Enemies: Knights of the Hart, Tiger Nomads, Iuz Aerdi forces, c. 97-100 CY. The Viceroyalty of Fer-
(distrusted); disliked greatly by Furyondy, Veluna, rond quickly gained full control of the eastern and
Highfolk, and others because of "neutral" stance southeastern sides of what is now Perrenland,
toward Iuz making it a part of Ferrond's Quaglands. The fishing
Overview: The eight cantons that form the nation of towns of Traft and Schwartzenbruin were forced to
Perrenland are cradled between the Yatil Mountains accept the authority of stern Aerdi bailiffs.
and Lake Quag. Perrenland's frontier sweeps south Rebellions were endemic from the beginning of
from the Mounds of Dawn to Krestible and the the Great Kingdom's presence in the Quaglands.
upper waters of the Velverdyva, then turns north to Most Aerdi bailiffs were practical overseers, not
include the western Clatspurs and most of the given to excesses of taxation or punishment, but the
intractable natives seemed unable to learn obedience leys in the southern cantons retain an evil tinge from
in any form. Nor, it seemed, could they learn unity, the brief years of Iggwilv's reign, as their residents
as decades of Aerdy rule turned to centuries. Many assisted with Iggwilv's directives. The nation recov-
mountain and lowland tribesmen eventually served ered from this war and a two-year famine that fol-
in the military of Ferrond, then in Furyondy after lowed, but it has retained a deep fear of Iggwilv. The
254 CY; from this they gained the experience and dis- knowledge that the demonic empire-builder Iuz is
cipline necessary to mount a successful rebellion. Iggwilv's son has haunted the sleep of many Perren-
They took the first appearance of the Relentless ders, and recent rumors that Iggwilv has returned to
Horde in the north (c. 320 CY) as the opportunity to Oerth have sparked public panic.
break free of the yoke of their overseers. The bailiffs The destruction of the Greyhawk Wars was
and the troops loyal to them were expelled, and the diverted from Perrenland's borders by the signing in
distracted kingdom of Furyondy was unable to spare 583 CY of a formal agreement promising to maintain
the forces necessary to put down this last rebellion. neutrality toward the bloodthirsty Iuz. Mercenaries
The nomads were indeed a threat to the were even offered to Iuz, though this act was reviled
Quaglands freeholders, and the Sepia Uplands saw by Perrenders, and not one man volunteered to serve
many bloody skirmishes between the two peoples. the Lord of Pain at any price. The pact seemed politi-
Even the death of the nomads' Kha-Khan Ogobanuk cally expedient at the time, but it did not please the
and the division of the horde into twin nations (345 Cantonal Council. Voormann Franz was unani-
CY) did not completely end the hostility. Nomad mously rejected at the end of his first term in office,
raids continued for many years in the north, while then replaced by an executive willing to bow to the
Ket several times invaded the Wyrm's Tail and council's wishes to put more distance between the
nearly took Krestible. The Quaglands and Yatil free- government and the wicked Iuz. Unfortunately,
holders defended their borders tenaciously, but Voormann Karenin has sought consensus to the
lacked the strength to make themselves truly secure. exclusion of any real leadership. As his term ends in
A plan was then devised to unite the defenses under 592 CY, he has little time to remold his image to be
a single leader, while allowing clan holdings to more authoritative, and a new and bolder voormann
remain relatively independent. The freeholds were is likely to be elected.
marked into eight cantonments, joined by oaths of Conflicts and Intrigues: Attention is focused on
mutual armed assistance called the Covenant of the upcoming election for voormann; rumors of for-
Concatenation. The leaders of these collected states eign support taint several candidates. Clatspurgen
elected the strongest of their number, Perren, to be might be divided into two cantons to settle a major
their voormann, c. 400 CY. Such was their devotion clan feud. A proposal is circulating to occupy the
to this great warrior and statesman that he was Sepia Uplands, creating a new canton (Vesbergen)
elected voormann five consecutive times; after his and suppressing banditry there. The battlefront in
death, the young nation adopted his name. the Vesve is moving west, and eastern gnomes have
Perren's successors were neither as competent nor spotted orc scouts.
admired as he, but generally proved able executives.
Still, in the later part of the last century, Perrenland Pomarj
was threatened by a force of overwhelming evil, in Proper Name: Orcish Empire of the Pomarj
the person of the Archmage Iggwilv and her armies Ruler: His Most Ferocious Majesty, the Despot Tur-
of evil humanoids. Attacking from her base in the rosh Mak (NE male half-orc Ftr16)
legendary "Lost Caverns" in the Yatils in 480 CY, Igg- Government: Dictatorship governing numerous
wilv enslaved Perrenland from 481-491 CY. Its citi- rival nonhuman tribal leaders and shamans; dictator
zens were subjected to violence and robbery; the has large personal army composed of warriors from
nation was looted, and ships on Lake Quag sunk at his own orc tribe
will. Minions of the witch probed into nomad lands Capital: Stoneheim
as well, finding some allies but even more foes. In the Major Towns: Badwall (pop. 3,300(?), ruined), Blue
canton of Clatspurgen, the monastery-fortress of St. (pop. 6,300), Elredd (pop. 1,500(?), ruined), Fax (pop.
Cuthbert in Kershane Pass was the center of opposi- 2,000(?), ruined), Highport (pop. 15,000), Stoneheim
tion to Iggwilv, holding the great valley through (pop. 5,700)
which the Velverdyva leaves the realm. Provinces: Numerous nonhuman tribal territories
At last, a great demon prince that Iggwilv had Resources: Silver, electrum, gold, gems (I-II)
sought to control escaped confinement, and the Coinage: Various official and unofficial currencies,
witch was brought low. Her armies fell into disorder, some out of date, manufactured by most cities, towns,
and Perrenland threw off their yoke and destroyed and major nonhuman tribes
the nonhuman legions. Even to this day, certain val- Population: 476,000—Orc 43%, Human 28% (SOf),
Goblin 15%, Hobgoblin 10%, Halfling 3%, Other 1% strong alliances with the largely human mercenaries
Languages: Orc, Common, Goblin there, paying them well to harry the shipping lanes
Alignments: CE, NE* LE between the Azure Sea and the Sea of Gearnat, which
Religions: Orc pantheon, Beltar, Syrul, various makes them a bane to the city fathers of Irongate and
goblin gods Gryrax. The presence of the Scarlet Brotherhood and
Allies: Scarlet Brotherhood (rumored but unproven) their vessels has also been noted here.
Enemies: Greyhawk, Ulek states (especially the Highport, on the northern coast, is the largest
Principality), Keoland, Celene (taking no offensive city in the Pomarj, though fewer than fifteen thou-
actions), Duchy of Urnst, Onnwal (rebels), Irongate sand people live in the former capital. Portions of
Overview: The Pomarj is a long arm of land extend- the city are still in ruin to this day, though inhabi-
ing from the Sheldomar Valley to separate the Azure tants have largely restored the markets and ship-
Sea from the Sea of Gearnat. The "empire" of nonhu- yards that once made it an important commercial
mans here encompasses the whole mountainous center. Humanity still outnumbers other groups
Pomarj peninsula. Its western border begins at the here, and Highport remains a place of brisk busi-
foothills of the central hills of the Principality of ness during the day, run by a coalition of mercantile
Ulek, invaded Jewel River on the eastern border of and mercenary factions that sit in a council that
the Principality of Ulek and sweeps north to include reports indirectly to Turrosh Mak. However,
most of what was once referred to as the Wild Coast despite these appearances, Highport's reputation at
before it was absorbed into the Orcish Empire of the night is as dark as any place in the Flanaess. It is cor-
Pomarj during the Greyhawk wars. The boundaries rectly rumored that press gangs roam the broad
of the Pomarj along the Woolly Bay continue north streets at night, seeking those foolish enough to
to the outskirts of the city of Safeton, where a con- wander around unprotected, and that a second noc-
tentious border is generally acknowledged with the turnal society emerges after dark, one not quite as
domain of Greyhawk. amenable as that observed during the day, nor as
Dominating this land are two major features, the predominantly human. It is whispered that during
rugged and monster-infested Drachensgrab Hills in these hours goblins walk openly and conduct busi-
its central fastness and the dark and foreboding Suss ness with orcs and other creatures who descend
Forest in the west, which separates the Pomarj from from the hills in the darkness, and that other even
Celene and the County of Ulek. Neither place is more fell beings such as ebony-skinned elves stalk
very well populated by humanity, which has gener- its more desolate ways before the sunrise.
ally favored the valleys and the lowlands along the North of Highport, along the coast, are the cities
coasts since the region was first settled. Instead, and towns of the southern Wild Coast that are now
these areas are under the firm control of orc and under the control of the "empire." The Wild Coast,
goblin tribes that claim the land under the banner of called such by Keoish and Aerdy monarchs alike
eternal hatred. since neither group ever had control over the region,
Few lands in the Flanaess are as malign as the had long been a haven for dissidents and outcasts
Pomarj aspires to be. Slavery is rampant here, and from other realms. These independent city-states,
humanity is treated as the lower class. The capital of including Elredd, Badwall, and Fax, were no match
the Pomarj is the city of Stoneheim, a thick-walled for the marauding orc juggernaut that overran the
citadel that sits in the shadows of the southern face of area during the Greyhawk Wars. Now, each city (in
the peaks of the Drachensgrab mountains. This squat, ruins and mostly emptied of humans) exists as an
affluent place was once the center of the mining armed orc camp under Mak's control.
operation inaugurated by the Keoish throne three History: Prior to the great migrations a millennium
centuries ago, and was built largely by dwarven ago, the Pomarj was largely a desolate place inhabited
hands from Ulek. It is now held firmly by the orcs by primitive Flan tribes who worshiped powers of
and their leader Turrosh Mak. It has only two earth and sky. Its poor soil and fell reputation caused
primary purposes: the training and deployment of it to be avoided by all but the most desperate of these
troops to the provinces of the empire and as a head- newcomers, and it was eventually settled by small
quarters for the continued exploitation of the min- numbers of Suel who were unwelcome elsewhere
eral resources of the hills. Gold is still brought out of and had no choice but to contend with the harsh ter-
these mines in abundance, and it is the primary rain and its inhabitants. They called these heights the
means of supporting the orcs. Suenha, until they learned from the Flan their origi-
Blue, the peninsula's second largest settlement, is nal name: the Drachensgrabs, literally the Tomb of
an anchorage on the eastern tip of the Pomarj. It has a the Dragon. Legends held that great powers of the
different character, having been an open port and earth slept beneath these hills. Along the coast of the
home to pirates and smugglers for centuries. Mak has peninsula and north to the mouth of the Selintan,
small communities formed away from the birth and quickly sacked and burned; much of its population
expansions of vast kingdoms across the Flanaess. was put to the sword. Within mere months, the orcs
It was not until the late third century CY, when had driven out the local lords and taken over most of
Keoland inaugurated its imperialistic phase, that the former baronies of the Pomarj.
there was renewed interest in the region. The Pomarj So began the quick decline into decadence that has
and its hills were long suspected by the dwarves of continued almost to the present day. The orcs and
Ulek as having great mineral wealth just waiting to goblins carved up the realm into small territories
be claimed and exploited. In 295 CY, an alliance ruled by individual tribes and chieftains. Human
between the prince of Ulek and King Tavish I of bandits and privateers still frequented the major
Keoland produced an invasion force that crossed the cities and towns, but the countryside became unsafe
Jewel River and conquered and subjugated the to travel.
region within a few short years. The land was carved Anarchy persisted for decades until the mid 560s,
up into a dozen small baronies and awarded to when a group arose to seize control of large swaths of
favored families of the crown to be ruled as subfiefs the Pomarj and put it under central authority. Calling
under the protection of the prince of Ulek. These themselves the Slave Lords, these humans brokered
barons became extremely wealthy from the mineral deals with the orc chieftains and began fostering an
riches extracted from the mines over the next few illicit trade in flesh. However, in 579 CY, the domin-
decades. In 305 CY, Highport was constructed atop ion of these lords crumbled. Reports indicated that a
the foundations of a smaller town in order to exploit volcanic eruption in the mountains destroyed their
this wealth with the rest of the world. hidden fastness.
More than a century and a half later, the power of In the early 580s, a new leader emerged to unite
the Keoish Throne waned after years of conflict. The the tribes, a rabble-rousing half-orc named Turrosh
barons of the Pomarj had no voice in the Royal Coun- Mak. During the Greyhawk Wars, he inspired the
cil at Niole Dra, instead they were subjects of the orc tribes of the Pomarj to reclaim their "birthright"
prince of Ulek. The latter withdrew from the king- in the Lortmils This precipitated a successful inva-
dom to gain palatinate status from Keoland in 461 sion of the Wild Coast and the Principality of Ulek;
CY, and the barons of the Pomarj broke with the nearly half of those two realms were annexed by
prince of Havenhill two years later to declare their Mak. States as far away as Furyondy and Urnst are
own independence. They took the city of Highport concerned over the rising strength of this new
as their capital and ejected the dwarven garrisons to leader, who took the last five years to consolidate
begin ruling their petty states largely independently, his holdings.
even from each other. Some took the title of arch- War between the Pomarj and the dwarves of Ulek
baron, duke, or prince, one going so far as to call him- has continued unabated to the present, and some of
self the king of the Drachensgrabs. the land west of the Jewel was recaptured in a major
A few decades later, conflict broke out in the Lort- battle in 586 CY. Mak now works to build an orc-and-
mils between the elves, dwarves, and men of the human pirate navy with which to extend his power
region and the orcs and goblins. This was the begin- across the sea, at least until he has the power to over-
ning of the Hateful Wars, and the prince of Ulek come the elven kingdom of Celene.
appealed to the former baronies of the Pomarj to join Conflicts and Intrigues; The Prince of Ulek wants
the alliance for the strength derived from mutual vengeance and has made an alliance with the
defense and greater numbers. The Pomarj lords met Knights of Luna to fight Mak. Drow have been spot-
in Highport the following year to discuss their ted at night in Highport. Mak has sent expeditions
response, but they saw little reason to involve them- into the Suss Forest to investigate reports of a lost
selves in what they considered an internecine con- city of the Suel, where he hopes great magic remains
flict between essentially nonhumans. Further, they for his use. Agents of the Scarlet Brotherhood were
feared being reabsorbed into the Principality of Ulek, spied in the Pomarj, especially at the port Blue. Sister
distrusting the motives of the prince and so turned Kuranyie of Onnwal, in hiding, has sought an
their backs on the alliance. alliance with Mak against her rebellious realm.
With the defeat of the orc and goblin armies at the
hands of the hosts of Ulek and Celene at the end of Ratik
the war in 510 CY, the inevitable came to pass. With Proper Name: Archbarony of Ratik
nowhere else left to retreat, the angry and beaten sur- Ruler: Her Valorous Prominence, Evaleigh, the Lady
vivors fell back in the only direction not fortified Baroness (also Archbaroness) of Ratik (CG female
against them. In 513 CY, these ravaged and vengeful human Rog9/Wiz3)
armies emerged from the Suss and descended upon Government: Independent feudal monarchy having
Highport in a frenzy of destruction. The city was severed all fealty and ties to the former Great King-
dom, its successor states, and noble houses; member nia. These mountains are dotted with mines of gold
of the Northern Alliance and precious gems situated between citadels of stone
Capital: Marner that protect the ways from the denizens of the deep
Major Towns: Marner (pop. 6,600), Ratikhill (pop, mountains. Some farming is conducted during the
5,500} short growing season in the open lands between
Provinces: Fourteen freeholds ruled by human and Marner and Ratikhill
dwarven great lords Ratik is populated chiefly by folk of Aerdi descent,
Resources: Shipbuilding supplies, furs, gold, gems with an Oeridian-Suel mix being common. Few Flan
(IV), timber are here, though many Fruztii and some Schnai are
Coinage: [Modified Aerdy] orb (pp), crown (gp), present, expatriate farmers from their homelands.
scepter (ep), penny (sp), common (cp) Dwarves and gnomes are numerous in rougher lands.
Population: 138,500—Human 79% (Sof), Dwarf 8% Only humans prefer the coasts, where their fishing
mountain 80%, hill 20%), Halfling 6%, Elf 3%, Gnome villages are located. Ratik is well settled despite being
2%, Half-elf 1%, Half-orc 1% located so far north of the population centers of the
Languages: Common, Old Oeridian, Dwarven, Cold former Great Kingdom, partly because so many
Tongue refugees fled here from Bone March.
Alignments: N, NG*, CN, CG While the rulership of the realm rests completely
Religions: Procan, Xerbo, Kord, Norebo, Trithereon, with the hands of the baron or baroness, its lord takes
Phyton, Oeridian agricultural gods counsel with numerous constituencies, including
Allies: Frost Barbarians, dwarves and gnomes of the the Council of Great Lords (fourteen human and
Flinty Hills and Rakers, Nyrond, Knurl (see Bone dwarven peers), as well as the burghers of the small
March) cities and towns. The current baroness, Lady
Enemies: Bone March, North Kingdom, nonhu- Evaleigh, is the widowed stepdaughter of old Baron
mans in Rakers, the Pale (minor), Snow Barbarians Lexnol, who yet lives but has been incapacitated for
(sometimes), Ice Barbarians several years. Baroness Evaleigh is mistrusted by
Overview: Ratik is a small but prosperous nation many in the kingdom, for she was not born in Ratik
located in the northeastern corner of the Flanaess. and does not always seem to understand its precari-
It is seated in a cultural crossroads between the ous position. It was the old baron who won the trust
otherwise civilized south of the former Aerdi Great of the Fruztii and negotiated a treaty with their king.
Kingdom and the barbaric north of the Suel on the The dwarf and gnome lords respect decisiveness, and
Thillonrian Peninsula. Ratik stretches between the Evaleigh has shown little during her short tenure.
Rakers and the Solnor Coast, where the modest city While the military is loyal to the crown, many grum-
of Marner, the capital, is its only major port. Its ble that the count of Knurl, Evaleigh's father, has
southern border is marked by the fortified hills sep- grown far too influential in the affairs of Marner.
arating Ratik from Bone March. These extend east Lexnol had been working on a treaty with the Schnai
all the way out to the Loftwood, where the hearty to shore up his position against Bone March and its
woodsmen are allied with the archbarony. Ratik's allies in North Kingdom, but these efforts are cur-
northern border divides the Timberway between rently in shambles. Few things would please North
itself and the Frost Barbarians, a long-standing Kingdom's "Overking" Grenell more than to see this
informal boundary that has been respected by both realm succumb to chaos.
sides for centuries and only recently was acknowl- History: After the defeat of the Suel barbarians who
edged by formal treaty. While these barriers have invaded the northern Aerdy hinterlands from the
profoundly isolated Ratik from the rest of the kingdom of the Fruztii in 109 CY, Bone March was
Flanaess, they also have served to protect it from established by Overking Manshen as a fief to reward
invaders for centuries. his victorious commanders. However, it soon
The climate of Ratik is wintry much of the year, became clear to the leaders of the Aerdi military that
with heavy snows swollen with moisture from the a further buffer was required if these new lands were
Solnor falling steadily during the height of Telchur's to be protected from additional incursions from the
sway. The windswept Timberway remains the great- north. General Sir Pelgrave Ratik of Winetha, a wily
est focus of the realm. It is a hunting ground that pro- veteran of the barbarian campaigns, appointed in
duces the pelts and furs used widely in the dress of 122 CY to oversee an expedition that would attempt
the nation. It also provides Ratik with its greatest to drive the Aerdi frontier all the way to the foothills
bounty, the timber and shipbuilding supplies that of the Griff Mountains. Ratik and his forces inaugu-
drive much of the economic activity of the arch- rated their expedition by crossing Kalmar Pass,
barony. The western border of Ratik is an endless taking the town of Bresht in a blustery winter cam-
range of foothills, inhabited by dwarves for millen- paign that cost the Fruztii dearly. After brokering an
The death of Prince Alain lV
alliance with the dwarven lords of the eastern sufficiently impressed with the victory that in 130
Rakers, Ratik proceeded to force a retreat of the CY he elevated Pelgrave Ratik to the aristocracy,
Fruztii up the narrow coast and into the northern granting him the title of baron and the new lands as
fastness of the Timberway. He wisely refused to a personal fief. The family of Ratik gained the status
follow them into an obvious trap and instead broke of a minor noble house within the Great Kingdom,
off the pursuit and fortified his gains. He was imme- The walled town of Bresht was renamed Ratikhill
diately hailed a hero in the south and his legend in honor of the new baron, and it quickly pros-
grew quickly. pered from trade with Spinecastle passing through
Over the ensuing months, General Ratik estab- Kalmar Pass.
lished a military fort overlooking Grendep Bay at The baron and the marquis of Bone March became
Onsager Point. He called the place Marner, and used fast allies, and their descendants enjoyed a great deal
the newly founded town as a base of operations from of peace and success over the next two centuries,
which to secure the whole territory. Ratik soon needing only to fend off infrequent raids from the
began exploiting the shipbuilding opportunities Timberway and the Rakers until the middle of the
afforded by the tall pines of the Timberway, and fourth century CY. However, a massive invasion by a
Marner grew from a sizable stronghold to a small unified host of Fruztii and Schnai threatened to
port city. Ratik sent glowing reports to his superiors overwhelm the nations and sweep into North
in the south and was shrewd enough to back them Province in 356 CY. The Rax Overking Portillan was
up with a steady stream of riches, including highly concurrently embroiled in a struggle over the seces-
prized furs and precious gems acquired in trade from sion of Nyrond and had assembled an invasion force
the dwur. to head west, which he was forced to divert north to
In 128 CY, the Fruztii and Schnai allied to create an counter the new threat. The attack was soon turned
invasion flotilla. They launched a concerted attack on back, though at great cost. So fierce was the defense
Marner during the spring that almost caught the of the men and dwarves of Ratik that even the
Aerdi by surprise. In defense, General Ratik set the Fruztii were impressed.
major approaches to the port ablaze, forcing the The barony and the Great Kingdom averted disas-
armada through a narrow approach where it was cut ter, but at the price of losing all of the province of
to pieces by the siege engines of the fort and a Nyrond. Ratik and Bone March gained semipalati-
squadron of the imperial navy. The overking was nate status following the Turmoil Between Crowns,
which saw a shift of power from the Malachite three hundred Ratikans were left for dead during
Throne to the provinces. Few of Ratik's riches the hasty retreat.
headed south in tribute, and Alain II of Ratik took to Upon hearing of his son's demise, old Baron
calling himself archbaron henceforth. Lexnol collapsed. He awakened the next morning
The two states prospered greatly under the with a shock of white hair and a palsy that confined
increased freedom, forming an alliance that allowed him to bed. Lady Evaleigh, now widowed, assumed
them to keep both North Province and the Suel bar- the throne and has guided Ratik through the trouble
barians at bay. House Naelax of Eastfair desired that has befallen it. Raids from Bone March have
these rich provinces, but it was unable to success- become progressively stronger and more organized
fully act against them until tragedy struck. In 560, the last few years. Her father's realm, the county of
nonhuman tribes from the Rakers and Blemu Hills Knurl, was attacked a few months ago and was only
struck into Bone March, subjugating the land in 563 saved by the snows of winter.
and slaying its leaders. Herzog Grenell of North Conflicts and Intrigues: Ambassadors from the
Province reached out to these usurpers, seeing an Scarlet Brotherhood were spied in Djekul. Ratik
opportunity. Ratik and its baron, Lexnol III, had wants to expand the alliance against Bone March and
been forewarned and deflected most of the invaders, North Kingdom to include the Snow Barbarians, but
but could not prevent the disaster that befell the the Schnai will negotiate only with Lexnol. Agents of
march. Lexnol, a skilled leader and tactician, real- the Sea Barons have approached Evaleigh to gain
ized that he was now isolated and no succor would access to Marner. A half-orc spy working for North
be forthcoming from the south or the court of Kingdom was discovered in Ratikhill but escaped.
Overking Ivid V. He approached the lords of Djekul,
who had grown less wary of the proud Aerdi in the Rel Astra and the Solnor Compact
intervening years and were even grudgingly respect- Proper Name: The Free and Independent Aerdi City
ful. With the Fruztii, Lexnol forged an affiliation of Rel Astra, member of the Free Cities of the Solnor
called the Northern Alliance. Ratik subsequently Compact
became fully independent of the Great Kingdom Ruler: His Most Lordly Nobility, Eternal Custodian
and had the might to both hammer the orcs and and Lord Protector of Rel Astra, Drax the Invulnera-
gnolls of Bone March and dissuade an invasion from ble (LE male animus (see later) Wiz11/Ftr3]
North Province. Government: Sovereign city-state, a dictatorship
In 579 CY, Lexnol's only son, Alain IV, the heir to under an undead (but charismatic) administrator
the throne of the archbarony, married Lady Evaleigh, advised by a demon (the "Fiend-Sage")
the daughter of the count of Knurl. The county was Capital: Rel Astra
the only surviving province of Bone March, and the Major Towns: Rel Astra (pop. 61,000)
union was arranged to improve the lot of both Provinces: Various towns, villages, and strongholds
realms. The following year, the Seal of Marner was Resources: Shipbuilding supplies, fish, timber
stolen by agents of Bone March, an effort by the non- Coinage: [Modified Aerdy] victory (pp), newgold
humans to quash the alliance between Ratik and the (gp), halfgold (ep), penny (sp), common (cp)
Frost Barbarians. The document was recovered Population: 380,000—Human 79% (Os), Halfling
before it was secreted to Spinecastle, but not before 9%, Elf 4%, Dwarf 3%, Gnome 2%, Half-orc 2%, Half-
news of the theft drove a small wedge between the elf 1%
Fruztii and Ratikans. Languages: Common, Old Oeridian, Lendorian
Alain acquired the dream of uniting Ratik and (human refugees), Halfling
Bone March, but failed to convince the king of the Alignments: N, NE*, CN, LE, LN, CE
Frost Barbarians of his plan to drive out the nonhu- Religions: Xerbo, Procan, Zilchus, Osprem, Hextor,
man tribes. Many whispered that Alain was encour- Kurell, Syrul, Norebo, Erythnul, Wee Jas
aged in these ambitions by his step-family, particu- Allies: Ountsy and Roland (Free Cities of the Solnor
larly the count of Knurl, whose position between Compact), Sea Barons
Bone March, North Province, and Nyrond was Enemies: Scarlet Brotherhood, Ahlissa (distrusted),
grossly precarious. In certain agreement were the North Kingdom (distrusted), Lordship of the Isles
immigrants from Bone March, who were driven (distrusted)
from their lands by the invaders. In 586 CY, Alain Overview: Rel Astra, literally "City of the Heavens"
led a force of men and dwarves into Bone March in in Old Oeridian, rests on the Solnor Coast and is by
an attempt to retake Spinecastle with the baron's some accounts the Flanaess's greatest metropolis,
grudging support. The attack failed, and Alain's sur- though Dyvers and Greyhawk are certain to disagree.
viving lieutenants watched as the young lord was For centuries, Rel Astra was viewed by many as a
dragged from his horse by gnolls and slain. Nearly shining beacon. Ship crews crossing the Spindrift
Sound even now see the glow of majestic Rel Astra status from the Malachite Throne. For most of that
and take comfort, knowing that its vast shipyards time, it controlled a large swath of the Solnor coast
offer safe harbor. In its expansive markets are dis- in a great arc extending over 30 leagues from the
played half the wonders of the world, and its streets city's walls in all directions. This border begins in
are trodden daily by dark-skinned folk of Hepmona- the north and includes nearly all of the Lone Heath
land, golden Baklunish in flowing cloaks, and pale, to the town of Ernhand, proceeding west into the
gruff barbarians of the far north. At any time, a great vast expanses of the Grandwood, and south to the
chaotic fleet of ships chokes its harbor, bearing the border of Medegia at the town of Strinken. While
flags of numerous states, but dominated by those of the city of Ountsy is largely independent of Rel
the Sea Barons and the Free Cities of the Solnor Astra, its lord has been subject to the latter for a large
Compact. The compact unites Rel Astra and the sea- part of its history.
ports of Ountsy and Roland in a state of mutual pro- Rel Astra is currently ruled by Lord (actually
tection and trade, but no doubt exists as to which city Prince) Drax of House Garasteth, who has held sway
is the preeminent member of this triumvirate. over the city since 557 CY. Lord Drax styles himself
Rel Astra is roughly divided into three major dis- an enlightened despot, despite the fact that he is
tricts: the Old City, the sprawling Common City, undead (see later). By most accounts, he lives up to
and the Foreign, or Barbarian, Quarter. The Old City his reputation, as he can be harsh but also practical,
is the heart of Rel Astra, a ward devoted to soaring intelligent, and controlled. He even has a dry sense
towers, impressive palaces, and the headquarters of of humor. He commands a large standing army and a
the government. This district is home to the nobility navy the equal of any city's on the coast. He rules
and privileged of the city, though traffic between it with austerity and wisdom, but also with a tight fist;
and the Common City is not widely regulated. Here, he has little opposition within his realm.
power and prosperity are often judged by the height Ountsy, Free City of (pop. 29,500; 83,000 in sur-
of one's walls. Few edifices in the Old City ascend rounding area): Ountsy is an Aerdi city situated up
fewer than three or four stories, with five being typi- the Solnor Coast from Rel Astra, at the eastern
cal, and many of those are connected to each other verges of the Lone Heath. It is an old seaport, nearly
by flying bridges and buttresses. Some buildings as old as Rel Astra, but it has been living in the shad-
truly soar, such as the towers of the wizened Royal ows of the Crown of the Solnor Coast since its incep-
Astrologers or the labyrinthine Sorcerer's Nexus, the tion. The city is not as cosmopolitan as its neighbor;
guildhall of mages near Stannic Hill. The palace of indeed, it is often described as puritanical and mean,
the lord protector sits in the middle of the Old City, and its people rude. Ountsy is an independent feudal
its massive walls and towers barely dominating the principality with a hereditary ruler belonging to
already lofty landscape of the quarter. From here the House Garasteth. Her Noble Ladyship, the Princess
grand princes of old Aerdy ruled the entire kingdom Emmara of Garasteth, Trine of Ountsy (NE female
before the capital was moved to Rauxes more than human Ftr10) rules Ountsy and is related to Lord
six hundred years ago. It is now a possession of Drax by marriage. She was a Darmen noblewoman
House Garasteth, a powerful founding family of the until the death of her husband (a cousin of Rel
Great Kingdom. Astra's mayor) during the Greyhawk Wars, upon
Surrounding this district is the Common City, which she assumed control. She is now closely
which accommodates the homes and businesses of advised by a formal committee of astrologers and
the mercantile and trade class of the city. By civic Svenser, the Court Mage of Ountsy (LN male
regulation, no building can rise over three stories in human Wiz16), who was exiled from Rel Astra many
this district, so it is full of long, squat structures years ago. Espionage and assassination by the Scarlet
spread out in over twice the area of the Old City. Brotherhood are greatly feared by the Trine, and she
More than three quarters of the population lives in looks to Rel Astra for aid in warding the Scarlet Ones
this community, which spreads from the north and from her court. It is said she would join Ahlissa if
west gates and opens onto the East Docks. given the opportunity, but her city is wedged
The district around the larger South Docks, sur- between Roland and Rel Astra, and she knows such a
rounded by walls pierced with gates into the move is impossible.
Common City, forms the raucous Foreign Quarter. Roland, Free City of (pop. 5,500; 79,000 in surround-
Visitors and foreigners in Rel Astra are typically rele- ing area): Roland is a very old anchorage located north
gated to this quarter unless their business in the city of Ountsy and Rel Astra along the Aerdi coast. Nes-
conducts them elsewhere. tled in the heart of the Gull Cliffs on the shore of the
Rel Astra has been essentially independent for Bay of Gates, it is a well-protected and fortified town
nearly a century and a half, since the end of the Tur- known for its catacombs. The passages are occupied
moil Between Crowns, when it gained palatinate by all manner of folk, mostly gnomes and dwarves,
Roland was held for centuries by House Garasteth, making a monument to rival the Crown of the
distant relatives of Lord Drax and Lady Emmara, Solnor Coast. Rel Astra had been dubbed the first of
though its despotic rulers were deposed during the three nearly equidistant "Cities of Enlightenment"
Turmoil Between Crowns in favor of a ruling council founded by the Aerdi to span their empire, eventu-
subject to the Naelax overkings. This oligarchy, rep- ally including Rel Deven and Rel Mord in the west.
resenting the town's military, magical, religious, and Control of the city remained with House Garasteth,
economic interests, is known as the Five of Roland which ruled it as a principality, a fief subject directly
and became an independent body following the to the crown. For centuries it continued to grow,
Greyhawk Wars. The Five currently include Admiral remaining the grandest city in the Great Kingdom, if
Lef Quaanser (LN male human Ftr11), Master no longer its most prestigious as the focus of the
Ramshalak (NE female human Clr12 of Pyremius), empire moved west.
Lady Barbern (LE female human Ftr13), Master By 437 CY, tensions within the Great Kingdom
Vornekern (N male human Rog13), and Magus Isril- threatened to tear it apart. House Naelax delivered
han of House Garasteth (LN male human Wiz14). the sundering blow by assassinating all rivals in
The fear that Ahlissa or North Kingdom would House Rax, after which nearly a decade of civil war
attempt to annex the town and its holdings after the ensued. Ivid I finally secured the Malachite Throne
wars has driven the Five into the arms of Lord Drax. after Prince Malchim III of House Garasteth, lord
While the Five of Roland know they are taking a mayor of Rel Astra, sided with House Naelax and
great risk in trusting Rel Astra, they believe they negotiated palatinate status for the major provinces
have no other workable choice. The small towns of of the Great Kingdom, including his own. Thereafter,
Grelden (pop. 1,600) and Farlen (pop. 1,350) are also Rel Astra guided its own course. Rel Astra became
held by Roland, in cooperation with the other coastal the primary destination for those who fell out of
cities of the compact. favor in the former Great Kingdom, a trend that con-
History: When the Aerdi completed their drive to tinues as political refugees arrive from Ahlissa, the
the eastern coast of the Flanaess nearly a millennium Sea Barons, and even North Kingdom.
ago, it became clear to most of them that their jour- During the Greyhawk Wars, in which Rel Astra
ney had finally come to an end at the shore of the defended itself against renegade Aerdy troops bent
Solnor. Their first permanent settlements were soon on looting it, Drax was forced to receive the "gift of
founded along the coast of the Aerdi Sea, between undying" given to so many of Overking Ivid's sub-
Pontylver at the mouth of the Flanmi and the Gull jects, and he became an animus. Drax appears to be a
Cliffs in the north. After decades of battle with the wrinkled but healthy man; he casts spells normally,
native Flan and treacherous Suel, the Aerdi noble has enormous strength, may command mindless
houses sought a place to call their own, and these undead, can magically cause others to do his bidding,
places included settlements at Roland, Ountsy, and and is immune to mind-affecting magic, fear, sleep,
the largest of all at Rel Astra, the site of a small aban- and being surprised. His touch causes abject terror,
doned Suel settlement. In 428 OR (-216 CY), these and if injured his body quickly repairs itself.
small states finally united under a single banner, and Being an animus has soured Drax's disposition and
the kingdom of Aerdy was born. Rel Astra was kept him from attending many public functions in
chosen as its capital. The scion of Garasteth was the the last six years. Nonetheless, he has governed with
grand prince of the Aerdi at the time, and he set a strong but wise hand, aided by a two-headed bestial
about building an impressive seat of government. A demon known as the Fiend-Sage, which at times
grand palace was constructed in the heart of the city walks through the streets with Drax, both given a
and heavy walls were erected to enclose what is wide berth by all citizens. The Crook of Rao was held
known today as the Old City. A large keep adjacent to in Rel Astra briefly after the Greyhawk Wars, but
the shore housed the admiralty of the kingdom, how it got here is anyone's guess. Adventurers nego-
though the interest of the Aerdy turned decidedly tiated with Lord Drax for its transfer to Veluna. It is
west over the next few centuries. thought the Fiend-Sage escaped the Flight of Fiends
Sometime after the defeat of Nyrond in -109 CY, by studying the Crook beforehand and warding itself
when that realm was absorbed into the growing against the artifact's effects.
kingdom, the position of grand prince passed to the The fall of the hated overking and Rauxes in 586
scion of House Cranden, who had originally come CY caused Lord Drax to sever ties with the Great
from Ahlissa. This monarch decided to build a new Kingdom completely. When Grand Prince Xavener
capital more central to his ever-expanding lands. He of Darmen organized the United Kingdom of Ahlissa
therefore founded Rauxes above the fork of the the following year, Drax refused all appeals to join
Imeda and Flanmi rivers, eschewing the royal palace the empire, and he convinced many of his Garasteth
in Rel Astra. The Crandens were interested in peers to do the same.
Both Ahlissa and Rel Astra claim the chaotic lands Their territory has traditionally been the lands north
of Medegia. As of 591 CY, forces from Rel Astra have of the Fellreev, between the Opicm River and the
captured nearly a quarter of the old See, and intend western edge of the Griff Mountains and Bluff Hills,
to hold it despite the efforts of Prince Gartrel of They are seldom found in any numbers now, living
House Darmen in Pardue. Life in Medegia has been instead a furtive existence and confining themselves
hard going, however, and many dreadful discoveries mainly to the northern and eastern parts of the Bar-
surface there every month. rens. The land is aptly named, for it is poor and the
Conflicts and Intrigues: Drax desires to absorb the living has always been difficult. The hardy tribes of
Sea Barons into the Solnor Compact and create a new the Rovers have adapted well to this land, enduring
coastal Garasteth kingdom, with Rel Astra as its capi- its bitter winters and dry summers, while taking
tal. Three agents of the Scarlet Brotherhood were from it all they need to survive.
hung from the walls of the old admiralty, following a Among their war bands are riders as expert as any
fire at the docks last year. A mysterious group called among the Wolf or Tiger Nomads, and a group of
the Dweomermasters took over the mages' guild and fleet-footed runners of legendary endurance. These
has made its power felt in Astran society. Overking are the Wardogs, masters of close-fighting tech-
Xavener of Ahlissa has secretly tried to marry the niques whose weapons are the hatchet and knife,
Trine of Ountsy to a Darmen prince. Caravels are their agility and outrageous bravado are renowned
ready to sail for lands rumored far to the east over throughout the Flanaess, giving rise to the expres-
the Solnor. sion "wild as a Wardog." The Rovers are only lightly
armored, if at all. They typically use hide-covered
Rovers of the Barrens shields, and ply the lance and javelin, although they
Proper Name: Arapahi [translated: People of the have many excellent bowmen as well. In addition,
Plentiful Huntinglands] some of the Rovers specialize in using the lariat, and
Ruler: His Mighty Lordship, Ataman of the Stan- their skill with rope is extraordinary.
dards, Durishi Great Hound, Chief of the Wardogs Traditionally, they live by the hunt. Elk and bear
(CN male human Ftr9) are their favorite prey, though any beast is fair game
Government: (formerly) Four loosely allied Flan to the tribal providers. The Rovers once actively
clans, each composed of several nomadic tribes; each exchanged furs and hides with their neighbors, but
tribe led by a chieftain elected for fighting ability and this trade has ended. Mostly, the tribes now scavenge
leadership; best warriors joined the Wardogs (not and hide, hoping to find enough to survive each day.
aligned with any tribe), and best warrior of the War- Their skills as warriors and hunters are not lost, but
dogs had limited authority over all tribal chiefs; (now) they despair. Their last ataman, Durishi Great
tribal organization in grave disarray, tribes scattered Hound, no longer leads them and waits for death at
Capital: None Dogwind Bay. Few tribal elders have the will to
Major Towns: None, only temporary camps of up to endure, and the people now put their hopes in a
5,000 people young war sachem, Nakanwa (see later).
Provinces: None (the Rovers are properly not a History: The story of the Rovers of the Barrens goes
nation but a collection of closely related nomadic back centuries, even before the Invoked Devastation
tribes who currently hold little defensible land) and Rain of Colorless Fire brought an end to the
Resources: Furs and hides, horn, gold nuggets, great civilizations of the west. The nomadic Flan
horses tribes wandered throughout the north from Lake
Coinage: None; barter used exclusively Quag to the White Fanged Bay. Tenha village
Population: 35,000—Human 37% (Fb), Orc 20%, dwellers traded with the wandering tribes, who
Goblin 18%, Hobgoblin 10%, Halfling 7%, Gnome 5%, otherwise avoided contact with settled peoples. The
Half-orc 3% Migrations brought strange peoples to the lands of
Languages: Flan (several dialects), Common, Orc, the Flanaess, and it was not very many years until the
Goblin, Halfling, Gnome northern Flan encountered them. Where the Tenha
Alignments: CN*, CE, N adopted many of the ways of the new people, success-
Religions: Obad-Hai, Beory, Pelor, other Flan gods, fully competing with their Oeridian and Suel neigh-
Telchur (from long-ago Oeridian contact) bors, the Rovers kept to their old ways and rejected
Allies: Sylvan elves of the Fellreev, centaurs of Fell- writing, farming, and town-building. For this reason,
reev and Barrens, Wolf Nomads they were called barbarians.
Enemies: Iuz (including conquered Bandit King- In the central Flanaess, the natives were assimi-
doms), Stonehold lated or pushed aside, while the new immigrants
Overview: The Rovers are a group of Flan barbarians made themselves masters of the rich lands. The tribes
driven nearly to extinction by Iuz and his fiends. of the Barrens were fortunate, in that their land was
unattractive to the new civilized states of the the Rovers' nighttime strike. With most Fists either
Flanaess. There were conflicts, certainly, but the in Tenh or fighting the Suel in eastern Stonehold,
Rovers were left to their own rule through the early Vlekstaad had almost no able soldiers in residence-
centuries of Oeridian conquest. It was not until sev- Such defenses as they had were quickly penetrated,
eral centuries after the Aerdi had built their empire, thanks to the Wardogs' amazing stealth. The stables
about 320 CY, that the Rovers' mastery of the Barrens of Vlekstaad provided a trove of horseflesh, but
was strongly challenged. The Relentless Horde had escaping with them proved more difficult than Tang
arrived. had anticipated. He and his companions were
The Baklunish nomads were a people similar in trapped by a patrol of Fists and forced to battle for
spirit to the Rovers of the Barrens, warriors as "bar- their lives. The expedition might have been lost
baric" as the Wardogs and as indomitable. Their ini- there had not a young Wardog, Nakanwa Daychaser
tial push eastward brought them as far as the Griff (CG male human Rgr8), led his own band of warriors
Mountains, and the Rovers were driven before them. on Tang's trail. Trapped between the two forces of
The Rovers had never encountered so agile a foe, and Rovers, the Fists were slaughtered, but Tang was
their own mounted warriors were not then the equal mortally wounded. Nakanwa quickly assumed con-
of the Baklunish. With time, this changed; the trol of the surviving Rovers, ordering them to seize
Rovers learned much from the warfare of the Horde, everything of value in the town, including its citi-
and added to this knowledge their own warfare and zens. The remains of the town were set ablaze,
hunting techniques. They drove the Baklunish from becoming the funeral pyre of Tang the Horrific.
the Barrens, and pressed them hard on the Dulsi With the return of Nakanwa and the wealth of
plain as well. They continued to battle the Wolf Vlekstaad to the Barrens, new hope rose among the
Nomads here for decades, until the growing might of Rovers. Their warriors now had mounts and the
Iuz separated them for a generation. people had meat. Perhaps as importantly, the tribes
The disappearance of Iuz from his land in 505 CY had new members, for the captive children were
allowed the Rovers to resume their raids against not quickly adopted and the captive women quickly wed.
only the Wolf Nomads, but northern Furyondy as Only time will tell if the razing of Vlekstaad will
well. However, in the absence of Iuz rose the evil result in the rebirth of the Rovers of the Barrens.
Horned Society, whom the Rovers fought at the They still remain an elusive people, not revealing
great Battle of Opicm River (515 CY). The Rovers their new strength, for they are wary of the ven-
were sorely defeated there by the Society and forces geance of the Fists. Yet, for the first time since Iuz
still loyal to Iuz; despite later alliances with elves of brought evil into their land, they have real hope.
the Fellreev, centaurs, and the Wolf Nomads, they Conflicts and Intrigues: A secret alliance with the
began a decline that continued for many decades. Wolf Nomads is being negotiated. Scouts are
They had some success against the Horned Society in searching for survivors from the scattered war
580, taking part of the northern frontier, but the bands, including allied centaurs and elves. Horses
gains did not last. The Greyhawk Wars brought them are supplied to tribes loyal to new war sachem,
to the verge of annihilation; demons of Iuz stalked Nakanwa. All forces of Iuz that hunt Rovers (includ-
the plains, and wicked human mercenaries hunted ing Grossfort) are closely watched, to be either
Rovers for bounty. Though Iuz was soon bereft of his avoided or destroyed.
demonic servants, bandits remained a threat to the
Rovers. However, the Rovers also gained a new ally: Scarlet Brotherhood
Tang the Horrific. Proper Name: Great and Hidden Empire of the Scar-
A former servant of Iuz and now the demigod's let Brotherhood
implacable foe, Tang had escaped with a small band Ruler: His Peerless Serenity, the Father of Obedi-
of cavalry after a daring raid into the Howling Hills ence (true name unknown) (statistics unknown)
with the Wolf Nomads. Crossing the open plain to Government: Tilvanot lands appear to be governed
the Fellreev, Tang and his mercenary band encoun- by feudal plantation lords who in turn are managed by
tered small groups of Rovers, gathering them at the ever-present red-robed monks representing a mysteri-
village of Sable Watch. With their aid, together ous government based in the hidden capital; con-
with Wardogs from the Forlorn Forest and beyond, quered lands are administered by a singular "shep-
he successfully attacked Iuzite forces in the Bar- herd," usually a monk, who enjoys nearly unassailable
rens, eventually capturing the fort of Hornduran. sovereignty but is ultimately subservient to the Father
Most of the Rovers were still without mounts, so of Obedience
Tang made a fateful decision to raid into Stonehold Capital: Hesuel Ilshar (location unknown)
for horses. Major Towns. Ekul (pop. unknown), Hesuel Ilshar
The town of Vlekstaad was chosen as the target of (pop. unknown), Kro Terlep (pop. unknown)
Provinces: Unknown on Tilvanot Peninsula; foreign anchor in the eastern port of Ekul, near squalid ship-
holdings include part of the Sea Princes (Monmurg, yards teeming with activity. At least one ship departs
Port Toli, Jetsom Island, Fairwind Island, Flotsom Ekul for Hepmonaland every day—the purpose of
Island, Sybarate Isle), Onnwal (Scant only), both these voyages can only be speculated upon in the
Olman Islands, and strongholds in the Amedio north, though few believe the activities of the
Jungle and Hepmonaland, the Lordship of the Isles is Brotherhood in Hepmonaland and the Amedio
an allied puppet state Jungle to be charitable.
Resources: Rare woods, fruits, spices, gold, gems (I, The armies of the Brotherhood, or at least those
III, IV) offloaded in occupied ports to the north and west
Coinage: Unknown consist primarily of savage warriors from the south-
Population: Tens of thousands (exact numbers ern jungles, soldiers who give no quarter, and who
unknown)—Human 96% (S), Halfling 2%, Elf 1%, are said to indulge in ritual blood sacrifice. These
Other 1% forces are supplemented by orcs, hobgoblins, and
Languages: Ancient Suloise, Common other creatures. Many in the north speculate that the
Alignments: LE*, NE, CE Brotherhood boasts a standing army within its own
Religions: Pyremius, Syrul, Wee Jas, Bralm, Nerull, borders, but little is known for certain. Many nations
Tharizdun (claimed by Brotherhood agents but not have met the impressive navy of the Brotherhood,
actually worshiped, except by Black Brotherhood) which as often as not is supported by "independent"
Allies: Lordship of the Isles (puppet state), certain ships ostensibly from the Lordship of the Isles.
followers of Suloise gods supporting the Scarlet History: Prior to the last decade, few save the folk
Brotherhood (Syrul, Pyremius, etc.) of Sunndi paid much attention to the inhabitants of
Enemies: Yeomanry, Sterich, Keoland, the Ulek the Tilvanot Peninsula. Humans of pure Suloise
states, Gran March, Furyondy, Veluna, Verbobonc, stock, the southerners appeared to lead simple lives,
Dyvers, Greyhawk, Iuz, Duchy of Urnst, County of taming their land as plantation farmers, trading but
Urnst, the Pale, Nyrond, North Kingdom, Ahlissa, little with the outside world. To the Sunnd, their
Sunndi, Sea Barons, Rel Astra and allied cities, Ice isolation seemed a natural result of the Spine Ridge
Barbarians, rebel forces in the Sea Princes, rebel and Vast Swamp cutting the Tilvanot from the rest
forces in Onnwal, Knights of the Hart, Knights of of the world.
Holy Shielding, Knights of Luna, Knights of the In 573 CY, however, red-robed ambassadors from
Watch. Only Iuz can count more enemies than the the south appeared in the courts of the Iron League
Scarlet Brotherhood. Speaking in whispers, they offered their services to
Overview: The Scarlet Brotherhood was until the merchant lords, announcing themselves as
recently a secret, apparently isolated power in the peaceful envoys of the Scarlet Brotherhood, repre-
Flanaess. It came into its own during the Greyhawk sentatives of the kingdom of Shar, an Ancient
Wars, toppling governments in a campaign of espi- Suloise word meaning "purity." At the time, few
onage, blackmail, and assassination. Prior to reveal- connected the appearance of these sagely, monastic
ing itself, the Brotherhood had planted agents in the advisers to the disappearance of Prince Thrommel
courts of rulers throughout the Flanaess. The revela- of Furyondy, or to any number of political develop-
tion of the order has caused much paranoia and ments throughout the Flanaess. The arrival of the
(often undeserved) exiles and assassinations within Brothers of the Scarlet Sign did trigger curiosity, of
circles of rulership. course, and in short order spies were sent to the
If reports from northern spies (often suffering Tilvanot.
climate-induced fever, insect-borne disease, or Few agents returned to their masters. Those who
worse) can be believed, the Scarlet Brotherhood con- did told of an agrarian society along the coasts that
trols the whole of the vast Tilvanot Peninsula, from farmed far more than it could consume, with huge
the confluence of Vast Swamp and Spine Ridge to shipments of crop sent to the plateau at the center of
the immense tropical island of Lof Bosok, off the the peninsula. The farmers, it was said, were kept in
northeast coast of the mainland. line by orderly monks in red robes, men and women
The nation's capital, said to be a marvelous walled who had on occasion displayed unimaginable acts of
city, has seldom been seen by foreign eyes. It is unarmed martial prowess. These monks kept the
believed to be hidden somewhere on the massive populace in order, making examples of those few
Okalasna Plateau. The formerly closed port city of who would defy their orders.
Kro Terlep now welcomes ships from distant ports, The spies also spoke of bredthralls, bizarre slave
though few sea captains brave waters rife with piracy races created through magic and arcane science, and
and sea monsters to trade with the Brotherhood. Ves- of the powerful wizards of the Scarlet Sign who cre-
sels flying the colors of the Lordship of the Isles ated and controlled them. Last, and perhaps worst of
An object lesson of the Scarlet Brotherhood
all, the agents of the north reported that the Scarlet For a time, it appeared as though the Scarlet Broth-
Brotherhood did not worship proper gods, but erhood would come to control even more of the
instead gave tribute to dread Tharizdun, the Great Flanaess. Unsuccessful wartime overtures in Keoland
Destroyer. betrayed a great ambition, and many feared what
Needless to say, such reports frightened the rulers might come next. Fortunately, the Great and Hidden
of the Flanaess, who turned to their own trusted Empire soon fractured. In late 586 CY, South
advisers and agents in conference to plan strategies Province captured the northern half of Idee, and
to deal with the growing threat. Unfortunately, many would own the whole of the territory by the end of
such advisers were themselves Brotherhood agents, the year. Meanwhile, the peasants of Onnwal threw
and advised caution and patience in the matter. In down the Brotherhood government in all but the cru-
time, they reasoned, the Brotherhood would reveal cial port town of Scant. In 589, the slaves and former
themselves, and could be dealt with as the rabble nobles of the Sea Princes took advantage of
they certainly were. internecine struggles within the provincial leadership
Time, of course, proved something else altogether. to engulf that nation in a continuing civil war.
As the Greyhawk Wars erupted in the north, the Despite these losses, the Brotherhood as a political
agents of the Scarlet Brotherhood sent aid, advisers, entity is now much, much more powerful than at
and weapons to the states of the Iron League, dis- any time during its long history. While it has lost
guised as succor from friendly nations. After but- land, it has gained enormous wealth, destroyed and
tressing Irongate and Sunndi from the attacks of destabilized enemies, and made important gains in
South Province, the Brotherhood struck in the Lord- the southern jungles. The Brotherhood commands
ship of the Isles, replacing the reigning sovereign the southern seaways, with naval blockades in the
with his cousin, the corrupted Frolmar Ingerskatti, shark-infested waters of the Tilva Strait, and in the
who declared for the Brotherhood, ceding the nation so-called "Southern Gates" of the Azure Sea, between
and its powerful navy to the Scarlet Sign. With Dux- the Amedio Jungle and the Tilvanot Peninsula neat
chan ships and charmed monsters, the Brotherhood the Olman Isles. Perhaps most importantly, many
set up a blockade along the Tilva Strait, effectively rulers in the Flanaess believe they have purged their
choking mercantile trade between the east and west. courts of possible Brotherhood agents, giving sover-
Thereafter, agents of the Brotherhood appeared in eigns in courts still populated by inactive agents an
the court of Prince Jeon of Monmurg, bearing a unwise sense of security. Paradoxically, though the
simple message to the nobles of the Sea Princes: Brotherhood has lost much power since the wars, it
"Submit to the Scarlet Brotherhood or be destroyed." is now more feared than ever before, and arguably
The princes, lawless nobles and pirate kings who had remains poised to strike in several key, as-yet-
faced challenges more threatening than a band of revealed locations.
men in robes, laughed at the emissaries. By the next Conflicts and Intrigues: Key Sea Princes and Hep-
morning, twenty-seven of the thirty Sea Princes had monaland holdings are being infiltrated by the so-
been killed. The conquest of Monmurg ensured the called "Black Brotherhood," a sect devoted to
Brotherhood's hold on the southern seaways. In a entropy (Tharizdun). New breeds of monsters cre-
matter of months, Idee and Onnwal had fallen to ated in the Olman Islands are rumored to have taken
invasion and assassination. The Brotherhood made a over part of one island. Brotherhood ambassadors
move for Irongate as well, but crafty Cobb Darg, who dispatched to the northern barbarians report mixed
had known the allegiances of his "advisers" all along, results, with important ground gained with the Frost
survived the sudden onslaught. Barbarians.
After the events of the Greyhawk Wars, the goal of
the brotherhood is now clear. Followers of a philoso- Sea Barons
phy established before the Twin Cataclysms, they Proper Name: Dominion of the Sea Barons
espouse the cause of the Suloise race as rightful Ruler: His Noble Prominence Basmajian Arras, Lord
rulers of the Flanaess. Other races will serve as little High Admiral of Asperdi, Commander of the Sea
more than slaves on whose broken backs will be built Barons (LE male human Ftr13)
an empire to rival that of the ancient Suel. Government: Independent feudal monarchy with
Apparently, the organization of the Brotherhood is hereditary leadership; a different noble family gov-
divided into three tiers, with monks at the pinnacle erns each island, but all owe fealty to Asperdi
of the order, followed in rank by assassins and Capital: Asperdi
thieves. The leader of the thieves is called "Elder Major Towns: Asperdi (pop. 8,100), Oakenheart
Cousin," that of the assassins is known as "Foster (pop. 5,000)
Uncle." Lesser members of each order are, respec- Provinces: Three islands under government control,
tively, cousins and nephews. two islands not controlled
Resources: Seafaring technology and knowledge, Solnor Coast, the Sea Barons are little better than the
shipbuilding supplies pirates and freebooters who they once fended off for
Coinage: [Modified Aerdy] orb (pp), gold baron (gp), the Great Kingdom. Slavery is sanctioned on the
noble (ep), penny (sp), common (cp) isles, and it is said that the Sea Barons would gladly
Population: 154,000—Human 79% (So), Halfling take over the illicit southern trade of the Scarlet
9%, Elf 5%, Dwarf 3%, Gnome 2%, Half-elf 1%, Half- Brotherhood if given the opportunity. Currently,
orc 1% Lord Basmajian of Asperdi leads the Sea Barons, fol-
Languages: Common lowing the untimely death of Admiral Sencho Foy
Alignments: CN*, CE, NE, N during the wars. The greatest threat to the Sea Barons
Religions: Procan, Xerbo, Osprem, Norebo, Syrul, remains the alliance between the Lordship of the
Kurell, Nerull, Ralishaz, Celestian Isles and the Scarlet Brotherhood. The rest of the Sea
Allies: Rel Astra, Ountsy, Roland Barons are now bound in alliance to the Free Cities
Enemies: Scarlet Brotherhood, Lordship of the Isles, of the Solnor Compact, led by Rel Astra and its Lord
Frost/Ice/Snow Barbarians, Lendore Isles (distrusted) Drax. The Sea Barons provide protection to these
Overview: The sovereignty known commonly as the mainland ports by patrolling the waters along the
realm of the Sea Barons is located off the eastern coast in return for the ability to anchor in their har-
coast of the Flanaess in the Solnor Ocean, separated bors and trade goods in their markets.
from the Aerdi coastline by the Bay of Gates. These History: Early in the history of Aerdy, when the
isles were among the last lands to be settled by the Aerdi expanded west from their holdings in the
Aerdi, and were expressly established to provide the Flanmi basin, little attention was paid to naval pur-
Great Kingdom with a naval power. The five major suits in the Solnor. Most of the islands off the eastern
islands here include (from largest to smallest) coast of the Flanaess were either inhabited by Flan
Asperdi Isle, Oakenisle, Fairisle, Leastisle, and unin- natives in the north or Suel colonists in the south,
habited (and possibly cursed) Serpent Isle. Each of and these peoples posed little threat to the expansion
the four main islands is ruled as a minor barony, the of the dominant Aerdi on the continent. It was only
personal fief of an Aerdi lord who no longer pledges centuries later, after the founding of the Great King-
allegiance to the Malachite Throne. Asperdi Isle was dom, that the overkings sought to extend their
once the headquarters of the Aerdi Admiralty during dominion to the seas. The seasonal raids of northern
the height of the Great Kingdom, and it was the Suel barbarians from the Thillonrian Peninsula were
provincial capital of these lands. Today, the barons of becoming more than a simple nuisance to the cities
Oakenisle and Fairisle are not subjects of Asperdi, of the eastern Aerdi coast. In the south, past the
but all three work closely together. Leastisle's baron Aerdi Sea, pirates of Suel extraction began harrying
was overthrown in 584 CY, and the isle is in com- traffic between the Solnor and the Azure Sea with
plete anarchy. impunity. This could no longer be tolerated by the
The four major isles of the Sea Barons are fertile Malachite Throne, so the small Aerdy admiralty
and lush, even idyllic in the case of Fairisle. The cli- based in Rel Astra needed to be expanded.
mate is generally warm and mild most of the year, For centuries, the isles enclosing the Bay of Gates
and while not tropical in nature, it can sometimes get across from the Gull Cliffs and the coastal cities of
very hot during the summer months. These islands Roland and Ountsy were populated by primitive Flan
are home to an abundance of resources, including tribesmen and some small number of Aerdi, notably
fruits such as bananas, galda fruit, and figs, which dissidents from the mainland. However, early in the
fetch high prices on the mainland. Additionally, the first century of the Great Kingdom, Overking Man-
waters surrounding the islands are rich in seafood, shen decided to create baronies from the fertile isles;
and the shellfish collected just off the shore of the Oeridian colonists soon settled them while the court
islands are highly prized delicacies. Oakenisle is in Rauxes struggled with their administration. In 102
home to a unique species of oak that is generally CY, House Garasteth laid claim to the isles, and open
regarded as the best available for shipbuilding. Oak- conflict threatened to break out between House
enheart, the capital of the isle, accordingly sports Garasteth and House Atirr, from North Province.
highly renowned shipyards, where most of the Overking Manshen's wisdom was in full display
matchless vessels of the Sea Barons are constructed when his solution to the problem was to conduct an
and repaired. Most of the activity and trade of these open competition to settle the matter. He appointed
islands revolves around the sea, and much of the pop- four peers from the rival noble houses to the baronies
ulation owes its livelihood to it Temples to the god of the four islands and instructed them to build
Procan are very prominent on these islands, though fleets. The baron who was most successful at the
smaller shrines to Xerbo are not uncommon as well. naval exercises that ensued would be chosen to repre-
In the opinion of many of the rulers along the sent the entire realm as the lord high admiral of the
Great Kingdom. Baron Asperdi of Atirr won the post Conflicts and Intrigues: The Sea Barons do not
handily, and the largest island was named for him desire a permanent alliance with the Cities of the
and his descendants. The headquarters of the Aerdi Solnor Compact, distrusting Drax's motives, but they
Admiralty was thereafter moved to Asperdi Isle, and feign friendship. The Sea Barons fear assassination or
the islands came to be known as the Dominion of the worse by the Scarlet Brotherhood, and treat with
Sea Barons. strangers in their lands harshly. Expeditions launched
With the naval power of the Sea Barons at the to the mysterious south in the last few years have
fore, the Aerdi captured the Lordship of the Isles in returned with tales of fantastic wonders and riches,
168 CY by defeating the Suel of Duxchan. However,
victories and glories fur the Sea Barons over the Sea Princes
next few centuries were few. Their typical lot was to Proper Name: Hold of the Sea Princes
battle the Suel barbarians on seasonal raids from the Ruler: Contested: (eastern isles and cities) Elder
north. At the same time, their Duxchan rivals Brother Hammandaturian, Shepherd of the Sea
gained authority from the overking over the south- Princes (LE male human Mnk12); various local war-
ern seas and the rich trade proceeding from Hep- lords, tribal clerics, and foreign armies hold the
monaland. However, as the purveyors of trade from remainder of the region
distant parts of the kingdom to the large markets, Government: see "Ruler"; region in civil chaos
primarily in Rel Astra and Pontylver, the Sea Barons Capital: Monmurg
still profited greatly. Major Towns: Hokar (pop. 21,000; controlled by
In 448 CY, the Sea Barons suddenly gained sole local folk), Monmurg (pop. 15,000; Scarlet Brother-
authority over naval pursuits in the eastern Great hood controlled), Port Toli (pop. 11,000; Scarlet
Kingdom, following the affiliation of the Lordship of Brotherhood controlled), Westkeep (pop, 9,500;
the Isles with the Iron League. Overnight, the prince Keoland controlled)
of Sulward and the baron of Asperdi became nemeses Provinces: (preconquest) 30 separate noble domains;
instead of rivals, with the Aerdi Sea as their field of (post-conquest) unknown number of warring mili-
battle. More than a century and a half of conflict has tary/religious domains
ensued between the two powers, and while the Resources: (preconquest) Foodstuffs, slaves; (post-
names and faces have often changed, the contests are conquest) the same, though no exports of note
still hotly fought. The Sea Barons won the most Coinage: Old coinage used but greatly devalued:
recent encounter, the massive Battle of Medegia, highlord (pp), gold admiral (gp), bright ship (ep),
fought in the Aerdi Sea in 572 CY. Now, the Dux- silver (sp), common (cp)
chaners, with the resources of the Scarlet Brother- Population: 420,000—Human 79% (Sofz), Halfling
hood at their backs, have made a comeback. Two cap- 8%, Elf 4%, Dwarf 3%, Gnome 2%, Half-elf 1%, Half-
tains loyal to the Sea Barons were killed and replaced orc 1%, Other 2%
by agents of the Brotherhood in 587 CY. The spies Languages: Common, Olman, Amedi, Keolandish,
were uncovered, but the Sea Barons are extremely Halfling
concerned that they will be targeted by the Scarlet Alignments: CN*, CE, N, NE, LE
Ones to suffer the same fate. For that reason, they Religions: Osprem, Xerbo, Procan, Norebo, Kelanen
have allied with Lord Drax and the Free Cities of the (native Holders); Syrul, Bralm, Tharizdun? (SB);
Solnor Compact, keeping a close watch over the Olman pantheon, esp. Chitza-Atlan (Olman)
activities of their captains. Allies: None
Lord Basmajian has worked hard since his acces- Enemies: Native peoples of the Amedio Jungle,
sion during the wars to ensure that the fate that Keoland, Yeomanry (minor)
befell so many other nations is not shared by his Overview: The Hold of the Sea Princes is a land bor-
own. He kept his fleets out of the Greyhawk Wars, dered on all sides by the protection of natural terrain.
but the Sea Barons were not prepared for the sacking To the north, its reaches extend to the Hool River at
and capture of the smallest of their realms, Leastisle, the heart of the marshland of the same name. To the
by marauders in 584 CY. These usurpers pale in com- west and south, the lands of the Sea Princes are
parison to the external threats that the remaining walled in by the Hellfurnaces. The Hold's eastern
three barons face, and they are confident they will border, along the Jeklea Bay, accounts for the nation's
win back the small barony. However, they cannot former prosperity.
afford the effort so long as the Scarlet Brotherhood's That prosperity, however, is now gone, perhaps for-
threat in Duxchan exists, and so long as they lack a ever. Now, the Hold is wracked by violent political
treaty with the barbarians of the north. For the time upheavals, invasion, and bitter ethnic conflict—a
being, Vernport on Leastisle remains a free city, if a beautiful, tropical land marred by the sins of the past
dangerous and anarchistic one. and the conflicts of the present.
Despite the political climate, the Hold is renowned the fort city, the Sea Princes forces had been well pre-
for its beautiful weather and pleasant beaches. Before pared. Those Keolandish soldiers who did not
the Greyhawk Wars, nobles from as far as Nyrond mutiny were cut down by an unrelenting barrage of
flocked to Monmurg every winter, hoping to escape arrow fire and magic. The Siege of Westkeep, as it
the dreary north for a few months of relative paradise. would soon be known, lasted a pathetic 70 minutes.
The land here is fertile and suitable for farming all Tavish himself was slain in battle, and the forces of
manner of crop. Fruit production is perhaps the the Sea Princes celebrated that night under the stan-
Hold's most famous industry, though a traffic in slav- dard of the crowned caravel.
ery brought it the most prewar enemies (and whole The Battle of Jetsom Island, in 464 CY, saw the
ships filled with coin, thanks to the greedy lords of Keoish navy sink the Sea Prince, with all hands lost.
Ahlissa and elsewhere). In fact, the slave trade of the Though not a decisive military victory for Keoland,
Sea Princes was so lucrative that captains called their the action marked a turning point for the holders.
captured Amedio slaves "two-legged admirals," refer- Thereafter, many of the old captains retired from
ring to the platinum coinage of the realm. piracy, settling the mainland and forming a more sta-
The Sea Princes once commanded the grandest bilized government. The younger captains turned
navy in all the Flanaess. Now, most of these ships are from piracy to relatively legitimate pursuits, includ-
sunk or used by the Scarlet Brotherhood. Regardless, ing exploration of the Amedio coast and, eventually,
few still dock along the coast. The Hold's small but the sale of slaves captured within the fecund south-
effective army fell early to the armies of Amedio and ern jungles. Thus a chaotic nation of pirates and
Hepmonaland savages, imported by the Brotherhood scalawags turned their attention to mercantilism, and
during the Greyhawk Wars. the coffers of the Sea Princes swelled to bursting.
History: In the mid-fourth century CY, as Keoland With this newfound industrial power, the Sea
made war in the north, the buccaneers of the Azure Princes expanded their borders to the Hellfurnaces.
Sea and Jeklea Bay grew courageous, correctly assum- Vast plantations, worked by imported Amedio slaves,
ing that the king's wartime ambition would leave provided shiploads of tropical fruits and sugar, goods
much of his southern holdings for the taking. Oper- that could be exported to foreign ports for unheard-
ating from hidden island and mainland bases, these of low prices. Though the sale of human beings drew
pirates harried the coastline as far as the Sea of Gear- the ire of upstart radical nations such as the Yeo-
nat, from Monmurg to Gradsul, from Blue to Scant. manry, the Sea Princes' slave trade was seen by most
By 444 CY, the pirates had formed a loose confedera- of the Flanaess as a necessary evil on the road to fan-
tion, naming themselves for the Sea Prince, the ship tastic wealth.
of a successful pirate captain of noble Keoish blood. As the years progressed, however, the practice of
The Sea Princes raided the mainland coast, con- slavery was less supported by the gentry of client
quering even Port Toli and finally Monmurg in 446, nations. When the moderate Prince Jeon II of Mon-
breaking Keoish control of the southlands in a flurry murg assumed the throne in 573 CY, most expected
of naval actions. As Tavish III's northern holdings the issue to come to a head. In 577, Jeon assembled a
crumbled, however, he ordered the eradication of the grand council of his peers and demanded an end to
Sea Princes, charging his military commanders to slave-taking. The prince of Toli, the plar of Hool, the
regain all of the land lost to the seafaring oppor- grandee of Westkeep, and the commodores of the
tunists. The Sea Princes' operations had expanded Isles shouted down his plan. Only the ineffectual
even to the mainland, a fact that infuriated the king. governor of Sybarate Isle and the duke of Berghof
The pirates openly scoffed at his decrees and chal- supported him. In disgust, he withdrew his proposal.
lenged the monarch to a battle by sea. Tavish III He need not have bothered in the first place.
would not oblige. Within the next few years, the Hold of the Sea
Instead, in the spring chill of 453 CY, the king Princes became a nation of slaves. Like many nations
himself led a large army of men through the tangles during the Greyhawk Wars, the Sea Princes fell
of the Hool Marsh, intending to lay siege to the fort victim to the Scarlet Brotherhood. Within a single
city of Westkeep. The trek through the swamp night in 584 CY, twenty-seven of the thirty nobles
proved disastrous, however, and many of the soldiers making up the nation's nobility and government
were forced to cast away their armor in the quagmire. were assassinated by killers loyal to the Scarlet Sign.
The army's wagon train suffered tremendous diffi- The remaining three nobles signed a notice of sur-
culty, and many soldiers took sick within the first render, ceding all land to the Brotherhood. There-
two days of the march. Tavish seemed indignant. after, ships, bearing red sails unloaded armies of
Westkeep would fall, and he himself would hoist the Amedio and Hepmonaland natives in Monmurg and
Lion Rampant upon its highest tower. Port Toli.
When finally the army arrived at the outskirts of The lands of the Sea Princes were forever changed.
Many non-Suel slave owners were imprisoned in regime are currently united in the Fraternity of the!
chains by the brotherhood, often in the same pens as Brazen Blade, ostensibly a religious order dedicated
their former thralls, a situation that usually ended in to Kelanen but in fact a vicious revenge society. Dis-
bloodshed. Among the most sadistic members of the ease is rampant throughout the northwestern lands,
brotherhood "Herdsmen," creating power struggles Violent, organized attacks on Brotherhood shipping
between slaves and their former owners became by merfolk and tritons are increasing across the
something of a contest, with the creator of the most Azure Sea.
violent clashes winning accolades among the
invaders. Such games fermented dissent, however. Shield Lands
Slave revolts became common occurrences. Unless Proper Name: Restored Holy Realm of the Faithful
one wore robes of scarlet, the Hold became danger- of the Shield Lands
ous ground to tread. Ruler Her Most Honorable Ladyship, Countess Kata-
The intense heat of summer, 589 CY, instilled a rina of Walworth, Knight Commander of the Shield
great fervor in the land among the slaves, the few Lands (LG female human Pal15 of Heironeous)
remaining nobles, and even the ranks of the Herds- Government: Commonwealth of local lords ruled
men. Details remain clouded, but in that year, a great by highest ranking noble of Walworth Isle, who is
and ancient temple was discovered in the Hellfur- also Knight Commander of local religious army
naces, near the Sea of Dust. For reasons known only Capital: Critwall
among the principals, and surely the Brotherhood's Major Towns: Admundfort (pop. 5,000? [occupied
leadership on the Tilvanot Peninsula, this discovery by Iuz]), Bright Sentry (pop. 2,700; Scraghohme
triggered a bitter schism between the western Herds- Island), Critwall (pop. 14,300); all other towns
men and their kin in Monmurg, which in turn trig- destroyed
gered a brief war of assassination among the nation's Provinces: (Formerly) twenty-three petty noble
Brotherhood leaders. domains on the mainland, ruled from Admundfort
Several junior members, allied with the western- (the island was its own separate domain); (now) two
ers, revealed themselves as the so-called Black Broth- free domains (mainland area controlled from Crit-
erhood. In the name of entropy, they triggered an wall, and Scragholme Island), with the remainder of
armed revolt in the capital, leading brutish Hepmon- the land overrun but badly controlled by Iuz's forces
aland soldiers through the streets of Monmurg. The Resources: Livestock and foodstuffs in northern
action was crushed within a single day, but telling occupied lands, not exported; few resources in free
damage was done to the hierarchy of the Scarlet lands
Brotherhood Herdsmen. The cry of revolution Coinage: Currently none, but a mint is being pre-
spread throughout the nation, and all descended into pared; old coinage is used when found: knight (gp),
total chaos. axeman (ep), shield (sp), sheaf (cp)
In early 590 CY, King Skotti himself led the Keoish Population: 27,000—Human 79% (Osf), Halfling
army to Westkeep, taking advantage of the chaos. It 9%, Elf 5%, Dwarf 3%, Gnome 2%, Half-elf 1%, Half-
was a move many criticized, hearkening back to the orc 1%
sad fate of Tavish III. As if to fulfill this historical Languages: Common, Halfling, Elven
prophesy, Westkeep is a squalid, ill-supplied locale. Alignments: LG* LN, CG
Disease runs rampant, morale is low, and agents of Religions: Heironeous*, St. Cuthbert, Mayaheine,
the Brotherhood are thought to be everywhere. Pholtus, Trithereon
The Brotherhood still controls key settlements in Allies: Furyondy, Veluna, Verbobonc, Dyvers, Grey-
Monmurg, as well as Jetsom, Flotsom and Fairwind hawk, Duchy of Urnst, County of Urnst, Highfolk,
Isles. Olman ex-slaves control the western half of the church of Heironeous
hold. Among these folk, newly appeared Olman cler- Enemies: Iuz, all remaining forces of the Hierarchs
ics stir up long-lost tales of ancient gods of the jungle, of the Horned Society, all remaining forces of the
allegedly inciting their converts to acts of grim Bandit Kingdoms; disliked greatly by Knights of the
butchery and human sacrifice. The city of Hokar is Hart
the center of a new government formed by an Overview: The Shield Lands consisted of two dozen
alliance of commoners, middle-class folk, and eman- provinces of various size, stretching from the Ritensa
cipated slaves. This alliance is governed (badly) by a River in the south to the Vigilant Highway, from
coalition of minor nobles who, through their Plague Fields to Alhaster (which joined the Bandit
intrigues and assassinations, seem set to complete the Kingdoms in 577 CY as part of Redhand). The
job of complete civil destruction started by the nation's northern border has shifted throughout the
Brotherhood some seven years ago. centuries, but it was generally defined by the south-
Conflicts and Intrigues: Minor nobles of the old ern margins of the Rift Barrens.
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 cur-
rent 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.
The rest of the Shield Lands are under the admin-
istration of Iuz, through his agents in Admundfort,
proclaimed a regional capital in 587 CY. The effec-
tiveness of the rulership in Admundfort is question-
able, as the island is currently besieged by the
Furyondian navy and occasionally invaded by fanati-
cal adventuring groups. The isle is thought to be
defended entirely by orcs, who may have killed
everyone else present. The current ruler is a Lesser
Boneheart mage, Vayne (CE male human Wiz17),
about whom little has been heard since the Great
Northern Crusade. Tens of thousands of humans
live in the occupied lands, eking out a horrible exis-
tence of slavery and degradation. Towns such as Axe-
port and Stahzer were completely leveled and
depopulated.
Prior to the wars, the Shield Lands had established
perhaps the most modern and well-cared-for system
of roadways in the Flanaess. When armies overran
the nation from the north and east, these roads
helped to speed the land's downfall. Most roads
remain in good condition, and are used by the forces
of Iuz to ship goods to northern lands.
The local climate is temperate, and less harsh that
the Bandit Kingdoms to the north. Though far from
tropical, the southern coast of the Shield Lands pro-
vide the most hospitable beaches in all the Nyr Dyv
coastline.
Iuz controls a chaotic array of nonhumans here,
numbering in the tens of thousands. The Shield
Lands forces, stationed in Critwall, consist of some
5,000 infantry and cavalry. Though most of these
men and women are elite, battle-hardened veterans,
they are war-weary and know that the sheer numbers
of nonhumans in their homeland makes a direct
assault suicidal.
The people of the New Shield Lands have changed
considerably in the last two decades. What once was
overweening pride has changed to determination to
regain lost lands. These are good, dedicated (if occa-
sionally overzealous) folk who see their mission
clearly. They are willing to sacrifice their lives to
regain what once was theirs.
History: When Ferrond broke from the Great
Kingdom in 254 CY, the nobles of the Nyr Dyv's
north shore refused to acknowledge the new king In the ruins of the Shield Lands
in Dyvers. Loyal to the ideal of ancient Aerdy but Though many Knights of the Shield remained in
wholly opposed to the decadent regime in Rauxes, Critwall, hundreds more spread to the good coun-
these nobles failed to declare complete independ- tries of the Flanaess, pleading with their leaders to
ence, instead existing somewhere in-between send armies and aid to their fallen land. The gruff
autonomy and their former status as vassals to the arrogance of the Shield Lands nobles had caused
viceroy. deeper rifts than anyone had imagined, however, and
When similar circumstances resulted, ultimately, despite faint agreements that something must be
in the formation of the lawless Combination of Free done, little came of the recruiting effort.
Lords to the north, the southern nobles banded In the early months of 583 CY, however, the occu-
together, forming the "Shield Lands" as a bulwark piers began fleeing the country, leaving only hand-
against the depredations and chaos of the north. fuls of easily defeated bands behind. Though few
Since the earl of Walworth commanded Admund- understood at the time, reports that Iuz's armies were
fort, at the time the only notable city in the region, on the march frightened even the cold-blooded Hier-
he was chosen as the knight commander of the com- archs, who ordered all armies back to the heartlands
bined forces of the nobles. Within a handful of years, to prepare for a defense. By Coldeven, when the
the new capital saw the formation of the Knights of Hierarchs were nearly all slain and the Horned
Holy Shielding, a Heironean order that both formed Lands quietly fell to Iuz, the battered Shield Lands
the core of the new national army and served as an had been reconquered in the name of Earl Holmer,
example of good, clean living through dedication to Knight Commander of the realm.
strict, militaristic goals. Furyondy, which had great experience dealing
The first true challenge to the authority of the with Iuz and his armies, dispatched emissaries to
shield came during 420-445 CY, when a local war- Admundfort, offering military and financial support
lord gained the Hand and Eye of Vecna, two surpass- for the grand invasion that surely was to come. Fear-
ingly evil artifacts. The lord, Halmadar the Cruel, ing annexation so soon after reclaiming his damaged
conquered the region near Delcomben and laid siege homelands, Holmer curtly refused these offers and
to Critwall before being drugged by his subjects and expelled Belvor's agents from his realm. Within
interred alive in the Kron Hills. After the Halmadar months, Iuz's armies, which had savaged the western
affair, the earl of Walworth increased the size of the Bandit Kingdoms, stood on his eastern border.
Knights of Holy Shielding, stationing his holy war- Outflanked and unable to support resistance on
riors as advisers throughout the land. two fronts, the Shield Lands crumpled swiftly. Over
When the Horned Society appeared after the dis- 11,000 Shield Landers fell in the invasion, with as
appearance of Iuz, affairs in the Shield Lands reached many dying in the subsequent occupation. While life
a desperate crescendo. Here were enemies dedicated under the bandits and Hierarchs had been difficult,
to vile darkness and evil sacrifice, who had sworn at least the rulers had been (in most cases) human.
upon the ashen altars of Molag's Hall of Dread that Now, under Iuz, farmers were forced to work for
they would march to Admundfort and line the walls orcs, necromancers, and demons. These creatures
with the earl's intestines. Though years passed with- knew nothing of mercy, and life in the Shield Lands
out significant military activity, the period between became that of fearful persistence, of not knowing if
550-570 saw heavy skirmishing along the western the next day would bring death or disfigurement,
banks of the Ritensa River. Great forts such as Tor- knowing that it would not bring hope.
keep were raised, but such defenses soon proved Except for lone fortified keeps and minor pockets
inadequate. of rural resistance, the whole of the Shield Lands fell
In 579 CY, the Horned Society banded together to Iuz. A daring defense of Admundfort allowed
with the lords of the bandit realms Warfields and much of the capital's population to flee via ship to
Wormhall. With hobgoblin and mercenary armies Willip, but the evacuation was not completed. Earl
supported by daemons and demodands, the vast host Holmer, ever the noble knight, remained with his
swarmed the western territories, bypassing strong- homeland, only to be carried off to the dungeons of
holds and laying waste to villages and farmsteads. Dorakaa. (A daring group of Furyondian heroes res-
Thousands of Shield Landers gathered at Axeport to cued him in 585 CY, but he was a broken shell of a
halt the invasion, but their line was broken and their man by then and died, insane, late that year.)
bodies thrown as fodder to inhuman beasts. By 581, Occupied Admundfort was taken by Iuz as the new
all but Critwall had fallen to the invaders, who had regional capital, to be administered by a Lesser Bone-
been joined by other Bandit Kingdoms' troops. The heart mage, Vayne, and assorted demons. The rest of
victors carved up the Shield Lands, dividing it into the country fell to lesser leaders, including several
chaotic holdings ruled by bandits, goblinoids, and fiends. The fertile lands of the Shield Lands became
agents of the Horned Society. the breadbasket for Iuz's entire army, much of the
physical labor carried out by zombies or humans Major Towns: Soull (pop, 5,600), Knudje (pop- 4,500)
under the constant threat of murder and subsequent Provinces: Eleven noble fiefs controlled by clan
revivification. jarls, with numerous minor noble fiefs below each
When King Belvor IV called the Great Northern Resources: Copper, gems (I-II)
Crusade in Planting 586, the ranks of Furyondy Coinage: Kronar (gp), haf-kronar (ep), linnwurm
swelled with Shield Lands exiles. Belvor appointed (sp), thrall (cp)
Lady Katarina, Earl Holmer's young cousin, as Lady Population: 209,000—Human 79% (S), Dwarf 8%
Marshall of an entire army of Shield Landers, (mountain 60%, hill 40%), Halfling 6%, Elf 3%,
Knights of Holy Shielding, Furyondians, and foreign Gnome 2%, Half-elf 1%, Half-orc 1%
mercenaries. This force distinguished itself in early Languages: Cold Tongue, Common, Dwarven,
victories and was instrumental in the recapture of Halfling
Grabford. Alignments: CN*, N, CE, CG
Thereafter, Lady Katarina turned her attentions to Religions: Kord, Llerg, Norebo, Xerbo, Vatun
her homeland, smashing into Critwall with zealous Allies: Frost/Ice Barbarians (sometimes), Ratik
military precision. By 588 CY, with Critwall cleared (sometimes)
of enemy forces, the government of the Shield Lands Enemies: Iuz, nonhumans and giants in the Corusk
was reestablished, albeit over a very small area. Kata- Mountains, North Kingdom, Sea Barons, Bone
rina was named Knight Commander of the region. March, Stonehold, Frost/Ice Barbarians (sometimes),
Lady Katarina and her knights now look east, plan- Ratik (sometimes)
ning surgical strikes against the enemy, confident Overview: The Schnai, as the Snow Barbarians are
that they will reclaim their lost land. ("Perhaps not named in their native tongue, are the most numerous
this year or the next," they say.) Heironeous has of the Suel in the north. They are also considered the
shown them the path of righteousness, and it is long best example of the unmixed Suloise race, many
and lined with great sacrifice and furious battle. being as pale as their namesake northern snows.
Those shackled by the Lord of Pain will be released, They still assert their supremacy over the Ice and
they cry. Those who fear the break of dawn will be Frost Barbarians, but such claims are now ignored by
taught the art of war and the strength of courage. The their neighbors. Trade continues between the three
lost lands will be reclaimed, they promise. The Shield barbarian states as it always has, and they freely
will rise again! mingle together on raiding expeditions to the south-
Soldiers outside the knighthood, however, view ern lands. Shipwrights of the Snow Barbarians are
the prospects of liberating the rest of the Shield still considered to be the most skilled in Rhizia, and
Lands as bleak, at least through the rest of the decade Schnai captains are felt to be the luckiest.
and probably longer. The forces arrayed against them The warriors of the Schnai are typical of the Suel
are overwhelming in numbers, arms, and fortifica- barbarians. They usually ply axe or sword in battle,
tions. It will be a long and bitter fight. and wear sturdy chainmail coats. All use round
Conflicts and Intrigues: Some "liberated" humans shields, including the berserkers, who otherwise go
are suspected of being agents of Iuz, but they are now unarmored except for skins. Those berserkers dedi-
ensconced in important positions in Critwall. A pro- cated to Vatun wield shortspears or battleaxes, while
posed alliance with the bandit refugees in the Tan- the followers of Kord favor the broadsword. The king
gles caused a bitter schism between Countess Kata- himself favors Kord and has a company of berserkers
rina, who does not tolerate lawlessness, and her among his household. They are usually kept at
closest advisors, who are far more practical ("The Knudje, rather than at the king's court in Soull,
enemy of our enemy is our friend"). though the king sometimes sends them to guest at
the halls of particularly troublesome jarls. The king's
Snow Barbarians other troops are of a more standard variety, including
Proper Name: Kingdom of (the) Schnai companies of good archers. He has a few horsemen
Ruler: His Bellicose Majesty, King Ingemar as well, masters of the long, scything axe.
Hartensen of the Schnai (CN male human Bbn16) The king of Schnai rules the land between the east-
Government: Independent feudal monarchy with ern Corusk Mountains and the wide Grendep Bay.
hereditary rulership, loosely governing powerful The Spikey Forest separates the territories of the
jarls; jarls meet yearly at the Assembly of Knudje Snow and Frost Barbarians, though the lands on both
(without king present), then send representatives to sides are very similar. The climate of both kingdoms
Soull to negotiate with king or have him resolve judi- is nearly identical as well, with a relatively temperate
cial disputes; king and jarls each have a retinue of southern zone. The landscape of the kingdom of
advisers (clerics and skalds) Schnai is more rugged than the Fruztii region, how-
Capital: Soull ever, though not so rough as that of the Cruskii. The
same could be said of the people, who are more fac- regained Ustula, and the Fruztii had nearly regained
tious than the Fruztii, but more united than the their independence. They, with the Schnai, wen
Cruskii. drawn in by the false Vatun that briefly deceived
History: The Schnai have not always been the most them all. When it was revealed that this was a decep-
powerful of the Suel barbarians, but they have never tion of Iuz the Old, the Suel barbarians withdrew
come under the rule of either of their cousin states. from the alliance created between their nations and
Perhaps this is due to the superior seamanship of the Stonehold.
these barbarians, for they have never been attacked by A major raid into Stonehold was mounted several
land. They have always participated in the summer years ago by a combined force of Schnai and Cruski,
raids southward and are as successful as either of their though they were ultimately driven back. Since then,
neighbors. Yet, they have also journeyed farther on the young king of the Frost Barbarians has finally
the sea than perhaps any in the Flanaess, despite the declared his nation's independence from the Schnai,
claims of the Sea Barons. Their greatest kings and jarls Old King Orvung might have gone to war over such
have all been seafarers, beginning with Schoffmund an action, but the current king is more circumspect
the Strong, who defeated the Kraken of Grendep Bay. History, he realizes, often repeats itself. The ambi-
Since his day, all dead Schnai kings are interred in tions of the young king of Fruztii may soon prove too
ships, which are ignited and set adrift on the sea. great for his jarls, and Ingemar will be ready to sup-
While the Fruztii were historically the most per- port their disaffection.
sistent in their raids upon the Aerdy, the Schnai Conflicts and Intrigues: An intermittent war smol-
explored the seas and the northern isles. Their dis- ders with Stonehold. King Ingemar generously feasts
covery of Fireland during the early years of Fruztii and rewards his chaotic jarls to insure their loyalty.
raids southward was a great distraction. Rather than Frost Barbarian jarls also being feted to gain their
seek conquest in the Flanaess, they chose to explore friendship and influence; this is viewed as blatant
the Lesser and Greater Isles of Fire, while they built bribery, but it works. The king receives Scarlet Broth-
settlements on the more habitable islands of Sfirta erhood agents at court, but privately says he does not
and Berhodt. They would inevitably return home trust them.
with tales of monsters and giants, and of treasures South Province (see Ahlissa)
almost obtained. Real treasures, in the form of gold Spindrift Isles (see Lendore Isles)
and jewels, were meanwhile being won by the Frost
Barbarians in northern Aerdy. The attention of the Sterich
Schnai soon returned to their southern neighbors, as Proper Name: March of Sterich
they joined the Ice and Frost Barbarians in sea-raids Ruler: Her Magnitude, Resbin Dren Emondav, Mar-
on the Great Kingdom. chioness of Sterich, Stewardess of the Great Western
When the Aerdi finally defeated the Frost Barbar- Gate (LN female human Sor13)
ians, the Schnai chose to take control of the beaten Government: Feudal monarchy owing fealty to
Fruztii. With their much larger number of ships and Keoland; ruling family has been weakened, and
warriors, they easily dominated their battered noble families are suffering from infighting and con-
cousins to the west. The barbarians raided farther fusion over post-war claims of nobility, precedence,
south, all the way to Medegia, and fought many and land ownership
battles with the Sea Barons as they passed through Capital: Istivin
their waters. They also drove the Fruztii to make Major Towns: Istivin (pop. 12,100)
raids on Ratik, rather than use their own warriors. Provinces: Seven counties, each with three to fifteen
This was a mistake in the long run, as the Frost Bar- low baronies (conflicting baronial claims make final
barians developed an affiliation with the Ratikers number per county uncertain in many areas)
that they later used to pry themselves from the grip Resources: Silver, electrum, gold, gems (II-III)
of the Schnai. Coinage: [Keoland standard) griffon (pp), lion (gp),
The Schnai also made war on the Ice Barbarians, eagle (ep), hawk (sp), sparrow (cp)
wresting the Ustula region from them and holding it Population: 144.000—Human 79% (OFS), Dwarf 8%
for several decades. They never conquered the Ice (mountain), Halfling 6%, Gnome 3%, Elf 2%, Half-elf
Barbarians as they did the Frost Barbarians, however, 1%, Half-orc 1%
for the Cruski are nearly as able seafarers as the Languages: Common, Flan, Dwarven, Keolandish,
Schnai. The Ice Barbarian warriors were also Halfling
extremely fierce, particularly the berserkers of Llerg, Alignments: LG, NG, LN*
who know no fear—nor much of anything else, Religions: Heironeous, Pelor, Ehlonna, Berei, Fhar-
being little more than human beasts. langhn, Ulaa, Fortubo, Zilchus, Allitur, Beory, Maya-
By the time of the Greyhawk Wars, the Cruski had heine, dwarf pantheon
Allies: Keoland, Gran March, Ulek states, Bissel, with titled aristocrats as common as pigs, such that
Yeomanry an ordinary serf gains political clout because his labor
Enemies: Nonhumans and giants of the Crys- is in high demand." True, serfs endured as miserable
talmists, Iuz, Pomarj a life in Sterich as in anywhere in the Flanaess, but
Overview: Sterich is a land rescued from nonhuman the general tone and the underlying truth of the
occupation only to find itself embroiled in struggles matter dictated Sterich's reputation for generations.
between returning nobles. The boundaries of the In recent years, Sterich had grown distant from
reclaimed territory generally extend from the west- the Keoish crown, and had been allowed, in most
ern banks of the Javan River to the east, through the cases, to care for its own affairs. King Skotti had for
lowlands of the Stark Mounds, down to the Davish years treated the earl of Sterich, the proud Quer-
River and around, in the south, to the Jotens (where chard, more as a favored relative than a vassal. The
fighting continues). The mountain lake, the source two often spent holidays in each others' capitals,
of the Javan River, remains a hive of evil activity, and visits celebrated with much more vigor in Istivin
the villages and mines nearby are completely aban- than in Niole Dra,
doned. Perhaps because king and earl shared such strong
The distant western Crystalmists were once the bonds of friendship, it came as a surprise to most
home of several competing clans of mountain Sterish folk in 584 when, with ranger reports of
dwarves. When the nonhumans invaded in 584 CY, looming nonhuman activity in the western moun-
many clans withdrew into their strongholds, while tains, King Skotti failed to send any troops to
others fled the hills to warn their human allies. Since Sterich's defense. In truth, the king had long
the nation has been reclaimed, five different clan despaired over Sterich's virtual independence (a
holds have failed to send representatives to the court relic from the reigns of his predecessors), and
in Istivin. Most Sterish fear the worst, though hardy implored his friend to swear fealty to Keoland, con-
exiled dwarven lords (often at odds with each other) ceding much of the mine take to Niole Dra. Quer-
are organizing several bands of adventurers for recla- chard refused.
mation missions. The earldom paid in blood. Within a score of
Sterich claims no notable woodlands within its weeks, uncounted legions of nonhumans, seemingly
borders, and has had to conduct considerable trade led by powerful giants, surged from mountain
with Keoland and Gran March for lumber to rebuild strongholds, quickly overwhelming Sterich's petty
fallen towns and villages. The most heavily baronies. Istivin was abandoned within days of the
defended portions of the reclaimed lands are per- first attacks. Most other towns were put to the torch;
haps the passes of the Stark Mounds, which offer a stragglers were butchered and cooked on flames
relatively safe route of passage for logging missions fueled by whole villages and towns.
to the Oytwood. Many Sterish followed their earl to Keoland.
The military of Sterich, though blooded badly in Others, angered by the lack of Keoish action (but
the reclamation campaigns, has emerged as a well oblivious to Skotti's opportunistic offer) fled to the
trained force with a handful of canny generals experi- Duchy of Ulek or Gran March. In the latter, many
enced in battling (and beating) nonhumans. A strong joined the nascent Knights of Dispatch and planned
contingent of 1,500 halberdiers forms the heart of the recapture of their lands. Regardless of where the
this force, which is supplemented by light infantry Sterish fled, most believed the occupation to be but a
and renowned light cavalry. Unfortunately, the mili- brief era in the history of their great nation.
tary's division of power declares that most units are In early 585 CY, King Skotti (perhaps realizing the
under the control of a lord. Since the lords are now terrible cost of his opportunism) promoted the
squabbling among themselves for regained land, sol- exiled Querchard to the rank of marquis. Reasoning
diers once united against a common enemy have that a semi-independent subject state added more
turned upon each other. coin to the treasury than a wasteland controlled by
History: Settled in as a client state of Keoland by rel- ogres and gnolls, the king of Keoland promised rich
atives of the Grand Duke of Geoff, Sterich was rewards for each recaptured barony, and mustered
founded as an earldom with the primary purpose of troops in the city of Flen, intent to recapture lost
creating a stable political power with easy access to lands. These soldiers were joined by mercenaries
the mines of the surrounding hills and mountains. and knights, all of whom hungered for a decisive vic-
For centuries, the nation's nobles grew rich from tory in a decade that had provided so many grim
trade that in turn attracted more nobles (often with defeats.
paid-for, meaningless titles). The adventurer Fen- The first gains came in late 585 CY, when the
wick Astakane of Skipperton noted, in his Travels Keoish force freed the town of Fitela from a fierce
(375 CY), that Sterich was "a hive of low nobility, enclave of orcs and their kin. Much to the surprise
of those who had fought inconclusive battles in con artists hoping to carve land and a rich reward
Geoff, the armies discovered few giants in Sterich. from the misfortunes of a largely deceased aristoc-
Interrogations revealed, however, that the occupy- racy. In some cases, evil men have harbored designs
ing forces were loosely aligned under the banner of upon still-living nobles; assassination is now rela-
one King Galmoor, reputedly a powerful giant in res- tively common throughout the countryside. While
idence in Istivin. As the armies marched west to the for a brief period in 588 CY it looked as though
capital, past depressing smudges of ash and ruin that Sterich had rebounded from invasion, the country
had once been villages, all prepared themselves for remains threatened by its internal disorder.
the worst. Conflicts and Intrigues: Five desiccated bodies of
When finally the army gained Istivin, in Readying ebon-skinned elves were discovered in the heart of
586 CY, no trace remained of King Galmoor, or Istivin. The bodies were mutilated and wore the
indeed of any destruction after the initial raids of robes of certain city officials, who were later found
584. In striking contrast to all other liberated towns, to be missing. A powerful being calling himself the
which had been destroyed, most buildings in Istivin Azure Prince has appeared in the south, uniting sev-
remained in perfect repair. eral clans of goblinoids near the headwaters of the
Patchwall 587 CY, saw the liberation of all the Davish River. A noted drunkard tells of being
cities of the heartlands, providing the army with a imprisoned in Krelont Keep, where he saw a lunatic
stable base from which to mount village-by-village held in a cell furnished with the trappings of nobil-
attacks upon the nonhuman holdings to the west. By ity; the madman strongly resembled the missing
Coldeven 588, the whole of civilized Sterich had Marquis Querchard.
been reclaimed.
Still, something was not right in Istivin. Though Stonehold
most citizens noticed few differences, the city's Proper Name: Stonehold
buildings seemed to cast longer shadows than Ruler; His Most Grim and Terrible Might, Rhelt
before the war. Men in taverns seemed more likely Sevvord I, Master of Stonehold (CE male human
to raise a fist in anger. A rash of mysterious fires Ftr20+)
consumed the homes of several important clerics. Government: Independent feudal monarchy with
Iconic statuary on the walls of the temple of Pelor hereditary rulership, governing four ataman nobles
broke away, crushing children at play in the temple (ruling from the towns) and four nomadic tribal
yards. More than a few speculated in private that it chieftains, with the standing army commanded by
seemed that the taint of war had brought a touch of the rhelt (king); current rhelt is charismatic and has
the Abyss to Istivin. near-dictatorial powers
Nights now find the streets of Istivin nearly Capital: Vlekstaad
empty, even of city guards. Those brave souls who Major Towns: Bastro (pop. 1,700), Kelten (pop.
dare the darkness do so in great haste, running from 2,800), Purmill (pop, 1,900), Vlekstaad (pop. 2,200
place to place with weapons drawn. Many have disap- before being burned, now 700)
peared in the city at night. The most famous victim is Provinces: Territories controlled by four atamans
Querchard, marquis of Sterich. and four great chieftains
The march is now controlled by Marchioness Resources: Furs, walrus ivory, silver, gems (I)
Resbin Dren Emondav, a dark-skinned, large-framed Coinage: Giftring (gp), halefist (sp), grimfist (cp);
woman who took her husband's role upon his disap- much looted coinage from Tenh is currently used here
pearance in 590 CY. The marchioness is reclusive, Population: 55,000—Human 96% (FS), Orc 2%,
emerging from Krelont Keep only to announce new Dwarf 1%, Other 1%
laws intended to shield the citizenry from the chaos Languages: Flan dialects, Common, Cold Tongue
outside the city walls and protect themselves from Alignments: CE*, CN, N
each other. Religions: Erythnul*, Syrul, Beltar, Beory, Obad-Hai
Beyond Istivin, supernatural terrors are few. Mun- Allies: None
dane problems exist in abundance. Though King Enemies: Iuz, Frost/Ice/Snow Barbarians, the Pale,
Skotti's promise of wealth for each freed barony orcs in Griffs
enticed many minor nobles to take up arms against Overview: A frigid climate and brutal regime com-
Sterich's oppressors, it also quelled a dangerous greed bine to make Stonehold one of the harshest lands in
in the populace. This has resulted in several legal all the Flanaess. Bounded to the west and north by
(and sometimes physical) battles with multiple the Icy Sea, Stonehold's southern and eastern bor-
claimants to the same property. As the marchioness ders are formed by the Griffs and Corusks. The
rightly supposes and Skotti fears, many of the con- majority of Stoneholders live a seminomadic exis-
testing nobles are not nobles at all, but opportunistic tence, moving to the northern tundra in summer and
migrating south in the autumn. The remaining third Corusks to dwell in the Taival Tundra, in the land of
or so of the population dwell in permanent settle- the Ice Barbarians).
ments, mostly west of the Frozen River. Brute Those who could not flee remained in servitude to
strength has long been the main virtue espoused by Stonefist and his descendants. Over the generations,
the people of this land, and treachery the byword of however, they slowly emerged with a competing
her leaders. All of the bordering nations are Stone- form of leadership, based on election by the warriors
hold's enemies. Stonehold has no trade, her only of a tribe or settlement. The Rite of Battle Fitness had
export being war, and in this she excels. caused the death of so many aspiring leaders that its
The armies of Stonehold are comprised of "Fists", proponents grew scarce. The Hold became divided
war bands of about 250 fighters, of either infantry or between those who supported the traditions of
cavalry. The bulk of heavy infantry is drawn from the Stonefist, and those who wished to see the restora-
settlements, while the tundra and forest dwellers tion of the Coltens Feodality. There was enough sup-
provide most of the light infantry and cavalry. Rhelt port for both sides to threaten civil war. Reword Red-
Sevvord is the absolute master of these people, and beard, the cunning Master of the Hold, fended off
his troops are expected to obey him without ques- such an event by proposing his own form of govern-
tion. The punishment for disobedience is slow death, ment. He would take the title of rhelt, and both his
though the rhelt always rewards his loyal troops with position and those of his atamans would become
plunder and captives. So far, Reword Redbeard has hereditary. The chief men of each area would elect
maintained his personal authority and become the war leaders, though Reword also preserved the Rite
most important figure in his nation's history since of Battle Fitness as a trial to be overcome in order to
Stonefist himself. Still, many feel that his time has serve in the rhelt's standing army.
passed, and wait for a leader who will be strong The Greyhawk Wars that brought hardship and
enough to challenge him. ruin to so much of the Flanaess began here, in Stone-
History: Stonehold began as the Hold of Stonefist, a hold. Brought into a brief alliance with the Suel bar-
bandit chiefdom founded in the territory of the old barians by a deception of Iuz, the Fists turned south
Coltens Feodality. Vlek Col Vlekzed, called Stone- to attack their old enemies in Tenh. Though the Suel
fist, was a ruthless bandit who had been cast out quickly withdrew from the false confederacy, the
from the Rovers of the Barrens for his vice and cru- armies of Reword Redbeard pushed through
elty, and left to wander the fringes of his homeland Thunder Pass and captured the unprepared town of
for several years. Over that time, he gathered a large Calbut in Tenh. Within less than two weeks the capi-
following of evil men, even sacking one of the old tal of Tenh had fallen as well, and its duke fled to the
Bandit Kingdoms and carrying away most of its pop- County of Urnst. The rhelt of Stonehold was now
ulation. Vlek moved them beyond White Fanged overlord of Tenh, though under the supernatural
Bay, where he established the fortified town of Vlek- control of Iuz, for a powerful and nearly undetectable
staad. The Coltens were very uneasy with his pres- charm had been placed on Reword. It remained
ence in their land, but Vlek promised a truce and unbroken for six years, during which time Stonehold
offered to negotiate with their leaders. As the continued to occupy Tenh, enslaving rather than
Coltens traveled to the appointed site, they were slaughtering the populace.
ambushed and slaughtered by the followers of Less than three years ago, during a period of Suel
Stonefist. The remainder of the Coltens host was raids into Stonehold, the magical affliction of
routed, and Vlek settled down to rule over the whole Reword Redbeard was ended. Without knowing
territory. why, he exploded in a rage that would have killed a
Outcasts from many nations were attracted by lesser man. He gathered the Fists from across Tenh,
Stonefist's infamy, and came to swell the ranks of his having them first kill all the clerics of Iuz within
followers. Stonefist established the Mastership of the their reach, and any locals they could quickly find;
Hold as a semihereditary position, available only to then, leaving only a rearguard to occupy Calbut,
his descendants. They were allowed to compete in Nevond Nevnend, and the territory north of the
the biannual Rite of Battle Fitness, which deter- Zumkend River, he returned in force to Stonehold.
mined the rank of potential challengers to the Hold's His army drove the barbarians back from Kelten and
leaders. The overall winner was allowed to challenge secured the pass, while he returned to Vlekstaad
the Master of the Hold, while the surviving losers with his personal guard. The town was a smoking
would join the Fists, with those who did best in the ruin, its inhabitants dead or fled away. The Suel bar-
battle-rite becoming chieftains and leaders of the war barians he blamed for the attack left no survivors to
bands. The Coltens folk had no place in this hierar- describe the onslaught. A picked force of warriors
chy, and many fled to the Hraak Forest, or beyond pursued their trail into the lower Griffs, where it dis-
the Big Seal Bay and the northern thrust of the appeared. He decided the Suel had obviously
escaped through the mountains back to their home- western and southern ends of the country lie within
lands in Rhizia. the meandering Pawluck River valley, and the aptly
Rhelt Sevvord vows vengeance against the Suel, named Vast Swamp forms the southern border of the
though his greatest hatred is for his former "ally," Iuz. kingdom. The Rieuwood is considered part of the
Vlekstaad is being rebuilt, refortified, and regar- realm, and the northern border is the Grayflood
nsoned. Kelten and Purmill are more important in River, from the Ahlissan city of Hexpools to that
the affairs of Stonehold, especially in light of the nation's new capital of Kalstrand. The Menowood is
ongoing warfare with the Suel barbarians. The occu- not part of Sunndi, but its nonhuman clans are
pation of Tenh is now over, too, except for Calbut loosely allied with it.
and Nevond Nevnend. It may be that the great Sunnd army units are posted along the southern
accomplishments of the first rhelt of Stonehold are banks of the Grayflood River and for a short distance
finally at an end. along the Thelly across from Kalstrand. The lands
Conflicts and Intrigues: Revenge is widely sought south of the Thelly, down to the Glorioles and Hest-
against the northern barbarians for the burning of mark Highlands, are currently claimed by Ahlissa
Vlekstaad, but Iuz's forces are hated even more. Con- but not held in force; some Sunndi units pass
spiracies are suspected between Iuz and several war through here in pursuit of bandits, but it is unlikely
band leaders to gain control of Stonehold. Murders Sunndi could take and hold this area against Ahlissa's
of war band leaders (by their fellows) are on the rise. might, if push came to shove.
History: The great migrations during the Baklunish-
Sunndi Suel wars and following the Twin Cataclysms saw
Proper Name: Kingdom of Sunndi most Suloise pushed to the far extremes of the
Ruler: His Brilliant Majesty, Olvenking Hazendel I Flanaess. Several houses, led by the charismatic Zellif
the Defender of Sunndi, Protector of the South (CG Ad-Zol, scion of the Suloise Throne, passed through
male elf Wiz8/Clr4 of Trithereon/Ftrl) the fertile Pawluck River Valley, hunting out a land
Government: Independent feudal monarchy with a promised to them in dreams and castings. Most of
gray-elf royal family governing numerous noble the Suel followed their leader into the Vast Swamp,
houses of humans and nonhumans; member of the eventually finding salvation on the Tilvanot Penin-
Iron League sula. Other, perhaps wiser, Suel saw in the valley
Capital: Pitchfield great prosperity, and elected to remain. These men
Major Towns: Pitchfield (pop. 3,800), Newkeep and women made the place their home, easily
(pop. 2,700) befriending the indigenous gray elven lords, who
Provinces: Eighteen counties, subdivided into claimed to have lived in the land since the first tree
numerous viscounties and baronies had broken ground. Later years brought powerful
Resources: Electrum, platinum, gems (II, IV) Oeridian raiders, who conquered the Suel and elven
Coinage: [Modified Aerdy] new plate (pp), new alliance with little difficulty.
crown (gp), noble (ep), silver (sp), common (cp) After Aerdy had solidified its hold on the entirety
Population: 125,000—Human 79% (OS), Elf 9% of Oeridian lands following the Battle of a Fortnight's
(gray), Dwarf 5% (mountain 50%, hill 50%), Gnome Length, a canny king made Sunndi a fief within
3%, Halfling 2%, Half-elf 1%, Other 1% South Province, granting rulership to whatever noble
Languages: Common, Old Oeridian, Elven, Dwar- might fall within the good graces of the sitting
ven, Gnome, Halfling herzog in Zelradton. This form of repressive rule
Alignments: NG*, CG, N brought oppressive taxation, overfarming, and acts of
Religions: Pelor, Trithereon, elf pantheon, Lydia, violence against Sunndi's nonhuman population.
Oeridian agricultural gods, Ulaa, Fortubo, Jascar, While the ever-present Glorioles Army of South
Norebo, dwarf pantheon, gnome pantheon, Boccob Province kept the land free of banditry and protected
Allies: Irongate, Onnwal (rebels), Nyrond from the nonhumans of the nearby mountains and
Enemies: Scarlet Brotherhood, Lordship of the Isles, swamps, the safety came at the price of freedom.
Ahlissa (distrusted), amphibious nonhumans of the Within a decade of the formation of the Iron
Vast Swamp League, human, dwarf, elf, and other nobles of the
Overview: Sunndi is nestled in a natural basin Pawluck Valley, Hestmark Highlands, Rieuwood,
between the Hestmark Highlands to the east, the and Glorioles Mountains rose up against the occu-
Glorioles to the north, and the Hollow Highlands to piers, liberating Sunndi in a short but brutal uprising
the west. The climate is very warm but temperate, still remembered with bitterness in Ahlissa. In 455
with much rainfall throughout the year, especially in CY, Sunndi officially joined the Iron League.
the winter; snow is unknown, and freezing tempera- With the Aerdy nobility dead, fled, or in revolt
tures are a sure sign that foul magic is afoot. The against the overking, the people of Sunndi turned to
the gray elves of the forests for guidance. Turentel The fall of Idee to South Province in 586 CY and
Esparithen, a count under the occupied government the emergence of the United Kingdom of Ahlissa in
and a hero in the fighting against the Aerdi, estab- the following year panicked many in Sunndi, who
lished a government based upon mutual respect for already felt threatened enough by the Scarlet Broth-
all peoples erhood's attempts to overthrow the realm from
The nation existed in this state for more than a cen- within. A few heavy-handed overtures by Ahlissa
tury. From time to time, border skirmishes with for the county to join their nascent empire did not
South Province escalated into what could be termed help matters.
war, though without financial backing from Rauxes, After long consideration and consultation, Count
the herzogs of Ahlissa could do little more than cast Hazendel (himself of a major noble house of the
angry stares across the Grayflood. gray elves) declared in Growfest 589 CY that Sunndi
In 577 CY, however, Herzog Chelor's forces had forevermore severed all ties with the Great
crossed the Thelly, seizing Sunndi's northeast fron- Kingdom and its successor states and noble houses.
tiers in a series of bitter charges. The following year, Sunndi was made a kingdom of standing equal to
Chelor himself took the field, gaining the territory Nyrond and Furyondy, a political act of no small
between the Grayflood and Rieuwood. The amassed importance. The few Aerdy-descended noble houses
army, under the command of General Reynard, of Sunndi were ordered to rename themselves, and a
crossed the northern Hollow Highlands, hoping to Congress of Lords was appointed to advise Olven-
cut off all of Sunndi from her allies in Irongate, king Hazendel the Defender. The lords were the
Onnwal, Almor, and Nyrond. The invasion achieved rulers of the many human and nonhuman noble
only modest gains, however, thanks to an allied force houses of the realm, and they met for the first time
of nearly twenty thousand men, dwarves, and in Pitchfield in Growfest 590 CY. Each lord was
gnomes. Though fighting continued in the region, made a count, master of one of the many small coun-
with guerilla raids staged from the Rieuwood and the ties that now dot the realm.
hills, Ahlissa held on to its gains. Hazendel also has reaffirmed Sunndi's allegiance
By 583 CY, the heavily bulwarked Ahlissan pres- to and support of the Iron League, though only Iron-
ence in the area coupled with extreme attrition gate and the rebels in Onnwal remain as members.
among the elf and dwarf protectors of northern Despite the Iron League's anti-Aerdy stance, cautious
Sunndi made for a disastrous combination. With the trade began with Ahlissa through Hexpools,
full might of the Glorioles Army, Herzog Chelor Kalstrand, and Nulbish in 590 CY. Attempts to get
pushed south all the way to Pitchfield, burning the the independent port town of Dullstrand to join the
count's estates and ravaging the central countryside. kingdom have not yet worked out; infiltration of the
Thousands of Sunnd perished in battle against one of town by the Scarlet Brotherhood is rumored but
Ivid's most skilled armies. For a time, it seemed as if unproved, and the town continues to support
the entire nation would be lost. Within two months Sunndi. Glorioles dwarves, long reluctant to cooper-
of invasion, however, Sunndi gained hope with the ate with elves, have remained subject to the king by
arrival in late 583 of Almor's Commandant Osson, old treaties, though they have asserted their separa-
who had led most of Ivid's army on a distracting tion from other peoples at the same time they fight
chase throughout much of the southlands, away from alongside them.
Chathold. Osson's host met the Glorioles army at the Amphibious monsters from the Vast Swamp, aided
Battle of Rieuwood. Aided by native sylvan elves, by clerics of the toad-god Wastri, have raided the
Chelor's army was decimated and shamed. realm in increasing numbers since 590 CY. Interro-
Osson claimed Pitchfield in the autumn of that gation of the clerics hinted that Wastri might be
year. As light snows blanketed much of Ahlissa, preparing for an invasion of southern Sunndi, an
Osson and his men took a month to recuperate in the event that has occurred every fifteen to twenty years
relative warmth of the Pawluck Valley. A failed for centuries. Olvenking Hazendel has ordered more
attempt at taking Nulbish eroded at his army's castles built on the southeastern frontier, and all
already fragile morale, and word that the Aerdi Army existing castles and fortifications there and along the
had cut off any hope of return to Almor painted a Pawluck River upgraded.
landscape of desperation. Finally, the Almorian army Sunndi is a very young kingdom at only two years
surged north to the See of Medegia, which fell of age. Its isolation and internal cooperation are its
quickly without support from Rauxes. Ultimately, greatest strengths, but it is almost completely sur-
Osson's army was put to the sword, its few survivors rounded by potential enemies.
returning to the villages of Sunndi that supported Conflicts and Intrigues: Southern villages lately
them. Some say that Osson himself lives on here, suffer from nocturnal attacks by vampires, leading
though this has never been confirmed. to a climate of distrust throughout the area. The
Scarlet Brotherhood is feared to be infiltrating the ing the mage Nystul of the Circle of Eight, but few
government and armed forces, assassinating or kid- followers, troops, and resources are available to him.
napping officials, and sabotaging public works. His once-great reputation as a leader was destroyed
Attempts to get Dullstrand to join the kingdom as along with his nation, leaving him little more than a
its only seaport have met with failure, since the noble title and moderate riches. The duke himself
town's rulers make certain demands that Sunndi has not set foot on his native soil in nearly a decade, a
will not consider. fact that is reflected in the uncertain morale of his
troops in Tenh.
Tenh The Palish have a much stronger force in Tenh, in
Proper Name: Duchy of Tenh the form of a zealot army. Many Tenha exiles were
Ruler: Contested: His Radiance, Duke Ehyeh III of converted over time to the worship of Pholtus, as
Tenh (NG male human Rgr12) vs. forces from Iuz, practiced in the Pale, and organized into an army
the Pale, and Stonehold known as the Faithful Flan. A fighting force utterly
Government: (formerly) Independent feudal loyal to the theocrat, two contingents of the "Faithful
monarchy whose royal and noble houses were Flan" have crossed the Yol into Tenh. The larger con-
strictly Flan; (now) court exile, lands fought over by tingent entered at Atherstone, which they now
several rival armies, who are the only effective occupy, and the smaller passed through the Phost-
authorities. wood. Some of Duke Ehyeh's troops have defected to
Capital: Nevond Nevnend the Faithful Flan, who are better fed and supplied in
Major Towns: Calbut (pop. 14,500 [ruined, occupied addition to having a larger army.
by Stonehold]), Nevond Nevnend (pop. 25,200 Two former allies, Iuz and the Fists of Stonehold,
[ruined, occupied by Stonehold]), Redspan (pop. are now at each other's throat. The Fists occupy a
21,000 [ruined, occupied by Duke Ehyeh's forces]), strong defensive position in the cities of Nevond
Atherstone (pop. 4,500 [occupied by the Pale]) Nevnend and Calbut across the Zumkend River,
Provinces: Originally, a variety of eighteen noble guarding Rockegg Pass through the Griffs against all
fiefs, from counties to baronies, with confusing lines other groups in Tenh. Iuz has sent troops across the
of authority deriving from ancient intratribal con- Zumker River from the town of Rookroost in the
flicts; provincial borders now gone and irrelevant Bandit Kingdoms, in an attempt to occupy the aban-
Resources: Foodstuffs, platinum (resources not cur- doned territories. Currently, the forces loyal to Duke
rently developed or exported because of warfare) Ehyeh hold Redspan, where they are supplied via the
Coinage: Magnus (pp), ducat (gp), marcher (ep), Artonsamay River. The Palish armies control south-
circle (sp), common (cp) [currently no new coins ern and eastern Tenh, from the edge of the Phost-
minted; old coins found in ruins are used] wood to the town of Oxton, making frequent attacks
Alignments: LN, N* NG on the troops of Iuz that move through the no-man's
Population: (excluding invading forces) 195,000— land of central Tenh. Iuz controls both banks of the
Human 78% (F), Halfling 9%, Elf 4%, Dwarf 3%, Zumker to within sight of Nevond Nevnend, though
Gnome 2%, Half-elf 1%, Half-orc 1%, Other 2% his soldiers avoid corning within bowshot of the
Languages: Common, Flan, Orc, Goblin, Dwarven city's walls.
Religions: Iuz (Iuz's forces); Pholtus (Pale's forces); History: The fertile uplands between the Arton-
Erythnul (Stonehold's forces); Allitur, Beory, Berei, samay River and the Griff Mountains provided a
St. Cuthbert, Pelor, Zodal, Obad-Hai (original reli- homeland to the Flan since before the Great Migra-
gions); old Wastrian temples tions, more than one thousand years past. The
Allies: [of government in exile] County of Urnst diverse groups of Flan who found shelter here
(weak), Nyrond (weak) learned new methods of warfare during their early
Enemies: [of government in exile] Iuz (including conflicts with the Oerid and Suel invaders of the
Bandit Kingdoms), Stonehold, trolls from the Troll Flanaess. They organized their armies, and later their
Fens, the Pale state, on the Oeridian model, forming the duchy of
Overview: The war-ravaged lands between the Griff Tenh in the early years of Aerdi expansion in the
Mountains and the Artonsamay River, north of the eastern Flanaess.
Yol, hold the remains of the former duchy of Tenh. The duchy joined in a short-lived alliance with the
The Greyhawk Wars that destroyed this country have Nyrondal princes until the Battle of a Fortnight's
not yet ended here; Tenh, the first victim of the wars, Length. In the wake of that defeat, the duke of Tenh
seems destined to be its last. Duke Ehyeh III, scion of pledged fealty to the king of Aerdy, giving that
an ancient Flan lineage, attempts to reclaim his monarch authority over the duke and his personal
homeland with meager assistance from the County holdings in Tenh and the Cohens. Neither the Con-
of Urnst. He has other supporters, of course, includ- vocation of Knights and Marshals, nor any of the
The tenth year of the war m Tenh
other nobles or landholders, ever endorsed the menace throughout the region for several years,
duke's pledge. They considered Tenh to be an inde- finally choosing to build a settlement on the border
pendent realm, though they chose not to test the of the Coltens Feodality. The Cohens were still vas-
Great Kingdom's claim on the field of battle, effec- sals of the duke of Tenh, though their atamans had
tively bowing to Aerdy for over four centuries. great latitude in determining their own affairs. The
Eventually, the Great Kingdom showed signs of leaders of the Coltens were deceived and murdered
decay. When the Nyrondal princes declared the end by Stonefist under the guise of a parlay. The forces of
of their allegiance to the overking, the duke was per- Tenh, which had never been strong in the region,
suaded to follow suit. The Battle of Redspan signaled were unable to dislodge him.
the end of the duke's fealty to the overking of Aerdy. The Hold of Stonefist remained a threat to Tenh for
The Aerdy force was routed by the Tenha cavalry and more than a century, and ultimately brought about its
pushed down the "Red Road to Rift Canyon" in an destruction. The first action of the Greyhawk Wars
action made famous in the ballad of the same name. was an invasion of war bands from Stonehold, though
The army of the Great Kingdom was not actually this was unlike any previous attack. The Fists had new
swept into the Rift Canyon, as the ballad proclaims, tactics, and demonic assistance, that overwhelmed
but they were so thoroughly defeated that many of the defenses of the city of Calbut, and soon thereafter,
the Aerdi officers and soldiers chose exile in the Nevond Nevnend. Had the duke been in the city at
Bandit Kingdoms over the punishments awaiting the time, perhaps he could have rallied his troops to
them at home. stand; as it was, both citizens and soldiers gave way to
Tenh's independence brought with it renewed panic—though in hindsight, many have suggested
challenges. The Bandit Kings across the Artonsamay that this was demonically inspired fear. The duke and
and Zumker rivers pushed at the duchy's western his family fled to the County of Urnst, leaving their
borders, while the newly formed Theocracy of the nation to the Stoneholders, and the clerics and
Pale threatened their eastern border, the Rovers of demons of Iuz.
the Barrens continued to raid, as always, and with For six years after the invasion, the Stoneholders
greater effectiveness after their encounters with the held the Tenha enslaved. The evil of Iuz was present
Baklunish nomads. The duchy maintained its sover- throughout the land as well, though never in plain
eignty in all its holdings until the rise of the outlaw sight. Perhaps this state of affairs would have per-
Rover called Stonefist. This infamous warrior was a sisted indefinitely had not an unnatural rage come
upon the rhelt of Stonehold, during a meeting in the Wolf Nomads to the east, and the Chakji tribes of the
ruins of the duke's palace at Nevond Nevnend. In an northern coast beyond the border of the Black Ice,
astonishing turn of loyalty, he gave the command to They are also known to raid their neighbors, particu-
put the clerics and agents of Iuz to the sword, also let- larly their nomad cousins, for livestock and prisoners
ting his warriors murder Tenha slaves out of hand. (who may be either ransomed or enslaved), or simply
The Fists then withdrew from all but the northern- for sport.
most part of Tenh, which they still hold. The climate is temperate along the coast, but
Armies from the Pale and forces loyal to the exiled dense fog often rolls in from the Dramidj, terrifying
duke quickly crossed the borders, battling each other the nomads. The interior is cool in the summer, and
for possession of the southern and eastern regions of bitingly cold in winter. Ice storms might cover the
the duchy, including the Phostwood. The duke's Yecha Hills and northern Yatils in winter, com-
forces fought a hard battle against bandits and surviv- pletely cutting off mining towns and encampments
ing agents of Iuz in the city of Redspan, gaining the for weeks at a time. Tales of yeti and taer rampages
aid of Nystul of the Circle of Eight. They now control are common from the survivors of these storms, and
all of the old city. Its famous bridge has not yet been sightings of the rare and auspicious yellow dire
rebuilt, but its walls are restored, and it provides a lions of the lower slopes are sometimes claimed as
strong base for further action in the duchy. Redspan's well.
weak spot is its often-raided supply line, leading back The hill town of Yecha that serves as the capital
to the County of Urnst along the east bank of the city of the Tiger nomads is a rather squalid encamp-
Artonsamay River. ment surrounded by earth and timber walls. Here
Conflicts and Intrigues: Savage fighting rages in can be purchased silver and gems from the southern
central Tenh and the Phostwood. Raiders from Stoink mines, along with furs, hides, and horses from the
and Dimre cross into western Tenh at will. Palish sol- northern steppes. Mercenaries can be hired here as
diers threaten to besiege the duke's forces in Redspan, well, though they are not always the most loyal or
but trolls are attacking Palish strongholds in eastern professional. The warriors of the Tiger Nomads are a
Tenh, disrupting their supply lines. fearless cavalry, lightly armored and unmatched as
mounted archers. Small numbers of infantry are
Tiger Nomads found in the permanent settlements. Their armies
Proper Name: Chakyik Horde are similar in most respects to the other northern
Ruler: The Unvanquishable Tiger Lord, Ilkhan nomads, though women make up a higher propor-
Gajtak of the Chakyik Hordes (CE male human tion of the fighters and fighter-clerics among the
Ftr10/Wiz2 (illusionist)) Tiger Nomads.
Government: Numerous nomad clans loosely ruled History: The Tiger Nomads were driven from the
by the most powerful noble of the royal clan southern plains by the invading Brazen Horde
Capital: Yecha almost three centuries ago. Thrown together with
Major Towns: Yecha (pop. 4,100) the Wolf Nomads, and other bands of mixed Oerid
Provinces: None and Baklunish refugees from the plains, they arrived
Resources: Furs and hides, silver, gems (I) in the northern steppes in defeat and disarray. Yet,
Coinage: None; barter used exclusively except in within a few years, they grew strong enough for their
cities and towns, where foreign currency is some- ilkhan to command the whole of the western steppes
times used under the great Kha-Khan Ogobanuk of the Relent-
Population: 104,000—Human 96% (B), Halfling 2%, less Horde (c. 320 CY). With their cousins, the Wolf
Elf 1%, Other 1% Nomads, they were the terror of the north, from the
Languages: Ordai, Ancient Baklunish, Common Dramidj coast to the Griff Mountains. When Kha-
Alignments: CN*, CE, N Khan Ogobanuk made his final journey to the invisi-
Religions: Istus, Incabulos, Geshtai, nomad ancestors ble realm in 345 CY, the ilkhan of the Tiger Nomads
Allies: None, but some possible in the future (see withdrew from the Relentless Horde, forming his
later) own nation of Chakyik.
Enemies: Wolf Nomads (sometimes), Perrenland They continued to trade with their eastern cousins
(sometimes), Ekbir (sometimes) of course, and war with them as well. In addition they
Overview: The wide prairie north of the Yatils, encountered new peoples on their borders. They
between the Dramidj Ocean and the swift running warred with the Flan tribes of the Burneal, whom
Fler river, is the territory of the tough and ruthless they called the Uirtag, as well as the Guryik people
Tiger Nomads. These herders and hunters roam from the Land of Black Ice. Some of the nomads even
freely across the steppe south of the Burneal, trading made settlements along the northern coast near the
with the folk of Ekbir and Perrenland, as well as the Burneal. Among them was the last remnant of stray
Oeridians who had followed the horde to the north- Population: 273,000—Human 79% (Bo), Dwarf 8%
ern steppes. Together they mixed with the tribes of (mountain), Halfling 6%, Elf 3%, Gnome 2%, Half-elf
Burneal and the Land of Black Ice to become a dis- 1%, Half-orc 1%
tinct people, the Chakji. Languages: Common, Ancient Baklunish, Dwarven,
Over the next century, the Tiger Nomads main- Halfling
tained their independence from the Wolf Nomads, Alignments: LN*, N, LG
but were unable to increase their territory; thus, a Religions: Al'Akbar, Istus, Geshtai, Mouqol, Xan
certain stability was achieved, despite chronic war- Yae, other Baklunish gods
fare. Raids into Perrenland and Ekbir continued as Allies: Zeif, Ket (sometimes)
well, though the Perrenders became so skilled at Enemies: Ekbir (sometimes), Ket (sometimes), Payn-
negotiating with the nomads that often, raids would ims (sometimes), Knights of the Watch
turn into exchanges of horses for liquor. Unfortu- Overview: The Tuflik River forms the southern
nately, the nomads' consumption of liquor might border of Tusmit, while the Blashikmund separates
turn any barter session into an attack, so the maneu- Tusmit from Ekbir to the west and north. The Yatil
ver was hardly foolproof—but at least drunken Mountains and the Tusman Hills make up Tusmit's
nomads were more easily defeated. eastern border. The landscape is not as gentle here as
The years preceding the Greyhawk Wars saw in Ekbir, but it is a fertile country. Most of the north-
increased tension in the north, primarily due to the ern interior is given to farming, and its people are
return of the Old One to his throne in Dorakaa. His generally uneducated. Along the Tuflik are the
agents visited the Tiger Nomads, proposing alliance nation's larger cities, where nearly anything is avail-
between the two nations, but Ilkhan Cligir had little able for the right price. Skilled artisans of all trades
tolerance for the demigod's advances. It would seem work in the cities of the Tuflik valley, and Tusmite
the ilkhan's judgment was correct, for when the weapons and armor are among the finest in all the
Greyhawk Wars finally came to the Flanaess, it was Baklunish lands.
Iuz who had provoked them. The nation's military consists mostly of medium
The end of the Greyhawk Wars brought change for cavalry, led by Farises by no means as noble as their
the Tiger Nomads. The old ilkhan died and passed counterparts in Ekbir. A force of heavy infantry is
into the invisible realm. His successor, Ilkhan Gajtak, maintained by the pasha, augmented by mercenar-
who supported the proposed alliance with Iuz, wel- ies from the Tusman hill-tribes in time of war. In
comes all manner of evil to his court in his tent-city fact, mercenaries from all the surrounding nations
on the Irum peninsula. The administrative functions can be found in southern Tusmit: Uli, Perrender,
of government, such as they are, are still carried out Paynims, even dwarves from the Yatils and Crys-
from Yecha. Nevertheless, power belongs to the talmists are welcome. Along with warriors, merce-
ilkhan, and his khans are aware that Gajtak is even nary thieves and assassins sell their services here,
more dangerous than his predecessor. and almost as openly.
Conflicts and Intrigues: Messengers from the Few outsiders visit Tusmit's back country, for the
Ataphads and Iuz often visit the ilkhan. Clan rivalry only wealth there is in raw materials, and the natives
is increasing, with an ugly edge to it (religious sacri- are not welcoming. The True Faith is dominant in
fice of enemies to various tribal deities). Occurrences the north, so lawlessness is not tolerated. Only those
of lycanthropy, notably werewolves, are multiplying. wishing to visit the grand mufti of the Yatils are
known to travel here, for the arduous journey is
Tusmit begun from Tusmit north of the Tusman Hills. Tradi-
Proper Name: Tusmit tionally, the pasha would make this trek at least once,
Ruler: His Exalted Splendor, the Pasha of Tusmit, to receive the blessing of the grand mufti that would
Muammar Qharan (LN male human Ftr14) assure the loyalty of the northern lords. The current
Government: Independent feudal monarchy having pasha has chosen not to do this, nor has he acknowl-
only noble houses; only the chosen monarch is con- edged the caliph of Ekbir's spiritual authority,
sidered royalty instead pledging his loyalty to the sultan of Zeif. So
Capital: Sefmur far, this tactic has been successful, but if new chal-
Major Towns: Sefmur (pop. 21,000), Blashikdur lenges arise that require the pasha to call upon the
(pop. 9,900), Vilayad (pop. 12,200) loyalties of his northern nobles, he will be hard
Provinces: One capital emirate (Sefmur), eleven pressed to win them.
sheikdoms History: Tusmit has been an independent nation for
Resources: Foodstuffs, silver, gold almost two and a half centuries. Originally a province
Coinage: Minaret (pp), fountain (gp), fez (ep), of Zeif, Tusmit came to be dominated by the
hookah (sp), token (cp) caliphate following the Nomad Intrusion of Ekbir.
After the exile of the legendary Daoud Pasha, a ruler Ulek, County of
loyal to the caliph was instated, and the construction Proper Name: County Palatine of Ulek
of hospices and schools of the Exalted Faith was Ruler: His Noble Mercy, Lewenn, Count Palatine of
begun. Resistance to the high level of taxation was Ulek, Archdruid (N male h u m a n Drd13 of Berei)
almost immediate among the aristocracy, though the Government: Hereditary feudal monarchy; count
common folk were not unduly troubled, Many of the must be member of druidic hierarchy and fulfill ritual
country nobles soon turned to the fanatical True requirements unique to this county
Faith, while the decadent urban aristocracy of the Capital: Jurnre
south tried to find compromise with earnest reform- Major Towns: Jurnre (pop. 13,100), Kewlbanks (pop
ers of Ekbir. 10,900), Courwood (pop. 7,800)
While the new pasha was required to remain loyal Provinces: Various human and nonhuman viscoun-
to Ekbir, the nobles became recalcitrant and no ties, baronies, townships, etc.
longer accepted the authority of the caliph. A com- Resources: Foodstuffs, copper, silver, gems (I-II)
promise of sorts was reached when the grand mufti Coinage: Goldsun (gp), mirrorpool (ep), silvermoon
of the Yatils, the principal cleric of the True Faith, (sp), coppercask (cp)
was imposed upon to grant the status of "orem" to the Population: 370,000—Human 79% (OFS), Gnome
pasha, meaning "one set apart." Few besides the pasha 8%, Halfling 6% (lightfoot 45%, stout 30%, tallfellow
of Tusmit have ever held the status, though it has 25%), Elf 3%, Dwarf 2%, Half-elf 1%, Half-orc 1%
been granted to some sages and wizards over the Languages: Common, Gnome, Keolandish, Halfling
years. The pasha became a servant of both the Exalted Alignments: N* LN, CN, LG, CG
and the True Faith, and he thus held the loyalty of his Religions: Berei, Beory, Ehlonna, Obad-Hai
obstinate subjects. Allies: Ulek states, Keoland, Gran March, Ver-
Tusmit was able for many years to play off various bobonc, Dyvers, Greyhawk, Knights of Luna, Celene
domineering nations and parties against each other, (in theory), Knights of the Watch (weak), druidic
while giving complete loyalty to none. Jadhim/orem circles (particularly in the Sheldomar Valley)
(LN male human F15), the last of the "set apart" Enemies: Pomarj, Iuz
pashas, was deposed by the charismatic young Overview: The mid-most of the three Ulek States,
Faris, Muammar Qharan, nearly ten years ago. the county is separated from the duchy to the north
Most of the nation supported this action, thinking by the Kewl River, while the Old River to the south
that Muammar would be more aggressive as pasha forms the border with the principality. The eastern
than his calculating predecessor had been. Muam- limit of the county is marked by the Handmaiden
mar strongly allied Tusmit with Zeif, abandoning River, beginning several leagues north of Cour-
all claims to the rich holdings south of the Tuflik in wood, continuing through the Suss until it joins the
favor of the sultanate. Jadhim/orem fled Sefmur for Jewel River, and another 20 leagues beyond. The ,
the court of the caliph, his oldest rival. He resides county has retained its territory in the Lortmils, due
there now under house arrest, and Tusmit does not primarily to the staunch efforts of the Suss Rangers
wish his return. and mountaineers who protect the forested eastern
As pasha, Muammar has been reasonably effective, highlands.
though there is pressure on him to appear before the The county's defenders are organized into racially
grand mufti if he wishes to retain his office. It is separate companies. Medium and light cavalry units
increasingly unlikely that he will ever do so, for the are made up of humans wielding lance and sabre. The
great cleric of the True Faith would doubtless judge heavy infantry units of the western regions are
him very harshly. So far, the alliance with Zeif has human pikemen and billmen, supported by gnome
prevented any action by Ekbir, and the pasha has not and halfling slingers and archers. Gnomes and
had need of the forces of his northern nobles. The halflings also form their own companies of spear-
inhabitants of the Tuflik Valley are still quite pleased men. In the eastern county are ranger-led moun-
with his rule, despite earlier concerns about the taineers wielding axes, swords, and spears. These are
growing influence of Zeif in the region. on very good terms with the elves and half-elves of
Conflicts and Intrigues: The current pasha seeks southern Celene.
the return of state treasures stolen (and hidden) by Agriculture is the main occupation in the County
his exiled predecessor. Rumors circulate of debauch- of Ulek. Halfling and human farmers from the
ery, graft and incompetence in the previous pasha's rolling countryside of the western and southern
court—and the current one as well Many believe county provide grain to the mills of Keoland, while
(with good reason) that Tusmit's capital is becoming Gnome brewers and woodworkers produce goods for
overrun with criminals. export as well as local consumption. The county ben-
efits greatly from druidic oversight in all these areas,
and the count himself is required to belong to the healing skills to assist each of their allies. All of this
druidic hierarchy. The current count and his family was done in memory of the fallen prince consort of
belong to the faith of Berei, but many folk are devo- Celene, whose life was lost in a narrow pass high in
tees of Ehlonna and Obad-Hai. The nonhumans espe- the Lortmils, called the Druid's Defile. A company of
cially favor Ehlonna, but the county's citizens are not rangers was even formed, dedicated to guarding the
given to conflicts based on faith or creed, caring dangerous route between the Druid's Defile and the
more about their land and fellows than differing reli- small town of Courwood on the county's eastern
gious beliefs. frontier, ever after in the name of Triserron of
History: The County of Ulek has had a long history Celene.
as one of the more peaceful lands in the Flanaess. The end of the Hateful Wars saw the county again
The native Flan and halfling peoples were willing to at peace, a peace that lasted until the years of the
accept Oeridian sovereignty in exchange for protec- Greyhawk Wars. The decision of the count to sign
tion from the more rapacious Suel, then showed an the Treaty of Niole Dra, committing county troops
equal willingness to accept Suloise of more amiable to war in the north, was based on the advice and per-
disposition. They came under the rule of Keoland in suasion of his old friend, the Duke of Ulek. The
that state's early history, though the county was majority of the county's standing force went with
always a distinct land with its own lord. The Old the combined armies to fight in defense of
Faith (druidism), as practiced by the common folk Furyondy, leaving the hills and highlands unde-
throughout the central Flanaess, was the center of fended. The rangers of the Suss and the eastern Lort-
culture here. The sovereign was always a member of mils were sufficient only for the defense of Cour-
the druidic hierarchy, whose position was respected wood, which was bypassed by the main horde of
by both the human and nonhuman inhabitants of nonhumans from the Pomarj. That horde was soon
the county, regardless of the ruler's race or patron turned back in defeat, thanks to the valiance of a
deity. dwarf-led contingent of volunteers, but the nonhu-
The first count, Ursunn Kewl (who long ago fol- mans entrenched themselves in the Suss, where
lowed the path of the Hierophant), established the they remain to this day.
tradition of using noncombative physical tests to Though the Greyhawk Wars have ended, hostili-
determine fitness to rule, separately from combat ties in the county's eastern holdings have never
determining druidic advancement. These were the ceased. Forces from the Principality of Ulek, and
Rigors of the Elements, performed by the count on a southern Celene, join with the rangers and moun-
seasonal basis to determine the length of his term in taineers of the county in fighting their nonhuman
office. Each of the Four Dwellings that Ursunn cre- foes from the Pomarj. The combined frontier forces
ated could be entered only by surmounting the asso- of the Uleks thwarted an attempted invasion of
ciated Rigor; from here the count reigned until the Celene five years ago, thus regaining control of the
beginning of the next season. Even if the count were western bank of the Jewel River within the Suss
demoted in the druidic hierarchy by a stronger chal- Forest. The rest of the county supports these actions,
lenger, he would not be replaced in office so long as and all efforts made by the Principality of Ulek to
he could face the Rigors. regain its lost territories.
For many years the County of Ulek followed its Conflicts and Intrigues: An upsurge of fighting
own path, under the protection of the Keoish mili- against Pomarj forces in the Suss Forest has been
tary. However, after a time, Keoland attempted to reported. Count Lewenn was recently demoted in
conquer more neighboring lands. The count, and his the Old Faith druidic hierarchy. A relief effort is
nobles of every race, decided to join with Celene and underway for the Silverwood elves, who are suffering
the other Uleks in rebellion against the Keoish impe- from a strange disease.
rialists. The Keoish strongholds were quickly demol-
ished, and their surprised troops ejected from the Ulek, Duchy of
county en mass. Not a blow was struck, though a Proper Name: Duchy of Ulek
number of commanders had to have charms dis- Ruler: His Noble Radiance, Duke Grenowin of Ulek
pelled when they arrived home in Keoland. Despite (NG male elf Wiz11/Ftr2)
this action, the County of Ulek quickly came to Government: Independent feudal monarchy with
terms with Keoland, this time as a truly independent hereditary rulership, royal and major noble houses
state. are exclusively elven
The Hateful Wars embroiled the county as they Capital: Tringlee
did all of the Ulek States. They provided support, pri- Major Towns: Axegard (pop. 13,200), Tringlee (pop.
marily to the Principality of Ulek, of food and raw 14,500), Waybury(pop. 11,500)
materials, while the druids of the county used their Provinces: A fairly chaotic assortment of noble fiefs,
the largest of which is a barony and the smallest (a southern duchy. Knights of Luna are present here, as
tower and the hill on which it sits) a principality; well, though not among the duke's forces. Most are
leaders who are not elves may hold minor noble guests at the mountain keeps of high elven nobles
titles; many gnome strongholds subject to the duchy near Celene Pass. Knights of the Watch sometimes
exist in the Lortmil Mountains visit the duchy as well, but they are far less welcome
Resources: Foodstuffs, cloth, electrum, gold, silver, by the natives.
gems (MI) History: The Uleks have provided shelter to Good-
Coinage: Moonveil (pp) suncrown (gp), shootingstar aligned nonhumans for untold centuries, while wars
(ep), bellflower (sp), oakleaf (cp) and displaced human nations have moved across the
Population: 392,200—Human 43% (Sfo), Half-elf Flanaess, consuming most of the habitable lands. In
32%, Elf 19% (high 75%, sylvan 25%), Gnome 3%, the lands of the duchy, elves are the predominant
Halfling 2%, Other 1% race, though immigrant Suel briefly threatened this
Languages: Common, Elven, Keolandish, Sylvan sovereignty until forced out by subsequent waves of
Alignments: CG*, NG, N, CN Suloise in concert with the native elves.
Religions: Elf pantheon, Ehlonna, Phaulkon, Keoland made this a province in later genera-
Phyton, Beory, Fharlanghn, Kord, gnome pantheon tions, but not without first conceding local author-
Allies: Ulek states, Keoland, Gran March, Sterich, ity to the high elven duke and granting him a voice
Geoff (exiles), Verbobonc, Kron Hills, Highfolk, in the Royal Council. This arrangement was satisfac-
Veluna, Furyondy, Dyvers, Greyhawk, Duchy of tory to all, until the Keoish undertook a series of
Urnst, Knights of Luna, Celene (greatly strained), wars to increase their territory. The elven duke and
Knights of the Watch his subjects, including humans and gnomes, turned
Enemies: Pomarj, Iuz away from the Keoish throne then, and evicted the
Overview: The duchy is one of the three Ulek states, king's garrisons. The Ulek Rebellion was successful,
former subjects of the Keoish throne, which still due in large part to the cooperation of the three
maintains friendly relations with its immediate Uleks, but also because of the distractions caused by
neighbors. As one of the few countries in the other rebellions in the kingdom. The policies of
Flanaess ruled by an elf sovereign, the Duchy of Ulek Keoland eventually became less aggressive; after
also manages to preserve a harmony between its citi- lengthy negotiations, the Duchy of Ulek was granted
zens of differing races. The duke has long tried to full autonomy.
encourage the same cooperation among differing Trade was always important to the duchy, and the
groups in other nations, though with limited success, half-elven merchant houses of Waybury soon
The duchy continues to be prosperous commercially, monopolized trade with the elves and gnomes of
trading with Keoland, the lower Uleks, and Veluna, Celene and the Kron Hills. They recognized very
as well as Celene and the gnomes of the Kron Hills. early the serious threat presented by the nonhumans
The duchy's half-elven merchant clans are consid- of the Lortmils, and with their counterparts in the
ered to be some of the most resourceful and honest gnome merchant clans of the Kron Hills, worked to
in the Flanaess. unite the Uleks and Celene in a defensive coalition.
The lands of the duchy lie between the Kewl and For several years this was adequate, but after the
Sheldomar rivers, with the Lort River separating the prince consort of Celene was slaughtered by orcs
duchy from the Gran March. Its northeastern bound- within sight of his own borders, nothing less that
ary is found somewhere within the Lortmil Moun- total war would suffice.
tains, though duchy troops guard the entire length of The Hateful Wars involved the entire region of the
Celene Pass. The duchy is unofficially divided into a Lortmils, and while the citizens of the duchy were
northern and southern region. The lands between nor foremost in its execution, they were nonetheless
the Axewood and the Kewlstone Hills, and areas very important in supporting the front line troops.
south, are primarily occupied by gnomes and wood The duchy provided some troops to the underworld
elves. The northern portion, from Ulek Pass to the campaigns, and perhaps just as importantly, it sup-
city of Waybury, is home to the high elves, as well as plied food and other necessities to the dwarven and
most of the half-elves and humans. elven armies. The full force of the duchy's military
The army of this small nation consists of cavalry, was brought into action once the nonhumans were
Infantry and archers, in nearly equal proportions. driven to the surface, and helped their allies to push
The heavy and medium cavalry are almost entirely them from the Lortmils altogether.
made up of human warriors wielding lance and mace, The years that followed were very prosperous for
while the light cavalry has both high elven horse the duchy. They had good relations with all their
archers and lancers. Units of human billmen and neighbors, and continued to dominate trade between
pikemen complement the wood elf archers of the humans and nonhumans in the region. The Grey-
hawk Wars saw the duchy join its Keoish neighbors baron, etc.), but fiefs are all called "provinces"
and others, under the Treaty of Niole Dra. A com- nonetheless
bined army traveled north to aid Furyondy in its Resources: Foodstuffs, silver, gems (II-IV)
defense against Iuz, unwittingly leaving the Lortmil Coinage: High crown (pp), forge (gp), anvil (ep),
highlands exposed to invasion by the orcs of the hammer (sp), common (cp)
Pomarj. Only a token force led by a dwarven com- Population: 538,400—Human 53% (SO), Dwarf 30%
mander from the Principality of Ulek stood between (hill 65%, mountain 35%), Halfling 10% (stout 60%,
the orcs and their control of the mountain passes. lightfoot 40%), Elf 3%, Gnome 2%, Half-elf 1%, Other 1%
His determined defense of the highland routes was Languages: Common, Dwarven, Keolandish,
ultimately successful, after the arrival of relief forces Halfling, Gnome
from the duchy and county; when news of the inva- Alignments: LG*, LN, N
sion reached the duke, he pulled half of the com- Religions: Ulaa, dwarf pantheon, St. Cuthbert,
bined duchy and county army back from Furyondy Lydia, Phyton, Fharlanghn, Osprem, Ehlonna, Oli-
to hold the Lortmil territory. The fact that he dammara, Norebo
received no support from Celene was a bitter drink to Allies: Ulek states, Keoland, Gran March, Ver-
take, yet after the conclusion of hostilities in the bobonc, Dyvers, Greyhawk, Knights of Luna,
north, the duke continued to favor diplomacy with Knights of the Watch (weak), Celene (in theory, now
his supposed ally. hated for isolationism)
The duke has remained committed to diplomacy Enemies: Pomarj, Iuz, Scarlet Brotherhood
with Celene, but he has also been strongly supportive Overview: The Principality of Ulek is the southern-
of the Principality of Ulek in its conflict with the most of the three independent Ulek States. It is
nonhumans of the Pomarj. His support of the cam- likely the largest mixed dwarven and human realm
paign in Sterich has already been rewarded, and he in the Flanaess, and one of few that is both possessed
wishes to see his ally, the Prince of Ulek, regain all of and administered by the dwur themselves. The prin-
his lost territory as well. To this end, the duke allows cipality sits in the western Flanaess along the coast of
some of his troops to serve in the Principality, absorb- the Azure Sea, bordered by Keoland to the west and
ing all expenses for these units. He also helps support the Pomarj peninsula to the east, between the Shel-
many Celenese troops, including units under the domar and Jewel Rivers, respectively. Its northern
command of the Knights of Luna, in the same border with the County of Ulek has traditionally
manner. At present, he has not supported any action been observed as the Old River, from its source at the
against Celene or its monarch, but several of his most southern tip of the Lortmil Mountains to where the
powerful nobles wish him to do so. river flows into the Sheldomar. Some logging has
Conflicts and Intrigues: Knights of Luna are gain- been conducted in the northeastern corner of the
ing influence among the duchy's nobles. A blight of realm, where the Suss verges across the Jewel, but the
tree-killing worms in the Silverwood is destroying most dominant feature of the principality is the
elven tree-shelters, and many wood elves are falling broad set of lofty hills that dominate the central fast-
ill from a related affliction. ness of the realm, separating it into two distinct
regions all the way south to the sea.
Ulek, Principality of The Principality of Ulek is easily the most cosmo-
Proper Name: Principality of Ulek politan of the three Ulek States. Its large and busy
Ruler; His Serene Highness, Prince Olinstaad port at Gryrax is second only in size to the great cities
Corond of Ulek, Lord of the Peaks of Haven (LG of Gradsul and Irongate on the Azure Sea. It prospers
male dwarf Rog12/Ftr3) tremendously from the trade that passes through its
Government: Independent feudal monarchy with markets, including goods from as far north as Celene
hereditary rulership, in which the royal and noble and the Duchy of Ulek. Traditionally dominated by
houses are all dwarven; royal family (House Corond) nonhumans since ancient times, the Ulek states are
owns Gryrax and closely administers affairs of the notoriously provincial, but the prince and his court
realm, including some internal affairs of the noble conducts foreign policy and engages in trade and
realms commerce with his neighbors as would any human
Capital: Gryrax lord. Taken together, halflings and dwarves outnum-
Major Towns: Eastpass (pop. 15,500), Cryrax (pop. ber humanity in all of the provinces but the city of
27,300), Havenhill (pop. 32,100), Thunderstrike (pop. Gryrax. This breakdown carries over to the military
17,400) forces of the realm, highlighted by the elite heavy
Provinces: Twelve provinces, five of which (in east) dwarven infantry armed with battleaxes and dressed in
are currently occupied by Pomarj forces; nobles in adamantine chainmail. Halflings are used frequently as
charge of provinces have various titles (count, duke, scouts and slingers. The principality maintains a strong
Princes Corond and Brightftame on the Pomarj battlefront
naval presence on the Azure Sea to both patrol the southern campaign to annex the region between the
southern coast and keep shipping lanes secure from Hool Marshes and Jeklea Bay; the latter eventually
pirates. These vessels are mostly crewed by humans became the Hold of the Sea Princes.
in the service of the prince, but they are frequently It was no secret that Prince Corond, alone among
staffed with dwarven marines of unusual discipline the Ulek lords, was an enthusiastic supporter of the
and courage. Keoish throne and its imperial ambitions. When
Mining and metalwork are the primary industries Corond refused to disavow the Wealsun Proclama-
of the Principality of Ulek, and competition with tion of Tavish II, his relationship with the other Ulek
Irongate for supplying such goods to other nations in states soured. This state continued until the incom-
the Flanaess has been fierce for centuries. The dwar- petence of Tavish's successors forced him to
ven-fashioned city of Havenhill, more than a day's acknowledge the collapse of the empire and with-
march north of Gryrax, is the center of this trade. The draw his support.
surrounding hills are honeycombed with warrens After the Pomarj fell to the nonhumans in the after-
and deep excavations, with some dwarves still prefer- math of the Hateful Wars a few decades later, the
ring these tunnels to the surface. Human farms and prince made every effort to succor his former subjects
steadings are most common in the provinces west of and liegemen in the Pomarj. While he rescued thou-
the hills, especially as one approaches the eastern sands of refugees by engaging his eastern border
bank of the Sheldomar. The humans are primarily a across the Jewel River, he could not conquer and hold
Suel-Oeridian mix, like their brethren in Keoland. any of the old baronies of the Pomarj from the
All citizens owe fealty to the prince, the hereditary invaders for very long. A status quo developed over
lord of the realm who maintains a palace in the hills the last century, with the Principality of Ulek main-
north of Gryrax. taining the frontline against the hosts of the Pomarj,
History: Dwarves have lived in these hills since well receiving aid and support from its northern neigh-
before the Great Migrations a millennium ago. bors in the County of Ulek and Celene. The rise of
Treated as an extension of the legendary dwarven Turrosh Mak upset that balance, and the Principality
kingdoms of the Lortmils at their height, there has suffered the brunt of the attack when the half-orc and
been a dwur prince in these foothills long before his forces crossed the Jewel and pushed back
there ever was a human king in Niole Dra. These Corond's forces nearly to the eastern edge of the hills,
dwarven lords protected the wealth and resources of almost threatening Havenhill until the onslaught was
the southern Ulek hills for ages, establishing their stanched in 585 CY.
lonely halls in the earth and interacting little with The prince has ruled for more than three cen-
the native Flan who inhabited the flatlands. This turies and is an aging but able sovereign. He has
remained true until the Suel and Oeridians came seen the rise and fall of Keoland's brief empire and
together in the central valleys to found Keoland. has survived the bloody Hateful Wars with the orcs
These newcomers treated well with the nonhumans of the Pomarj in the last century. The Orcish
at the fringes of their kingdom, reaching out to them Empire of the Pomarj now holds a large portion of
in friendship and alliance. When the other Ulek the open land to the east between the hills and the
states were incorporated as provinces of the expand- Jewel River. This ground is in active contention by
ing nation, the dwarven prince followed suit and the principality and is by no means conceded to the
founded a nation, accepting a seat in council in Niole invaders, but Prince Corond has been desperate for
Dra and settlers from Keoland to administer on an edge to help him defeat the orcs and goblins of
behalf of the realm. the Pomarj. In 586 CY, an alliance with the Knights
The principality and its lords dealt with its Keoish of Luna produced a counteroffensive that recovered
neighbor well, if somewhat indifferently, until the some of this land.
coronation of Prince Olinstaad Corond in 281 CY. It is rumored that Corond recently reached out to
This dynamic young lord of the dwur moved his capi- the Lordship of the Isles for assistance in the form of
tal from the ancient city of Havenhill to his birth- trade, which great consternation in Gradsul and Iron-
place south in the city of Gryrax. When Tavish I of gate. Ships flying the colors of the Lordship of the
Gradsul took the throne of Keoland in 286 CY, the Isles visited Gryrax during most of 591 CY; such
dwarven prince found in the new king a like-minded trade is expected to greatly increase this year.
individual. Within a handful of years, an alliance Conflicts and Intrigues: An ambassador from the
between the two sovereigns produced an invasion Lordship of the Isles counsels peace with Turrosh
and conquering of the Pomarj, which was granted to Mak, but no one listens. The prince asked Grey-
Corond as a subfief to administer for the throne. hawk and Keoland for help in the current war effort;
From Olinstaad, Tavish gained the use of Ulek's he also sent parties into the Suss Forest to uncover
heavy elite infantry, which he employed in the the reason for Turrosh Mak's recent obsession with
the region. Some humans in the western lowlands Ull's borders, which is fortunate; in battle, they are
wish to rejoin Keoland. given to acts as heinous as any monster's, Uniquely
among the nations of this region, Ull has no rever-
Ull ence for Al'Akbar. Except for Geshtai, no other Bak-
Proper Name: Ull lunish deities are widely worshiped here; the Uli
Ruler: His Illustrious Ferocity, Bruzharag the Mis- venerate the spirits of their own ancestors, though
begotten, the Orakhan of Ull (CE male half-ogre some are rumored to favor the patronage of fiends,
Ftr16) History: The fierce tribes of Ull first took posses-
Government: Very large independent tribal clan sion of this land in the dim centuries following the
composed of many large nomadic families, each Invoked Devastation. At first simply nomads, they
ruled by a dictatorial leader (eldest, strongest, or raided the villages and flocks of the native Yorodhi
most charismatic); all families loosely ruled by a (Oeridian) tribes, but soon they saw the advantage of
royal family whose leader is the orakhan, a monarch having settlements of their own. A few f such as
with dictatorial control over his immediate realm; Ulakand, they built themselves; more often, they
changes in rulership often occur by assassination or occupied the native villages and made themselves
dueling the new masters. From north to south, the Uli took
Capital: Ulakand ownership of the land, enslaving the natives, or driv-
Major Towns: Kester (pop. 8,600), Ulakand (pop. ing them into the hills and mountains.
6,000) The plight of the natives grew no better with the
Provinces: About twenty minor khanates, some passing of years, but their Uli masters suffered the
nomadic within a limited area depredations of stronger foes in their turn. The Brazen
Resources: Silver, gems (II), road trade nexus Horde of western Paynims fought with their nomad
(Kester) through lower Ulsprue cousins for control of the northern plains, and
Coinage: Okka (sp), kurush (cp) inevitably their raids brought them into the territory
Population: 277,400—Human 94% (B), Halfling 2%, of Ull. The Uli were staunch in defense of their lands,
Orc 2%, Half-orc 1%, Other 1% but the western Paynims were a formidable enemy
Languages: Ulagha, Ancient Baklunish, Common At the same time, the free Yorodhi tribes in the west-
Alignments: CN*, CE, N ern Barrier Peaks and northern Dry Steppes pressed
Religions: Ralishaz, Incabulos, Geshtai, demonism, their war of vengeance against the ruthless masters of
ancestor worship Ull. Over a brief period of time, most of the outlying
Allies: None settlements were either destroyed or abandoned. Pop-
Enemies: Paynims, hill tribesmen; Ull is generally ulations were displaced, particularly among the
hostile to all outsiders natives; those who did not join their Yorodhi cousins
Overview: Located between the Ulsprue Mountains in the mountains or desert journeyed northward
and the Barrier Peaks, Ull is an open area of rich grass- along the pilgrimage trails, seeking refuge in Ekbir.
land, extending into the Plains of the Paynims. Its The Ekbiri offered them succor, together with
northern border is in flux, but is generally considered numerous Baklunish who had been displaced by the
to be within 20 leagues of the capital, Ulakand. To the Brazen Horde. Soon the mixed Baklunish and Oerid
south, the caravan town of Kester oversees all traffic bands would move beyond the Yatils, but the tribes of
to and from the Dry Steppes. The interior of Ull is Ull held their territory long enough to see the Brazen
quite fertile, but not well watered except during the Horde sundered.
winter rainy season. The climate is generally temper- War with the Paynims has continued through the
ate, though the hot summer winds that blow across years, and the dervishes of the south particularly
the Kester escarpment make southern Ull very despise the Uli. However, no enemy is as merciless as
unpleasant during that time of the year. Slavery is per- the Yorodhi, who still dominate the wilderness of
haps the most lucrative trade in Ull. mountains and desert valleys south of Ull. Caravans
The Uli are a treacherous people, but it is gener- passing south through Kester avoid the territory of
ally held that the town dwellers are more venal than the Yorodhi whenever possible, requiring them to
even the untrustworthy nomads Nearly as many travel in a broad arc out of reach and away from the
settled clans inhabit Ull as nomadic ones. Their shelter of the mountains. The Ulsprue Mountains in
horsemen are as fierce as any among the Paynims, the west of Ull are hazardous as well, but the Uli
but they are fat less disciplined than those found in have a better rapport with even the ogres of the high-
the more developed Baklunish nations. Their notori- lands than with their human enemies. In fact, many
ous infantry is based p r i m a r i l y in the southern of the mountain tribes of the Ulsprue have ogrish
towns and mountain settlements, as well as in ancestry, and this is claimed with some amount of
Ulakand. These are seldom encountered beyond pride.
Conflicts and Intrigues: Paynim raids from the The great towns and villages of the County of
north and Yorodhi raids in the south are becoming Urnst are connected by a brilliantly designed and
more frequent. Evil humanoids from the Ulsprue well-cared-for series of roads, fashioned in the
Mountains are moving into lowland regions. Stories (some say magical) style of the old Great Kingdom.
circulate of undead predators (probably ghouls) Indeed, much of the great architecture and infra-
assailing the surface world, besieging the town of structure of Urnst can be traced to the Aerdy occu-
Kester by night. pation, a fact that does not go unappreciated despite
the distrust most Urnstmen feel toward nations to
Urnst, County of the east.
Proper Name: County of Urnst Urnst maintains a small but efficient squadron of
Ruler: Her Noble Brilliancy, the Countess Belissica warships on the Nyr Dyv, stationed in the largely
of Urnst (CG female human Wiz14) military town of High Mardreth. A standing army of
Government: Feudal monarchy owing fealty to the some three thousand horse and footmen stock key
Duchy of Urnst, though internal affairs are con- garrisons along the northern border and throughout
ducted independently; hereditary rulership out of a the nation. Noble levies can raise ten times that
very broad noble (not royal) family (House Gellor) number in a week or two.
with strong adventuring and military service History: Originally part of the much-larger seminal
Capital: Radigast City Urnst nation, the County of Urnst was established
Major Towns: Brotton (pop. 29,000), Caporna as a distinct protectorate nation by Overking Jire-
(5,900), Didieln (pop. 3,300), High Mardreth (pop. nen of Aerdy in 189 CY. Owning by far the most fer-
6,400), Jedbridge (pop. 7,100), Radigast City (pop. tile land of any nation bordering the Nyr Dyv,
44,800), Stone Battle (pop. 2,900), Trigol (pop. 9,600) Urnst stood as the breadbasket of the region for
Provinces: Six archbaronies, nine lord baronies, and many years, supplying wheat as far afield as Calbut,
eleven field baronies (lord mayors and mayors in the duchy of Tenh.
included, as they hold baronial positions) When Nyrond broke from the Great Kingdom, it
Resources: Foodstuffs, cloth, gold entered a period of expansionism, swiftly capturing
Coinage: [Modified Nyrond] sterling (pp), noble the County of Urnst in a brief and surprising series
(gp), bright (ep), castle (sp), common (cp) of charges toward the capital. Most Urnstmen bit-
Population: 682,200—Human 79% (SOr), Halfling terly resented the occupation years, during which
9% (lightfoot), Elf 5%, Dwarf 3%, Gnome 2%, Half-elf their own aristocracy (largely Suel, with strong ties
1%, Half-orc 1% to that of the duchy) was integrated with arrogant
Languages: Common, Halfling, Rhopan, Elven nobility from Nyrond. This resentment rarely
Alignments: LG, NG*, N erupted into physical conflict, however; the people
Religions: Heironeous, St. Cuthbert, Pelor, Phyton, of Urnst enjoyed a much better fate than the Pale
Lydia, Oeridian agricultural gods, Xerbo, Zilchus, under similar circumstances.
halfling pantheon, Norebo, Pholtus, Boccob A half-century after the Great Council of Rel
Allies: Duchy of Urnst, Greyhawk, Nyrond, Flinty Mord, the County of Urnst became a palatine state
Hills, Furyondy, Tenh (exiled noble family and under the protection of the richer and more power-
refugees) ful Duchy of Urnst, a political situation that contin-
Enemies: Iuz (particularly Bandit Kingdoms realm), ues to this day.
Bone March, the Pale (distrusted) If the County of Urnst is subservient to its south-
Overview: The County of Urnst has held its current ern cousin, it certainly doesn't act like it. The ruling
borders for centuries. Nestled along the pleasant house of Urnst, the Gellors, has long displayed a
coast of the Lake of Unknown Depths, much of the well-deserved reputation of determined individual-
nation's economy comes from mercantile pursuits. ism. The current countess, Belissica, enjoys a popu-
Urnst's eastern border, along the Stone Road and larity unparalleled among most Flanaess rulers. A
Franz River, was once heavily garrisoned against consummate politician and diplomat, she enjoys
threat of invasion from Nyrond. Now, old keeps and warm relations with the people of the duchy and
castles are used once again, this time to keep track of even has the respect of the Rhennee and certain sup-
the swarms of refugees seeking better life in the west. posedly pro-Iuz Bandit Kings.
The great plains of Urnst account for its staggering For a time, just prior to the Greyhawk Wars, it
production of foodstuffs in every part of the nation. seemed that the two Urnst nations might combine
Though small forests and woodlands dot the plains, to form a single nation, not unlike that which
Urnst is not known for its wilderness. The influx of existed in centuries past. Nobles from Port Toli to
refugees has ensured that free farmsteads and even Marner speculated upon a marriage between the
brand-new lordships can be found almost anywhere. countess and Jolen Lorinar (NG male human Ftr8),
Duke Karll's eldest son. In preparation of the event, Urnst, Duchy of
the courts of Urnst grew ever closer, sharing key Proper Name: Duchy Palatine of Urnst
advisers and functionaries. The union, however, Ruler: His Most Lordly Grace Karll Lorinar, the
never occurred. How the young southern lord possi- Duke of Urnst, Warden of the Abbor-Alz (CG male
bly could have rebuffed the ravishing and even-tem- human Rgr13)
pered countess is a subject of much speculation. Government: Independent feudal monarchy with
Unmarried, Belissica ages gracefully, keeping about hereditary rulership, owing fealty (in theory only) to
her a number of romantic consorts (many of whom the old Great Kingdom; duke advised in all matters
are well-placed in the courts of neighboring lands), by the Honorable Chamber, a delegation of noble
never staying with a single partner for more than a and high-born Suel
handful of months. Capital: Leukish
Urnst saw little fighting during the Greyhawk Major Towns: Goldplain (pop. 6,700), Leukish (pop.
Wars, though refugees from all corners of the central 22,300), Nellix (pop. 13,400), Nyrstran (pop. 8,600),
Flanaess crowded the streets of Radigast City and the Pontyrel (pop. 7,550), Seltaren (pop. 9,800)
cities nearest the Nyrond border. Though these folk Provinces: Fifteen low counties (each subdivided
came bearing tales of horrible suffering and unparal- into various baronies and townships) and four wild
leled fear, the countess soon noted that many of them marches: Cairn Hills [most of this march was
also came with full purses and a lifetime of accumu- recently given to Greyhawk], Western Abbor-Alz,
lated wealth hastily stuffed into pockets and chests. Eastern Abbor-Alz, and Celadon Forest.
Thanks to a number of new taxes suggested by Urnst's Resources: Foodstuffs, silver, electrum, gold, plat-
canny Minister of Finance, Eckhard, much of that inum, gems (I-IV)
wealth now lines the government's coffers, making Coinage: [Modified Aerdy] sterling duke (pp), gold
Urnst one of the few countries to leave the war years duke (gp), bright (ep), shield (sp), common (cp)
far, far better off than it arrived. Population: 751,850—Human 79% (S), Halfling 9%
Urnst has used its wealth and increased prestige to (lightfoot 80%, tallfellow 20%), Elf 5% (sylvan),
greatly aid Nyrond, both by bankrolling the struggling Dwarf 3% (hill), Gnome 2%, Half-elf 1%, Half-orc 1%
nation and by providing soldiers for the Almorian Languages: Common, Halfling, Elven
Campaign. The scars of the Nyrondal Occupation Alignments: LG, NG*, N
seem finally to have healed. From the point of view of Religions: St. Cuthbert (among rural folk), Pelor,
the countess's court, having one of the most powerful halfling pantheon, Lydia
nations on the continent owing you several hundred Allies: County of Urnst, Greyhawk (distrusted),
favors does much to erase old wounds. Nyrond (distrusted), Furyondy
Belissica knows, however, that little is gained from Enemies: Iuz, Bright Lands, Rhennee
helping Ehyeh III, the struggling duke of Tenh, who Overview: Urnst is blessed with ample access to
rules his refugee people from his exile in Radigast both the Nyr Dyv and the Nesser River, waterways
City. The countess attends his requests for personal that provide critical passage for the duchy's leg-
meetings and funds his court (if modestly). Occa- endary mineral wealth and foodstuffs (mostly sea-
sionally, she even offers the fallen duke some of her soned sausages and rye).
troops, if a given military action seems well thought Likewise gifted with a moderate climate, the farms
out and offers little risk to her soldiers. She knows of Urnst produce crops in all but the deepest winter
that embroiling herself in a struggle between the Summer rains commonly flood the banks of the
Tenha, Iuz, the Fists, and the holy armies of the Pale Nesser well south of the capital; wise farmers con-
can do Urnst no good. Belissica is noble and right- struct low stone walls around their fields, building
eous; she is also wise. The key to retaking Tenh does outbuildings on short stilts. The famous rolling
not lie in Radigast. foothills of the north prevent serious flooding there,
Conflicts and Intrigues: A rare wood-rot infesta- and make for breathtaking landscapes remembered in
tion plagues the shipyards at Bampton. The mad old travelogues read across the Flanaess.
lord of Brotton refuses to pay taxes to the countess Though Urnst enjoys natural defenses on every
and speaks openly of revolt. High Mardreth was border, standing border armies have long augmented
lately attacked by ships thought to be from Prince the nation's strength. Problems from the old Bandit
Zeech of Redhand. Bound by treaties with Zeech's Kingdoms, Rhennee, desert nomads, primitive hill
allies, Belissica cannot strike back without endan- folk, and the odd band of ravaging nonhumans have
gering important secret alliances north of the found swift solutions under the well trained hooves
Artonsamay. of the Bar Rampant, Duke Karll's elite cavalry, sta-
tioned in Seltaren.
History: The main body of Suloise migrants passed
through the gates of the Abbor-Alz mountains only down without debate, much to the chagrin of the
one year prior to the Twin Cataclysms. There, three northwest lords on the Franz River, who had long
minor noble families split from their brethren. Tired coveted a closer relationship with Aerdy.
of a years-long trek and willing to settle in largely Decades later, however, the Senate had grown
uninhabited plains, these families banded together, effete and corrupt. Crop blights (some say the result
forming a new Suloise House: the Maure. of druids bribed by Aerdy) and bread riots forced the
Following clues of ancient dwarven settlements in leaders of Urnst to take action. In 189 CY, the Senate
the nearby hills, the Maure soon discovered the Dela- effectively sold to the Great Kingdom all of the land
gos Caverns, a complex system of natural caves that between the Franz and Artonsamay Rivers for an
seemed to promise a limitless supply of valuable entire caravan of treasure and magical artifice. The
gems. The Maure began construction of a grand castle lords of the north, long abused by the Suloise senate,
not far from the mines, and the foundations of civi- rejoiced at the new arrangement. The Urnst nation
lization took hold. The Maure called their new home- was divided into a county, to the north, and a duchy,
land "Urnst," after a founding Suel house of great to the south.
import, both to hearken back to the old empire and to Though the folk of the County of Urnst wel-
begin their lives anew. comed the Aerdy with open arms, the newly pala-
Though based in the land surrounding Maure tine government of the south was far less trusting,
Castle, the rulers of Urnst claimed all lands west of fearing that the influx of Oeridian advisers and reg-
the Franz River within a century—claims hotly con- ulars might degrade the "pure" Suloise culture.
tested by Oeridians already living there. An eco- Much to everyone's surprise, the overking took a
nomic alliance with the organized Oeridian king- hands-off policy to the heartlands after disbanding
dom of Nehron, directly to the east, ceased most the Senate and placing ultimate authority in the
local resistance. hands of the duke of Urnst, selected by the Suloise
As the nation developed, it became clear that the nobles in 193 CY.
seat of power would need to be shifted east from the By 200, Aerdy coin had seen to the construction of
original Maure Lands. The Suel established the city Leukish, at that time the richest and most splendid
of Seltaren, nearer both the northeastern lands and port on all the Nyr Dyv. Thirty-seven years later, the
the elves of the Celadon, who had become willing duke moved the capital to the new city, leaving
and wealthy trading partners. As the years wore on, Seltaren to degenerate into a swarm of old politics
the Delagos Caverns ran dry, and those few nobles and run-down buildings. The duke's family estab-
who remained in western Urnst soon gained a well- lished Shorewatch, a beautiful castle in the village of
deserved reputation for eccentricity, poverty, and Nesserhead, just east of Leukish.
insanity. The dynasty of House Lorinar began in 497, and
After the foundation of Seltaren, the government has provided Urnst with a number of capable rulers.
shifted from a loose coalition of nobles to an actual The primary exception to this was Justinian, Karll's
"senate" of delegates selected by the noble houses. older brother, who ruled briefly in 570-571 CY. A
Though many residents of Urnst mixed with the devotee of the philosophical school of "Skepticism,"
indigenous Flan and the Oeridians of what would realized in the writings of Urnst-born scholars Daes-
become the County of Urnst, the Senate enacted nar Braden and Elbain Hothchilde, Justinian ques-
strict purity laws: No noble could sire a half-breed tioned the divinity of the gods, increasing temple
child, lest it be crushed to death in public ceremony taxes some three hundred percent upon gaining
(thankfully, these laws have long-since faded into office. The duchy had never been a particularly reli-
obscurity). Though the Suel of Urnst were less gious place, but the subsequent razing of Leukish's
debauched than most of their kinsmen, they defiant temple of Zilchus triggered the Temple
remained paranoid and proud of their lineage in the Coalition Revolt, during which great riots embroiled
extreme. the capital. In 571, most churches withdrew from
By 124 CY, the Great Kingdom sought additional Urnst, declaring the duke and his noble advisers, the
trade routes to the highly successful Viceroyalty of Honorable Chamber, heretics. When Justinian
Ferrond. In that year, delegates sent by the Mala- found himself sorely wounded in battle with Bright
chite Throne presented a bold plan to Urnst's sena- Desert dervishes later that year, no cleric in the land
tors. In effect, they proposed to annex Urnst into the would heal him. His youngest brother, Karll, a
Great Kingdom at. a palatine state, sparing the bur- ranger at Stalwart Pines, reluctantly gained the
geoning empire the trouble of an all-out invasion. throne in 572 CY.
Though a detailed analysis revealed that the offer Though Karll is kind-hearted and a great friend to
was indeed far more beneficial to the local lords than those he cares for, it took him a long time to care for
to Rauxes, the haughty nobility of Urnst shouted it the business of the nation. When a crisis emerged,
the young duke could often be found hunting giants Government: Magical despotism
in the Abbor-Alz, or exploring the depths of the Capital: Unknown
Celadon with his elven friends. While no one dis- Major Towns: Unknown
puted his ability as a ranger, many questioned his Provinces: Unknown
aptitude for leadership. In this environment, corrup- Resources; Unknown
tion fermented in the capital. While Karll adven- Coinage: Unknown
tured, Hadric, a self-interested mayor, really ran Population: 10,000—Human 37% (OBf), Elf 25%
Leukish, and gripped the entire nation in an eco- (valley), Gnome 18%, Halfling 10%, Half-elf 5%
nomic stranglehold. It took the duke until just before Other 5%
the Greyhawk Wars to realize Hadric's power. Upon Languages: Unknown, but Common is likely; racial
doing so, he exiled the man and set about cleaning up languages supposed (Elven and Gnome for certain)
the capital and the local lords. While this had the Alignments: Unknown
effect of merely displacing most of the corrupt to Religions: Unknown
Seltaren or the old Maure Lands, the ranger duke has Allies: None
been stripped of his old naivete, and knows well the Enemies: Geoff exiles, Bissel, Gran March, Knights
challenges surrounding his situation. of the Watch, Keoland (minor), Sterich (minor),
Karll's new form of active leadership suited Urnst Circle of Eight, nearly all other elves across the
well during the war years, though its natural protec- Flanaess (see later)
tion and relative isolation were the most important Overview: The Valley of the Mage lies hidden
contributors to the nation's survival. While wars within the central Barrier Peaks mountain range,
raged in distant lands, most folk of Urnst continued concealing within its confines the source and head-
farming, mining, and raising livestock—industries waters of the Javan River. The only natural passage
that provided a solid financial anchor when most through the surrounding wall of mountains lies near
nations found themselves plunged into chaos. the northern end of the valley. From here the river
While few overt threats presented themselves in exits, flowing beneath the trees of the Dim Forest,
the aftermath of war, the emergence of Rary the Trai- This lush valley is one of the most naturally isolated
tor, in the Bright Desert, is a cause of great concern. realms in the Flanaess. The closest neighboring
Warnes Starcoat, Chief Mage to the Joint Courts of states are Bissel and the lost realm of Geoff. Across
Urnst and a member of the Circle of Eight, warns the Barrier Peaks to the west are Ull and the Plains
that Rary's diabolical plans could soon lead him to of the Paynims.
covet the ancient knowledge of House Maure. Lord Valley elves patrol the entrance, often in force, and
Robilar once spent his summers in Pontyrel, in gnomes are sometimes found among their ranks,
Urnst's Maure Lands, and many suspect that it is only These patrols are comprised entirely of infantry, usu-
a matter of time before his soldiers cross the Knife's ally wearing chainmail or studded leather, and armed
Edge Pass, making their way to Maure Castle. In with longsword and bow. The tenor of encounters
anticipation of this event, the village of Kelefane, with these elves is highly variable; sometimes they
near the Knife's Edge, has become a prominent mili- are wont to attack immediately, while at other times
tary outpost, and is personally administered by Karll's the elves turn back intruders with only a warning
nephew, Ellis (CN male human Ftr7), a bitter man The patrols do not seem to be highly disciplined or
who looks for enemies at every corner. organized, and the elves are just as unpredictable
Conflicts and Intrigues; Troubles continue with when encountered outside the Valley.
Rhennee bargefolk in Leukish and along the Nesser. The sovereign that is said to rule here is known as
Merchant families of Seltaren and Goldplain aggres- the Mage of the Vale, or the Black One. His court
sively exploit opportunities for profit, but at the has no formal relationship with any other govern-
expense of ethics and morality. Urnst openly mines ment, though he is suspected of maintaining a ring
the hill country ceded to Greyhawk in a treaty six of spies in several cities in the neighboring realms.
years ago. An enigmatic archmage known as the There is almost no trade, either; it is thought that the
Seer, expelled from court in 572 CY, was seen near Black One prefers to send his servants on errands of
Maure Castle. theft and banditry instead. Henchmen of the Mage
that were captured have either escaped or wasted
Valley of the Mage away, dying if not allowed to return to their master.
Proper Name: Valley of the Mage Little is else is known of the Mage or the interior
Ruler: His Most Magical Authority, the Exalted conditions of his domain. Those who have traveled
Mage of the Valley and Laird of the Domain, Jaran there describe passing from under the deep shad-
Krimeeah (status unknown—N? male human? ows of the Dim Forest, through a wide gap in the
Wiz20+) mountains, to find a warm and fertile countryside
within, with few inhabitants. The broad northern tained contact with the gnome traders who served
basin is grassy and pleasant, while the high south- the king. When Geoff had its brief conflict with
ern valley is rocky and tree covered. Little apparent Keoland in the middle of the last century, the valley
danger is here during the day. Nightfall in the elves were said to have helped the grand duke's
valley is quite sudden, and the landscape comes cause by providing information on Keoish tactics
alive with monstrous predators. It is not known if and resources. This relationship seems to have per-
these are conjured in response to trespassers or are sisted until at least the end of the last century,
hazards for the subjects of the Mage as well. It may despite vigorous and heated protests by the High
be that serving the Mage of the Valley is as perilous Lord of Elvendom at Hocholve.
as opposing him. The most notable encounter with the valley elves
History: This secluded vale has always been avoided occurred shortly after the turn of this century, when
by the common folk of nearby lands. Even in the elven king arrived unexpectedly at the grand
ancient times, it was felt to be dominated by an duke's castle in Gorna. The king brought his entire
awful and foreboding presence. The valley was royal house into the country, unchallenged by either
known to be the habitation of a strange race of olve, the duke's forces or the elves of eastern Geoff. The
who viewed all other elves with disdain. The valley valley elf king and his retinue were allowed to enter
elves were once ruled by a king of their race who the city, and the king was granted a private audience
held his authority under the guise of a transcendent with the grand duke. The following dawn, the king
calling, though no deity was ever evoked by name. and his retinue departed, and the host of valley elves
The valley elves were equally aloof in their relation- was observed traveling southward into the Crys-
ship to the natural world, and they felt no reverence talmists, never to be seen again. The grand duke was
for the mysteries of faerie. All other elves abhor the left with an oaken chest, several scrolls, and the final
valley elves, claiming they are not true elves at all, words of the valley elf king, which he revealed only
and shun them utterly. to his heir.
The valley elves were rejected not only by all other Afterward, no contact was had with the valley
olvenfolk, but also by the gods of their race. No out- until an exiled Aerdi wizard named Jaran Krimeeah,
sider has ever discovered the cause of this divine also called the Black One, learned of its existence
renunciation, and the elves will not speak of it. The and made himself master of the place. Marauding
drow hint that the valley elves allowed themselves monsters had taken a heavy toll on the human com-
to be bound in servitude to a powerful master, in munities, though the remaining gnomes and valley
exchange for knowledge from beyond the known elves had defended themselves. Jaran magically
planes. For this the drow despise them, saying that restrained these summoned monsters and was
they were made slaves to a lie, while the drow hailed as the Mage of the Valley. He ruled for a
believe that lies should be used only to enslave number of decades, assuming great power over the
others. Regardless of the cause, the rift between the vale and its inhabitants. One of his last public acts
valley elves and their kindred is thought to date back was to place a rogue drow elfin command of the
to their earliest appearance on Oerth. valley's forces. Access to the valley was soon forbid-
The valley elves were not completely friendless, den to all outsiders. During this time, the Mage
however. They formed a partnership with gnome acquired the antipathy of the wizard Drawmij, who
traders that allowed them access to markets as far joined the Circle of Eight and directed certain plots
away as the Pomarj and the Nyr Dyv. Gnomes lived against him.
as citizens of the valley kingdom even before the For nearly twenty years prior to the Greyhawk
first grand duke reigned in Geoff. By the time the Wars, there was no contact with the Valley of the
Keoish built their empire, humans from the lands Mage. When giants from the Crystalmists swept
west of the Barrier Peaks had immigrated to the down into Geoff and Sterich, these nations appealed
Javan Vale. They were allowed to form their own to Keoland for aid and sent a small deputation to beg
small communities, under a human earl who ruled assistance from the Mage of the Valley. Against all
in the name of the valley elf king. They were hope, they were allowed inside the valley and given
expected to learn the elves' language, but the com- audience with the Black One—or so they at first
bined influence of humans and gnomes in the vale believed. When the aid-seekers were introduced to
soon made Common the language of daily use. the Mage, one within the group recognized him as an
Few beyond the neighboring countries were exiled necromancer, Nyeru of Bissel. Wisely, this dis-
aware of the hidden valley kingdom in the Barrier covery was never revealed to the ersatz Black One.
Peaks. The Grand Duchy of Geoff had the most regu- Negotiations continued for several weeks with no
lar relations with the court of the valley elf king, real progress, until the marauding giants of the Crys-
though merchants from Bissel and Ket quietly main- talmists found their way into the valley.
The ambassadors fled while the Mage's
troops moved south to face the giants. Escaping
from the valley, the group made a harrowing
journey down the Javan River to freedom. They
could not return to Gorna, so most of the group
gathered at Hocholve, where the elven high
lord was very interested in their tale. At the
conclusion of the Greyhawk Wars, stories were
circulated that the Mage of the Valley had been
killed, though there were no actual witnesses to
his demise. Those with the most knowledge of
the valley's history believe that the Mage will
yet return—unless some other being comes to
claim that title.
Conflicts and Intrigues: No sightings of the
Mage have been reported since the Greyhawk
Wars, but the drow seneschal still has authority
there. The Mage was known to be interested in
exploring the so-called Demiplane of Shadows
The last claimed sighting of the archmage Phili-
dor placed him near the entrance to the valley
The archmages Rary and Mordenkainen were
said to have sponsored rival adventuring parties
to the valley—both suffering high casualties.

Veluna
Proper Name: Archclericy of Veluna
Ruler: His Venerable Reverence, the Canon of
Veluna, Hazen, Shepherd of the Faithful (LG
male human Clr20+ of Rao)
Government: Theocracy ruled by the Canon of
Veluna, a powerful Raoan cleric advised by the
College of Bishops and the Celestial Order of the
Moons (congress of representatives from
seven secular noble nouses and Ver-
bobonc)
Capital: Mitrik
Major Towns: Devarnish (pop
7,900), Mitrik (pop. 16,200), Veluna
City (pop. 11,100)
Provinces: Seven dioceses, each co-
governed by a noble (various titles;
plar, count, baron, etc.) and a bishop.
Veluna City is an eighth archdiocese,
administered solely by an archbishop
in the name of the Canon of Mitrik
Resources: Foodstuffs, copper,
silver, gold
Coinage: Brilliant (pp), crook (gp), staff
(ep), tower (sp), hand (cp)
Population: 668,800—Human 79% (Osf), Elf
9% (high), Gnome 5%, Halfling 3%, Dwarf 2%,
Half-elf 1%, Half-orc 1%
Languages: Common, Velondi, Flan, Elven,
Halfling, Gnome
An ambush awaits in the Valley of the Mage Alignments: LG*, NG, LN
Religions: Rao*, St. Cuthbert, Heironeous, Oeridian History: The Word of Incarum, the most holy scrip-
agricultural gods, Fharlanghn, Zilchus, elf pantheon ture to the adherents of Rao, teaches that the Lord of
Allies: Furyondy, Highfolk, Bissel, Verbobonc, Peace granted the humans of Oerth the moons
Kron Hills, Ulek states, Shield Lands, Gran March Celene and Luna, that they might gain guidance
(strained over control of Bissel), Dyvers (weak), all from the tyranny and darkness of an Age ruled by
branches of the church of Rao across the Flanaess, dread Tharizdun. When the Oeridian hordes surged
Celene (distrusted), Knights of the Hart, Knights of east prior to the Twin Cataclysms, one tribe, the
Luna Vollar, came upon a large congregation of primitive
Enemies: Iuz, Ket, Pomarj (minor), Knights of the Flan who dwelled in the lowlands between the east-
Watch (distrusted), Valley of the Mage (distrusted), ernmost reach of the Velverdyva and the great east-
Perrenland (distrusted) ern bend of the lower Fals River. These Flan greeted
Overview: The folk of Veluna have long represented the settlers warmly, welcoming their new brothers
the best aspects of humankind. Here, humans and to the "Vale of Luna," most sacred of all lands pro-
elves live in harmony, farming arable land and work- tected by Rao.
ing together to build a common culture founded Over time, the settlers worshiped this primitive
upon the tenets of peace, reason, and serenity. The god, who they interpreted as a power of reason and
influence of the Church of Rao is everywhere in serenity. By 9 CY, when Oeridian divination magic
Veluna, gently enforcing their doctrine through the had mixed with Flan legend to locate the legendary
administration of fair, firm (but not overly harsh) Crook of Rao, the culture of the valley had become as
laws. A land renowned for its scholars and seers, one. The place of discovery was called Mitrik, or "sal-
Veluna is also a pilgrimage site for those seeking vation," and a new nation was formed on the spot.
wisdom and stability in their own lives. Centuries later, when the first Aerdi soldiers surged
Trade in Veluna runs along two primary corridors, westward in a great drive to spread the empire, they
the Velverdyva River and the Great Western Road. came upon the people of Veluna, already a burgeon-
Though most of the truly important settlements ing culture. The High Canon of Rao met with repre-
along the Velverdyva belong to Furyondy's duchy of sentatives of the Great Kingdom, and explained to
the Reach, Veluna claims a number of small ports them the goals of his peaceful land. Mindful of the
along the southern banks. A long-cultivated toler- vast Aerdi host looming on his borders, the canon
ance for the Rhennee bargefolk, who are generally wisely agreed to support the Great Kingdom, seeing
unwelcome on the northern shores, provides a will- in the easterlings a passion for progress and innova-
ing flotilla of barges, and occasional protection for tion that could be tempered by conversion to the holy
larger vessels when strange creatures crawl from the tenets of Rao. So it was that the Archclericy of Voll
river deeps. The Great Western Road is well-forti- entered vassalage to the Viceroyalty of Ferrond under
fied, and sees more traffic than the river. Most of a banner of peace and great religious expectations. (If
this traffic flows west, anchored by caravans bound the Velunese did not care to emphasize their Oerid-
for Lopolla and the rich markets of Ekbir, Tusmit, ian heritage, the overking was only too eager to do it
Zeif, and beyond. for them.)
The geography of Veluna is generally unremark- In the years following the establishment of the
able. All forests of importance have long since been Viceroyalty, Veluna acted as a sort of moral compass
clear cut, leaving only the Ironwood, on the south- for Ferrond as a whole. Key adherents of Rao gained
ern border, the Dapple Wood and the Asnath Copse, major positions in the court of the viceroy. Given
a small woodland that, in former days, provided the warlike Oeridian temper and the years of arro-
most of the lumber that built nearby Veluna City. gance established in the west, the Velunese advisers
Veluna claims the northern margins of the Lorridges had much work to do.
and a sliver of the Lortmils, which house the nation's It was only after gaining the council and support
precious metal mines. of Canon Hermiod of Laudine that the man who
Veluna's army, based around a highly skilled core would become Thrommel I initiated the plan to
of heavy cavalry, also includes contingents of elven declare independence from the Great Kingdom. As
bowmen and gnome sappers. The bulk of the troop Furyondy was born, in 254 CY, Voll (now officially
are pikemen, bulwarked by hundreds of clerics. The recognized as Veluna) too declared sovereignty,
Knights of Veluna, a local branch of the Knights of though the two states remained close.
the Hart, number just more than one hundred. The strong relationship between Furyondy and
These politically active men and women command Veluna entered a period of hardship fifty years later,
smaller independent bands of sergeants and men-at- as the Gentry of Dyvers began aggressively courting
arms, and often can be found at the beck and call of merchant caravans that once passed through Ver-
any of the nation's seven secular ruling families. bobonc and on to Devarnish, Veluna City, and points
west. The trade war effectively choked all westward the conference, a contingent of orthodox Cuthber-
travel along the Velverdyva, saddling boatmen with tine Overseers rallied the more conservative Raoans
ridiculous tariffs. Those who failed to comply with to their cause, urging that Veluna formally cede
the taxes often found themselves mysteriously from Furyondy to oppose the growing apostasy fer-
molested by "wandering" bands of bandits. Though mented by wartime expansion and imperialism. In
the Raoan hierarchy to the north largely ignored the an agreement known as the Concordat of Eademer,
trade difficulties, the landowners in the Celestial the members of the college voted overwhelmingly
Order of the Moons in Veluna City demanded to break from the kingdom.
action. Skirmishing between "unsanctioned" agents Veluna soon thereafter gained a reputation as a
on both sides of the border resolved the issue in favor gentle neighbor, a peaceful, contemplative power
of Veluna, but a rift developed between Veluna City that rarely engaged itself in battle or even fierce eco-
and Chendl. nomic subterfuge. The nation roused troops and
In 350 CY, King Tavish II of Keoland exploited allowed itself to become embroiled in political
the problems between Furyondy and Veluna by struggle only in 569 CY, when the Horde of Elemen-
marching an army across the Lorridges and Kron tal Evil threatened Verbobonc. After that victory for
Hills and into the southern and western holdings of the forces of weal, talk soon spread of plans of mar-
Veluna. Much as be anticipated, King Avras I of riage between the wealthy young Supreme Mistress
Furyondy protested loudly, but mustered no troops of the Order, Jolene of Samprastadar, and Prince
in the defense of his southern ally. By 355, the Thrommel IV, hero of Emridy Meadows. As an inde-
Second Expeditionary Force had taken Devarnish pendent nation maintained on its own terms,
(and the fabled Crook of Rao along with it), halting all Veluna forged stronger relations with Verbobonc
trade along the Great West Road. In face of a grave and Furyondy.
military threat, the secular government fled Veluna The year 573 CY, however, brought grim news.
City for the safety of the canon's court in Mitrik. In While campaigning in the south, Prince Thrommel
order to ensure peace for his nation, Canon Turgen vanished without a trace. Courtiers in the Celestial
IV of Mitrik drafted and enacted the Treaty of Order claimed the abduction to be the work of the
Devarnish, an extremely controversial agreement Scarlet Brotherhood, who had recently revealed
that ceded the control of the Fals Gap, the great themselves in the distant south. Jolene withdrew
Western Road, and the control of several southern from the public eye in shock and sorrow, and talk of
fortresses to Keoland in exchange for a halt in the reunification ceased.
invasion and the guaranteed independence of Of late, Veluna has become a beacon of hope, a
Mitrik and Veluna City. center of stability in an unstable land. After the
The occupation gambit seemed to pay off for the tumult of the Greyhawk Wars, a group of adventur-
canon, at first. In 415 CY, however, when the brutal ers in the employ of Canon Hazen recovered the
Commandant Berlikyn of Gran March was named long lost Crook of Rao. In a stirring private ceremony
governor of the northern provinces, the situation attended by the entire College of Bishops, Canon
became an unmitigated disaster. Berlikyn initiated a Hazen (along, it is said, with help from the archmage
program of grim oppression in the occupied lands, Bigby of Mitrik) employed the fabulous artifact to
and by 436 CY had publicly threatened to annex the trigger the Flight of Fiends, a wholesale purge of
whole of Veluna in the name of the Keoish crown. demons throughout the Flanaess.
Whether the king of Furyondy decided to act due to Since that gracious event, the canon has made few
the agents dispatched by the canon in that year, or public appearances. He is aged, and some claim that
because the looming threat of Keoland had simply the ceremony enfeebled the once-great ruler. When
become too large to ignore, act he did. In response to he has appeared, it has been at moments of great
the commandant's public act of hubris, the armies of political importance. He stood at his friend Belvor's
Furyondy surged into Veluna, battling south of the side upon the calling of the Great Northern Cru-
Velverdyva in a ferocious series of actions soon sade. Furyondy and Veluna's declaration of eternal
known as the Short War. By 438, the Keoish army war against Iuz was said to have been crafted by
had been dispatched from Velunese soil; Devarnish Hazen's own hand. Despite the state of its ruler,
and the lands around it once again became part of Veluna seems willing to endure whatever the future
greater Veluna. may bring.
This state of affairs lasted but briefly. In 446 CY, Conflicts and Intrigues: The secular nobility, led
the Velunese College of Bishops convened to dis- by the reclusive Jolene, means to exploit Hazen's
cuss the fate of their nation, which many religious increasing inattentiveness by increasing the power of
men believed was controlled by greedy Furyondians the Celestial Order and weakening the influence of
driven by secular goals. Though cool heads opened the church. An alleged madman posing as Prince
Thrommel was recently put to the torch in the vil- within the boughs of trees of the same name. Most
lage of Garegest, without benefit of a divination. gnomes live in "rents," small but comfortable
Seven members of the College of Bishops, attendants dwellings excavated from the dozens of small hills
at the Flight of Fiends ceremony, are now inflicted within the city proper.
with madness and an incurable wasting illness. The town is rich with trade. The river brings goods
of all stripe, with caravans and barges more than
Verbobonc happy to leave the region loaded down with gems
Proper Name: Viscounty and Town of Verbobonc and copper from local mines. Verbobonc's gnome
Ruler: His Noble Lordship, the Viscount Langard of smiths are renowned across the Flanaess. (Arguably,
Verbobonc, Defender of the Faith (CG male half-elf their most important structure, the Royal Furyon-
Rog4) dian Mint, spreads their handiwork farther than
Government: Semi-independent realm owing any other.)
fealty to the Archclericy of Veluna, but nearly The local temperate is mild, featuring cold winters
autonomous in practice with little snow. The people of Verbobonc are
Capital: Verbobonc friendly but cautious—most have seen evidence of
Major Towns: Verbobonc (pop. 12,700) true evil in their lifetimes, and know that a stranger
Provinces: Fourteen freeholds and similar fiefs, all could as easily slice your throat as look at you. The
less than 500 square miles in size; the entire vis- folk of Verbobonc have channeled this caution into
county is a bishopric under St. Cuthbert, and it is a diligent work ethic. "Hard work keeps the demons
divided into eight "guardianships" overseen by away" is a popular local proverb.
abbots; some guardianships include more than one Despite its small size, Verbobonc boasts both a
political fief religious and secular army. The First Army of the
Resources: Copper, gems (I-IV), timber Church is little more than a collection of club-
Coinage: [Modified Furyondy] leaf (pp), wheatsheaf bearing zealots, beaten so often by the Cuthbertine
(gp), knight (ep), spire (sp), common (cp) Overseer Branditan (LG male human Ftr6/Clr2 of
Population: 177,800—Human 79% (Ofsr), Elf 9% St. Cuthbert) that they have become a formidable
(sylvan), Gnome 5%, Halfling 3%, Dwarf 2%, Half-elf and well-trained force. This body numbers perhaps
1%, Half-orc 1% two hundred men and women. The Viscount's
Languages: Common Standing Army consists of six hundred pikemen,
Alignments: LG*, N, LN cavalry and archers, nominally led by the extremely
Religions: St. Cuthbert*, Ehlonna, Zilchus, Fhar- aged (and increasingly disabled) Mayor Velysin (NG
langhn, Obad-Hai, Beory male human Ftr11). In times of great need, these
Allies: Veluna, Furyondy (distrusted), Knights of troops are bolstered by rangers from the Gnarley,
the Hart (distrusted), Kron Hills gnomes (distrusted, contingents of clerics from Veluna, and the famous
technically in rebellion at present), Dyvers Bootmen of Furyondy's Duchy of the Reach. An
Enemies: Iuz, Pomarj, assorted evil cults (particu- alarming number of adventurers can be found in the
larly Iuz, Vecna, Tsuggtmoy, Elemental Evil) Viscounty, augmenting the resident forces in unpre-
Overview: The Viscounty of Verbobonc is a near- dictable, often destructive, ways.
independent province of the Archclericy of Veluna, Orders of knighthood are few and small in Ver-
ruled in palatine by a powerful viscount. The town bobonc, though the new viscount recently proposed
of Verbobonc itself is the second largest port on the sponsoring a local branch of the Knights of the Hart.
Velverdyva, bringing much wealth to the local lords. Though controversial (as no love is lost between the
The writ of the Viscounty extends some fifteen miles town and the Knights of Furyondy), it appears the
into the Kron Hills to the south, though the current proposal is gaining widespread public support so
gnome troubles ensure that the viscount holds little long as the knights were loyal first to their home-
true power there. Though relations with the lords of land, not to foreigners.
neighboring villages and strongholds within the History: Long before the coming of humanity, Ver-
Viscounty are not nearly as tumultuous, Viscount bobonc was an elven settlement, a small but impres-
Wilfrick's inattentiveness during the latter part of sive river town filled with tall, thin towers, narrow
his reign has ensured that some local rulers have walkways and delicate wood and ceramic statuary.
more power than they ought to have, a problem that The local elves shared their lives and livelihood with
the current viscount, Langard, must deal with on a the good gnomes of the Kron Hills, banding
daily basis. together to battle off threats from the north and east.
Verbobonc is not only a human city, but is home Verbobonc, then, was a military town, aligned with
to many elves and gnomes, as well. A few of the the gray elves of Enstad, though a political entity
former live in lofted ipt-houses, structures built unto itself. The surrounding hillocks still hold relics
of those ancient days, slowly crumbling towers of demon within the golden doors of the edifice. For a
unsurpassed beauty, troves of buried arrowheads and time, peace returned to the lands of Verbobonc.
still-useful armor, and even, it is said, the elven Old The peace was short lived. The so-called "Second }
Places, sacred refuges hidden in the magical folds of Rising" of the Horde of Elemental Evil surprised no
the world. one. Viscount Wilfrick, alerted to the growing evil by
As civilized humans entered the Flanaess and agents in the south, ordered the construction of a
most elves receded into the woodlands, Verbobonc castle at the sleepy Village of Hommlet. In the late
gained importance as a trade port on the Velverdyva 570s, dozens of parties of adventurers sallied forth
River. At this time, many elves quit Verbobonc, leav- against the temple. After much loss of life, the horde
ing the town to the gnomes and the new arrivals. seemed at last to have met defeat. The castle at
Thus began a new period in the history of the Hommlet was completed in 581 CY, and the folk of
region, in which the two races worked together to Verbobonc began cautiously to return to a life unhin-
improve and grow Verbobonc into a state of its own, dered by the shadow of evil.
not beholden to any greater power. At the dawn of Verbobonc was not an official participant of the
the first century CY, the two primary races of Ver- Greyhawk Wars, though dozens of volunteer compa-
bobonc encircled their home with walls, and con- nies native to the Viscounty bolstered the armies of
structed hundreds of new buildings, mixing a dis- Furyondy and Veluna. Upon their return, they found
tinctly gnome architecture with the existing elven their homeland embroiled in a desperate political
structures. In this spirit was the slogan "Earth and struggle with the nations they had left to assist. In
Stone, Man and Gnome" carved above the city's 585 CY, the Furyondian Knights of the Hart called
north gate, a motto and approach to life that endures for the annexation of Verbobonc. Though representa-
to this day. tives from Veluna sniffed at such talk, the emergence
The Viscounty was formally incorporated into of the Great Northern Crusade, in which Veluna and
Veluna and the Viceroyalty of Ferrond in 119 CY. Furyondy acted as a single political unit, frightened
Thereafter, it served as Veluna's primary river port, a many in the town who had long preferred the reason
fact that made it a primary target of Keoish aggres- (and liberal tax laws) of Mitrik to the zeal (and active
sion during the Short War. Saved from annexation monitoring of the finances of the aristocracy) of
by the Treaty of Devarnish, much of the western land Chendl. The situation came to a head when old Vis-
of the Viscounty was nonetheless occupied. The count Wilfrick died in his sleep in Harvester 587 CY,
looming Castle Estival, just east of the Iron Wood, is leaving Castle Grayfist to his eldest known son, the
a telling example of how deeply the soldiers of Right Honorable Sir Fenward Lefthanded,
Keoland influenced the region in the mid-fourth Though Viscount Fenward publicly denounced all
century CY. When Keoland withdrew from Veluna talk of annexation, he also enacted a number of rash
following the Short War, Verbobonc grew distant policies that harmed the city and its allies. Since the
from Mitrik. Its viscount still sent a delegate to sit on fall of the Temple of Elemental Evil and certain well-
the Celestial Order of the Moons, but never again publicized raids into nonhuman lairs in the Gnarley
would the citizenry be considered completely willing Forest (the success of which was overstated) had
vassals. In these years, the church of St. Cuthbert "eradicated all enemies of the Viscounty, both imagi-
came into great prominence in Verbobonc, displac- nable and otherwise," Viscount Fenward withdrew
ing Raoan clerics in important government roles. costly patrols from the forests and hills. Nonhuman
The trading town might have fallen from the gaze communities that depended on those patrols to pro-
of history if not for the development, in the late 550s, tect them from real and still present threats exploded
of a nexus of evil just south of the town, in the Kron in uproar against this new policy and an ill-thought
Hills. This outpost, the infamous Temple of Elemen- insult Fenward aimed at the gnomes. The gnomes of
tal Evil, soon became a beacon for vile men from the Kron Hills summarily declared themselves free
across the Flanaess. These folk raided local caravans from Verbobonc's authority, swearing themselves
with impunity, constantly threatening the hill folk only to their Clanlord, Urthgan the Eldest of Tulvar
and local gnomes. By 568 CY, it became clear that the (LN male gnome Wiz7 (illusionist)/Ftr2), and to the
villains had established an army, and the following Assembly of the Kron Hills, a council of gnome
year saw a great battle between this horde and the elders. The sylvan elves of the Gnarley, though hard
forces of Verbobonc, Veluna and even Furyondy. pressed without human patrols, scarcely acknowl-
Elves from the Gnarley proved vital to the success for edged the change.
the side of weal, and the Horde of Elemental Evil was A series of slanderous dispatches between Vis-
scattered at the Battle of Emridy Meadows. Powerful count Fenward and the Kron Assembly followed and
mages and clerics sealed the temple with arcane left many city gnomes unsure of their allegiance,
bindings, claiming to have trapped a powerful This dangerous development ended only when
papers implicating the viscount as an agent of the mans and bandits from Blackmoor and Cold Marshes
Scarlet Brotherhood were discovered in Fenward's Overview: The portion of the steppes controlled by
chambers. The papers were later revealed to be for- the Wolf Nomads is bounded by the Fler river to the
geries, a fact that helped Fenward little, as he had west, and the Burneal Forest to the north. To the
been slain by his captain of the guard when he resis- south, their territory ends at the shores of Lake Quag,
ted imprisonment for treason. and pushes up against the Sepia Uplands and the
Thereafter, rulership of Verbobonc fell to Langard northern borders of the Vesve. In the east, however,
of the Gnarley Border, a half-elven, half-forgotten lies the uncertain border with the lands of Iuz. The
bastard son of Viscount Wilfrick. The new viscount relationship between Iuz and the nomads has never
was surprised to find himself in charge of the town, been friendly, and a state of open warfare has pre-
and he is a cautious though naively open ruler vailed for most of the last decade. The capital city,
(hoping that his past affairs as a minor smuggler do Eru Tovar, stands ready to endure siege, while the
not come to public attention). In a land so controlled war bands continue to harry the forces of Iuz, though
by fear (of monsters, evil cults, and annexation), seldom engaging in protracted combats.
many look upon Langard's "discovery" with the sus- The war bands of the tarkhan are gathered from
picion that he is a Scarlet Brotherhood agent and no among the many tribes of the steppe, each led by its
relation to the former viscount. No less a personage own noyon. They fight with bow and lance, and are
than the city's venerable Bishop Haufren (LN male only lightly armored. Sometimes, they will serve as
human Clr14 of St. Cuthbert) vouches for him, guards for caravans or expeditions crossing the plains
however, so the skeptics have considerable opposi- to Blackmoor or seeking trade with the Tiger
tion to overcome. Nomads to the west. These nomads are loyal to their
Conflicts and Intrigues: Several evil cults are word, much more so than the Tiger Nomads, but
thought to operate in this region; cults of Vecna and they are very easily offended. This often happens
Iuz are those most feared. The city's gnomes must when a caravan is in the middle of the steppe, and it
choose allegiance between the Viscounty and their usually requires many gifts and payments to atone for
clans in the Kron Hills. Exiles from the Wild Coast such a transgression. The experienced traveler will
have brought disease, drunkenness, and crime to the certainly plan for such a predicament.
region. The Renvash Splinter, a reliquary of the Cathe- A larger trading town of nomads exists on the
dral of the Holy Cudgel, was recently stolen by par- shores of Lake Quag, called Ungra Balan, in the terri-
ties unknown. tory of the Guchek tribe of the Wolf Nomads. It is
Wild Coast (see Greyhawk, Pomarj) more populous, and more prosperous, than Eru
Tovar, but its inhabitants are not truly representative
Wolf Nomads of the Wolf Nomads. Many townsfolk are not
Proper Name: The Wegwiur nomads at all, but some are former nomads who were
Ruler: The Fearless Wolf Leader, Tarkhan of all the exiled for some offense. Goods and horses can be
Wegwiur, Commander of the Relentless Horde, obtained here that would otherwise be unavailable to
Bargru (CN male human Ftrl4/Wiz2 (illusionist)) anyone unwilling to travel the plains, so the town
Government: Numerous loosely allied nomad continues to grow. Many nomad bands have taken to
tribes; hereditary leader of the ruling clan has author- wintering in the region as well, despite the disap-
ity (limited by charisma and force) over other khans proval of their tarkhan.
Capital: Eru Tovar History: The Wolf Nomads consider themselves the
Major Towns: Eru Tovar (pop. 4,200), Ungra Balan true heirs of the great Relentless Horde that once
(pop. 8,300) challenged all the nations of the northern Flanaess.
Provinces: Two settled towns but no provincial Led by the mighty Kha-Khan Ogobanuk, the host
structure encompassed both the Wolf and Tiger nations until
Resources; Furs and hides, copper, horses 345 CY. All the lands west of the Griff Mountains
Coinage: None; Perrenland coinage used in Ungra were under their sway, though by the end of the kha-
Balan, barter used everywhere else khan's lifetime the territory east of the Fellreev
Population: 120,000—Human 96% (Bf), Halfling Forest was already lost. After Ogobanuk was laid to
2%, Elf 1%, Other 1% rest in the Howling Hills, the Wolf and Tiger
Languages: Ordai, Ancient Baklunish, Common Nomads became separate nations, though still bound
Alignments: CN*, N by language and tradition. Both the ilkhan and
Religions: Geshtai, Istus, ancestor worship, Telchur tarkhan have followed the kha-khan's decree and
(from long-ago Oeridian contact) studied the art of beguilement, for any ruler who
Allies: Rovers cannot deceive his enemies is not clever enough to
Enemies: Iuz, Tiger Nomads (sometimes), nonhu- lead a free people.
The first ruling tarkhan chose for his camp a hill rumored to be in Ungra Balan. The spreading tide of
near the source of the Blackwater River. Around it he evil among the Tiger Nomads concerns many. Plans
built a wooden stockade that was rebuilt each for strikes into Iuz's territory might be in the works,
autumn. Eventually, the site became the city of Eru
Tovar, with walls and buildings of brick, as well as Yeomanry
wood. A copy of the Great Yassa of Ogobanuk was Proper Name: The Yeomanry League
housed there, to be perused only by the tarkhan and Ruler: His Steadfastness, Marius Lindon the Free-
his heirs, though it was rumored that the ilkhan of holder, Spokesman for the Yeomanry League (NG
the Chakyik possessed a copy as well. The arts of male human Rgr10)
beguilement and leadership were set forth in the Government: Independent democratic republic
Yassa, and the traditions by which the nomads governed by an elected Freeholder (who conducts
should live. Thus, while the nomads were a free diplomacy, negotiates treaties, and commands the
people, they still maintained a standard of virtue. military) and Council of Common Grosspokesmen (a
For many years, the nomads remained the most parliament handling legislative affairs); suffrage
powerful force in the north. When Iuz the Old came exists for all adult citizens (human and nonhuman,
to power in the Northern Reaches of Furyondy, that male and female) who have military service or are
changed. He claimed the territory between the Wolf gainfully employed in the realm
Nomads and the Rovers of the Barrens, and sought Capital: Loftwick
with his nonhuman armies to bring the nomads Major Towns: Farvale (pop. 4,400), Loftwick (pop.
under his sway. To them, he was yet another enemy, 8,400), Longspear (pop. 7,700), North Reach (pop,
but one whose evil far surpassed any they had known 3,700), Westburn (pop. 2,500)
before. They learned to avoid his lands east of the Provinces: Five high districts (towns governing
Black Water, though never forgetting their honored large domains), thirty-one low districts (rural areas
dead in the Howling Hills. Iuz menaced the nomads with scattered villages)
for a generation, but with his imprisonment, they Resources: Foodstuffs, cloth, silver, gems (II)
returned to their former ways, battling the Rovers Coinage: Freegold (gp), halfgold (ep), silver (sp),
once more on the Dulsi plain. common (cp)
Iuz returned to the north in the years prior to the Population: 305,900—Human 79% (SOf), Halfling
Greyhawk Wars, and after a period of rebuilding, he 9% (stout), Elf 5% (high), Dwarf 3% (hill), Gnome 2%,
attacked his neighbors once again. His first major Half-elf 1%, Half-orc 1%
offensive against the Wolf Nomads was a siege of Eru Languages: Common, Keolandish, Halfling, Elven
Tovar. The tarkhan himself led two full tumans of Alignments: LG*, LN, CG, NG
nomads against Iuz, breaking the siege and trapping Religions: Phaulkon, Heironeous, Allitur, Fortubo,
the Old One's northern army at the great north bend Fharlanghn, Trithereon, Zilchus, Delleb, Joramy,
of the Black Water River. The Battle of Black Water Norebo, Kord, halfling pantheon, dwarf pantheon
Bend, as it was called, was a great victory for the Wolf Allies: Keoland (weak), Sterich (weak), Knights of
Nomads, though Iuz continued to make progress in the Watch (weak)
the Howling Hills Enemies: Scarlet Brotherhood; many giants and
Following the wars, the Wolf Nomads were incited nonhumans in Hellfurnaces, Crystalmists, Jotens,
to attack Iuz in the Howling Hills by a mercenary Tors, and Hool Marshes; Iuz
Paynim named Tang the Horrific. Appearing before a Overview: The Yeomanry League, also known as the
gathering of tribal khans, the charismatic Tang Yeoman Freehold, is situated in a valley between the
stirred even the aging tarkhan with his words, and a Jotens and the Tors in the southwest corner of the
horde was gathered to invade the territory of Iuz. The greater Sheldomar Valley. The moderately sized
victory was by no means as decisive as the Battle of realm is nearly surrounded by the Crystalmists and
Black Water Bend, nearly a decade earlier, but many its spurs, though its eastern border with Keoland is
of Iuz's nonhuman troops were slain in the invasion. generally regarded as the western bank of the Javan
Tang was separated from the horde, fleeing eastward across from the county of Cryllor. Its border contin-
through the Land of Iuz and beyond. The Wolf ues south to where the great river enters the Hool
Nomads returned home to the steppes and continue Marshes and the lands of the Sea Princes. The cli-
to raid the realm of Iuz with newfound daring and mate is hot nearly year round in the central valley,
boldness. though the temperature moderates as one
Conflicts and Intrigues: The tarkhan's seventh son, approaches the foothills, particularly in late fall and
Lekkol Khan, has returned after a long absence to see winter. The Yeomanry is a land populated largely by
his father. A visit by a party of western Rovers of the freemen farmers, who are mostly a Suel-Flan mix.
Barrens is being widely discussed. Agents of Iuz are With foodstuffs and cloth the major industries of the
nation, the town of Longspear on the eastern border Imperium. The tyrant was eventually cast down after
forms the major trading center for the country and years of dominion, during which his outrages ulti-
the destination for most of its excess goods. Here, mately grew unbearable. The yeoman farmers
foreign visitors are usually welcomed, and much bandied together into small cadres of around a dozen
commerce is conducted, particularly with Keoland, fighters to overcome the forces of the mage in piece-
the Yeomanry's nearest neighbor. meal fashion through relentless guerrilla strikes
The Yeomanry is one of very few representative upon his forces. Asberdies was soon harried from his
governments in Flanaess. Any citizen of majority throne and realm by the insurgents, who successfully
who has carried a spear for the nation, either now or besieged his stronghold.
in the past, is eligible to elect spokesmen on his In the aftermath of securing their independence,
behalf from his community. In turn these spokes- these citizen-warriors realized that they had essen-
men elect representatives, until one reaches the tially formed the framework of a government. They
approximately one-hundred-member Council of elected their own spokesmen, who in turn chose
Common Grosspokesmen. The council meets in the leaders to direct the affairs of the realm. The
capital of Loftwick four times a year during the festi- Grosspokesmen, as these leaders would come to be
val weeks to decide the affairs of the nation. These called, established the office of Freeholder, who was
delegates act largely as a legislative body, and choose essentially an administrator elected to run the gov-
from among the greater landowners of the nation a ernment, military, and conduct foreign policy.
citizen to act as Freeholder. The Freeholder is Almost two centuries later, in -96 CY, the leaders
charged with being the chief administrator of the of the Yeomanry met with representatives of the
nation, and he also directs diplomacy and the heads expanding kingdom of Keoland to discuss their
the armies of the Yeomanry by leading the Free Cap- annexation into the latter. Its Grosspokesmen and
tains of the Battles. The current Freeholder is Marius Freeholder were welcomed as members of the Coun-
Lindon, a ranger from the eastern territories of the cil of Niole Dra, treated as noble peers within the
Yeomanry. He has held the office for scarcely two greater realm. Over the next four centuries, the Yeo-
years, but was chosen for his expertise in dealing manry contributed its well-trained warriors to sup-
with the nonhuman invasions that have increased port the efforts of the kingdom, primarily by secur-
with frequency in recent years. ing its borders from invaders and marauders. They
History: As the Suel migrated into the Sheldomar were instrumental in the efforts of King Tavish I to
Valley, many of their number sought a peaceful exis- conquer the Pomarj and the southern lands that
tence. These people, primarily lowborn peasantry would become the Hold of the Sea Princes.
from the Suel Imperium, did not venture far from But this cooperation ended suddenly, during the
where they emerged into the Flanaess. They settled reign of Tavish II, when the wars turned from
the high valleys between the Jotens and the Tors and defense to naked aggression. In 361 CY, the Yeo-
mixed with the local Flan. These new lands, stretch- manry withdrew its forces from the Keoish armies
ing all the way out to the Javan River, had been well and closed its borders in protest. It was over a cen-
explored by the Suel Imperium prior to the Twin tury later that reconciliation between the two sides
Cataclysms. The explorers had established mining was finally achieved, when Tavish IV recognized an
enclaves and scouting outposts decades before the independent Yeomanry. Thereafter, the Yeomanry
onset of the final war, producing small but notable settled into a more peaceful existence that has lasted
settlements such as Melkot in the Tors and Alran on nearly to the present day.
the Jeklea Coast. For centuries, dissident individuals Some dozen years ago, a cavernous bore was found
had escaped imperial eyes to the shores of Jeklea Bay at the foot of the Crystalmists in the western end of
after crossing the dormant Hellfurnaces, but these the realm. This tunnel, which supposedly pierces the
lands were not of great importance until the destruc- range and leads to the Sea of Dust, has brought
tion of the empire. renewed (and unwanted) attention to the Yeomanry.
In the century following the migrations, the This activity is concentrated on Dark Gate, a small
humble folk who settled these lands were conquered town built near the site that enjoys a frontier econ-
and subjugated by a powerful Suel mage who merci- omy, though it is a dozen miles from Westburn. In
lessly swept through their realm from the east. Lord 590 CY, adventurers appeared in the town with
Asberdies, as the tyrannical wizard was known, had armor and weapons made of a strange black metal
emerged from the Dreadwood after the terrible that disintegrated within days. With tales of other
destruction of his noble house, the infamous Malhel, great riches and wondrous magic just beyond the
some years earlier. Asberdies ruled the land and its entrance to the passage, many have come to seek
people with cold blooded ruthlessness in a vain their fortune.
attempt to resurrect a vestige of the glory of the Suel Freeholder Marius JLindon, elected in 589 CY, has
paid little attention to these developments, concen- the Tuflik, and in most of the area north of the town
trating on the "giant troubles" in the north. Raids of Antalotol. Zeifs climate is balmy along the coast,
from the Jotens in 590 CY threatened the city of though her interior has cold winters and very hot
Loftwick, and he has set about reinforcing its summers. Zeif's broad southern border is the open
defenses lest in 591 his realm suffer the fate of plain, still dominated by the uncounted tribes of
Sterich and Geoff. Paynims.
Conflicts and Intrigues: Wastrian clerics have The Paynims roam freely across the border, for
appeared in the Hool Marshes since the mid-570s many are mercenaries in the service of the sultan's
and are blamed for raids as far north as the Little armies and so are seldom questioned. They are
Hills. Refugees from the Sea Princes are causing expected to carry the badges of their mercenary
trouble for southern landholders. The Yeomanry has units, but these are easily obtained—legitimately or
2,500 mercenaries working for Keoland, but the Free- otherwise. Few others travel the plains, though cara-
holder wants them recalled home. All thirty-eight vans still trek to distant Kanak on the shores of the
inhabitants of a small village ten miles from Dark salt-lake of Udrukankar. Many caravans employ
Gate disappeared two months ago, with no clues as to Paynim guards, but this is seldom proof against
their abductors or current whereabouts. attack, for the Paynims war upon each other as read-
ily as upon outlanders. Towns like Antalotol and
Zeif Barakhat still profit from such caravan traffic, but
Proper Name: Sultanate of Zeif none compare to the city of Zeif, on the green waters
Ruler: His Omnipotence, the Glory of the West, the of the Dramidj.
Sultan of Zeif, Murad (LN male human Ftr15) Sea trade is vitally important to Zeif, and her
Government: Independent feudal monarchy with coastal cities are by far the most prosperous. The
hereditary ruler; advised by a grand vizier and the greatest merchant fleet in the western Flanaess is
Diwan, a semihereditary bureaucracy; royal line has that of Zeif. These ships travel to all the nations of
uncertain claim of descent from ancient Baklunish the gulf and throughout the islands of the Dramidj
Empire royalty, but still claims to rule all civilized Ocean. Her war fleet is also imposing, but it is
Baklunish lands; noble families are all related to the divided among the many ports along the vast stretch
royal family in various degrees; religion is sub- of coast it must patrol. Special attention must be paid
servient to the state to the Bakhoury Coast client states, whose loyalty to
Capital: Zeif (called Zeif City in the east) the sultan is ever in doubt. Heavy cavalry patrol the
Major Towns: Antalotol (pop. 10,700), Ceshra (pop. land routes between major settlements, and heavy
16,600), Dhabiya (pop. 14,900), Zeif (pop. 43,500) infantry are garrisoned in the larger towns.
Provinces: Thirty-eight timars (rural fiefs); cities and Government in Zeif has many layers. The minis-
towns, and surrounding lands, are governed by beys, ters of the sultan's cabinet, or Diwan, all hold the title
deys, emirs, and pashas (including the capital, admin- of Vizier; the Grand Vizier is the highest-ranking
istered by a pasha for the sultan) minister in Zeif, and he answers only to the sultan
Resources: Foodstuffs, gems (III), horses, livestock himself. The power of the viziers is legendary, and
Coinage: Magus (pp), efrit (gp), marid (ep), djinn most of these scholarly officials are also wizards or
(sp), dao (cp) clerics. The military of Zeif is very strong, yet
Population: 1,628,300—Human 88% (B), Orc 10%, because its supreme leader is the sultan himself, their
Halfling 1%, Other 1% interests suffer when his attention is distracted. High
Languages: Common, Ancient Baklunish, Baklun- in the ranks of the military are the Spahis, the
ish dialects, Halfling, Orc knights of the sultanate; they are landed gentry of
Alignments: LN*, N wealth and position, but without the discipline of the
Religions: Istus, Al'Akbar, Mouqol, Geshtai, Xan Farises of Ekbir. The alliance of merchants, called the
Yae, other Baklunish gods Mouqollad, is perhaps the next greatest power, for
Allies: Tusmit (sometimes), Paynims (sometimes) they too have wealth, though no authority. Finally,
Enemies: Ekbir (sometimes), Tusmit (sometimes), assassins and spies are also plentiful in Zeif, serving
Ket (sometimes), Paynims (sometimes), Knights of any number of masters or causes.
the Watch Zeif has a significant minority of orcs and half-
Overview: The Sultanate of Zeif is the largest single orcs, the distant descendants of nonhuman merce-
nation of the Baklunish. Its northern and eastern naries used by the old Baklunish Empire before the
boundaries are formed by the Dramidj Ocean and the Invoked Devastation. These tribeless nonhumans
Gulf of Ghayar (the Janasib Isles remain stubbornly have become fully integrated into the state, though
independent), while its eastern border is formed by most are within the lower class. A number of noted
the Tuflik river. Grasslands give way to fields along generals and spies of Zeif were obviously half-orcs.
Peh'reen, the palace of the Sultan of Zeif
History: Ozef the Warrior founded this state upon a Diplomatic relations were established with the matri-
coalition of nomadic and sedentary peoples in the archs of Komal, though no formal alliance was ever
region of the old Satrapy of Ghayar. With his Paynim achieved. Growing tensions with the Paynims
army he defeated and destroyed each of the Imperial erupted into sporadic conflict along Zeif's southern
Pretenders, ending their evil regime and stopping border, while a few of the Bakhoury emirs openly
the terrible blood-tribute of the Satraps. In its place accommodated piratical strongholds.
he declared the Sultan's Truce between clan, class For the next several centuries, Zeif faced challenges
and race. Unfortunately, Ozef's reign was cut short from her neighbors on land and sea. The Zeif were
when he was devoured by a dragon turtle in the usually triumphant, yet the sea-lanes continued to
Dramidj. The administration of the government was grow more dangerous, as did the plains. The maraud-
then assumed by the Diwan under the guidance of ing of the Paynims became so incessant that Sultan
the Grand Vizier, in the sultan's name. Melek II sought a permanent solution in the form of
Ozef's great-grandson, Jehef the Splendid, restored nomads from southern Komal, beyond the Gulf of
the authority of the sultan by gathering the support Ghayar. The Brazen Horde were a nation long at odds
first of the military, then of the merchants. Under with the Komali, and they found the promise of new
military administration, his rule extended from Ket lands to be irresistible. Their relocation to the plains
to the Bakhoury Coast, and all the lands between, bordering Zeif was intended to provide a buffer zone
The legendary wealth and sophistication of his court between the indigenous Paynims and the lands of the
marked the cultural high point of the sultanate. He sultanate, and the strategy was briefly successful. The
was also the last sultan to have the full allegiance of differing nomads warred upon each other for decades
the Paynims. Perhaps his most lasting monument is before they reached an accommodation.
his combined palace and capitol, Peh'reen. In the aftermath of this immigration, a horde of
Following the death of Jehef, his grandniece displaced Paynims left their ancestral lands, invading
Ismuyin assumed office as the only reigning sultana Zeif, then Ekbir, and finally emerging in the steppes
of Zeif. She continued most of her uncle's policies, beyond the Yatils to menace the peoples of the cen-
but she also reached an accord with the civil govern- tral Flanaess. The provinces of Tusmit and Ket were
ment to restore the viziers to their old authority. Her lost to the sultanate as well, reducing Zeif's eastern
government concluded treaties with the gulf states of borders to their current limits. Diplomacy proved
Risay and Mur, as well as some Ataphad city-states. ineffective in restoring these eastern holdings to the
sultan's rule, and several expensive military disasters to assert its authority over all the territories once held
caused the government to abandon efforts to regain by Zeif. Only the pasha of Tusmit and a few Paynim
these lands. rulers have sworn loyalty to the sultan, and he might
All of Zeif's maritime interests were threatened by not be willing to go to war to press his claims. Zeif has
her seafaring neighbors, particularly Komal in the not been directly affected by the Greyhawk Wars,
western Dramidj. The Battle Beneath the Waves saw beyond a decline in trade with the central Flanaess
a force of Komali and allied merfolk defeat Zeif's nations for several years. Many unresolved conflicts
assembled fleet in the Qayah-Bureis islands, vastly exist with other western nations, but the tendency
reducing Zeif's naval presence in the Dramidj. The here is to watch and wait; the sultan grows old and
emirs of the Bakhoury Coast took advantage of Zeif's uncertain, and the struggle for succession will occur
weakened sea power to declare their own independ- soon enough.
ence, also seizing the Janasib islands in the process. Conflicts and Intrigues: Bakhoury Coast emirates
Zeif slowly reestablished control along the coast, but are near rebellion. Janasib corsairs are rumored to be
groups of buccaneers and pirates stubbornly held negotiating an alliance with Komal. The royal harem
the Janasibs, defying the sultan's authority down to might be the current headquarters of an assassins'
the present day. syndicate. Foreign spies, especially from the
The government of the current sultan has attempted Ataphads and Komal, are suspected everywhere.
in the plains between the Banner Hills and the south-
ern Yatils. At one time it grew up onto the slopes of
the Yatils, but the foothills and northern lowlands
were cleared for farming over the centuries. Thorn-
ward is on its southeast border. Yarpick trees, com-
monly called daggerthorns, are abundant here. Culti-
vated yarpick "nuts," the inner seed of their small fruit,
are nourishing either whole or ground into meal;
these are sold in Ket, Perrenland and the Baklunish
nations.
Strange, evil nonhumans and fell monsters lurk
Adri Forest: This vast, ancient broadleaf forest is filled here. A single main road pierces the forest; patrolled
with game animals and fine wood. It has shrunk in by Ketite soldiers and fortified against foreigner sol-
area by about half since the Great Kingdom was diers and predators alike.
founded, thanks to land-clearing for farms, fires, log- Burneal Forest: The Burneal Forest stretches for
ging, and woodcutting. Resources from the Adri hundreds of miles, from the shore of the Dramidj
include wood for shipbuilding, homes, furniture, and Ocean to the bogs of Blackmoor. This sprawling realm
weapons; game animals hunted for furs, food, and tro- of pines and firs harbors great northern elk, giant deer
phies; fruits and nuts; and fish from the Harp River. and other game, tempting Wolf and Tiger Nomads to
Excluding Innspa, the only settlement of note here is hunt there. Little-known Flan savages called the
Elversford (pop. 1,000), on the east bank of the Harp, Uirtag dwell in the interior, living in huts made of
eight-five miles east-southeast of Innspa. Armed green boughs in the brief summer and in burrows dug
foresters led by rangers resist incursions by Ahlissa into the ground during the long, cold winter. A few
and North Kingdom. A half-dozen druidic faiths are Chakji tribes on the forests' western fringe trade with
present, notably that of Obad-Hai, led by Archdruid Tiger Nomads and inhabitants of the Land of Black Ice
Immonara (N female human Drd13 of Obad-Hai). (see Tiger Nomads).
Ehlonna's faith supports the rangers and is very mili- Celadon Forest: The Celadon Forest lies within
tant. A legendary ancient elven city is said to lie at the Nyrond and the Duchy of Urnst, but is unclaimed by
heart of the Adri, in a dangerous region called the either. Duke Karll enjoys great friendship with the
Coldwood. No elf will ever go there or allow anyone generally peaceful elves and woodsmen of the western
else to do so. woodlands, and southwest Urnst is well served by
Amedio Jungle: The Amedio is a vast tropical rainfor- rangers from the Celadon, mostly humans and half-
est extending southward more than 300 leagues. elves trained at Stalwart Pines, the only known "organ-
Tribes of savage humans (Suel and Olman) live here, ized" ranger school in the Flanaess. However, the situ-
among fierce animals, man-eating monsters, intelli- ation in Nyrond now borders on civil war. The former
gent apes, and haunted ruins. The jungle also holds baron of Woodwych conducted extensive logging
many carnivorous and poisonous plants, whose medic- operations here, igniting an anti-Nyrond rebellion.
inal and magical properties are very powerful. The new king has provided hope to the woods folk,
Axewood: The Axewood strides the Sheldomar River, but the new baroness appears every bit as ruthless as
lying half in the Duchy of Ulek and half in northwest- her predecessor.
ern Keoland, The Axewood has a reputation as a faerie Mighty oaks and elms grow here, tended by treants,
land, largely untouched by the Suloise-Oeridian inva- sylvan elves, and similar beings. These folk prevent
sion of the Flanaess. Unicorns, treants, atomies, and the cutting of any live tree from the forest; the humans
grigs live here, and the Keoish are careful to cut down and elves who trade with the outside world are gener-
trees only from the peripheries of the wood. ally herbalists. Keoghtom's ointment is said to derive
Bonewood: Once known as the Thelwood (a spring from reagents gathered here. A great fire of mysterious
within it is the northernmost source of the Thelly origin damaged the western half in 571 CY.
River), this small forest straddles the border between Dapple Wood: This small woodland is a major
the present-day Principalities of Rel Deven and resource for Furyondy, which makes extensive use of
Ahlissa in the United Kingdom of Ahlissa. The forest its timber. Good-quality ipp, yarpick, and bronzewood
rapidly altered in character in 583-588 CY, when its are brought out steadily, and game is still fairly plenti-
trees changed into bonelike material. Dark sorcery ful. Bugbears once roamed here, but have not been
was immediately suspected, and most inhabitants fled seen in a decade after rangers, knights, and militiamen
to the city of Rel Deven. The place has acquired a hunted them without mercy. Black bears, wild dogs,
woeful reputation ever since. poisonous snakes, and giant porcupines are the only
Bramblewood Forest: This large, dense forest grows real threats. Ships on the Velverdyva often put in at
small, free-spirited shore villages in the woods at
night, if they don't stop at the port of Kisail, upriver.
Dim Forest: The huge, old trees of this forest are so
broad and leafy as to make the ground beneath dim on
the brightest days. The olve are said to dwell west of the
Javan, but nonhumans and terrible creatures like tene-
brous worms and slow shadows abide elsewhere
within. Gran March claims the western end as its own.
Dreadwood: This large forest stretches across the
southernmost provinces of Keoland, just north of the
Hool Marshes. A royal writ grants control of most of
the forest to the elves, who administer and protect it
on behalf of the crown. Efforts are mounted to clear
this forest of evil creatures, but these have failed time
and again. Raiders from the Sea Princes and nonhu-
mans from the Hool Marshes use the wood to attack
southern Keoland. The elves and royal garrisons battle
these invaders at great cost. The wood is also home to
the Great Druidess of the Sheldonar Valley, Reynard
Yargrove (N female human Drd14 of Obad-Hai), who
is an ally to the cause of the elves.
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 tradi-
tional soldiers here, so he uses the Fellreev as a hunt-
ing ground for trained monsters.
Forlorn Forest: The Forlorn Forest is an evergreen
wood of fair size, just south of the Icy Sea. Its western
edge marks the boundary of Iuz's "Barrens" territory.
The forest is rich with hideous monsters, but it screens
a few coastal settlements of the Rovers of the Barrens.
Gamboge Forest: The ancient, dense Gamboge
Forest lies between the states of Nyrond and the Pale,
though neither claims it. Thousands of humans,
gnomes, and sylvan and high elves live here among
the bronzewood, oak, elm, and hornwood trees. Ogres
and hobgoblins from the mountains raid woodland
villages or the plains beyond. Despite the dangers, the
Gamboge is fairly peaceful, ready to trade wood, fruits,
nuts, or tubers to Nyrond or, less often, the Pale.
Gnarley Forest: Portions of the Gnarley Forest are
claimed by Celene, Dyvers, Verbobonc, and Grey-
hawk. The forest is home to thousands of woodsmen,
sylvan elves, and gnomes. An enclave of ogres, gnolls,
and orcs (Blackthorn) is hidden within, and roving
orcs from the Pomarj annually attempt to use the
forest as cover for a massive flanking maneuver
against Narwell and Safeton. The Furyondian Green-
jerkins are 40-odd rangers who patrol the northern
Gnarley from a small river port, Stalmaer, at the con-
fluence of the Att and Velverdyva Rivers. Also, over
Gnarley Rangers on the hunt two hundred Gnarley Rangers patrol the entire forest,
protecting it from harm. The forest folk and their forces or renegade bandits). People yearning to avoid
druidic allies are wary of intrusions by Greyhawk sol- the theocrat's spies have long called this forest home.
diers and settlers, fearing the whole forest may be cut Phostwood trees grow along the northern margins.
down for farmland and timber. Ogres, ankhegs, giant beetles, and carnivorous plants
Grandwood Forest: The tall hardwoods and tangled pose threats to the unwary here.
undergrowth of the Grandwood were once a haven for Oytwood: This small woodland within Geoff was
refugees from the evils of the Great Kingdom. Nonhu- overrun by nonhumans and giantkin in 584 CY, until
man troops were sent in against the clever rebels, to raids by the Knights of Dispatch in Hochoch in 588
little effect. The dissident folk wish to consolidate CY resulted in a costly victory for humanity. A few
themselves and form a government, but Ahlissa's well-defended wood elves inhabit the western end,
Overking Xavener, who has the strongest extant claim but they are engaged in serious disputes with their
here (calling the forest a marchland of Ahlissa), will cousins in the Dim Forest. The Oytwood has many
have none of that. The wood elves are the most power- fruit trees and edible fungi.
ful inhabitants and are wary of outsiders. The humans Phostwood: The phosphorescent glow of dying phost
now trade with Rel Astra, as the stance of Lord Drax trees, unique to this wood, make this a haunting forest
has softened of late, but they can infiltrate enemy at night. The forest is now a ghastly battleground
forces and mislead them if the wood is invaded again. between the forces of Iuz, Tenh, the Pale, and various
Hornwood: The Hornwood, once the favored hunt- bandit groups and refugees from Iuz's realm.
ing place of Geoff's nobility, now teems with savage Rieuwood: This forest lies entirely within northern
monsters. When the giants and nonhumans invaded Sunndi. Its mighty ipp trees stretch between the
during the Greyhawk Wars, refugees sought sanctuary Hollow Highlands and the foothills of the Glorioles. It
within the depths of the forest. Those willing to abide is heavily patrolled and defended by gray elves and
by the strict code of a circle of druids known as the many rangers, in case Ahlissa ever invades across the
Ashmeet were taken in. Others joined forces with Grayflood This was the site of two major battles in 577
sylvan-elf foresters, but most were slaughtered by fero- (failed invasion by South Province) and 583 CY
cious predators and evil invaders. The woodland is (Osson's liberation of Sunndi).
named for the highly valued hornwood trees here. Sable Wood: This evergreen forest is within the realm
Hraak Forest: The Hraak is a pine and fir woodland of the Ice Barbarians. It is a hazardous region, for
that borders the Corusk Mountains north of Hraak winter wolves prowl its western half. Sable firs are
Pass. The pinewood is exploited by the people of Stone- short but have thick trunks for their size. Their
hold for fuel, trapping, and hunting. The warlike Forest branches make excellent arrow-shafts, and the wood
People (a Cohens tribe now part of Stonehold) live lumbered in mid-winter turns a deep, lustrous black
within. Great bears and wolves roam its depths, and a when rubbed with hot oils. The barbarians prize this
fair number of white dragons unexpectedly lair within. material greatly and will not export it.
Iron Wood: The western lands of Verbobonc are Silverwood: This small forest in the Duchy of Ulek is
marked by the Iron Wood, a fog-cloaked collection of home to many sylvan elves. The elves are said to nur-
roanwood, yarpick, and ipp trees said to be haunted by ture certain trees here so that they take unique forms,
lycanthropes. A trade road passes through from Ver- are free of disease, and give a delicious sap that is the
bobonc to Devarnish, but most merchants prefer to source of their much-sought elven mead.
travel by river than enter here. Spikey Forest: This pine forest divides the lands of
Loftwood: The small Loftwood lies along the Solnor the Frost and Snow Barbarians. Its tall pines are used
Coast between Bone March and Ratik. Its pines were by both peoples for ship masts and spars. Mist wolves
once much prized for shipbuilding. The site of a great are said to roam here, rumored to lead travelers away
Ratikkan victory over Bone March orcs (578 CY), the from dangerous Suel ruins of great antiquity.
wood was partly despoiled by nonhumans setting fires Suss Forest: Where the Welkwood approaches the
(584—585 CY). It is once again a battleground between Jewel River near city of Courwood, the forest
Ratik in the north and orcs and gnolls in the south. becomes the Suss. The Suss is a dark and dreary wood
Menowood: This virgin wood lies between Ahlissa's filled with thorn trees, brambles, briars, and thickets.
Principality of Naerie and Sunndi, but is part of nei- Its massive trees are black with age, seeming to
ther. Once the domain of a powerful druid called Sver- menace those who pass under their boughs. The
dras Meno, it is still home to ancient treants, sylvan western end of the forest, where the wood grows
elves, and dark faerie folk, such as spriggans and quick- near the foothills of the Lortmil Mountains, is open
lings, who hate humanity. and clean, but east of the Jewel River it is a forebod-
Nutherwood: The Pale claims the Nutherwood, ing place. Many nonhumans, mostly orcs and goblins
defending it from frequent invaders from Tenh (Iuz's tied to their brethren in the Pomarj, lair in this part
forces or local Tenha) and the Bandit Kingdoms (Iuz's of the Suss, along with gibberlings, ettercaps, and
stranger creatures. legends place a lost city of Old the observer, for its limits are easily defined by its
Suloise in this forest, but few dare to confirm these growth. Ipt trees grow to heights of 100 feet or more,
rumors due to the dangers of the wood. while the mighty roanwoods are taller still. Even the
Tangles: This small woodland north of the Rift locusts, elders, and maples grow to unusual size, so the
Canyon is overgrown as thickly as any jungle. Numer- whole woodland is most imposing. Celene lays claim
ous human and half-elf bandits hide here, resisting Iuz to the entire forest, but only controls the portion west
though he ordered the destruction of their home- of the Jewel River. Many hardy woodsmen live here,
lands. Iuz's forces have assailed the growth with axes as do refugees from Wild Coast towns overrun by
and fire, to no avail. It is said that wizards and clerics Pomarj nonhumans.
protect the area from harm.
Timberway Forest: This long forest divides Ratik
from the Frost Barbarians, and by treaty both realms
share the wood equally. It is composed of a vast stretch Barrier Peaks: This range rises from the southern
of pine and firs that sit in the shadows of the Griff Banner Hills of Ket and continues southwest until it
Mountains. These trees are used for shipbuilding, and meets the Crystalmists, west of the Hornwood
the forest is also a good source of forage and game. Forest. The Valley of the Mage is hidden within
Udgru Forest: This woodland is quite extensive and these peaks, and these highlands are infamous for
very dense. It is filled with game, but monsters from their strange inhabitants. Some dwarf clans maintain
the Yatils and renegades from Tusmit and Ekbir are concealed strongholds within the Barrier Peaks, for
ready to ensnare the unwary intruder. The yellowish the mountains have many precious minerals and
galda tree is plentiful here, its salty fruit being a staple gems as well as giants and nonhumans.
in northern Ekbir and Tusmit, as well as among the Clatspur Range: This small arm of the Yatils isolates
southern Tiger Nomads. Perrenland from realms to the east; a great valley (the
Vesve Forest: The largest hardwood forest in all the Quagflow) marks its southern end. These peaks have
Flanaess is the Vesve (or High) Forest, crucial to the some valuable minerals, but few folk mine them. Per-
balance of power in the north. Iuz refuses to yield his renders occupy most of the valleys and lower slopes;
claim to the woodlands, while Furyondy and the these communities make up the canton of Clatspurgen.
Highfolk support those within it who fend off evil Corusk Mountains: The ice-capped Corusk Moun-
forces. Nearly twenty thousand human woodsmen tains are the backbone of the Thillonrian Peninsula.
dwell here, their numbers swollen by good-hearted While the lower reaches are farmed with difficulty
men willing to lay down their lives to contain Iuz's ter- by humans, giants, ogres, trolls, and other monsters
rible villainy. These men are supported by sylvan and dwell in the central fastness. Monsters are less
high elves numbering more than thirteen thousand. numerous farther east, but freezing fogs sweep down
About six thousand gnomes and three thousand from the heights to threaten travelers. It is thought
halflings support this force. Additionally, about eight that this range possesses little in the way of valuable
hundred beastmen inhabit the peaceful northwestern ores and gems.
reaches of the forest. Crystalmist Mountains: The highest peaks in the
The Treaty of Greyhawk established no clear bor- Flanaess are in the Crystalmists, the massive midsec-
ders within the Vesve Forest. Accordingly, warfare has tion of a range that divides the Flanaess from the rest
plagued the woodland for much of the past decade. of Oerik. Amid the summits and valleys of the Crys-
The elves currently hold the western and southwest- talmists dwell giants, ogres, orcs, goblins, and other
ern woods, while the northeastern lands are con- monsters. Precious metals and gems are found here
trolled by Iuz. The overlap between these areas is as well, dug out by armed mountain dwarves who
claimed by no one, being little more than heavily trade with humans on either side of the range. Bar-
wooded killing fields inhabited by unaligned bands of baric cavemen are scattered throughout. The Davish
nonhumans, as likely to fall upon the troops of Iuz as River's source is a weird, gargantuan glacier where
they are to slaughter their usual enemies. the Jotens meet the Crystalmists.
The forest provides abundant resources, such as a Glorioles: Though not as lofty as most ranges in the
variety of excellent woods, plant resins for waterproof- Flanaess, the Glorioles are the tallest for hundreds of
ing, incenses, preservatives, and medical berries and miles around, visible from the capitals of Ahlissa and
herbs. These resources are crucial to the economic Sunndi alike. These peaks are home to a semi-inde-
health of Highfolk, Furyondy, and Veluna. Those pendent dwarven kingdom closely allied with
three states, with assistance from the Knights of the Sunndi and the Iron League. Despite their general
Hart, support the indigenous nonhumans and woods- dislike of elvenkind, the proud dwur of the Glorioles
men with manpower and occasional funds, regard Ahlissa as the greater threat by far. Humans,
Welkwood: The extent of the Welkwood is obvious to gnomes, and halflings live on the lower slopes.
Griff Mountains: As the name implies, these moun- Sulhaut Mountains: This range separates the Dry
tains are home to griffons and other monsters, partic- Steppes from the ghastly Sea of Dust, running west
ularly giants and ogres. The Griffs nearly wall in the from the Crystalmist-Hellfurnaces chain. A few
Thillonrian Peninsula from other lands. They are reports of drow are heard in the eastern section of the
uninviting to civilization, though humans and range, where a tortuous system of passes is said to
dwarves are sprinkled here and there, for these exist. One ancient pass connects the Dry Steppes to
mountains contain valuable mineral deposits. Leg- the Sea of Dust; it is rumored to have been a battle-
ends tell of a beautiful land in the heart of this range, field many times over during the great wars a millen-
where buildings are roofed with precious metals and nium ago.
gems lie about on the ground. More reliable are Ulsprue: This minor spur of the Crystalmists thrusts
reports that a gigantic city of orcs lies underground north into the Plains of the Paynims, cradling Ull
here, near Stonehold. (for which the peaks might be named). The range is
Hellfurnaces: Unlike the Crystalmists to the imme- notorious for its ogres and related monsters, and for
diate north, the Hellfurnaces feature many active vol- its high-dwelling nomads and tribesmen, who are
canoes, allegedly ignited in the time of the Rain of scarcely less trustworthy or friendly.
Colorless Fire. These peaks are accurately described Yatil Mountains: These great mountains are nearly
as a hive of evil, a treacherous landscape made worse impassable for many leagues west and south of Lake
by the presence of giants and fire-loving abomina- Quag. Numerous orcs, ogres, giants, trolls, and bestial
tions. The steep walls of the Hellfurnaces are reliably monsters dwell here, even dragons, though less than
reputed to hide many cavernous entrances to the in the mountains to the south. Hardy nonhumans
Underdark. On the good side, the Hellfurnaces and human mountaineers fiercely defend their
shield the Flanaess from the horrors of the Sea of mines and highland territories, as the Yatils are quite
Dust, beyond to the west. The legendary Passage of rich in ore deposits and gems. The miners (particu-
Slerotin, a straight tunnel from the Yeomanry to the larly dwarves) are often aided in their work by
ashen wasteland, was recently discovered here and is strange tunneling creatures. The Yatils have a fair
being (slowly) explored. body of "lost magical treasure" stories, most of which
Jotens: The Jotens comprise the largest spur of the are unreliable; some, however, are disturbing for
cyclopean Crystalmist chain. The name derives from their mention of ancient lairs of evil. A difficult pass
an old word for "giants," as this is the home of many links Perrenland and Ket.
antagonistic tribes of ogres, hill giants, and larger kin.
The southern slopes are well patrolled by long-rang-
ing Yeomanry spearmen allied with dwarven units.
Fighting between the forces of Sterich and evil giants Abbor-Alz: The rocky, granitic hills that ring the
continues in the north. Bright Desert are known as the Abbor-Alz. In the
Lortmil Mountains: This low chain of mountains, west, the highlands are actually a small mountain
fading into hills with age, is the homeland of many range joining the Cairn Hills to their north. Enclaves
dwarves, gnomes, and venturesome halflings, as well of dwarves and gnomes remain in the west, many
as a few winged folk and scattered human enclaves. having shifted from a life of mining to the perfection
The good folk acted