ADVANCED DUNGEONS & DRAGONS

 

PLAYER’S GUIDE TO

THE WORLD OF GREYHAWK CAMPAIGN (v0.01)

Map 1

Map 2

Calendar

 

 

Presented by the Council of Greyhawk

 

 

 

 

 

 

 

 

 

ADVANCED DUNGEONS & DRAGONS, AD&D, GREYHAWK and WORLD OF GREYHAWK are registered trademarks owned by TSR, Inc. All TSR characters, character names, and the distinctive likenesses thereof are trademarks owned by TSR, Inc. The Players Guide to the World of Greyhawk Campaign is made available to users of America Online, Genie or MPGNet (or other electronic retrieval systems later sanction by TSR, Inc.). Please do not upload this file to any other BBS, FTP site or any other form of electronic media. Any reproduction or transmission of this material without the expressed consent of TSR, Inc. or the authors of the work is a violation of copyright law. Final edition copyright Erik Mona. All individual contributions copyright their respective authors.

 

Conceived and Edited by: Erik Mona

Designed by: Erik Mona (Iquander@aol.com—Scarlet Brotherhood, Sea Princes), Scott Westberg (DMScottW@aol.com—Tusmit, Zeif), Steve Wilson (Tamerlain@aol.com—Celene, Duchy of Ulek)..

 

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FOREWORD:

Excellent stories never die. Though the World of Greyhawk Campaign has been canceled by TSR, Inc., its heroes and villains still struggle against each other in the minds of the Advanced Dungeons & Dragons players who have not forgotten them. Many remember the World of Greyhawk as it was in the early eighties, when the world itself was presented in a cardboard folio. As the game itself grew in popularity, so too did the World of Greyhawk, Oerth.

Originally the campaign of AD&D’s creator, Gary Gygax, other names began to appear in connection with the setting. Names like Robert Kuntz, Frank Mentzer, Lenard Lakofka and others still. It seemed then that every few months brought us greater insight to the world itself, an unlovable and deviously designed tomb here, an inverted ziggurat there. Shortly thereafter, novels penned by Gygax himself gave players further insight to the world. A very real political and social place had been crafted for the background of a game, and it started to live.

Then, as good things often do, it faltered. Gygax left TSR, and many who truly cared for the setting left with him. In the years that followed, products with the Greyhawk logo lacked the depth of the originals, and new alternatives in the fantasy role-playing world began to take form. Greyhawk, long the gem of TSR’s production line, began to be outshined by newer, flashy releases. No longer was Oerth the central location of the company’s prewritten adventures. No longer, with very few exceptions, was quality work with strong ties to the setting, attempted by professional game designers.

Then, in an attempt to boost sales, TSR shook things up. Beginning with the controversial Greyhawk Wars release, the nations of the Flanaess, the City of Greyhawk’s continent, fielded armies and did battle. Whole countries perished in that conflict, and, presumable, entire campaigns changed along with the sweeping alterations inflicted upon the world.

For a time, it seemed as though the tactic would work. As a role-playing supplement to the war-game-based Greyhawk Wars, TSR hired freelancer Carl Sargent, and a new chapter was written in the history of Oerth. Instead of ignoring the history of the World of Greyhawk, Sargent embraced it. He returned Greyhawk’s design, in a sense, to the days of Gygax. In From the Ashes, Sargent’s major campaign overhaul, politics and history take center stage. Once again, it seemed, the Flanaess was alive with a million stories left to be told.

Unfortunately, real world influences doomed Greyhawk from the start. In the vicious circle that is marketing, the failure of earlier Greyhawk products reflected grimly on this final, futile attempt. Since earlier, post-Gygax releases had not warranted large production runs or a worthy advertising budget, From the Ashes and it’s excellent supplements died before the majority of the AD&D playing public even knew they existed. Greyhawk, as a product line, was canceled.

In the hearts of its fans, however, the world took on a strength of its own. Left with an enormous body of “official” Greyhawk material, Greyhawk DMs everywhere had more than enough material left to provoke thousands of hours of role-playing. Greyhawk, the longest-running AD&D campaign, still breathes, and through venues such as gaming conventions and especially the internet, new players are being drawn to the setting on a regular basis.

Unfortunately, many of the “entry level” materials covering the World of Greyhawk are out of print, in some cases having been so for more than a decade. If the setting is to truly survive, it needs to attract new players. The countless amateur designers of the internet are likely to provide Greyhawk material for decades to come, regardless of TSR. Much of this material, however, assumes a basic knowledge of the setting, a knowledge now all but impossible to obtain.

What you are currently reading is an attempt to rectify this problem. It represents the first step in a long journey that, when finished, will constitute the perfect introduction to the World of Greyhawk. In the early nineties, TSR released a series of “Player’s Guides” to their various campaigns. For whatever reason, the World of Greyhawk never received such treatment. Until now.

Below, you will find updated gazetteer entries for six nations of the Flanaess. Eventually, the finished product will cover all of the nations, giving a complete overview of the continent that has launched more adventures than any other. Later editions will feature more gazetteer entries, priesthood and deity information and other Greyhawk material that will eventually find it’s way in the Players Guide to the World of Greyhawk Campaign.

The material is presented “in progress,” and a genuine effort will be made to accept criticism on all levels from those interested in the contents of this file. When the final edition has been released, and the Guide itself completed, Greyhawk will live once more. To be sure, without official product support from TSR, it will be a different existence, but one of the settings greatest charms is its ability to accept change. Oerth has survived the individual campaigns of each who has used it as a background for high adventure. With the Players Guide to the World of Greyhawk Campaign, it will continue to do so for years to come.

 

Erik Mona

January, 1996

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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Excerpted from the Grand Catalogue of Nations:

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CELENE, KINGDOM OF

Ruler: Her Fey Majesty, Queen Yolande of Celene, Lady Rhalta of All Elvenkind

Capital: Enstad (pop. 7,020)

Population: 21,000

Demi-Humans: Gray Elves (9,700), Sylvan elves (8,300), Gnomes (13,500), Halflings, Tallfellows (2,500)

Humanoids: None

Resources: Foodstuffs, Cloth, Silver

NATIONAL ALIGNMENTS: NG, LN, N

GEOGRAPHY: The Kingdom of Celene is a fruitful land protected on all sides by natural terrain. To the north, it is bounded by the Kron Hills and a spur of the Lortmil Mountains. Gnomes and dwarves still hold this land against any unwanted or evil forces. To the west lies the southern half of the Lortmils, which still remain free of the humanoid forces that boiled out of the Pomarj prior to the Year of Peace. The eastern reaches of the land border the Welkwood, one of the three forests which separate the Wild Coast of Woolly Bay from the interior of the continent. The portions of this wood west of the Jewel river still remain firmly in the hands of elves and rangers allied with Celene. The lands east of the river, however, are constantly changing hands in a struggle between elves, human bandits and orcs from the south. To the south, Celene is bordered where the Lady’s River meets the Jewel River on the northern edge of the Suss Forest. It is from this dark wood that humanoids constantly test the borders of Celene; few elves or humans feel comfortable beneath the dark and twisted branches which grow here.

Celene is a geographically sheltered land and this aspect is reflected in the tradition of Celene’s aloofness from the politics which trouble the rest of the Flanaess. The kingdom has, in recent years, traded with the nations of Ulek, but it rarely opens its borders to others. Celene remains, for the most part, a mysterious and unknown place, although its fine silver, magnificent cloth and extraordinary wine is known across the continent.

Celene lays claim on the entire Welkwood, although this is debatable at best on the forest east of the Jewel, and the easternmost portions of the Lortmils (including the range of hills which borders Courwood). From these areas comes Celene’s vast natural resources.

HISTORY: Celene is an ancient land. The gray elves of this area have been ruled by an Elven Queen in the “heart jewel” of the elven peoples since long before the invasions and migrations of the Oerid, Bakluni and Suloise peoples.

During the time of the Flannae migration into the Flanaess, the elven kingdoms were the mightiest realms of the East. The Eastern portion of Oerik marveled at the mighty elven mages, and shook under the forces of the elven hosts. In time, however, one man changed all of this. That man was Vecna. The forces of Celene suffered a severe defeat at the hands of this powerful wizard. The result of the expenditure of magical energy of this battle was the creation of the Bright Desert. All of the elven realms suffered, and the mightiest of the elven realms was even destroyed. During this time, Celene closed its borders and ceased all contact with the outside world (including the other elven kingdoms). This was the beginning of what is known in the Elven calendar as “The Sleeping Years.” The elves slept long.

In 446 C.Y., the 15th Queen of Celene, Astaranthe, made a decision of which the full import is still unknown—she aided a large group of High elves from the northeastern Ulek province of the weakened Kingdom of Keoland, along with a group of disaffected Suloise and dwarves from the southern hill range of the Lortmils to form their own independent governments. In doing so, Astaranthe opened Celene for the first time in thousands of years to contact with the outside world.

The opening of Celene’s borders proved prosperous for both Celene and the countries with which she traded. Celene’s beautiful silver products, fine cloth and clothing, and distinctive and flavorful emerald green wine flowed across the Flanaess. In the year 498 C.Y., in the three hundredth year of her reign, Astaranthe stepped down from her throne in favor of her daughter, Yolande. Yolande and her consort, Prince Fasstal Dothmar, ruled Celene well. But the tradition of seclusion was still strong, and the older Celenese were still wary of “outsiders.” Many of the elves of the realm indeed felt that treating with humans was no better than dealing with orcs. And many hearkened back to the ancient days when dwarves and elves warred.

Many of the elves of the realm (especially the younger ones) found fault with Yolande’s isolationist policies. These individuals formed the Knights of Luna, a group of young nobles, organized both to offer aid to Celene’s allies, and to try to convince the Queen to change her policies. Foremost among these adventurers was Melf, once Prince Brightflame of the royal house of Celene, nephew of Yolande.

The council of the “traditionalist” forces proved disastrous for Celene’s neighbors during the Greyhawk Wars. Yolande, listening to these conservative voices, refused to involve Celenese forces when the great evil of Iuz, and the less evil, but more immediate Turrosh Mak began warring on the Flanaess. Yolande cited the destruction visited upon the realm when Vecna walked the face of Oerth as defense for her seeming indifference. Some elves refused to listen. These took part in the valiant defense of dwarves and gnomes at the Battle of the Pass of Celene (584 CY) which halted the northwestward push of Turrosh Mak into Uleki lands. Despite this, most of the land’s allies saw Celene’s failure to participate as cowardice at best, and treachery at worst.

POLITICS: Celene is a political oddity among all the elven lands in that it is the only kingdom which is always ruled by a hereditary queen. Among the elven lands, Celene is the most purely gray elven, and so it reflects more than any other elven kingdom on Oerth the strong structured government of the gray elves. At the founding of the ancient elven kingdoms, Celene was recognized as “the heart jewel” of elvendom, and the Queen was established as the Lady Rhalta of all Elvenkind. Her male counterpart, The High King of Elvendom, ruled in a kingdom that lay far north and east of Celene. After Vecna destroyed that kingdom, Celene remained as the sole Gray Elven kingdom in the Flanaess. The tradition of a ruling queen has been maintained, and it is said that if there is ever a time when a Queen does not hold the throne of Enstad, that the time of the elves will pass on Oerth.

The Queen of Celene may be selected from among any of the adult females of the Royal Family by the adult members of the House Royal of Celene. This decision is then ratified by the heads of the 10 Noble Houses of Celene. A queen, once ratified, retains the monarchy until either her death, or until such time as she deems it proper to step down from the throne. Once ratified, a queen may not be removed except by the Act of Grand Censure, requiring a unanimous vote of the adult members of the House Royal, the heads of the Houses Noble, and the Queen’s Council. Never has a queen of Celene been so removed.

The queen is advised by a council which includes the Queen’s Consort (Fasstal Dothmar), the Royal Court Mage (Onselven), the High Minstrel, the Lord Constable (Parseval), the Lord Protector and the chief priests and priestesses of Corellon Larethian, Sehanine, Hanali Celanil, and Labelas Enorath. However, the queen’s rule is absolute. Only certain people are allowed to attend Council meetings to voice opinions, to ask for royal favor, or to voice dissent against the queen’s policy. These people include all adult members of the House Royal, all heads of the Houses Noble, all High Priests of other Elven deities, the Lord High Mayor of Enstad, and the Lord Mayor of Courwood. The designated Princes of the High elves of the Gnarly Forest and the chieftains of the Sylvan elves in Welkwood, as well as nobility of other states (elven and non-elven) may also petition to speak before the Council.

Each of the Noble Houses has three to five Houses Merchant (which include the Guild Houses) which it oversees; artisans, traders and merchants come from these Houses. If the head of a House Merchant has a need or complaint, he must petition the lord or lady of his Noble House for action. Some few of the Houses Merchant are actually High Elven families, although this is a fairly recent development. Finally, Each Noble House has charge over several Houses Servant. The general working population comes from these Houses and they may include human families, families of other elven races, gnomes, halflings and in one case even a dwarven family.

Despite the current dissatisfaction with many of Yolande’s policies, it would be unthinkable for an elf in Celene to attempt to change this system in any way. Even the Knights of Luna revere and respect their queen, feeling simply that she has been given bad advice by her Council.

RELIGION: Although all of the Elven gods are honored in Celene, the “Four Noble Gods” are the most worshipped. Corellon and Sehanine are held in almost equal reverence throughout the land. The Kingdom itself is named after one of the moons, Celene, and Sehanine is also called “Moonbow.” The Queen and the High Priestess of Sehanine perform magical rites during the time when the moon, Celene (Kule), is full. The role of both Corellon and Sehanine is seen in part to be the perfecting of elves—something near and dear to the hearts of Gray Elves. Hanali Celanil, the goddess of beauty, and Labelas Enorath are also seen as important in their representation of the truest attributes of elves and so they, too, have many worshippers. Many human generations ago, an elven priestess of Hanali gifted the ruling queen with a fountain and pool which in which the Charisma of the bather is permanently raised by one (once only). The fountain, called the Pool of Celene, also strips away mental and physical fatigue...and bathing in the pool for one hour is the equivalent to one night of elven revelrie, or one night of sleep for a human. Fortunate indeed are those invited to bathe in this fountain’s waters.

In the environs of Welkwood, the sylvan gods are favored over those worshipped in Celene proper—Rillifane Rallathil, Solonor Thilandira, and Erevan Ilesere are the chosen deities of the elves hard pressed by bandits and the troops of Turrosh Mak. It is whispered that some of the elves who dare the Suss Forest, including possibly tribes of Grugach, the wildest of elven kin, worship Fenmarel Mestarine, a secretive, little-known elven deity.

CULTURE: The culture of Celene is as rare and fine as is the green wine made there. Although the Gray Elven rule is strict, the quality of life is very high—possibly the highest of any land in the Flanaess. Yolande is noted for her lavish dinners and gala balls. The food is heavenly, and the music played in the elven courts is unearthly, beautiful and haunting; many is the human who has been transfixed and charmed by the sweet notes.

The Royal Library at Enstad rivals the very best libraries of the Universities in Greyhawk and Rauxes, and it contains many volumes which are extremely old by human standards, including some printed in the youth of the Suloise Empire. The sages of Celene are well thought of and frequently sought out by the young adventurers from Celene (alas, non-elves and those from outside of Celene’s borders have a much harder if not impossible task in trying to set up appointments with these worthies).

The architecture of Enstad and Courwood is said to rival that of the greatest elven citadels of Old...and is even compared with that of the City of the Summer Stars before its fall. The stonework and artistry of the several concentric rings of the cities’ walls, surmounted by fairy spires, is said to bring tears to the eyes of the most taciturn dwarf of the few who have actually seen the cities. It is rare for any visitors to actually see these cities, for the entire realm of Celene is shrouded in illusion and magic to fend off both foe and unwelcome visitor.

MILITARY: The military of Celene is unique in that it is fairly consistent in structure. Each Noble House has its own standing army (generally 10 to 30 knights plus levied troops—this may include levied knights of High Elven or Sylvan houses, human retainers and in some instance gnomes or even dwarves). Each house also provides ten knights of the highest quality to the House Protector, each of these knights brings ten elves at arms (all drawn from among Gray Elves). The knights of this House are called Knight Protectors of Celene, both knights and the men at arms may add “ni’Celene” to their names. This is considered a great honor. The House Protector is led by the Lord Protector of Celene.

A separate force, the Royal Guard, consists of 10 knights and 100 elves at arms and is charged with protecting the person of the queen. This force is commanded by the Lord Constable and is stationed at Enstad. In addition to these units are four special forces in Celene. The Royal Hippogriffs are 50 elven knights who each maintain and fly on hippogriff mounts. They are among the most feared cavalry on the Flanaess. Each holding of the Royal Hippogriffs has a small shrine to Aerdrie Faenya. The Royal Archers are made up of the 100 best archers of the kingdom from among any of the Elven races, each is at least specialized in the longbow, and some are full masters of their craft. The Royal Rangers are a specially trained group of Sylvan elves assigned to keep watch on the Welkwood and the Suss Forest. Finally, the Halfling Slingers are a group of 100 Tallfellows who use both the short bow and the sling to great effect.

In addition to these formal forces are the bands of Gnomes and Tallfellows which number somewhere around 1000 when fully mustered. The Sylvan elves of the Welkwood are also capable of mounting a significant force if necessary (almost 4000 when fully mustered). The Knights of Luna, led by Prince Brightflame, also number around 50 plus personal retainers and men-at-arms (occasionally humans and half-elves).

PERSONAGE:

Sir Anelwreth Skywarden: Only 130 years old, this young knight has made a name for himself among the Royal Hippogriffs. His family, the Naerallyn, is one of the smaller Noble Houses of Celene. Anelwreth is hoping to change his House’s status in the realm. He is personally credited with leading a foray in the Eastern part of Welkwood, which helped stem the encroachments of a company of orcs. This young fighter/mage is very aware of his present popularity at court, and does much to make sure it continues. Like most Gray elves, Anelwreth would be considered arrogant by non-elves (or even non-Gray Elves). He, however, has a sense of humor which borders on irreverent and is seen as a bit of a rogue among the other members of the Royal Hippogriffs. He once had the audacity to fly his Hippogriff into the central court of Enstad and land beside the Pool of Celene while her majesty was bathing! He boldly jumped into the pool and said, to the delight of Yolande, “Your majesty, I was feeling a bit ugly today. I think it comes from flying about on such an ill tempered beast! I was hoping your pool would help.” He then forthwith remounted his hippogriff and flew off.

In spite of Anelwreth’s apparently flippant nature, his heart is true, and he fights well and bravely to uphold the land and the Queen. He has, however, recently begun to question Celene’s refusal to help her neighbors. He admires the Knights of Luna, and is thinking seriously about joining them when his present tour with the Royal Hippogriffs ends. Fortunately, his first tour is up in the near future...only twenty years remain of his twenty-five year duty.

Anelwreth was chosen to be a member of the Royal Hippogriffs at the young age of 125. His delight for flight (as was early seen by his teachers in spellcasting) and his iron will and admirable use of a blade, made him an excellent candidate for this post. He is currently the youngest of the Royal Hippogriffs. As with all knights of the Royal Hippogriff’s, he was gifted by the queen with a non-magical suit of elven chain. As is the tradition, this suit was exchanged for a magical suit of elven chain when he was feted for his exploits in the Welkwood. This suit of armor, and his Hippogriff mount, Taerneanach (of whom, he fondly states, “We’re on a Taer now!”) are his most prized possessions.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

SCARLET BROTHERHOOD

Ruler: His Peerless Serenity, the Father of Obedience (true name unknown)

Capital: Hesuel Ilshar (location unknown)

Population: 35,000 +/-

Demi-humans: Doubtful

Humanoids: Highly probable

Resources: rare woods, spices, gold, gems (I, III, IV)

National Alignment: Lawful Evil

 

Geography: Like Sunndi to the north, the lands of the Scarlet Brotherhood enjoy a great deal of natural protection from would-be invaders. At the beginning of the Tilvanot Peninsula, where the land juts upwards from the southernmost arm of the Vast Swamp, the Spine Ridge reaches for the sky. These uplands continue many leagues to the south, where they form a great plateau. The ridge is said to be teeming with humanoids, and it is not known whether the agents of the Scarlet Brotherhood have made any attempt to tame this wild area. To the east, the lands of the Brotherhood are largely protected by the shark-infested Tilva Strait and the frequent storms along the coast of the Densac Gulf make sea travel an oftentimes treacherous proposition.

HISTORY: In the summer of 573 CY, few save the vigilant elves of Sunndi had insight to the peoples who populated the Tilvanot Peninsula, south of the Vast Swamp. On that year, seafaring merchants from the Lordship of the Isles first reported signs of civilization there. These newly discovered individuals, apparently a sophisticated order of militaristic monks, called themselves the “Scarlet Brotherhood,” and they did not appreciate the Lord’s ships alighting their coast. These reports brought a great deal of interest to the peninsula, and several agents were sent, on behalf of neighboring governments, to determine the nature of this newfound monastic order. None of these agents returned. When further information had been gathered, the curious rulers still had little information with which to content themselves.

It was known that the residents of this land possessed largely Suel ancestry and that their society was carefully monitored by silent men in red robes. These men seemed to act as both police force, religious advisors and government, though the exact forms of these, such as which religion these priests adhered to, remained a mystery. The Scarlet Brotherhood, as a nation, was fiercely distrustful of non-natives and conducted little, if any, trade with outside nations.

In time, it was learned that their society, at least around the coasts, was strictly agrarian, with single plantations farming several hundred acres of arable land. These people seemed to be a simple folk, sheepherders and raisers of livestock. Many advisors to the courts of Idee, Sunndi and others suggested leaving these simple folk as an enigma. After all, they offered, the bulwark of the Vast Swamp provided ample protection from invasion. Logic, however, eventually won the day.

Judging by the amount of crops grown in the fields below the Tilvanot Plateau, these plantations existed solely to provide for a much larger population than evident on the nation’s coast. In time, secretive explorers discovered the closed city of Kro Terlep but, yet again, their activities seldom escaped the notice of those of the Scarlet Sign. Eventually, it was determined that the men in red robes called themselves the Scarlet Brotherhood, an organization that traced its roots to before the Rain of Colorless Fire destroyed the Suel Imperium. Months later, in the closing days of 573 CY, delegates from the Scarlet Brotherhood presented themselves in the courts of Irongate. They, like any other foreign agents, were given quarters in the city and called upon when needed. Whatever information they gave to the wily Cobb Darg, however, remained within the stone walls of Irongate.

Information gathering in the lands of the Scarlet Brotherhood (as the nation itself began to be called, though a considerable amount of information suggests that they themselves refer to the nation as the “Land of Purity”) was a case study in frustration. For instance, spies were able to detect that the Brotherhood itself was led by an enigmatic man known as the “Father of Obedience,” but his exact identity remained shielded from prying eyes. Likewise, infiltrators learned that the culture of the Scarlet Brotherhood had been rigidly formed, with the religious militarists, or “Brothers,” being superior, followed by a smaller group of men and women trained in the art of murder, known as “Cousins” and, finally, a group of thieves known as “Uncles,”—but little of the actual ideology of these largely separate bodies was revealed. Perhaps most frustrating of all, spies in Kro Terlep discovered that the city was not, in fact, the capitol and governmental seat of the Scarlet Brotherhood at all. That distinction was saved for Hesuel Ilshar, the so-called “Breedhome of the Suloise,” a hidden monastery that, despite the diligent effort of many, many spies, remains shrouded in mystery to this day.

The Brotherhood preached a doctrine of Suel superiority, a message the populace took up with pride. It was suggested by many that the Brotherhood (which sanctioned only strictly arranged marriages and births) had initiated extensive breeding programs in Hesuel Ilshar, with the intent of purifying the racial strain of the Brotherhood lands. Rumors flowed of the Father of Obedience’s wishes of an Oerth-wide conquest in which all but the most pale of skin would be eradicated.

Again, this settled poorly with the rulers of the surrounding lands, and many suggested bringing arms against their southern neighbors. Latmac Ranold, in fact, advocated a plan of raid and pillage, suggesting several methods by which the strain of the Brotherhood might become “impure.” In all instances, however, cool-headed advisors restrained their leaders from action. “Without a navy,” they opined, “the Brotherhood is no threat to us.”

It took several years for the Scarlet Brotherhood to prove those advisors wrong. It is not known how the Brotherhood managed to get a party of men to the Pomarj, but their existence there was revealed in the last days of Flocktime, 580 CY. After a siege that had lasted nearly two months, the forces of Prince Olinstaad Corond of Ulek sacked Strandkeep Castle, in the Drachensgrabs. The key to any effective invasion of the Pomarj on the western front, Corond thought to encounter legions of euroz and jebli and was surprised to be met by human spellcasters, ogres and trolls.

When the invaders finally gained entry to the citadel, they learned much of its inhabitants. Somehow, agents of the Scarlet Sign had managed to gain control of Strandkeep Castle from the humanoids that had claimed it since the close of the Hateful Wars. The exact details of what these agents revealed to Prince Olinstaad’s generals remains a secret, as each of the prisoners was quickly put to the sword. The Prince had planned the Strandkeep siege to be but the first in an extended campaign to regain land long lost by Ulek. With the Duke of Elredd’s private army harrying Highport, it seemed the perfect time to continue the fledgling war. Mysteriously, however, Ulek’s army was unable, or unwilling, to take advantage of these fortuitous events, and the campaign was largely abandoned. Corond retained a small standing force at Strandkeep Castle and went home. Years later, events would hammer home the tragedy of this mistake.

During the Greyhawk Wars, the Scarlet Brotherhood established itself as a major victor. In a matter of months, entire nations fell to that order’s assassins. It was revealed that the advisors of many of the royal courts of the Flanaess had been Brotherhood agents, giving their leaders poisoned advice from the beginning. Some nations, such as Sunndi, the Sea Barons and most notably, Irongate, discovered this ruse in time to save their governments. Others did not.

Where guile and deception failed to win the day, the monks of the Scarlet Sign employed brute force. The Hold of the Sea Princes, already weakened by the murder of 27 of its nobles in a single night, saw hordes of “savages” from the Amedio Jungle unloaded into their lands by ships bearing sails of Scarlet. At one point, captured Sea Princes ships were made to attack the Keoish port of Gradsul, though Uleki assistance rebuffed the effort.

In the captured lands—Idee, Onnwall, the Lordship of the Isles and the Hold of the Sea Princes—Scarlet Brotherhood agents now hold nearly every position of power. Amedio and Hepmonaland natives roam these lands in packs, obediently following the beck and call of the Scarlet monks. Worse yet, foul half-breed creatures, likely created in the halls of Hesuel Ilshar itself, are now used to instill fear in the occupied lands. The exact numbers of Brothers and Sisters in the taken lands is not known at this time. What is known is that existence there is hellish, and many of those who cannot escape commit suicide by the day.

POLITICS: Unfortunately, little is known regarding the political structure of the Scarlet Brotherhood or the lands it has recently come to dominate. What is known is that the entire organization is in theory controlled by an individual, the Father of Obedience. This man is said to be a monastic religious militarist and a brilliant strategist. There are likely a number of intermediaries, but the next known step in the Brotherhood’s hierarchy is that of the Brothers and Sisters themselves.

Like the Father of Obedience, the Brothers and Sisters of the Scarlet Brotherhood are often, though not always, trained in a bizarre form of unarmed combat. Because of this, these individuals abstain the use of weapons under any circumstance. Often found wearing scarlet, deep-hooded robes, these individuals command a near-frightening amount of respect from their subordinates. To fail in the eyes of a Brother or Sister of the Scarlet sign is to invite death. Strangely, the monks seldom have to dirty their own hands. With a single order, the disfavored are often expected to end their own lives. It is a testament to the place the monks hold in their society that such an order is seldom challenged.

Below the Brothers and Sisters are the assassins of the Scarlet Brotherhood. Called “Uncles,” it was these individuals who brought the order its greatest successes during the Greyhawk Wars. Because of this, many Uncles (the term is used for both men and women) have been given important stations in the Hold of the Sea Princes, where their efforts were most successful. Many more of their number have returned to the field, and are now thought to be in place in nearly every uncontrolled nation in the Flanaess.

Finally, the “Cousins” make up the day to day members of the Brotherhood’s hierarchy. These men and women are often field agents; a spy for the Brotherhood planted in a foreign land is most often a Cousin. Because of this, the Cousins are often adept at those skills necessary to avoid detection. Seldom can be found the Cousin who cannot blend easily into darkness or climb the sheerest of surfaces. Still, however, such individuals do exist. Because the Scarlet Brotherhood is a multi-faceted organization, the Cousins are the most diverse of the three groups that define its upper echelons. Members of this faction occasionally dabble in the arcane arts or devote much of their time to physical perfection.

Below the Brothers, Sisters, Uncles and Cousins, life in the Scarlet Brotherhood isn’t particularly enjoyable. The Vitiates, or “flawed,” are the closest analog to a merchant class evident in the lands of the Scarlet Brotherhood. Their numbers are comprised of those for some reason unfit for membership in the upper levels of the Brotherhood and are not technically members of the organization. They are, however, fully subordinate to even the lowest of Cousins and are subject to the orders of any superior. The Vitiates are the landowners and merchants of the Brotherhood, and are accorded a very small amount of respect from the higher ranks. On a very rare occasion, Suel-blooded nobility of conquered lands have been awarded with this status, particularly if they aided in the invasion of their homeland.

Below the Vitiates are the Suculum; the “soiled.” This category of citizenry includes any of a not-strictly Suel heritage, and it’s numbers make up the menial workforce of the Brotherhood. Those showing clear evidence of Baklunish ancestry are not given Suculum status, but are often killed upon their discovery. Nearly every resident of foreign lands fall into this category. Their place in the coming Suel society is clearly delineated, and there is no hope for social advancement.

At the lowest mark of Brotherhood society are the slaves. These individuals are beyond contempt in the eyes of the government, and are often used as mere agricultural machines. In the occupied lands, where the supply of slaves is nearly limitless, agents of the Brotherhood often work these men and women until their deaths. Clearly, the health and well being of this caste is not an issue in the eyes of the greater hierarchy.

RELIGION: Curiously, though the monks of the Scarlet Sign have been rigidly straightforward about imposing their society upon the fallen lands, they have on no occasion exported their religion. The churches and temples that stood before the ships of scarlet arrived have in nearly every instance been torn to the ground, but nothing has been erected on their sites. Indeed, it seems as if these men and women follow no power but that of Suel supremacy. However, it is known that priests of some sort walk the closed streets of Hesuel Ilshar, and they can occasionally be seen at Kro Terlep or beyond. These priests almost invariably command a great deal of fear and respect, though they seldom speak in public. Perhaps because of their enigmatic and secretive nature, many have postulated upon the religion of the Scarlet Brotherhood, and many have spoken the same, dire name: Tharizdun.

 

SEA PRINCES, HOLD OF THE

Ruler: Elder Brother Hammandaturian, Shepherd of the Sea Princes

Capital: Monmurg (pop. 15,500)

Population: 124,000

Demi-Humans: Very Few

Humanoids: Many

Resources: Foodstuffs, Slaves

National Alignment: Neutral, Chaotic Neutral (Lawful Evil)

 

GEOGRAPHY: The Hold of the Sea Princes is a land bordered on all sides by the protection of natural terrain. To the north, its reaches stretch to the northern perimeter of the Hool Marshes and, in places, into the Dreadwood itself. Few save the most foolish and desperate venture this unstable ground filled with foul, reptilian inhabitants. To the west and south, the lands of the Sea Princes are walled in by the Southern Crystalmists, or Hellfurnace Mountains. Only the bravest of men explore those heights, as the range is home to marauding fire giants and worse. Beyond the Hellfurnaces, harsh winds shift the surface of the Sea of Dust.

The Hold’s eastern border, along the Azure Sea, accounts for the nation’s prosperity both before and after the Greyhawk Wars. The sea controls all commerce to and from the Sea Princes’ lands, and the inhabitants of this land have been exploiting that fact for centuries.

Off the eastern coast, Flotsom, Jetsom and Fairwind isles comprise the headquarters for the nation’s impressive navy. There are few woodlands here, though the soil is rich and suitable for farming.

HISTORY: At the height of Keoland’s power (c. 350-360 CY) the buccaneers and Free Sailors of the Isles in the western Azure Sea and Jeklea Bay took advantage of the kingdom’s involvement in northward expansion by raiding the nearby coastlands. With the king’s attention focused on expanding the realm leagues distant, these seafarers reasoned, his fleet would be unable to check their growing power. They were largely correct.

United under a single captain who was in fact of noble stock, these men and women called themselves the Sea Princes and claimed Flotsom, Jetsom and Fairwind Isles for themselves. This land had been nominally claimed by Keoland, though it’s location was far removed from the capital city of Niole Dra. Because of the islands’ remoteness, these nobles were largely ignored.

When the greater kingdom’s territorial ambitions began to sour, however, King Tavish III of Keoland ordered the eradication of the Sea Princes, reclaiming the land they had taken many years ago. The Princes’ operations had at this time expanded to include much of the mainland south of the Hool Marshes, and this infuriated the king. The pirates openly scoffed at Tavish’s proclamation and challenged the monarch to a battle by sea. The king would not oblige.

In the spring chill of 453 CY, Tavish III himself led a large army of men through the tangles of the Hool Marsh. His intentions had been to take the newly built fort city of Westkeep, thus isolating the still island-bound rulers of the realm. The trek through the swamp proved disastrous, however, and many of the soldiers were forced to cast away their armor in the quagmire of the Hool. The wagon train of supplies suffered tremendous difficulties and many took sick within the first two days of the march. Tavish remained indignant. Westkeep would fall, and he himself would hoist the Lion Rampant on its highest tower.

When the army arrived at the outskirts of the fort, the Sea Princes forces had been well prepared. Commanding an extremely demoralized troop, Tavish gave the order to attack. Those that did not mutiny were cut down by an unrelenting barrage of arrow fire. The Siege of Westkeep, as it would soon be known, lasted a pathetic seventy minutes. Tavish himself was slain in battle, and the forces of the Sea Princes celebrated well that night, all under the standard of the Crowned Caravel.

When news of his father’s death reached Niole Dra, the newly coronated Tavish IV ordered the majority of his fleet to take the fledgling war to his enemy’s own territory—The Azure Sea. His father had of late ordered the construction of several new warships for this very purpose, but had been goaded into a premature strike. Tavish IV would not repeat the error. What the Keoish fleet lacked in experience it more than compensated for in numbers. Ulek, too, angered by recent raids by the pirates, offered aid in the form of fully half of its navy.

For all of this, however, the Keoish force managed only to deliver a check to the power of the Sea Princes at the Battle of Jetsom Island, both sides of the conflict taking such heavy losses that the battle could only be considered a draw. This loss prompted many of the older and more experienced captains to retire to the mainland. Those with ships that had not been lost in the conflict assigned subordinates to carry on operations. Piracy, it seemed to these individuals, had gifted them with too many enemies. Instead, they diverted their attention to the south, and the endless expanse of the Amedio Jungle.

This land provided them with a boundless supply of rare woods, fruits and gold and also held another tradable good. Manpower. The denizens of the jungle, the Princes soon learned, were primitive ancestors of a great empire once known as the Olman. This civilization had been excellent workers of gold and other finery and the treasures that seemed commonplace to the natives fetched incredible prices in the markets of the Flanaess. When these “savages” were unwilling to give up their treasures, entire tribes were captured, loaded into ships, and sold into slavery.

With this new form of industrial power, the Sea Princes expanded their nation to the borders of the Hellfurnace Mountains. Vast farms could be maintained by this almost limitless supply of unpaid workers. The clergy of the Hold, notably clerics and holy men of Xerbo, supported this action, seeing it as a method of converting thousands of new worshippers with relative ease.

Needless to say, the boom of the slavery business in the Hold of the Sea Princes drew the enmity of surrounding nations, specifically the Yeomanry, whose citizens favored personal independence above little else.

This practice continued until Prince Jeon II assumed rulership of the nation. Before a council of his peers in the summer of 577 CY, he demanded the dismantling of the institution and was shouted down by the nation’s nobility. The Prince of Toli, the Plar of Hool, the Grandee of Westkeep and the Commodores of the Isles all voted the action down. Gaining support only from the largely ineffectual Governor of Isle Sybarate and Duke of Berghof, Jeon disgustedly withdrew the motion to abolish slavery in the Hold of the Sea Princes. He need not have bothered; in six years, the country would become, in effect, a nation of slaves.

Like too many nations, the hold fell victim to the machinations of the Scarlet Brotherhood. This insidious organization had infiltrated the courts of nearly all of the nobles in the land and, in 583 CY, the hold toppled without a having fought a single battle. Of the 30 nobles that comprised the nation’s government, 27 fell to assassins’ blows in a single night. The remaining nobles signed a notice of surrender peacefully and without incident.

To help administer this land, the Brotherhood has imported a small cadre of powerful mages to aid in the subjugation of the natives. Those of royal blood and Amedio savages alike are now bound with the same length of chain. In addition, several hundred, perhaps thousands, of Amedio natives make up standing armies within these lands. Curiously, these men and women have not called for the emancipation of the original slaves, for the Brotherhood’s hold on them is strong indeed. Squads of highly trained tyrgs and norkers patrol the lands, seeking out bandits, lawbreakers and escaped prisoners. Few have escaped these squads, and those that have managed to survive the trek across the Hool into southern Keoland and the Yeomanry speak of commonplace executions and absolute rule by agents of the Scarlet Brotherhood.

The annexation of the Hold of the Sea Princes signifies yet again the Brotherhood’s interest in gaining a stranglehold on the maritime powers of the Flanaess. What this plan will bring about is anyone’s guess.

POLITICS: Before falling to the agents of evil, the Sea Princes were ruled by a Prince of noble blood. In the years following the Hold’s establishment, the ruling families intermarried to a point at which all could claim a common ancestry. When the Island of Sybarate (located one mile south of Fairwind Isle) and the Duchy of Berghof (located in the valley of Lake Spendlowe, source of the Hool River) were incorporated into the Hold, they were not allowed to marry into a noble family and thus were informally barred from direct rulership of the nation.

The chosen ruler (elected by the other nobles) held council with the remaining nobility in a House of Peers. This ruler had the ability to propose and carry out proclamations, though to do so without the consent of the nobility was seen as a foolish invitation to expulsion or worse. This form of government succeeded for hundreds of years, allowing the Hold of the Sea Princes to become one of the most prosperous merchant states of the Flanaess.

The advent of the Scarlet Brotherhood, however, has changed everything. With only three remaining nobles, the old system crumbled. It is not known exactly how the current government operates, only that Hammandaturian acts as a “Shepherd” to the land. Indirect rulership of the hold is attributed to an individual known as the “Father of Obedience,” rumored to be stationed within the Brotherhood’s land of origin.

CULTURE: Of course, the occupation has vastly effected the disposition and culture of this once proud peoples. Before the invasion, the residents of the Hold were carefree. Theirs was a secluded and highly prosperous nation that felt not the political rumblings of the north. Largely because of their isolation, the Holders had been a highly artistic peoples, their work traveling often as far as the decadent collectors of Tenh.

Many of the Flanaess’ greatest bards came from these lands, and, prior to the wars, Port Toli was an artistic pilgrimage of sorts, as it’s beauty was said to be inspiring indeed. The Hold very much catered to the wealthy in those prosperous days, and “sight-seeing” tours to the Amedio were quite common among the country’s elite.

The occupation has changed most of that. Now manacled to the slaver’s line, the people of the Hold are still an artistic lot, though their expression is now necessarily limited. Folk art, such as music, crafts and dance now thrive in the slave population. These men and women use the tools available to them to drive their energies away from grim thoughts. This is generally a coping mechanism, however, and few truly great works have been completed in recent years. Despite the jovial appearance put up by many of the slaves, theirs is a singularly wretched existence, and the people know that no amount of rhythmic chanting will change that.

Those who have thus far managed to avoid the slavers’ chain live in constant fear. Many hold that if they are still alive, it is because they have not interfered—and few plan to change this arrangement.

RELIGION: Again, the face of religion has changed drastically in the days following the Brotherhood’s occupation. Before 583 CY, most of the common gods and goddesses received attention within these lands. The Oeridian goddess Sotillion, stewardess of summer, ease and comfort, held great favor within the noble houses. The clergy of Xerbo controlled much of the seafaring trade of these peoples and Pelor was worshipped by many of the commoners. The Amedio slaves, despite the efforts of the above clergies, resisted most efforts of conversion.

Now, however, the agents of the Scarlet Brotherhood have eradicated all formal houses of worship of these powers and put many of their priests and priestesses to the sword. New churches have been erected to vengeful Suel powers and, it is whispered, the leaders of this nation await the return of the One Who Sleeps.

Of particular note is a small but devoted following of Kelanen, the Lord of Swords. Jeon II and his family are said to have been devout followers of this individual and many natives of the Hold still revere him. Generally, they are warriors and rogues who harry Brotherhood caravans and supply lines. They refuse to give up their faith. Kelanen has walked Oerth before, they maintain, and only he can bring them from their current misery.

PERSONAGE:

Aine DeSalaenan: Born the daughter of one of a number of female Olman slaves kept as a harem by a Port Toli native, Aine often ventured with her father to the exciting coasts of the Amedio Jungle. On one such expedition, her ship was caught in a tropical storm and washed up on the shores of the northern peninsula. Many of the sailors aboard the vessel had not survived. Of her father, she found no trace. Assuming her father had been thrown overboard in the tumult, she grieved for the man who had raised her and ordered the survivors, some twelve men, to burn the hulk of the trading ship in memory of those who had been lost at sea. Reasoning that a Sea Princes settlement must be somewhere nearby, she ordered the party on a southward march along the coast.

Unknown to the surviving crew, the storm had thrown the ship wildly off course and it was two weeks and five dead crewmen later that the group came upon a small village that appeared to be of Holder construction. The raised-platform, thatched-roof homes were empty, however, and a cursory search of the surrounding land yielded little information regarding the colonists’ whereabouts.

That night, the eight discovered an unexpected visitor in their camp. The sentry on duty roused his companions with a story of a shimmering apparition seeming to originate from the beach. He explained that the creature had the appearance of a centaur. At that moment, Aine DeSalaenan had an epiphany. Before even viewing the creature, she knew him to be a manifestation of Chitza-Atlan, the guardian of the Olman underworld. Further, she understood her place in the world as a descendant of the last priestess of Chitza-Atlan who had cursed Aine’s father even as she had died in giving birth to her. Aine knew she was Coltok, chosen of Mictlan, the Olman city of the dead. She felt the ancestors of the empire crying out in pain at the plight of their peoples and she knew hatred. Her companions made suitable sacrifices to her newly acknowledged master.

Months later, Aine returned to the Hold of the Sea Princes on a slave galley. It’s crew had discovered her at the campfire of savages and promised to return her to her family. Despite her Olman ancestry, these men judged her by the blonde hair on her head and granted her passage to Monmurg. It was the eve of the Brotherhood’s occupation.

Aine seemed to go contentedly into slavery, and there she remains, acting as a connection for the ancestors of the Olman to their distant past. She speaks of a coming salvation and gains followers by the day. Even good-natured and formerly scrupulous men and women have fallen for her guile and the gods of the Olman are returning from aeons-old weakness and lethargy. Their obscurity has lasted since well before the wars between the Suel and Baklunish, and they are not overconfident or hasty. They have, due to the influx of worshippers, tasted the power that was once theirs. Woe to the slavers of their peoples when that power returns in full. Aine DeSalaenan will welcome that day with open arms, for among her newfound peoples, she is the “Fair-Haired Prophet,” and her word is law.

 

 

TUSMIT

Ruler: His Exalted Splendor, the Pasha of Tusmit, Muammar Qharan

Capitol: Sefmur (pop. 19,000)

Population: 150,000

Demi-Humans: Few

Humanoids: Few

Production: Foodstuffs, Silver, Gold

National Alignment: Lawful Neutral

GEOGRAPHY: Tusmit is a small land, bordering Ekbir on the west along the Blashikmund River and the Tuflik River to the south where can be found the Sultanate of Zeif. Ket lies beyond the Tusman Hills to the south-east, while the Yatil Mountains mark the eastern boundary of this land. Thrusting far northward, the lands claimed by the Pasha extend to the southern reaches of the Udgru Forest, though the Pasha makes no claims to any portion of the woodland.

The Tusman Hills are a series of highlands that rise into the Yatil Mountains. Many fierce tribes inhabit the Tusmans, and mercenaries from these highlands can be found amongst both the Tusmit militia and that of the Kettites. Tales of the prowess of these warriors have become legend to the folk of the Baklunish lands. Fertile soil makes the lower hills excellent for farming, while the highlands also provide good pasturage.

Sefmur, the capitol city of Tusmit, is a grand place. When the sky is clear and the sun shines, the spires of the places of splendor can be seen for miles. In the center of the bustling city stands an almost gaudy testimony to the Pasha’s incredible wealth and power. The palace, with walls of alabaster trimmed in silver and gold and inset with large gems and spires reaching far above the heads of the city’s able merchants, casts a strange glow upon the populace on bright summer mornings. The finest of Baklunish artistry and sculpture line the palace’s posh hallways, arrogantly displaying the wealth of Tusmit’s ruler. That none have ever dared to plunder the locale reveals the intense pride and trust the Tusmiti have for their leader.

HISTORY: Like all of the Baklunish lands, much of the history of Tusmit is shrouded in mystery to contemporary scholars of the Flanaess. Indeed, it is not truly known if Tusmit was once a province of the early Bakluni Empire or an early tributary state of Zeif, as many have claimed. If the latter scenario were true, it would certainly explain the belief that the Sultan of Zeif has plans to annex this land, but these folk, tight lipped as they seem to be about the past, are not offering any information. Most Tusmiti prefer to dwell upon the politics of the past as little as possible, holding that, since their land now enjoys complete sovereignty, such discussions and inquiries are of little value.

The first records that have been unearthed regarding Tusmit point to the unification of the tribes residing in the Tusman highlands. These fierce warrior bands were forged into one unit under the banner of Sefmur, Amir of the Tusmit tribe (thought by some to be the descendants of the original Tusmit state, whether under the protection of the Greater Empire or the later expansions of Zeif). Though the veracity of these ancient documents has been openly questioned by many sages and learned men, recently unveiled scrolls reveal the tale of Sefmur and how, through his life and actions, he forged the nation that would one day be called Tusmit.

As the scrolls explain, Sefmur, as son of the Amir of the Tusmit tribe, was given the honor of being the first boy to endure the rite of manhood. Prepared from the time he was born, he set forth into the Yatil Mountains, questing for the claws and hide of a mountain lion. Sefmur crafted a spear on his first night out, using the broken blade of his stone dagger as the tip. Many days into his month-long ordeal, Sefmur had still seen no mountain lions. Twelve days removed from his tribe, he rejoiced after locating a set of tracks from what he believed to be such a creature. Always seemingly one step behind the beast, he followed the tracks, climbing ever higher. Upon reaching the top of the mountain, the tracks stopped, and Sefmur collapsed. Cold, tired, hungry, and feeling utterly dejected, he wept and fell into a deep sleep.

During his slumber, Sefmur received a vision from the spirits of his ancestors. They showed him a vast expanse of land, and told him that this was to be his kingdom. They also told him that when he awakens, he shall climb down from the mountain and there, he shall find a lion. He was instructed to keep this lion safe, and not to speak of the dreams to anyone but the shaman of his tribe, or all that had been told him would not pass, and he would surely die. Sefmur awoke and did as the vision instructed.

Sefmur’s father died thirteen years later. Now the Amir of his people, Sefmur began to set his plans for the conquest of his kingdom in motion. He united the clans of the hills, leading them to the south, reaching the Tuflik River. Then struck west. On the banks of the Blashikmund, the army turned to the north, stooping just short of entering the Udgru forest. Heading eastward from that point, Sefmur’s ever-growing army attained the foothills of the Yatils and turned southward for home. All the lands thus enclosed and the tribes therein professed loyalty to Sefmur and he was contented.

Shortly thereafter, the Kaflani clan rebelled against Sefmur, and his most trusted general, Kalnik of the Kettites, turned on his lord, slaying the lion that had been Sefmur’s symbol. True to the prophecy of the ancients, Sefmur fell soon thereafter. Ulamur, Sefmur’s son, ascended to the rank of Amir and drove the Kaflani and Kettites from the hills. Leaving the Tusman tribe to guard against their return, Ulamur went forth to claim a city from which to rule the whole of the land.

Andornol, a large city some 5-10 leagues north of the Tuflik River, threw open her gates and cheered the arrival of her new lord. Ulamur, proud to be so received, repaid the people of the land with his wise leadership. The people loved him so that they proclaimed him Pasha, and his tribal name was taken for the land so that it became known as Tusmit. Ulamur, as his first act as Pasha, renamed Andornol in honor of his father, proclaiming that Sefmur shall forever live as the capitol of Tusmit.

Ulamur, knowing the weakened position and poor defensive ground of his lands, quickly formed treaties with Ekbir and Zeif. He then proclaimed, that for so long as Tusmit retains her sovereignty, her leaders must be well schooled in the art of diplomacy. And so Tusmit has existed for so many years, playing one neighbor against another. With the passage of time, the Kettite tribe formed its own land, that which is known as Ket. While an enmity still exists between the peoples of Tusmit and Ket, they have had cordial diplomatic relations, and it was not long before the Pashas of Tusmit began to incorporate Ket in the delicate web of deceit that they spin to this day.

Tusmit has not had any major military confrontations in recorded history since the formation of the land. There are, of course, minor skirmishes and battles that are fought, but none are of any import. During the Greyhawk Wars, Tusmit kept to itself, though she did secretly aid Perrenland. Sadness took hold over the land when Pasha Jadhim/orem died while riding one day. As was his wont, he rode alone, well ahead of a token force of guards. Originally assumed to have had a heart attack, it has been learned that he was indeed poisoned. The culprit(s) behind this have not professed any claim, so speculation abounds as to who might be to blame.

POLITICS: Tusmit is an absolute monarchy, the Pasha holding power over the Amir of the tribes. The Amir in turn hold power over their tribe through the Headman of the clans within the tribes. Tusmit is a diplomatic machine, playing one neighbor off the other in an attempt to keep them from turning expansionist views towards her. The Pasha particularly fears that Ekbir is looking to absorb his lands, and he also believes that the Sultans of Zeif have been ever planing to absorb both Tusmit and Ekbir. Perhaps the Sultan is waiting for these two to war with each other before attacking. There is also the constant threat from the Kettites to the south-east; the Bakluni memories are long, and there still exists a hatred betwixt these peoples.

RELIGION: The religion of the people of Tusmit is similar to that of the Paynims in that, like their kin to the southwest, they engage in a complicated form of ancestor worship. Shrines and temples to the various deities of Oerth can also be found in the plains and hills of Tusmit, though no single power can truly claim to represent the nation’s dominant faith.

PERSONAGE: The mage Zulik, advisor to the Pasha, wanders abroad these days, looking for magical artifacts of Bakluni origin; particularly those crafted by mages of Tusmit. One of the items he is actively searching for at this time is known as the Flying Scimitar of Tusmit. Only 5 of these dread weapons were crafted for the Pasha’s war-ministers for use in a possible war against Ekbir some time in the distant past. The blades were held in a magically protected case, and were only removed in times of conflict or ceremony. The Scimitars were discovered missing during the coming of age ritual in the year 328 CY and only ephemeral clues have surfaced regarding their location since then. Zulik is intent on finding these weapons, believing he can uncover the secrets of their construction, and produce more blades for use by the commanders of the Pasha’s armies.

Typical of his people, he is of one mind, and is driven in his search for one of these swords. He will pay a most handsome price if he learns someone is in possession of one, and barring being able to purchase it, he will attempt to steal the weapon. He will slay the possessor if he deems it necessary to the completion of his quest. He is also looking to find any items that might be able to unlock the secrets of the Rain of Colorless Fire, for with these, he believes the Pasha would be able to dominate the whole of the Flanaess. Blindingly loyal to the Pasha, Zulik wouldn’t think to attempt to use any power he gains for personal purposes. He has been searching since the end of the wars, and will continue until he attains his goal, or he dies...

 

ULEK, DUCHY OF

Ruler: His Noble Radiance, Duke Grenowen of Ulek

Capital: Tringlee (pop. 14,200)

Population: 28,000

Demi-Humans: High elves (12,500), Sylvan elves (5,000), Gnomes (5,000+), Halflings, Tallfellows (2,500)

Humanoids: None

Resources: Foodstuffs, Cloth, Electrum, Gems

National Alignment: Chaotic Good

GEOGRAPHY: The Duchy of Ulek is a fair land that lies immediately south and west of the central Lortmil Mountains. This northeastern boundary provides a protective barrier for the Duchy, which shelters it from many of the depredations experienced by its northern neighbors. The dwarves of these mountains provide a sturdy bulwark against any enemies which might threaten the Duchy from that quarter. To the west and southwest, the Duchy reaches to the banks of the Lort River (which becomes the Sheldomar when the river passes by the Silverwood), which runs the entire length of the western side of the Duchy. This river is shared entirely with the Kingdom of Keoland. The eastern and southeastern borders of the Duchy are bounded by the Kewl River, which the Duchy shares with the County of Ulek to the south.

Two ancient woodlands grow within the borders of Ulek, the remnants of the once great forest which spanned from the Dim Forest hundreds of miles to the north, and the Dreadwood which lies hundreds of miles to the south. The first wood, Axewood, straddles the Lort River and is shared equally with Keoland. It is rumored that treants and many spritely creatures make their homes here. The second wood, the Silverwood, lies entirely in the confines of the southern reaches of the Duchy. This wood is predominately inhabited by sylvan elves, although the ancestral home of the high elves is also in this area. The woods here are tended and, it is rumored, “shaped” by the elves living here. Some gnomes and a few halflings also live within the confines of these trees.

HISTORY: In the great migrations of the Suel and Oerdians, two major tribes of Oerdians moved south after crossing the mountains, the Keogh and the Uleki. These allied tribes subjugated the Flan and Demi-humans of the plains and forests between Hellfurnaces and the Lortmils. Unlike the Aerdy to the north and east, the Keogh tribe mixed with the Suel, and founded the kingdom of Keoland, and the descendants of the Uleki were given a large province on the eastern boundary of Keoland to rule (north of Jurnre, the contemporary holding of the Suel House Rhola). This area was predominately inhabited by demi-humans, and, until the expansionist era of the Kingdom of Keoland (c. 300’s CY), the Uleki governors, for the most part, ruled wisely.

The Duchy of Ulek, as all of the Uleki nations, is a very young country. Although the Elves which dwell here have lived in the area for centuries, it was only in 447 C.Y. that the Duchy became an independent nation. The province of Ulek, which included all of the Ulek states, had previously been controlled by the throne of Keoland. After the disastrous Short War against Furyondy and Veluna, Keoland’s monarch began to reassess the royal policy. The demi-humans of the Uleki Province, joined by troops sent by Astaranthe from Celene, threw off the yoke of Keoish rule in the entire province. They expelled both royal garrisons and the government of the province. Keoland, after having suffered defeat at the hands of Furyondy and Veluna, was not eager to enter into another war, and in 453, King Tavish IV of Keoland recognized the already separate Ulek states and granted them their “independence.” The high elves in the northernmost portion of the province chose Grenowen to be their Duke. It was Grenowen who dared the mountains to the east, and more importantly, the illusion ridden and heavily guarded lands of Celene, to bring word of the plight of the elves of Ulek to the queen. The high elves of the northern third of Uleki province established the capitol for their country in one of the old Provincial Seats, in Tringlee. After a short while, Keoland welcomed this new government, recognizing the wisdom in local rule.

The opening of neighboring Celene proved prosperous for the Duchy. Celene’s fine products flowed exclusively through the Duchy into the rest of the Flanaess, and this trade, when added to that of the Duchy’s own products, brought great wealth into the land. Up until the time of the Greyhawk Wars, the Duchy prospered. It is the most accessible of all elven lands to humankind, and to other demi-humans, and this atmosphere has made the Duchy and the Duke popular both in his lands and abroad.

The Greyhawk Wars brought the first stresses to the young nation. For the entire life of the nation, the Duchy has had strong ties with Celene. However, there is a strong sentiment for the exiled men of Geoff and Sterich, and for the dwarven hardship faced in the Principality of Ulek to the south. Many of the more powerful nobles in Ulek support an immediate military solution to help drive the humanoid hoards out of the southern lands. These nobles are also strongly in support of the Knights of Luna in Celene, and desire to help change Celene’s isolationist policies. There is even some radical talk, that the Queen should be “forced” into agreeing to aid both Furyondy and Veluna to the north, and the Principality of Ulek to the south. The Duke favors a more conservative diplomatic approach with regard to Celene and the solution of these problems.

POLITICS: The Duchy of Ulek is fairly representative of the high elven philosophy of government. The Duke was elected to office by all of the nobility of the high elves. In his case, even Human lords and the chieftains of the sylvan elves and the Gnomes were allowed to participate in the election. The Duke will continue to hold power only as long as the majority of elven nobility supports him. If this support falters, any other elven noble could be elevated to the position of Duke or Duchess of Ulek (although it would take a lot for this to happen). The Duke and his cabinet is responsible for handling matters which affect the entire realm, such as international relations and trade, and the maintenance of a national military. All local government is carried out by the local nobility of a given area, including maintenance of roads, civic government, and other local concerns. Three times a year, the Convocation of Lords is held. During this time, matters of national concern are presented to the elven nobility, and they advise the Duke on how they would handle matters. The Duke also announces any policies he has decided upon which affect the entire realm. At the end of the third Convocation of each year (which is called the Convocation of Branches), the nobility “votes” on whether or not they will continue to support the Duke (this is done by laying switches from the prized silverwood trees on the ground in two piles—one for those who favor the Duke, and one for those opposed. If the Duke were to ever lose support of the Nobles, they would then be responsible for naming a new candidate to head the nation. Although it is entirely possible for any individual noble house to oppose the Duke (even actively), this has never carried to the point of warfare. The Duke may resign his post at any time he desires (at which point in time a special Convocation of Selection would be called).

The Duke is responsible for appointing a cabinet to oversee national matters. This cabinet may be composed of any number of officers that the ruler deems necessary to deal with the issues facing the country. Cabinet members must be selected from the elven nobility, and their upkeep is provided by their family (national taxes in Ulek are only for keeping up ambassadors and a standing army, all other taxes are set by and paid to local nobility). At present the Duke’s Cabinet includes The Lord of War, The Lord of the Treasury, The Lord of Merchants and Trade, and The Lord of Embassy. This last member of the cabinet is responsible for keeping track of ambassadors to the Duchy and for appointing ambassadors and keeping up embassies from the Duchy.

RELIGION: In keeping with the Duchy’s very cosmopolitan and multi-cultural setting, many deities are worshipped here. Of the elven gods, Corellon Larethian is the most favored by the high elves, Sehanine and Hanali Celanil are also widely worshipped. Among the Sylvan folk, Rillifane Rallathil, Solonar Thelandira and Erevan Ilesere are worshipped. The humans of the kingdom favor deities such as Ehlonna, Celestian and Fharlanghn. Lydia and Lirr also have many followers here. The gnomes most favored deities are Garl Glittergold and Baervan Wildwanderer, although Baravar Cloakshadow also enjoys some adherents. The Halfling communities tend to worship all of the Household of Yondalla equally.

In the Axewood, it is whispered that the Seelie Court has adherents among the spritely folk, but this is largely unsubstantiated. Some humans who live within the Axewood are also druids, and it is rumored that the ranking druid of the Axewood is one of the top candidates to become one of the next Archdruids for this region of the Western Flanaess.

The priests of the deities worshipped within the Duchy are all given respect, as are the gods, but, unlike in some other lands, the priests have little political power (Unless, of course, a priest also happens to be an elf noble). Any high priest or priestess may directly petition the Duke during a convocation to voice the concerns of a particular priesthood. However, unless the priest is also an elven noble, he or she has no voice in approving or disapproving of the Duke’s actions.

CULTURE: The cosmopolitan culture of the Duchy of Ulek is a result of the mixture of the best of many races. The cities and towns reflect the fine elven architecture, and the more traditional “tree-cities” of the High elves in Silverwood are among the wonders of the region. Utility and beauty are balanced in most things produced in the Duchy, and the citizens are immensely proud of this.

Each town, city and stronghold is graced with fine parkland carefully kept by both elves and gnomes, and each of these parks or gardens has in its center one Silverwood tree. The motto, “though we are many branches we all come from one tree,” represents to all of the folk of Ulek their special relationship with each other.

One branch of people who prosper here are the half-elven. Half-elves are perhaps more common here than in any other place on Oerth, because the Duchy of Ulek is one of the few places where the strengths of both humans and elves are appreciated. The human and half-elven bards of Ulek are among the finest in all of the lands because of their close association with elven minstrels. These bards are often sought by courts of other lands, and to have a bard who is a native of the Duchy is thought to be a great coup for rulers across the Flanaess.

The Duchy is also known for its fine gnome gemners, whose works are considered to be extraordinarily beautiful. Both semi-precious and precious gems from the Lortmils adorn the work of jewelry crafters, and the work (especially when set against silver worked by the elves of Celene) is very sought after, even in cities as familiar with fine work as Greyhawk.

MILITARY: The military of the Duchy is small but effective. The Lord of War is in charge of the 1000 humans, 500 High elves, 250 Sylvan elves, 150 Gnomes and 100 Halflings which make up the Army of Ulek. This army is noted for its many high elven fighter/mages. The Rangers and Archers in the force from the Axewood and Silverwood are very doughty fighters. Elves tend to prefer the long sword and bow, and many (25%) form a light cavalry unit. Human troops are led by a small unit of heavy cavalry (10%), a larger troop of medium cavalry (30%), and the remainder (40%) are crossbowmen, and billmen. The halflings and gnomish troops use short swords and hand axes (although halfling troops also carry slings). In addition to this, each elven Noble House (of which their are many) generally has a household force which may number from 30 to 100 men at arms. These troops are armed by the whim or need of the elven lord or lady to whom they owe allegiance. In addition to this, it is possible for Duke to issue the call for the “Grand Host of Ulek.” This includes all of the forces of the elven lords, and an additional 30 civilian men or women most capable of fighting from each noble’s holding. (This force may number as many as 8,000 to 10,000).

PERSONAGE:

Elissa Ivybrow: This young 22 year old half-elven druidess lives and wanders the Axewood in western Ulek. She is one of the attendants and students of the powerful and influential druid, Noric Treantfriend. Elissa was sent to study with Noric when her Elven father decided to aid in the defense of Furyondy in the opening months of the Greyhawk Wars. Elissa already exhibited a great love for the natural world, and her father sensed that placing her with the druids would do her more good than sending her to live with his elven kin. This proved to be fortuitous, for he was killed in the wars and did not return.

Elissa’s mother, a retired Ranger of Axewood, died during Elissa’s birth. Her father had felt a keen sense of loss at the death of the girl’s mother, and he tended to dote on her and spoil her. He would place a wreath of ivy on her head and call her “his little forest princess.” When Elissa joined the druidic rank and gave up her family name, she chose “Ivybrow” to honor her father in the memory of this particular habit of his. After going through the secret druidic rites to become a druidess, she said to herself, “Father, I truly am a forest princess now!” She still often wears a circlet of ivy draped across her brow while letting her long black tresses fall freely, unbound, behind her.

Elissa has become indispensable to Noric. Due primarily to her knowledge of “city life” (Her father’s house was in Tringlee), she has become an advisor to Noric on matters that touch both elvenkind and, in particular, the Duke. She likewise has taken to the forest ways as if she were raised to them. She, and others, say that the forest has become her family, since her own family has been taken from her. Elissa has a great sense of stillness which has grown from the sadness of her loss, but this has blossomed into a deep peace with the understanding that all birth and death is part of the natural order of things. Elissa has, to her joy, been befriended by a “young” treant, Oakheartlimbshaker, who has in turn introduced her to many of the spritely folk of the forest. These beings too call her “forest princess,” and claim her as distant kin because of her Elven blood. Her happiest moments are spent in watching the frolicking of these small beings. Elissa has taken it upon herself to become the protector of these flighty creatures.

Unbeknownst to Elissa, Noric has spoken so highly of Elissa, that word of her has even reached the Grand Druid. He is considering her for a future member of his “special nine” in the future, after she has had time to mature and learn more of druidic craft.

 

ZEIF, SULTANATE OF

Ruler: His Omnipotence, the Glory of the West, Sultan Murad

Capitol: Zeif (Population 41,000)

Population: 200,000

Demi-Humans: Doubtful

Humanoids: Doubtful

Resources: Foodstuffs, Gems(100-500gp base value)

National Alignment: Lawful Neutral

 

GEOGRAPHY: Zeif is the westernmost land in the Flanaess, comprised of some of the most fertile lands of the coastal regions of the Drawmidj Ocean. To the east, the Sultanate borders Ekbir and Tusmit along the Tuflik River. The eastern border extends as far south as the city of Ceshra, while the southern border flows westward from there to the town of Antalotal. While little is known of the lands west of Antalotal, many believe that Zeif’s border extends southward to the edge of the area decimated by the Invoked Devastation. The extent of the western reaches of this land is a mystery to the learned folk of the Flanaess. The vast majority of the terrain can be described as a rolling plain dotted with cities and farming communities. The soil of these plains is highly fertile though only sparsely cultivated.

The city of Zeif, capital of the Sultanate, dwarfs the cities of the other Baklunish states. It’s spires rise high above the plains, overlooking the warm waters of the southern Drawmidj. Zeif stands as the crown jewel of these proud people.

HISTORY: The history of Zeif is clouded in mystery. Perhaps this is due to the remote locale of the land, or perhaps these folk prefer it this way and do not speak of the past. Some have even suggested that the gods themselves have placed a shroud upon the past of this land. Regardless of the reason, there is but little known.

The origins of Zeif date back to a time prior to the crowning of the Overking in Rauxes. Two mighty empires stood to the west of the Flanaess, that of the Suel and the Baklunish. These empires stood for countless centuries. It came to pass that these powers made war upon each other. During the conflict, the peoples of the warring empires began to migrate from their homelands to escape the horrors of the battle, both mundane and magical. Perhaps the town of Zeif was founded by these migratory folk, or perhaps it was already in existence at this time; in either case the small settlement’s population swelled to immense proportions.

The small town of Zeif, and much of the plains south of the Drawmidj, escaped the magical havoc unleashed by the Power Mages of the Suel. Zeif was the last bastion of the dying Bakluni empire, crushed under the destruction of the Invoked Devastation. Many of the tribes of the Bakluni passed through Zeif, seeking shelter to the east. A vast number of refugees, however remained in Zeif and the areas surrounding it. The might of the city grew over the years until approximately 700 years ago, when the Shah of Zeif, Mohamur, claimed the plain lands from the city east to the Tuflik River, and south to the edge of the devastated lands. To the west, he cited all the lands to the horizon as his purview. No one disputed his claims and he proclaimed himself Sultan of the Sultanate of Zeif. The tribes of the Paynims, uncomfortable with the “civilized” rule of the Sultan, soon pushed the borders of the Sultanate northward to the town of Antalotal. The Sultan made token resistance, but knew his forces were not yet strong enough to hold the plains. Since then, aside from other skirmishes with the tribes of the Paynims and a few border clashes with Tusmit and Ekbir, Zeif has been a peaceful land.

POLITICS: The Sultanate of Zeif is ruled by a Sultan, an absolutist ruler much akin to the kings of the East. There are areas similar to duchies or counties within the lands, headed by the Shah of the largest town in each area. These Shah’s report to the Sultan, and accept orders from him alone. They often act as advisors, but they have no power to overrule the Sultan.

While there has not been any major military conflicts betwixt Zeif and her neighbors, it is widely believed that the Sultans have long coveted the lands of Tusmit and Ekbir. Some scholars think that these lands may once have been tributary states of Zeif that have since gained their freedom. If so, this would provide even greater reasons for the Sultans to want to take these lands into their fold.

RELIGION: Many of the known deities have followers within the Sultanate, even several of those gods revered by the accursed Suelite peoples (though never openly). Our Lady of Fate, Istus, is revered in Zeif to a much greater degree than the other deities. Indeed, the temple to Istus within the city of Zeif is second in grandeur of all the buildings in the land only to the palace of the Sultan. Ulaa has many followers, and is revered mainly for the deposits of gems, namely chrysoberyls and peridots extracted from the Sultan’s secret mines.

PERSONAGE: There are no well known personages from Zeif that travel the Flanaess. These people tend to keep to themselves, again perhaps this is due to the shades of the past. Even their commerce is handled via emissaries in Ket, another of the Bakluni lands.

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