Greyhawk Guide
Greyhawk Guide
Greyhawk Guide
CALENDAR OF GREYHAWK
Festivals and Holidays
1
2
3
3
4
5
5
6
7
7
7
8
8
8
9
10
10
11
13
13
13
19
19
19
19
19
20
20
20
20
20
20
21
21
21
21
21
22
22
22
22
23
23
23
23
13
14
15
16
17
18
23
24
24
24
24
24
25
25
25
25
26
26
26
26
26
27
27
27
27
28
28
28
28
28
29
29
29
29
30
30
30
31
31
31
RULERS OF GREYHAWK
Royal & Noble Precedence...
Peers of the Realm...
Orders of Knighthood
Social Rank & Hierarchal Status
32
32
33
33
33
SETTLEMENT POPULATION
Village
Town
City
34
34
34
34
RATES OF TRAVEL
Land
Rivers
Lakes
Oceans and Seas
35
35
35
35
35
36
36
36
36
36
37
37
Cairn Hills
Hestmark Highlands
Kron Hills
Lesser Hills and Highlands
Marshes and Swamps
Cold Marshes
Vast Swamp
Lesser Marshes and Swamps
Mountains Ranges
Corusk Mountains
Crystalmist Mountains
Griff Mountains
Hellfurnaces
Yatil Mountains
Minor Mountain Ranges
Rivers
Timberlands
Adri Forest
Burneal Forest
Celadon Forest
Dreadwood
Gamboge Forest
Gnarley Forest
Grandwood Forest
Suss Forest
Vesve Forest
Welkwood
Minor Timberlands
Wastelands
Bright Desert
Dry Steppes
Land of Black Ice
Rift Canyon
Sea of Dust
37
37
37
38
39
39
39
39
39
39
39
39
39
39
39
40
41
41
41
41
42
42
42
42
42
42
43
43
44
44
44
44
44
44
DEITIES OF GREYHAWK
Human Gods
Greater Gods
Intermediate Gods
Lesser Gods
Demigods & Quasi-Deities
Demihuman Gods
Dwarven Gods
Elven Gods
Gnomish Gods
Halfling Gods
Orcish Gods
45
45
45
46
47
48
49
49
49
50
50
50
ADVENTURES ON THE
WORLD OF GREYHAWK
Quest of the Mist Golem
Werewolves of the Menowood
The Lost Passage of the Suloise
The Jungle of the Lost Ship
The Copper Raider
The Stolen Seal
Adventure Locales
52
52
52
53
53
54
55
55
56
Month Common
Needfest
1
Fireseek
2
Readying
3
Coldeven
Growfest
4
Planting
5
Flocktime
6
Wealsun
Richfest
7
Reaping
8
Goodmonth
9
Harvester
Brewfest
10
Patchwall
11
Ready'reat
12
Sunsebb
The heavens are far more important and interesting. We must study the
stars, those which wander and those which are fixed, to properly
understand Astrology. The sun travels once around Oerth in 364 days,
visiting the 12 Lairs of the Zodiac in an appointed round which never
varies. The Great Moon (Luna) waxes and wanes in fixed cycles of 28
days each, upon which our months are based; while the Handmaiden
(Celene, the small aquamarine satellite) follows a path which shows
Her in full beauty but four times each year, thus showing us the time for
our Festivals. When both Mistress and Handmaiden are full, things of
great portent are likely to occur, depending upon the positions of the
five wandering stars in the Lairs, naturally. For complete details of
Astrology, we recommend the reader to such texts as Selvor the Elder's
Secrets of Ye Skye Revealed or Yestro Bilnigd's Astrology, Divinity,
and Mankind.
Nomads
Season
Diamondice
Yellowillow
Snowflowers
Tiger
Bear
Lion
Winter
Spring
Spring
Blossoms
Violets
Berrytime
Frog
Turtle
Fox
Low Summer
Low Summer
Low Summer
Goldfields
Sunflowers
Fruitfall
Snake
Boar
Squirrel
High Summer
High Summer
High Summer
Brightleaf
Tinklingice
Lacysnows
Hare
Hawk
Wolf
Autumn
Autumn
Winter
CALENDAR of GREYHAWK
The Greyhawk year consists of 364 days, split into twelve months of
twenty-eight days each, and four seven-day festivals, each placed at
three-month intervals. Different cultures in the campaign setting have
their own names for the months and festivals. The months and festivals
are commonly referred to as the Dozenmonth of Luna and the Four
Festivals (Needfest, Growfest, Richfest, and Brewfest).
Dark Night: Both moons are new on the night of Goodmonth 11th
(always on a Godsday). The day is known by various names, Dark
Night, Black Night or Star Night, and is a holy day of Celestian, god of
the stars as well as druids. In some areas of the Flanaess, including
Obsidian Bay, it is marked by great bonfires lit to keep the darkness at
bay.
Elven
Starday is always on the 1st, 8th, 15th, and 22nd of the month
Sunday is always on the 2nd, 9th, 16th, and 23rd of the month
Moonday is always on the 3rd, 10th, 17th, and 24th of the month
Godsday is always on the 4th, 11th, 18th, and 25th of the month
Waterday is always on the 5th, 12th, 19th, and 26th of the month
Earthday is always on the 6th, 13th, 20th, and 27th of the month
Freeday is always on the 7th, 14th, 21st, and 28th of the month
The months and festivals are based on the cycles of Oerth's moons,
Luna and Celene. Luna has a twenty-eight day cycle, while Celene's
cycle is ninety-one days. Celene is full at the midpoint of each festival,
while Luna is full at various times throughout the year. Notably, both
moons are full on Richfest 3-5.
Growfest: A seven-day festival week that is represented by start-ofgrowing season celebrations and ceremonies. Most people continue
to work through this week, but it is noted for its heightened sense of
good cheer.
Midsummer Day: Also known as the Holy Day of Pelor, Midsummer Day
is held on Richfest 4. It is the holiest day for followers of Pelor, god of the
Sun and Light.
St. Cuthbert's Day: The Growfest 4 is St. Cuthbert's Day, the largest
annual festival for the religion; it is a major holiday in Obsidian Bay.
Waffenmarkt: Held during Growfest in Obsidian Bay. It is a specialized,
upscale market for weapons, armor, and other martial-type
adventuring items, many of which are magical in nature. It is held on
the campus of the Guild of Wizardry.
The commonly understood history of the Flanaess begins just over one
thousand years ago, when the great conflict between the ancient
Suloise and Baklunish empires forced massive migrations eastward
across, around, and even under the western mountain ranges. This
resulted in the mixture of races and cultures that defines the modern
Flanaess.
Tales of the era before the migrations are fragmentary and poorly
understood. Did monstrous creatures rule Oerik before the advent of
humanity? Did the great races of humans, elves, dwarves, and the like
arise by fiat of the gods or journey here from elsewhere? Did the elves
raise humanity to civilization, or did humans achieve this on their own?
Did the Flan once have their own empires and civilizations? Who built
the oldest tombs in the Cairn Hills, the half-buried ruins in the Bright
Desert, or the deserted stone cities in the Griff Mountains? Where were
the fabled realms ruled by Johydee, the Wind Dukes of Aaqa, Vecna
the Whispered One, the High Kings of the dwarves, or the elven King of
Summer Stars? What became of the mysterious Isles of Woe, and who
dwelled there? No one knows with any certainty.
Even histories of the early years of the migrations are unclear on many
points. The Oeridian tribal realm of Thalland was so thoroughly
absorbed by the kingdom of Aerdy that it survives only in name as the
Thelly River. The ancient kingdom of Ahlissa, ruled by the Flan and easily
conquered by Aerdy, is known today only for its founding wizardqueen, Ehlissa the Enchantress, and a magical nightingale she made.
(The Flan here have almost vanished through intermarriage.) So it goes
for much of recorded time.
Farther east, the most powerful of all Oeridian tribes, the Aerdi, reached
the Flanmi River. From there they spread outward again, conquering
indigenous peoples and fellow migrants alike. In time, the kingdom of
Aerdy ruled the whole of the eastern Flanaess and moved its borders
westward. One hundred and ten years after the defeat of the last
meaningful threat to Aerdi sovereignty, at the Battle of a Fortnights
Length, the leader of Aerdy was crowned as overking of the Great
Kingdom. Overking Nasran also marked the birth of a new calendar, and
with the Declaration of Universal Peace, the sun arose in the east on the
first day of the first Common Year. The writ of imperial Aerdy eventually
encompassed holdings as far west as the Yatils, controlling the southern
Nyr Dyv with a small garrison at an insignificant trading post known as
Greyhawk.
From 213 CY on, the Aerdi overkings grew lax, caring more for local
prestige and wealth than for the affairs of their vassals in distant lands.
This period was called the Age of Great Sorrow. As each sovereign
passed, he was replaced with a more dimwitted and less competent
successor, until the outer dependencies of Aerdy declared their
independence. The viceroyalty of Ferrond led the way, becoming the
kingdom of Furyondy. Other regions also broke away from the ineffectual
government of the overking over time, creating their own governments
after achieving success in their wars of rebellion.
When the horde of evil creatures marched forth next dawn they were
confronted by the serried rank of the allied army. The pike of Furyondy and
Veluna were arrayed so that their flank was secured by the Velverdyva; in
the center were the banners of horse, and on the allied left were deployed
bands of dwarves and gnomes, with a few units of elven archers placed in
the intervals between. The humanoids fell immediately upon the left, while
the men in the evil ranks rode to engage the center and right . The hordes
of orcs, gnolls, and ogres thrust aside their hated foes and rushed to
encircle the balance of the allied army.
By 356 CY, the ruling dynasty of Aerdy, the Celestial House of Rax, had
grown especially decadent. In response, the western province of Nyrond
declared itself free of the Great Kingdom and elected one of its nobles
as king of an independent domain. Armies gathered from all loyal
provinces of Aerdy to suppress this brazen act. At this time, however,
barbarians from the Thillonrian Peninsula raided the Great Kingdoms
North Province, forcing the overking to divert troops from the western
front. Nyrond easily survived and thrived.
Thus the fatal trap was sprung. for the whole allied army pivoted. as
squadrons of knights drove into the rear of the on-rushing horde of evil
and squares of elves emerged from the Gnarley Forest on the left.
Trapped in this pocket with the bend of the Velverdyva at their backs
and the human and demihuman army forming the chord of the arc, the
packed mass of evil humans and humanoids fought hopelessly.
The Kingdom of Keoland awoke from a long slumber in the third century,
expanding to dominate its neighbors. This short-lived Keoish empire lasted
almost two centuries before far-flung wars and internal strife laid it low.
The outer dependencies declared their autonomy, and Keoland
resumed its peaceful isolation
THE IVIDS AND IUZ
The darkest chapter in the history of Aerdy began in 437 CY. In this year,
the upstart House Naelax murdered the Rax overking, inaugurating a
series of gruesome civil wars called the Turmoil Between Crowns. Within a
decade, Ivid I of Naelax was recognized as the undisputed overking of
When the great laughter was finished, the allied army went on to
besiege the Temple of Elemental Evil, and it fell in a fortnight. The
Demoness Tsuggtmoy (or Zuggtmoy) was imprisoned in the ruins of the
place, with special wards to prevent her escape. Only a few of the
The Prince, betrothed to the daughter of the Plar of Veluna, and serving
as Provost of that state, as well as Marshall of Furyondy, was of key
importance to the forces of good. Upon his marriage to Jolene of
Veluna, the two States would have become a joint entity, the Archcleric
ruling in matters spiritual, and the Prince (ascending the throne to
become King) ruling in matters temporal. This state, with demihuman
alliances, certainly would have waged continual war with the evil
nations, and its previous success boded ill for opponents. The Prince's
disappearance destroyed these plans, however. and brought about the
current state of affairs in the Flanaess, which is confused indeed.
STORM CLOUDS
The years since Iuzs return are seen as a prelude to some coming
conflict. One alarming and potentially destabilizing force that has
recently come into play is the Scarlet Brotherhood. This secretive
monastic order first reported in 573 CY, the same year in which Prince
Thrommel of Furyondy, hero of Emridy Meadows, vanished.
CULTURAL GROUPS
This section details the human racial groups of the Flanaess the
major continent of Greyhawk. There are few pure racial groups
extant on the Flanaess, save perhaps at the fringe areas of the
continent. Of course, the races of demihumans are relatively
unmixed, but humankind, as is its wont, has industriously intermixed in
the central regions to form a hybrid type that has actually become
the norm.
Because of this, and their cultural differences, they are insular and
keep to themselves. They have social taboos that are perceived as
virtually unbreakable that prohibit such things as marrying outside of
their own culture, or teaching their language to non-Rhennee. They
also have cultural standards that allow them to treat non-Rhennee
differently from their own people. They can lie, cheat, steal, and
deceive outsiders but these actions can end up with them being
banished from Rhennee culture if they are done to others of their
own families.
The skin tones of the Rhennee range from olive to tan, their hair is
usually curly and brown or black, with grey, blue, hazel and
sometimes green eyes. The Rhennee are short and wiry but strong,
men averaging 5 feet 6 inches and women shorter.
Suloise: The fleeing Suel folk were scattered in a broadcast fashion
across the Flanaess, so that most tended to mix with other groups.
The Suel race is very fair-skinned, some being almost albino. They
have light red, yellow, blond, or platinum blonde hair. Eye color
varies from pale blue or violet through deep blue, with gray
occasionally occurring. Curly to kinky hair is common. The inhabitants
of the Duchy of Ernst are nearly of pure Suel race. The Frost, Ice and
Snow Barbarians are perfect specimens of unmixed Suloise blood;
the nearly albino Snow Barbarians are the best example.
The Suel folk are quite predominant in the island groups off the
eastern coast of the Flanaess as well as on Tilvanot Peninsula, in the
Scarlet Brotherhood region. Those bands that migrated into the vast
Amedio Jungle and Hepmonaland are so altered as to be no longer
typical of the race; they are tan to brown with heavy freckling.
Oeridians: The Oeridians have skin tones ranging from tan to olive.
They have hair which runs the gamut of color from honey blonde to
black, although brown and reddish brown are most common.
Likewise, eye coloration is highly variable, although brown and gray
are frequently seen in individuals.
Unmixed Oeridians, despite claims of the Great Kingdom, are most
common in Furyondy, Perrenland, the Shield Lands, and in the east
and south in North Province, Medegia, and Onnwal and Sunndi.
Olman: Olman is generally used in reference to the Olman people, a
race of humans of Oerth. They mainly inhabit the southern fringes of
the Flanaess, within the Amedio Jungle, and are primarily a tribal
people, though in the past they commanded a great empire. The
modern Olman inhabit the Amedio city-state of Xamaclan (last
remaining city-state of the Olman's Amedio empire), and are also
spread out in isolated tribes throughout the Amedio Jungle. Sparse
populations also exist elsewhere. One such remote location is the Isle
of Dread, an island far to the south of the Azure Sea which was
overrun centuries ago. Olman tend to have reddish-brown or dark
brown skin tones, and speak their own language.
Rhennee: Rhennee is generally used in reference to the Rhennee
people, a race of nomadic humans living in the Flanaess, though the
term may also refer to the culture of said people. They speak a
unique language called Rhopan that borrows heavily from both
other languages and the cant of thieves' guilds but they have no
written language and no recorded history. Their history is passed
DEMIHUMANS
DWARVES
The dwarves, called the dwur by the Flan, have two main subdivisions.
The more common hill dwarves have complexions of deep tan to light
brown, with hair of brown, black or gray. Eyes are of any color save
blue. They are solidly built, though seldom exceed 4 feet in height.
Mountain dwarves are somewhat taller, with lighter coloration. All
dwarves are bearded.
gold, which they work with great mastery. Some dwarves suffer from an
affliction called gold-fever, when their desire for the substance
becomes so overwhelming that it consumes their souls. The tradition of
dwarven honor demands that leaders dispense treasure to their loyal
followers, and the inability to do this is a sure sign of gold-fever.
Dwarves also place great value on their long beards, often braiding
them and twining them with jewels and gold wire. It is a terrible
dishonor to be shorn.
Elves were present in the lands east of the Crystalmist Mountains for
uncounted centuries prior to the rise of the first human kingdoms there.
Slowly driven from open country to more secluded and better
defended strongholds by the growing strength of both human and
nonhuman folk, elves still held a number of forest and upland realms at
the time of the Twin Cataclysms. The invading humans, orcs, and others
pressed them further, until some prominent elven realms made military
and political alliances with dwarves, gnomes, and halflings, and even
with certain major human tribes (usually Oeridian).Today, elves are
dominant in Celene, Sunndi, Highfolk, the Vesve Forest, and the
Lendore Isles. Elves are concerned with life itself and spend long
periods contemplating natural beauty. Long-lived and curious, they
enjoy exploration and remember much. Their frolics are usually joyous
events, though some gatherings have a melancholy tone. The fine arts
are much appreciated. Elves measure kinship in terms of broad, ethnic
divisions, though family bloodlines, particularly among the nobles, often
cross these ethnic boundaries. Valley elves are unique in that they
have no social relationship with other elves in the Flanaess, being
hated by them for unknown reasons.
Wild Elves: Wild elves, or grugach, are the most reclusive of all the
elves; xenophobic towards all other races including other elves.
The wild elves, who are found in the depths of the Phostwood,
pride themselves on their isolation and skill at keeping hidden.
Their skin tends to be brown and they have similar colored hair
which lightens with age. They are played as wood elves but gain
proficiency with spears in place of longsword proficiency.
GNOMES
Gnomes (noniz in Flan) are solidly built and muscular despite their
height. (Most gnomes stand just over 3 feet tall.) Two major groups of
them exist: surface gnomes (the most commonly seen) and deep
gnomes (who live far underground). Surface gnomes are brownskinned and blue-eyed, and almost all adults have light hair with a
tendency toward male baldness.
Males are most often bearded, though not so much as their dwarven
cousins. Their facial features are a bit exaggerated compared to
human norms, with prominent noses and eyebrows and leathery skin.
Deep gnomes are hairless and wiry in physique, with gray or graybrown skin.
Elves normally attire themselves in pale forest hues, though they favor
more intense colors in urban settings. Generally, males wear a
blouselike shirt over close-fitting hose and soft boots or shoes, while
females favor a frock with sash, or a blouse with an ankle-length skirt.
Hunting garments are typically in neutral colors like shades of brown,
tailored for silent and easy movement. Gray elves wear complex
gowns and flowing robes of pure white, sun yellow, and silver and gold
set off by polished leather of contrasting colors, accented by jewels.
Wild elves usually wear kilts, boots, and rough shirts. All elves favor
cloaks, especially when traveling, typically gray or gray-green. Elves
are fascinated by all types of magic, especially illusions and charms.
They also produce superior and elegant magic garments, weapons,
and armor.Half-elves are the offspring of humans and elves. They are
highly versatile but not always welcome in elven or human society.
They are disproportionately represented among adventurers as a
result.
Subraces: The high elf and wood flf subraces presented in The Players
Handbook may be played as presented in that tome. The following
subraces may also be played:
Grey Elves: These elves are the most noble of elves, and the most
aloof. They are of higher intellectual capabilities than other elves,
and tend to be taller than high elves. They live in isolated
mountain strongholds, and rarely allow access to outsiders. They
have silver hair and amber eyes, or gold hair and violet eyes, and
wear clothes of white, silver, yellow and gold, and usually wear
regally colored cloaks. Those with gold hair are generally called
faeries. They worship the standard elven pantheon and are
played as high elves, except that they may replace the standard
elven ability score increase to Dexterity with a +1 increase and
increase their Intelligence score by 2.
Subraces: Surface and deep gnomes use the Gnome Traits presented
in The Players Handbook on pages 36-7. Use the subraces below for
Greyhawk gnomes:
Surface Gnomes: Surface gnomes, also called rock gnomes,
normally dwell in shallow cave complexes close to the surface.
Gnome villages can be hard to find, as they blend with nature
and even artificial structures are often constructed to resemble
trees, rocks, or hills. Though naturally a hill-dwelling folk,
orcish and goblinoid threats have driven many gnomes into the
plains of human-dominated lands where they seek help to reestablish their old heartlands. Many, too, co-exist with elves in the
woodlands; where the elves are active in working with human
interests, so are the gnomes. Surface gnomes often share living
space with dwarves, and are a brave, tough folk who are loyal to
their neighbors and fight side by side with them. While they are not
particularly fond of water, surface gnomes are more willing than
dwarves are to live in such areas, and gnomes have even been
reported dwelling in bubbles of air in undersea caverns. Gnomes
have also been reported in the arctic and in places with mild
volcanic activity. The traits and abilities for surface gnomes are:
The name of valley elves is derived from the Valley of the Mage,
where the sub-race is headquartered in the WORLD OF
GREYHAWK Fantasy Game Setting. They are played as high
elves, except that their extra language must be Gnomish.
Valley elves are distrustful of outsiders, to the point of xenophobia.
With the sole exception of snow elves, valley elves are despised
by all other elven subraces, including the drow. The reason for
such antipathy is uncertain, but some have speculated that it was
because they sold their loyalty to a powerful master in exchange
for extraplanar knowledge. Despite their xenophobia, valley elves
work closely with the gnomes and humans of the Vale of the
Mage to be in defense of their mutual home. Most needs of the
valley elves are provided by the Mage of the Valley. Foraging
makes up for the rest.
lights cantrip.
Mask of the Wild: You can attempt to hide even when you are
only lightly obscured by foliage, heavy rain, falling snow, mist, and
other natural phenomena.
HALF-ORCS
Half-orcs (the children of orcs and humans) are usually born under
unhappy circumstances in border areas between orc and human
cultures. Dark of mood and nature, many half-orcs achieve renown
despite their rejection by their parents folk and many others. Half-orcs
are played as described in The Players Handbook.
HALFLINGS
Halflings, called hobniz by the Flan, have three distinct types. The
primary group is the lightfoot, the typical halfling found in the Flanaess.
Lightfoots average just over 3 feet tall and are ruddy faced, with hair
and eyes in various shades of brown. The next most common sort are
the stouts, somewhat shorter than lightfoots and having broad features
and coarse hair. Last are the tallfellows, who are taller, slimmer, and
have fairer complexions than lightfoots. Most halflings have wavy or
curly hair. Some, particularly stouts, also grow hair on their cheeks.
Halflings originally occupied small settlements in the river valleys of the
west-central Flanaess. They spread slowly into other territories, so that
by the time of the Suel and Oeridian migrations, few were north of the
Gamboge Forest or east of the Harp River. They are common in much
of the Sheldomar Valley, interacting freely with humans, dwarves, elves
and gnomes. Historically, they prefer to dwell in stable nations ruled by
stronger folk.
Today, halflings are found in much of the Flanaess, but they still favor
the central and western regions from the Urnst states to the three Uleks.
Halflings are clever and capable, whether they are hard-working
farmers or tricky rogues. Most halflings are curious and daring, getting
themselves into trouble as often as they get themselves out of it.
They have great appetites for food, drink, and collecting things. They
love fun, get along well with almost anyone who will at least tolerate
them, and enjoy travel and opportunities for excitement. Halflings
prefer to wear knee-britches and tunics or shirts, often with vests. Males
wear coats and high collared shirts on formal occasions, while females
dress in a bodice-covered shift and long skirts. Shirts and britches are
10
CHARACTER HOMELANDS
here may be times when a Dungeon Master or
player will want to know where a particular
character was born and raised. The tables in this
section can be used to assign native regions
randomly or can be referenced in order to choose a
suitable homeland for a player character or NPC, if
their places of origin are not limited to some specific
area for campaign reasons.
Some places of birth might not seem logical for a certain class of
character. If a birthplace seems incongruous with the class or other
characteristics of a figure, simply re-roll or make a logical selection
from the available choices.
Human Character Birthplaces: The following chart may be used to
determine the birthplace of human characters. It should be noted
that the chart favors those locations where the most common
alignment(s) is non-evil. Bands of adventurers who are evil can be
put together, of course, but since most modules and campaigns are
designed for non-evils, the chart is designed with that in mind.
A birthplace chart will give the name of a general location. Either the
DM or the player (if the DM prefers) can then select an exact site
from the province/country or from the bordering forests or hills.
11
Demihuman Birthplaces: If a character is of one of the demihuman races, use the table below to determine birthplace. Half-elves are treated as
elves or humans (at the players discretion); half-orcs appear where humans and humanoids (specifically orcs) reside.
Elves
Dwarves
Gnomes
Halflings
01-02
01-04
01-02
03-09
10-11
12-13
14-17
18-19
20-21
22-24
25-28
05-06
07-08
09-12
13-16
17-18
19-20
21-24
01-02
03
04-05
06-07
08-09
10-11
12-13
14-15
16-17
18-19
29-30
31-33
25-26
27-28
20-21
22-25
26-27
28-32
26-27
28-29
33-35
36-38
30-31
32-33
39-40
41-42
03-05
06-07
08-11
12-13
14-16
17-19
20-22
23-25
Half-Orcs
01-06
07-09
10-14
15
16
17-19
20-21
22-24
25-27
28-32
34-35
36-37
38-39
40-41
29-34
35-38
39-42
43-46
42
43-44
45-48
49-50
51
52-58
59
60-62
63-66
67-68
69-72
73-74
75-78
79-82
83-86
87-90
91-96
97-00
47-48
49-54
55-59
60-63
64-66
67-78
79-80
81-83
84-90
91-94
95
96
97-00
34-37
38
39-40
41-42
43-45
46-47
48-52
53-54
55-56
57
58-61
62-63
64-68
69-73
74-78
79-80
81-84
85-88
89-90
91-95
96-00
43
44-45
46-47
48-49
50-57
58-60
61-66
67-74
75-76
77-83
84-87
88
89-90
91-92
93-94
95-96
97-00
33-37
38
39
40
41-44
45-49
50-54
55-58
59-60
61-63
64-65
66-70
71
72
73
74
75-79
80-81
82-84
85-87
88-90
91-94
95-96
97-00
12
The immixture of Oeridian and Suel is expressed as (SO) in the list. The
original Flannae stock shows up with either Oeridian or Suloise or both
as a coppery or bronze overtone. Oeridian and Baklunish groups
develop a fairly light complexion, but the skin coloration is true
yellow. A hybrid of Baklunish and Flannae gives a golden-copper or
golden-bronze color which is possibly the most attractive complexion
of any of the admixtures of the basic races.
There are roads between major cities in each state. The general
condition of these highways depends upon the particular state, but
most are fairly broad and well-kept. These roads continue through
border areas where trade routes exist. A secondary system of poor
roads and cart tracks connects the small towns and border forts to
the main traffic arteries. Roads of this nature are usually the only links
between most states. There are notable exceptions, such as in the
Ulek States, the two Urnst States, Furyondy and Veluna, and Keoland
and Gran March. Maintenance of thoroughfares is by political
subdivisions and communities. In certain areas travelers pay a toll for
road usage, and a portion of this fee is used to maintain the road.
The various races of humanoids have generally been driven into the
least favorable areas - mountains, barrens, marshes and swamps,
and forests. From time to time groups of humanoids band together
and attempt to retake areas of better land. This occurred in the
Pomarj and Bone March. A similar attempt is now taking shape in the
area of Furyondy and Highfolk.
Land
Almor
Bandit Kingdoms
Bissel
Bone March
Dyvers
Gran March
Great Kingdom
Grey hawk
Highfolk
Idee
Irongate
Keoland
Lordship of the Isles
Nyrond
Pomarj
Ratik
Rel Astra
Sea Barons
Sea Princes
South Province
Spindrift Isles
Sterich
Ulek, County
Ulek, Duchy
Ulek, Principality
Urnst, County
Valley of the Mage
Veluna
Verbobonc
Wild Coast
Yeomanry
Only Iuz, the Horned Society, and portions of the Great Kingdom
allow the more civilized humanoids to dwell amongst the human folk,
at least to any large scale. The large free cities are also known to
allow various sorts of humanoids free access to their precincts.
CLIMATE OF THE FLANAESS
The Flanaess is particularly blessed in regard to its weather. Except in
the northern latitudes, the winter temperatures seldom dip below
freezing except during the two winter months, and at night during
early spring and late autumn. In the depths of winter, there will be a
few days when the temperature reaches 0, and then gradual
warming begins.
The northeast and central northern regions tend to be considerably
colder, as the seas of those regions cause winter to linger about
twice as long. An important exception to this is the Dramidj Ocean;
its warm currents tend to moderate the climate of the lands which
border it, to a degree similar to several latitudes further south. Both
spring and autumn are protracted seasons, by and large. Summer in
the central lands of Oerik lasts five or more months.
Prevailing winds tend to be from the northeast in the winter and
autumn, from the east and southeast in other times. Most areas of
the Flanaess have sufficient rainfall to assure abundant crops.
COINAGE OF THE FLANAESS
The monetary-exchange system (1 pp = 10 gp, = 20 ep = 100 sp =
1,000 cp) was established many centuries ago by the Great Kingdom
at its founding, based on a similar system of coinage developed by
the kingdom of Aerdy. As the Great Kingdom spread across the
Flanaess, similar currencies were adopted by other peoples to better
trade with this vast empire, particularly after magic was used to
assess coin purity and weight.
Racial Groups
OS
OFSb
OSB
(SO)
OSfb
SOf
OS
OSfb
Os
OS
Os
SOf
So
Os
(SO)
Sof
Os
So
SOf
Os
So
OFS
OFS
(Sfo)
(SO)
SO
OBf
Osf
Ofs
Sof
SOf
13
Most scholars agree that only six of the countless dialects of Eastern
Oerik were or are spoken by enough people to be properly called
languages. These are:
Ancient Baklunish
Rhennee Cant
Common sense and logic must be used when the lists are employed.
Suloise, for example, is a language of learned men that is all but
forgotten as a primary tongue. It would be silly to have a fighter of
low intelligence speak it as a primary language just because that
was the result produced.
Common
Suloise
Flan
Old Oeridian
Language
Baklunish
Common*
Ferral
Flan
Fruz
Keolandish
Lendorian
Nyrondese
Oeridian
Rhennee Cant
Suloise
Velondi
Usual Speakers
Peasant to king
Peasant to king
Learned and ranked characters only
Peasant to king
Barbarian races
Peasant to king
Educated characters
Peasants and those of little education
Peasant to king
The Rhennee, barge folk of the Nyr Dyv
Scholars, sages, arcane casters, bards
Rural folk, peasants
*Common is known by all adventurers.
14
Lendorian
Velondi
Baklunish peoples are of two sorts. The northern branch favors bright
patterns and gaudy colors. They wear gowns and robes, or else short
breeks and flowing coats. The poorer folk even wear gaudy prints,
although their garments are typically a one-piece coverall with
whatever additional garb they can add. The southern branch likes
parti-colors of a more pastel hue. Their dress is complex and full of
many puffs and slashes when adorned for special events. They
commonly wear rough hide and cloth when traveling or at war, with
shields and banners showing clan colors. Dwarven folk love shades of
brown, red, and gray contrasted with a bright splash of color and
picked out with as much precious metal as they can possibly wear.
Leather is a favorite material, with wool being popular also. Dwarves
wear clothing similar to that of the Oeridians.
Elves of the sylvan ilk dress similar to Suloise, except their colors are
pale tints of green, fawn, ecru, and dove gray. High elves are similar
in mode of apparel, but they add blues, lilacs, and purples to the
more natural forest hues of their woodland kin. Hunting and war
garments are brown, russet, or tan. Gray elves wear very complex
and flowing garb of pure white, sun yellow, silver and gold lame' set
off by polished leather of contrasting colors and highlighted by
jewels. Valley elves favor loose and flowing garments in hues of blue
and green. All elvenkind wear cloaks, especially when traveling.
These garments are neutral gray or gray-green.
REGIONAL ALIGNMENTS
As important as the political system in a country is the amount of
respect for life and order held by its people and rulers, and reflected
in its laws. While highly subjective, such attitudes can be measured.
The accompanying map shows, very roughly, the distribution of
Good and Evil, and Law and Chaos, in the Flanaess. Light areas are
closely allied with Good. Those tinged with gray are devoted to evil,
or tend toward it. Travelers move through these areas at some risk to
their lives. Medium areas should be entered with some caution, but
are safer and more tolerant than dark areas.
Symbols indicate the degree of respect for law and property within
each region. Again, those areas cast in chaos present special
dangers to travelers and merchants, and are not often traversed.
16
REGIONAL PRODUCTS
The accompanying map illustrates the major export items produced in countries throughout the Flanaess. Such export is not always through formal
trade agreements, and not all items are exported year-round.
17
Southern Regions
Apricot
Ash
Bay
Camphor
Cedar
Fig
Grapefruit
Gum
Kara
Lemon
Lime
Mangrove
Oak
Olive
Orange
Peach
Pine
Tulip tree
Tropical Regions
Banyan
Baobab
Deklo
Mahogany
Palm
Teak
horse and foot, plus the nobility and gentry. The Prelacy is strongly
supported by Nyrond as a buffer between that realm and that of the
Overking, and pays a stipend to help support the standing army of
Almor.
BANDIT KINGDOMS
Various claims to the royal title exist
Capital: currently Rookroost (pop. 17,310)
Population: 95,000 +
Demihumans: Few if any
Humanoids: Many
Resources: Silver (mines in rift area)
Population: This accounts for humans only, the normal citizens who
make up the bulk of a nation. Mercenaries, lawless groups, semiindependent and/or independent communities, and groups based
in border and/or major geographical regions are excluded.
In all, there are 17 states within the confines of the area, ruled by four
to six powerful lords, with the rest attempting either to become
leading rulers or simply to survive. The relationship persists because no
single bandit lord is strong enough to conquer the whole territory,
and the combined strength of all is often required to defend against
neighboring states' retributive expeditions. So bandit and brigand
band together in self interest, and no kinglet, regardless of ambition,
has seriously attempted to rule the whole, for fear that threatened
lords would turn to neighboring states in spite - even at the risk of
destruction by the summoned ally. Thus the combined kinglets
continue to stand more or less together. The total military strength of
all territories is quite considerable due to the fact that each ruler
maintains a large force with which to raid and pillage. (There
probably are some 10,000 regular troops in total, if recent
reconnaissance is to be trusted.)
Resources: Listed here are the major known items which are
produced in sufficient abundance to allow exportation. Gem
classifications are as follows:
I = base value 10 gp
II = base value 50 gp
III = base value 100-500 gp
IV = base value 1,000 gp
Where populations are given for demihuman and humanoid groups,
the figure reflects fighting males only, as more complete data is
unavailable. Where actual figures are not given, the term many
can indicate overall numbers (including females and offspring) up to
20% of the human population; some indicates numbers up to
perhaps 10% of the human population; few generally means 5% or
less, in terms of overall numbers.
BISSEL, MARCH OF
His Lofty Grace, Walgar, the Margrave of Bissel
AHLISSA
See South Province
ALMOR, PRELACY OF
His Venerable Mercy, Kevont, the Prelate of Almor
Capital: Chathold (pop. 4,789)
Population: 200,000 +
Demihumans: Few
Humanoids: Few
Resources: Foodstuffs, cloth, copper
CELENE, KINGDOM OF
Her Fey Majesty, Yolande, Queen of Celene, Lady Rhalta of All
Elvenkind
Capital: Enstad (pop. 6,950)
Population: 20,000
Demihumans: Gray Elves (9,500), Sylvan Elves (8,000), Gnomes
(13,500), Halflings
Humanoids: None
Resources: Foodstuffs, cloth, silver
This small land west of the Wild Coast beyond the Welkwood has
long been under the rule of Olven folk. Although these are good
creatures, they do not welcome strangers (with cause), and little
certain knowledge of Celene or its Court exists. The realm is friendly
with the Ulek states, and an alliance between Celene and these
countries was responsible for the campaigns which drove all of the
humanoids from the Lortmil Mountains -although the defeated forces
of humanoids subsequently invaded and took over the Pomarj. A
small number of humans and half-elvenfolk dwell in Celene, many
serving in its military, for continual warfare is carried on (in the Suss
Forest and beyond the Jewel River) with the Pomarj humanoid tribes.
BLACKMOOR
His Luminous Preponderancy, Archbaron Bestmo of Blackmoor
Capital: Dantredun (pop. 666)
Population: 20,000 to 30,000+/Demihumans: Unlikely
Humanoids: Considerable numbers
Resources: Ivory, copper, gems (II)
This little-known territory exists between the fierce nomads to the
south and the terrible Land of Black Ice to the north, protected by
the cold marshes and the dangerous Icy Sea, as well as the vast
stretches of the Burneal Forest. It is reported that hot springs and
volcanism keep the area habitable, and that monsters teem in its
wildernesses of brush and marsh. The original capital, Blackmoor, and
its castle were sacked and ruined some years ago, but extensive
labyrinths are supposed to exist under these ruins. There also is
purported to be a strange City of the Gods some- where within the
Archbarony. Inhabitants of the area employ slings, bows (short), and
spears. Cavalry is uncommon, except in the force of the ruler.
BONE MARCH
His Nobility, the Marquis of Bonemarch
(title currently held by no one)
Capital: Spinecastle (pop. 6,300)
Population: 40,000+/Demihumans: Few (beleaguered gnomes of the Flinty Hills)
Humanoids: Many (gnolls, ogres, orcs in numbers)
Resources: Silver, gems (I, II)
Dyvers claims some 2,000 square miles of land, including the islands
at the mouth of the Velverdyva, as its sovereign territory - although
the Magisters have been careful not to claim any of the land on the
north band of the river. The free city boasts a marine force of 1,000
men and an army twice as numerous. These troops are very well
armed and equipped.
EKBIR, CALIPHATE OF
His Sublime Magnificence, the Caliph of Ekbir - Xargun
The Fruztii tribes had retreated before the Aerdians, but sent out calls
for their kin, and these doughty fighters poured down by land and
sea for the prospect of battle and loot. Over 10,000 assembled and
attacked the works under construction at Spinecastle.
figurehead placed upon the throne of the Fruztii has, however, built
his kingdom carefully, and in actuality it is now independent in all but
oath. A recent pact concluded between Fruztii and Ratik saw a joint
army wreak havoc in the Bone March, and during the next
campaigning season clear the north pass of the Fists (see Hold of
Stonefist).
Keoland established the territory of the Gran March during its early
stages, basing it upon a military- religious order of knights. These
zealous fighters quickly subdued the warring inhabitants, established
order within the area, and conscripted all fit males into worker and
infantry battles (regimental-like formations). The land between the
Lortmils and Dim Forest north of the Sheldomar became productive
and peaceful, but the rule of these first Commandants was repressive
and harsh. When Berlikyn, then ruler of the fief, was slain in combat in
the war with Veluna-Furyondy in the Small War, the populace rose in
rejoicing.
FURYONDY, KINGDOM OF
His Pious Majesty, The King of Furyondy - Belvor IV
Capital: Chendl (pop. 15,600)
Population: 350,000+
Demihumans: Some
Humanoids: Doubtful
Resources: Foodstuffs, cloth, gold
As the power of the Malachite Throne in Rauxes waned (c. 200 CY),
the viceroys of Ferrand ruled more by their own writ and less by the
leave of the Aerdi overlords. In 898 O.R. the heir to Viceroy Stinvri (the
Viceroyalty had become hereditary some years previously) was
crowned in Dyvers as Thrommel I, King of Furyondy, Prince of Veluna,
Provost of the Northern Reaches, Warden General of the Vesve
Forest, Mar- shall of the Shield Lands, Lord of Dyvers, etc. The
adjunctive states were soon lost, but the central core of the kingdom
was sound and viable and has persisted.
Belvor IV is a most noble and just king, and his realm is closely allied
with that of Veluna, constantly warring upon the evil Horned Society
and Iuz, as well as lending contingents to expeditions mounted by
the Earl of the Shield Lands against the Bandit Kingdoms.
Furyondy's belled heavy cavalry is famous throughout the Flanaess,
as are their light infantry units drawn from the Vesve Forest. The
standing army of the kingdom numbers only a few thousand, but
noble and militia contingents swell its numbers to 20,000 or more in
time of need. The Furyondian fleet upon the Whyestil absolutely
commands that body of water, and there also is a Furyondian
squadron upon the Nyr Dyv, sailing from its base at Willip. The
kingdom's colors are blue and red stripes.
Both the North and South Provinces are under the suzerainty of Aerdi
royal houses and are ruled almost as independent states. The
troubles in the Bone March have caused the Herzog of the North to
fall into line, as the difficulties with the Iron League brought his
southern counterpart into closer cooperation with the Malachite
Throne (see North Province, South Province, and also See of
Medegia.) The Sea Barons pay a token tribute to the Overking and
conduct their piratical operations under letters of marque bearing
the Overking's Seal.
GRAN MARCH
His Most Resolute Magnitude, Petros, Commandant of Gran March
Capital: Hookhill (pop. 4,500)
Population: 80,000
Demihumans: Some
Humanoids: Few
Resources: Foodstuffs, cloth, copper, gems (III)
21
Knights of the Hart of Highfolk are drawn from the best of the elven
and half-elven warriors of the valley region. The main enemies of the
people of Highfolk come from the land of luz, penetrating the Vesve
Forest.
HORNED SOCIETY
The Dread and Awful Presences, the Hierarchs (true names unknown)
Capital: Molag (pop 16,200)
Population: 45,000 (?)
Demihumans: Very doubtful
Humanoids: Hobgoblins (12,000), others
Resources: None known
Frost barbarians, or raid with them into Ratik or the more tempting
Great Kingdom. In high summer they often find fighting by rounding
the coasts of the Hold of Stonefist, and the Cruskii have both hatred
and respect for the dour inhabitants of that land. Their most despised
enemy, however, is the Sea Barons, whose ships they attack on sight,
and whose isles they often attack and plunder - usually at a price. Of
late these raiders have joined with Frost and Snow barbarians in order
to counter the growing strength of the coastal defenders of the
Great Kingdom and the Sea Barons.
IDEE, COUNTY OFF; MEMBER OF THE IRON LEAGUE
His Brilliant Lordship, Count Fedorik Eddri of Idee
Capital: Naerie (pop. 4,900)
Population: 60,000 +
Demihumans: Some
Humanoids: Doubtful
Resources: Foodstuffs, copper, gold
When the South Province rose in revolt against the Overking and the
Herzog, the nobles and men of Idee were in the forefront. This
territory is the most open to attack by the vengeful Aerdians, and so
the Count maintains a standing army to man and support the chain
of castles and fortresses which guard his northern frontier. Militia
contingents are ready to stand to arms on instant notice. Meanwhile,
Idee carries on a brisk trade via the sea lanes with Onnwal and
Nyrond.
This large and thriving city is based on sea commerce and trade
between Onnwal and the East. lrongate developed an independent
spirit early in its history due to its mingling of peoples and ideas. As the
rule of the Overking grew more despotic, the people of the city
began to murmur, and the Lord Mayor headed a deputation
bearing grievances to the Herzog. These emissaries were thrown into
prison, given a mock trial, and executed by ritual torture for the Overking's entertainment (446 CY). The following year the whole of the
south was in arms against the realm, and after a brief struggle the
Iron League was founded, an alliance of mutual support which
aided the rebellious states to throw off the yoke of the Aerdi tyrants.
King Tavish III was slain in battle against the Sea Princes (Siege of
Westkeep, 453 CY), and his son, Tavish IV, immediately changed the
policies of the kingdom upon ascending to the throne. After
protracted negotiations, the independent state of the Yeomanry was
recognized, the Ulek states were granted autonomy, and Keoland
returned to its former state of tolerance and prosperity thereafter.
The semi-independent Gran March and Earldom of Sterich are loyal
to the crown and furnish strong contingents to the royal army. The
Keolanders are well known for their light cavalry employing javelins,
crossbows, and lances. The bulk of the army consists of footmen
armed with pole arms and long spears;, while the nobility comprises
the heavy cavalry portion of the force. There are typically small
companies of elves, gnomes, halflings, and/or dwarves included in
muster. The fleet is battle-worthy but small, and conflict with the Sea
Princes continues to plague the realm.
KET
His Illustrious Glory, Zoltan; The Beygraf of Ket and Shield of the True
Faith
Iuz, old Iuz of fear-babe talk, may be human - or may once have
been human, but this is not known for certain one way or another. He
has ruled the lands from the Howling Hills south to the Lake of Whyestil
for ages longer than any man can live. The lands between the Dulsi
and the Opicm Rivers are steeped in wickedness and evil, so much
so that the otherwise fearless Wolf Nomads and Rovers of the Barrens
pass through the Cold Marshes rather than cross even the edge of
the Land of Iuz. For a time the land was leaderless, for luz himself was
missing. For many decades the evil of the place was in relative
quietude for lack of evil direction, and the neighbors of good ilk
prospered. luz had been trapped by the mirthful and mad Zagyg,
locked away in a strange chamber deep below the ruins of Grey
hawk Castle, one of nine powerful demi-gods so confined. These
prisoners were loosed in 570 CY, and once again Iuz rules, and his
forces gather for fell purpose. luz has vowed to bring ruin upon Tenser
the Archmage and Lord Robilar and the others who tried to slay him
when his prison was sprung.
Ket is the frontier state of the Baklunish and a trading center between
eastern Flanaess and the world beyond. For many decades it has
alternately menaced the Oeridian/Suloise states east and south and
threatened them by invasion. Despite this continual warfare, the land
flourished due to the rich trade with the Paynim tribes, Tusmit, Ekbir,
Perrenland, Bissel, and Veluna. Goods from Zeif and Wintershiven
pass through Lapolla. This mixture of cultures includes the people
themselves, for the Ketites are of mixed racial stock, albeit of
Baklunish culture for the most part.
The court of the Beygraf is a strange mixture of eastern and western
influences. This admixture pervades the military as well, for the Ketites
field a strong force of pikes and crossbows along with their light horse
archers and medium lancers. The army is well honed, for despite
racial ties and trade, the Paynim clans often raid the border country
west of the Tuflik River.
KEOLAND, KINGDOM OF
His Peerless Majesty, the King of Keoland, Kimbertos Skotti; Lord of
Gran March, Plar of Sterich; Protector of the South; etc.
Capital: Niole Ora (pop. 21,600)
Population: 300,000 (excluding dependencies)
Demihumans: Sylvan Elves, Gnomes, Halflings
Humanoids: Doubtful
Resources: Foodstuffs, cloth, gold, gems (III)
This scattered principality stretches over seven major islands, from the
Spindrift Sound to the mouth of the Tilva Strait. These islands are rich
and fertile, and enjoy the benefits of their strategic location. They
profit hugely from cargoes of goods brought from Hepmonaland to
the Great Kingdom and collect tribute from those states which wish
to use the Tilva Straits in commerce. The rulers of Duxchan gave up
piracy in favor of more lucrative methods of extracting money from
merchants. There is particular enmity between the Sea Barons and
the Lord of the Isles for rather obvious reasons. The Duxchaners are
still smarting from the Battle of Medegia (572 CY), wherein the Sea
Barons sank four of their warships and made prizes of three loaded
cogs before they could gain safety on Pontylver.
MEDEGIA, SEE OF
His Equitable Nemesis, Spidas, the Holy Censor of Medegia
The current boundaries of Nyrond are: Nesser River - Franz River Artonsamay River - Nutherwood - Gamboge Forest (northern
terminus) - Rakers - Flint Hills - (lower) Harp River - Relmor Bay.
Nyrondal contingents assist Urnst and the Pale against the Bandit
Kingdoms, and a squadron of their warships sails Relmor Bay and the
Sea of Gearnat in support of the Iron League. Strong garrisons of the
Nyrondese Army are stationed in strategic positions to move to the
aid of either Almor or the Pale in time of need.
The Holy Censor was originally the chief cleric of the Great Kingdom.
Clerical holdings were granted from Rel Astra to Pontylver south of
the Mikar and Flanmi Rivers, including a portion of the Imperial
Preserve (Grandwood Forest). This fief became so strong as to be
virtually independent when the Malachite Throne went into decline.
The Holy Censor still remains one of the chief advisors of the Overking,
however, and he reigns oppressively over peasant masses with full
approval from Rauxes. The clerics and nobles of the See have grown
exceedingly rich, and their mercenary forces harry the Olvenfolk in
the Grandwood and loot across the Flanmi in the Glorioles and
Hestmark Highlands where the Censor has extended his holdings to
these very foothills, contesting with dwarves and gnomes without
quarter.
NORTH PROVINCE
His Radiant Grace Grenell, the Herzog of the North Province
This alliance joined Onnwal with the Free City of lrongate (which
barred the Onnwal peninsula), Idee, Sunndi, and the demihumans of
the Glorioles and Hestmark Highlands in economic and military
alliance. Onnwal and lrongate supplied the sea power, while the
other members furnished troops for land actions - although strong
contingents from both of the former places were also sent to battle.
NYROND, KINGDOM OF
His August Supremacy, King Archbold III of Nyrond; Duke of Flinthill;
Altmeister of All the Aerdi, etc.
The strength of Nyrond, and the hostility of its rulers and nobles, have
been the major protection for the civilized nations of the Flanaess
against the depredations of the Great Kingdom and its mad
emperors. Nyrond also went through a phase of near imperialism,
making both the County of Urnst and the Theocracy of the Pale
tributary states for a time.
This course was altered, however, when the wise King Dustan I, called
Crafty, saw his realm threatened by internal strife and exterior
enemies and called up the Great Council of Rel Mord. Here, the king
met with ambassadors from Almor, the Iron League, the Pale, and
Urnst. All troops were withdrawn from the Pale and Urnst thereafter,
the Nyrondese allowing both areas self-determination, and both, in
turn, agreeing to a concord entailing mutual trade and military
support. Almor was treated somewhat similarly, and aid was granted
to the Iron League in the form of loans and treaties which assured the
League of survival against the common enemy.
24
POMARJ
Population: 20,000 (?)
Demihumans: None
Humanoids: Orcs (15,000), Goblins (10,000), others
Resources: Silver, electrum, gold, gems (I, II)
The original Flan tribes dwelling in the Yatil Mountains were far more
warlike and fierce than most of their fellows elsewhere in the
Flanaess. The would-be invaders were absorbed by these powerful
clans - Oerids, Suloise, and even a few of Baklunish stock. Attempts at
expansion into Perrenland by Furyondy and later Ket were vigorously
resisted by the inhabitants, strong mountaineers and valley-dwelling
folk alike. These attempts, as well as nomadic incursions into the
area, brought the various clans together in a loose association under
the banner of the strongest of their number, Perren, c. 400 CY. Clan
holds were marked into cantonments, and the leaders (hetmen,
voormanns, or whatever) elected an executive head, like unto a
king with limited powers to rule for an eight year period, with counsel
from the assembled clan leaders.
This rich peninsula was originally a collection of petty states under the
protection of the Prince of Ulek. Not content with this status, the
nobles of this area foreswore their oaths and drove out the garrisons
of the sovereign's castles, taking them for their own. For several
decades the Pomarj prospered under this new freedom, the mines in
the Drachensgrab and sea trade making noble and commoner alike
rich. However, in the Hateful Wars (498-510 CY), the combined Ulek
states, with cooperation from Veluna and the demihumans of the
Kron Hills, broke the power of the euroz and jebli hordes which had
nested in the Lortmils and were attempting to spread into the lands
around. These humanoids were finally driven out and scattered some fleeing northward toward the Yatils, but most (having wiser
leadership) taking to the Suss forest and thence to the rugged
mountains of the Pomarj. Finding the humans there weak and
indolent, the invaders attacked quickly, captured the strongholds,
and then set themselves up as masters of the whole peninsula. There
are undoubtedly renegade humans helping these invaders, and
mercenaries as well-bought and paid for by the gold from the
Stoneheim mines and the moonstones and cairngorms from the high
peaks as well. A relief force of dwarves and men from the Prince
crossed the Jewel River but were turned back after a fierce battle
below the Hilly Pastures. The humanoids have not often dared to
cross into Ulek, but their raiders cause much trouble in the Wild Coast.
This system has proven workable for the nation, and Perrenland is
relatively prosperous through trade with the northern nomads, the
Baklunish states, and Veluna-Furyondy. Her chief export is her welltrained mercenary bands, however. Such a force is typically made
up of pikemen (30%) and pole armed mountaineers (20%), with
lowland crossbowmen (30%) and other infantry (10%) armed with
battleaxe, flail, etc. rounding out the infantry contingent; the
remaining 10% is cavalry. Half of the horse is heavy, coming mainly
from the Schwartzenbruin area, while the remainder is medium, bow
armed cavalry from the Clatspur region.
Although Perrenland does not claim the valley of the Quagflow River
below the Clatspur Range, the High Elves from that region will often
be seen in service with a band of Perrenlanders. (Such forces serve
as scouts and light infantry and are bow armed; such an addition is
typically equal to 10% of the human force.) Bands of mercenaries of
this sort will be found in armies fielded by Veluna, Furyondy, and
Bissel. Even Ket has used them in a dispute with Tusmit.
RATIK, ARCHBARONY OF
His Valorous Prominence, Lexnol, the Lord Baron of Ratik
Capital: Marner (pop. 3,240)
Population: 35,000
Demihumans: Mountain Dwarves (8,000+),
Gnomes (3,000 +)
Humanoids: Many
Resources: Shipbuilding supplies, furs, gold, gems (IV)
The Baron's forces are able to defend Ratik, but they are not strong
enough to dislodge the humanoids from the mountains of the plain
to the south. The baronial levies consist of schiltrons of spearmen and
a small force of light cavalry. Large dwarven contingents are
available in time of need, as are several companies of sturdy
gnomes. A force of men-at-arms, crossbowmen, and mounted
sergeants comprises the regular army of Ratik, with bow armed
woodsmen patrolling the north and sling-equipped hill-runners
watching the southern borders.
These horsed nomads are poorly armored but very mobile troops. The
most lightly protected wield short, powerful horn bows and light
curved swords, while the remainder (20% to 30%) employ light lance
and mace or flail. Little else is known. The western states such as Ket,
Tusmit, and Ekbir will often employ forces of mercenary Paynim
nomads against each other or other marauding nomads. As the Tiger
and Wolf Nomads (q.v.) also used the title of Khan et al., it is
25
SCARLET BROTHERHOOD
His Peerless Serenity, the Father of Obedience (true name unknown)
The city and constabulary fief of Rel Astra extends from the precincts
of the city northward to the Lone Heath south of the Mikar, including
the town of Ountsy, whose mayor is subject to Rel Astra. This trading
and mercantile port city is held in hereditary fief by a rival noble
house of the Aerdi who are secretly conspiring against the royal
house of Naelex, although they are careful to allow no proof of this
to fall into their enemies' hands. They desperately seek close ties with
Medegia and the Sea Barons to balance the weight of the
Overking's kinsmen in North and South Province. It is reported that the
Overking views these machinations with ill-concealed delight, for
they are seen as check and balance, as the monarch fears his own
at least as much as he distrusts others.
In any case, the lord of Rel Astra at the same time desires to check
the growth of the Censor's lands and holdings, and secret plots with
the free folk of Grandwood Forest and the Herzog of the South
Province are rumored. The Constable Mayor fields a strong force of
cavalry and foot, as well as a squadron of warships. His horse units
have a nucleus of nobles and knights numbering about 100, and
their esquires and sergeants add some 400 medium cavalry; light
horse contingents round the number to a full 1,000. There are an
equal number of men-at-arms, about half of whom are
crossbowmen. Levies and militia numbering 1,000 horse and 6,000
foot can be called up from Rel Astra, Ountsy, and the surrounding
lands on short notice. Recently the Rel Astrans have employed mixed
human and orcish scouting bands as light troops in the Grandwood
and similar groups on the Lone Heath.
SEA BARONS
His Noble Prominence Sencho Foy, the Lord High Admiral of Asperdi;
Commander of the Sea Barons
Capital: Asperdi (pop. 7,100)
Population: 55,000
Demihumans: Few
Humanoids: Few
Resources: None outstanding
The Aerdi power spread to the islands off the shores of the Gullcliffs,
where the newcomers mixed with Flannae. The Overking eventually
appointed certain nobles to baronial island fiefs, four in all, instructing
them to build squadrons of ships and compete, for whichever of their
number excelled in warfare at sea would be appointed over all as
supreme baron and admiral as well. Baron Asperdi won the post, and
to this day the High Admiral of the Great Kingdom is the hereditary
baron of that place. The four barons are virtually independent today,
but still swear fealty to the Overking and serve loyally if not with great
enthusiasm. Their squadrons protect the coasts from Bellport to
Pontylver, driving off the northern barbarian sea wolves, protecting
the coastal sea lanes, and fighting with the ships of the Duxchan Lord
whether piratical or otherwise.
The tribes of nomadic peoples who dwell between the Wastes below
the Icy Sea and the Fellreev Forest called themselves the People of
the Plentiful Huntinglands, but their neighbors named them Rovers of
the Barrens as they had no permanent settlements and the area they
roamed seemed bleak. These tough nomads were content enough
with their herds, hunts, and occasional raids upon Furyondy, the
bandit Kingdoms, or Tenh. The growth of the bandits power and the
swelling numbers of humanoids, however, have sharply reduced the
territory, numbers, and power of these clans.
At the great battle of Opicm River, the might of the Rovers of the
Barrens gathered to war upon a combined host from the land of Iuz
and the newly formed Horned Society. The war dog soldiers and light
cavalry of the Rovers were decimated and scattered, and many of
their chieftains were slain. Perhaps three or four clans of but a few
tribes each are all that now remain of the force which once sent the
tumans of the Wolf Nomads flying back across the Dulsi without their
gray-tailed banners.
The numerous people that formerly went where they would between
the Dulsi and Veng Rivers to White Fanged Bay and the Zumker River
are now reduced to a handful of warriors huddling from the Wastes
to the Forlorn Forest. The light cavalry of these tribes ply lance and
javelin, although many also use bows. Picked men use lariats to pull
enemies down. Certain tribes furnish excellent medium horsemen
who provide shock power. The war dogs are footmen able to run
with cavalry and fight, hamstringing enemy mounts and disrupting
their formations.
The buccaneers of the Azure Sea and Jeklea Bay grew strong and
wealthy when Keoland was at the height of its power, for the eyes of
its leaders were turned northward toward empire, and the sea raiders
were ignored. These privateers took to calling themselves Sea
Princes, after a particularly successful captain who was in fact of
noble birth. Sailing unchecked from their island and mainland
strongholds, these raiders were the scourge of the coasts from
Gradsul to Scant, on the Pomarj, and even beyond into the Sea of
Gearnat and the Tilva Strait.
When Keoland turned back from imperial expansion, her navy
began to rebuild in order to check the threat of the Sea Princes, as
they were now commonly known. Their numbers and strength had
26
become so great, however, that the Keoish fleet, even with the aid
of a squadron of Ulek warships, could at best deliver a sharp check
to them (Battle of Jetsam Island).
SOUTH PROVINCE
His High and Radiant Grace, the Herzog of the South Province Chelor, Fasstal of Ahlissa, Idee and Sunndi, Overlord of Onnwal
This lesson caused their leaders to rethink their policies, however, and
several of the wiser captains retired to mainland estates, appointing
lieutenants to command their ships, not in piratical or raiding
activities in the Flanaess, but on expeditions to the Amedio coast
and thence to trade northward with the rare woods, spices, ivory,
and gold which they wrested from the jungle savages. Eventually the
mainland possessions of the Sea Princes amounted to more territory
than their island homes, and they practiced little formal raiding.
Today they probably are still the strongest sea power, but they also
have a small and efficient army and are relatively peaceful traders. If
those people have a fault, it is that they allow the use of slaves in
their nation, despite strong protests from the Yeomanry. It is reported
that the Prince of Monmurg would abolish this practice, but his fellow
nobles (the Prince of Toli, the Plar of Hool, and the Grandee of West
keep, along with the Commodores of Jetsam, Fairwind, and Flotsam)
prevent it.
At the present time the holding extends only to the fief of Ahlissa and
the central lands always retained by the Herzog, the territory around
Hexpools and the Thelly River (and portions of this are even claimed
by the Censor of Medegia who seeks to take advantage of the
Herzog's disgrace). While native troops, except for those of the petty
nobles and gentry serving the Herzog, are unreliable at best, the
heavy cavalry is considered to be highly effective, and mercenary
men-at-arms, exceptionally well-armed and equipped, make the
Army of the South formidable. If the viceroy carries through with his
vow, a major war can be anticipated soon. If it does erupt, it is
certain that Nyrond and Almor will move to support the Iron League comprised of Idee, Irongate, Onnwal, and Sunndi (q.v.)
SHIELD LANDS
His Most Honorable Lordship, Holmer the Earl of Walworth; Knight
Commander of the Shield Lands
Capital: Admundfort (21,300)
Population: 65,000
Demihumans: Few
Humanoids: Few
Resources: Foodstuffs
When the Bandit Kingdoms began to grow powerful, the petty
nobles of the north shores of the Nyr Dyv banded together in a
mutual protection society. The small Earldom of Walworth had the
advantage of possessing a sizable island upon which was built the
only city in the whole district, so its Lord was chosen as Knight
Commander of the combined forces of the nobles. A headquarters
was established at Admundfort, and a holy order of religious knights
begun. The Shield Lands are still ruled by many small noblemen, while
the Earl of Walworth is hereditary general of their combined military
and naval forces. Their military activity brings contributions from
Furyondy and Urnst, as well as many esquires and knights to serve in
the core of the army, the Knights of Holy Shielding. This area currently
is in desperate straits with the growing might of the Horned Society
menacing the delicate balance.
SPINDRIFT ISLES
The Councils of Five and Seven (true names unknown)
Capital: (Lendore Island) Lo Reltarma (population 10,000)
Population: 30,000
Demihumans: Many in the northern isles, 1,500+ on Lendore Isle
Humanoids: Many on Lendore Isle, mainly orcs and kobolds
Resources: Unknown
The islands furthest east in the Asperdi Duxchan chain are the
Spindrifts, some 100 leagues east of the Medegian coast. Exact
information is not available, as neither the Sea Barons nor the
Duxchan captains have reported upon them - both groups likely
desiring to expand their holdings by acquiring these islands.
There are tales that numerous Olvenfolk dwell in the Spindrifts, and
the reason that neither seafaring nation reports anything about them
is because these elves capture and imprison any sailor so bold as to
enter their domain. The isle furthest to the south was once ruled by a
mighty wizard, one Lendore according to stories.
The Spindrifts are known to be divided into two parts, the northern
islands of the high elves, and the single southern Lendore Isle. The
three northern islands are supposedly overseen by five elven wizards
supported by numerous elven lords and half-elven clergy. Ships from
the Lordship of the Isles as well as from the Sea Barons who have
ventured there have yet to return! There are no reported towns or
villages in the northern islands and seclusion is all these demihumans
seem to require.
The Snow Barbarians are the strongest and most numerous of the
northern peoples. Several decades ago they captured the west
coast below Glot and have managed to hold it since. For a time the
Frost Barbarians were under the thumb of the King of the Schna1, but
the Fruztii are now free except in pledge. This has not affected
general concord with either neighbor, as all three consider the Great
Kingdom and the Sea Barons as their most natural source of easy loot
and profit.
Lendore Isle, on the other hand, has much trade with the continent
and pays, through the Council of Seven of Lo Reltarma, a liberal sum
to both the Lordship of the Isles and the Sea Barons to pass without
incident. This immunity has been ignored on occasion by an
enterprising pirate who is then later exterminated - whether by an
agent of the Council or by someone else is unknown. The humans of
Lendore Isle pray almost exclusively to the ancient gods of the
Suloise, but how this religion became dominant on this faraway isle is
a mystery. Lendore Isle is named for the archmage who founded its
civilization, but tales of him and the fellowship he brought to the
Spindrifts are all but lost.
27
STERICH, EARLDOM OF
His Magnitude, Querchard, Earl of Sterich
The County of Sunndi was once a fief within a fief, being granted to a
loyal peer of the Overking's Herzog of the South Province of the
Great Kingdom. After a long period of oppressive taxation,
maltreatment by royal troops and those of the Herzog as well, and
harrying of its demihuman inhabitants, the nobles of human and nonhuman folk in the area joined the general uprising against Aerdian
rule, and in 455 CY became a part of the Iron League.
STONEFIST, HOLD OF
His Most Grim and Terrible Might, the Master of the Hold, Sevvord
Redbeard
Capital: Vlekstaad (pop. 2,100)
Population: 60,000+
Demihumans: Doubtful
Humanoids: Some
Resources: Furs, ivory, silver, gems (I)
Stonefist, then Vlek Col Vlekzed, founded his chiefdom in
approximately 430 CY. Vlek was cast out from the Rovers of the
Barrens for banditry and lying, but a small number of warriors and
their families followed him as leader. For several years he wandered
around the fringes of his homeland, raiding and stealing from
everyone without prejudice. These minor successes attracted a
growing following of fellow outcasts, bandits, criminals and like
unsavory types. Yet with this strange mixture of fighters, he mounted
a highly successful raid into Tenh, swung down into the Bandit
Kingdoms and recruited more followers, and then defeated a
punitive expedition sent from Tenh. When threatened by a bandit
kinglet, Vlek replied by surprising his stronghold, sacking it, and
carrying away most of its population.
TENH, DUCHY OF
His Radiance, Duke Ehyeh of Tenh
Capital: Nevond Nevnend (pop. 23,800)
Population: 200,000
Demihumans: Some
Humanoids: Numerous (in mountains)
Resources: Foodstuffs, platinum
Tenh has always been under the rule of the Flannae, and most of its
peoples are of that racial stock. The fertile uplands between the
Artonsamay and the Griff Mountains proved sanctuary and home to
Flan tribesmen as the influx of Oerids and Suel peoples elsewhere
drove them off or absorbed them. About the time the Aerdi began
to expand, the Tenh created their own state from the diverse groups
within the boundaries of their land, and their greatest leader was
proclaimed Duke. This realm has retained its freedom and
independence down to this day, although it is continually troubled
by bandits from the west, raiders from the north, marauding
humanoids, and border clashes with the Theocracy of the Pale. Tenh
medium cavalry is of excellent repute, as are its sturdy footmen,
armed with shortbow and pole arms.
Riding unmolested through the lands of his former people, but not
caring to test their fighting ability, Vlek moved beyond White Fanged
Bay and established a fortified settlement as a permanent camp. The
inhabitants of the area, the Coltens Feodality, were tricked into
negotiation with Vlek. These negotiators and their escorting force
were slaughtered, the remainder of the Coltens host routed by
surprise and ferocity, and Vlek settled down to rule over the whole
territory. As Vlek's infamy spread, malcontents from many nations
came to his standard, despite his new name of Stonefist (implying
both a terrible foeman and an inflexible ruler).
28
These people are Baklunish, and most do not even speak the
common tongue of the Flanaess. Their banners bear the likeness of a
tiger, tiger tails, etc. The Ilkhan's robe of state is a tiger skin, reportedly
that from a sabretooth, while the lesser khans wear the pelts of
normal tigers. Tiger nomads move about on horseback, with carts
carrying tents and other possessions. Their main force consists of light
cavalry armed with horn bows and lances. There is a small
percentage of better-protected cavalry which is comparable to
medium. Infantry never accompanies a tuman or horde on the
march, except if the whole people is moving. Small garrison forces of
footmen are stationed in permanent settlements such as Yecha.
standing force of some 1,000 men and elves serving the Duke. This
force consists of a small troop of heavy cavalry, another of medium,
and a body of elvish light. The balance (60%) consists of
crossbowmen, hill men, and elvish archers. In time of need levies of
men, elves, and gnomes can be raised speedily.
ULEK, PRINCPALITY OF
His Serene Highness, Prince Olinstaad Corond of Ulek, Lord of the
Peaks of Haven
Capital: Gryrax (pop. 17,200)
Population: 30,000+
Demihumans: Dwarves (18,000), Mountain Dwarves (9,000), Gnomes,
Halflings
Humanoids: Doubtful
Resources: Foodstuffs, silver, gems (II, IV)
TUSMIT
His Exalted Splendor, the Pasha of Tusmit, Jadhim/orem
Capital: Sefmur (pop. 18,500)
Population: 150,000
Demihumans: Few
Humanoids: Few
Resources: Foodstuffs, silver, gold
The state of Tusmit is maintained through the crafty playing off of one
neighbor against the other - Ekbir against Zeif, Zeif against Paynim
nomads, Paynims against Ket, and so forth. By such careful
diplomacy, Tusmit maintains her rich holdings south of the Tuflik and
avoids costly warfare of an open nature.
Of course, her forces are engaged in frequent border clashes with
Ekbir and Ket, as well as skirmishes with raiding tumans of Paynim
horsemen. The Pasha fears absorption by Ekbir, and most of the
politics he engages in reflect this. It is said that the Pasha plans to hire
both Perrender and Ull mercenaries to settle the problem. The
soldiery of Tusmit is similar to that of Ekbir in most respects.
ULEK, COUNTY OF
Lewenn, His Noble Mercy, the Count Palatine of Ulek
Capital: Jurnre (pop. 10,900)
Population: 25,000
Demihumans: Gnomes (5,000), Halflings (4,000), others
Humanoids: None
Resources: Foodstuffs, copper, silver, gems (I, II)
ULL
His Illustrious Ferocity, Draske, the Orakhon of Ull
Capital: Ulakand (pop. 6,000+/-)
Population: 100,000+
Demihumans: Doubtful
Humanoids: Some (in mountains)
Resources: Silver, gems (II)
A strong tribal clan of the Paynim nomads found the rich area
between the Barrier Peaks and the Ulsprue Mountains provided them
with ample grazing and a perfect territory to settle in. The Ull
claimed this area of land for themselves and have held it against all
comers. The territory comprises over 90,000 square leagues, including
the hills that separate the Ulsprue from the Crystalmists. While many
of the Ull retain their nomadic habits and roam the open plains to the
north, a fair number of these people have taken to more settled
ways. A caravan town is situated near the center of Ull (Ulakand),
and there are numerous hill and mountain villages to the south. The
numbers of the Ull enable them to field a strong force of cavalry and
still protect their town and villages with tough infantry. The latter use
huge bows, strange pole arms, and great maces. As traders, the Ull
are crafty and sly. They are fierce, warlike, and highly unpredictable
otherwise.
The County Palatine is on good terms with its neighbors north and
south as well as its former suzerain, the Kingdom of Keoland. Since
the humanoid tribes have been driven out of the Lortmils, the land
has enjoyed considerable prosperity. Its troops are mixed human and
demihuman companies. Cavalry is solely human, as are the heavy
infantry. Lighter infantry and missile troops are typically gnome and
halfling companies. The county extends between the Kewl and Old
Rivers through the Lortmils to Com- wood in the Suss Forest.
ULEK, DUCHY OF
Grenowin, His Noble Radiance, the Duke of Ulek
URNST, COUNTY OF
Her Noble Brilliancy, the Countess Belissica of Urnst
The elven realm of Ulek is ruled by a wise and intelligent Duke of high
elven race. Many of the human inhabitants of the land are partially
elven, and the remainder are well-disposed to demihumans. After
gaining independent status, these peoples were quick to make
treaties of mutual aid with Celene and the lower Ulek states. While
they do not love the Keoish, they do not bear them enmity, and
normal relations and trade exist between the Duchy and the Gran
March and Keoland. Most traffic, however, passes through the
mountains to Celene and the gnomes of the Kron Hills. There is a
aids Bissel, Highfolk, and the gnomes of the Kron Hills. She is on very
close terms with Furyondy (q.v.).
Seven noble houses support the clerical ruler of the realm, the Plar of
Veluna being the foremost. The semi-independent Viscount of
Verbobonc is a willing vassal of the state, and his inclusion in the
council makes an eighth noble. Veluna fields a regular army which
has a small core of heavy cavalry, large troops of medium horse,
and scouts which are light cavalry. The bulk of her infantry are
pikemen, with gnomish support and elven archers.
WILD COAST
Capital: None, but five major towns - Safeton (4,600), Narwell (2,900),
Fax (6,700), Badwall (5,200), Elredd (8,400)
Population: 150,000+(?)
Demihumans: Many
Humanoids: Many
Resources: None outstanding
The western shores of the Sea of Gearnat have long been called the
Wild Coast, for the region has been a haven for malcontents,
dissidents, demihumans, humanoids, and the outcasts of other states.
It is a fair but not particularly fertile area of rolling countryside
interspersed with woodlands, fens, and scattered clusters of
dwellings. Parts of the Gnarley Forest, all of the Welkwood east of the
Jewel River, and Suss Forest are considered as being in this region.
Portions of the area have been under the control of Celene, the
Prince of Ulek, the Gynarch of Hardby, and the Free City of
Greyhawk at various times. The inhabitants, being of a mind
otherwise, have always managed to regain their freedom. There is
no question that the Wild Coast is known throughout the Flanaess as
a place of sanctuary, albeit a highly dangerous one, filled with
adventure at the very least. Its racially mixed peoples are well known
as mercenaries and adventurers themselves. The area gives rise to
many outstanding clerics, fighters, wizards, and thieves. Legendary
natives of the Wild Coast include such persons as Mordenkainen,
Robilar, and Tenser, to name but a few.
Tales relate that somewhere within the Suss there exists a lost city of
the Old Suloise - from which the Jewel River gained its name. It has
never been found, and the legend is highly doubtful. Since the
Pomarj has been in the control of rapacious humanoids, the southern
portions of the Wild Coast have been less than wholesome in any
event, and expeditions into the Suss Forest have not been attempted
of late for obvious reasons.
VELUNA
His Venerable Reverence, the Canon of Veluna - Hazen, Shepherd of
the Faithful
30
Although they exploited them, the Keoish also brought many benefits
to the inhabitants of the land. The Keoish monarch, regarding the
yeomen as persons of gentle birth and their appointed spokesmen as
lesser nobility, gave the region a voice in council (and exposure to
the affairs of the world beyond the boundaries of the Yeomanry).
Much as their western kin have done, the Wolf Nomads have
assumed a few civilized characteristics, in that they have a
permanent capital and carry on trade with Perrenland. At one time
the Wegwiur horsemen contested gladly with the Rovers of the
Barrens for rights to the lands around the Howling Hills and the Dulsi
River, sometimes defeating them, and sometimes being driven away.
With the rebirth of luz, the Wolf Nomads shun the territory they once
disputed, and are themselves subject to raids from humanoids and
humans from Iuz. These Nomads are not daunted by these forays,
however, and have given as good as they've gotten. Having lost
their favorite foemen, the Wolves of the Prairies fight with the Tiger
nomads or raid southward for sport. Their banners depict one or more
wolves, and their standards bear wolf tails and heads. They are
otherwise akin to the Tiger Nomads (q.v.).
YEOMANRY, THE
His Steadfastness Crispin Redwell, the Freeholder, Spokesman for the
Yeomanry League
ZEIF, SULTANATE OF
His Omnipotence, the Glory of the West, the Sultan of Zeif - Murad
The peoples who settled the territory west of the Javan River, north of
the Hool Marshes and below the Jotens were mixed tribes of
Flannae-Suel. Some Oeridians also came into the area, accepted by
the original settlers as long as the newcomers did not infringe the
lands or rights of those already there. These peoples developed the
habit of holding annual meetings of all the tribes in the region, where
disputes were settled and arrangements of all sorts made. All warriors
were treated equally, but each tribe appointed one spokesman for
each dozen. Eventually, as numbers grew, this became one for every
12 dozen, with the 12 spokesmen electing a 13th to speak for all. This
democratic tradition persisted when the region came under Keoish
rule. Despite its isolated position, considerable commerce was
carried on between the kingdom proper and the Yeomanry, for the
latter area was very rich.
31
Almor:
Bandit Kingdoms:
Bissel:
Blackmoor:
Bone March:
Celene:
Dyver:
Ekbir:
Frost Barbarians:
Furyondy:
Geoff:
Gran March:
Great Kingdom:
Greyhawk:
Highfolk:
Horned Society:
Ice Barbarians:
Idee:
Irongate:
Iuz:
Keoland:
Ket:
Lordship of the Isles:
Medegia:
North Province:
Nyrond:
Onnwal:
Pale:
Perrenland:
Paynims:
Kevont, Clr 12
No single ruler, Rog 15 or Ftr 13 usual
Walgar, Rgr 15
Bestmo, Ftr ?
Clement (deceased)
Yolande, F7/Wiz 11
Margus, Rog 17
Xargun, Cleric 16
Ralff, Brb15
Belvor IV, Pal 14
Owen I, Ftr 13/Wiz (Ill) 15
Petros, Ftr 15
Ivid V, Clr 7/Wiz12
Nerif Gasgol, Rog 10
Loftin Graystand, Drd 12
True identities unknown
Lolgoff Bearhair, Brb 14
Fedorik Eddri, Ftr 14
Cobb Darg, ?
Iuz, demi-god
Kimbertos Skotti, Rgr 14
Zoltan, Clr 3/Ftr 14
Latmac Ranold, Ftr 16
Spidasa, Clr 15
Grenell, Rog (Asn) 15
Archbold III, Ftr 16
Ewerd Destron, Ftr 12
Ogon Tillit, Clr14
Franz, Rgr 15
Tribal leaders
Pomarj:
Ratik:
Rel Astra:
Rovers of the Barrens:
Scarlet Brotherhood:
Sea Barons:
Sea Princes:
Shield Lands:
Snow Barbarians:
South Province:
Spindrift Isles:
Sterich:
Stonefist:
Sunndi:
Tenh:
Tiger Nomads:
Tusmit:
Ulek, County of:
Ulek, Duchy of:
Ulek, Principality of:
Ull:
Urnst, County of:
Urnst, Duchy of:
Valley of the Mage:
Veluna:
Verbobonc:
Wild Coast:
Wolf Nomads:
Yeomanry:
Zeif:
Belvor IV of Furyondy
32
Title
Overking, Emperor
Padishah, Kha-Khan
King, Rhelt, Master, Sultan, Caliph,
Pasha
Duke Palatine, Grand Duke, Prince
Palatine, Theocrat, Archcleric, Beygraf,
Tarkhan, Shah, Orakhon, Ilkhan
Herzog Duke, Fasstal, Prince, Count
Palatine, Ambassador, Voorman,
Censor, Freeholder, Prelate, Hetman,
Heirarch, Ataman
Margrave, Marquis, Earl, Count,
Archbaron, Plar, Grandee Despotrix,
Khan, Altmeister, Amir, Commandant,
Szek, Viscount, Baron, Lord Mayor,
Magistar, Emissary
Knight Commander, Mayor, Chief,
Laird
Knight, Spokesman
Honorific
Imperial Majesty
Royal Majesty
Majesty
Royal Highness
Highness
Thus, while each nobleman and lord of these nations has his own
guards and men-at-arms, and each sovereign ruler maintains a small
body of troops, most of the might of Furyondy, Veluna, and the High
Folk takes a considerable time to muster. The Knights of the Hart are
therefore sworn to be ready at an instant's notice to serve as a
vanguard. They maintain certain strongholds, serve in various
capacities in the associated nations, and have roving troops
scouting trouble areas and hostile borders as well. The three
branches of the Knights of the Order of the Hart are:
Knights of Furyondy: There are 200 knights and many men-atarms under their command in this branch of the order. Their
coat of arms is Azure, a pair of antlers or.
Honorific
Highness or Noble Grace
Grace
Nobility
Eminence
Noble Lordship
Prominence
Lordship
Most Honorable Sir
Right Honorable Sir
Honorable Worship
Most Worthy Sir
Worthy Sir
Sir
Honorable Master
Master
Squire
Socman
ORDERS OF KNIGHTHOOD
There are numerous forms of knighthood in the Flanaess - types
bestowed by sovereign rulers, those granted by greater and lesser
nobles, and those conferred by the principal clerics of certain states.
These various degrees are not held in equal regard. Some states do
not confer knighthood at all, a few bestow it on the cheap, and
elsewhere it is of great repute. Thus, for example, the Knight
Protectors of the Great Kingdom are exceedingly formidable, while
those of Medegia are looked upon with near contempt, as it is well
known that the title is offered for sale. Only the following three are
true orders of knighthood, however.
The Knights of the Shield: This order is detailed in the description of the
Shield Lands (q.v.).
Knights of the Watch: Certain stout soldiers from the lands of Bissel,
Gran March, Geoff, and Keoland are invited to join this order, which
is pledged to protect the east from incursions of the Paynims and the
other Westerlings. These knights hold certain castles, keeps, and
strongholds along the Ketish border and elsewhere in the western
mountains. The Watchers are a near-monastic order and very strictly
disciplined. Their current Grand Commander is Hugo of Geoff. There
are reported to be 5,000 in the order. The coat of arms of the Knights
of the Watch is Sable, an owl displayed argent.
Order of the Hart: Far less militant in its outlook, and divided into three
separate branches, the Knights of the Order of the Hart were
organized to assure that the central states (Furyondy, Veluna, High
Folk) retained their freedom and purpose. Because these nations are
33
To determine the number of total inhabitants of any settlement, use the following table:
Settlement
Population
Dice
Thorp, dorf
Map Symbol
20-80
2d4 x 10
Hamlet
100-400
1d4 x 100
Village, wych
600-900
(1d4+5) x 100
Town
1,500-6,500
(2d6+1) x 500
City
10,000-60,000
5d6 x 2,000
VILLAGE
Population: Up to about 1,000
Government: A noble (usually not a resident) rules the village, with an
appointed agent (a reeve) in residence to adjudicate disputes and
collect taxes.
Defense: The reeve might have a small force of soldiers. Otherwise,
the village relies on a citizen militia.
Commerce: Basic supplies are readily available, possibly from an inn
or a trading post. Other goodsare available from traveling
merchants.
Organizations: A village might contain one or two temples or shrines,
but few or no other organizations.
CITY
Population: Up to about 25,000
Government: A resident noble presides, with several other nobles
sharing responsibility for surrounding areas and government
functions. One such noble is the lord mayor, who oversees the city
administration. An elected city council represents the middle class
and might hold more actual power than the lord mayor. Other
groups serve as important power centers as well.
Defense: The city supports an army of professional soldiers, guards,
and town watch. Each noble in residence maintains a small force of
personal bodyguards.
Commerce: Almost any goods or services are readily available.
Many inns and taverns support travelers.
Organizations: A multitude of temples, guilds, and other
organizations, some of which hold significant power in city affairs,
can be found within the
city's walls.
TOWN
Population: Up to about 6,000
Government: A resident noble rules and appoints a lord mayor to
oversee administration. An elected town council represents the
interests of the middle class.
Defense: The noble commands a sizable army of professional soldiers,
as well as personal bodyguards.
Commerce: Basic supplies are readily available, though exotic goods
and services are harder to find. Inns and taverns support travelers.
Organizations: The town contains several temples, as well as various
merchant guilds and other organizations.
34
Terrain Type
Road
Track1
Grassland
Hills
Forest2
Barrens
Mountains
Desert
Dust
Wetlands
Jungle
1
2
Afoot, Fast
30
30
30
18
18
15
15
18
12
12
12
Afoot, Normal
24
24
24
15
15
12
12
15
10
10
10
Afoot, Slow
18
18
18
12
12
9
9
12
6
6
6
Horsed
60
45
45
45
36
18
18
45
6
6
-
Cart/Wagon
30
18
18
12
6
-
Camel
45
30
45
30
30
18
-
LAND
Each map hexagon is 10 leagues across (30 miles). Travel rates are given in miles per day. Horsed movement is based on riding horses carrying
relatively light loads. Heavily burdened animals, draft horses, and warhorses move at the Afoot, Fast rate unless the horsed rate is less, in which
case that is their rate of movement.
RIVERS
Rivers can be swam if afoot or horsed. If carrying goods or armor, it will be necessary to build floats to cross, and this will take approximately half a
day. Fords allow crossing at no penalty, as do bridges and barges. Movement up or down river in barges, boats, ships, or on rafts must be
determined by the DM. As a guideline use Afoot, Fast on a road for oared movement upstream, Afoor, Slow for poled movement (raft or barge).
Halve the given rate if the current is very strong. Double rates for downstream movement. Treble for sailed or oared downstream movement.
Note: Watch out for rapids, cataracts and falls when moving downstream!
LAKES
Use Afoot, Fast road movement as a base rate for barges and Afoot, Slow rafts. Merchant craft with sails move at the Carts/Wagon road
speed. Sailing warships move at the Horsed road speed. Galleys move at the same rate, but they can move 3 miles further per day.
OCEANS AND SEAS
Ships only are allowed normal movement, using lake rates given above.
35
with his family in the cabin, and cousins, servitors who may or may
not be related, who find living space on or below deck. A typical
barge is thus home to 15 to 20 souls. All adults and able youngsters
work and are trained in defense. When camped, the barge-folk
chain their vessels together; this device also is used in defense. Most
barges carry a small boat for use in communications, fishing, or
shuttle. It is said that the bargees have developed a sophisticated
communication system which uses flags in daylight, colored lanterns
at night, and sometimes even smoke. Similarly, it is reported that they
use a special speech whose cant is understood only by others of the
Rhennee. If the bargees are as rich in gold, jewelry, and prized fresh
water pearls as stories tell, it cannot be determined from their
dwellings, dress, or habits.
BODIES of WATERS
AZURE SEA
This body of water is one of the main carriers of commerce between
west and central nations. Freebooters are fairly common, and the
savages inhabiting the islands of the Amedio coast practice piracy.
There are a sprinkling of other pirates in the east, and the Sea Princes
are not above occasional buccaneering.
NYR DYV (LAKE OF UNKNOWN DEPTHS)
This body of water is the largest fresh water lake known to us,
although legends and tales report a veritable sea far to the west, if
such stories can be believed. Much commerce plies the waters of
the lake, for Nyr Dyv has many navigable inlets (Artonsamay, Veng,
and Velverdyva Rivers) and outlets (the broad Nesser River, and the
Selintan to a lesser extent). Its central position combines with these
river routes to make it the busiest body of water in or around the
Flanaess. The cities of Admundfort, Radigast, Leukish, Dyvers, and
even Greyhawk rely heavily upon this mercantile shipping. Squadrons
of warships move continually about its surface to keep raiders to a
minimum and combat occasional predatory water creatures as well.
Nyr Dyv also is well known for the monsters which inhabit its waters.
Deep beneath the surface lurk huge creatures which prey upon
unwary sailors or anyone so unlucky as to fall into the water. War
craft, and occasionally merchants or barge-dwelling folk, will bring
back such monsters as trophies, as constant warfare upon these
creatures is necessary to make the lake useful and usable.
Gearnat, Sea of: This sea is full of shipping-coming down the Nesser,
crossing, or on its way to or from the Azure Sea. It is a treacherous
place during both spring and autumn, when great storms sweep
across and lash its surface into towering waves. Raiders from the Wild
Coast, the Pomarj, and elsewhere make sailing a perilous adventure
in the summer months.
Grendep Bay: This great arm of the Solnor Ocean is the favorite
means of travel for the barbarians of the North when they raid the
mainland. These brave sailors usually are anxious to cross southward
as early in the spring as possible, however, and return late in the fall;
for during the warm summer, great sea monsters are often seen
sporting in the bay.
36
Jeklea Bay: This small arm of the Azure Sea is little more than the
private lake of the Sea Princes. Only their ships ply its waters, raiding
into Amedio and returning laden with spoils.
Oljatt Sea: The waters to the north of Hepmonaland and east of the
Duxchans is known as the Oljatt Sea. These warm, deep, blue-green
depths are dangerous in the extreme, for many creatures haunt this
sea. Some are large enough to carry a ship to the bottom, and
vessels going into the Oljatt are said to chain themselves together
and have men with pikes and bows ready to fend off the monsters.
Quag, Lake: Lake Quag is the third largest body of fresh water in the
Flanaess. As the only civilized nation which borders upon it is
Perrenland, it is exclusively theirs. It yields considerable food, although
sometimes the fishers are themselves eaten.
Relmor Bay: The Gearnat between Nyrond and the South Province of
the Great Kingdom is called Relmor Bay. Shipping from the south part
of the Great Kingdom seldom makes the long journey round Onnwal
through the Azure and Densac, round by the Tilva Strait and then
northward up the coast, or vice versa. Therefore, the ships
encountered there will he either those plying between Almor,
Nyrond, or Onnwal, or will be those seeking to prey upon them - the
squadron from Ahlissa based in Prymp Town, in all probability.
How far the hills continue into the Bright Desert is unknown. The
peoples dwelling in and beyond the Abbor-Alz are as unfriendly as
the highland tribesmen.
CAIRN HILLS
The northward-thrusting arm of the Abbor-Alz (q.v.) is known as the
Cairn Hills. These hills surround Midbay on Nyr Dyv and form the
borderland between territory claimed by Greyhawk City and that of
the Duchy of Urnst. Several thousand gnomes dwell in the central
portion of the Cairn Hills, halflings enjoy its lower Northern slopes,
while many dwarvenfolk live in the area where it meets the Abbor-Alz
and the hills become young mountains. In the hinterland below Nyr
Dyv's Midbay, where the hills are very rugged, there have been
strange burial sites discovered from time to time. These rich finds are
of a people unknown even to the demihumans, evidently predating
them! Discoverers returned with harrowing tales of horrid guardians,
death, and worse, but carried back ingots of precious metal, gems,
and other treasures as well. The discovery of these burial sites gave
the hills their name, and also makes them a target for many
foolhardy adventurers.
There are no settlements east of the marshes around the Upper and
Lower Neen Rivers until the eastern edges of the hills are reached.
HESTMARK HIGHLANDS
The Hestmark Highlands run northward up the coastline of South
Province from the town of Dullstrand to the mouth of the Flanmi,
branching northwestward into the Glorioles. These hills have always
been a rallying point for disaffected humans, as their remote location
and rugged character have enabled their demihuman inhabitants
to remain free of the rule of the Overking or his minions. Many
gnomes and dwarves live in the Hestmarks, and free-spirited men
have their villages amidst the shelter of these hills as well. The area is
well known for its precious metals and gems, and for this reason it is
often raided by forces of the Overking who badly need the wealth
thus obtained. Medegians, troops from the Herzog of South Province,
and imperial soldiery alike probe these hills all too often. Its
inhabitants, doughty in the beginning, have become battlehardened veterans because of these continual skirmishes and raids,
and with the men and elves of Sunndi are beginning to conduct their
own forays into the lowlands beyond the Hestmarks in reprisal.
White Fanged Bay: The ice formations common to this body of water
resemble the teeth of a predator, and thus the bay is named for the
great ice-coated rocks and bergs that menace vessels attempting
to land along its shores. In the summer, numbers of seals and walruses
(and even odder creatures) bask along these rocky coasts, and
there parties of hunters seek after ivory and furs. (Some say that the
name of the place is based upon the long teeth taken from these
creatures rather than the icicles and frozen spray.)
Whyestil Lake: The lake is bordered by Iuz, the Horned Society,
Furyondy, and the Vesve Forest. Before the evil of Iuz, considerable
trade used to ply Whyestils waters, to and from Dorakaa, Crockport,
and up and down the Veng from Nyr Dyv. Only the latter traffic now
exists, and even that at great peril. The Furyondians maintain a strong
fleet upon the lake, but the vessels of luz are numerous, and the
Horned Society menaces the river traffic.
Woolly Bay: The wag who named this terminus of the Sea of Gearnat
and made it stick is lost to history, but the appellation is not
inappropriate. The small cogs which move up and down the Wild
Coast are as often pirate as merchant. Considerable traffic moves
through this area, from the west and from Greyhawk. Shipping rounds
the Pomarj or Onnwal to or from the Sea of Gearnat, going east or
west to or from Woolly Bay. Elredd, Fax, Safeton, and Hardby are all
port towns, and most vessels can negotiate the Selintan to Greyhawk
City, and the lighter craft can venture all the way to Nyr Dyv beyond.
Some unscrupulous captains still put in at the humanoid-controlled
town of High port to trade.
KRON HILLS
It is estimated that nearly 20,000 gnomes live within the region of the
Kron Hills. These heights spring eastward from the Lortmils and reach
almost to Nyr Dyv. Their verge forms the southern boundary of
Veluna, then stretches beside the Velverdyva for a time before
peaking in the heart of the Gnarley Forest, where many sylvan elves
happily roam over their crests. Their southern slopes demark the end
of the Wild Coast region and are a part of the northern region of
Celene. Some dwarven enclaves exist in the Kron Hills where they
butt against the Lortmils, although the number of such demihumans is
37
River valley. The eastern hills are now part of Iuz and undoubtedly
home to all manner of hideous creatures and savage humanoid
tribes who exploit their metals. The western portion is sacred to the
Wolf Nomads as a burial place, and they have stoutly defended this
area from any incursion of men or humanoids from Iuz. Several large
battles have reportedly taken place in and around the wedge of hills
between the Blackwater and Dulsi for this very reason, and Iuz likes
not such thwarting.
The Kron Hills are mined for metals, precious metals, and gems. The
upper slopes are quite fertile and grow many crops in sheltered
valley and glen. Quite a number of scattered enclaves of humans
live in peace with the gnomes and other demihumans of the area,
save in the Gnarley Forest, where the olvenfolk are isolationist.
Iron Hills: The series of highlands reaching eastward from the city of
Irongate and demarking the fiefs of Ahlissa and Idee in the west are
known as the Iron Hills. Most of these hills are in the hands of the Iron
League. Very high grade ore is taken from the mines there, as are
several sorts of precious metals. Dwarves and gnomes do much of
this mining.
Little Hills: The Jotens turn to very high hills as they come to the Javan
River valley, and these hills turn southward as if following the river
course. These looming hills can be called little only in comparison to
the Jotens and Crystalmists beyond, and this is evidently what was
done by the yeomen who named them. Considerable numbers of
demihumans dwell in the Little Hills, along with communities of men.
The town of Longspear, in the foothills of the Littles, is an active trade
center. The soldiers from this area are renowned for their ferocity in
battle, human and demihuman alike.
Lorridges: These sharp ridges and hills are found at the northern end
of the Lortmil Mountains. Some dwarves and gnomes have their
dwellings and mines therein. These hills are about evenly divided
between Gran March, Bissel, and Veluna. The pass between these
hills and the foothills of the southern horn of the Yatil Mountains is the
major entry point to eastern Flanaess. The Yatil foothills are known as
the Northern Lorridges, but they belong to the Highfolk (q.v.), and
their gnomish inhabitants serve the Olvenfolk.
Flinty Hills: This broad and deep band of hills marks the southern end
of the Rakers. The eastern shoulder, and an arm which projects
southward for many leagues, define the lower boundary of Bone
March and the easternmost territory of Nyrond and Almor. The
portion covered by the Adri Forest (west of the Harp River) is Almorish.
The area is well endowed with minerals. Numerous halflings inhabit its
southern portion, while many gnomes dwell to the north. The far
western span of the Flinty Hills is within the Gamboge Forest (q.v.).
Spine Ridge: The unwholesome Vast Swamp is but- ted on the south
by a chain of rising hills which terminate on a great plateau in the
center of the Tilvanot Peninsula. These hills, the Spine Ridge, are
supposedly rich in precious metals and gems, but they are too
dangerous for normal exploitation, being home to numerous
humanoids and monsters.
Stark Mounds: The many-spurred Crystalmist Range thrusts some low
mounts and high hills eastward toward the Javan River below the
joining of the Real- stream. These mounts and hills divide Geoff from
Sterich. The Stark Mounds are probably old and weathered
mountains. They end at the east bank of the Javan and are claimed
mainly by Geoff. While some dwarves inhabit the steeper portion of
the Stark Mounds, they are home to gnomes in the main.
Tors: The mesa-like hills which mark the terminus of the last spur of the
Crystalmists are called the Tors. Bordering on the Hool Marshes, they
mark the southern edge of the Yeomanry. These wild hills are a
source of continual troubles for the yeomen, as they are home to
many sorts of monsters and humanoid tribes.
Tusman Hills: The border between Ket and Tusmit is formed by the
Tusman Hills, a series of highlands which eventually rise into the Yatils.
The hill men of the Tusman Hills are renowned fighters, thus
maintaining semi-independent status, and gladly serving as
mercenaries for both Tusmit and Ket.
Hollow Highlands: The north-south hill chain which divides the fiefs of
Idee from Sunndi is called the Hollow Highlands due to the mining
and burrowing which has taken place there for so long. Dwarves,
gnomes, and halflings dwell amidst these hills. Although they are not
particularly rich in minerals or gems any longer, their beauty and
fertility keep this demihuman population high. The minions of the
Overking do not venture into the Hollow Hills without strong forces.
Howling Hills: These hills are just below the southern edge of the Cold
Marshes, a portion being divided from the main body by the Dulsi
Yecha Hills: These Yatil foothills are quite rich in mineral deposits, and
the Tiger Nomads have actually begun to exploit these mines. They
have a permanent settlement, their capital city of Yecha, within
these highlands, and numbers of their herdsmen graze flocks of
sheep and goats there.
38
MOUNTAIN RANGES
COLD MARSHES
The vast stretches of fens and bogs north of the Howling Hills separate
Blackmoor from the lands of the Wolf Nomads and the Rovers of the
Barrens. Here rise the Dulsi and Opicm Rivers, both of which feed the
great Whyestil Lake. There are said to be riches in the highlands to
the south of the marsh, but only the very brave or extremely foolish
venture near the place, for the Cold Marshes are most renowned for
the vile creatures which inhabit their mires.
CORUSK MOUNTAINS
The Corusks form a bow, the backbone of the Thillonrian Peninsula
which runs from the Solnor Ocean in the east, north and west and
then southwest where the range terminates (Hraak Pass). While the
lower parts of the mountains are inhabited by humans, various bands
of evil humanoids and monsters of all sorts dwell in the central
fastness. It is thought that this range possesses little in the way of
valuable ores or gems.
VAST SWAMP
The vee of land which narrows to but 30 leagues in breadth above
the neck of the Tilvanot Peninsula is sunken in the center and cliffed
along both coasts. This cupping causes water to form into standing
pools and sluggish streams and flowages. The resulting morass of
water and vegetation is known as the Vast Swamp. The upper
swamps begin below the middle of the Hollow and Hestmark
Highlands which flank it to west and east. The swamp runs southward
for well in excess of 200 miles, being over 150 miles across at the top
and funneling down to only 30 miles breadth at the base where
Spine Ridge rises. The movement of water in the Vast Swamp
indicates that it gradually drains southward, but there is no known
river rising from the end, so it is thought that there are underground
channels through which the waters run.
CRYSTALMIST MOUNTAINS
The Crystalmist range is the highest on the Flanaess. It begins where
the Ulsprue and the Barrier Peaks join and runs southeast to the
Hellfurnaces. Beyond these mountains to the west is the Dry Steppes
area, while several small states nestle against its eastern slopes where
arms are thrust northward and eastward. Amidst the high peaks and
weird valleys of the Crystalmists dwell many and varied monsters,
tribes of humanoids, and many giants, ogres, and the like. Despite
this fact, men often enter the range in search of precious metals and
gems, for exceptionally bold and sturdy mountain dwarves also
reside amidst these mountains. A great glacier in the middle of the
range gives rise to the Davish River (which flows through Sterich to
join the Javan).
Certain desperate outlaws dwell within the Vast Swamp, and there
are also native humans and humanoid tribes, bullywugs in particular,
found within its bounds. Ferocious predators and loathsome monsters
likewise consider this their domain. The men of Sunndi, and the folk
dwelling in the hills to either hand, keep constant watch to assure
that these denizens of the Vast Swamp do not roam beyond its
edges. There are many tales and legends concerning this area, but
the most likely is that of the lost burial place of the demi-lich,
Acererak, who once ruled the morass and beyond into the
cockscomb of Tilvanot.
GRIFF MOUNTAINS
As the name implies, the peaks of these mountains are the habitat of
many monstrous creatures. The Griff range extends from the western
terminus of the Corusks at Hraak Pass, southwest and west for over
100 leagues. These mountains divide the Hold of Stonefist from the
Duchy of Tenh and the Theocracy of the Pale below. Being only a
trifle lower than the Corusks, the Griff Mountains are similarly
uninviting to human settlement, although there are some sprinkled
here and there, for these mountains do contain valuable mineral
deposits.
HELLFURNACES
The Hellfurnaces range is part of the Crystalmist Mountain range, but
it is active volcanically in many places, and thus its different name.
As with the northern part of the chain, the Hellfurnaces are a hive of
evil, being populated with all sorts of monsters, particularly those
which enjoy warmer temperatures, such as Fire Giants. There are
reported to be whole labyrinths of passages under this range of
mountains, these underworld highways actually going for scores,
possibly hundreds, of miles in all directions.
Hool Marshes: After the initial rush of the Hool River from the high lake
and freshets in the Hellfurnaces, it begins to meander across the
plains, and most of its length is surrounded by quaking mires and
bottomless pools. This forms a natural boundary between the lands of
the Yeomanry and the holdings of the Sea Princes to the south. These
marshes are also home to renegade humans, humanoids, and many
types of monsters.
Lone Heath: This great marsh gives rise to Mikar River east of the
mighty Grand wood Forest. The area provides sanctuary to outlaw
humans and demi- humans fighting the evil and oppression of the
Overking and his minions. Unlike most areas of this sort, evil things fear
to enter the trackless Lone Heath.
YATIL MOUNTAINS
These mountains are clustered thickly for many leagues west and
south of Lake Quag. They, along with the Barrier Peaks, divide the
Baklunish portion of the continent from the rest - save in the north
where western nomads have pushed across the top and beyond.
These mountains form the boundaries of Ekbir, Tusmit, and Ket to the
west. In and along their eastern slopes are found the Concatenated
Cantons of Perrenland and the territory of the olvenfolk (Highfolk).
Troll Fens: The chill mists of the Troll Fens, located against the
shoulders of the Griff Mountains and the Rakers at the head of the
Yol River, cloak a place of unnamable horrors. The Pale carefully
hedges the place with watchtowers and keeps, and strong patrols
constantly ride the verges of the southern end of the Troll Fens to
watch for unwelcome visits from the monsters and humanoid bands
dwelling within. As its name implies, the fens are infested with
particularly huge and vicious trolls in numbers.
hidden places within the Barrier range, for they have many precious
minerals and gems.
RIVERS
Dulsi River: A broad and deep inlet of Whyestil Lake, navigable to the
fork of the Blackwater.
Duntide: A river rising in the Flinty Hills which flows southward into the
Gnatmarsh where it joins the Nesser.
Ery River: A tributary of the Selintan which flows south of Greyhawk
City.
Lortmil Mountains: This low chain of mountains, often fading into hills
with age, contains several very imposing mounts nonetheless. It is the
homeland of many sorts of demihumans - dwarves, gnomes,
mountain dwarves, and a few venturesome halflings, as well as
scattered aarokocra tribes. These folk have acted in concert in the
past to expel most of the humanoids and many of the vicious
monsters from the Lortmils, and they are subjects of the small states
which have formed in the shelter of the range such as the Ulek
realms and Celene (q.v.).
Fler River: The principal inlet to Lake Quag, flowing from the Burneal
Forest and the Land of Black Ice beyond. It is supposed that much of
this river is passable to large craft.
Franz River: A tributary of the Nesser which is navigable to Trigol. It
forms the boundary between Nyrond and the County of Urnst.
Frozen River: A swift flow running mainly north from the Griff
Mountains through the lands of Stonefist to empty into White Fanged
Bay.
The Lortmil Mountain range contains some of the richest gem and
precious metal deposits known, and the dwarves, gnomes, and
halflings living in the region are reputedly as wealthy as princes.
Harp River: One of the longest rivers of the continent, the Harp's
headwaters are in the Rakers, and its mouth is near Chathold in
Almor where it empties into Relmor bay. It is navigable for about half
its length.
Hool River: A tributary of the Javan, broad and with swampy banks.
Sulhaut Mountains: This range runs westward from the place where
the Crystalmists and Hellfurnaces meet. It separates the Dry Steppes
from the ghastly Sea of Dust (q.v.). It can only be supposed what can
be found in these mountains, for no certain information is available to
us. Reports of Drow are not uncommon. A tortuous pass supposedly
exists, enabling passage from the Dry Steppes into the Sea of Dust or
eastward into the kindlier lands of the Flanaess.
lmeda River: A tributary of the Flanmi which joins the latter at Rauxes.
Jewel River: A river which rises just south of the Kron Hills and flows
south through the Gnarley Forest, Welkwood, and Suss Forest to
empty into the Azure Sea. It divides the Principality of Ulek from the
Pomarj. About 150 miles of the waterway are navigable by large
craft.
Javan River: This river is the longest on the continent, beginning high
in the Barriers and coursing southward for hundreds of miles before
turning east and emptying into the Azure Sea above Monmurg in the
Hold of the Sea Princes. It is usable by large vessels only to the town
of Cryllor in the Good Hills of Keoland.
TIMBERLANDS
Mikar River: A tributary of the Flanmi which rises in the Lone Heath
and flows through Grandwood Forest.
ADRI FOREST
Population: 25,000Demihumans: Few
Humanoids: Few
Nesser River: A long and exceptionally broad and deep artery which
drains Nyr Dyv. Despite many islands and numerous channels, the
Nesser is so wide (over three miles on the average) that seagoing
vessels can sail up or down its entire length if properly piloted. It forms
the boundary between Nyrond and the Duchy of Urnst.
This great area of ancient forest lies principally within the borders of
the Great Kingdom, although its northwestern tip (that part west of
the Harp River) belongs to the Prelacy of Almor. The forest abounds
with game, and it is carefully forested and maintained by those who
dwell within its confines. The wood found here is generally employed
for shipbuilding, spear shafts, bows, and arrows. Weapons common
to the inhabitants include the longbow, battleaxe, and short spear.
AMEDIO JUNGLE
Population: Unknown
Demihumans: Unlikely
Humanoids: Possible
Resources: Foodstuffs, rare woods, spices, ivory, platinum, gems (III, IV)
Opicm River: The eastern inlet of Whyestil Lake which also rises in the
Cold Marshes. It forms the boundary of the lands of Iuz.
Realstream River: A tributary of the Javan which flows through the
Dim Forest to join the latter waterway just below the town of
Hochoch.
Ritensa River: A tributary of the Veng which divides the Shield Lands
and the Bandit Kingdoms from the territory of the Horned Society.
Selintan River: A relatively broad and deep-channeled outlet of the
western Nyr Dyv, it flows past Greyhawk City into Woolly Bay, and is
plied by considerable traffic.
Sheldomar River: A river which divides Keoland from the Ulek States
and is navigable from its mouth to the city of Niole Dra.
Teesar Torrent: An exceedingly swift river which rises in the North
Province of the Great Kingdom and feeds the Harp below the Blemu
Hills.
Thelly River: A tributary of the Flanmi navigable to the town of
Nulbish.
BURNEAL FOREST
The trackless wastes of the Burneal Forest stretch for over a thousand
miles, from just beyond the shore of the Dramidj Ocean to the bogs
of Blackmoor. This huge and sprawling forest of pines and firs is
nowhere less than 100 miles broad, and in places over 200. Beneath
these woodlands are the prairies of the Tiger and Wolf Nomads, and
these fearless horsemen often roam the Burneal seeking sport. They
do so at peril, however, for little-known savages dwell in this vastness,
and they lurk amidst the thick trunks to attack by stealth and surprise.
Trask River: The Trask flows eastward through the North Province of
the Great Kingdom to empty into the Solnor Ocean. The Town of Atirr
at its mouth is a busy seaport.
Tuflik River: This is a long, westward-flowing river which has its
headwaters in the northern end of the Barrier Peaks and divides Ket
and Tusmit from the Plains of the Paynims. It is also the boundary
between Ekbir and Zeif. The Tuflik empties into the Dramidj Ocean.
CELADON FOREST
The sprawling oaks and mighty elms of Celadon grow from the edge
of the Duntide to lap over the rolling hummocks of the Abbor-Alz.
Yew and ash trees older than memory grow from the Gnatmarsh
northward to Nellix Town and the Franz River. Within the precincts of
these ancient trees roam many sylvan elves and treants, for the forest
of Celadon is virtually a realm apart. The woodland is pierced by the
Nesser, a third of the area being in the territory of the Duchy of Urnst
and the balance within the Kingdom of Nyrond, but neither state
cuts timber or otherwise disturbs the natural balance of the forest,
except to hunt. The inhabitants of the region include some humans,
hunters, woodsmen, and the like who dwell in harmony with their
environment. Both sovereigns expect that the inhabitants will loyally
serve, and they do so by guarding the forest ways from invasion by
raiders or hostile creatures coming up from the hills or marshlands to
the south and using the timber as cover. Although many fierce
creatures and some outlaws and humanoids will be encountered in
Yol River: The Yolis a tributary of the Artonsamay which rises in the Troll
Fens and divides the Phost- wood from the Nutherwood, forming the
border between Tenh and the Pale. It is plied by barges from
Wintershiven and those journeying to that city.
Zumker River: The Zumker is a tributary of the Artonsamay whose
headwaters are reputed to be a large mountain lake in the Griffs. It
forms a border between Tenh and the lands of the Bandit Kingdoms.
41
the Celadon from time to time, it is not a healthy place for their ilk.
Waterborne raiders are the worst problem, but the Duke sends
patrols along the Nesser to aid the warders. Contingents of archers
and light infantry are raised from this forest in time of war.
indeed to their good fortune that the Holy Censor of the See of
Medegia covets that portion of these woodlands which lies south of
the Mikar, while the nobles of Rel Astra strive to thwart him and yet
remain uncommitted to actual warfare.
DREADWOOD
Population: 5,000
Demihumans: Sylvan Elves (8,000), Gnomes (1,000), Halflings
Humanoids: Some
This substantial forest lies north of the Hool Marshes of the lower Javan
River in Keoland. It is some 200 miles from the Good Hills in the west to
the coast of the Azure Sea in the east and about 70 to 100 miles
deep. There is constant warfare within the Dreadwood, with monsters
and humanoids battling the elves who ward the place in behalf of
the King (in return for Keoish protection of the forest).
Large-scale efforts have been mounted to clear the woods of evil
creatures time and again, but the enemy retreats into hidden places
and beyond the trees into the trackless Hool Marshes, to return when
the companies of woodsmen and elves retire. It is suspected that the
Sea Princes are in collusion with certain bandits and humanoid
bands who creep through the Dreadwood on their way to raid
Keoland and the Yeomanry.
GAMBOGE FOREST
Population: 7,000
Demihumans: Sylvan Elves (11,000), Gnomes (3,000), High Elves
(1,500), Halflings
Humanoids: Some
SUSS FOREST
The Suss is a dreary place, full of thorn trees, brambles, briars, and
thickets. Its massive trees are black with age, and seem to whisper
and talk amongst themselves when an interloper dares to pass
beneath. Some claim that ripples of waving leaves and moving
branches - can be seen in the path of those entering the place, but
this is unproven. The western end of the forest is of a different nature
than the rest. Where it grows upon the Lortmil Mts. the woodlands are
open and clean, but east of the Jewel River their character
becomes foreboding and hateful. The farther south one goes, the
worse the forest becomes, until it is filled with an oppressive and evil
atmosphere where it climbs the Drachensgrab hills.
GNARLEY FOREST
Population: 12,000
Demihumans: Sylvan Elves (7,000), Gnomes (3,000), others
Humanoids: Some
The folk of the Wild Coast at one time made concerted efforts to
clear the Suss, and managed to drive its verge back several leagues.
Due to the disappearance of timbering parties and the threat of
marauding humanoids, such operations are no longer conducted
anywhere, however. The edges of the Suss are watched closely by
the petty nobles and lordlings of the Wild Coast. A lost, ruined city of
the Old Suloise is said to be hidden somewhere in the Suss forest, but
few dare to venture on such a quest, particularly today.
VESVE FOREST
Population: 20,000
Demihumans: Sylvan Elves (10,000), Gnomes (6,000), High Elves
(3,000), Halflings
Humanoids: Hobgoblins (5,000), Gnolls (3,000)
The Vesve is the largest hardwood forest in all of the Flanaess. Its
southern half, as well as the strip which borders upon the Sepia Hills
and the Clatspurs down to Highfolk Town, are relatively free of
baneful creatures, although inhabited by a fair share of predators.
Since the resurgence of luz, however, the northern quarter of the
Vesve is filled with hateful settlements of evil humanoids, and these
tribes and bands press everywhere upon the human and
demihuman folk elsewhere in these woodlands. Rangers and light
troops from Furyondy aid the Highfolk in organized expeditions to
GRANDWOOD FOREST
Population: 25,000
Demihumans: Sylvan Elves (7,000), some others
Humanoids: Some
It is fortunate for the people and elves of Grandwood Forest that a
more able ruler does not sit upon the Malachite Throne. Likewise, it is
42
check the influx of humanoids and drive them out, but fresh hordes
from the spawning grounds of luz are apparently endlessly available
to replace those slaughtered by such punitive forces, and a war of
attrition will doom the good folk of the Vesve. It is expected that
each side will certainly make a major attempt to settle the issue
soon.
WELKWOOD
Population: 10,000+
Demihumans: Many
Humanoids: Some (raiding parties)
The extent of the Welkwood is obvious to the observer, for its limits are
easily defined by its growth. The majesty of the huge trees of the
forest is apparent, for they tower over their neighbors in the Suss
below and the Gnarley to the west and north. lpt grow to heights of
100 feet and more, while the mighty roanwoods are taller still. Even
the locusts, elders, maples, and the like grow to unusual size, so that
the whole is most imposing. The eastern portion of the woodland is
part of the Wild Coast, and many of its folk reside within the shelter of
the forest; the Welkwood west of the Jewel River is within the realm of
Celene and home to elves and faerie creatures of all sorts, as well as
unicorns. The woodsmen of the Welkwood are brave and sturdy, well
renowned throughout the land as huntsmen, trackers, and bold
adventurers.
Nutherwood: This forest lies to the south of the Yol River, its southern
edge marking the end of the writ of the Theocrat of the Pale. It is not
frequented, and reports state that many monsters and bandits are
hidden within.
Oytwood: Also within the borders of Geoff, the Oytwood is a smallish
woodland which is inhabited mainly by elves.
Phostwood: The forest on the northern bank of the Yol belongs to
Tenh, although this possession is disputed continually by bandits from
the bordering states. Certain species of trees found only within this
forest have a strange phosphorescent quality when they die and
begin to rot, giving the place an eerie air at night. (A branch of
phostwood glows sufficiently to light a 10 radius area.)
MINOR TIMBERLANDS
Axewood: Axewood is a relatively small woodland on the border
between upper Keoland and the Duchy of Ulek. It is said to be
inhabited by treants and some elves as well.
Rieuwood: This forest caps the northern end of Sunndi. Its mighty trees
stretch from the middle portion of the Hollow Highlands to the rises of
the Glorioles. It is patrolled by the forces of Sunndi and made
dangerous to enemies by elves and rangers. Despite this, raiders and
even humanoid marauders are sometimes found therein.
Sable Wood: This evergreen forest is within the realm of the King of
the lee Barbarians. Its most interesting feature is the particular fir tree
whose wood turns a deep lustrous black when harvested in the dead
of winter and rubbed with hot oils. The barbarians prize this material
greatly, and they will not export it.
Dim Forest: The huge old trees of this vast forest are so broad and
leafy as to make the ground beneath dim on the brightest and
sunniest of days. No tracks are known, but some certainly must exist
to allow passage through the leagues of woodland. Olvenfolk are
said to dwell in that portion west of the Javan; terrible creatures live
elsewhere within its bounds.
Spikey Forest: This smallish woodland divides the lands of the Frost
and Snow Barbarians. Its tall pines are used by both peoples for ship
masts and spars.
Tangles: This is a jungle-like woodland of no great size within the
Bandit Kingdoms above Riftcanyon.
Timberway Forest: This vast stretch of pines, firs, and other northern
forest growths reaches from the lands of the Frost Barbarians all the
way to the Barony of Ratik, from the shores of Grendep bay to the
shoulders of the Rakers. Although its growth is not as fine as that of
the Loftwood, it is still very valuable in shipbuilding.
Udgru Forest: This woodland within the realms of Ekbir and Tusmit is
quite extensive and very dense. It is filled with game, and less
desirable creatures also, of course. Dissident citizens of both states
are prone to use the woodland as a sanctuary.
43
WASTELANDS
BRIGHT DESERT
Population: Unknown (scattered nomads)
Demihumans: Doubtful
Humanoids: Doubtful
SEA OF DUST
A territory of unknown extent exists behind the Hellfurnaces, south of
the Sulhaut Mountains. This bleak desert is the Sea of Dust, the former
Empire of Suel or Suloise. History tells us that this was once a fair and
fertile realm extending a thousand miles west and southward, too.
The merciless and haughty rulers engaged in a struggle for
dominance and supremacy over all of Oerik with the Baklunish, and
in return for a terrible magical attack, the Suloise lands were
inundated by a nearly invisible fiery rain which killed all creatures it
struck, burned all living things, ignited the landscape with colorless
flame, and burned the very hills themselves into ash.
DRY STEPPES
The vast stretches of prairie north of the Sulhaut Mountains and west
of the Crystalmist and Ulsprue Ranges are known as the Dry Steppes.
Rainfall there is scarce, and few rivers flow in the place. Once the
area was well watered and fertile, forming the homelands of the
Baklunish Padishahs and Sultans, but it was destroyed by the Invoked
Devastation in the war with the Suloise. It is said that the central part
of the steppes is still pleasant and rich, and there is no doubt that
various large hordes of Baklunish nomads still roam the area under
the rulership of various khans. This borderland of the Flanaess is
otherwise unknown to the chronicler. Invading tribesmen from the
Dry Steppes are typically light cavalry employing composite bows,
light lances, and curved swords.
44
The People of Oerth worship many gods. Only deities of the Flanaess
are listed here. In general, the greater gods are too far removed
from the world to have much to do with humanity, and while they
are worshiped, few people hold them as patrons.
The careful reader will note that certain deities are both of a certain
racial origin and common, at the same time. Next, the major
attributes of the deity are listed and, finally, the deity's alignment is
shown. With respect to alignment, the following abbreviations are
used: L = Lawful, G = Good, N = Neutral, C = Chaotic, E = Evil. The
deity's sex is indicated last.
HUMAN GODS
GREATER GODS
Beory, goddess of nature
Boccob, god of magic
Incabulos , god of plague and famine
Istus, goddess of fate and destiny
Nerull, the reaper
Pelor, god of the sun and healing
Rao, god of peace and reason
Cultures
FC
C
C
Bc
FC
FC
FC
Spheres
Nature
Knowledge
Death
Knowledge
Death
Life, Light
Knowledge
Alignment
N
N
NE
N
NE
NG
LG
Gender
F
M
M
F
M
M
M
Symbol
Green Disk
Eye with pentagram
Reptilian eye with a horizontal diamond
Weavers spindle with three strands
Skull with a scythe or sickle
Sun
White heart
INTERMEDIATE GODS
Celestian, god of stars and wanderers
Cyndor, god of time and infinity
Ehlonna, goddess of woodlands
Erythnul, god of envy and slaughter
Fharlanghn, god of horizons and travel
Heironeous, god of chivalry and valor
Hextor, god of war and discord
Kord, god of strength and athletics
Lendor, god of time and tedium
Obad-Hai, god of nature
Olidammara, god of revelry
Pholtus, god of light and law
Procan, god of ocean and sailing
Ralishaz, god of ill luck and insanity
Saint Cuthbert, god of common sense
Tharizdun , god of eternal darkness
Trithereon, god of liberty and retribution
Ulaa, goddess of hills and mountains
Wee Jas, goddess of magic and death
Zilchus, god of money and influence
Cultures
OC
C
C
OC
OC
OC
OC
S
S
FC
C
OC
OC
C
C
C
C
C
S
OC
Spheres
Knowledge
Knowledge
Life, Nature
War
Knowledge, Trickery
War
War
Tempest, War
Knowledge
Nature
Trickery
Light
Knowledge, Tempest
Trickery
Knowledge
Trickery
War
Life, War
Magic, Death
Knowledge, Trickery
Alignment
N
LN
NG
CE
NG
LG
LE
CG
LN
N
CN
LG
CN
CN
LN
CE
CG
LG
LN
LN
Gender
M
M
F
M
M
M
M
M
M
M
M
M
M
M
M
M
M
F
F
M
46
Symbol
Arc of seven stars inside a circle
Infinity symbol
Unicorn horn
Blood drop
Circle crossed by horizon line
Lightning bolt
Six arrows fanned out downward
Four spears and maces forming a star
Crescent moon over a full moon with stars
Oak leaf and acorn
Laughing mask
Sun or moon partially eclipsed by a moon
Trident above a cresting wave
Three bone fate-casting sticks
Circle at the center of a starburst of lines
Dark spiral or inverted ziggurat
Triskelion
Mountain with a circle at its heart
Red skull in front of a fireball
Hand clutching a bag of gold
LESSER GODS
Cultures
Allitur, god of ethics
Fc
Atroa, goddess of spring and renewal Oc
Beltar, goddess of malice and caves S
Berei, goddess of farmers and home
Fc
Bleredd, goddess of mines and smiths C
Bralm, goddess of insects and industry Sc
Dalt, god of portals and enclosures
c
Delleb, god of reason and intellect
O
Fortubo, god of mountains and mines S
Geshtai, goddess of fresh water
Bc
Jascar, god of hill and mountains
S
Joramy, goddess of wrath and volcanoes C
Kurell, god of thievery and jealousy
O
Lirr, goddess of the arts
C
Llerg, god of beasts and strength
S
Lydia, goddess of music and daylight Sc
Myhriss, goddess of love and beauty
C
Mouqol, god of trade and ventures
B
Norebo, god of luck and risks
S
Osprem, goddess of water voyages
S
Phaulkon, god of wind and clouds
S
Phyton, god of beauty and nature
S
Pyremius, god of fire and poison
S
Raxivort, god of rats, bats, and xvarts O
Sotillion, goddess of summer and ease Oc
Syrul, goddess of lies
S
Telchur, god of winter and cold
Oc
Velnius, god of sky and weather
O
Wenta, goddess of the autumn harvest Oc
Xan Yae, goddess of shadows
BC
Xerbo, god of the sea and business
S
Zodal, god of mercy and hope
FC
Spheres
Knowledge
Life, Nature
Trickery
Life, Nature
Knowledge
Knowledge
Trickery
Knowledge
Knowledge
Nature
Nature
War
Trickery
Knowledge
Nature, War
Knowledge, Light
Trickery
Knowledge
Trickery
Knowledge
Tempest, War
Nature
Death, Trickery
Trickery
Life
Trickery
Tempest
Tempest
Knowledge
Trickery
Knowledge
Life
Alignment
LG
NG
CE
NG
N
N
CG
LG
LG
N
LG
N
CN
CG
CN
NG
NG
N
CN
LN
CG
CG
NE
CE
CG
NE
CN
N(NG)
CG
N
N
NG
Gender
M
F
F
F
M
F
M
M
M
F
M
F
M
F
M
F
F
M
M
F
M
M
M
M
F
F
M
M
F
F
M
M
Symbol
Pair of clasped hands
Kara tree full of ripe fruit
Set of fangs set to bite
Sheaf of wheat stalks
Hammer and anvil
Wasp
Locked door with skeleton key beneath
Open book
Warhammer
Waterspout
Snow-capped mountain peak
Volcano
Hand holding a broken coin
Illustrated book
Bear, snake, or alligator
Open hand radiating colors
Lovebird
Set of scales and weights
Pair of eight-sided dice
Whale
Winged human silhouette
Scimitar and oak tree
Demon head with bat wings
Fiery blue hand
Orange tiger
Forked tongue
Field of snow
Bird perching upon a cloud
Mug of beer
Black lotus blossom
Dragon turtle
Hand partially wrapped in cloth
Spheres
Knowledge
Death
War
Knowledge
Knowledge, Trickery
Death
Trickery
War
Knowledge
Death
Knowledge, Nature
Knowledge
Trickery
Life, Nature
Knowledge
Nature
War
Knowledge
Knowledge
Alignment
LG
NE
N
N
NG
CE
NG
N
NG
NE
CG
LG
CN
N
NE
CN
LN
CN
N
Gender
M
M
F
M
M
M
F
M
M
M
F
M
F
F
M
M
M
M
M
48
Symbol
Chalice and 8-pointed star
Mummified centaur
Shield
Patch of multi-colored yarn
Any musical instrument
Grinning human skull
Stylized onyx mask
Nine swords forming a star
Round disk bisected with an arrow
Skull erupting with green worms
Basket of grain and long scroll
Six-pointed star with rounded points
Bulls-eye target
Ear of corn
Hand with an eye in the palm
Green-leaf mask
Gray toad
Two, parallel ziggurat shapes
Striking fist
DEMIHUMAN GODS
DWARVEN GODS
Spheres
Moradin, father of dwarves
Knowledge
Abbathor , god of greed
Trickery
Berronar Truesilver, goddess of shelter Life
Clangeddin Silverbeard, god of war
War
Dugmaren Brightmantle, god of learning Knowledge
Dumathoin, god of mountains and mines Knowledge
Muamman Duathal , god of wanderers Knowledge
Vergadain, god of wealth and luck
Trickery
*Bleredd, Fortubo, Jascar, and Ulaa are also worshipped by dwarves
Alignment
LG
NE
LG
LG
CG
N
NG
N
Gender
M
M
F
M
M
M
M
M
Symbol
Hammer and Anvil
Jeweled dagger
Two silver rings
Crossed battle axes
Open book
Faceted gem inside a mountain
Mace over a leather boot
Gold coin
ELVEN GODS
Spheres
Corellon Larethian, god of magic & war Knowledge, War
Aerdrie Faenya, goddess of air
Nature, Tempest
Deep Sashelas, god of the sea
Nature, Tempest
Erevan Ilesere, god of mischief
Trickery
Fenmarel Mestarine, god of outcasts
Nature, Trickery
Hanali Celanil, goddess of love
Trickery
Rillifane Rallathil, god of forests
Nature
Labelas Enoreth, god of longevity
Knowledge
Sehanine Moonbow, moon goddess
Knowledge
Solonor Thelandira, god of hunting
Nature, War
Lolth
Trickery
*Ehlonna and Obad-Hai are also worshipped by elves
Alignment
CG
CG
CG
CN
CN
CG
CG
CG
CG
CG
CE
Gender
M or F
F
M
M
M
F
M
M
F
M
F
Symbol
Quarter Moon
Eagle
Dolphin
Nova star with asymmetrical rays
Pair of elven eyes in the dark
Golden heart
Oak
Setting sun
Full moon topped with a crescent moon
Silver arrow
Spider
49
GNOMISH GODS
Spheres
Alignment
Garl Glittergold, god of the gnomes
Trickery
LG
Baervan Wildwanderer, god of forests Nature
NG
Baravar Cloakshadow, god of illusions Trickery
NG
Flandal Steelskin, god of mining
Knowledge
NG
Gaerdal Ironhand, god of vigilance
War
LG
Segojan Earthcaller , god of earth
Nature
NG
Urdlen
Evil, fear, madness
CE
*Ehlonna, Fortubo, Jascar, Obad-Hai, and Ulaa are also worshipped by gnomes
Gender
M
M
M
M
M
M
-
Symbol
Gold nugget
Raccoon
Cloak and dagger
Flaming hammer
Iron bracer
Glowing gemstone
Mole
HALFLING GODS
Spheres
Yondalla, mother goddess & provider Life
Arvoreen the Defender
War
Brandobaris, god of stealth and thieves Trickery
Cyrroallaelee, goddess of home & friends Knowledge
Sheela Peryoryl, goddess of nature
Nature
Urogalan, god of earth and death
Death
*Ehlonna, Obad-Hai, and Ulaa are also worshipped by halflings
Alignment
LG
LG
N
LG
N
N
Gender
F
M
M
F
F
M
Symbol
Shield with a cornucopia
Crossed short swords
Footprint
Open door
Daisy
Silhouette of a dogs head
ORCISH GODS
Gruumsh, god of survival and strength
Bahgtru, god of strength and combat
Ilneval, god of war and leadership
Luthic, goddess of fertility and healing
Shargaas, god of undeath & thieves
Yurtrus, god of disease and death
Alignment
CE
CE
LE
NE
NE
NE
Gender
M
M
M
F
M
M
Symbol
Unblinking Eye
Broken femur
Bloodied longsword
Orcish rune meaning home
Red crescent moon
Rotting white hand
Spheres
Tempest, War
Strength, War
War
Life
Death, Trickery
Death
50
Wolf Nomads. If these barriers are passed, there remains the frigid
and monster-ridden Cold Marshes at the end of the trail.
Murq himself is guarded by trolls, gnolls and invisible stalkers. Even if
the wizard is defeated before the 63rd night, the party must still return
to the South to claim its reward. It is up to the Dungeon Master to
create encounters, Murq and the mist golem, keeping in mind the
relative character level and experience of his or her players.
The magician Murq and his outrages have almost been forgotten.
Recently, however, the respected magistrate's sleep has been
invaded by evil dreams. In these nightmares, mad Murq appears
surrounded by a cold fen, threatening the magistrate and the city
with doom. He boasts of having found an ancient volume of great
power, whose secrets are enabling the wizard to create a mist
golem. This creature, Murq claims, can slay others, but cannot itself
be slain. When the stars are right, the golem shall be finished. Then it
shall be sent to kill; first the magistrate, then anyone it can find, until
everyone is slain or driven out of the city.
The court magicians, clerics and astrologers have analyzed these
dreams, Murq's threats, and the appearance of the area from which
he broadcasts (including the configuration of the sky behind the
wizard). They have consulted their histories and star charts, and
communed with Celestian. All have come to the conclusion that
Murq's threats could be quite real, and if they are, then the mist
golem will be completed in only 63 nights. They have pinpointed the
source of the dreams as somewhere near the headwaters of the
Dulsi River, in the Cold Marshes.
For the sake of the magistrate, and indeed the whole city, Murq's
revenge must be thwarted. A group of adventurers (the player
characters) has been asked to take the job of tracking down the
renegade wizard and foiling his plans before the mist golem can be
completed. If they are successful, they will receive a large reward, as
well as whatever else they can pick up from evil encounters along
the way.
The first part of the journey will be relatively easy, as the characters
make their way across the civilized Kingdom of Furyondy to the town
of Crockport, on Whyestil Lake. However, from there on the
adventurers will be traveling in wild territory. Going up the Dulsi River
by boat may seem fastest, but it is too dangerous, as this would be
sure to attract the attention of the evil creatures of Iuz. The party will
have to travel north by land, avoiding or defeating humanoid bands
from the northern Vesve Forest, the scouts and spies of Iuz, and bold
Wolf Nomads. Then there is the perilous passage through the Howling
Hills: the eastern portion is a spawning ground of evil creatures for Iuz,
and the west is the sacred burial ground of the savage and cunning
52
A band of trolls who have moved into the woods from the
Vast Swamp, finding the forest creatures easier pickings.
These enterprising monsters have taken to branches and
leaves and waiting by game trails to ambush their prey. They
will leap on their prey and rend it or try to chase it into
concealed pits.
Sylvan elves (11-20) on patrol. They can tell the party where
not to look, i.e., what areas the elves control. The elves only
know of the werewolves indirectly, since all of the raids have
been outside the forest.
Two dozen Minions of Wastri (q.v.) from the Vast Swamp, with
a pack of giant toads, searching for demihumans to hunt
down and slay. Included in the group are eight 1st level clerics
and one of 7th level.
The werewolf band, its members staying near their lair until
the time is right for another raid. The lycanthropes have
appropriated a series of caves in a ravine, and set up a small
camp. They are masquerading as simple woodsmen, and will
welcome any party of humans and demihumans who come
around (only waiting until the party is off guard and
surrounded to change shape and attack). Deep in the
caves is their treasure room, where they have secreted all of
the loot from their raids. The treasure room is also the lair of
their leader, a powerful werewolf who is also a vampire! (The
other werewolves tolerate their leader's condition, and even
consider it an asset, since the vampire dislikes the cursetainted blood of the lycanthropes.) The vampire will not
come out during the day (even if there is a battle) unless
personally disturbed.
DMs will note that this adventure requires fairly high level characters.
Even normal werewolves are not easy for low or mid levels to handle.
The Lerara are as yet unaware that the tunnel seals are open. When
they encounter a party of intruders, they will initially be very surprised,
and their first impulse will be to retreat down the tunnel, away from
this inexplicable occurrence. After a little time their attitude will
change and they will welcome the party, apparently delighted to
finally meet people from the outside world. They will offer to lead the
party to their chief, a trip which will take many sleeps. If the party
goes along, the characters will receive every evidence of hospitality.
Actually, the Lerara warriors are leading the party to the tunnel
intersection, and then below the passage to the Cavern of the
Mother, while always pretending to go to the chief's cave. When
they near the Cavern of the Mother, the Lerara warriors plan to
attack the party, paralyze them, and cast them into the Mother's
body, which will then gradually drain them of life.
With the dwarf's directions, the party shouldn't have too much
trouble finding the tunnel opening. It is hidden by brush and large
trees, but not well enough to be missed by determined searchers.
The opening, like the passage behind it, is 30 feet tall and 300 feet
wide. The tunnel passes through the mountains in a straight line,
keeping the same dimensions throughout its entire length of over 200
miles.
The merchant is planning a trip to the sea of weeds to loot these lost
treasure ships. He tells the party that he wants to hire them to deal
53
with the many strange monsters that live in and around the
seaweed, if they should try to interfere with the salvaging. In
payment, the adventurers can have any treasure they themselves
find and can personally carry. However, they must realize that the
entire mission must be kept secret to avoid competition. In fact, their
ship is leaving tonight at midnight before talk can spread, from a
point a few miles down the coast.
world covered by seas. All newcomers must swear the truth of this
doctrine or be slain as blasphemers. The leader of the seaweed-tribe
is their high priest, Narawa, whose most notable attributes are
intolerance and insanity (as well as high charisma).
How much treasure remains on the Lost Treasure Fleet is up to the
individual DM. The reward should be commensurate with the
difficulty of the adventure.
Most of the merchant's story is valid. Its major deviation from truth is
that the teller is no merchant at all, and is in fact the Sulward
Guildmaster of Assassins in disguise. The information about the
trapped treasure ships was obtained from pirates who robbed and
sank the merchant vessel, but not before the captain tried to buy his
life with the story.
All he bought was a quick death. The pirates needed money for
repairs, so they have teamed up with the Sulward Assassins' Guild,
whose leader was once a pirate himself. The Guild put up the money
for the mission, having just been paid a large sum by the Sea Barons
for assassinating the Lordship's Grand Admiral. For this deed the
Prince of Duxchan is attempting in earnest to destroy the Guild, so
most of the assassins (including the Guildmaster) are going on the
voyage, hoping the heat will have cooled down by the time of their
return. The ship the adventurers are to meet down the coast is
actually the refurbished pirate craft, disguised as an armed
merchant vessel.
As the party will discover, the creature responsible for the attacks on
the copper caravans is Clonoc, a large, old copper dragon. Clonoc
lost a duel with a demon, and is now possessed. However, the
dragon's body and brain were too large for the rather small demon
to possess completely, so the demon's attempts at control have
resulted in a somewhat deranged, split personality. The demon's
plans to make the dragon attack all passing trade have been mostly
circumvented, except when a copper caravan passes, a thing
which the dragon's tortured brain somehow perceives as a
deliberate insult. Then the demon takes control, and the caravan is
assaulted. Once the caravaneers are all slain, the dragon's natural
greed (enhanced by demonic avarice) takes over, and the loot is
hauled back to the dragon's lair. Somewhere inside him, the dragon
regrets his actions, but can do nothing about it.
Over an area of several square miles, there are dozens of the great
weed mounds that mark the corpses of trapped ships. All of them
look roughly similar, so the sailors and characters will probably have
to search at least several of them before finding the lost treasure
ships. Getting into the center of the weeds will be a problem, since
no ship's boat can push its way through the matted plants. When
they do get in, they will find that many of the ships are inhabited!
The inhabitants found here are varied and strange. There is a ship
occupied by a hunting band of lizard men, a ship haunted by
lacedons (sea ghouls) and drowned zombies, and a ship that serves
as a kelpies' lair. Kopoacinth lurk just under the surface, waiting to
snatch the unwary straggler. There is a ship made of metal, with no
mast or oars, and charts of unknown seas. Finally, there are eight
ships that are home to a strange society of
half-mad humans, a mongrel group of remnants from centuries of
shipwrecks. Now they survive by fishing through holes cut in the
seaweed. They travel by walking across the matted plants on
snowshoe-like footgear made of light planks. Most are armed with
spears. They worship a spirit of the ocean, and believe that all the
land beyond the horizon has sunken beneath the waves, leaving a
54
ADVENTURE LOCALES
Many famous adventures have occurred in the World of Greyhawk,
and much remains for the intrepid adventurer. Many of these heroic
exercises have been published, and are available for those who wish
to study the exploits and evils of the Flanaess. The locations of these
adventures are listed below.
The above information was obtained (under duress) from one of the
spies who was captured in the raid on the vault. The player
characters have been asked by the Baron to accompany a platoon
of troops in pursuit of the thieves. Their purpose is to capture the
conspirators and retrieve the Seal, following them into Bone March, if
necessary.
The Ghost Tower of Inverness (C2): The Ghost Tower is located in the
foothills of the Abbor-Alz, on a rocky outcropping overlooking Woolly
Bay, in hex A4-92.
Descent Into the Depths of the Earth (D1-2): This maze of tunnels and
evil monsters is located under hex M5-138, beneath the Hellfurnaces.
The party will be provided with fast horses (if they have none of their
own) and hurried along to join up with the platoon. On the road, a
group of bandits hired by the conspirators will delay the pursuers just
long enough to enable the thieves to get across the border. The road
at the border (high in the hills) is guarded by two companies of ores,
too much for the platoon to handle. The officer of the platoon will
suggest the party abandon the road and sneak across the border to
the east or west, while the horsemen set up a diversion for the ores.
From here on, it is up to the party to catch the conspirators, retrieve
the Seal, and bring it back to Marner.
Vault of the Drow (D3): The land of the black elves is under hex NS138, in the Hellfurnaces.
Against the Giants (G1-2-3): These adventures occur in several
different locations throughout Crystalmist Mountains and Jotens. The
Steading of the Hill Giant Chief is in hex P5-129; The Glacial Rift of the
Frost Giant Jarl is in hex S5-134; and the Hall of the Fire Giant King is in
hex M5-138.
Dungeonland (EX1): This strange land of talking animals and giant
plants is in hex D4-86.
Despite the diversion, the party will encounter a few orc guards. If
these are not silenced properly, they could bring many
reinforcements. Once they get over the border and back to the
road, the party should be able to catch up with the now slowmoving conspirators after a couple of hours of hard riding. However,
regaining the Seal will not be easy, for the thieves and assassins from
Marner are now riding with an armed group that was waiting for
them with the border guard.
If the party is successful in regaining the Seal, they must still escape
back through the enslaved countryside to Ratik. In particular, the
ores at the border could be a lot of trouble. They are by this time
aware that somebody has sneaked past them, and they will be
waiting for similar tricks from either direction. They are commanded
by a half-orc fighter/assassin, who will make clever use of his savage
troops.
The reward for the retrieval of the Seal is of course up to the Dungeon
Master.
55
35 PERRENLAND
19 BANDIT KINGDOMS
36 HIGHFOLK
20 SHIELD LANDS
37 VELUNA
SUNNDI
21 COUNTY of URNST
38 MARCH of BISSEL
IDEE
22 DUCHT of URNST
39 GRAN MARCH
IRONGATE
23 CITY of GREYHAWK
ONNWAL
24 KINGDOM of FURYONDY
41 DUCHY of GEOFF
ALMOR
25 HORNED SOCIETY
42 STERICH
NYROND
26 IUZ
43 THE YEOMANRY
10 BONE MARCH
27 WOLF NOMADS
11 RATIK
28 TIGER NOMADS
45 KINGDOM of KEOLAND
12 FROST BARBARIANS
29 EKBIR
46 TRI-STATES of ULEK
30 TUSMIT
47 CELENE
31 ZEIF
15 STONE FIST
32 PAYNIMS
49 THE POMARJ
33 ULL
17 DUCHY of TENH
34 KET
56