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    Greyhawk'sCircleof Eight.................... 4

    By

    Gary Holian and

    Erik

    Mona

    Mordenkainen

    and his

    powerful companions have

    plansfor

    Greyhawk s

    world

    in the era of the

    Living Greyhawk campaign. Discover their

    history

    an d

    personalities within.

    Campaign News 2

    Th e

    campaign,

    the

    magazine, character creation,

    a nd more.

    D i s p a t c h e s . . . . . . . . . . . . . . . . . .

    2

    News

    from around the Flanaess.

    The

    egonaTriads

    13

    Contactinformation

    for

    your HomeRegion.

    Volume

    I.

    Number

    0

    Spring,591CY

    August,

    2000

    Editor

    Erik

    Mona

    Art

    Director

    Robert

    Raper

    GraphicDesigner

    Leanne K errigan

    Production

    DonnaWoodcock

    WorldwideRPGA

    Manager

    David Wise

    Publisher

    Wizards

    of theCoast,

    Inc.

    On the Cover

    ArtistMark Zug depicts theenigmatic

    Circleo fEighta s

    they attempt

    to

    summon an extra-planarally.

    Ma p Illustrations

    Bob Lazzaretti

    The

    World

    of

    Greyhawk created

    by E.

    Gary Gygax

    Living Greyhawk Journal (tic official m agazineof theRoleplaying Game

    Association"

    Network's Living Greyhawk campaign),is published bi-monthlybyWizardsof the

    Coast,

    Inc.(WotC)PO Box707. Renton,WA

    98057-0707. Phone:

    800/324-6496. Fax:425/687-8287.Email:[email protected]. Web: www.rpga.com. Living Greyhawk Journalismailed freeto all

    Guild-level"RPGA"

    Netwo rk me mbers. Yearly membership ratesareUS$20,Canadaand Mexico

    US$25. International

    US$40

    (air mail). Pricessubject

    to

    change

    wi thoutnot ice. Change

    of

    addressm u s t

    be

    received

    at

    f e a s t

    30

    days prior

    to

    effective date

    change

    to

    ensure uninterrupted delivery. Unless special arrangements

    to the

    contrary

    are

    madepriorto publication, materials submitted for publicationin Living Greyhawk Journala reaccepted solelyon thecondition that the materialmay beedited and publishedin Living Greyhawk Journal.WotCand theRPGA Network

    shall make

    no

    other

    use of

    materia lsunless

    WotCand the

    au thor

    o r

    ar t ist enterin to

    a

    wri t ten agreement regarding use.

    WotCgrants

    authors

    a

    non-exclusiver ight

    to use

    copyr ighted mater ials

    ofWotC in

    submissions

    o WotC.An

    author,

    however, shall

    havenorightto

    publish

    orpermit

    someone

    other

    than

    WotCto

    publish

    a

    submission

    that

    includes

    anycopyrighted

    materials

    ofWotC

    without first obtaining written

    permissionto do so.Letters addressedto theRPGA

    Network

    or

    WotC.

    Inc. will be considered submissions an d may be

    printed

    in

    whole

    or in part at the discretion of the editor unless the sender specifically requests otherwise in writing . Unless o therwise stated, the opinions expressed in Liv ing

    Greyhawk

    Journal

    are those of the

    ind iv idual

    authors , not neces sarily the opinions of WotC, Inc.. the

    RPGA

    Network, or i ts staff. StandardD isclosure Forms. Writers Guidel ines. Scenar io RequestG uidel ines. Scenar ioRequest Forms,

    Membership Forms,

    and

    Club Forms

    arcavailable fromthe

    RPGA Network

    atwww.rpga.com. and designate trademarks ownedby Wizardsof the

    Coast.

    Inc.All Rights Reserved.

    Otherproduct

    namesaretrademarks ownedby the

    companies publishing those products. Use of a products namew ithout mention of t rademarks should not be construed as a chal lenge to such status.

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    Living

    Greyhawk

    Taking

    an

    WorldIn New

    Welcome

    to the sneak preview issueo f

    the

    Living

    Greyhawk

    Journal

    the

    newest publicat ion from Wizards of the

    Coastand the

    R P G A Network. Living

    G r e y h a w k

    is an

    in te rna t iona l shared -

    world Dungeons6 Dragons campaign,

    in

    w hich players shape the

    fu tu re

    o f

    Greyhawk's world through part ic ipat ion

    in gaining events at conventions large

    an d small, on the Interact, and in home

    gaming groups. Thousands of players

    wil l work

    together to

    create

    a

    massive

    story,t ak ing

    th e World of

    Greyhawk in

    exciting new

    directions.

    The

    Living

    Greyhawk

    Journal pro-

    vided as a

    free

    benefit

    to

    Guild- level"

    me mb e r s

    o f

    the

    RPGA,will

    be

    your bi-monthly

    gu ide

    to the

    happenings

    in the

    Living

    Greyhawk campaign.

    The

    magazine

    will

    feature all aspects of the background of

    Greyhawk's

    intr iguing

    world,

    providinga

    greater understandingof where th e

    world

    of

    Greyhawk

    ha s

    been,

    a nd

    where

    it'sgoing.

    Dragonscalesat

    Moraingtide

    By

    Sean

    K Reynolds

    Strange black currentsan d

    droves of beachedf i s t ar e

    being linked

    to a strange

    new cult in the cityo f

    Greyhawk. Are the cultist;

    responsible,

    o r

    just part

    o f

    a

    larger danger?

    The

    Living Greyhawk

    The

    Reckoning

    By John Richardson

    and

    Sean Flaherty

    A localmerchant asksyou

    make asimple trip to retrieve

    a n heirloomfrom his

    family

    f a r m

    just

    north thecityof

    Greyhawk,

    in the CairnHills.

    What

    awaits

    is

    more

    than

    you

    had

    bargainedfor.

    campaign is inter-

    national

    in

    scope,

    with

    heroes traveling

    all cornersof

    Oerthin

    search

    of adventure.

    However,

    a

    pri-

    mary focus

    o f

    the

    campaign

    lies

    at the

    regional

    level.

    The RPGANe twork hassplitthe United

    States,Canada, Europe, and Asia-Pacific

    into numerous regions, with

    th e

    rest

    o f

    the

    world

    soon to

    follow. Each real-world

    region

    is

    matched

    with a region in the

    Greyhawk campaign.

    Each region

    is

    moderated

    by

    three

    local administrators (known collectively

    as

    a

    Regional Triad),

    who

    allow local

    playersto takeo npositions of importance

    and

    affect eventsin their assigned parto f

    the game world .Thisdecen tralized chain

    of command allowsthecampaignadmin-

    istrators (a

    group

    o f

    RPGA members

    knownas theCircleof Six) to oversee

    the entire inte rnatio nal campa ign and

    tackle major issues and problems.

    Each player's real-world address deter-

    mines

    t he home

    region

    of his or her

    char-

    acter in the Living Greyhawk setting, and

    each

    home

    regionh as particular adven-

    tures assigned to it. If a player travels to a

    convention in a state or country control-

    ling

    a

    d ifferent

    gam e region, that player's

    character takes a trip to that part of the

    Flanaess, too. Reg ional scenariosare not

    available for ordering outside the real-

    world areas to which they are assigned,

    In

    addition,

    many Living Greyhawk

    adventures are set in neutral (unassigned)

    lands,

    wild regions,

    or

    evi l

    kingdoms.

    Players fro m al l regions may part ic ipate

    in these adve ntures , creat ing grand s tories

    in the overal l campaignan d fo rminga

    comm on ground for adventures al l p lay-

    ers can

    enjoy.

    The charactergeneration

    rules

    on the

    fol lowing pagewillhelp

    you

    locate your

    home region.

    The RP GANetwork

    The

    RPGA

    Network is an

    international

    organizat ion of gam ing enthusiasts that

    has provided top-quality game experi-

    encesto

    members

    forover twenty years.

    Members receive asubscription to

    Polyhedron Magazine

    a

    bimonthly

    publication filled with gamingarticles,

    interviews, an dinsidetips;a free annual

    professionally designed

    limited-edition

    adventure ;the chanceto play-testupcom-

    in g Wizardsof theCoast roleplaying

    products;andmuchmore.

    Membersalso enjoy special benefits in

    the Living Greyhawk campaign, including

    the chanceto play special members-only

    adventures and addi t ional character-

    advancement

    opportunities.

    RPGA

    BetheFirstto

    Play

    Living

    Greyhawk at the GenCon

    Game

    Fair

    Th e

    Living

    Greyhawkcampaign

    gets it s

    start

    at

    this

    year's

    Ge n

    Co n

    Game Fair.

    Three

    epic

    adventureswelcom e players

    to

    th e RPGA'snewest campaign,

    exploring th e streets of the

    notorious

    City of Greyhawk

    and th e dangerous

    Cairn

    Hills

    nearby

    Create

    a character,come

    to the convention,and get

    ready

    to experience the best in organ-

    ized playcampaigning

    Netw ork mem bers a lso receive the

    all-newLining

    Greyhawk

    Journal in

    exclusive bimonthly magazine that

    details the evolvinghistoryof the

    campaign

    an d

    gives

    n ew

    insightsinto

    the Greyhawk set t ing i tself.

    To jo in th e

    RPGA

    Network, send

    $20.00(U.S.)

    to:

    RPGA Ne twork

    Memberships, P.O.

    Box

    707, Renton

    WA

    98058-0707.You can also join theRPGA

    Netw ork online at : www .rpga.com.

    ThisNovember,

    th e

    World

    of

    Greyhawk

    comesalive

    in the

    Living Greyhawk

    Gazetteer, a192-page com prehensive

    sourcebook detai l ing more tha n

    60

    nations, dozens

    of

    gods,

    an d

    hundreds

    of

    adventurehooks.The product includes

    ag iant poster map of the Flanaess, the

    pr imary continent of the World or

    Greyhawk,

    an d

    hints

    at new

    never-before-

    revealed Greyhaw k locations.

    A ll

    adventureshave

    a

    set t ing,

    and all

    adventurers

    have backgrounds. T he

    Living Greyhawk Gazet teer provides

    both,updating theoldestD&Dfantasy

    setting to the new era of 591 CY. It'sa n

    invaluable jumping-on

    point

    for home

    gaming

    and for

    players

    of the

    Liv ing

    Greyhawk campaign.

    By Erik Mom

    Th e

    Millstream

    runsred with

    the bloodof the abductedchil-

    dren

    ofGreyhawk's lower

    class, triggering

    memories

    of a

    crisis thought

    averted

    long

    ago.

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    CharacterCreation

    These guidelines (version 1.0) give

    you the

    basic information you needto createa

    starting

    Living Greyhawk character. All

    Living Greyhawk characters must comply

    with the most curre nt version of the D& D

    Player sHandbook

    and these guidelines,

    Some

    aspects

    of

    character creation

    might require information from your

    RegionalTriad. Tofind your Triad's

    contact information, consult the Living

    Greyhawk homepage

    in the

    Campaigns

    section at www.rpga.com.

    To create your Living Greyhawk

    character, follow these steps:

    Step

    I:

    Ability

    Scores

    To put all players on an even footing, the

    Living Greyhawk cam-

    paign

    uses the

    Nonstandard Point

    Bu y method of ability

    scoregeneration,

    found

    in

    Chapter 2 of the

    D & D Dungeon

    Master s Guide, Th e

    Living

    Greyhawk set-

    ting

    is

    considered

    a

    "Tougher Campaign;"

    hence,

    each character

    uses 28points distrib-

    uted among all

    six

    statistics.

    Fo r

    example,

    using the full 28

    points,

    a

    characters attributes might be purchased

    as

    follows:

    Str 15: 8 points Int 10: 2 points

    Dex

    13: 5

    points

    Wis 11: 3 points

    Co n

    14: 6 points

    Cha 12: 4

    points

    Apply racial modifiers to ability points

    after the

    base scores

    ar e

    d etermined.

    Thus,ability pointsrange from 8-18 for

    humans,an d

    6-20

    fo r

    nonhumans.

    Ability points

    gained

    as your character

    advances in level do not use this chart;

    they

    ar e full

    points

    and may be

    added

    as

    explained

    in theP layer s

    Handbook.

    Step

    2 :

    Race

    a nd

    Class

    You

    ma y choose an y raceand class

    option described in the

    Player s

    Handbook, Th e Living Greyhawk

    campaign also uses the following special

    rules for character creation.

    These

    over-

    ride

    or

    limit

    th e

    character options

    in the

    Player s

    Handbook.

    Yo u

    mustchoosea nonevil alignment

    that also meets al lrequirementsfor your

    characters class.

    A cleric must serve a specific nonevil

    deity from th e

    P layers Handbook

    or the

    Living Greyhawk Gazetteer. A paladin

    neednot {but may) serve a patron deity.

    A character may begin play at any age

    from

    Adulthood to Old Age, as defined

    in the Age

    section

    of

    Chapter

    6:

    Description,in theP layer s Handbook.

    A ge mod ifiers to ability scores are not

    used in the Living Greyhawk campaign.

    The character may be of any height and

    weight allowed

    by the

    height

    an d

    weight

    tables

    for the

    charac ters race.

    A

    starting chara cter receives

    th e

    maxi-

    mum amount

    of

    gold pieces

    for its

    class.

    Step

    3 :Hit Points

    Assign your starting character

    t he

    maxi-

    mum

    hi t points possible for its class.

    Fo r each additional character level,

    assign

    hi t points according to its classb y

    taking half

    th e

    maximum value

    for the

    class, then ad ding 1 point. For example, a

    character adds

    3 hit

    points upon gaining

    a new level in the Sorcerer class.

    Step

    4:

    Skills

    andFeats

    Alchemy Skill,Craf tSkill,

    a nd

    Item

    Creation

    Feats:

    PCs willnot be

    allowed to craft items until cam-

    paign rules for

    this

    are determined

    an dmade available

    by the

    R PG A

    Network.

    Knowledge

    Skill:PCs may not

    begin with extra-planar knowledge.

    Profession Skill:Choose from

    th e

    examples listed

    for the

    Profession skill in the

    Player s

    Handbook.

    If you prefer a

    profes-

    sion that is not

    listed,

    contact your

    Regional Triad for approval.

    Step 5:Equipment

    Equipment may be purchased

    from theP layer s Handbook withthe

    exception of the following equipment:

    No special, superior, masterwork, or

    magical

    items areavailableto charac-

    ters except throug h campaign play.

    Carrying Capacity isused in the

    Living Greyhawk campaign, so keep

    track of what your character is car-

    rying and how much it weighs.

    Step

    6:

    HomeRcgion

    A ll Living Greyhawk charactersa re

    based in one of the nations of the

    Flanaess, asdetailed in the Living

    Greyhawk Gazetteer.(There is no

    such thing as a "regionless" charac-

    ter.) The defaul t

    tome

    region where

    your starting character

    operatesis

    determined by where yo u actually live.

    You may choose a different

    home

    region

    for

    your starting character, but your

    character

    then suffers u t

    o

    r gio

    penalties when

    you use it in the

    game

    region assigned to where yo u live. If you

    change

    your address in real life, your

    character's default home region moves

    with you. If you move bu t

    choose

    not to

    change

    your character's home region,

    your character

    again suffers

    penalties fo r

    out-of-region play.

    A player may not chose as a charac-

    ters home region

    th e

    FreeCity

    of

    Greyhawk or any campaign nation not

    moderated by a Regional Triad.

    Consult the

    table below

    to

    determine

    your Living Greyhawk character's default

    home region.American states and

    Canadian

    provinces

    ar e

    given

    in

    abbreviat-

    ed form. Additional regions willbe

    assigned asth e campaign grows.Visit

    www.livinggreyhawk.com for the latest

    regions

    list,

    and for

    information

    on how

    to

    contact your

    Regional Triad.

    Living Greyhawk

    Ahlissa

    (Innspa/Adri):

    Austria, Germany

    Ahlissa

    (Naerie):

    Sweden

    Bandit

    Kingdoms:

    OK, TX

    Bissel:CT, MA , ME, NH, RI, VT

    Bone March (Knurl ) :Greece

    Dyvers:

    IA, KS, MO, NE

    Efebir: France

    Furyoody: M I

    Geoff: DC, DE, MD, VA, WV

    Gran March: NC, SC

    Highfolk:W I

    Keoland:

    NJ, NY, PA

    Ket:

    M B, NB, NS, ON, PEI

    Nyrond:AZ, SouthernCA,UT

    Onnwal: United Kingdom

    Pale:

    Northern

    CA, NV

    Perrenland: Australia, New Zealand

    Ratik:

    H I

    Sea

    Barons: Italy

    Shield Lands: MN, ND, SD

    Sunndi: Belgium, Netherlands, Luxembourg

    Tusmit: PQ

    Ulek,

    Duchy

    of: GA

    Ulek,Principality

    of: FL

    Urnst.County

    of: CO, MT, NM, WY

    Urnst,Duchy of: AK , AB, BC, SK, ID, OR, WA

    Veluna:OH

    Verbobonc:

    IL, IN

    Yeomanry:AL, AR, KY, LA, MS, TN

    AbilityCosts

    Cost ScoreModifier

    6 -2

    x

    7 -2

    0

    8 - 1

    1 9 -1

    2 10 +0

    3 11 +0

    4 1 2 1

    5 13 +1

    6 1 4 + 2

    8 15 +2

    10

    16 +3

    1 3 17 +3

    1 6

    18 +4

    x 1 9

    4

    x 20 +5

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    P

    erhaps noorganizat ionof

    wizards

    is asrecognized

    by

    DUNGEONS

    6

    D R A G O N S

    players

    as

    GREYHAWK'SCircle

    of

    Eight.Some Circlemem-

    berswere activein Gary Gygaxand RobKuntz's original

    Greyhawk Campaign,and are as old as the game itself.

    Many

    of the

    spells

    an d

    i tems

    in thePlayer s

    Handbook

    and Dungeon

    Master s Guide bear

    their historic names.

    Th e

    contributions

    of the

    Circle

    o f

    Eight

    are

    woveninto

    th e

    fabr ic

    of D&D campaigns everywhere.

    M u c h

    has changed since the orga nization was firs t

    detailed,

    in

    T he City of Greyhawk boxed set.

    The

    Flanaess has suffered years of continental war, and the

    face

    of

    this

    pivotal group has changed forever .

    In th e current era of theRPGA Network ' s LIVING

    GREYHAWK

    campaign,

    th e

    Circle

    of

    Eight

    is

    needed

    more

    than ever to counter th e forces that threaten to

    upsetOerth'sdel icate balanceo f power.

    A Balance isStruck

    The Circle of

    Eight 's

    reputat ion spanst he breadtho f

    th e Flanaess. It sname (if not its exact demeanor) is

    comm on c urrenc y amon g noblemen an d villagers alike.

    Despite this,t he

    Circle's

    ful l membership has never

    been known

    to those

    outside

    th e

    organization.

    The group has not always been so reclusive. Its precursor, the

    Citadelof Eight, was a known opponent of darkness in its

    manyguises. Its members

    stood,

    and fell, protecting the

    balance

    and defendingOerthfrom the influenceo f malign beings and,

    rarely,

    benevolent interlopers, as well.

    The itadel

    Th e series of alliances that

    would

    evolve into theCircle

    of

    Eightbegan simply, over

    a

    meal

    of

    venison

    an d

    Celenese

    nectarwine in a posh inn

    near

    the

    shores

    of the

    Wild

    Coast.

    At

    that

    table,

    nearly

    thirty

    years ago,

    Mordenkainen debated with

    hi s

    young apprentice, Bigby,

    the merits of taking an active hand in maintaining the

    celestial balanceof power. Thereafter, the two struck

    upon

    a

    plan

    to

    gather

    a

    group

    o f

    like-minded individuals

    that wouldact to hinder advancesby thosew ho would

  • 8/9/2019 Living Greyhawk Journal 00

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    dominate

    the Flanaess. That their expected exploits w ould

    impart upon

    the mages no small amoun t of

    lost

    magicallore

    only served tohastenthealliance.

    Within months, Mordenkainen

    h ad

    brought

    the

    renowned warrior Robilar

    to his

    cause,

    as well as the

    cleric

    Riggby,and his z ealous assistant, Yrag.From the shores of

    th e

    N yr

    Dyv, Mo rdenka inen recruited the righteous Tenser,

    who inturnintrod uced the dim-witted thou gh well-meaning

    Serten

    to the

    assembly. Finally,

    th e

    young woodsman,

    Otis,

    rounded out the group.

    They

    calledthemselves theCitadelof

    Eight,

    taking the

    name from M ordenkainens renowned

    Obsidian

    Citadel,

    in the

    Yatil

    M ountains. In the

    years

    that followed, theiradventures

    focused on

    Greyhawk

    and the

    Selintan valley,

    and the

    crags

    of

    the Cairn

    Hillsand

    depths

    of the

    Suss

    Forest

    w ere opened

    to

    their prying vision.

    In

    th e yearso f

    their

    companionship, bothRobilar and

    Yrag were ennobled by Greyhawk, and Riggby was

    promot-

    ed

    speedily within the church of

    Boccob

    in Verbobonc.

    Tenser,

    Bigby,

    an d

    Mord enkainen likewise

    advanced

    in

    their

    ow n

    wizardly ways,

    gaining arcane

    knowledge

    and

    power.

    For a

    g roup tha t

    so

    decisively defeated

    it s

    enemies,

    there remained

    several problems.

    Robilar never quite

    bought into

    M o r d e n k a i n e n s

    philosophy, and he

    an d

    Tenser often

    bickered over mat-

    terso f

    morali ty .

    Serten,though

    seen

    as

    useful , wa snever

    t ruly respected and

    Otis, t i redo f

    underground

    excur-

    sions and forays

    intourban

    territo-

    ries,

    left th e

    group,

    decrying his f r iends

    ascave-delvers an d

    treasureseekers

    blind

    to the

    real

    problems

    of

    th eworld.

    Over th e

    years,

    th e Citadel played

    home

    to

    such lumi-

    naries

    as Prince

    Melf

    Brightflame,

    of theOlvenfolk,

    th e

    half-ore

    Quij,

    Fe lnor i th ,Robi lar 's

    brother Terik,

    and even, at one

    point,

    th e

    Quasi -

    Deity

    Murlynd ,

    in disguise.

    Nearly

    a

    decade

    after th e

    Citadel 's formation,

    Otis'

    crit-

    ical wordstookon the air ofprophecy.In 569 CY, when

    th e

    first arrow flew

    atEmridy Meadows,th eCitadelwas

    noticeablyabsent.

    Whether

    investigating magical

    secrets

    far to the

    west

    or

    unearthing

    lost

    passages

    in

    Urnst's

    Maure Castle, these self-absorbed celebrities were to o

    preoccupied

    to

    influence

    one of the

    century's

    most

    critical

    battles. A ll were absentsave Serten, who fought valiantly

    at

    the side of Prince Th r o m m e l againstthe hordes of

    ElementalEvil.

    When

    Serten

    fell, none

    of his

    friends

    stood

    at his

    side.

    Though

    mostattended

    his ostentatious

    funeral

    service

    in

    Verbobonc,

    a

    crucial rift

    had

    been torn

    in t he

    organization.

    T he Citadelw as

    crumbling.

    Tenser blamed Mordenkainen for the death of his

    friend, an d

    ret i red

    inward

    to his

    castle. Terik

    an d

    Yrag

    vanished, some said to theanonymi ty of the Bandi t

    Kingdoms.

    Even

    th eloyalBigby

    left

    th e

    side

    of his

    one-time

    master an d returned toOldridge,where he

    adventured for a

    t ime with

    a band of boyhood

    friends.

    Mordenkainen ,

    the man who had

    b rought

    th e Citadel

    together, simply shrugged and returned, with cold eyes,

    to his

    studies.

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    Formationof

    the

    Circle

    The chaos surroundingt he r e tu rnt o power of the demi -

    god,

    luz,

    in CY 570 prompted M ordenkainen to consid-

    era newparadigm.

    Though

    the Old One worked to

    check

    th e

    growing power

    of the

    H orned Society,

    an d

    kept Furyondy's eyes

    on its

    northern borders ,

    Mordenkainen knew well that the s i tuat ion would not

    last.

    T he

    dissolution

    of the

    C i t ade l

    left Mordenkainen

    without a

    tool

    to shape events as he would and though

    he hardly admit ted it to himself, he longed returnt o a

    life of adventure.

    The

    Citadel 's

    p r imary

    fa ilure ,

    he surmised, had been

    it s inclusive

    philosophy.

    As its founding concept had

    been

    arcane, he had been foolish to assume that men l ike

    Robilar

    or

    Riggby would rally

    to his

    cause without sub-

    tl y

    working against

    it for

    reasons personal, spiritual

    o r

    political.Men of intellect an dsorcerous skill , whose

    primary interests were more than mater ia l , would

    replace

    them. Thus

    w as

    born

    th e

    Circle

    of

    E igh t .

    Over

    the nextyear, Mordenkainen invited

    some

    of

    th e most

    prominent magi

    in the

    Flanaess

    to

    jo in him.

    By th e firstmonthof 571 CY, he had gathered

    eight

    mages to his

    cause, among them Bigby,

    Otto,

    Rary,

    Nystu l ,

    Drawmij , and the

    affable

    Bucknard.

    The

    Circle

    in thoseear ly days worked to check th e

    power of influential beings in EasternOerik. When

    they

    could no t directly interven e, they sponsored

    groups

    of

    adven tu re r s ,

    as in the

    sacking

    o f

    Iggwilv's

    former haunt

    at the

    Tsojcanth

    Caverns in the

    mid-570's.

    Whethe r or notthose agents always knew who set them

    upontheir questsi s amat ter ofsome debate.

    Privately, members of theCircle explored fantastic

    corners ofOerth, including th e s t rangean d foreboding

    City of the

    Gods,

    nearBlackmoor , fu r the r depths of

    Cast le

    Greyhaw k, and even the m anifold layers of the

    infernal

    Abyss.More important ly, through their ow n

    adventurers

    and the exploits of those related to them,

    th eCircle

    began

    to formulate

    what soon would become

    one of the most impressive networks of informers and

    agents th eFlanaesshas ever known.

    TheCircleCompleted

    The

    membersh ip

    of the

    Circle changedlittle

    in the

    yearsbetween

    it s

    inception

    an d

    574

    C Y,

    when Tenser,

    still

    bitter over th e dissolution of the C i tadel , sought

    membership. Af ter one of the found ing mages of the

    group abandonedOerth to explore other planesof exis-

    tence,

    th e

    petition

    w as

    granted,

    an d

    Tenser brou ght

    hi s

    unique, if less-than-subtle, ambitionto the ideology of

    th e group.

    Tw o years later, with th e addi t ion of the ma g e

    Otiluke, th eCircle sol idified i ts reputat ion as apolit-

    ical power

    in the C en t r a l

    Flanaess .

    A s

    president

    of the

    Society

    of Magi,Otiluke

    b rough t

    with him a

    seat

    on

    Greyhawk's Direct ing O l ig a rch y ,

    and the

    group ini t i -

    ated its long-anticipated dr ive to influence the

    policies

    of

    t empora l l eade r s th roug hou t

    th e

    Mark lands .

    Ja l l a rz iS a l l ava rian w as inv i t ed to

    join

    in 581 CY,

    replacing the much esteemed Buc knard , who had mys-

    ter iously vanished two years ear l ier . The f ina l week of

    he r

    s ix-month trial membership

    was to be a

    baptism

    by

    f ire .

    Th e Returnof

    Vecna

    Aler ted

    to a

    rising evil

    in the

    Flanaess,

    th e

    Circlehast i -

    ly

    gathered

    for a

    nearly unprecedented fie ld operat ion

    in 581 CY. A new power sought to join

    Oerths

    vast

    pantheon,

    and its

    efforts threatened

    to corrupt the

    magi-

    ca l order of the known

    world .

    The

    Circle

    traveled to thehillssouth of Verbobonc,

    where they invest igated th e

    t o m b

    of along-dead

    Oeridian tyrant

    who was

    though t

    to

    have possessed

    th e

    awesome artifacts known as theHand and Eye of

    Vecna.F ind ing th e tyrant a l ive,af ter afashion,and

    completely

    controlledby the Whispered One, the

    ill-preparedCircleof Eight panicked, and was defeated.

    Vecna destroyed

    th e

    ent ireCircle,

    save

    Mordenkainen, who had elected to remain in Greyhawk

    as asafeguard

    against just such

    an

    occurrence. When

    news reached th e archmage, he

    mobilized

    th e

    Circle's

    allies,

    and a

    small cadre

    o f

    apprentice wizards, former

    companions,

    an d

    long-time confidantes embarked

    on a

    nearly hopeless bid to thwart Vecna's apotheosis (see

    TSR9309

    "VecnaLives ").

    S o m eh o w

    (it is whispered that they employed the aid

    of

    luz, who stood to losemu ch under the deificat ion of

    the LichLord),the intrepid adventurers managedto

    banish the Maim ed G od at the strange stone circles

    known

    as the

    Tovag Baragu,

    an dOerth

    r e tu rned

    to

    relat ive normalcy,save for the absence of theCircle

    of Eight.

    ShatteredCircle

    Mordenkainen addressed

    th i s

    absence by recovering

    wha t

    was

    lef t

    of his

    fallen comrades

    an d

    cloning them.

    Thisendeavor consumed

    time

    that

    otherwise

    might have

    seen

    him addressing the reports of theCircle's allies in

    th eNorth,who warnedof a larming developments in

    Stonefist and the

    Barbarian

    L ands. When

    those

    events

    spiraled into the f irs t conflicts of the Greyhawk Wars,

    th eCircle's

    clones remained undeveloped

    an d

    half-aware.

    By the time the clones reached ful l ma tu ra t ion , the

    Circle

    o fEighth ad

    been forced

    to

    take

    a

    reactive stance

    to the

    tumultuous events unfolding before them.

    Though

    th e

    Circle

    never acted concertedly d uring

    the Greyhawk Wars, certain"hotspots" received agood

    deal of their a t tent ion. Mordenkainen Bigby andOtto

    fought againstthe Old

    One's

    armyat the infamous

    Battle of

    Cr i twal l

    Bridge, and Draw mij w as instrume n-

    tal in

    organizing

    th e

    flood

    of

    refugees f rom

    th e

    Lost

    Lands to fastnesses in theGood

    Hills.Nystu l

    worked

    primari ly a lone

    in

    besieged Tenh, whileOtto

    an d

    Bigby

    left Mordenka inen in the Vesve

    Forest

    to do what they

    could

    for the

    Iron League.Citing pressing personal

    needs, Rary retreated to histower inLopollaan d

    refused

    to come to the aid of his companions.

    When th epolitical rumblings that signaled the end to

    th e

    conflict reached

    t he

    Free

    City

    of

    Greyhawk,

    th e

    entireCircle was on hand to ensure afavorable outcome

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    to the

    peace process.

    Thei r

    ne twork

    of

    agents researched

    th e

    backgrounds

    of key

    diplomats

    an d

    participants

    in

    the proceedings, and magical divinations were conducted

    to

    unmask

    an y

    would-be saboteurs. Never

    did the

    view

    of those

    scrying crystals tur n inward, however, toward

    th e plansof the single individualw ho could do the

    most

    h a r m to the delegates' cause.

    Rary'streachery that d ay killed Tenser and Otiluke,and

    gainedthe Archmage ofKetev erlasting infamy. Spurned

    from hi s

    family

    by his brother and banned from Greyhawk

    itself

    by

    Mordenkainen, Raryfled

    to the

    Bright

    Desert,

    to

    uncover itssecrets andinauguratea nempire.

    ComingFull Circle

    Since

    the

    war,

    the

    Circle

    h as

    admitted three

    new

    members,

    rounding

    ou t

    their number.From

    the far

    reaches

    of the

    ancient

    lands of the

    Baklunish,

    they courted

    Alhamazad

    the

    Wise.TheodainEriason, the Circle's first true demihuman

    member, came from the Yeomanry. The firstpost-war

    addition, however,

    was the

    most obvious. Warnes Starcoat,

    Counselor

    to theCourtso fUrnst ,had alread y dignified

    himself by

    helping

    th e

    Circlerecover

    t he

    powerful Crook

    of

    Rao from

    the

    clutches

    of the

    Mother

    of All

    Witches,

    Iggwilv.

    Canon Hazen's heroic use of thatartifact in 586

    CY

    vali date d Starcoat's inclusion,

    as did thearchmage's

    crucial role in the horrific circumstances surrounding

    Tenser's

    retur n from the realm of the dead (seeTSR9576

    "The Return

    of the

    Eight").

    In the years since the close of the Greyhawk Wars, much

    has been done

    to

    restabalize

    the

    Flanaess' balance

    of

    power.

    Much work remains, however, and Mordenkainen and the

    Circle have resolved

    to

    ensure that

    it is

    completed.

    Personalities

    The following are

    profiles

    of the

    individual

    mages

    comprising

    the

    Circle

    of

    Eight

    as of

    late

    Spring, Common

    Year

    591.

    Th e Circleis infact a much larger organization than

    implied by its nine mages, and an enterprising DM should

    develop retainers, apprentices, allies and agents as possible

    aides andfoils for her players.

    Fullstatistics and equipmentlistshave not been provid-

    ed .Memb ers of the

    Circle

    can act asmentorsor foils, bu t

    should not be set up as actual opponents of the PCs at any

    time. The Circlecontrols a wide netwo rk of agents.

    Should

    an

    adventurer

    come into conflict with the organi-

    zation,

    s he

    must deal with mid-level intermediaries

    far

    before enc ounterin g one of the puppetmasters. M embers

    of the Circle of Eight haveaccess to a wide variety of

    magical items, including several that modify attributes

    (especially

    Dexteritya nd Intelligence).

    Such

    itemsare

    no t ref lectedin the baseline statistics provided below.

    Alhamazad the

    Wise,Wizl9:

    HP

    51AL

    LN. Str 7. Dex

    13,Con 10,I nt20, Wis 17, ChaR

    Though he now calls th e grea tcityof Zeif hi s home,

    Alhamazad

    th e

    Wise

    was

    born

    in the

    Ekbi r i

    por t

    o f

    Kofeh nearly a century ago. When he came of age, his

    family sent

    hi m

    away

    to

    Ekbi r

    fo r

    t ra in ing

    in the

    civil

    service,

    and Alham azad came to serve at the court of the

    caliph,

    where his apti tud e for the m ystical arts was rec-

    ognized imm ediately. Alhamazad's magical training was

    conducted at the magicalschoolkno wn as the Zashassar

    of

    Ekbir , under

    t he

    unforgiving Masters

    of the

    Elements. A hot-headed lad,h e rebelled againstt he

    strictures of the place and emerged on his own as a free

    magebe fore his education was complete.

    A s a

    young wizard,

    Alhamazad

    t rave led throughout

    h is

    homeland, gaining knowledge

    an d

    experience with

    th e

    mult ipl ici ty

    of Baklunish

    cultures

    an d

    peoples, from

    th e Tiger Nomads in the north to the southern valleys

    of

    Ull.H e explored th e Yatils to pierce th e secretso f

    th e

    M o u n d s

    of

    Dawn with freebooting compatriots

    an d

    sailed th e warm watersof the D r a m i d j to lands only

    spoken of in myths. Years of att end an t service in the

    cour ts of man y local emirs an d pashas

    alike wore heavily

    on the

    mage,

    an d Alhamazad foun d himself increas-

    ingly drawn

    to the

    tenets

    of the

    L a d y

    of Fate. After a foray to the Pinnac les

    of Azor 'alq

    that resulted

    in a fal l

    that broke

    his leg in 553

    C Y ,

    he

    retired

    to the

    city

    of

    Zeif , where

    h e

    became an

    unofficial

    advisor to the

    court of the sultan. He hasremained

    there ever since, gaining a reputation

    as awizened old sageo f Baklunish

    history.

    Whi le

    hestilltravels broad-

    ly, he

    does

    so

    pr imar i ly

    in

    secret.

    Alhamazad's ap pearance is elderly: he is

    thin, frai l , and walks with a pronounced l imp. The mage

    sports a decorated beard and typically wears the plain

    robes of aBaklunish mendicant, donning a simple tur-

    ban atop hi s shaved pate.He supports himself with a

    staff and avoids melee at all

    costs.

    Alhamazad speaks the

    common

    tongue with a thick accent, but is f luent in a

    dozen languages. He is shy and re t i r ing in the company

    of

    others,

    part icula rly foreigners such as easterners,

    whom he f inds clamorous. Alhamazad is a known expert

    in th e f ieldsof summoning an delemental m agicks. He

    is

    k n o w n

    to

    associate with noble elementals

    and is an

    expert

    on

    geniekind.

    Mordenkainen met Alhamazad almost 20 years ago,

    when

    a

    crisis

    in

    Zeif drew

    th e

    Archmage

    of

    Greyhawk

    to the assistance of the old mage. Th e

    a f f a i r

    ended with

    the departure of Alhamazad's trai torous apprentice,

    Kermin Mind-Bender. Mord enkainen an d Alham azad

    havebeen

    fast

    al lies ever since. Alhamazad's primary

    interest is in maintaining Baklucishculture, influence

    an d

    power. As such protection often requires defeat ing

    th e plotsof

    evil mages, cults,

    an d

    extra-planar menaces,

    he has

    found

    common cause with th e Ci rcle of Eight.

    Alhamazad th e Wise is new to theCircleand its poli-

    tics and assuch ha skept hi s distance from th e other

    mages.

    He is

    wary

    o f

    Drawmij , though

    the two

    share

    many

    common interests. Alham azad has displayed

    antipathy

    fo r

    Warnes Starcoat , though there appears

    to

    be no obvious explanation for the cause of his feelings.

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    Bigby,

    Wizl9:

    HP 89, AL N. Str 9, Dex 17, Con 15.

    Int 21,Wis15. Cha 12.

    Th e

    name Bigby

    isfamous

    within sorcerous circles across

    the

    Flanaessironic,

    considering the shy, ascetic nature of

    the mage who bears it, whose penchantformanipulat ing

    the world around him from a distance is legend. Before

    th e

    wars, Bigby

    ha d

    been

    th e

    most reclusive member

    of

    th e Circle of Eight, atte ndin g group meetings, but rarely

    accompanying

    th eCircleo n adventuresor

    missions.

    The

    treachery of Rary,against which he w as the only survivor,

    has changed all of that.

    Once

    timid and cautious, Bigby

    now acts as an ambassador for theCircle,traveling the

    Flanaess in search of new contacts or inform ation.

    Bigby hai ls from the Great Kingdom, where he was

    born in the town ofOldridgenearly 58 years ago.

    His featuresar e

    Oendian,

    with l ight brown haira nd

    dark brown eyes.

    His

    skin

    is

    pale,

    and his

    exceeding-

    ly picky diet has resulted in an almost

    unhealthy gauntness.

    Early in life, Bigbystravels found him in the

    WildCoast,whe re he eventually gained the

    notice

    of

    Mordenkainen. Bigbyis knownto be amem-

    ber of Aerdy'sHouseCranden, and rumors

    have

    long placed Mordenkainen as a d istant scion of the

    same

    bloodline.

    Fo r thatreason, and becauseof

    their shared experiences

    and

    ad ventures, Bigby

    a nd

    Mordenkainen shareafriendship unique among the members

    of the

    Circle.

    When intrigue with Ivid'sCourtW izard, Xaene,

    forced

    Bigby from hi s tower in

    Oldr idge

    in 573 CY, i t

    wa s

    t o

    Onnwal's port

    of

    Scant

    that he

    turned

    hi s

    atten-

    t ion.There,

    he

    posed

    as a

    merchant specializing

    in

    r a re

    commodi t ies ,

    a l l the while bui lding important a l l iances

    within th e

    Iron

    League.Theseconnections ar e especially

    strong in Irongate , where he has the fr iends hip ofCobb

    Darg and the counsel of the city's art if icers , th e c r af ty

    Elayne

    M yst ica

    chief among them.

    Still the ever-thoughtful mage of years past, Bigby

    has seen that extreme amounts of caution often lead to

    inaction, which does

    l i t t le

    good fo r anyone.H is recent

    travels

    have brought him into increased contact with the

    forces of the Scarlet Brotherho od and, thoug h he now

    resides

    in

    Mi t r ik ,

    h is

    love fo r

    th e

    Brotherhood-occupied

    town of Scant has never

    fal tered.

    Drawmij, WizlS:

    HP 81, AL N. Str 7, Dex 16, Con 15,

    Int 22, Wis 17. Cha 9.

    Drawmi jis 63 years old, though he appearsin his late

    twenties

    or

    early thirties.

    H is

    hair

    is

    sandy blond,

    hi s

    eyes

    blue, nearing purple.Thereis an unsettling quality to his

    features, and more thana few acquaintances have

    noticed that something about

    hi m

    seems d ifferent

    eachtime theyare in his presencethe shade of his

    eyes,h is height, or even the thickness and curl of hi s

    hair.

    Still,

    the mageis

    affable,

    andgivenhisprofession,

    littleattention ispaid to what Rary

    once

    termed

    "trou-

    bling inconsistencies."

    Drawmij spends asl i t t le time in Greyhawk as pos-

    sible,

    finding

    th e

    place stifling

    an d

    distasteful.

    He

    prefers the cu l tured ant iqui ty of southern Keoland,an d

    his pr ivateundersea demesnet o that.H is only regular

    terrestr ia l haunt

    is the

    Keoish city

    of

    Gradsul,

    at the

    mouth

    of the

    Sheldomar River .

    Drawmi jhas a

    close

    connection to Duke Luschan of

    Gradsul, a distant cousin to the King of Keoland. The two

    may be kin, evenclosefamily.Reportedly, Dr aw mij also con-

    sorts

    with the Hierophant Sverdras

    Meno,

    a

    powerful

    being

    who

    oversees

    the

    vast Az ure Sea. Meno

    i s

    thought

    to be a

    member

    of the

    mysterious Cabal,

    a

    congregation

    of the Old

    Faith

    even

    more enigmatic than theCircleof Eight. Few

    know that it is the one-time fastness of the hierophant that

    Draw mij has made into his private residence.

    The mage speaks of contacts within the realm of

    Celene,a nd offersth e weaveo f hi sfine robes an dvarious

    artifacts displayed abouthi s home as proof of hisolven

    connections. Whether for reasons of

    politics

    or something

    more sinister, however, few in Enstad admit to any sort of

    relationship with theman.

    Somehow,

    thoughDrawmijha s

    fe w

    know n agents, he manages to report ably to the circle

    on m atters involving Keoland and its client states.

    In

    th e lasttenyears, Draw mij hasfocused his magical

    study upont he scienceof travel and, more specifically, upon

    theories of the manipulation of time. Though he has not

    admitted to ultimate

    success,

    there can be nodenying that

    Drawmij,

    once merely enigmatic, has grown quite eccentric

    of late, perhapsas areaction to anexperiment gone

    awry.

    Jallarzi

    put as

    much forward

    to the assembledCirclein

    their

    mostrecent meeting, but she received only acoolsmile

    from

    the mageand aharsh reprimand from M ordenkainen.

    Drawmij

    met the

    news

    of the

    treachery

    of

    Rary with

    classic

    dispassion. Indeed,

    the

    nascent

    archmage

    appears

    to

    havebeen

    the

    Circlemember least

    affected

    by theeventsof theGreyhawk

    Warsan dReconstruction. He only grudgingly agreedto the

    additionofWarnesandAlhamazed,and

    argued

    steadfastly

    againstexpanding the purview of theCircleto include non-

    humanmembers. Finding Nystul his only ally in the matter,

    however,

    he has

    sincetreated

    the

    olve Theodain Eriason with

    blandacceptance.

    JallarziSallavarian,WizlS: HP 47, AL NG. Str

    10, Dex 18. Con 10. Int 19, Wis 17. Cha 17.

    Jallarzi,

    at 4 2, is theCirclesyoungest mem- .

    ;:v

    ,

    her,

    and its only

    female.

    Born into minor

    nobility

    in the

    Duchy

    of

    Urnst,

    she studied magica s a teen under

    th e mysterious Seer of Urnsta nd

    th e redoubtable WarnesStarcoat.

    Later travels brought

    her to

    Greyhawk.

    There,

    undert he tutelage

    of Tenser, she became the youngest

    mage ever inducted into th e Society

    ofMagi.

    Often considered soft-spoken, her d emeanor has hard-

    ened

    noticeably since she was the first to discover the

    devastation

    on the Day of

    Great Signing

    s ix

    years ago.

    She has sworn vengea nce against

    Rary,

    though she has not

    takenany public action against her one-time com rade. The

    treachery of one so even-mannered as the former

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    Archm age of Ket has triggered paranoia throughout the

    Circle,a nd

    these feelings have affected evenJallarzi.

    Since Tenser was probably her

    closest

    ally in the

    Circle,she now spends less

    t ime

    with he r companions

    than before

    th e

    wars,preferring instead

    to

    conduct

    he r

    research a ndCirclebusiness alone. She hasretained he r

    villa

    in Greyhaw k, and rumors suggest that it is perhaps

    th e

    most heavily magicked building

    in the city,

    outside

    of

    the guildhall itself. She

    stil l

    spends a great deal of t ime

    with

    he r

    f r iends Derider

    Fanshen and

    Matriarch Sarana,

    and

    the dark t imes

    have

    bolstered her

    fa ith

    inPelor.

    Jallarzi

    is an

    extremely busy woman;

    t he

    last year

    h as

    seen he r

    travel

    th e

    Flanaess

    f rom

    Loftwick

    to RelMord.

    S he

    avoids

    t he

    lands

    of the old

    Great Kingdom,

    bu t

    urges

    her political

    f r iends

    to support both Nyrond and the

    Urnst Statesagainst

    the

    tyranny

    to the east.

    Regardless

    of her increased responsibilities, however,

    Jallarzi still takes time to encourage younger mages.S he

    often issoughtout for training purposes. She prefers th e

    coin of Greyha wk in excha nge for tra ining , but she also

    fancies

    magical wands,

    and any

    addition

    to her

    consider-

    ablecollection would be greatly rewarded.

    Jallarzi

    is a tall

    5

    ft. 7 in.) woman of striking features.

    She is nearly purebred

    Suel,

    and her pale skin and curly,

    honey-blonde ha ir have turned the head of more than one

    novice in the

    corridors

    of the guildhall. Sheprefers to

    dress com fortabl y in silks and satins imported from the

    Fa rWest, and though the material would seem to belie an

    opulent lifestyle, sheprefers function over

    style

    in

    cloth-

    ing, often eschewing

    the flowing skirts so

    popular

    in the

    Garden Quarter for simple breeches.

    Jallarzira rely travels alone,fo r

    th e

    pseudodragon,

    Edwina,

    constantly flutters at her side, occasionally

    acting as amessenger int imesof need.T he creature

    is

    fiercely loyal,

    and the few

    attempts that havebeen

    made

    t o

    abduct

    i t

    have

    met with

    dismal failure and, given

    Jallarzi's

    extensive contacts

    in theCity

    Watch, unusually

    harsh sentences.

    Jallarzi remains dedicated to her duty as aliaison

    between

    th eCirclean d

    other powerful mages

    i nNyrond ,

    and

    the new

    leadership

    of

    King Lynwerd

    ha s

    given

    h er

    reason to hope fo r that embattled nation. Th e Flanaess

    remains

    factionalized, however,

    and few aremore

    aware

    o f

    this than Jallarzi.He r greatest

    fear

    is that by choosing a

    single enemy,th eCircleopens itself to severalmore. The

    Greyhawk Wars

    an dtheir

    aftermath have frozen every-

    thing in a kind of

    l imbo.

    It is her belief that the best

    course of action is to wait, and see what starts to thaw.

    Mordenkainen,Wiz20+:

    HP

    106,

    AL N. Str 10,

    Dex 17,

    Con 17.Int23,Wis15. Cha 18.

    Mordenkainen

    is one of the

    mostfeared

    and

    respected living

    mages in the Flanaess.Oncea resident of the

    Wild

    Coast,

    Greyhaw k, and Highfolk, respectively, he has traveled to the

    reaches

    of theexoticFar W est and ventured extensively across

    the

    Flanaess,

    from thelandsof the

    Northmen

    to the

    shores

    of

    the Amedio Jungle. There is scarcely a mage who has not heard

    ofhis exploits or recognized his skill and knowledge of mat-

    ters

    both magical

    and

    political.

    Perhaps

    no

    individual

    in all

    Oeriksees himself

    as

    embodying the spirit of Balance as does Morde nkainen the

    Archmage.Hi s philosophies are

    almost

    entirely one-sided

    on the

    matter,

    an d

    many

    a

    worthy cause

    ha s

    gone

    unan-

    swered by the

    mage's private army,

    th e

    O bsidian Citadel

    (sharing the name of his hidden fortresshome)because of

    hi s

    neutral-minded convictions.

    Mordenkainen's view of balance is no tit-for-tat equal-

    ity, but a highly detailed and extremely th eoretical phi-

    losophy derived from decades

    of

    arcane research.

    He has

    fought

    ardently

    fo r

    th e

    forces

    of

    good

    (most

    recently

    dur ing th e

    Greyhawk Wars),

    but just as

    often

    he has

    been known to work as a shadow player fo r malevolence.

    In

    al l

    things, Mordenkainen prefers

    to

    maneuver behind

    th e scenes, subtly manipulating events to ensure that no

    side gains the upper hand . As a result, the

    a rchmage

    is

    t rusted l i t t le, even among

    th e

    l ikewise-neutral

    Hierophants of the Cabal,w ho

    f ind

    hi s vision of

    Balance

    who l ly self-centered

    an d

    somewhat arbitrary.

    This philosophy has gained the archmage a virtual

    army of enemies,not a

    fe w

    of whom once considered

    him agood fr iend.A m o n g these last can be counted

    Evard

    th e

    Black,

    Terik

    and,

    of

    course, Rary.

    l uz and his

    underl ings,

    particularly

    Kermin

    Mind-Bender, have hated

    Mordenkainen

    f rom

    their

    f i rst

    meeting.

    In

    recent years, Mordenkainen has turned his full

    at tent ion to hisposition as leader of the

    Circle

    of

    Eight.

    The events of the Greyhawk Wars an dtheir afterm ath

    strike

    him as

    prophetic

    of the

    da rk

    t imes

    revealed

    in the

    Tome of the

    Black

    Heart

    discovered so very long ag o

    beneath

    M au reCastle.

    F or decades,he hasbeeiicollect-

    in g

    his thoughts in a work known as the Codex of

    Mordenkainen. Archmages across th e Flanaess would

    give anything to peruse it s pages.

    ance-

    Mordenkainen s tands 5 ft. 11 in. tall, an d appearshalf-

    again younger than his tru e 82 years of age. He wea rs a

    dark beard trimmed to a

    point,

    a nd usually favors black

    satin

    coats, lined in red, over traditional robes. Two years

    ago, Mordenkainen shaved his head, and he has remained

    bald

    bychoice

    ever

    since.H is

    mostimpressive physical

    features are his penetrating eyes. It is said that they

    hold

    hints

    of

    genius tinged with madness,

    a

    volatile combina-

    tion that usually gets Mordenkainen what

    he

    wants

    f rom

    the easily persuaded . He revels in the art of debate,

    thoug h his emotion s can overcome him if he fears defeat.

    Luckily for him, this is a rare occurrence (though alleged-

    ly the

    spike that tore

    a

    r if t

    inhi s

    once-

    strong friendship with Rary).

    Little is known about

    Mordenkainensorigins,particularly;

    th e

    place

    of his birth.

    Rumors place

    him asOer id ian ,perhaps

    Aerdi .

    Someeven say he is of the line of

    Ganz

    Yragerne, making him distant-

    ly relatedto such notablesasZagig j

    Yragerne

    and Heward. He has fe w

    friends,

    and no one in whom he

    completely

    confides.

    H is

    greatest

    passions are for his Art.

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    Nystul.

    Wiz l7: HP 76. AL N. Str 7, Dex

    10,

    Con 15.

    In t

    22 ,Wis1 7.Cha 15.Note:

    Nys tu l

    isprotected by a

    per-

    manentprotection from

    evilspell.

    The

    mage

    Nystuli s a

    rare

    sort.A man of

    allegedly comical

    appearance,

    he

    uses obfuscating magicks

    to

    alter

    his

    appearance

    to something suitable for anygiven situation. Beneath the

    illusion,hi s features are

    atypically

    Flan,

    with

    anolivecom-

    plexion more common

    mOendians

    and a tall, spindling form

    that towers over six and a half feet high. His intellect is keen

    and

    his insight piercing. Subterfuge and intrigue are his

    fortes. Mordenkainen often notes that

    Nystul

    seems some-

    times to

    lack

    a

    well-grounded, rational temperament.

    Nystul

    is not aswell-known asMordenkainen, Bigby, or the others,

    even in hisnative Tenh, where prior to the Great Wars he was

    seenas analoof and eccentric mage from

    Redspan,

    o fpassing

    interest

    to

    Ehyeh

    or his

    court.

    Nystul was born in Tenh 53 years ago to a

    family

    of

    well-connected nobles

    in

    Nevond Nevnend

    w ho

    unfor-

    tunately

    were ambitious

    an dfaced

    with better-connected

    enemies. Despite a good rep utation among man y fellow

    nobles, they could not prevent their

    downfall

    when an

    intrigue with

    the

    court

    of

    Duke

    Pet'yeusaw the

    proud

    clan

    brought low on charges of sedition and insurgency.

    The

    nobles

    of

    Nystul'sHousewere

    tried

    for treason,

    a n d

    the

    House

    was disbanded. Nystul was taken

    a w a y

    from his parents by servants and raised in a small monastery

    bordering the

    Pale. There

    he was taken in by a small sect of

    pacifist Pholtan

    monks living

    n e a r thePhostwood.

    The

    monks raised

    Nystul

    well,

    and

    encouraged

    the

    oft-mis-

    chievous student's talent formagic, particularly that of illu-

    sions. He was given rudime ntary instruction by a wily old

    cleric named Friar

    Nemonicus,

    himself obsessed with the

    powers inherent to light anddarkness.Nystul'spermanent

    protectionfrom evilspell was in

    f a c t

    a gift fromNem onicus.

    Eventually,

    th e monks

    raised

    sufficient

    monies

    to

    send

    Nystul south

    to a

    proper magic

    school at

    RadigastCity's

    well-regarded

    Sorcerous Union,

    There he befriended a

    young

    Otto,

    resting

    from one of his

    occasional sojourns

    to

    the Nyr

    Dyv.Despite

    th e

    arduous experiences

    of his

    youth,

    Nystu l

    managedt o

    come

    away from them witha

    deep concern fo r

    his homeland, and it was to

    Tenhthat

    h e

    eventually returned when he consumed hi swanderlust .H e

    constructed a home in

    Redspan

    and

    took

    on young

    appren-

    tices.

    It w as not

    long before

    h is

    exploits brought

    the

    attention

    of

    Mordenkainen and an

    offer

    of membership in the

    Circle

    of Eight in 571 CY.

    When theWars came to Tenh,

    Nystul

    did his best to

    evac-

    uateRedspanersto

    Urnst

    aswellas to arm his kinsfolk

    against the surprising onslaught from thenorth andeast. Hi s

    visibility rose considerably duringthis time,even

    as

    Ehyeh

    and

    the court made a hasty retreat to RadigastCity and the

    protection

    of

    CountessBelissica. Nystul already

    ha d

    allied

    himself with a little-known organization calling themselves

    the

    Keepers

    of the

    Flan, comprising mages, druids,

    and the

    archaic

    loremasters

    of the

    clans,

    mostof

    whom escaped luz

    and th e barbarians to the

    Rakers

    or the

    Phostwood.

    Nystul

    has

    been working

    to

    recover

    his

    homeland ever since.

    Alone

    among the other members of the Circleo f Eight,

    Nystul

    holds

    thebelief tha t Rary's so-called traito rshipi s

    nothing but a ruse perpetrated either by the Archmage of

    Ke t himself or some greater enemy of the

    Circle,

    with the

    archmage as a dupe. To this end, he has contacted Rary's old

    companion, Torik Redaxesson of Highfolk, who has been

    pushing

    for an

    investigation into

    the

    cause

    of the

    archmage's

    alleged corruption.

    Nystulperceives

    the Old One and his diabolical

    retinue

    a s

    the

    Circle's

    true enemy,and he iseagerto increasethe

    Circle's

    number,

    beyond eight

    if

    need

    be, to

    combat this menace.

    The

    tide

    of

    evil

    and

    tyrann y must

    be

    turned,

    and he

    believes

    it

    should begin where it first

    began

    last time, in Tenh.

    Otto, Clr3 Boccob)/Wizl5:HP 78. AL N. Str16.Dex

    10.Con 15.Int 17. Wis 15.Cha 17.

    Otto hasbeen involved in the a f f a i r s of the Circleof Eight

    since before

    the

    group's existence.

    In

    570, with Robilar's part

    in

    the

    release

    o f

    luz revealed, Mordenkainen sought

    to

    keep

    tabson the

    noble's activities. Since Lord

    Robilar was

    said

    to

    have

    t he

    ability

    to

    discover magical scryes placed upon

    him,

    it was

    necessary

    to

    plant

    a spy

    within

    his

    sizable

    host.

    Having

    found

    Robilar's servant,

    th e

    euroz

    Quij ,

    wholly

    incorruptible (insofar as loyalty to his master was

    concerned), the Archmage of Greyhawk set upon a more

    mundaneplan. Working through contacts

    in the

    Prelacy

    of

    Almor,h e

    drafted

    an aspiring magic-wielding priest of

    Boccob as hismole.So it was

    that

    Otto

    worked

    his way

    into

    Robilar's organization,

    an dontothe

    path

    of

    ev ents that

    would see him as a founding member of the

    Circle

    of

    Eight.

    Otto

    is arotund 53year-oldOeridian with long hair,

    dyed light orange andworn in

    curls.

    A t first glance, he

    appears

    foppish, as suggested by the intricately designed

    silk

    and

    satin robes that round

    out his

    voluminous wardrobe.

    Further study, however, reveals that he is possessed of the

    sharpest of minds, tinged only slightly byeccentricity. At

    times, he acts like the very image of Zagyg, and some have

    suggested that the attention ofthat

    demipower aided

    greatly

    in his rapid adv ance men t in the field of

    a r c a n e

    study.

    1 he magesfirst callingw as to the

    clergy

    of the

    Uncaring

    One,anditwas

    a s

    a Loremaster, in the

    vaunted

    temple

    of

    Boccob

    inChathold,

    that

    he

    spent

    most

    of his

    life prior

    to

    being drafted

    by Mordenkainen. For this reason,h e

    is agood friend of both

    Ravel

    Dasinder of G reyhawk and Riggby,

    who has long since retired

    from

    hi s

    position

    of eminence in Verbobonc.

    Ottoloves

    traveling. Before the

    wars, he

    boasted

    of

    having visited every civilized nation

    in

    the Flanaess (and some considerably less

    civilized,

    for good

    measure).

    He

    claims that

    hi s

    adventures

    are due to his

    love

    of seeingnew and exciting things.Those wh o know him

    well explain that, more than

    t he

    sights,

    Otto

    travels

    to

    exotic lands for the tastesthat might be discovered there.In

    fact, the mage has a specially enchanted cornucopia that will

    reproduce any one meal once per year, with the exception

    that itmust be ameal that

    Otto

    hasingested in the last 36 0

    days.

    Otto

    cherishes

    this item,a nd often willbrave

    hazards

    both

    magical and mundane to expe rience some new culinary

    delight.

    Such

    travels

    have

    brought

    hi m

    further west than

    an y

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    other me mbe r of theCirclesaveMor denka inen , andda rk

    secrets

    learned there have caused him attimes to wonde r at

    the truedr iveof the

    Circle's

    founder .

    Ultimately,Otto's studies have remainedclose to the

    rootshe fol lowed before th e Greyhaw k W ars. He is

    obsessed with

    th e

    s t ruc ture

    of

    magic

    onOerth,

    but , unl ike

    Morde nka i ne n , het akes th e

    unor thodox

    opinion that th e

    form of magic and the form of

    music

    have

    some tel l ing

    sim-

    ilarities.H is first experiments inthis arena involved mixing

    musical

    effects

    with

    mundane

    magical

    spells,

    but he

    has,

    of

    late, taken

    to

    composing

    chi l l ing

    arias, such

    as hisAestrella

    which produce s tunning magica l e ffec ts when sung to perfec-

    t ion. His latest endeavor is a piece for a chamber orchestra

    that ,when played correctly,will open a visual-only gate

    depicting

    th e

    wild forests

    of

    Arborea .

    It isslow

    w ork ,

    bu t

    the commiss ion paidby the Greyhawk Opera Househa s

    allowed him to continue in lieu of ac tua l adventuringor any

    other

    f o rm

    of income.

    Tkodain Eriason,Wizl7: HP 79. AL CN. Str 15. Dex 17.

    Con 13.In t22 . Wis 15. Ch a 16.

    Theodain Eriason

    is the

    f i r s tde mi huma n

    ever

    to

    join

    th e

    Circle

    of

    Eight,

    though

    close

    associations

    have

    been

    ,jp.

    maintainedby theorganization with II

    Prince

    Br ightf lame

    and the Knights

    of Luna, as well as the leadership of

    the Fairdells.

    Eriason is atall,gaunt high el f with

    long black hair streaked with silver.

    His

    complexion is typically pale and his

    dress conspicuous,comprisedof asuit of

    blackand silvercloth embroidered with magical

    runes.H is manner is cold and his mood is often d escribed as

    disagreeable,even

    baneful .This

    appearance

    masks

    a

    keen intel-

    lect

    and a

    passionate desire

    to

    protect

    hi s

    homeland

    and the

    rest

    of

    th e

    Sheldomar

    Valley. His recollection of people and events

    over the last two cen turies is considere d encyclopedic.

    Theodain was born in the western verges of the Dreadwood

    almost three centuries ago. When

    th e

    Yeomanry League wi th-

    drew

    from

    Keoland

    during their wars

    o f

    aggression

    a nd

    declared

    i ts indep endence, his family crossed the Javanand set-

    tled near

    Loftwick.

    Theodain began life as a warrior and spent

    much of his youth patroll ing the Jotens and

    Little

    Hillsf or

    incessant incursions. His father became a

    Grosspokeman

    of the

    league,

    and i t was not unti l the elder Eriason's death in

    470

    CY

    that Theodain

    took

    up magecraf t .He learnedat the feet of the

    elven

    wizard s of the Dreadwo od and spent

    some

    time at the

    magical

    school

    inGradsul before embarking on an

    adventuring

    career

    that would span decades.

    While

    based for

    some

    time in

    th e

    independent town

    ofMelkot in the

    Tors, Theodain

    explored

    th e

    Hellfurnces, defeated

    th e

    plots

    o f

    assassin's guilds

    an d

    elemental cults

    in theHool

    Marshes,

    an d

    even

    w as

    among

    the

    firstto

    explore

    the

    LostPassage

    of the

    Suloisewhen

    it was

    discovered in 576 CY.

    Theodain has taken to the affairs of theCircle with avid

    enthusiasm. He f inds Drawmi j , Nystul,Otto,a nd Jallarzi par-

    t icularly

    to his

    l iking,

    and he has

    enjoyed

    h is

    infrequent visi ts

    to the

    Free

    City. He has

    treated coolly withA lh amazad

    th e

    Wise and Warnes Starcoat, w hom he views with suspicion

    (they, in turn, consider him a

    firebrand

    who all-too-often

    resorts tomorally questionablemethods). In his shorttime

    with theCircle of Eight, Theodain has shown a tendency to

    openly question M ordenk ainen's leadership, suggesting alterna-

    tives and sarcastically pointing out perceived weaknesses, much

    to the

    irri tat ion

    of the

    elder mage. Theodain pushes

    for the

    Circle of Eight and their all ies to take a more active

    role

    i n

    managing

    conflicts in the Flanaess, particularly in the

    Sheldomar

    where he

    supports

    action in

    Geoff

    an d

    Sterich,

    as

    well as interven tion in the Scarlet Brotherhood-created chaos

    enveloping the

    region

    of the

    HoolMarshes.

    Bigby has

    of ten

    joked that in taking in Theodain they have replaced one Tenser

    with

    another.

    WarnesStarcoat.Wiz20:HP 86. AL N. StrH.Dex 18, Con

    16. Int 24. W is17. Cha

    17.

    The man who

    would become Warnes

    Starcoatwa s

    born

    57

    years

    ag o

    in the city of L eukish to m erch ant parents of

    moderate wealth and influence.When he came of age, being the

    third son of four and showing some inclination toward scholarly

    pursuits rather than matters mercantile, Warnes

    was sent south

    to the old

    city

    of

    Seltaren.

    There

    h is

    education

    began in

    earnest

    at the

    Wizardholme

    ofUrnst ,a

    small magical

    sor'etya nd school

    founded

    by

    wanderingSuel

    mages

    many cen-

    turies ago. Warnes progressed quickly, becoming a well-regarded

    generalist

    w izard before his

    thirtieth winter.

    This

    recognition soon brought him anappointmenta s ajunior

    assistant

    to the

    Chief Magical Councilor

    of the

    Duke,

    an

    enig-

    matic figureknow n only as the

    Seer

    ofUrnst. The two quickly

    camea todds (it issaid tha tt he latter practiced dark, forbidden

    rites)

    and Warnes left Urns t fo r the Flanaess and adven ture,

    coming to livein the Free

    City

    o f Greyhawk fo rsome time.

    Warnes

    came to real prominenc e in CY 575,

    after defeating

    the

    plots

    of a certain mysterious magus, known

    only

    as the

    Weird of

    Gnatmarsh.This

    sorceress and her cult had grow n

    wicked and

    powerful

    over the previous

    f ew

    years, espousing the

    worship of various depraved, croaking powers of the

    swamp.

    H er grotesque retinue plaguedthe surrounding

    . . . ,

    , ; . ,

    territory, killing

    and

    maiming men, dwarves,

    and

    elves,

    H

    even

    delving into the

    Celadon.

    When her finaloutrage,

    absolutecontrolof themouthofNesser,proceeded

    unchallenged

    after

    he r

    destruction

    of a

    royal squadron,

    Warnesand acompanyo f allies

    went

    after her.I nwhat

    ha sbecome alegendary m agical duel,he defeatedt he

    Weird i npersonal combat, sinking he rperverse towerinto

    th e

    swamp

    in a

    display

    o f

    crackling energy that drew W arnes into

    the Astral Plane.

    There,

    in an adventure he has yet to speak of, he

    gained

    h ismostprized possession and his namesake,th eStarcoat.

    In 576, Warneswa sappointed Chief Sorcerous Councilor to

    Duke Karll,fillinga vacuum left opena few years earlier by the

    mysterious

    disappearanceof theSeerofUrnst .S ix

    months later,

    he was

    welcomed

    inCountessBelissicas courta swell.

    Warnes

    appearsas agentlemano f great

    refinement.

    His typi- .

    callySuelcomplexion is tanned from many years spent outdoors.

    He wearsa short, well-trimmed beard and afine blackh at with

    adark blue stripe. His m agical coat is black as midnig ht, and

    glimmers like

    the sky on a

    cloudless n ight. -J^-

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    Inz

    Wizards

    in the

    Furyondian province

    of

    Crystaireach

    are ab uzz at th e

    appearance of a magical helix over the

    ruined

    cityofMolag,across the

    Veng

    River. Formerly th e

    capital

    of the

    Horned

    Society, Molag

    ha s

    been occupied

    by

    the

    forces

    of luz

    since

    the

    earlymonths

    of the

    Greyhawk Wars. Thehelix, a huge ghostly shape f l o a t - -

    ing just below

    th e

    clouds,

    is

    said

    b y

    sages

    to

    ma r k

    th e

    location of a powerful magic event, such as the summon-

    ing of a

    greater demon

    or a

    sacrifice

    of

    nearly unimagin-

    able numbers

    o f

    innocents.

    Th e

    exact cause

    of

    this helix

    remains

    unknown.

    Nyroad

    The

    Court

    of His

    August Supremacy,

    Altmeister

    of All the

    Aerdi , King

    Lynwerd I of

    Nyrond,

    has announced

    Grand Celebration of the f if th yearo f

    His

    August

    Supremacy's coronation.The

    celebration will be held in the Roya l

    Capital

    of

    R elMord,

    du r ing

    Growfest.

    Invi ta t ions

    ar e

    being pre-

    paredandwillwesentout by the newly expanded Royal

    MailService. All

    Nyrondese nobil i ty

    an d

    that

    of

    allied

    states

    will

    be

    invited

    to

    par t ic ipate

    in

    this regal event.

    nelsh e

    constructed.

    Brotherhood

    agents slew

    th e

    incum-

    bent

    count and

    occupied

    the

    manor

    in 583 CY.

    Since

    5 86

    CY, rebelliousOnnwallers had tried to recapturet he

    manor unsuccessfully, until

    a

    stormraging

    in off the

    Gearnat veiled their assault.Inside, they discovered a

    sceneof unrivalled butcheryamongstthe

    Brotherhood's

    troops.Several

    of the Onnwallers

    remained inside

    overnight

    to

    investigate an dwere found dead

    th e

    fol low-

    ing morn.Both sidesn ow avoid thearea, unsure of what

    lurks below

    th e

    house.

    Perrenland

    A group of adventurers recently

    reported capturing

    a

    basilisk with

    th e

    stripes, paws

    and face of a

    tiger

    The

    fabulous beast is said to havebe en cap-

    tured

    in the western Yatil Mo untains , just

    last

    month .

    If true, the beast mig ht have considerable

    resalevalueif

    sold

    to the

    TigerNomads.

    The leaderof

    th e

    capture party,

    th e

    gnomish adventurer

    S ir

    Ignat ius

    Nobnose,claims

    th e

    beast

    wa s

    docile when found.

    "Darned

    if I

    know wha t

    the

    thing is,"

    he is

    reported

    as

    saying, "but the Tiger lads will likely pay a pre tty

    penny

    or two for

    it."

    S ir

    Nobnose

    is

    currently seeking adven-

    turers

    to

    escort

    th e

    monster

    to its

    prospective

    ne w

    home.

    Sea Princes

    A magical comm unicationto the Scarlet

    Brotherhood, intercepted b y aprivateer

    in

    service to the Iron League,

    warns

    of a

    new

    power

    in the

    chaoticHold

    of the

    Sea Princes. A former Touv slaveknown

    asUtavoth e

    W ise holds

    the

    southern Duchy

    of Berghof as asanctuaryfor hundredsof

    freed

    slaves and

    so-called

    savages,

    imported by the

    Brotherhoodduring

    the

    Greyhawk Wars.Utavo

    and his men

    slew

    th e

    Brotherhood

    agents

    in

    th e

    lakeside town

    of Kusnir, andhave

    sent peace

    envoys to the

    marodin,

    theinhuman lake-people who

    inhab-

    it the

    depths

    o f

    Lake

    Spendlowe.

    Verbobonc

    Political

    unrest between

    th e

    Viscounty

    and

    t he

    gnomishFreeAssembly

    of

    the KronHillsh as

    reached

    n ew

    levels.

    With th e Free Assembly's recent with-

    drawof support, it is unlikely Langard

    willbe capable of mendingthisr if t quickly.

    Trade continues

    to

    thrive between

    the

    Kron

    Hillsand the

    Viscounty. Guildm aster Eslabone N ervan our announ ced

    the winner of the woodcraft com petition. Jacob

    Hangerstand's work, amarvelous chest witha carvedrelief

    of

    the olven

    father,

    Corellon

    Larethian,

    has been declared

    the finest work produced in a decade.

    Silverthorn

    of

    Obad-Haih as

    blessed

    this

    gift

    of

    beauty

    for Her Fey

    Majesty

    of

    Celene."#-

    Oaawal

    The

    demesne

    of

    CountCadwale,

    the

    "TunnelingCount,"h as again risen to

    prominence

    i n

    Onnwal.

    T he

    long

    dead

    noble (thought to beh orrif ically ugly

    diseased

    but in

    fact handsome

    an d

    fanati-

    ju t his privacy) w as renown for

    th e

    tun-

    or

    :al

    ab c

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