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Table Of ContentsChapter 1: Greyhawk's World 2 Chapter 5: Geography of the Flanaess 138Chapter 2: Folk of the Flanaess 5 Chapter 6: Power Groups 156Chapter 3: The Path of History 13 Chapter 7: Greyhawk's Gods 164Chapter 4: Gazetteer of the Flanaess 17 Appendix: The LIVING GREYHAWK™ Campaign ... 191

CreditsDesign: Gary Holian, Erik Mona, Sean K Reynolds, Frederick Weining

Editing: Roger E. MooreProject Coordination: Erik MonaCreative Director: Richard Baker

Cover Art: William O'ConnorInterior Art: Joel Biske, Vince Locke

Interior Cover Heraldry: Daniela CastilloCartography: Dennis Kauth, Rob Lazzaretti

Art Direction: Robert RaperTypographer: Victoria L. Ausland

Project Manager: Josh FischerProduction Manager: Chas DeLong

Playtesting; John Amos, Jeff Bolger, Brannon W. Boren, William "Skip" Clarke,Kevin Ford, Ed Gibson, John Grose, Dana Harrod, Keith Hoffman, Brady Hustad, Scott Jacobowitz,

Kevin Kulp, Eric "Bato" Montgomery, Brett Paul, Justin Price, Jeff Simmons, Mark TempletonSpecial Thanks: Noel Graham, Joe Katzman and the GEC,

Eric O'Brien, Lisa Stevens, Denis Tetreault, Robert Wiese, Skip Williams

Based on the original DUNGEONS & DRAGONS® rules created by E, Gary Gygax and Dave Arneson, and the new DUNGEONS& DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Will iams, Richard Baker, and Peter Adkison.

Based on the original GREYHAWK® campaign by E. Gary Gygax, Carl Sargent, and Roger E. Moore.

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Oerth is but one world among many, separated eitherby the gulfs of space, the invisible ether, or the fragileveils of reality. The craft and persistence of magicdefines the nature of Oerth. Throughout recorded his-tory, magical conflict and restoration have shaped thisworld. Some of these magic-driven events touch uponthe history of other worlds, and portals sometimesopen between Oerth and alien spheres. Few otherworlds boast the magical profundity of Oerth, andmany strange beings are found there, drawn by the lureof the supernatural. The majority of such entities maketheir homes far from the sunlit skies of Oerth's surface,preferring to live secretly in lightless caverns below,where they may thrive and plot unseen.

If the paths of the underworld are hidden fromview, the wise may still turn their attention to theheavens. All know that the sun travels once aroundOerth every 364 days, visiting the Twelve Lairs of theZodiac in an appointed round that never varies. Thepale Great Moon, called Luna, waxes and wanes infixed cycles of 28 days each, upon which the monthsare based. The aquamarine Lesser Moon, Celene, fol-lows a path that reveals her full beauty but four timeseach year, thus showing the time for civilized festivals.Both Mistress and Handmaiden, as the greater and

TABLE 1: STANDARD WEEK (FLANAESS)Day TaskStarday Work

Sunday Work

Moonday Work

Godsday Worship

Waterday Work

Earthday Work

Freeday Rest

TABLE 2: DOZENMONTH OF LUNA AND THE FOUR FESTIVALSCommon Elven Nomads Season

Needfest Midwinter

Fireseek Diamondice Tiger Winter

Readying Yellowillow Bear Spring

Coldevert Snowflowers Lion Spring

Growfest

Planting Blossoms Frog Low Summer

Flocktime Violets Turtle Low Summer

Wealsun Berrytime Fox Low Summer

Richfest Midsummer

Reaping Goldfields Snake High Summer

Goodmonth Sunflowers Boar High Summer

Harvester Fruitfall Squirrel High Summer

Brewfest

Patchwall Brightleaf Hare Autumn

Ready'reat Tinklingice Hawk Autumn

Sunsebb Lacysnows Wolf Winter

Each month has 28 days. Each festival is seven days long.

The G R E Y H A W K campaign depicts a magical l and atthe crossroads of countless possibilities. The mostfantastic of many worlds, Greyhawk's world of Oerthis a place where powerful creatures contest withhumanity and other races, where good folk struggleagainst evil, and Law wrestles with Chaos, Oerth is aworld of magic, mystery, and the imagination.

The gem of this world is the city of Greyhawk, ateeming metropolis that attracts heroes and villainsalike. Warriors, merchants, wizards, beggars, clerics,sages, and thieves fill its streets in search of highadventure.

The GREYHAWK campaign centers on the Flanaess,a multinational land emerging from a dark period ofwar. Its people face each new day with growing opti-mism, but evil lurks in shadowed caverns and deca-dent courts. The final outcome of this intrigue is everin question, and new heroes must always be found tokeep their realms from destruction.

The LIVING GREYHAWK™ Gazetteer is more than aguide to a world of fantasy and marvels. It is an intro-duction to a completely new concept in roleplayinggames. The ROLE PLAYING GAME ASSOCIATION® Net-work's LIVING GREYHAWK™ campaign is an immensegame played out in regional events throughout thereal world. This book provides more than enoughinformation to create a DUNGEONS & DRAGONS® cam-paign to last for years, but it also forms a commonstarting point for thousands of players who will shapethe future of Oerth in the RPGA® Network's interna-tional LIVING GREYHAWK campaign. Details on how tojoin this exciting campaign appear in the appendix.

The world of GREYHAWK encompasses the Flanaess,the easternmost portion of the vast continent ofOerik, on the sphere of Oerth. Scholars from theFlanaess are certain that Oerik is the greatest ofOerth's four continents, and that four great oceanssurround these lands, as do four layers of the heavensand four depths of the underworld. Yet, even in thisbenighted age, almost nothing is known of the landsbeyond the Flanaess, and little is understood of theregions above and below. Such knowledge is of smallimportance, claim the high and the mighty, forclearly the lands around Greyhawk form the centerof all enlightenment and civilization. Some folksquestion this assumption, and they yearn to exploretheir world and its challenges.

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Oerik

lesser moons of Oerth are also known, are held to beworlds in their own right, though few claim to havemet any visitors from those lofty realms (or, for thatmatter, to have visited those alien worlds personally).

Climate and SeasonsThe Flanaess is exceptionally blessed in regard to itsweather. Outside of the northern latitudes, the wintertemperatures seldom fall below freezing, except duringthe two winter months, and at night during earlyspring and late autumn. In the depths of winter comea few days when the temperature reaches the freezingpoint, then gradual warming begins. The northeastand north-central regions tend to be considerablycolder, for the seas of those regions cause winter tolinger about twice as long as it does in the heartlandof the Flanaess. An important exception to this is theDramidj Ocean, whose strange, warm currents mod-erate the climate of the lands that border it.

Autumn, winter, and spring are rather short sea-sons, but summer in the central Flanaess lasts five ormore months. Prevailing winds are from the north-east in the winter and autumn, and the east and south-east at other times. Most areas of the Flanaess havesufficient rainfall to assure abundant crops.

Geographic DivisionsThe focal point of the G R E Y H A W K setting is theFlanaess, with the city of Greyhawk near its center.

The Flanaess can be divided into nine broadly definedgeopolitical territories, most of which coincide withold national identities that once dominated thoseregions. The exception here is the southern region ofisolated lands, some of which are not part of theFlanaess proper (for example, Hepmonaland).

Baklunish West (former Baklunish Empire)Survivors of the Invoked Devastation settled thesetemperate prairies, forests, and coastal lands aboutone thousand years ago. Largely separated from therest of the Flanaess by the great Yatils, Barrier Peaks,and Crystalmist Mountains, these realms are a strong-hold of Baklunish culture.

Bitter North ("Old Blackmoor")The lands north of the Yatil Mountains, from theDramidj coast to the Dulsi River, make up the BitterNorth. The climate in this region of steppes andconiferous forests varies from cool to frigid, makingthis a sparsely settled area home mostly to nomads,orcs, and goblins, except in Perrenland.

Western Nyr Dyv ("Old Ferrond")The lands from the Nyr Dyv to the Yatils are an oldstronghold of Good in the Flanaess. Humans ofOeridian and Flan descent, dwarves, and elves con-tribute to the vigor of these nations. The rich soil andthe pleasant climate, combined with healthy trade

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The modern Flanaess is defined by the great migrations of the Oeridian, Baklunish, and Suloise races of humanity.

relations with their neighbors to the east, south andwest, make this a strong and wealthy region.

Sheldomar Valley ("Old Keoland")The fertile Sheldomar Valley is almost completelyenclosed by mountains until it reaches the Azure Sea.Two great rivers, the Sheldomar and the Javan, waterthese lands between the Crystalmists and the Lort-mils. The climate here is warm and mild, and manyelves, dwarves, gnomes, and halflings live in peacealongside Suel, Oeridian, and Flan farmers and lords.

Empire of luz ("Northern Reaches")The evil demigod Iuz has expanded his territory fromhis original realm north of Lake Whyestil to includemost of the land from the western edge of the VesveForest across the north-central Flanaess to the cur-rent war zone of Tenh. These lands are generallywilderness dotted with ruined human towns andactive orc lairs, with a cool to temperate climate.

Thillonrian Peninsula("Barbarian North")

This isolated, mountainous region at the northeast-ern edge of the Flanaess is home to many barbarians.These northern Suel call their land Rhizia, which hasa ruggedly beautiful landscape of high mountains,coniferous forests, and deep fjords. The climate issubarctic, with rocky soil and a brief growing season.

Old Aerdy West ("Old Nyrond")These lands between the eastern Nyr Dyv and theline marked by the southern Rakers are temperateand fertile. Folk of Oeridian, Suloise and Flan her-itage dwell in relative harmony here. This area wasonce yeah, part of the Oeridian-dominated GreatKingdom, but it broke away to become the kingdomof Nyrond (now reduced in size).

Old Aerdy East (former Great Kingdom)The lands south and east of the Rakers and north ofthe Vast Swamp, off to the Solnor coast, were oncethe heartland of Aerdy, the Great Kingdom. Theselands are rich and their climate pleasant, though longyears of civil war and oppression have damaged theeconomy. Many orcs and goblinoid races live amongthe numerous, warlike Oeridians here.

Isolated RealmsThese strange lands include the deadly Sea of Dust, thejungles of the Amedio and Hepmonaland, the TilvanotPeninsula, and many islands along the eastern coast.These regions are little known to most inhabitants of theFlanaess. People of Suloise descent are found throughout, particularly on the Tilvanot Peninsula, but otherraces of humanity are also present (for example, the darkTouv of Hepmonaland). Most of these southern regionsare hot and suffer frequent storms. Hepmonaland is actu-ally a minor continent, the smallest of the four on Oerth.

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widespread in their culture, and trade and explo-ration are major pursuits.

Settled Baklunish favor bright patterns and gaudycolors in clothes, typically with gowns and robes orelse long coats with short breeches. Lower classes usethe same colors with a long one-piece garment supple-mented with other garb. Nomadic Baklunish preferclothes with several pastel colors, enjoying fancy gar-ments enhanced with puffs, slashes on sleeves to showcontrasting colors underneath, and superfluous trim.When traveling or making war, the nomads insteadwear rough items of leather, hide, or cloth, bearingshields or banners indicating clan allegiance.

Many skilled wizards are Baklunish, includingexperts in elemental magic, divination, and summon-ing and binding spells (used on extraplanar beings).Cooperative spellcasting is practiced by many of theclergy, particularly among the desert mystics.

FlanPure Flan have bronze skin, varying from a lightcopper hue to a dark, deep brown. Flan eyes are usu-ally dark brown, black, brown, or amber. Hair is wavyor curly and typically black or brown (or any shadebetween). The Flan have broad, strong faces andsturdy builds.

The Flan were the first known humans to live ineastern Oerik, and it is from them that the Flanaessgets its name. Although evidence exists that theyonce had settled nations, those vanished long ago.The Flan had been a nomadic people for many cen-turies when they were displaced by Suloise and Oerid-ian invaders. Large pockets of Flan live in what arenow Geoff, Tenh, and the Barrens. The Tenha arepure Flan, and the coppery Rovers of the Barrensnearly so. The people of Geoff and Sterich also showstrong Flan heritage, as do the Stoneholders, Palish,and certain Perrender clans.

The Flan have always been strongly tied to the nat-ural world, as they were nomadic hunter-gatherersfor so long. They see nature as an entity to berespected but not controlled, and this is reflected intheir myths, legends, and culture. Many Flan believethe season of a child's birth affects later life, and cer-tain customs and taboos must be observed annually.Modern Flan still have a preference for the outdoors,and those who live in cities usually raise gardens andflower beds. A tree is planted at the door of a Flanhome, and the health of that tree is believed relatedto the welfare of the family. Storytelling is a favoritepastime, and most families have ancient oral folkloreand legends to pass on.

The ancient, nomadic Flan wore simple clothing ofanimal skins: belts, breechcloths, capes, robes, andfootwear (boots and hard-soled slippers). Body paint-ing and tattoos were common methods of personal

HumansSix major races of humanity share the vast Flanaesswith numerous nonhumans. Unmixed human racesexist in several enclaves, but for the most part theSuel, Flan, Oeridians, and Baklunish have mixed toform a variety of blended types.

Race is given little importance by intelligent folk,particularly in the central lands, though some royalcourts promote particular racial types. Each raceappears to have developed ages ago in isolation fromall others, with its own pantheon of deities, language,and culture. In practical matters of exploration, trade,adventure, and war, color and race have little meaning.

BaklunishThe Baklunish have skin of golden tones, andstraight, fine-textured hair that is universally dark,ranging from dusky brown to bluish black. Theireyes are usually green or gray-green; hazel and grayeyes are rare. They tend to be long of limb and facialfeature, with high cheekbones.

The Baklunish once held a great empire on the west-ern side of the Crystalmists and Barrier Peaks. TheInvoked Devastation ruined their empire, for whichthe Baklunish retaliated with the Rain of ColorlessFire, burning the Suel Imperium to ash. Most surviv-ing Baklunish moved north or west, to the borders ofthe old empire and beyond. The inhabitants of Ekbir,Zeif, Ull, and the Tiger Nomads typify the straightBaklunish strain, while the Tusmites and the Paynimsshow mixed ancestry. The Wolf Nomads are oftendarker from intermarriage with the Rovers of the Bar-rens. The Ketites are the least typical Baklunish,having pale yellow, golden-brown, or tan complexionsas a result of Suloise and Oeridian ancestry.

The Baklunish, unlike the Suloise, retained muchof their culture after the fall of their empire. Honor,family, generosity, and piety are fundamentalvirtues. Use of their classical language, Ancient Bak-lunish, in religious observances, higher learning,and the fine arts has preserved their ancestral tradi-tions. The Baklunish have many customs and taboosderived from their great knowledge of astrology, andtheir dependence on horses adds many beliefs andtraditions regarding their honored steeds, particu-larly among the nomads. Singing and dancing are

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decoration, and these traditions are still practiced bythe Rovers of the Barrens (who prefer yellows andreds). Modern Flan tend to dress in what is currentlyfashionable, but they favor bright primary colors insolid arrangements.

Flan wizards normally work in harmony withnature, avoiding destructive magic. A few delve intothe necromantic arts of the ancient Ur-Flan, but suchpractices are shunned by respectable folk. Manyprefer protective and divinatory spells, a practice thatstems from their traditional roles of guardingnomadic tribes and helping them survive. Flan cler-ics are often druids, who are more accepting of agri-culture than they once were. Like the sun god, Pelor,many Flan deities have strong "natural" aspects.

OeridiansOeridian skin tones range from tan to olive; brownand auburn hair are common, though some individu-als have hair as light as honey or as dark as coal. Like-wise, eye coloration is highly variable; brown andgray are seen most often. Oeridians tend to havesquare or oval faces and strong jaw lines.

After inhabiting what is now Ull for generations,barbaric Oeridians were driven east by orcs and gob-lins employed as mercenaries by the Baklunish andSuel. The migrating Oeridians were able fighters andbattled their way across the Flanaess, driving the Suelbefore them and allying with the Flan, elves,dwarves, and other peoples. Nearly pure Oeridiansare seen in Perrenland, Furyondy, North Kingdom,Sunndi, and Onnwal.

The most powerful empire in the modern Flanaesswas created by a conquering tribe of Oeridians, theAerdi, who subjugated and assimilated all who opposedthem. Ancient Oeridians were fierce warriors, yet theyalso were self-sacrificing and loyal. These traits are notas evident today, bur many Oeridians do remain tem-peramental and prone to violence. They have a prefer-ence for strict social order, usually fitting themselves atthe top, and their military traditions are strong. Aggres-sion is often channeled into political conflict and sub-terfuge. The Oeridian skill at warfare is unsurpassed,and many folk have a hard-learned respect for it. Inpeacetime, they are practical, hard working, and notinclined to intellectual pursuits.

Oeridian dress normally consists of a short tunicand close-fitting trousers with a cape or cloak, tai-lored for ease of movement. Aerdi and NyrondalOeridians favor plaids and checks, with ovals or dia-monds in the south and west Colors and patternsonce showed clan allegiance, but this practice isfading in favor of personal color preference.

Following their warlike tendencies, magic-usingOeridians focus on battle-oriented spells, as well asthe enchantment of magic items useful in combat.

Spellcasters have a hard-nosed, practical attitude, andthey are generally hawkish and outgoing. Manystrive to be leaders or masters. Magic is often used forpragmatic purposes, too, such as construction, irriga-tion, and iron-forging.

OlmanThe Olman have skin of a rich red-brown or darkbrown color. Their hair is always straight and black,and their eyes are dark, from medium brown to nearlyblack. Olman have high cheekbones and high-bridgednoses, a trait less strong in those of common birth.Some nobles still flatten the foreheads of their young,for a high, sloping shape is considered beautiful.

The Olman originated on Hepmonaland, raising anumber of city-states from the jungles of that land.Through centuries of warfare, they built an empirethat spanned northern Hepmonaland and reachedacross the Densac Gulf to include the Amedio Jungle.Internal strife and wars with another human race,the dark Touv, caused them to abandon their oldcities. Many Olman migrated to the Amedio, wherethey maintained their civilization for several morecenturies. Ultimately, these cities also fell to thecurses of civil war and supernatural upheaval, untilmost Olman reverted to barbarism.

The Olman are now concentrated in the jungles ofHepmonaland, the Amedio, and their namesake OlmanIsles. Many are enslaved in lands held by the ScarletBrotherhood. Others have escaped to otherwise uncon-trolled regions such as the western end of the SeaPrinces' lands, which they now control and defend.

What sort of culture the Olman originally had isobscured by their early adoption of the ways of aliengods. These beings made the primitive Olman theirfollowers, encouraging them on the bloody path ofritual warfare and human sacrifice. The OlmanEmpire was a hybrid of monarchy and theocracy, withhereditary emperors and warlords ruling alongsideclerics and astrologers. Modern Olman have a tribalculture, with a cleric or hereditary chief leading eachtribe. Many still practice annual human sacrifice to thedimly remembered Sky Gods, while lesser ceremoniesrequire simple bloodletting and the offering of ani-mals and plants. Their warlike nature is persistent butunrefined, colored by their harsh jungle environment.They still practice ritualized warfare, often collectingheads or animating corpses, but they prefer to usestealthy raids and ambushes against their enemies.

While Olman clothing tends to be simple andmonocolor, such as a split skirt, loincloth, or shawl-like upper garment, they have fantastic methods ofdecoration, using beads, stones, feathers, bones,metal, and wood. These items decorate their clothes,weapons, and especially ceremonial items such aselaborate headdresses.

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Baklunish, Flan, Oeridian, Olman, Rhennee and Suloise humans.

The Olman favor magic that damages many oppo-nents in visibly graphic ways. They also choose div-ination spells that allow them to understand theworld around them and perhaps comprehend theomens of their distant gods. Magic that protects orheals others is very rare.

RhenneeThe complexion of Rhenn-folk ranges from olive totan; their hair is usually curly and tends to be black ordark brown. Most have eyes of gray, blue, or hazel,but green is known in some families. The Rhenneeare generally short but strong and wiry, with menaveraging 5 ft. 6 in. and women less.

The Rhennee are not native to Oerth; rather, theyare accidental travelers from another plane orworld, citizens of a lost homeland they call Rhop.Their legends say that they appeared first in theGreat Kingdom, in or near the Adri Forest. Pursuedby monsters and hostile Aerdi, they fled west to theshores of the Lake of Unknown Depths, where theytook to life on the water. They now expertly ply thegreat rivers that cross the Flanaess and migratebetween the three great lakes (though WhyestilLake is lately unsafe for travel). Rhennee are fairlycommon on the waterways of the central Flanaessand near inland shores and banks. A few secret,inland encampments are said to exist, and here mayalso be encountered their rare, land-dwelling

cousins, whom they derogacively refer to as theAttloi. The mutual distrust and antagonism betweenthe Rhenn-folk and other peoples of the Flanaesshave kept the Rhennee relatively unmixed withother races, though the Rhennee do bring childrenof other human races into their families.

Little is known of the original culture of the Rhen-nee, as they were absent from the Flanaess before 450years ago and entered their current lifestyle to escapepersecution. The Rhenn-folk are masters of inlandsailing and navigation, and they love their nomadicand adventurous life. Music and gambling arebeloved amusements. Certain Rhennee say they arenobles and have great authority among their kind.Men nearly always become warriors; some womenbecome sorcerers, "wise women" whose skills andknowledge make them the subtle masters of Rhen-nee society. Rhennee men can be quite chauvinistic,and their women manipulative.

Rhennee have a wide reputation as thieves, andmost do learn roguish skills as children, practicingthem primarily upon outsiders. Their secrecy andbad reputation cause most people to dislike theRhennee, and the feeling is mutual. They survive byferrying goods and passengers, fishing, hunting, sell-ing their crafts, and illegal means (theft and smug-gling), although they put forth the least amount ofwork needed to accomplish their goals. They follow acode of conduct that has different restrictions for

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dealing with others of their kind versus non-Rhen-nee outsiders, who may be lied to and cheated.

These people dress in muted colors, and each adultmale has a set of homemade leather armor of goodquality. The cut and style of their clothing is simpleand functional, eschewing the fashion-minded con-cerns of other races. Their leatherwork is exceptional.

Of the Rhennee, only the female students of "wisewomen" become spellcasters. (Clerics are unknownamong them.) Wise women prefer charms andillusions, practicing divination as well. They likespells that deceive or confuse people, especiallyenchantments like love potions or (very) minor pro-tective charms that can be sold to the foolish,unwary, or greedy.

SuloiseThe Suel have the lightest coloration of any knownhuman race of the Flanaess. Their skin is fair, with anatypical proportion of albinos. Eye color is pale blueor violet, sometimes deep blue or gray. Suel hair iswiry, often curly or kinky, with fair colors such asyellow, light red, blond, and platinum blond. TheSuel tend to be lean, with narrow facial features.

The Suel Imperium was located in what is now theSea of Dust. Wicked and decadent, this empire wasdestroyed during a war with the Baklunish when thelatter brought down the Rain of Colorless Fire,Suloise survivors fled in all directions, many cross-ing the Hellfurnaces into the Flanaess, where theymet other Suel who had fled the long war much ear-lier. Some evil Suel were forced into the extremecorners of the Flanaess by invading Oeridians. Thebarbarians of the Thillonrian peninsula are pureSuel, as are the elite of the Scarlet Brotherhood. Thepeople of the Duchy of Urnst and places in the Lord-ship of the Isles are nearly so.

The Suel Imperium was governed by contestingnoble houses, and the fleeing bands that enteredthe Flanaess were often led by nobles with theirfamilies and many retainers. The modern Suelretain this affinity for family, although they oftenuse a very narrow definition of the word to includeonly siblings, parents, and children. A few Suel cantrace their lineage all the way back to the days oftheir empire.

The ancient Suel Imperium was exceedingly cruel,This trait surfaces in the modern day, for more thanone Suel organization openly plots against otherpeople of the Flanaess. Fortunately, most Suel haveavoided this dark legacy, having inherited the rela-tively minor flaws of being opinionated, selfish, andblunt. Many also tend to be prideful and unwilling toadmit flaws or personal hardships. They have a pas-sion for study, especially in regard to magic, andmany Suel wizards become incredibly powerful.

Traditional Suel dress includes wide-legged pan-taloons and loose blouses (vests in the south), both insolid colors. Most individuals use one color only,with nobles using two or more as appropriate to theirHouse. The style of clothing is adapted to the cli-mate; Suel in the far north wear furs or thick wool,with capes, mittens, and furred boots. The Suel likelarge pins, brooches, emblems, and other adorn-ments, a few of which are ancient heirlooms.

Heirs of a highly magical society, the Suel stillhave an aptitude for most types of spellcasting. Suelwizards often become masters of spells that involvetransmutation. They also perfected a number of bind-ing spells and created many items used for control-ling and dominating other beings. For instance, it isthought that a long-dead Suel emperor made theancient and terrible orbs of dragonkind.

ElvesThe elves (olve in Flan) are slight of stature (averaging5 feet) and fair of complexion. Hair and eye col-oration vary by kindred. High elves are usually dark-haired and green-eyed. The noble gray elves haveeither silvery hair and amber eyes, or pale golden hairand violet eyes (the second type commonly calledfaerie or fey elves), The hair color of wood elvesranges from yellow to coppery red, and eye color is ashade of hazel or green. Wild elves are the smallest ofthe elven folk, but otherwise resemble the woodelves. Finally, the valley elves appear to be taller ver-sions (of nearly human height) of the gray elves.

Elves were present in the lands east of the Crystal-mist Mountains for uncounted centuries prior to therise of the first human kingdoms there. Slowlydriven from open country to more secluded andbetter defended strongholds by the growing strengthof both human and nonhuman folk, elves still held anumber of forest and upland realms at the time of theTwin Cataclysms. The invading humans, orcs, andothers pressed them further, until some prominentelven realms made military and political allianceswith dwarves, gnomes, and halflings, and even withcertain major human tribes (usually Oeridian).Today, elves are dominant in Celene, Sunndi, High-folk, the Vesve Forest, and the Lendore Isles.

Elves are concerned with life itself and spend longperiods contemplating natural beauty. Long-lived andcurious, they enjoy exploration and remember much.Their frolics are usually joyous events, though somegatherings have a melancholy tone. The fine arts aremuch appreciated. Elves measure kinship in terms ofbroad, ethnic divisions, though family bloodlines, par-ticularly among the nobles, often cross these ethnicboundaries. Valley elves are unique in that they haveno social relationship with other elves in the Flanaess,being hated by them for unknown reasons.

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Elves normally attire themselves in pale foresthues, though they favor more intense colors in urbansettings. Generally, males wear a blouselike shirt overclose-fitting hose and soft boots or shoes, while femalesfavor a frock with sash, or a blouse with an ankle-length skirt. Hunting garments are typically in neu-tral colors like shades of brown, tailored for silentand easy movement. Gray elves wear complex gownsand flowing robes of pure white, sun yellow, andsilver and gold set off by polished leather of contrast-ing colors, accented by jewels. Wild elves usuallywear kilts, boots, and rough shirts. All elves favorcloaks, especially when traveling, typically gray orgray-green.

Elves are fascinated by all types of magic, especiallyillusions and charms. They also produce superior andelegant magic garments, weapons, and armor.

Half-elves are the offspring of humans and elves.They are highly versatile but not always welcome inelven or human society. They are disproportionatelyrepresented among adventurers as a result.

DwarvesThe dwarves, called the dwur by the Flan, have twomain subdivisions. The more common hill dwarveshave complexions of deep tan to light brown, withhair of brown, black or gray. Eyes are of any color saveblue. They are solidly built, though seldom exceed 4feet in height. Mountain dwarves are somewhat taller,with lighter coloration. All dwarves are bearded.

The dwarves do not speak of their origins to out-siders, so little of their ancient history is known.However, it is understood that they once had greatunderground halls in the northern Crystalmiststhat were destroyed by the Invoked Devastation.Their last High King perished in the aftermath, andthe clans have ever since been sundered. Led bylords and princes of differing noble houses, thedwarf clans allied with elves and gnomes during theSuel and Oeridian migrations, and even joinedhumans of reliable disposition to defend their terri-tories. In the present day, dwarves are found inrugged mountains and hills, particularly in the Lort-mils, Glorioles, Crystalmists, Iron Hills, Principalityof Ulek, and Ratik.

The dwur are perceived as materialistic, hard work-ing, and humorless. They tend to be dour and taci-turn, keeping themselves separate from other folk,but they are also strong and brave. In wartime theyare united and willing to see victory at any cost, butprone to avenge old slights and reject mercy. Theyjealously defend the honor of their clans and fami-lies, and greatly revere their ancestors, building elab-orate monuments to them. Yet, their chief love isprecious metal, particularly gold, which they workwith great mastery. Some dwarves suffer from an

affliction called gold-fever, when their desire for thesubstance becomes so overwhelming that it con-sumes their souls. The tradition of dwarven honordemands that leaders dispense treasure to their loyalfollowers, and the inability to do this is a sure sign ofgold-fever. Dwarves also place great value on theirlong beards, often braiding them and twining themwith jewels and gold wire. It is a terrible dishonor tobe shorn.

The traditional garb of dwarves is woolen trousersand a belted linen tunic, with a hooded cloak or capeworn over all. Their boots are of heavy leather, withor without buckles. Colors are a mixture of earthtones and loud, check-patterned hues. They alsofavor leather accoutrements, fitted with as manyjewels and precious metals as they can hold. Femalesand males usually dress identically, except on certainceremonial occasions when females wear a tabardlikeovergarment, while males don their best embroi-dered work aprons.

Dwarven elders hold the secrets of their race'smagic, best exemplified by their magnificent armor,weapons and tools. They also oversee the construc-tion of monuments and tombs, many of which havemagical traps and curses of great cunning.

GnomesGnomes (noniz in Flan) are solidly built and musculardespite their height. (Most gnomes stand just over 3feet tall.) Two major groups of them exist: rockgnomes (the most commonly seen) and deep gnomes(who live far underground). Rock gnomes are brown-skinned and blue-eyed, and almost all adults havelight hair with a tendency toward male baldness.Males are most often bearded, though not so much astheir dwarven cousins. Their facial features are a bitexaggerated compared to human norms, with promi-nent noses and eyebrows and leathery skin. Deepgnomes are hairless and wiry in physique, with grayor gray-brown skin.

Rock gnomes of the Flanaess have their origins astrappers and herders in the remote wooded highlandsof the north. Their southward expansion began only afew centuries before the Invoked Devastation, bring-ing them into lands populated by other races. Theirlairds and chieftains recognized the authority of elvenor dwarven sovereigns, but discouraged any minglingof peoples until the Suel and Oeridian migrationsencouraged cooperation between races. Most gnomesinhabit great burrow communities in the Lortmils andKron Hills, and east in the Flinty Hills.

The history of the deep gnomes is unknown toothers, as they are so isolated and little seen. Theirhomeland is said to be a vast kingdom within a miles-deep cavern, where they are ruled by a wise andbrooding monarch.

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Gnomes are possessed of sly humor and earthywisdom. Measuring the practical value of things asseen by the gnomes against the pretensions of othercultures, their wit is often revealed in inventive andembarrassing ways. Their creativity is not limited topractical jokes. They are fine craftsmen who appreci-ate precious stones and make beautiful jewelry, alongwith woodwork, stonework, and leatherwork ofexcellent quality; they invent and experiment often.Seldom avaricious, gnomes take equal pleasure inmusic and story, food and drink, nature and hand-made things. Most gnomes are not prone to cruelty,though their lively jokes may sometimes makethings appear otherwise.

Rock gnomes in the Flanaess tend to dress in darkcolors, favoring earth tones but enjoying stripes andbrightly dyed hats, belts, and boots. Males usuallywear high-collared shirts or blouses with trousersand boots, and a double-breasted coat worn over all.Females wear high-necked blouses with aprons orruffled skirts, often with a matching jacket. Theirhunting garments are colored with mottled greensand browns intermixed. Deep gnomes are almostnever seen unarmored, but are known to wearsimple, dark tunics and aprons in their dwellings.

Famed primarily for their use of illusions, somegnome magicians are also master toymakers and arti-ficers. Others are superb weavers, dyers, or tailors,

Rock Gnome, High Elf, HillDwarf,Orc, and Lightfoof Halfling

who can create clothing that will improve the appear-ance of the wearer or even alter it completely.

HalflingsHalflings, called hobniz by the Flan, have three dis-tinct types. The primary group is the lightfoot, thetypical halfling found in the Flanaess. Lightfootsaverage just over 3 feet tall and are ruddy faced, withhair and eyes in various shades of brown. The nextmost common sort are the stouts, somewhat shorterthan lightfoots and having broad features and coarsehair. Last are the tallfellows, who are taller, slimmer,and have fairer complexions than lightfoots. Mosthalflings have wavy or curly hair. Some, particularlystouts, also grow hair on their cheeks.

Halflings originally occupied small settlements inthe river valleys of the west-central Flanaess. Theyspread slowly into other territories, so that by the timeof the Suel and Oeridian migrations, few were north ofthe Gamboge Forest or east of the Harp River. They arecommon in much of the Sheldomar Valley, interactingfreely with humans, dwarves, elves and gnomes. His-torically, they prefer to dwell in stable nations ruled bystronger folk. Today, halflings are found in much of theFlanaess, but they still favor the central and westernregions from the Urnst states to the three Uleks.

Halflings are clever and capable, whether they arehard-working farmers or tricky rogues. Most halflings

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are curious and daring, getting themselves intotrouble as often as they get themselves out of it.They have great appetites for food, drink, and col-lecting things. They love fun, get along well withalmost anyone who will at least tolerate them, andenjoy travel and opportunities for excitement.

Halflings prefer to wear knee-britches and tunicsor shirts, often with vests. Males wear coats and highcollared shirts on formal occasions, while femalesdress in a bodice-covered shift and long skirts. Shirtsand britches are often striped in alternating brightand dark colors. They dress themselves in gnomestyle when hunting or at war, wearing clothing ofmottled greens and browns.

The best-known halfling magic is culinary. Manyhalfling foods are made to retain their freshness forlengthy periods, and they use herbs with healing andother medicinal properties. However, most halflingspells are defensive and protective in nature.

GnollsGnolls, which the Flan call kell, are big, nocturnal,hyena-headed scavengers who band together veryloosely. Their packs are riddled with infighting andtreachery. Filthy and vile, gnolls are also strong androam widely through every clime, threatening outly-ing areas. They take slaves but always look for more, asgnolls tend to eat them. Some of their largest and mostfeared warbands include the Scarsavage, Gashclaw,Lowgorge, Foulpelt, Retchtongue, and Battlehowl.Many gnolls dwell in the Pomarj and in Bone March.

HobgoblinsHobgoblins, also called hoch jebline ("high goblins"),are larger and more disciplined than orcs. Theirtribes always fight to determine dominance, but oncethis order has been established the tribes frequentlywork together. Some of the most successful tribes arethe Rippers, the Leg Breakers, the Skull Smashers,the Flesh Renders, the Marrow Suckers, the Flayers,and the Slow Killers. A great many hobgoblins live inthe western part of the Empire of Iuz, and some inBone March.

OrcsEvil orcs, or euroz, are all too common across theFlanaess. Undisciplined, bestial, and savage, orcshave severe tribal rivalries and do not cooperateunless controlled by a very strong leader. Majortribes include the Vile Rune, the Bloody Head, theDeath Moon, the Broken Bone, the Evil Eye, the Lep-rous Hand, the Rotting Eye, and the Dripping Blade.Orcs are frequently encountered as mercenaries inthe Empire of Iuz, Pomarj, Bone March, and acrossNorth Kingdom. Orc-ogre crossbreeds are particu-larly dangerous and are known in several areas.

Half-orcs (the children of orcs and humans) areusually born under unhappy circumstances inborder areas between orc and human cultures. Darkof mood and nature, many half-orcs achieve renowndespite their rejection by their parents' folk andmany others. In this regard, they are similar to themuch rarer half-ogres.

GoblinsGoblins, or jebli, are insidious nighttime raiders aver-aging 4 feet in height. More powerful creatures usu-ally dominate them, though all goblins swear fealtyto the name of the local goblin king. The names oftheir best-known tribes include Night Terror, DeathFeast, Black Agony, Poison Wound, Bitter Ruin, andDire Oath. Goblins are scattered across the Flanaessin hundreds of places.

KoboldsThe kobolds, also named celbit, are small, vicious, reptil-ian scavengers, picked on by every larger race. Theirmost numerous tribes include the Torturers, theImpalers, the Gougers, the Cripplers, and the Mutila-tors. Like goblins, they are found in many places,

Other FolkCertain huge, wicked races gather only in loosebands that are highly unstable, though often large insize. Members of these races are strong and fierce,and some prefer to ally with or dominate otherwicked folk rather than associate with their ownsavage kindred.

The most vicious of these beings are the trolls,called truknt. Trolls are without fear and often bandtogether with the eiger, as ogres are known; trolls canalso be found as guardians in gnoll dens. Stupid,huge, murderous ogres readily join orcs or gnolls toraid and plunder. Buchveer, the hairy goblinoid bug-bears, assume mastery of smaller goblin communitieswhenever it suits them.

Beyond these groups are centaurs, sprites, giants,dragons, lizardfolk, bullywugs, and uncounted othernonhumans on the fringes of civilization. Most dohumanity no good, though some ignore the civilizedworld in the main and a few, such as centaurs, aresometimes allies.

Five primary languages are spoken across the Flanaess,with Common the most prevalent. Most folk aremultilingual, though barbarians and the uneducatedoften speak but one tongue. Adventurers alwaysknow Common and learn additional languages in theusual manner.

Baklunish, Ancient: An ancestor of Common,

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Baklunish bears its offspring little resemblance.Many colloquial Baklunish dialects (some used bythe Paynims) are based upon the classical languageand collectively called Low Baklunish. Ancient Bak-lunish, however, is the standard literary form of thelanguage and is used in religion, mythology, andpoetry. It is also the language of all official docu-ments and courtly proceedings west of the Yatils.Despite this, Common is widely known and used inthe west, especially by traders and the educated.

Common: A combination of Ancient Baklunishand the dialect of Old Oeridian spoken in the GreatKingdom was the basis of this traders' tongue. Begin-ning centuries ago as Middle-Common, the languagecontained many obviously Oeridian elements, andthe contributions of Baklunish grammatical struc-ture and vocabulary are clearly identifiable. Regionalvariations were also pronounced, but all these ele-ments became blended and standardized during theyears of Aerdi dominance, resulting in the birth ofthe Overking's Common Tongue, later simply calledCommon. Any traveler must learn Common or begreatly handicapped. Very often, a language must betranslated into Common before it can be translatedinto another language.

Flan: Doubtless the oldest language still spoken toany considerable extent, Flan is used by the Tenha in acorrupt form, and Rovers of the Barrens have a strangeversion of it. A stagnant language, it is hard to translatemodern concepts (such as magic terms) into Flan.

Oeridian, Old: A young language, Oeridian tookin few outside influences until a few centuries ago.As a result, translation into any language exceptCommon is difficult at best. Many books and docu-ments of the Great Kingdom were written in OldOeridian, and in the far east the language is stillwidely known and used in speech and writing.

Suloise, Ancient: This ancient and widespread lan-guage became all but extinct after the Rain of Color-less Fire destroyed the Suel Imperium. Today it israrely spoken, even by the few scholars who know thetongue. The infamous Scarlet Brotherhood are one offew that continue its use. It exists in its written statefor those who would delve into the surviving arcanetomes of the Suel people. Transliteration into moderntongues or alphabets is difficult, and dangerous whenused in spellcasting, for the significance of certaininflections has been lost over the centuries.

Dialects and sublanguages worthy of note follow.Those who speak related languages have some chanceto understand dialects, but little chance to compre-hend distorted, mixed tongues.

Amedi: Only Suel natives of the Amedio Junglespeak this corrupt form of Ancient Suloise. Its fewwritten symbols are Suloise alphabet characters.

Cold Tongue: This dialect, also known as Fruz, isAncient Suloise with Flan admixture, spoken by Ice,Snow and Frost Barbarians. It has no relation toCommon, and even speakers of Suloise find it diffi-cult to understand.

Druidic: The druids' tongue of the Flanaess sharesroots with Flan, but it is specialized and static, focus-ing only on the natural world and agriculture.

Ferral: Ferral is an old Oeridian tribal languagespoken only by officials of the Iron League. Ferral isused for military command and identification pur-poses and is not a living language. Many fear thatinfiltration by agents of the Scarlet Brotherhood hascompromised this code-tongue, but a magic-lacedversion is being developed in Irongate.

Keolandish: This widespread dialect of Old HighOeridian has local admixtures. It is spoken in andaround Keoland.

Lendorian: This obscure dialect of Suloise (influ-enced by Common and full of nautical terms) wasspoken in the Lendore Isles by humans before theywere deported by elves in 583 CY. Only human re-fugees know it now. It has no relation to the ColdTongue and is not written.

Lendorian Elven: A peculiar new tongue that onlyhigh and aquatic elves of the Lendore Isles know, thismight be a divinely inspired language. It is thick withreligious and philosophical terms, and it cannot belearned in the normal manner. It seems to appear inthe minds of elves who go to the Lendore Isles.

Nyrondese: This High Oeridian dialect of Commonis spoken in rural areas of Nyrond. It is the primary lan-guage of peasants, shopkeepers, and other commonfolk who distrust outsiders. Learned folk speakCommon as well.

Olman: Olman slaves taken by the Sea Princes orScarlet Brotherhood speak this strange tongue, as theirmasters hated it. Its huge, complex "alphabet" is really avast set of pictographs. It is heard most often in thewestern Sea Princes' lands and in the Amedio Jungle.

Ordai: This dialect shared by the Wolf and TigerNomads bears some resemblance to Ancient Baklun-ish, but it is most similar to dialects spoken amongthe distant Paynims. Its written form is based onBaklunish script.

Rhopan: The language of the Rhennee, Rhopan isalso called "Rhennee cant" because it borrows manyterms from other languages, including the argot ofseveral thieves' organizations. It is not related to anyOerthly tongue.

Ulagha: The language of the Uli is a debased formof colloquial Baklunish.

Velondi: This Old Oeridian tribal tongue isknown to rural folk near the Furyondy-Velunaborder. Those who speak only Common cannotunderstand it. It has no written form.

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The commonly understood history of the Flanaessbegins just over one thousand years ago, when thegreat conflict between the ancient Suloise and Baklu-nish empires forced massive migrations eastwardacross, around, and even under the western moun-tain ranges. This resulted in the mixture of races andcultures that defines the modern Flanaess.

Tales of the era before the migrations are fragmentaryand poorly understood. Did monstrous creatures ruleOerik before the advent of humanity? Did the greatraces of humans, elves, dwarves, and the like arise by fiatof the gods or journey here from elsewhere? Did theelves raise humanity to civilization, or did humansachieve this on their own? Did the Flan once have theirown empires and civilizations? Who built the oldesttombs in the Cairn Hills, the half-buried ruins in theBright Desert, or the deserted stone cities in the GriffMountains? Where were the fabled realms ruled byJohydee, the Wind Dukes of Aaqa, Vecna the Whis-pered One, the High Kings of the dwarves, or the elvenKing of Summer Stars? What became of the mysteriousIsles of Woe, and who dwelled there? No one knowswith any certainty.

Even histories of the early years of the migrationsare unclear on many points. The Oeridian tribal realmof Thailand was so thoroughly absorbed by the king-dom of Aerdy that it survives only in name as theThelly River. The ancient kingdom of Ahlissa, ruledby the Flan and easily conquered by Aerdy, is knowntoday only for its founding wizard-queen, Ehlissa theEnchantress, and a magical nightingale she made.(The Flan here have almost vanished through inter-marriage.) So it goes for much of recorded time.

What is presented here is a history of the landaccepted by most learned authorities and understoodby almost anyone with a rudimentary education. Thecurrent time is the Common Year (CY) 591, which isalso 1235 OR (Oeridian Record), 6106 SD (SuloiseDating), 5053 OC (Olven Calendar), 3250 BH (Baklu-nish Hegira) and 2741 FT (Flan Tracking).

Note: When calculating Common Years prior tothe Declaration of Universal Peace in 1 CY, remem-ber that Common Year reckoning has no "year zero."Thus, the time elapsed between 5 CY and -5 CY isonly nine years, not ten. The most successful union of Suel and Oeridian came

in the Sheldomar Valley, where Keoland was foundedeighty years after the Twin Cataclysms. The SuelHouses of Rhola and Neheli joined with Oeridiantribes on the banks of the Sheldomar and pledgedthemselves to mutual protection and dominion of the

but the end result of their final war haunts even themodern day. After decades of conflict, the SuloiseMages of Power called down the Invoked Devastationupon the Baklunish, resulting in an apocalypse socomplete that its true form remains unknown. Entirecities and countless people were purged from Oerth,leaving few signs of the great civilization that thrivedfrom the Sulhaut Mountains to the Dramidj Ocean.

In retaliation, a cadre of Baklunish wizard-clerics,gathered in the great protective stone circles knownas Tovag Baragu, brought the Rain of Colorless Fireupon their hated enemies. The skies above the SuelImperium opened, and all beings and things beneaththis shining rift in the heavens were burned into ash.So terribly did these attacks plague the world thatthey have come to be called the Twin Cataclysms, aterm understood by nearly every resident of theFlanaess. The Dry Steppes and Sea of Dust are geo-graphical reminders of this unbridled magical power,now lost to all people—perhaps for the better.

Thousands survived the early years of the Suel-Baklunish conflict by fleeing east over the Crys-talmists. The Oeridians, a confederation of barbarictribes in close proximity to the warring empires, tookthe wars (and attendant raids from orc and goblinmercenaries in the employ of both sides) as a sign tomigrate eastward in search of their ultimate destiny.They were the first large group to enter the lands ofthe Flan, which they termed the Flanaess.

Suloise refugees soon followed, sometimes work-ing with the Oeridians to pacify the land, but moreoften warring with them over which race would dom-inate it. For over two centuries, Suel and Oeridianfought for control of the region from the Crystalmiststo the Solnor Coast. Many Suloise were debased andwicked, and they lost most of these battles and werepushed to the periphery of the Flanaess.

Though some Baklunish folk migrated eastward,many more fled north toward the Yatil Mountains, orto the shores of the Dramidj Ocean, where theirancient cultures flourish to this day. The very nonhu-man mercenaries the Oeridians had sought to avoidfound themselves swept up by these migrations.Many of the foul creatures that now plague the Flanaessarrived following the Oeridians and Suel. These rene-gade mercenaries trailed after human migrants insearch of plunder, food, and slaves.

The root cause of the animosity between the SuelImperium and the Baklunish Empire is lost in time,

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The Rain of Colorless Fire

western Flanaess, an agreement that set the course ofhistory for the region for the next nine centuries. Ofall the new realms formed during those tumultuousdays, only Keoland remains.

Farther east, the most powerful of all Oeridiantribes, the Aerdi, reached the Flanmi River. Fromthere they spread outward again, conquering indige-nous peoples and fellow migrants alike. In time, thekingdom of Aerdy ruled the whole of the easternFlanaess and moved its borders westward. One hun-dred and ten years after the defeat of the last mean-ingful threat to Aerdi sovereignty, at the Battle of aFortnight's Length, the leader of Aerdy was crownedas overking of the Great Kingdom. Overking Nasranalso marked the birth of a new calendar, and with theDeclaration of Universal Peace, the sun arose in theeast on the first day of the first Common Year. Thewrit of imperial Aerdy eventually encompassed hold-ings as far west as the Yatils, controlling the southernNyr Dyv with a small garrison at an insignificanttrading post known as Greyhawk.

From 213 CY on, the Aerdi overkings grew lax,caring more for local prestige and wealth than for theaffairs of their vassals in distant lands. This periodwas called the Age of Great Sorrow. As each sover-eign passed, he was replaced with a more dimwittedand less competent successor, until the outerdependencies of Aerdy declared their independence.

The darkest chapter in the history of Aerdy began in437 CY. In this year, the upstart House Naelax mur-dered the Rax overking, inaugurating a series of grue-some civil wars called the Turmoil Between Crowns.Within a decade, Ivid I of Naelax was recognized as theundisputed overking of all Aerdy. As Ivid was rumoredto be in league with powerful evil Outsiders, the Mala-chite Throne of the Great Kingdom became known asthe Fiend-Seeing Throne, and the once mighty andupright empire became a bastion of evil and cruelty.

The lands of the Flanaess soon became acquaintedwith an altogether less subtle form of evil with the riseof Iuz, in the Northern Reaches loosely aligned withFuryondy. In 479 CY, a minor despot in the HowlingHills left his domain to his "son," a being known as Iuz.Within a handful of years, Iuz had conquered hisneighbors, setting up a small realm for himself. Talestold by refugees entering Furyondy spoke of unmiti-gated evil: Iuz was building a road of human skullsfrom the Howling Hills to his capital, Dorakaa. Worse,divinations and rumors marked Iuz as the offspring ofan unholy union between necromancer and demon; hewas seen to be a half-fiend towering 7 feet in height,driven by a thirst for blood, destruction, and conquest.

Political struggles within Furyondy prevented theking from acting decisively in this period, when theevil of Iuz might have been permanently checked,Instead, the cambion lord flourished until 505 CY,when he appeared to vanish from Oerth. In truth,Iuz was imprisoned beneath Castle Greyhawk by theMad Archmage Zagig Yragerne, former lord mayorof Greyhawk. In Iuz's absence, orc tribes and disloyal

The viceroyalty of Ferrond led the way, becomingthe kingdom of Furyondy. Other regions also brokeaway from the ineffectual government of the overk-ing over time, creating their own governments afterachieving success in their wars of rebellion.

By 356 CY, the ruling dynasty of Aerdy, the CelestialHouse of Rax, had grown especially decadent. In response,the western province of Nyrond declared itself free ofthe Great Kingdom and elected one of its nobles as kingof an independent domain. Armies gathered from allloyal provinces of Aerdy to suppress this brazen act. Atthis time, however, barbarians from the ThillonrianPeninsula raided the Great Kingdom's North Province,forcing the overking to divert troops from the westernfront. Nyrond easily survived and thrived.

The Kingdom of Keoland awoke from a long slum-ber in the third century, expanding to dominate itsneighbors. This short-lived Keoish empire lasted almosttwo centuries before far-flung wars and internal strifelaid it low. The outer dependencies declared theirautonomy, and Keoland resumed its peaceful isolation.

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former subjects squabbled for control of his lands,allowing the forces of weal to rest for a time.

Three developments kept Furyondy and its alliesfrom complacency. First, part of Iuz's leaderlessrealm soon broke away to be ruled by a nearly equalevil, the Horned Society.

Second, the notorious Horde of Elemental Evilarose, a collection of cultists and villains headquar-tered at a temple south of the town of Verbobonc. TheHorde was the puppet of Zuggtmoy, Iuz's abyssal con-sort, who instructed it in bizarre teachings at thebehest of her absent lover. The Horde's banditry wasfinally vanquished in 569 CY at the Battle of EmridyMeadows, where Prince Thrommel of Furyondy ledforces from Furyondy, Veluna, Verbobonc, and otherrealms in victory and the destruction of the temple.Adventurers put down an attempted resurgence ofthe Temple of Elemental Evil in 579 CY.

Third, faithful orc and human servants of Iuzbecame zealots dedicated to their absent lord. Intime, the leaders of these cults devoted to Iuz dis-played magical power, igniting Furyondy's worstfears. In 570 CY, a meddlesome warrior-adventurernamed Lord Robilar freed Iuz from his imprison-ment. Iuz returned to his lands more powerful andwicked than ever before, with an unholy priesthoodleading his forces in his unholy name.

The years from Iuz's return to the Greyhawk Wars(570-581) are often seen in retrospect to be the prel-ude to later conflict. Several destabilizing forcescame into play, upsetting the old balance of power inthe Flanaess. The most insidious of these powers wasthe Scarlet Brotherhood, a secretive monastic orderfirst reported in 573 CY, the same year in whichPrince Thrommel of Furyondy, hero of EmridyMeadows, vanished from the world.

Semiregular skirmishes between Aerdy's SouthProvince and Nyrond erupted into open hostilities inearly 579, when Overking Ivid V made war againstthe so-called "Golden League" (Nyrond, Almor, andthe Iron League). Though this dreary war lastedthrough to the end of 580, it resolved nothing exceptto drain the coffers and manpower of both Aerdy andNyrond, leaving them weakened when continentalwar erupted in 583.

The ravaging of the Shield Lands by both theBandit Kingdoms and Horned Society in 579-583 CYsimilarly served to weaken this entire region, leavingthe Shield Lands in ruins. Iuz took note of this andmade use of it in his grandiose plans for conquest.

An important though seldom noticed event tookplace in 581 CY, when an agent of Vecna, the Whis-pered One of ancient Flan legend, struck down the

entire Circle of Eight (see Chapter Six). The Circlehad acted subtly as a balancing agent for years, pre-venting any one power from dominating too much ofthe Flanaess. Though the Circle's leader, Mor-denkainen, returned his colleagues to life using pow-erful magic, the group was in disarray when waragain erupted in the distant north in 582.

In 582 CY, the god Vatun appeared to his subjectsamong the barbarian tribes of the Thillonrian Penin-sula. Ancient legend predicted that the return ofVatun, who had vanished centuries ago, would signalthe birth of a barbarian empire in the north. Unfortu-nately, this particular "Vatun" was actually Iuz, whip-ping the northmen into a war frenzy.

The barbarians invaded the Hold of Stonefist,which allied with them after Iuz ensorcelled SevvordRedbeard, the Master of the Hold The combined hostthen smashed through the Griffs and into the duchyof Tenh, which was swiftly overwhelmed. The barbar-ian alliance soon crumbled, but the damage was done;Tenh and Stonefist belonged to the Old One. Return-ing to his homeland, Iuz then conquered the HornedSociety, Bandit Kingdoms, and Shield Lands in quicksuccession. Furyondy was invaded, and much of itsnorthern territory was captured and laid waste. Iuzheld the northern Flanaess in a death grip.

Taking advantage of the chaos, Ivid V ordered theGreat Kingdom's armies to muster, with the intentionof paying back his foes for centuries of impudence. Thewar that followed was staggering in scope and conse-quence. Almor was utterly destroyed; Nyrond wasinvaded; Sunndi was conquered. The nobles of theGreat Kingdom fell upon one another, terrified of theirinsane overking and eager to steal the lands of theirneighbors. In the chaos, Medegia was despoiled andRel Astra attacked by the Great Kingdom's own mili-tary. Ivid attempted to ensure loyalty by having hisgenerals and nobles assassinated and reanimated asintelligent undead (animuses), with all the abilitiesthey possessed in life. He in turn was also assassinated,though the church of Hextor restored him to undead"life," after which he became a true monster known asIvid the Undying.

The madness of war bred more war. In 584, southof Greyhawk, a half-orc named Turrosh Mak unitedthe vile nonhuman tribes of the Pomarj. Mak'sarmies boiled north, conquering several of the citiesof the independent Wild Coast, then capturingnearly half of the Principality of Ulek. The appeals ofPrince Corond of Ulek to Yolande, the elven queenof Celene, fell upon uncaring ears. Celene closed itsborders to even its most trusted allies, refusing to letelf blood fall in human wars.

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This same year, decade-old paranoia regarding theScarlet Brotherhood came true, as advisers in courtsthroughout the Flanaess were found to be Brother-hood agents. The Lordship of the Isles, Idee, Onnwal,and the Sea Princes fell under the influence of theScarlet Sign, from treachery or invasion. Barbariansfrom Hepmonaland and the Amedio Jungle were usedto secure captured lands. The Brotherhood wasrevealed as an evil, racist order dedicated to preservingthe culture and purity of the ancient Suel Imperium,without regard to the lives of others.

For three years, the whole of the Flanaess flewbanners of war. Nations fell as new empires wereborn. Demons and devils from the Outer Planeswere summoned en masse by Iuz and Ivid V, andhundreds of thousands of mortals died. Finally, thebattle-weary combatants gathered in Greyhawk todeclare peace. Harvester 584 CY was to see the sign-ing of the Pact of Greyhawk, fixing borders and man-dating an end to hostilities.

On the Day of the Great Signing, however, Grey-hawk suffered a great treachery: Rary, one of the Circleof Eight, destroyed his companions Tenser and Otilukein a great magical battle, then fled. Many suspectedthat the former Archmage of Ket had hoped to holdthe ambassadors hostage, perhaps capturing Greyhawkitself in the process. Instead, he and his cohort, LordRobilar, went to the Bright Desert to form their ownkingdom. Fearing further disruptions, the delegateshurriedly signed the Pact of Greyhawk. Ironically,because of the site of the treaty signing, the great con-flicts soon became known as the Greyhawk Wars.

The "Year of Peace" (585 CY) saw little of the sort. Warraged in the Principality of Ulek against orc invadersfrom the Pomarj, and efforts to retake Sterich were ini-tiated in the west. The Circle of Eight was brought tofull membership once more and began acting againstevery power its wizards perceived as tyrannical or dan-gerous to the common welfare.

In the fall of 585 CY, King Archbold III of Nyrondwas almost assassinated by his younger son,Sewarndt. Fighting erupted in the capital, but Arch-bold's eldest son, Lynwerd, won the day, taking thethrone in Fireseek 586. In 587, King Lynwerd incor-porated much of ruined Almor into Nyrond, but henow struggles to maintain his tottering realm in theface of staggering difficulties.

In Coldeven 586, Canon Hazen of Veluna employedthe Crook of Rao, a powerful artifact, in a special cere-mony that purged the Flanaess of nearly all fiendsinhabiting it. Outsiders summoned by Iuz, Ivid, orindependent evils fell victim to this magical assault,which became known as the Flight of Fiends. King

Belvor III of Furyondy quickly joined Canon Hazenin declaring the Great Northern Crusade, an ambi-tious military action aimed at regaining land lost to Iuzduring the Greyhawk Wars. By the end of 588 CY, thearmies of Furyondy had restored the nation, as well asCritwall and Scragholme Isle in the old Shield Lands.The destruction and debauchery revealed as Iuz'sagents fled sickened the crusaders, king Belvordeclared eternal war upon the Old One, pledging tosettle for nothing short of the complete destruction ofIuz himself. Raids against Iuz from Furyondy and theShield Lands continue to the present.

Wars on the border of Iuz's empire burned in theeast as well. Iuz's control over the ruler of Stoneholdended in 588. Swiftly afterward, a many-sided warbegan in Tenh, involving the mutually hostile forcesof Iuz, Stonehold, the Pale, and Tenha expatriates.The war goes on today.

Immediately after the Flight of Fiends, it wasannounced in Rauxes that Ivid V was no longer overk-ing, though it was unclear if he had actually died. Con-flict engulfed the capital in a matter of hours as manyof Ivid's generals and nobles, filled with rage andambition, marched upon Rauxes. No one can explainthe events that followed, but the city itself was soonengulfed in a strange magical field. Few willinglyapproach Rauxes now, given the bizarre eldritchforces that prevail where the ruined city stands.

The provinces of the broken Great Kingdom arenow reunited, but into two mutually hostile powers.In 586 CY, Herzog Grenell of North Provincedeclared himself overking of the Great Kingdom ofNorthern Aerdy. Overking Xavener I rules theUnited Kingdom of Ahlissa (founded in 587) fromhis new capital of Kalstrand. Both leaders would liketo destroy each other, but financial problems andinternal power struggles have forced them to devotetheir energies toward rebuilding their armies andinfrastructure. Sunndi, the largest surviving memberof the Iron League, became a kingdom in 589.

The Scarlet Brotherhood gained much in the Grey-hawk Wars but suffered later reversals. In 586, thepeople of Onnwal rose up against their occupiers, reduc-ing the Brotherhood's holdings to the capital, Scant. Ideewas lost to Ahlissa in 587, and the Hold of the SeaPrinces collapsed in a bloody civil war that began in 589CY. Still, the Lordship of the Isles remains under theScarlet Sign, and agents of the Brotherhood creep intocourts across the Flanaess, sowing their evil plots.

The Flanaess today stands on the verge of a dynamicnew age. The last decade has seen terrific wars, refugeemigrations, the rise and fall of whole nations. Theexploration of foreign lands is on the rise, trade is surg-ing upward once more, and opportunities for heroism(and profits) are unlimited. The Flanaess awaits thosewho would seize its adventures and shape its future.

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This section details the major civilized and barbaricstates of Eastern Oerik. It must be stated that the mate-rial here cannot be considered wholly complete oraccurate. Rumors, legends, and third-hand accountsare often all the knowledge that even the Circle ofEight has to work with regarding some realms, as aresult of the extreme hostility of those areas. Evendirect information is often fragmentary and based onthe words of untrustworthy spies, smugglers, diviners,and adventurers.

In short, the traveler must beware of anything saidabout the rest of the world. If you cannot predictwhat waits for you in an alley a block from where yousit, you will know even less about a land that is manydays' journey away.

Not included in this chapter are the followingpolitical groups.• Very small independent or semi-independent

strongholds of a few thousand citizens or less (suchas fortified human or halfling towns, undergrounddwarf or gnome communities, and tiny island-states). Usually such places are isolated from therest of the civilized world and beyond the easyreach of any army. Details on certain larger nonhu-man realms are included in other sections (forexample, the Glorioles kingdom of the dwarves inthe section on the kingdom of Sunndi).One notable minor realm is the underground "city-

state" called Garel Enkdal, located in the westernmostarm of the Griff Mountains near Stonehold. Someexplorers estimate the population here to be inexcess of twenty-five thousand orcs, with significantnumbers of ogres, orc-ogre crossbreeds, half-orcs, andother beings. Garel Enkdal is not well known outsidethe northeastern Flanaess, and the kingdom interactslittle with the rest of the world except to attackhunters, trappers, scouts, and herders of Stonehold.It could pose a major threat to Stonehold but appar-ently is content to keep to itself. Gruumsh is themajor deity here.

Also excluded from this gazetteer are orc- or gobli-noid-dominated enclaves such as Blackthorn in theGnarley Forest; legendary realms such as Esmerin (amountainous land where halflings and giants are saidto live together in peace); "faerie kingdoms" of spritesand such in the Axewood, Silverwood, Menowood,and Welkwood; and those bizarre places known asFading Lands, where other planes of existenceintrude upon the material world.

Human-dominated castles and strongholds holding

no allegiance to outside powers are fairly commonacross the Flanaess. Between the Orcish Empire ofthe Pomarj and the Domain of Greyhawk, along theBuffer Zone, are several independent strongholds,notably Castle Mastryne and Pascorel (the townknown for its Cockatrice Riders, a bandit cavalry).Any of the hills and major forests could hold adozen or more similar spots, even deep within theterritory of a major state like Keoland. Chaoticlands such as the Empire of Iuz doubtless hold manytiny holdings whose lords refuse fealty to all, such asthe notorious, lich-ruled "Dahlvier's County" nearthe Fellreev.

Small independent towns such as Dullstrand,Dustbridge, and Knurl, which have little overallpolitical effect, are excluded in this gazetteer thoughthey do trade with, raid, or otherwise interact withthe outside world to some degree. Brief details onthese towns are included in other sections.• Loosely organized barbarian tribes that do not

interact significantly with the rest of the Flanaess.These groups can be nomadic or only partially so,including human tribes in the Burneal Forest,Bright Desert, Amedio Jungle, Sea of Dust, andnorthern Hepmonaland; cavemen in the westernmountains, particularly the Crystalmists; sylvan elfand grugach bands in deep forests like theHornwood, Gnarley Forest, Celadon Forest, orGrandwood; and minor humanoid or nonhumantribes of lizard men, aarakocra, bullywugs, beast-men, centaurs, kech, gnolls, mongrelmen, yuan-ti,and so forth.

• Nomadic races and ethnic groups who are civilizedbut stateless, particularly the migrant Rhennee ofthe waterways of the central Flanaess. Severalgroups descended from the Bandit Kingdoms ofpast years are thought to be fighting the forces ofIuz in and around the Fellreev Forest, the Tangles,and Rift Canyon, and a few of these folk have therudiments of ethnic identity because of a long-established, shared background. A group of closelyrelated nomadic merchant families in Ahlissa haswandered much of the old Great Kingdom's landsalong the famous Windmarch, a vast annual circuitof mercantile trade fairs; little is known of thiscolorful group, called the Peregrines.

• Transnational political, religious, economic, andmilitary organizations, alliances, and guilds, such asthe Circle of Eight, the Iron League, the NorthernAlliance, the druidic Hierophants, and all transna-tional orders of knighthood, such the variousbranches of the Knights of the Han, the SheldomarValley's Knights of the Watch and Knights ofDispatch, Celene's Knights of Luna, and the ShieldLands' Knights of Holy Shielding. Some of theseentities are dealt with in other sections. The Scarlet

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Brotherhood has an extensive espionage ring onthis level.

• Any political realms of the subterranean Under-dark, which are poorly known, despite the extremedanger they present to explorers and surface civi-lizations. Places here include the infamous Vault ofthe Drow (a cavern under the Hellfurnacesreported to contain the drow-ruled city of Erelhei-Cinlu), and various underground cities reportedlypopulated by mind flayers, kuo-toa, wererats,troglodytes, derro, duergar, aboleth, ghouls, albinohumans, bullywugs, etc.

• Any political realms under the seas, which appearto be almost completely dominated by tribes ofnomadic barbarian nonhumans—for example,mermen, aquatic elves, locathah, tritons, ixitxachitl,and merrow. Notable in this group is a long-suspected sahuagin realm near the northernmostisland of the Sea Barons; this realm is probablyconnected in some manner with the famous andhaunting Aerdi tales of a "Sinking Isle" in the samelocation.

The name at the top of each gazetteer entry is thecommon name most often used by people of theFlanaess for that political region.Proper Name: A political region's own official namefor itself, which might differ considerably from whatothers call it.Ruler: The current head of state at the start of 591CY, appropriately titled and addressed. (Additionaltitles are omitted for reasons of brevity.) Statistics

TABLE 3: CHARACTER ABBREVIATIONS

Alignment

C=Chaotic

E=Evil

G=Good

L= Lawful

N=Neutral

Classes

Ari=Aristocrat

Asn=Assassin

Bbn=Barbarian

Clr=Cleric*

Drd=Druid*

Ftr=Fighter

Mnk=Monk

Pal=Paladin*

Rgr=Ranger

Rog=Rogue

Sor=Sorcerer

Wiz=Wizard

* Character's deity is also listed.

appear in paranthesis, showing alignment, sex, race,classes, and levels. For example, (CG female elfFtr4/Wiz2) is a chaotic good female elf, a multi-classed 4th-level fighter and 2nd-level wizard.Government: This is a brief description of how therealm's government is structured and functions,with notes on royal and noble families and theirpowers, where applicable.

For a realm to call itself a "kingdom" is no smallmatter, as it challenges the authority of all surround-ing states, particularly any larger state that onceclaimed that realm for its own. Isolated realms haveless of a problem. Keoland, in the Sheldomar Valley,eliminated all rivals long ago and had no seriouschallengers afterward. The Suel barbarians of theThillonrian Peninsula can have all the kingdomsthey wish, since no one else cares for that distant,frigid region.

Furyondy and Nyrond, however, challenged everyaspect of the Great Kingdom's rule over them andwished to end all show of fealty, freely establishingtheir own regional influence. Thus, they called them-selves kingdoms with the consequence of endlesshostility with the old empire. Sunndi essentially didthe same, cutting all ties with the Great Kingdomand its successor states. Some rebellious realms hopeto eventually rejoin their rejected kingdoms, given asatisfactory change of monarchs, or hope to avoidcontinuous conflict with their large neighbors; thus,they usually keep their old titles (duchy, principality,county, march, etc.), even if completely independent.

In a theocracy, the clerics of a particular faith arein charge. Deities are described either in the Player'sHandbook or in this volume.Capital: The nation's central government resides inthe city or town named here.Major Towns: Important cities and towns are givenhere alphabetically. Other towns may exist in largestates, but they are not as important or populous asthose given here. Each town has a rating for popula-tion and wealth according to the system presentedin Chapter 4 of the DUNGEON MASTER'S Guide, shownin the following table. Take the population shownfor an urban area and match it to the following chart.

TABLE 4: CITY AND TOWN BREAKDOWNS

Type Population GP Limit*

Village 401-900 200 gp

Small Town 901-2,000 1,000gp

Large Town 2,001-5,000 5,000 gp

Small City 5,001-12,000 15,000 gp

Large City 12,001-25,000 40,000 gp

Metropolis 25,001 + 100,000 gp

* Denotes the most expensive item generally available for sale; see

Community Wealth and Population in Chapter 4 of the DUNGEON

MASTER'S Guide.

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Provinces: The major political subdivisions of eachrealm are given here; they might be further detailedelsewhere.Resources: Native materials produced in quantitiesgreat enough to allow for exportation are namedhere. Every realm is assumed to produce sufficientresources to maintain itself, unless noted otherwise.As a general rule, a country cannot import more thanit exports, so the degree of exports also determines acountry's ability to buy foreign goods and services. Ina few cases, the resources named are not exported,being used entirely for internal consumption, but areproduced in qualities worthy of note.

Foodstuffs consist of livestock, game animals, fish,grains and breads, cheeses, fruits and vegetables, andalcoholic drinks; certain food items are specificallynamed if they figure prominently in trade. Gems aregiven in four categories: I (base value 10 gp), II (basevalue 50 gp), III (base value 100-500 gp), and IV(base value 1,000 gp: "fine gems").Coinage: The monetary-exchange system (l pp = 10 gp= 20 ep = 100 sp = 1,000 cp) was established manycenturies ago by the Great Kingdom at its founding,based on a similar system of coinage developed bythe kingdom of Aerdy. As the Great Kingdom spreadacross the Flanaess, similar currencies were adoptedby other peoples to better trade with this vast empire,particularly after magic was used to assess coin purityand weight. After much debate, Keoland changed itsown coinage system to match the Great Kingdom's in331 CY, and even realms like the Frost, Ice, and SnowBarbarians have roughly similar systems. If a realmmints its own coinage, the names of each official coinare given, with the denomination type: pp (platinumpiece), gp (gold piece), sp (silver piece), ep (electrumpiece), cp (copper piece). Other forms of currency aregiven if important.Population: This shows the distribution of variousraces as a percentage of the overall population. Theclassification "Other" at the end of the entry indi-cates that miscellaneous beings round out the popu-lation. Census figures were reported in mid-590 CY;all figures are estimates. Previously published popu-lation figures for the Flanaess were often very lowgiven poor census-taking methods and outrightfalsification.

Parenthetical notes give the general ethnic com-position of some groups, where statistics are avail-able. The ethnic mix for humans includes the fol-lowing code letters: B = Baklunish, F = Flan, O =Oeridian, R = Rhennee, S = Suloise, Z = Olman. Alower-case letter indicates an ethnic group is in theminority in a realm; an upper-case letter indicatesthat the group is widespread. All figures for gnomesare for rock gnomes. Unless noted otherwise,assume elves are high or sylvan, dwarves are hill, and

halflings are lightfoots. Orcs, goblins, gnolls, giants,and the like are rarely counted into population sta-tistics, even if they are very common.Languages: Languages are given in descendingorder of usage in each population. All languagesnamed here are understood and spoken (if not reador written) by 5% or more of the population of thatcountry, or by at least ten thousand persons. Otherlanguages can be surmised if an appropriate popula-tion is present (for example, a dwarf minority likelyspeaks Dwarven). Humans often use many nonhu-man tongues as well.Alignments: The most common alignments amongthe population of each nation appear here. The align-ment marked with an asterisk also happens to bethat of most local government and law-enforcementofficials. "L" indicates a predictable, firm adherenceto the written laws of the land. "C" shows unpre-dictability in law enforcement, perhaps because lawsare not written down, are confusing, or can be inter-preted in many ways. "G" indicates that the laws ben-efit a majority of people in the realm and aid thecommon welfare; torture is restricted, and justice isfairly applied to all. "E" shows that the laws benefitonly a chosen few within the realm (certain rulers,religions, races, or ethnic groups), with few rightsfor other citizens. "N" indicates a balance betweenextremes.Religions: The major gods worshiped in each stateare given. An asterisk points out that a deity is statefavored. Most people worship or pay tribute to morethan one deity every day, often up to a dozen ormore during the year, though a person might holdone particular god as a personal favorite.

"Oeridian agricultural gods" stands for five particu-lar deities usually worshiped as a group: Atroa (spring),Sotillion (summer), Wenta (autumn), Telchur(winter), and Velnius (weather). Berei and Beory atethe main Flan agricultural gods (often with Obad-Hai);Phyton is the Suloise agricultural god.

"Dwarf pantheon" refers to the pantheon of dwarfgods led by Moradin.

"Elf pantheon" stands for the Seldarine, the pan-theon of elf gods led by Corellon Larethian.

"Gnome pantheon" refers to the pantheon ofgnome gods led by Garl Glittergold.

"Halfling pantheon" stands for that group ofhalfling gods led by Yondalla.

"Orc pantheon" refers to those orc gods led byGruumsh.

The Olman pantheon consists of an assortment ofstrange deities whose behavior and nature seemalien to Flanaess civilization. They are poorly under-stood and not detailed here.

True pantheonic worship (worshiping all the godsof a given ethnic group or race) is rare among humans.

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Overking Xavener of Ahlissa

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Most people are pragmatic and worship only thosegods they deem important to their daily lives,regardless of the origins of those gods. Even nonhu-mans, who tend more toward pantheonic worshipthan humans, might give offerings to gods of humanorigin, if the latter offered benefits the nonhumanswant or need. Ehlonna, Ulaa, Fortubo, Jascar, andBleredd are important examples of human gods withsignificant followings of elves or dwarves. Hextor,Erythnul, Nerull, Syrul, and Beltar are often wor-shiped by orcs or goblinoids who also worship theirown racial gods.Allies: States and organizations that most often offersupport to a realm are named here. Some alliances areshaky or complicated (subject to changes in politicsor national mood or forced into alliance by enemy).Enemies: States that actively attempt to bring downthe current government of a realm, by means overt(raiding or warfare) or covert (assassination, sabotage),are given here. Some states are greatly distrusted andhave sanctions applied against them.Overview: A geographic overview of each state isgiven with details on climate, unusual flora and fauna,major transportation and communication routes, anda brief look at the country's military situation.History: The origins and major past events of eachstate are covered briefly, with a focus on the recentpast, particularly since 570 CY.Conflicts and Intrigues: Current troubles, openand secret, are noted here for use as adventurestarters and campaign background by DungeonMasters.

AhlissaProper Name: United Kingdom of AhlissaRuler: His Transcendent Imperial Majesty, Over-king Xavener I, Grand Prince of Kalstrand, CrownedHead of House Darmen (NE male human Rog15)Government: Feudal empire with hereditary ruler-ship; principalities are loosely governed by monarchwhose powers are limited by written agreementswith major noblesCapital: KalstrandMajor Towns: Carnifand (pop. 4,800), Hexpools(pop. 12,700), Innspa (pop. 12,200), Jalpa (pop.22,900), Kalstrand (pop. 24,000), Naerie (pop. 6,300),Nulbish (pop. 17,100), Orred (pop. 5,800), Pardue(pop. 4,100), Prymp (pop. 17,400), Ralsand (pop.2,500), Rel Deven (pop. 29,400), Sarndt (pop. 2,300),Torrich (pop. 27,500), Zelradton (pop. 12,900)Provinces: Eight principalities, one grand principal-ity, various marchlands, and numerous very smallnoble fiefs (counties, duchies, and baronies)Resources: Foodstuffs, livestock, cloth, silver,copper, gold, iron products, timber, herbs, fine ale andbeer, historical and magical knowledge

Coinage: [Modified Aerdy] nightingale (pp), crown(gp), noble (ep), penny (sp), common (cp)Population: 3,836,100—Human 79% (OSf),Halfling 9%, Elf 5% (sylvan 90%), Dwarf 2%, Gnome2%, Half-elf 1%, Half-orc 1%, Orc 1%Languages: Common, Old Oeridian, Orc, Halfling,ElvenAlignments: N, NE, LE*, LN, CE, CN, LGReligions: Zilchus*, Hextor, Oeridian agriculturalgods, Xerbo, Fharlanghn, Olidammara, Kord,Norebo, Ralishaz, Procan, Kurell, orc pantheon,halfling pantheon, Boccob, Wee Jas, Delleb, Syrul,various goblinoid gods, Rudd, elf pantheonAllies: NoneEnemies: Scarlet Brotherhood, North Kingdom,Iuz. Ahlissa is gravely distrusted by everyone else,particularly by all areas formerly a part of or adjacentto the old Great Kingdom. The Rhennee hateAhlissa and do not travel there.Overview: The United Kingdom of Ahlissa is theofficial title of the remainder of the central andsouthern lands that once comprised the vast GreatKingdom. At its height, the empire spanned theFlanaess from the Solnor Coast to the Fals Gap, fromthe Azure Sea in the south to the Icy Sea in thenorth, leaving its cultural imprint on every realm inbetween. Today, the kingdom is a shadow of itsformer self, as wars of independence and centuriesof conflict have sundered the once great empire. It isnow colloquially referred to as the New Kingdom ofAhlissa, or more often just Ahlissa, borrowing thename of an ancient Flan realm that the Aerdydefeated to win these fecund southern lands duringthe migrations.

Most of the territory of Ahlissa lies between theformer South Province of the Great Kingdom andthe Grandwood Forest; portions of it extend as farnorth as Innspa, near the Adri. These lands aredensely populated, with most of the citizenry clus-tered around a series of large river cities. The peopleof these lands are largely an Oeridian-Suel mix;some orcs and goblinoids are here, but few elves,gnomes, and halflings exist except in the forests andhills. At one time these were the richest provinces ofthe Great Kingdom, but years of war have reducedmuch of the economy to tatters. The last five yearswere dutifully spent rebuilding infrastructure.

These lands center around the vast, temperateplains formed by the Flanmi, Mikar, and Thellyriver systems of the eastern Flanaess, which havefor centuries nourished the Great Kingdom and itspredecessor states. Most native predators were longago exterminated by the Aerdi, though some sur-vive on the wild plains far from the river valleys,where the majority of Ahlissa's cultivated lands arefound. The rivers of Ahlissa carry the products of

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the countryside to the large cities, which containthe markets of the kingdom and produce manufac-tured goods and services. The Adri and Grandwoodare all that remain of a once-vast deciduous forestthat legends say met on the broad banks of theFlanmi. The Aerdi cut back the woods ages ago, andcontinue to reduce both forests, particularly theAdri, with aggressive logging and clearing for pas-tures and farmland. These central farmlands oncegrew vast amounts of grain to support the burgeon-ing populations of the kingdom, but the fields nearthe disputed borders now lie mostly fallow. Mostlarge wildlife in the kingdom consists of grazinganimals such as aurochs (wild cattle) and many sortsof deer and horses.

The whole of these lands is now ruled from anewly sired capital, Kalstrand, where OverkingXavener of House Darmen has established his royalcourt. Use of the term "Malachite Throne," whichonce described the office of the overking, is nowconsidered vulgar. House Darmen, the priesthood ofZilchus, and the Royal Guild of Merchants consti-tute the most dominant power block in the kingdomthrough their control of trade and administration ofthe cities.

The mandate given to Overking Xavener by thesefactions is very clear: They want him to reestablishAerdy as the preeminent economic and politicalpower in the Flanaess, avoiding further warfare at allcosts. An enormous black market in medicines,weapons, clothing, livestock, and food threatens thelegal economy, and Xavener has acted to tightlydraw together the provinces under his banner byrestoring the imperial hierarchy. His recent restruc-turing of the system of nobility, once top-heavy withprinces of minor power, has created much ill willbetween lesser and greater noble houses for controlof territory, taxes, and merchant traffic withinAhlissa and with outside states. Most of Ahlissa'slords, however, are loyal to the new order because ithas reduced the chaos and restored a sense of pur-pose to the kingdom.

The major political subdivisions of the UnitedKingdom of Ahlissa follow, with their capitals,rulers, and ruling Houses.Adri Forest, Marchland of theInnspaPrince Molil (LN male human Ftr9), House NaelaxAhlissa, Principality ofZelradtonPrince Reydrich (NE male human Wiz20), HouseNaelaxChathold, Marchland ofRel DevenMarquis Karn Serrand (LG male human Clrl3 ofRao), House Cranden

Grandwood Forest, Marchland of theTorrichPrincess Bersheba (CE female human Rog9), HouseDarmenInnspa, Principality ofInnspaPrincess Karasin (NE female human Wiz10), HouseGarastethJalpa, Principality ofJalpaPrince Farland (LE male human Ftr12), HouseDarmenKalstrand, Capital Principality ofKalstrand (imperial capital)Overking Xavener I (NE male human Rog15),House DarmenMedegia, Marchland ofNulbish (to be moved to Pontylver once it is clearedof undead and rebuilt)Prince Gartrel (LE male human Ftr10), HouseDarmenNaerie, Principality ofNaeriePrince Barzhaan (LN male human Ftr13), HouseHaxxNulbish, Principality ofNulbishPrince Harnnad (NE male human Ftr11), HouseDarmenRauxes, Marchland ofCarnifand (to be moved to Orred after marchlandhas been divided into smaller provinces)Baron Oswalden (NG male human Wiz15), HouseCranden (administrative caretaker until marchland'sfuture is decided)Rel Deven, Principality ofRel DevenPrince Carwend (N male human Wiz14), HouseCrandenTorrich, Principality ofTorrichPrince Dilweg (LE male human Wiz16), HouseDarmenHistory: The history of the United Kingdom ofAhlissa is essentially the history of the Great King-dom. This tale begins more than twelve centuriesago, when Oeridian tribes wandering the vast cen-tral plains of Oerik beyond the Flanaess in the FarWest were driven to the east by a series of ragingconflicts that culminated in the infamous Twin Cat-aclysms of prehistory. These nomadic peoples werenot very different, culturally speaking, from theirneighbors the Flan, being superstitious, rustic,proud, and relatively primitive compared to thegreat empires of the Suel and Baklunish. Perhaps theproudest, most warlike, and powerful of these tribes

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were the Aerdi, their name meaning "sky people" inthe old tongue. These clans worshiped powers of theOerth and sky, and they read signs and portents inthe heavens.

When the struggle between the Baklunish andSuloise empires threatened to engulf central Oerik, itwas proclaimed that the destiny of the Aerdi andother Oeridians lay far to the east. So, 1,235 years ago,began the Great Migrations to which the modernreckoning of the Oeridians is dated. The tribesentered the Flanaess through the Fals Gap, wherethey first encountered the Flan. In time, the Aerdiarrived at the shores of the great eastern waters, theirlong journey at an end.

They named that vast ocean the Solnor (literally,"the birthplace of the sun"), and along its shoresthey founded a series of small states. These werelargely tracts settled by individual noble houses ofthe Aerdi, such as the mystic Garasteth, the nobleCranden, the mercantile Darmen, the calculatingRax, and the militaristic Naelax. These small princi-palities accomplished little under their loose con-federation, as they were individually unable to takeon the Ur-Flan and Suel, so they quickly gatheredunder a single banner. In 428 OR (-216 CY), thescion of House Garasteth, Lord Mikar, became thefirst grand prince (equal to a king). He ruled a landnow called the kingdom of Aerdy ("aer" meaning"sky" in Old Oeridian).

The Aerdi made their capital in Rel Astra, andspent the next few decades conquering the neighbor-ing Flan and driving the Suel to the south. Due to thecooperative effort of the various Aerdi tribes settlingin the Flanmi basin, they expanded quickly. Firstthey conquered the Flan's crumbling kingdom ofAhlissa in the southwest, then swept north to con-tend with other Oeridian tribes who had settled theFlanaess behind them. During the reign of GrandPrince Almor II, the Rax Aerdi defeated their Nyron-dese rivals in the Battle of a Fortnight's Length (535OR, or -109 CY). Aerdy almost doubled in size andthereafter became known as the Great Kingdom,now a true empire.

It was the prudence of House Cranden that solidi-fied the realm's power structure over the next cen-tury. The Great Kingdom became a potent force fororder and good in the Flanaess. In the year 645 OR(l CY), Grand Prince Nasran declared universalpeace in the empire, taking the new title of overk-ing. Nasran was by all accounts a wise and dutifulruler, and few openly begrudged him his claim.However, it quickly became clear to all the noblehouses of the Aerdi that power in the Great King-dom was being centralized in the hands of the rulersof Rauxes, and that the fortunes of the Great King-dom would now rest with them. The needs and

intrigues of the Celestial Houses would soonbecome subordinate to the politics of the MalachiteThrone.

Nasran founded the See of Medegia and granted itto the faith of Pholtus. The Great Kingdom wasquickly becoming too vast to effectively control fromRauxes, so the overkings appointed viceroys to rulethe major provinces. The viceroys had near totalautonomy within their realms to efficiently deal withlocal problems, answering only to the MalachiteThrone. By 100 CY, there were four such viceroys.One in Zelradton administered South Province(awarded to House Cranden), and a counterpart inEastfair controlled North Province (awarded toHouse Naelax). The empire's borders had by nowreached all the way to the Fals Gap and the moun-tainous Quaglands. Manshen, the first Rax overking,divided these marklands in 100 CY, forming two vastprovinces around the Nyr Dyv, one in the east andone in the west. The Viceroyalty of Nyrond, whicheventually included Urnst, was ruled from Rel Mordby a junior branch of House Rax. A viceroy in Dyversadministered the Viceroyalty of Ferrond, includingits Northern Reaches (now Perrenland and landsnorth and northeast of the Vesve Forest).

The Great Kingdom reached its height over thenext century under House Rax, with ambitious rulerssuch as the lines of Erhart and Toran. However, withthe death in the spring of 213 CY of the OverkingJiranen, a sovereign who had reigned many years,succession became a matter of intrigue. His fatuousson Malev was uninterested in the office and pro-ceeded to secretly auction it off to the highest bidderamong his relatives. Malev did not care who took thethrone, and it came as some surprise when his cousinZelcor reportedly met his price.

During Zelcor's coronation in Rauxes later thatyear, an ominous sign appeared in the sky, a com-plete eclipse of the noontime sun above the capital.The Royal Astrologers proclaimed it as a great por-tent, confirming the sign of a coming Age of GreatSorrow prophesied by Selvor the Younger fifteenyears earlier. Overking Zelcor promptly abolishedthe astrologers' order for trying to recreate earlierhysteria and banished the members to Rel Astra. Soproceeded an inexorable decline that began as therulers of House Rax became progressively neglect-ful, decadent, or dimwitted. Provinces began calvingoff the empire like icebergs into the sea, beginningwith Ferrond in 254 CY. Many noble and good Aerdiwere expatriated by these secessions, leaving theheart of the kingdom to opportunists. By 356 CY,Overking Portillan could not even prevent his owncousin, the viceroy of Nyrond in Rel Mord, frombreaking with the Malachite Throne and declaringhis independence.

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After the withdrawal of Nyrond from the GreatKingdom, the slide became precipitous. Buffoonsand incompetents sat upon the Malachite Throne,and their mismanagement split apart the CelestialHouses. This period of degeneration culminated inthe Turmoil Between Crowns, when the last Raxheir, Nalif, died in 437 CY at the hands of assassinsfrom House Naelax. The herzog (great prince) ofNorth Province, Ivid I, then laid claim to the throne.The herzog of South Province, Galssonan of HouseCranden, broke with Rauxes and joined a widespreadrebellion in the south. Years of civil war ensued, andonly the intercession of dispassionate houses such asGarasteth and Darmen brought about the finalcompromise.

The tyrannical Ivid I assumed the MalachiteThrone at the price of granting greater autonomy tothe provinces, notably Medegia, Rel Astra, and Almor.The recalcitrant herzog of South Province was quicklydeposed and replaced by a prince from House Naelax,who sought immediately to bring the southern insur-gents back into line. In 446 CY, the herzog granted anaudience to representatives of Irongate, who went toZelradton to air their grievances. The offer turned outto be a ruse, and the ambassadors were imprisoned,tortured, and executed for Overking Ivid's enjoy-ment. The whole of the south arose again in violentrebellion, and one year later formed the Iron Leagueand allied with Nyrond.

The line of Ivid, comprising four more overkings,ruled the Great Kingdom for almost another centuryand half. They oversaw a fractured Great Kingdom,but they did so with iron fists and villainous glee.The Malachite Throne soon became known as theFiend-Seeing Throne, and it was widely believed(with good reason) that the Ivid overkings consortedwith evil outsiders. The faith of Hextor became themost prominent in the realm, and it laid claim to theSee of Medegia, wresting it from the Zilchans whohad held it for nearly two centuries after they hadsupplanted the Pholtans.

The Great Kingdom saw a brief, violent resurgenceduring the reign of Ivid V, who assumed the Mala-chite Throne in 556 CY. Despite creeping insanity,he ably defended his realm from the combined forcesof the Golden League (579-580) and civil unrestduring the Red Death plague of 581. After years ofpolitical maneuvering and scheming, Ivid finallybrought far-flung provinces together in an attempt tolaunch a great war to reestablish the former glory ofthe empire of the Aerdi. In 583 CY, Ivid launched anattack upon Nyrond, Almor, and the Iron Leaguestates, but the conflict served only to bring ruin tothe heartlands of the Great Kingdom and destructionto many tens of thousands of citizens. Ivid madeterrible enemies of his kinsmen. North Province

declared independence from the Great Kingdom in584 CY, dragging itself out of the Greyhawk Wars,and the empire shattered within weeks into manypieces.

The end came swiftly in 586 CY, when rivals forthe throne, perhaps including the fiendish DukeSzeffrin of Almor, attacked the capital after hearingnews indicating Ivid V had died or been deposed.Rauxes fell victim to a vast magical conflict that leftthe city in ruins and submerged in a region of dis-torted magical force with unpredictable effects, Thefinal fate of Ivid V, the rivals for the MalachiteThrone, and Rauxes's citizens remains unknown. Allcentral authority gone, the provinces of Aerdy wenttheir own ways.

In the north, Ivid's cousin, Herzog Grenell,founded the Great Kingdom of Northern Aerdy andcrowned himself overking, a title not used outsidehis own realm. He focused his energies entirely ondefending and consolidating his new realm. In 587,most of the rest of the Great Kingdom re-formed inthe south under the banner of House Darmen andbegan calling itself the United Kingdom of Ahlissa.Leading this effort was the scion of Darmen, a pow-erful prince from Kalstrand named Xavener, whoassembled the surviving provinces into a new nationwith his own House preeminent. Within four years,Ahlissa had expanded to share an undefined borderwith North Kingdom. Now, the two nations con-tend for the lands of central Aerdy and control of thefuture of the Aerdi people.

In 590 CY, Overking Xavener directed his kins-men, assisted by the priesthood of Zilchus, to createa new path for the Windmarch, an ages-old annualtrade route that once ran from Chathold downriverto Nulbish and Pontylver, then upriver all the way toEastfair. The Windmarch survived even during themad and murderous reign of the Ivids of HouseNaelax, but with the latter stages of the GreyhawkWars and the collapse of the Great Kingdom theWindmarch ended, as travel became too unsafe forthe merchants involved.

The overking intends for the new "Windmarch ofAhlissa" to strengthen trade within his empire, aswell as the infrastructure (roads, bridges, mail routes,river traffic), the tax base, internal political ties, andthe Ahlissan army. The army, including units fromthe principalities, has been directed to secure thenew Windmarch route from bandits, renegade orcsand military units, troublesome minor nobles, out-side aggression, the Scarlet Brotherhood, etc. TheWindmarch is not meant to improve external trade;holding the empire together is a higher priority.

The first new Windmarch is scheduled to begin inColdeven 591 CY in both Rel Deven and Hexpools,with merchants from both cities migrating to

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Kalstrand for Growfest, then on to Nulbish, Pardue,Sarndt, Torrich, Jalpa, Carnifand (during Brewfest),and Orred. From Orred, the merchants head forhome in two groups, one going down river and theother heading overland. Merchants from Naerie andthe Relmor coast must go to Rel Deven or Hexpoolsto join the great caravan, though some join the Wind-march elsewhere along the route. Much of the routelies along ancient, magical roads called the dirawein,built by the Aerdi and still functional. Clearing thedimwem of bandits is a major project.Conflicts and Intrigues: Potentially explosiveborder disputes lie on every side of Ahlissa. Internaldisorder and banditry is caused by orc ex-soldiers,renegade army units, gangs of thieves and smug-glers, and hostile noble houses. Scarlet Brotherhoodspies want to infiltrate and control regional govern-ments and noble houses, A secret society called Mid-night Darkness assassinates foreigners in Ahlissaseen as "interfering in Aerdy's noble culture."

Almor (see Nyrond)

Bandit KingdomsProper Name: (formerly) Combination of FreeLords; (now) Bandit Lands (within the Empire ofIuz)Ruler: Various petty warlords and tyrants or LesserBoneheart mages, all supposedly in service to IuzGovernment: Many loosely allied petty dictator-ships, currently "administered" (often in name only)by occupying forces of IuzCapital: (formerly) The largest city in the strongestfiefdom, usually Rookroost; see "Provinces," below.Major Towns: Alhaster (pop. 4,700), Balmund (1,300),Groucester (1,100), Hallorn (540), Kinemeet (2,300humans, 5,000 orcs), Marsakeer (630), Narleon (2,400),Riftcrag (pop. 5,000), Rookroost (17,500), Sarresh(3,600), Senningford (1,200), Stoink (13,300)Provinces: (Formerly) seventeen independent fief-doms, number variable over time; (now) various ill-defined territories governed from four "regional cap-itals" (Hallorn, Riftcrag, Rookroost, and Stoink);entire region is itself part of the Empire of IuzResources: Silver (in Rift Canyon)Coinage: Various currencies produced by each fief-dom or stolen from sovereign nationsPopulation: 475,200—Human 79% (OFSb), Half-orc 9%, Halfling 5%, Elf 3%, Gnome 2%, Dwarf 1%,Half-elf 1%Languages: Common, Orc, HalflingAlignments: CN, CE*, NE, N, LE, CGReligions: Iuz (officially), but also Olidammara,Erythnul, Norebo, Hextor, orc pantheon, Nerull,Ralishaz, Kurell, Fharlanghn, Pholtus, Trithereon,Rudd, various goblinoid gods

Allies: NoneEnemies: Shield Lands, Furyondy, Stonehold, Rovers,Tenh, County of Urnst, the Pale, Nyrond, Knights ofHoly Shielding, Knights of the Hart, hostile factionswithin Iuz's command structure (sometimes)Overview: The lands of the Bandit Kings are arablebut not especially fertile, being rocky and grosslyoverfarmed. Some scholars believe the rowdy dispo-sition of the natives can be traced to these agricul-tural difficulties, since they discourage large settle-ments and set the stage for banditry by poor farmersagainst trade caravans moving from city to city.

Despite being largely a land of flat, featureless hori-zons, the area is home to one of the most stunninggeographical features of the continent: the forebod-ing Rift Canyon. Hundreds of tales and legends tellof how the great canyon came to be. Most know it asa den of foul creatures and strange magical condi-tions. Presently, it is infested with bandits fightingagainst the occupying forces of Iuz.

Weather conditions here are generally temperate,though winters tend toward harsh storms and evenblizzards throughout late Sunsebb and early Fireseek.In contrast, high summer often brings drought,threatening grain crops and cattle production.

Prior to the Greyhawk Wars, the local lords fre-quently made war with one another. When theentire realm came under threat from exterior foes(usually the Shield Lands, Tenh, or the Horned Soci-ety), each lord sent a portion of his troops; banditarmy counts often totaled as high as fifteen thou-sand troops.

Though the forces of Iuz now occupy and admin-ister much of the lands of the Bandit Kingdoms,some old political divisions remain, even if entirepopulations do not. Some states here have survivedor even returned to life after Iuz's conquest of thisregion, adding chaos to a very tumultuous empire.The following is an outline of these old states andtheir current status.

Abbarra: A wilderness of rugged plains situatedbetween the Fellreev and Tangles, immediately westof the Midlands, Abbarra was long run by a syndi-cate of formidable assassins. In a land as chaotic andlawless as the Bandit Kingdoms, the blade of atrained killer is highly prized. Because of this, theAbbarrish have generally managed well as a people,despite the inferiority of their overfarmed land.Abbarra lost most of its able fighting men at Steel-bone Meadows in northeastern Wormhall, the sceneof a frightful massacre in Brewfest 584 CY broughton by a deranged cleric of Iuz. However, some assas-sins survived (perhaps organized by their formerleader, the ruthless Kor (NE male human Asn12)and now prey on Iuz's rare patrols in this area. These"terrorists" strike from hidden bases and live off the

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land. Abbarra is technically governed from Hallorn,but it is generally ignored by the empire.

Artonsamay, Duchy of the: Located along theriverbanks north of the Great Northern Bend of theArtonsamay and the plains within 30-60 miles ofthe Rift Barrens' eastern end, the duchy was a curios-ity in this land of criminals and murderers. Though apurse was as likely to go missing here as in any hold-ing, Artonsamay had about it a certain honor lackingin most of its neighbors.

Rumored to have been ruled by a puissant nobleadventurer of Urnst's Gellor dynasty, Artonsamaywas a favorite haunt of thrill-seekers and lawless folklacking an evil or sadistic bent. None of this, how-ever, served to aid the duchy when Iuz's forcesinvaded in 583; the realm's castle "capital" wasdestroyed, and most of the land's residents fled to theCounty of Urnst, Stoink, or the Rift. Great magic wasemployed in the battle, and Artonsamay is nowmostly uninhabited wilderness (much of it barren)with poor hunting, governed from Stoink. Many,including Countess Belissica, believe that DukeGellor (N male human Ftr12) is dead, though the folkof Stoink whisper that no less than Iuz's high priest-ess, Halga, was seen there, tracking a man bearing anall-too-familiar appearance.

Dimre, Grand Theocracy of: Dimre includes thefar end of the Phostwood west of the Artonsamay,and the plains 60-75 miles west of that wooded bendin the river. A small, powerful state, Dimre onceraided Tenh and Nyrond through the Phostwoodand Nutherwood. Founded prior to the Great Coun-cil of Rel Mord by the charismatic canon of a hereti-cal apostate cult of Pholtus, Dimre is greatly reviledin the Pale. Brave young templars are often sent bythe Pale's theocrat to undermine the little realm. Theappalling failure rate of such endeavors has led manyto suggest (in private) that Dimre presents the Palewith a convenient means for disposing of chal-lengers to the status quo. After several embarrassingdefeats in the summer of 583 CY, even the armies ofIuz chose to let matters stand, signing a pact ofnonaggression and alliance with Dimre. Dimre istechnically governed from Stoink, though it isautonomous in reality. Dimre's clergy preaches thatto understand the glory of Light, one must first walkhand-in-hand with Darkness. Its army keeps watchon all borders, allowing none but the faithful to passinto their sacred land.

Fellands: The western Bluff Hills, eastern Fell-reev, and lands between were part of a warrior realmbased in the town of Groucester. The Fellands wereconquered by the forces of Tenh in the spring of 578CY, and ceased raiding eastward for a time. Thisrealm was absorbed by the Grosskopf clans in 581,following a marriage between their ruling families.

The invasion of 583 brought with it new leader-ship in the guise of Xavendra (CE female humanClrl3 of Iuz) an oddly refined and graceful cleric ofIuz. Lacking the fiends that provided most of hersecurity, the cleric has had to accept former banditsinto her circle of leadership in Groucester, (Shereports to the regional capital at Rookroost.) Thebulk of the bandits working with her have turned todark religion and evil debauchery. Xavendra has awell-known distaste for orcs, and some suspect shemay make a play for independence (despite being acleric of the demigod) should Iuz's full attention fallelsewhere.

Freehold, Mighty: The realm in the inner crookof the Fellreev Forest, south of the Artonsamay, wasnamed for its sole fortified site, a huge walled keep,The Freehold allied itself with Iuz when the latterinvaded in 583, but its forces were treacherouslydestroyed at Steelbone Meadows the following year.The land is patrolled by rogue orcs now, and survivingFreeholders are very few. Few troops from Hallorncheck on it.

The Freehold keep itself was altered in the earlymonths of Iuz's occupation, becoming the grislycastle known as Fleichshriver. Remolded byfiendish hands, the citadel is an imposing reminderof the evil, otherworldly forces that once infestedthe local countryside. Though passers-by no longerneed fear the claw and tooth of marauding demons,strange, haunting screams can still be heard fromthe seemingly abandoned keep; locals give it a wideberth. Iuz's archmage Null (CE male human Wiz19),of the Greater Boneheart, was known to come herein the past and might do so still.

Greenkeep, Defenders of the: The eastern Fell-reev south of the Artonsamay River was a state dom-inated by humans but with significant numbers ofrenegade sylvan elves and half-elves. Merry follow-ers of Olidammara, the Greenkeepers escaped themassacre at Steelbone Meadows and withdrew intotheir corner of the Fellreev. They suffered muchfrom raids by wizards, clerics, and orcs under Iuz,but some hang on, helping and helped by theReyhu-elf alliance across the river. They avoid theplains to the south.

Grosskopf, Grand Clans of: The eastern BluffHills and lands south to the Zumker were held byGrosskopf, long friendly with orcs and their kin,Grosskopf was invaded by Duke Ehyeh Ill's forcesin 578 and forced to restrain its banditry. This war-rior realm absorbed the Fellands in 581, following amarriage between their ruling families, and raidsinto Tenh began anew late that year.

In 583, with the troops of Stonefist crowding Tenhand demon-led orc and hobgoblin armies rapidlyapproaching from the west, Grosskopf capitulated to

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Iuz. (Some men fled into the Bluff Hills, where theyhold out yet.) Many Grosskopf raiders with cavalryskills elected to take Iuz's suggestion that they relo-cate to the Barrens to fight the Rovers, with whomGrosskopf had clashed for many decades. The raiderslive now at the Barrens' regional capital, Grossfort,forming the basis of a sizable army known as theMarauders of the North. Other Grosskopf troopswork with allied orcs and goblins at Senningfordand Narleon, fighting Stonehold skirmishers andsupplying Iuz's troops in Tenh. Grosskopf and Fel-lands are both now controlled from the regional cap-ital at Rookroost.

Johrase, Kingdom of: One of the oldest holdingsin the Combination of Free Lords, Johrase has longheld the lands west of the Zumker-Artonsamay con-fluence, extending southwest from the town ofKinemeet (the capital) to the Rift Barrens and theTangles. Formed in 324 CY by Andrellus, a de-bauched scion of Aerdy's Rax dynasty, Johrase repre-sented a miniature Great Kingdom, replete with itsown king and commoners (represented by local Flanplainsmen).

Over time, the realm's society became increasinglydominated by the warrior instincts of the Flan, thethrone being held by the most powerful warrior,regardless of race. Annual raids against Redspanensured that the brutish influence of Johrase wasknown throughout the Flanaess. Nonetheless, Kine-meet became a neutral meeting ground for banditchieftains and a marketplace for cattle and horses.

Johrase allied with Dimre and fought Iuz's forcesin 583, but it was routed and its men scattered to theeast. Many have taken to the mercenary life in Tenh,fighting for the Tenha, the Pale, or whoever offersthe most coin. All fly the black morning staremblem of Johrase in combat, and Johrase mennever fight each other, regardless of professed alle-giances. Johrase bandits hate orcs and goblins, andattack them on sight; they are proud but very bitterabout their loss.

Kinemeet is now primarily an orcish city, itsforces charged with controlling the plains for 100miles or more in all directions. The commanderhere, usually a gigantic orc or intelligent ogre war-rior, reports to either Rookroost or Riftcrag, depend-ing on whim. The commander is replaced aboutonce a year, however, thanks to duels for leadership.The orcs here are warlike in the extreme but loyal toIuz, despite the fact that they frequently use Johraseshields and flags along with those of the Old One.

Midlands, Stronghold of the: Once locatedbetween the Fellreev and the Tangles, this plainsdomain was ruled from a fortified Hextorian templeacross the Artonsamay River from Rookroost.Throughout history, the bandits of Midlands acted

in concert with and against the armies of Rookroost,depending upon fortune and agreements betweenthe local graf and the plar of the region's capital. By583, the Midlands and Rookroost were allied. Iuz'sarmies encountered staunch but ultimately point-less resistance on the Midlands fields. When thedefenders fell, the route to the capital lay open,Most surviving forces were destroyed at SteelboneMeadows, and the temple has been razed. Theregion is now under the control of Kinemeet's orcs,who usually answer to Graf Demmel Tadurinal (CEmale human Clr8 of Iuz), a toadying cleric stationedin Rookroost. The graf also handles patrols alongthe Artonsamay.

Redhand, Principality of: The Combination'sonly coastal "kingdom," Redhand holds a section ofthe north coast of the Nyr Dyv, from the old ShieldLands to the mouth of the Artonsamay. "Prince"Zeech (LE male human Ftr8/Clr4 of Hextor), aneffete renegade Shield Lands lord who broke withhis nation in 577, swiftly allied himself and hisforces with Iuz in 583. The alliance saved his realmfrom destruction, though the old lords and soldiersof the realm chafed at taking orders from half-orcsand worse. Redhand's capital is at Alhaster, butZeech must report to the clerics of Iuz at Balmund,which he hates. Deadly conflicts between "Reyhu"orcs in the north and Redhand humans in the southare becoming common.

Now that most of the Old One's demonic officersare gone from the land, many believe Zeech and hismen are set for a rebellion. Word of this surely hasreached Dorakaa, and all eyes watch the debasedprince with grotesque curiosity, guessing at his fateshould he defy Iuz. Zeech would get no help else-where, as he is greatly hated in Urnst and Furyondy.

Reyhu, Great Lands of: Though the city of Rook-roost commonly held the distinction of the "capital"of the old Bandit Kingdoms, the Allied Townships ofReyhu (Balmund and Sarresh) controlled the mostfertile land, granting them much power in this landof arid plains and sickly woods. Sworn enemies of theShield Lands, Reyhu men became skilled raiders anddefenders by necessity; tales of the prowess of theReyhu armies were told as far west as Lopolla.

The rulers of Reyhu, a long line of self-namedtyrants, curried favor in the County of Urnst, evencoming to the aid of the count when Nyrondal cav-alry crossed the county's eastern border followingNyrond's break from the Great Kingdom. Because ofthis, Urnst funnelled much unofficial (and oftenillegal) trade to Reyhu through Hardwyn, across theriver from Sarresh. This went on despite the wickednature of Reyhu's folk, many of them followers ofErythnul, as many family ties crossed the Artonsamayin this region.

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Bandits of Rift Canyon

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Though Reyhu men invaded the Shield Landswith other Bandit Kingdoms after 579 CY, theyfeared Iuz and fled from his huge, eastward-movingarmies in 583 CY, heading north into the RiftCanyon or the Fellreev, or southeast into the Countyof Urnst. Reyhu men now raid their old homelandfrom bases in Urnst, or else hold out in the centralFellreev in alliance with sylvan elves there.

The old Reyhu region is administered by a quartetof clerics of Iuz in Balmund, who in turn report toeither Riftcrag or Stoink (their orders are often con-fused on this point). Their incompetence does noteliminate the fact that the countryside literallycrawls with orcs and their allies, and hence is welldefended, if only by the sheer number of defenders.Reyhu's celebrated fields lay fallow, its crucialresource completely ignored and turning intowilderness.

Rift, Men of the: Rift Canyon and nearly all therough lands around it (the Rift Barrens) were ruledfrom the town of Riftcrag, which long had a notablenonhuman population of orcs, gnolls, bugbears,ogres, and the like. The original bandit force herelargely abandoned the city to Iuz's forces in 583,gathering in the deep recesses of the Rift and plan-ning a dark revenge. These forces are augmented bymany refugees from Iuz's attacks (notably Reyhu),and they are led by the charismatic self-proclaimedPlar of the Rift, Durand Grossman (NE male humanRog11). Native nonhumans and a few magically con-trolled monsters round out what is one of the threemost active and well-defended resistance forces inthe Bandit Kingdoms (the others being in the Fell-reev). Rift folk are mostly as chaotic and evil as thenonhumans, but they are clever and skilled at moun-taineering and trap-setting. Many thieves andberserkers are among the warriors here, and Eryth-nul worship is widespread.

Iuz's agents inhabiting Riftcrag made it a regionalcapital in 584. They keep watch over the canyonfrom the city and from the Leering Keeps, fivecitadels perched on the northern edge and easternend of the enormous chasm. Led by Cranzer (NEmale human Wiz15), a powerful member of Iuz'sLesser Boneheart, these forces patrol the Rift,attempting to contain the plar's growing army whilecontinuously assaulting the Tangles with axe andfire. The Rift holds mines that provide the region'sbest silver veins. Of late, Cranzer has made dealswith the Rift bandits in order to make the regularsilver shipments personally demanded by Iuz.

Rookroost, Free City of: The large walled city ofRookroost was founded in 329 CY by an Oeridianrobber-baron named Latavius, who preyed on riverand road traffic within many leagues of his base. Thetown grew rapidly; for most of this century, it has

been the major state in the Bandit Kingdoms, con-trolling all land up to seventy-five miles north of theArtonsamay-Zumker confluence and pulling inmuch legitimate trade. Rookroost's rulers have tradi-tionally been warriors who assassinate their prede-cessors, controlled all the while by the city's power-ful gang of thieves, which also controls the localassassins. Oeridian humans are dominant, but a largeorc and half-orc population is present, with manyother nonhumans besides (including half-fiendsafter the Greyhawk Wars).

A local legend says the city on the hill will neverbe conquered, so long as its huge raven populationroosts in the city's central square. So far, theprophecy has held true. The city resisted a siege byTenha forces in 578 CY but was forced by treaty tostop raiding western Tenh. It wisely offered to joinIuz in 583 when the demigod's armies laid waste tothe Midlands realm to the south, and in 584 itbecame a regional capital. Rookroost now governsall plains, forests, and hills between Cold Run andthe Zumker River, all Iuzite forces in Tenh, andthe plains across the Artonsamay south to the RiftBarrens.

The city's newest ruler, Lord Marshall Arus Mor-toth (secretly: CE male half-fiend Ftr15/Asn4), mur-dered his predecessor, General Pernevi, followingthe loss in 586 of many of Pernevi's fiendish advis-ers. Mortoth has restructured the government,heavily favoring humans over other races, exceptfor a brutal hill giant employed as chief constable.Some say thieves and their agents really control thecity, though the current administration has notovertly tried to sour relations with Dorakaa. LordMortoth is rumored to be disenchanted with Iuz,but he has no known relationship with Rookroost'srogues, being a very self-centered dictator. It may bethat the humans in his administration, whichinclude very few priests of Iuz, feign their loyalty tohim. Rookroost forces use their old heraldry withthat of Iuz, and relations with Iuz's local clerics arestrained.

Stoink, Free City-State of: The land within thetwo lower bends of the Artonsamay just west of theNutherwood are controlled by Stoink, long knownas the "Wasp Nest." One of the most powerful statesamong the bandits, walled Stoink had a major exportbusiness in weapons until the Greyhawk Warsbegan, trading with and raiding both Nyrond andthe County of Urnst. It also commanded a greatsmuggling business by river and road, and its thievesand mercenaries were renown across the Flanaessfor their superb skills and bad manners. Stoinkdeclared for Iuz after witnessing the fate of Arton-samay and Johrase, and Iuz's "capture" of the city hadlittle real effect on its daily life. Stoink was one of

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the first three regional capitals designated by Iuz in584 CY.

Currently ruled by the fearless and grossly over-weight Boss Renfus the Mottled (N male humanRog15), Stoink sponsors brigand raids into north-ern Nyrond, and its forces loot the supply trains ofthe army of Tenha expatriates attempting to retaketheir homeland under Duke Ehyeh III. Cross-riverraids between Stoink and the Urnst fortress Vent-nor are increasing, but they have not yet invited aninvasion by the County of Urnst north of theArtonsamay. The northern border with Dimre isstoutly defended to prevent raiding by overzealousminor priests.

Tangles, Earldom of the: Encompassing theentire Tangles, the far western Rift Barrens, and theclear plains bordering Warfields and the old ShieldLands, the Earldom of the Tangles suffered greatlyfrom the incursion of Iuz's armies. Formed from aneasygoing adventuring band devoted to Oli-dammara, the folk of Tangles had their jovialnature put to the test by hobgoblin raids and ulti-mately full occupation of all but the most inaccessibleforest depths.

Iuz rules this area from the small town of Hallorn,the earldom's former capital and now one of Iuz'sregional capitals. Hallorn was once a grim place filledwith little more than zombies, thanks to an insanepriest of Iuz and his numerous demonic allies. Afterthe Flight of Fiends and the priest's death, the town'scurrent ruler restored some normalcy to the locale,albeit of a decidedly evil bent. The wildly insane EarlAundurach (CE male human Clrl3 of Iuz), a new addi-tion to the Lesser Boneheart, commands the survivingTangles folk harshly and ineffectively. He promi-nently displays a magical scepter crafted from thebones of Reynard, the land's rebellious bandit chief,captured and slain in 589 CY. The earl is supposed tocontrol all activities in the Bandit Lands to the northand west, but it is very doubtful that he does.

A few hundred men and half-elves have with-drawn entirely into the small woods, and from 585CY on have gained assistance from clerics of aTrithereon sect in Furyondy, with access to consid-erable magic. Attempts to destroy the Tangles fromHallorn and Riftcrag have always failed, as the forestseems to regrow damage very swiftly.

Warfields, Unified Bands of the: The originalclaimant to the lands along the eastern Kitensa Riverhas been lost to history. Since well before the forma-tion of the Viceroyalty of Ferrond, Warfields hasbeen a chaotic land wracked by nearly endless war-fare. Situated at the crossroads of the Shield Lands,Horned Society, and the rest of the Bandit King-doms, Warfields hosted some of the most titanicbattles in the region's long history.

The "Unified Bands" of the Warfields were hardlyunified at all, and were governed as a single entitysimply because one ruler was usually powerfulenough to either capture or coerce the leaders of rivalbands. This overlord, known as the Guardian Gen-eral, ruled through oppression. Generations of chaosand lawlessness left him little option.

When Rovers of the Barrens overran the north-ern border of the Horned Society in 578 CY, theGuardian General of Warfields was among thosebandit lords who pledged their support to the Hier-archs. Shortly thereafter, the duke of Tenh's troopscrossed the Zumker and threatened Grosskopf.Warfields withdrew its support for the HornedSociety, triggering a punitive invasion. The minia-ture kingdom was controlled by Molag until theGreyhawk Wars.

In spring 579, Warfields and Wormhall, directedand aided by the Horned Society, attacked the west-ern Shield Lands; they were joined after their initialsuccesses by armies from Reyhu, Redhand, the Rift,and other minor kingdoms. The Shield Lands fell,and Warfields men looted their way to Critwall andAxeport. They withdrew in early 583, concernedabout a sudden change of orders sent to HornedSociety troops (caused by Iuz, who had slain most ofthe Hierarchs and seized control of that realm).Warfields' army joined Iuz's, but it suffered grosslosses at Steelbone Meadows massacre and rebelled.Warfields was then invaded and destroyed by Iuz'shobgoblins. Warfields' soldiers and citizens are scat-tered to the winds.

Warfields is much less a center of military activitythese days, consisting mostly of wilderness andruined towns. Administered from the regional capi-tal at Hallorn, the land is rife with hobgoblins, andfew humans remain. The hobgoblins send many oftheir number south to fight returning Shield Landersat Critwall. The former Guardian General, an impos-ing warrior called Hok (CN male human Ftr14), hasnot been heard from in over five years.

Wormhall, Barony of: Though Iuz the Evil domi-nates the bedtime monster stories and threats experi-enced by most children in this dreadful realm, theghoulish edifice known as Wormhall, and thetwisted land governed by those who dwell within it,provide more localized chills. A desolate and largelyuninhabited wilderness in any era, the so-calledBarony of Wormhall comprised most of the landnorth of Warfields, along the upper Ritensa Riverwithin 75-90 miles of the east bank.

Wormhall fell to a Horned Society invasion in 578CY, though it remained occupied for but threemonths. Reports that the dreaded UnnamableHierarch himself visited Wormhall were never sub-stantiated, but most believe that the grim lords of the

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land entered into some pact or bargain with the lead-ers of Molag, granting local autonomy. Wormhallmen took part in the invasion of the Shield Lands(579 CY) and later joined Iuz's troops, but they wereslaughtered at Steelbone Meadows. Surviving troopsand citizens fled into the Fellreev.

Iuz's invasion in 583 CY brought about a similarresult. The Wormhall itself still stands, and itsstrange masters are said to dwell there, about 40miles west of Steelbone Meadows. Iuz's orders to histroops in this land go first to the Wormhall, bypass-ing Hallorn, the regional capital. The common folkwho have not fled the region have experienced fewchanges in their daily lives. Still, Wormhall is a partof the Empire of Iuz, a point lost on no one. Aftermeeting with the lords of Wormhall for three fulldays, the Old One's representative had Baron Oltagg,the speaker for the lords, sent to public execution.His still-beating heart remains magically preservedin the central village of Obresthorp.

No one knows the true faces of the lords of Worm-hall. Rumors suggest they are ordinary humans,fiends, reanimated lords of old, or worse. The struc-ture and province are named for the tenebrous wormsthat literally crawl on the walls of the Wormhall, arevolting feature that has led many to suggest magiccreated by the infamous arch-cleric Kyuss is some-how involved in the affairs of the land.History: As the migratory Oeridians ranged east-ward in their search for a land that would supportthem, they passed through many regions of inhos-pitable climate, infertile land, and unfriendly localpopulations. Chief among these lands were therugged plains north of the Nyr Dyv, which resistedmeaningful human settlement for centuries, even asa strong Aerdi empire created the Viceroyalty of Fer-rond to the west. Long held by ill-favored nobles,these "Middle Lands" fell to complete degeneracywhen Furyondy cut relations with its progenitor andthe courts of Rauxes became inept and mad.

In time, these petty barons established formal,independent domains, loosely aligning themselvesas the Combination of Free Lords. This allianceserved little purpose internally. The locals fell uponeach other with zeal as each lord attempted to solid-ify his holdings while stealing those of his neigh-bors. When foreign states threatened the borders ofthe Combination, however, the lords reactedfiercely, banding together impressive armies to dis-courage meaningful invasions.

By the early 300s CY, the Bandit Kings had becomesuch a threat that the lords of the Nyr Dyv's northernshore banded together in their own alliance, a bul-wark against banditry and lawlessness forevermoreknown as the Shield Lands. For more than two cen-turies, northern and southern lords made war on

each other with great regularity. Iuz conquered thefar western Bandit Kingdoms between WhyestilLake and the Ritensa River, which the Horned Soci-ety then took for its own in 513 CY.

Then came the successful invasion of the ShieldLands in 579, and the coming of Iuz's human, orc,and hobgoblin armies out of the Horned Society inearly 583 CY, crossing into the Bandit Kingdomsbefore turning on and destroying the Shield Lands.Except for a few pockets of resistance (notablyDimre), most bandit armies buckled beneath thethreat of invasion or else suffered resounding mili-tary defeat. Those lords who survived the invasionallied themselves with the Old One or else fled tothe forests or Rift Canyon.

The war years saw much of the central BanditKingdoms become parade grounds for armies oforcs, ogres, and worse. Crucial supply lines to Tenhremained well guarded, as per the personal wishes ofIuz, but deep corners of the land, such as Stoink,Rookroost, and Redhand, encountered few changesunder the new leadership. The appearance of a strayorc warband seemed preferable to the tales told ofdemons walking the streets of the towns of theheartlands.

In late 584 CY, news from Greyhawk declared anofficial end to the war, and many warriors gatheredin northeast Wormhall to confer with their leadersregarding plans for next year's summer raidingseason. After many nights of drunken Brewfest rev-elry, more than ten thousand bandit men fromAbbarra, Freehold, Midlands, Warfields andWormhall were attacked as they slept by a treacher-ous (and probably mad) cleric of Iuz, using magic,assassins, and demonic servants. About half of thesemen escaped, most badly wounded, and fled over-land to refuge in Greenkeep, Tangles, or the Rift. Allnurse a grim hatred for Iuz and his forces in theirhomeland.

The abandoned campsite, now known as Steel-bone Meadows, is overgrown today, with rottingtents, rusted weapons, and scattered bones forming agrim, open graveyard. Though it is likely the mas-sacre went against the wishes of Iuz (who had themad cleric carried off to an unknown fate), itnonetheless offers a stern warning to those whowish to throw off the puppet rulers installed by theOld One.

With Iuz's supply lines badly damaged and hisnonhuman armies restless, ill managed, and under-fed, this region is riddled with political machina-tions on behalf of the old bandit lords and new onesyet to appear. Robbed of most of the fiends thatmade up the backbone of his presence here, Iuz isthought by many to have lost considerable influencein the area. Still, the Old One counts it among his

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capital, Thornward, to Hookhill near the Lorridges,and Fals Road, from Thornward to Mitrik along theFals River. Barge traffic along the Fals to Mitrik hasrecovered since the Thornward Division, despitecontinuing quarrels over river tariffs and attacks onKet's barges by unknown persons.

Bissel's four famed mercenary Border Companiesare being reorganized and retrained after theirdefeat and disbanding during the Ketite occupation;they are not yet at their former strength. Manyscouts and rangers are being sought for active dutyin the north and west. A large castle-building proj-ect is underway along the southern banks of theFals (Bissel's new northern border) and along theneutral zone around Thornward. Ket destroyedmany forts, minor castles, barracks, signal towers,and army bases when it invaded Bissel and laterwhen it withdrew. These are being rebuilt, but workis very slow due to lack of funds. The massive CastleOversight, at Pellak, has become the headquartersfor Bissel's branch of the Knights of the Watch. Theinfluence of Gran March and the Watch is every-where, particularly in the new margrave's court. Theeventual recovery of Thornward is a core goal of thegovernment.

Thornward is a sprawling, heavily fortified citywith a population of about six thousand, surroundedby numerous army camps (limited in size by treaty),further boosting its total population to about eleventhousand. The caravan and river traffic throughThornward is of staggering size; items are often avail-able here that are found only in much larger cities.The atmosphere in the city is tense and politicalintrigue is thick, but mercantile activity is nonstop;the city is brightly lit all hours of the night to keeptrade moving.History: Bissel has long been the gateway betweenthree worlds (the Baklunish West, the SheldomarValley, and the rest of the Flanaess), and as a resulthas been repeatedly invaded, conquered, and settledby a variety of Oeridian, Suloise, and Baklunish peo-ples. Some present-day villages and trade routes wereestablished before the ancient Baklunish-SuloiseWars. The area shows the influences of many cul-tures, but the inhabitants tend to be untrusting offoreigners and keep to themselves. The land waseventually brought into Keoland (c. 302 CY), its trou-blesome peoples forcibly subdued by the Knights ofthe March, Keoish forces invaded Ket and Velunafrom Thornward through 350-360 CY.

After suffering defeats in Ket during the ShortWar, Keoland pulled back and made Bissel the "Lit-tlemark," the kingdom's northernmost domain.Thornward, now a town of respectable size, wasestablished as its capital to check Ketite expansionsouth and east of Bramblewood Gap; it grew into a

holdings, and a resistance force of any size is likelyto encounter frightening, impressive resistance (seeIuz, Empire of).Conflicts and Intrigues: Thousands of lawless ban-dits search for ways to regain their independencefrom Iuz. Many have joined Iuz's side but subvertIuz's orders. Several old fiefs are depopulated andwithout leadership. If a new lord entrenched himselfin this land through force, the Old One would behard pressed to do much of anything about it.

BisselProper Name: March of BisselRuler: His Lofty Grace, Larrangin, the Margrave ofBissel (LG male human Ftr9/Clr2 of Heironeous)Government: Feudal monarchy owing fealty toGran March and Veluna; monarch currently chosenby leadership of the Knights of the Watch underGran MarchCapital: PellakMajor Towns: Pellak (pop. 2,300); former capital,Thornward (see later), now held in common by sev-eral nationsProvinces: Twenty-six knight-baronies, eight town-ships, and one capital township (Pellak)Resources: Foodstuffs, cloth, gold, gems (I)Coinage: (Modified Keoland) griffon (pp), lion (gp),eagle (ep), stag (sp), roc (cp)Population: 123,880—Human 82% (OSB), Dwarf10% (mountain 57%, hill 43%), Elf 2% (sylvan),Halfling 2% (stout), Gnome 2%, Half-elf 1%, Other 1%Languages: Common, Baklunish dialects, DwarvenAlignments: LG, LN*, N, NGReligions: Heironeous, Zilchus, Fharlanghn, Gesh-tai, Rao, IstusAllies: Gran March, Keoland, Veluna, Knights of theWatch, dwarves of the eastern Barrier Peaks, manymercenaries and adventuring bands; allies dividedover many issuesEnemies: Ket, IuzOverview: Bissel is at the northernmost reach of thegreat Sheldomar Valley, on a broad plain boundedby the Barrier Peaks on the west and northwest, theFals River on the northeast, and the Lorridges on theeast. The irregular southern border lies about thirtymiles north of Hookhill in Gran March. The north-eastern edge of the Dim Forest is claimed and settledby Bisselite woodsmen. Spring flash floods alongthe Realstream in the west form the only majorannual weather problem. Bissel has a temperate ifrather dry climate, with the far west getting most ofthe rain. Its wildlife is greatly varied, and monstersoften come down from the nearby mountains. Aconstant stream of caravans, messengers, andpatrols moves along the country's two major high-ways: Watchtower Road, running from the former

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major trade center between Baklunish west andOeridian/Suloise east Bissel also profited greatlyfrom trade between Keoland and Furyondy throughthe Fals River Pass, and Mitrik became the destina-tion of much overland and river traffic. Knights ofthe Watch have had much influence here over thelast 190 years, serving in the margrave's court andarmies.

Bissel was conquered by the combined forces ofFuryondy and Veluna in 438 CY, which endedKeoish influence in western Veluna. The throne inChendl kept Bissel's office of the margrave, butreplaced the ruling family with nobles sympatheticto the affairs of the east.

Distance from the Furyondian capital left Bisselpractically independent, a state of existence that wasmade official with great celebration in 477 CY, afterMargrave Rollo and his personal guard courageouslydefended the visiting King Hugh III of Furyondyfrom a small army of jebli. A grateful king declaredBissel a "march palatine" within days of his daringrescue.

At this time, there was a change in government inKet, and a conservative-militant faction with strongties to the military came to power. This groupwhipped up war fever with tales of Keoland's inva-sion in the mid-300s. Ket attacked Thornward andbesieged it for a year (499 CY), then continued toraid into Bissel and Veluna off and on for the nexteight decades. Bissel withstood the attacks andremained independent, with the considerable sup-port of Keoland, Furyondy, and Veluna.

The lure of fighting, political instability, andwealthy merchant lords led to an influx in adventur-ers, spies and mercenaries. An attempted insurrec-tion by necromancers in 580 CY, possibly tied to theplight of a disgraced, evil wizard-lord known asEvard, led to harsh suppression of fringe groups andzealous punishment of treason and sedition. A gen-eral sense of distrust and self-defeatism emerged inBissel, no doubt encouraged by certain powers thatwished to see the nation fall.

In Goodmonth 584 CY, Ketite cavalry attackedBissel's watchtowers along the Fals River at thenorthern end of Bramblewood Gap. Without manyof the mercenaries within its Border Companies,who had traveled south and east to battle the Pomarjand Iuz, Bissel fell by mid-Harvester. Ket, encour-aged by the Old One, forced Bissel's surrender afterthe fall of Thornward. The archfiend and the west-erners had hoped to use the old margrave, Walgar, aranger of some renown, as a puppet, but pride wouldnot allow it. After giving up his lands, the aged rulercommitted ritual suicide.

Graf Imran Tendulkar, a Baklunish religiouswarrior, took a soft hand to rulership as Walgar's

replacement. He and his men attempted (often invain) to convert the Bisselites to western religions,all the while waiting patiently for the land to acceptits new governors. Other nations, understandingBissel's strategic importance, attempted to breakKet's hold. In a succession of battles, Veluna droveinvading forces from the neck of the Fals River Passand Highfolk gnomes defeated Ketite forces in theNorthern Lorridges. Further advances into thenation were halted by Ketite horsemen, often withassistance from the remnants of Bissel's disbandedBorder Companies, now bankrolled by westerninterests.

Beygraf Zoltan's assassination in 587 CY and theresulting change in Ket's government led to a newpolicy regarding Bissel. Nadaid, Zoltan's state-favored replacement, withdrew most of his troopsfrom Bissel to deal with chaos in Lopolla, then beganpeace negotiations with the west, much to the frus-tration of battle-hungry Gran March war bands gath-ered at Bissel's southern border.

Negotiations lasted from 587-589 CY, resulting inthe controversial Thornward Division, by whichBissel's capital was lost and made a neutral city heldand governed in common by Ket, Veluna, GranMarch, and Bissel. Ket completely withdrew itsarmies, taking control of all Bisselite forts, towns,and lands north of the Bramblewood Gap.

In delayed reaction to Graf Imran's proselytizing,dozens of Baklunish temples were burned to theground in the last four years. Anger is common inthe land; the Knights of the Watch have seen theirranks swell considerably.

In 590 CY, Bissel declared the central farming andtrading town of Pellak as its new capital. Comman-ders of the invigorated Knights of the Watch lookover the burgeoning town from the ramparts of thenearby Castle Oversight, watching the northernhorizon.Conflicts and Intrigues: Intense, bitter rivalryexists between Ket and Bissel, Veluna, and GranMarch over Thornward and the merchant trafficthere. Rivalry between Gran March and Velunagrows over Bissel's loyalties. Individuals loyal to Iuzplot evil deeds. Bandits, goblins, orcs, and strangemonsters from the Barrier Peaks and Dim Foresttrouble the west. Knights of the Watch whisper thatvalley elves, disguised as humans, spy on or stealfrom certain towns.

BlackmoorProper Name: Archbarony of BlackmoorRuler: His Luminous Preponderancy, ArchbaronBestmo of Blackmoor (NE male human Ftr11/Wiz4)Government: Actual government structure unknown;numerous nonhuman tribal leaders in area

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Capital: DantredunMajor Towns: Dantredun (pop. 700), BlackmoorTown (ruined), Egg of Coot (pop. 180?; manyautomata)Provinces: Ten underbaronies (four ruined)Resources: Walrus ivory, copper, gems (II)Coinage: Currently none; old coins found in manyruins (standard types in odd shapes)Population: 110,000—Human 37% (FOsb), Orc20%, Halfling 18%, Elf 10%, Gnome 7%, Half-orc 5%Half-elf 2%, Other 1%Languages: Common, Flan, Orc, Halfling, Elven,GnomeAlignments: LN, LE, NE*, CEReligions: UnknownAllies: NoneEnemies: Iuz, Wolf Nomads (sometimes)Overview: The Archbarony of Blackmoor is possiblythe most remote realm in all the Flanaess, situatedbetween the western shores of the Icy Sea and theeastern edge of the Burneal Forest. The land ofBlackmoor also includes the northern fringe of theCold Marshes, and fully encompasses the Gloom-fens, as the locals call the northern arm of themarshes. The northern border is vague, but few set-tlements lie within sight of the ominous Land ofBlack Ice.

Little is known for certain of the government ofthe archbaron; his court has no relations with thoseof the sovereigns of other lands. The militias of thesmall underbaronies are typically leather-armoredvillagers, wielding shortspears, longbows, or slings.The archbaron's personal guard includes perhapsthree score "knights" (heavy cavalry of offensivemien), and heavy and medium infantry made up ofseveral hundred human and half-orc soldiers. All arelocated in the town of Dantredun, now the capital ofBlackmoor. Many more nonhuman soldiers can becalled up from the surrounding area.

Dantredun is a stonewalled city with rottingwooden gates that stand open day and night. Fewinvaders have ever bothered to threaten the city,though kobolds from the Burneal Forest are a con-stant nuisance. Many small villages and forts dotBlackmoor's lands, often built near volcanic vents orhot springs. The occasional sharp tremor or emis-sion of poison vapors is a common hazard in thisnorthern land.

The former capital of the archbarony, called Black-moor Town, now lies in ruins that overlook Black-moor Bay. Atop its highest hill are the fabled remainsof Blackmoor Castle. An orc "king" holds court at theCastle, claiming to rule the town in the name of theEgg of Coot, whose forces conquered the town fiftyyears ago. It is unknown who or what the Egg of Cootis, though he (it?) seems to possess magical ability of

the highest order and is responsible for creating thenonhuman "automata" that populate the land imme-diately around his home.

The lands of Blackmoor are steeped in magic, oftencalled Oerthmagic, the source of which has not yetbeen identified. Legend says that the numerousmounds and standing stones throughout the arch-barony were created by the Northern Adepts of OldBlackmoor (presumably a cabal of Ur-Flan sorcerers)to constrain the encroaching Black Ice. If so, perhapsthe stones also hold power against the demigod Iuz,for he clearly avoids the land.History: Before the time of the Great Migrations,the moors north of the Cold Marshes were inhabitedby Flan tribes who dwelt in stockade-like hillfortsnear the numerous hot springs throughout theregion. These remote tribesmen were little troubledby the events in the southern lands, though theirown tales say that the Black Ice had already filled thenorthern valleys. It is not known what, if any, civi-lization existed in the far northern land before theIce claimed it, but the rumor of evil in the north wasold even when the Oeridians and Suel were new tothe Flanaess.

The Suel were in fact the first outsiders to have asignificant effect on the lives of the native Flan,Cousins of the Ice Barbarians calling themselvesZeai, or Sea Barbarians, colonized the Tusking Strandand Brink Islands north of Blackmoor. They raidedthe native villages, though this was little enough tothe Flan, who raided each other constantly. The Zeailearned also of the City of the Gods and the Egg ofCoot, and stood in awe at the looming menace of theBlack Ice. Soon other peoples learned of these won-ders as well.

Oeridians and some Suloise from the southernlands appeared in Blackmoor, usually in small bands,seeking treasure and magic. On their trail came moresubstantial groups, outcasts of other lands whowished to create their own domains. These minorbarons built the first castles, and brought a new kindof warfare to the moorlands. The natives were drivenfrom the most habitable regions, and were forced totake shelter in the bogs. Here they encountered theHopping Prophet, and many joined his growingband of followers. Elsewhere in Blackmoor, the lich-lord Ranial the Gaunt organized resistance to theAerdi, creating the Crown of Blackmoor in an attemptto wield the Oerthmagic against the invading armies,He ultimately failed, and the Great Kingdom madeeven this distant land a subject state, which theytitled an archbarony.

Viceroys of Ferrond administered the archbarony,but they took little interest in Blackmoor apart fromoccasional punitive actions. They did build the Stor-nawain Road through the Cold Marshes, linking the

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Northern Reaches with the archbarony, but the routewas never maintained by the local lords and barons.Eventually, Blackmoor was released from the grasp ofFuryondy and the Great Kingdom, unwanted andforgotten. Rumors of another lich-lord rising topower in Blackmoor were lost amid the generalupheaval of the early 300s CY, as the RelentlessHorde swept across the northlands and completelycut off the archbarony from the southern realms.

Adventurers still traveled to Blackmoor, searchingfor the legendary City of the Gods or testing theirmettle in the dungeons of Castle Blackmoor. Thiswas fortunate for the archbaron, for the Dun-geoneers' Tax was one of his few sources of income.Even this trade came to an end when the Egg of Cootconquered the capital, Blackmoor Town, anddestroyed both town and castle. His orc army madethe castle and upper dungeon levels their stronghold,but his elite nonhuman shock troops continued to dobattle even after their enemies were gone. This race,called (qullan in the Nomad dialect (after their mot-tled appearance), remains a hazard from Blackmoorto the Barrens to this day.

The Greyhawk Wars did not touch Blackmoordirectly, but new immigrants have arrived in theaftermath, all fleeing from the evil of Iuz. TeuodPent (N male human Wiz15 (illusionist)), a formerBandit King, now styles himself baron of Rams-horn. His successful raids on the slave-trains of Iuzhave brought many former Tenha, bandits, andeven Shield Landers into Blackmoor. ArchbaronBestmo has as yet taken no direct action againstthis possible threat to his authority. Iuz, mean-while, does no more than send the occasional non-human contingent into Blackmoor, and a numberof these have already deserted. The Egg of Coot hastaken no action yet, either; his goals, as always, areinscrutable.Conflicts and Intrigues: Archbaron Bestmo is saidto be searching for the fabled Crown of Blackmoor.Wolf Nomads have spotted forces of Iuz roamingthe Cold Marshes, avoiding Blackmoor proper. TheWolf Nomads propose an alliance with local ene-mies of Iuz, coordinating raids from the north andwest.

Bone MarchProper Name: Bone MarchRuler: His Nobility, Clement, the Marquis of BoneMarch (presumed dead—LN male human Ftr9)Government: Formerly a feudal marchland of theGreat Kingdom, now controlled by a conclave ofnonhuman chiefsCapital: SpinecastleMajor Towns: Knurl (13,500), Johnsport (pop.3,500(?)), Spinecastle (pop. 6,300(?))

Provinces: (Formerly) three town-counties, nineoutland-baronies, and other minor fiefs; (now) ashifting patchwork of nonhuman territoriesResources: Silver, gems (I, II)Coinage: [Aerdy standard] orb (pp), ivid (gp), noble(ep), penny (sp), common (cp)Population: 310,000—Human 37% (Osf), Orc 20%,Halfling 18%, Gnome 10%, Elf 7%, Half-orc 4% Half-elf 3%, Dwarf 1% (large number of uncounted gob-lins, gnolls, etc.)Languages: Common, Old Oeridian, Orc, Halfling,Gnome, Elven (plus Goblin, Gnoll, etc.)Alignments: LE*, LN, N, CEReligions: Hextor, Oeridian agricultural gods, Ery-thnul, Kord, orc pantheon, BeltarAllies: North KingdomEnemies: Nyrond, Ratik, Frost/Ice/Snow BarbariansOverview: Bone March is a small realm locatednorth of the treacherous waters of the Teesar Tor-rent, nestled between the Rakers and the coast of theSolnor. While the march once held the distinction ofbeing the northernmost frontier of Great Kingdombefore the founding of Ratik, it ceased to be a part ofthat empire after 563 CY. Bone March is now steepedin discord, ruled by a coalition of invading nonhu-man tribes, particularly orcs, gnolls, and ogres.Humanity, which once thrived here, is generallyenslaved and subject to the capricious whims of pettybandit chiefs and nonhuman warlords who raidRatik and even North Kingdom at will, going as far asNyrond and the Flinty Hills to pillage. Nomadicbandit gangs, survivors and descendants of the once-proud human culture, prey on one and all. Only thesmall, autonomous county of Knurl is secure at pres-ent, aside from a handful of nearly forgotten gnomestrongholds in the Blemu Hills. Knurl is ruled byCount Dunstan (LN male human Ftr9), the last nobleof Bone March left in the region and an ally of Ratik,

The cool, rocky farmland of Bone March is rela-tively poor and never supported a dense populationor large cities. Its farmlands are now largely desolatewilderness. Spinecastle, from which the marquisruled a prosperous realm before its fall, has gainedan increasingly baneful reputation in the last decade.The city is a partial ruin, surrounded by armedcamps of nonhumans who still rule the surroundingtown, but avoid the fortress itself, which theybelieve is cursed. The nonhuman chieftains gatherin council infrequently, acting for the most partindependently of each other. They have carved upBone March into dozens of territories that they ruleas minor fiefs; in reality, their little realms aremerely their normal raiding areas. The influence ofNorth Province (now North Kingdom) has led togreater organization and military effectivenessamong these barbaric tribes.

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The tribes from the Rakers and Blemu Hills arelikely to remain in firm control of most of the march,failing an invasion by either North Kingdom(unlikely) or the concerted effort of Ratik and itsallies among the Suel barbarians (who have had suc-cesses and failures here in the past). Grenell, the self-styled "overking" of North Kingdom, covets theselands and would gladly see them under his thumb,but past alliances with the nonhumans have broughtmany under his own banner, and he cannot risklosing their support. His own realm is not yet solidenough for the assault, as well. Ratik harries the non-humans, sure to punish them for any incursions tothe north.History: When the Great Kingdom was young andthe successors to Nasran began the westward expan-sion of their empire, the northern frontier quicklycame to demand their notice. Seasonal raids fromthe Suel barbarians, which had been a nuisance fordecades, suddenly tripled in size and frequency. Thenorthernmost outpost of Johnsport and the coastaltowns of Bellport and Kaport Bay became frequentand favorite targets. When it became increasinglyclear that the herzog of North Province was unableto deal with the problem, Overking Manshenturned to his experienced field generals, veterans ofcampaigns in the west, to fortify the northernborder of the realm, bypassing his ineffectual kins-man in Eastfair.

In the spring of 108 CY, Aerdi forces massed in thefrontier town of Knurl. With Knight Protectors ofthe Great Kingdom in the vanguard, the force sweptnortheast, between the Rakers and the Blemu Hills,in a march to the sea. By autumn, after having beenmet with relatively light resistance, the Aerdi suc-ceeded in uprooting most Fruztii encampments, andthe foundations of a great stronghold were laid atSpinecastle. The Aerdi freed Johnsport in a pitchedbattle with the barbarians before the onset of winter.Sensing that this would be only the first phase of along struggle, Aerdi commanders summoned thou-sands of contingents from North Province over theobjections of the herzog, a Hextorian who hadwanted to lead the forces into battle himself.

With the defeat of the Fruztii at Johnsport, the callwent out that winter, and thousands of their kinsmenpoured south along the Timberway the next year.Marching through passes in the Rakers, they assem-bled and attacked the works underway at Spinecastle,focusing their assault on the heart of the Aerdi fortifi-cations. The defenders, including the bulk of the eliteAerdi infantry, were quickly outflanked and sur-rounded. A young Knight Protector of the GreatKingdom, Caldni Vir, a Heironean cavalier fromEdgefield, commanded a large cavalry force patrollingthe hills when the barbarian force struck. As part of

the contingent led by the herzog into the north, hepivoted and headed back to Spinecastle while antici-pating orders from his liege to counterattack. Whenthe courier of the herzog delivered orders for Vir topull back to the south in retreat, he spat in disgust andordered the standard of the Naelax prince to be tram-pled in the mud. He then raised the standard of theImperial Orb and charged.

Approaching the site of the battle from the north,he descended upon the barbarians from higherground, and they were unprepared for the hundredsof heavy horse and lance that bore down on them inthe next hour. Their lines were quickly broken, andthe Imperial Army was rescued to eventually take theday in what would be called the Battle of the Sham-blefield. The Aerdi drove the surviving barbariansout of the hills, controlling the land all the way to theLoftwood by the following spring. Overking Man-shen recognized the courage of the young knight Vir,and raised him as the first marquis of Bone March.The land was so named for the high price paid for itstaking, as the fallen imperial regulars numbered intothe thousands.

For centuries, the descendants of Caldni Vir con-tinued to rule the realm for the overkings. This dura-bility was attributed to the general effectiveness andhonor of the marquises of Spinecastle. Having sur-vived even the Turmoil Between Crowns and con-stant raids from the Thillonrian barbarians, little con-cern was shown when nonhumans from the Rakersbegan raiding the nation with increasing frequencyin the late 550s. In 560 CY, the raids took a dramaticupturn, and in 561 a full invasion began.

By most accounts, Clement, the last marquis of themarch, was a just and effective ruler, noble and forth-right, a throwback to Aerdi lords of old. He had closedealings with the archbaron of Ratik, and talk offormal alliance, even union, was always manifest.However, in what is sure to go down as black betrayalif proven true, it has been whispered that Clement'sdefenses were compromised by none other than HisGrace Grenell, herzog of North Province. As motive,one need look no further than his ambition toannex Bone March, expanding his holdings all theway to the Rakers. Centuries of hatred betweenHouse Naelax and House Vir undoubtedly played arole as well.

In 563 CY, orcs invaded Spinecastle by secret waysthat offered its defenders little warning or means ofpreparation. Within just three years, the nonhumanmasses had laid low the nation from the outside inand the inside out, dominating the realm from John-sport almost to the Flinty Hills. A raid into Ratik wasattempted, but an alliance between Lexnol and theFruztii prevented its success. In 580 CY, intrudersfrom Bone March attempted an audacious act of

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treachery by stealing the Seal of Marner, an objectblessed by the gods of the Suel barbarians that wasthe symbol of the new Northern Alliance. The plotwas foiled when the raiding party was captured inKalmar Pass before making it back to Spinecastlewith their prize.

Infighting soon broke out between several of thenonhuman tribes, and the sides remained stalemateduntil 586 CY, when Alain IV, Archbaron Lexnol's sonand heir, launched a raid into the fallen realm thatwas composed in large part of expatriates of themarch, it was a doomed mission. The unusuallyorganized nonhumans laid a trap for the force in thehills north of Spinecastle. Horrified survivors whoescaped back to Ratikhill reported that the trappedraiders were dragged from their horses, torn apart,and eaten alive before their eyes. Raids into the arch-barony from Bone March have resumed. In 590 CY, afull-scale assault over the Blemu Hills into Knurl wasalso attempted, but failed. Thus far, the defenses ofthe count have held firm, but he expects anotherwave of attacks this year.Conflicts and Intrigues: Humanoid tribes andbandit gangs appear to be cooperating of late. Maskedadvisors were seen by spies in the councils of the orcsand gnolls at Spinecastle. Treasure seekers haveentered the abandoned keep at Spinecastle, but fewhave returned alive. Without aid from Ratik, CountDunstan of Knurl might ally with Ahlissa or NorthKingdom to save his realm.

Bright LandsProper Name: Empire of the Bright LandsRuler: His Percipient Magnificence, the ArchmageRary, Monarch of the Bright Lands (NE male humanWiz20*)Government: Dictatorship; realm functions as aminor city-state surrounded by barbaric nomadtribesCapital: No capital; "empire" administered fromRary's tower in the Brass Hills and through militaryleaders at outposts throughout the Bright DesertMajor Towns: Ul Bakak (pop. 900)Provinces: One oasis town, many desert nomadictribes around the Brass HillsResources: UnknownCoinage: Currently none, but may be produced innear futurePopulation: 26,500—Human 79% (Fsob), Dwarf20% (hill), Other 1% (mostly centaurs)Languages: Flan (native tribesmen), AncientSuloise (native tribesmen), Baklunish dialects(Paynims)Alignments: NE*, CN, N, CEReligions: Beory, Obad-Hai, Pelor (tribesmen); Gesh-tai, Istus (Paynims); various goblin gods (goblinoids)

Allies: Nomads of the Bright DesertEnemies: Greyhawk, Duchy of Urnst, Circle ofEight, tribesmen of Abbor-AlzOverview: In the midst of the Bright Desert, atopthe craggy peaks of the Brass Hills, a single towerstands proud, defying the harsh, arid winds. Unlikethe hide and cloth tents of the desert's villages andoasis settlements, this tower is finely crafted of stone,topped by an onion dome common to the BaklunishWest. It is the tower of Rary the Traitor.

From this tower, the archmage claims the entireBright Desert as his personal demesne. From the feetof the Abbor-Alz to the rocky shores of Woolly Bay,armies of desert nomads, goblinoids, and mercenar-ies ride, enforcing the will of their liege upon thesimple folk of the desert, proclaiming every oasis fortheir reclusive ruler.

As befits its name, the Bright Desert offers anoppressively unpleasant climate, with high summerdays hot enough to cook food without fire. Eveningsbring cool temperatures. Colorful desert plant lifeexists, if not thrives, in the more temperate regionsnear the coast, and along the northern hills, wheresickly bushes and centuries-old pine trees live ameager, pathetic existence.

No roads cross the Bright Desert. Land closer tothe Abbor-Alz tends to be rocky and less sandy thanthe desert proper, so most caravan routes avoid theheart of Rary's lands altogether. Sparse traffic fromUrnst arrives through Knife's Edge Pass, though theduke has forbidden all trade with those who fly thebanner of the archmage. Hardby, however, is not somoralistic. Despite strict instructions from Grey-hawk, the despotrix of Hardby personally (thoughsecretly) authorizes trade with Rary's go-betweens inthe neutral village of Ul Bakak, on the eastern end ofHardby Pass.

Rary's armies are commanded by the doughty LordRobilar (NE male human Ftr20). They range far andwide, seeking out enemies of the state, protectingemissaries to enclaves in the Abbor-Alz, or causingtrouble for local tribes and desert centaurs, whoresent claims of empire upon their sovereign home-lands. The independent and reclusive dwarves of theAbbor-Alz have not yet been troubled by Rary orRobilar's forces.History: The roots of evil in the Bright Desert growdeep within the ground, beneath the shifting, wind-swept sand to the unhallowed ruins of an ancient civ-ilization. The remnants of that fallen land's people,primarily Flan nomads, have populated the desert forages. In the more than two thousand years sincecities last flourished here, few nomads had con-quered enough territory, or gathered enough pre-tense, to claim anything approaching statehood.

That changed in Harvester 584 CY, thanks to

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disastrous events in the city of Greyhawk. The Day ofGreat Signing was to have been a celebration of theend of three years of brutal conflict that touchednearly every nation in the Flanaess. Instead, the dayended prematurely in a brilliant display of destructivemagical fire that swallowed the building where theevent was to have taken place only hours later.

When the smoke cleared, two archmages, Tenserand Otiluke, lay dead. A badly wounded third, Bigbyof Scant, claimed that their assailant had been theirone-time ally, Rary, member of the Circle of Eight.Rary and his co-conspirator, the wily Lord Robilar,were nowhere to be found, and Rary's tower, inLopolla, also vanished. Months later, the duo and thetower surfaced in the Bright Desert.

Robilar led his fanatically loyal men from desertvillage to desert village, systematically defeating thelocal warlords and incorporating their warriors intoan ever-growing army. Rary, too, had transported sev-eral bands of Paynim horsemen from the west, whopromised glorious death in service to the mage theycalled "The Rider." Early victories against nonhu-mans and the Tukim, the most powerful human tribein the desert, bolstered the armies. Few openly defiedthis powerful force.

Wherever the armies went, so too venturedimmoral adventurers in Rary's employ. Thesehumans, mostly sages and enchanters, scoured thedesert, paying particular attention to local ancientruins. Rary seldom left his tower, but all knew thathe sought some object rumored to be terrible andpowerful.

Rary's forces have grown significantly since 584CY. More than ninety percent of the desert nomadsnow swear fealty to the Monarch of the Bright Lands.The native desert centaurs, who remained neutralimmediately after Rary's arrival, now bitterly opposeRobilar's armies. In 589 CY, Chief Strongbow, aninfluential leader and strong proponent of balancingthe nomads against Rary and staying out of the con-flict, was found murdered in his quarters. Thoughthere was very little proof, the young bucks amongthe centaurs called for a guerilla war against the west-erners—a plan that has met with some success.

Despite the centaur attacks and certain stubbornnative tribes, Rary's searches continue, often withfrustrating consequences. In late 590, an entire com-pany of Robilar's best Paynim and nomad guardsvanished while investigating an abandoned necropo-lis. Rary's response, ordering Lord Robilar's own per-sonal guard after the lost soldiers, so enraged thewarrior that he left his post for a week, not returninguntil he single-handedly slew an old blue dragonthat had been considering an alliance with the arch-mage. The two have patched up their differences,but tensions between them remain strong.

It has been suggested that all is not as it seemshere. Rary was renowned for his complex plotting inthe Circle of Eight, and some of his former associ-ates refuse to believe that he has turned to evil of hisown accord. Still, rumors that the former Archmageof Ket now consorts with fiends have caused most ofhis family and friends to brand him a traitor forever-more.Conflicts and Intrigues: Thousands of desert folkhave suffered under Rary's armies. Many fear that heis close to achieving or finding that for which hesearches; few believe the result will benefit anyonebut him. Robilar, though a villain, has a soft spot foradventurers, and he is tired of playing catch-up withRary's schemes. If there exists a path into the arch-mage's organization, it likely lies through friendshipwith this gregarious one-time lord of Greyhawk.

CeleneProper Name: Faerie Kingdom of CeleneRuler: Her Fey Majesty, Queen Yolande, PerfectFlower of Celene, Lady Rhalta of All Elvenkind (CGfemale elf Wiz13/Ftr2)Government: Hereditary feudal monarchy inwhich royal house and all noble houses are elven;currently has no official political relations with anyoutside nationCapital: EnstadMajor Towns: Enstad (pop. 7,200)Provinces: Many manorial estates, castles, andtownships governed by princes, dukes, counts, andbarons in a chaotic patchworkResources: Foodstuffs, cloth, silver, fine wine andspiritsCoinage: Moonveil (pp) suncrown (gp), starcloak(ep), bellflower (sp), oakleaf (cp)Population: 140,000—Elf 79% (gray 55%, sylvan45%), Human 9% (Sof). Half-elf 5%, Gnome 3%,Halfling 2% (tallfellow 50%, lightfoot 25%, stout 25%),Other 2%Languages: Elven, Common, Sylvan, Gnome,HalflingAlignments: CG*, NG, LN, N, LGReligions: Elf pantheon*, gnome pantheon,Ehlonna, Phaulkon, Phyton, halfling pantheonAllies: Duchy of Ulek (minor), Knights of Luna (butsee below)Enemies: Pomarj, Iuz. However, Celene has politi-cally isolated itself from all surrounding states.Overview: Celene is the principal nation of theelves in the Flanaess. Ruled by an elven monarch ofFaerie lineage, the Grand Court is imbibed of theFey Mysteries, from the frolics to the passions, andall rites are observed with deliberate care. QueenYolande is foremost in these devotions, and this hasgiven her the reputation, in human lands, of being

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Queen Yolande of Celene and her advisor, Onselven

oblivious to events beyond Celene's borders. This isonly partly accurate, since the queen sometimesreceives ambassadors from foreign lands and displaysa clear understanding of events in the larger Flanaess.However, she has also clearly stated that she wishesno elves to die in humanity's wars.

Celene's borders are formed by the Jewel River inthe East, and the Handmaiden River to the west andsouth. To the north are the Kron Hills and the curv-ing eastern spur of the Lortmils, which form a vastnatural arena behind the capital, Enstad. The capitalis located in the northwestern corner of Celene, bythe headwaters of the Handmaiden River. Enstad is asmall city, compared to other capitals, and is domi-nated by the Palace of the Faerie Queen, with itsgold-chased silver domes and spires. Parks and mead-ows, filled with numerous fountains, pools, and gar-dens, are the other chief examples of architecture inthe elven capital.

All of this is well defended by the CompanionGuard, knights under the command of the royal con-sort. The standing military of Celene is primarilyelven light infantry with longswords and longspears,with numerous companies of archers as well. Celenealso boasts an elite hippogriff-riding cavalry, chosenfrom the most noble and experienced gray elven offi-cers in the queen's service. Most forces in the king-dom are loyal to the queen, but dissenting groups

such as the Knights of Luna serve leaders with differ-ent ambitions. Most of these units are border compa-nies in the Suss or the Welkwood, and many havefought Pomarj orcs in the Principality of Ulek.History: Celene has ever been home to the grayelves of the Flanaess. In ancient days, elven princesheld sway from the Velverdyva to the Wild Coast; bythe time of the Migrations, their rule had dimin-ished to isolated pockets such as Celene. In thosedark days, groups of fleeing Suloise pushed throughthe Lortmils and entered the elven country, buttheir sojourn was brief. Such was the wantonnessand cruelty of the Suel that most were banished bythe elves and driven past the Jewel River. Otherhuman tribes, even among the Suloise, were betterreceived by the elves if they cherished the land andits life. The elves of Celene even offered their alle-giance to the benign rulers of Keoland for severalcenturies, rejecting them only when warlike mon-archs took the Keoish throne.

The Grand Court assembled at Enstad to deter-mine the best course for the elves, seeking a leaderfrom among their number. Princess Yolande of Bell-meadow, a fey wizard and accomplished warrior, washailed by the gathered nobles as their brightest hope.Together with the Ulek Provinces, Celene expelledthe royal garrisons of Keoland. Princess Yolandeorganized the defenses of the elven nation, and

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Prince Consort Triserron proved an able field com-mander, besting Keoish forces in a number of shortengagements. With their victories came full inde-pendence for Celene, and the elevation of Yolande toqueen of the new realm.

Other perils soon threatened the elven kingdom.The orcs of the Lortmils, no longer restrained byKeoish patrols, attacked their lowland neighbors withincreasing ferocity. These invasions were alwaysturned back, but at great cost, and there seemed noend to the hordes that spewed from the mountainseach spring. Celene joined in a defensive alliance withthe Ulek States and the Kron Hills gnomes, seeking tocontain the nonhuman menace by coordinating theefforts of each nation's military. They achieved limitedsuccess, but continued to incur losses, the greatest ofthese being the death of the prince consort of Celene.While returning from a mission to the County ofUlek, the prince consort was waylaid and slain by orcsin a narrow pass south of the town of Courwood. Histragic death led the elves of Celene to spearhead theHateful Wars.

The Hateful Wars were a series of conflicts wagedfor more than a decade against the orcs and goblinsin the heart of the Lortmils. Following the Low Roadof the Lortmils (the underground passages thatlinked the major goblinoid lairs), the combinedforces discovered every secret stronghold in thechain. Each orc, goblin, and hobgoblin lair wasdestroyed, together with as many of the hated beingsas possible. Forced to the surface, the survivors hadnowhere to recover their strength and numbers.After two harsh winters they were driven from themountains altogether.

The successful prosecution of the Hateful Warsbrought Yolande even greater honor: she wasinvested by the Grand Court with the Mantle of theBlue Moon, giving her the title "Lady Rhalta of AllElvenkind." Queen Yolande found little comfort insuch artifacts and honorifics while she grieved forher loss, though she took a series of consorts withwhom she might practice the Faerie Mysteries.Through the years, Celene and its monarch grewever more isolationist, until by the time of the Grey-hawk Wars Yolande did not even offer assistance tothe Principality of Ulek against the orcs of thePomarj. This inconceivable turn of events led manyto wonder if the queen was under the influence ofevil advisors, or perhaps even mad. In truth, shemerely saw the lives of elves as more important thanany other consideration.

Since the Wars, Celene has maintained its officialpolicy of noninvolvement, though many elves havevolunteered to fight in the Suss Forest or fartherafield. The Knights of Luna are a force of dissension,though many of their most aggressive members are

found in the Duchy of Ulek rather than Celene itself.The affairs of the Grand Court are obscure to out-siders, though it would seem that Queen Yolande isstill in complete authority. She has even acquired anew honorific: the Perfect Flower of Celene. Clearly,though many Celenese find fault with her policies,they also remember her past greatness, and are notyet willing to turn from her.Conflicts and Intrigues: Evil nonhumans from thePomarj remain a constant threat to Celene's southernborders. There have also been some border disputeswith Greyhawk. Some members of the Knights ofLuna seek to gain control of the Celene military. TheRoyal Consort recently entered the Moonarch ofSehanine, and has not returned. The queen has sum-moned diviners to her court in an effort to determinehis plight.

DyversProper Name: Free Lands of DyversRuler: Her Excellency Larissa Hunter, Magister ofDyvers (NG female human Ftr12)Government: Democratic meritocracy: magisterelected for undefined term of office, on the basis ofpersonal achievement, by the Gentry of Dyvers(minor nobles, landowners, and wealthy merchants)Capital: Free and Independent City of DyversMajor Towns: Dyvers (pop. 52,000), Caltaran (870),Maraven (530)Provinces: Dyvers the city (a major noble fief), plussix lordships (minor noble fiefs) over two villages(Caltaran and Maraven) and surrounding countrysideResources: Shipbuilding supplies, foodstuffs (fish,meat, cheeses, local ales), clothingCoinage: [Modified Furyondy] citadel (pp), wheat-sheaf (gp), galley (ep), wagon (sp), common (cp)Population: 128,000—Human 79% (Osfbr), Gnome8%, Halfling 6% (lightfoot), Elf 3% (high 50%, sylvan50%), Dwarf 2% (hill), Half-elf 1%, Half-orc 1%Languages: Common, Rhopan, Gnome, HalflingAlignments: N*, LG, NG, LN, CNReligions: Zilchus*, St. Cuthbert, Pelor, Fhar-langhn, many othersAllies: Furyondy, Veluna, Verbobonc, Greyhawk(weak)Enemies: Iuz, Pomarj, orcs of the Gnarley ForestOverview: The city of Dyvers is located in perhapsthe most lucrative trading nexus in all the Flanaess, afact that has benefited it greatly throughout its longhistory. The city's position on the southern banks ofthe mouth of the Velverdyva River allows Dyvers tocapture the flow of trade from markets such asSchwartzenbruin, Highfolk Town, Thornward, andVerbobonc. Of course, trade flows up the Velverdyva,as well, so Dyvers sees much traffic from the Nyr Dyvand her various port cities. Accordingly, Dyvers is a

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reflection of many cultures—even the common bar-keep can make change in a dozen different coinagesystems.

The Free Lands of Dyvers consist of approxi-mately 2,000 square miles on the southern bank ofthe Velverdyva, including four river islands, theverges of the Gnarley Forest, and the northernmosttip of the wooded Kron Hills. The land nearest thefree city is suitable for farming and is leased tofreemen by the Gentry of Dyvers, a collection ofnoble families who proudly trace their lineage backto the city's Aerdi founders. The wild lands beyondthe farms are technically owned by the less influen-tial members of the Gentry, but are in fact popu-lated primarily by lawless woodsmen, sylvan elves,and no few fairies, who of course pay tribute to nohuman lord.

A number of small villages dot the Free Lands ofDyvers. The most notable is Maraven, a burgeoningeastern town near the border with the lands of Grey-hawk. Maraven straddles the highly traveled Grey-hawk Road, and in the past played the Gentry ofDyvers against the Directing Oligarchy of Greyhawk,managing to remain neutral even through periods ofheavy skirmishing between the cities. In recentyears, however, the Magister of Dyvers, LarissaHunter, put an end to this intrigue, stationing acastle to the east of Maraven, solidifying a hold oneastern nobles whose support was once tenuous atbest.

Dyvers enjoys temperate weather throughoutmuch of the year, with some accumulation of ice onthe Velverdyva in deep winter. Due to its immensesize and perhaps magical properties, the Lake ofUnknown Depths does not freeze in cold weather;Dyvers runs shipping operations year round. Crewsare mindful of the monstrous predators of the lake,however, and prepare accordingly.

The elite of Dyvers' small military forces are theFree Marines, 1,500 well equipped and trainedmariners who double as passable cavalry and infantryin times of crisis. Most troops are in the Free Army,roughly three thousand humans carrying eitherpolearms or shortspears and shields. The currentmagister achieved great success in the wars as thecaptain of this able force.History: Long a trade port, Dyvers was also thecapital of Aerdy's Viceroyalty of Ferrond. In thatrole, it served as a welcome port to goods and trav-elers who braved the unexplored shores of the NyrDyv. The palace of the viceroy rivaled that of hiscolleagues in the west, and its domed central struc-ture and austere stone towers have long been citedin travelogues as among the finest examples ofOeridian architecture.

By 254 CY, the degradation of the Great Kingdom

had grown too profound for the lords of the west. Inthat seminal year, the heir to Viceroy Stinvri wasproclaimed King Thrommel I. The Viceroyalty ofFerrond was no more. In its place stood a vast inde-pendent kingdom, Furyondy, with Dyvers as its cos-mopolitan capital.

Dyvers had been the region's capital for more than150 years. Despite the grandeur of the palace groundsand the long tradition, however, Thrommel and hisnewly installed court desired a grander seat for theirnew realm. A short time after the coronation, planswere drawn for a new capital, Chendl, far to thenorth. By 288 CY, the king had abandoned the "Cityof Sails" for his new seat of power, the meticulouslycrafted architectural wonder of Chendl.

In the ensuing centuries, Dyvers slid further fromthe affairs of central Furyondy. With the construc-tion of the new port city of Willip, on the Nyr Dyv'snorthern shore, much traffic from the north andeast was diverted from Dyvers, and the regionentered an economic slump. At this time, Greyhawkentered a period of expansion and wealth thatserved as a mixed blessing for Dyvers. Increasedwealth to the southeast meant the creation of newmarkets and an invigorated flow of goods and coin.It also meant increased territorial ambition onbehalf of the Landgraf of Selintan, Greyhawk's tradi-tional ruler. While both cities grew richer, a bitterrivalry developed. Dyvers, once the center of learn-ing, art, and culture in the west, saw much of itsinfluence sapped by the upstart city that haddeemed itself, without bothering to confer with theGentry, the "Gem of the Flanaess."

The people of Dyvers are a mercantile folk, proneto cutting corners to achieve profit. Furyondy's rela-tionship with Veluna troubled the freethinking folkof the city, as Veluna's cleric rulers were highly prin-cipled, rather ascetic, and encouraged great donationsto church coffers. When many cities in Furyondyestablished a code of "canon law," replete withchurch courts stocked with Raoan doctrine andCuthbertine punishments, the Gentry of Dyversdecided that enough was enough. Preparing for theworst, they informed the crown of their intention tosplit from Furyondy in 526 CY. Perhaps becauseFuryondy feared the growing power of Greyhawkand felt it needed an ally in the region, Thrommel II,the reigning monarch, allowed the secession to passunchallenged.

In recent years, Dyvers has gained the unfortunatereputation of being a good place to "get lost"—or,rather, to lose one's pursuers. After the Horde of Ele-mental Evil was routed at Emridy Meadows, someadherents to darkness who did not flee to the WildCoast instead traveled north to Dyvers, bolsteringthe criminal element in the city. In part because of

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the aftermath of that conflict, the Gentry of Dyverslive in fear of Turrosh Male's Pomarj "empire" andhave even charted out wholesale evacuation plansfor the city in the event of invasion (the populacefleeing to either Furyondy or Verbobonc).

The aftermath of the Greyhawk Wars brought atleast one important change to Dyvers. The city hadnever enjoyed a warm relationship with Furyondy'sbranch of the Knights of the Hart, and when someknights loudly contemplated annexation of the cityfor King Belvor, public anxiety grew to an all-timehigh. The city's Magister, Margus, failed to ade-quately address the concerns of his public, lettingthe matter slip by without comment. This led to hisouster in 585 CY and the subsequent election of itsfiery army commander, Larissa Hunter, as the newMagister. Hunter is patriotic to a fault, continuallyrubbing Greyhawk and Furyondy's noses in minortrade victories, and shortening no few tempers inforeign lands. Still, she has captured the hearts ofher people and is a popular sovereign.Conflicts and Intrigues: Rhennee bargefolk nowinhabit the four islands of the city's River Quarter,causing trouble. Two Free Marines ships were cap-tured by pirates late last year; among the missing is awizard, Rashaman of Safeton, Larissa Hunter's hus-band. Outlying farms in the south now suffer raidsby orcs, gnolls, and ogres from deep in the GnarleyForest.

EkbirProper Name; Caliphate of EkbirRuler: His Sublime Magnificence, the Caliph ofEkbir, Xargun (NG male human Clr16 of Al'Akbar)Government: Aristocratic theocracy, ruler must bea high-ranking cleric from one of five royal clansCapital: Ekbir CityMajor Towns: Ekbir (pop. 63,700), Kofeh (pop.29,400), Fashtri (pop. 10,000)Provinces: Numerous minor sheikdomsResources: Foodstuffs (plus fish), cloth, wood, ship-building suppliesCoinage: Star (pp) cup (gp), galley (ep), charger (sp),sentry (cp)Population: 1,960,000—Human 96% (B), Halfling2%, Elf 1%, Other 1%Languages: Baklunish (Ancient and dialects),CommonAlignments: LG*, NG, LN, NReligions: Al'Akbar, Istus, Mouqol, Pelor, Geshtai(all state favored); other Baklunish godsAllies: Tusmit (sometimes), Zeif (sometimes)Enemies: Zeif (sometimes), Tusmit (sometimes),Tiger Nomads (sometimes), Ket (sometimes), Knightsof the WatchOverview: The caliphate's southern and eastern bor-

ders are formed by the Tuflik and Blashikmundrivers, while her northern border follows the Yatils totheir terminus in the Yecha Hills. This arm of themountains is filled by the Udgru Forest, a largelyuntamed region where the caliph's authority does notgo unchallenged, Ekbir, located on the coast of theDramidj Ocean, boasts one of the most imposingfortresses in all the Flanaess within her capital city;The city is also a destination for pilgrims wishing topray at the Mosque of Al'Akbar,

The city of Ekbir and the coastal areas of thecaliphate are mild and pleasant year-round. The inte-rior of Ekbir is another matter, for the winters therecan be quite severe. The Hadash River marks anunofficial boundary between the settled and wildlands of the caliphate. The country is quite fertile,and the interior is almost purely agrarian. Thepeople are very devout for the most part, though fewhere could be described as zealots. Most citizensfollow the Exalted Faith of Al'Akbar, and even thosewho hold some other deity or deities as patron stillhave great reverence for Al'Akbar as the Restorer ofRighteousness.

Ekbir's military is more than sufficient for thedefense of the realm; a large force of seasoned lightand medium cavalry patrols her borders and pilgrim-age routes, and a one-thousand-man army of mace-and scimitar-wielding heavy infantry is personallycommanded by the caliph. The nation's formidablewar-fleet is based primarily from the capital city,though her mercantile fleet is divided almost equallybetween the capital and the more southerly port ofKofeh. The shipyards of Hadash Bay are quite busy aswell, refitting several ships of state to honor the fiftiethanniversary of Xargun's reign as caliph.History: Ekbir is arguably the oldest of the Baktanish states in the Flanaess, its capital city havingbeen founded by Al'Akbar himself, and where hereigned for the last decade of his mortal life. Thesimple guidelines he established for proper gov-ernment, trade, and agriculture were quickly elab-orated upon by his followers. Within twenty yearsof his ascension, a well-defined social order hadalready been achieved. While most of the rest ofthe Flanaess was in disorder, Ekbir was an island ofstability and benevolence. Her clerics journeyed toneighboring lands to preach the accumulatedwisdom of the Exalted Faith. They met muchopposition, especially in the lands of the degener-ate Satrapy of Ghayar (modern Zeif), but manyconverts were won as well.

When Ozef the Warrior overthrew the last ofthe Satraps and established the Sultanate of Zeif,he turned to the caliphate and the clergy of Al'Ak-bar for guidance in establishing his new govern-ment. Yet, with his untimely death, the blessed

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influence of the caliph was diminished. Mean-while the importance of the nefarious viziers grewevermore profound. Thus, the proper relationshipof sultan to caliph was never realized between thetwo nations, despite the importance of the faith ofAl'Akbar to both.

During the reign of Udmey the Seer, the firstorder of knighthood in service to Al'Akbar wasestablished, called the Farises. The caliph under-stood that mounted warriors had always provedmost effective in the lands of the Baklunish, andthese knights were organized to defend the nation,clergy, pilgrims, and citizens. They also served as acounterbalance to the mounted raiders of theplains. Udmey oversaw the creation of the navalforce of Ekbir. The size and quality of this fleet wassteadily increased until it came to dominate muchof the western ocean over the next four centuries,providing security for travelers and merchants ofall nations.

Sadly, this era of maritime prosperity was slowlybrought to an end by a protracted conflict with theAtaphad city-states. The Ataphad Islands had beenignored for centuries by the Baklunish Empire, andthey had provided a haven for the most degenerateelements of that civilization. When the Baklunishsuccessor-states colonized in the Dramidj isles, theybrought with them a culture that was opposed to thepractices of the evil lords and sorcerers of the north-ern isles. A state of war soon developed that saw littleopen hostility, but relied heavily on espionage, oftenusing the most potent magical means to underminetrade and government authority. Piracy also becamecommonplace; combined with sahuagin attacks andthe treachery of turncoat ship's captains, the sea-lanesof the Dramidj became some of the most dangerouson Oerth.

While the Ekbiri faced opposition on the openseas, they also suffered a grievous assault to their reli-gious foundation. During the 16th Procession ofBlessing, in 2878 BH (219 CY), the Cup and Talismanof Al'Akbar were brought by the grand mufti out ofthe Mosque of Al'Akbar, according to establishedcustom. The procession was immediately attackedand the relics stolen by strange elves who were as tallas men. They escaped pursuit astride giant eagles,traveling above the Plains of the Paynims toward thedistant Barrier Peaks. The grand mufti was heldresponsible for this irreplaceable loss, and he wasexiled from Ekbir forever, ultimately finding refugeamong the mountain tribes of the Yatils. Over thenext decades, he formed the tenets of the True Faith,claiming the caliph was no longer the true spiritualheir of Al'Akbar.

Upheaval in the southern lands brought severallarge groups of mixed Oeridian and Baklunish

refugees from the region of Ull into Ekbir in 2975BH, along the pilgrimage routes through the plains.The caliphate established refugee camps near theBlashikmund to accommodate the exiles, settingguardians over them to maintain order. Later thatyear, when two even larger bands of nomads enteredthe caliphate, they refused to submit to the Ekbiri.Instead, these Paynims stirred the inhabitants of thecamps to join with them in seizing arms and mountsfrom their guardians. Most of the guardians wereslain in the struggle, and the nomads quickly movednorth, stealing food and horses from villages alongtheir route. Though harried by Ekbiri cavalry, thenomads eluded their pursuers with guile and unex-pected magical force, managing to escape into theYecha Hills in less than a fortnight.

For much of the next decade following the NomadIntrusion, the borders of Ekbir were closed to largegroups of pilgrims or other wanderers. The nationtook a decidedly more aggressive stance toward itssecurity, assuming control of Tusmit from the sul-tanate in the process. Teachers and administratorswere sent to Tusmit to help organize the necessarysocial reforms in the new protectorate, but theobstreperous nobles (many of whom had supportedthe successors of the grand mufti of the Yatils) resis-ted every effort made by the Ekbiri. Finally, the pashahimself was forced to compromise with the nobles,and Tusmit was declared an independent state,though the pasha was still expected to acknowledgethe caliph as his personal superior.

When the current pasha of Tusmit assumed hisoffice, he failed to make ritual obeisance to thecaliph, instead giving his pledge of loyalty to thesultan of Zeif. This has not helped relationshipsbetween Tusmit and Ekbir, needless to say. The rela-tionship between Ekbir and Zeif, on the other hand,is near ruin. For the last twenty years the sultan hassought to advance his claim as the highest temporalauthority in all Baklunish lands. The caliph hasrejected this utterly on the basis of history, and alsoon morality, pointing to the corruption in thesultan's court. Ships from one nation are now rou-tinely harassed in the ports of the other, or simplyrefused berth. It is hoped that the growing tensionscan be resolved without violence, but the armies ofthe caliphate stand ready to defend their nation.Conflicts and Intrigues: Tension increases in theDramidj between Zeif and the Ataphadi. Advisorsexpress concern over contacts between the Ataphadcity-states and the Tiger Nomads. Religious authori-ties are disturbed by tales of a new Mahdi among thePaynim tribes.

Frost BarbariansProper Name: Kingdom of (the) Fruztii

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Ruler: His Most Warlike Majesty, King HundgredRalffson of the Fruztii (CN male human Bbn13)Government: Hereditary feudal monarchy; memberof the Northern AllianceCapital: KrakenheimMajor Towns: Djekul (pop. 3,100), Krakenheim(pop. 4,500)Provinces: Thirteen jarldoms (all clan-based) gov-erning many chieftain-led villagesResources: Foodstuffs (plus fish), furs, silver, gold,iron, timber, shipbuilding suppliesCoinage: Kronar (gp), haf-kronar (ep), linnwurm (sp),thrall (cp)Population: 144,500—Human 96% (S), Dwarf 2%(hill 50%, mountain 50%), Halfling 1%, Other 1%Languages: Cold Tongue, CommonAlignments: CN*, NReligions: Kord, Llerg, Norebo, Xerbo, Vatun, SyrulAllies: Ratik, dwarf and gnome clans in Griff andCorusk MountainsEnemies: Iuz, Stonehold, North Kingdom, BoneMarch, Sea Barons, Ice/Snow Barbarians (sometimes)Overview: The Frost Barbarians, or Fruztii, dwell inthe lands above the Timberway Forest, bounded bythe Griff and Corusk Mountains to the west andnorth. The western edge of the Spikey Forest marksthe border with the Snow Barbarians, and the south-ern and eastern shores of the kingdom of Fruztii endat the waters of Grendep Bay. The climate here ismuch more temperate than in the northern parts ofRhizia (as the Thillonrian Peninsula is named in theCold Tongue), and farming is an important part ofthe economy of the kingdom (though the growingseason is short). Fishing is also very important onGrendep Bay, as is mining in the eastern Griffs.However, the most notorious pursuit of the FrostBarbarians is raiding, and it often proves the mostlucrative, as well.

Longships of the Frost Barbarians, often in coop-eration with the other Suel barbarians, raid south-ward in spring to pillage along the coast of the newGreat Kingdom of Northern Aerdy and sometimesfurther south. The crews are typical examples ofbarbarian warriors, wildly brave but rarely disci-plined. No lack of discipline afflicts the soldiers ofthe king of Fruztii, however; his standing army ishighly organized and well trained. The king's menare also well armored with chainmail and shield,bearing swords or battle-axes. Several companies ofarchers and a small force of cavalry based in Djekulare present.

The Fruztii are strongly allied to the Archbarony ofRatik in the south. Their young king has even mar-ried a beautiful but headstrong Ratikkan noble-woman eight years his senior. Changes are alreadyapparent in the royal court at Krakenheim, with

more formal (or "civilized") trappings in the organiza-tion of the government and the military. Thesechanges do not meet with the approval of many ofthe older jarls, but they remain loyal to Hundgredout of respect for his noble father.History: The known history of the Suel of the farnorth is a combination of legend, myth and tradi-tion. Their earliest tales are of the battles they foughtas they may their way across the Flanaess, dogged bythe Oeridians who allowed them no habitation inthe rich central lands. Many Suel fled far to thesouth, following various leaders of the old aristoc-racy. Some made peace with the Oeridians, accept-ing their laws while keeping their Suel princes. Theancestors of the Suel barbarians hated the Suelnobles and aristocracy almost as much as they hatedforeign races. They acknowledged no masters, andafter a century of travail finally crossed the Rakersinto Rhizia.

Here legend becomes myth. Stories tell of a barbar-ian empire created by the warriors of Vatun, the"Great God of the North." The empire, if it existed atall, lasted only for the lifetime of the first fasstal ofthe Suelii. Some say Vatun was betrayed by a com-panion deity, but others blame a rival Oeridian god(Telchur) and his clerics; a few even say that the bar-barians proved unworthy, being unable to sustain amighty god's presence. Regardless, as recorded his-tory dawned in the north, the barbarians' empire wasonly a tale of old.

Several centuries after the founding of Aerdy, theSuel barbarians began their sea raids. Apparently,they had been content to war with each otherthrough the dim years that preceded their attack onthe Aerdy coasts. The Fruztii were the dominantnation in these early raiding expeditions, even goingso far as to establish settlements south of the Rakers,on the border of the Great Kingdom. Their raidingbecame so chronic that eventually the Aerdi senttroops to deal with the settlements directly. Manybattles were fought over the years, but the Fruztiiresisted all attempts to dislodge them. Eventually,the armies of the Great Kingdom overwhelmed thecombined force of Suel barbarians, and the Frost Bar-barians took most of the losses. The Fruztii werenever again dominant in the north.

For years they were subject, directly or indirectly,to their Snow Barbarian cousins. It was not until thereign of the current king's father that they trulyemerged from the Schnai's yoke. The alliance withRatik that has flourished in the last twenty years hasgiven the Frost Barbarians greater influence in theregion. Immediately prior to the Greyhawk Wars,they were in brief alliance with Stonehold, as were allthe barbarian Suel, but the alliance quickly dissolvedbefore any military action by the Fruztii was begun.

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Conflicts and Intrigues: Nobles from Ratik havegreat influence at court but are not always trusted.Scarlet Brotherhood agents are well received butbring strange news and promises. Merchants fromthe Lordship of the Isles have a growing presence,offering unusually generous trade deals that makesome jarls suspicious. Hundgred's court is growingisolated from other northern barbarian nations.

FuryondyProper Name: Kingdom of FuryondyRuler: His Pious Majesty, the King of Furyondy,Belvor IV (LG male human Pal16 of Heironeous)Government: Feudal monarchy, hereditary king-ship (no current heir) limited by Noble CouncilCapital: ChendlMajor Towns: Baranford (pop. 2,200), Caronis(3,000), Chendl (15,600), Crockport (3,400), FreeBorough (3,100), Gorsend (5,200), Grabford (8,800),Greatwall (4,400), Kisail (2,300), Libernen (3,900),Littleberg (7,700), Pantarn (2,500), Redoubt (5,900)Willip (19,000)Provinces: Eight major provinces ruled by heredi-tary nobility (the "Seven Families")Resources: Foodstuffs, cloth, gold, wines, fish, ship-building suppliesCoinage: [Furyondy standard] paladin (pp), wheat-sheaf (gp), knight (ep), sheridan (sp), common (cp)Population: 1,481,800—Human 79% (Osbf), Elf 9%(sylvan 60%, high 40%), Halfling 5%, Dwarf 3%,Gnome 2%, Half-elf 1%, Half-orc 1%Languages: Common, Velondi (far west), Elven,HalflingAlignments: LG*, NG, LNReligions: Heironeous, Rao, St. Cuthbert, Maya-heine, Zilchus, Trithereon, Fharlanghn, BeoryAllies: Veluna, Shield Lands, Highfolk, Ulek States,Verbobonc, Dyvers, Knights of the HartEnemies: Iuz, Scarlet Brotherhood, Rhennee (dis-trusted), Horned SocietyOverview: Modern Furyondy spans the landbetween the mighty Velverdyva and Veng Rivers,from the Nyr Dyv in the south to the southern shoreof Lake Whyestil in the north. The nation abuts thegrand Vesve Forest, but claims only a small part ofthat expanse.

The two great lakes moderate the weatherthroughout most of the year. Rain is more commonin the north, making a depressing land even moremiserable. Winter brings a great deal of snow, but isnot particularly harsh.

Furyondy both profits and suffers from the disposi-tion of its neighbors. The alliance with friendly one-time satellite nations like Highfolk and Veluna bal-ances the depredation suffered at the hands of Iuz and,until recently, the Horned Society. The Greyhawk Artur Fakartai at the Retaking of Grabford

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Wars changed the nation's borders; for several years,much of the northern provinces of Kalinstren andCrystalreach were occupied by Iuz.

War also brought about severe economic depres-sion for the north, and a massive drain on the royalcoffers. As a result, much of the king's wealth hasbeen depleted. Much of the nationwide road system,once Furyondy's pride, lies in shambles unless sup-ported by the wealth of local lords. This has had adeleterious effect upon the nation's economy, andtrade is at an alarming low.

Though it suffered great losses in the GreyhawkWars (582-584 CY) and the Great Northern Cru-sade (586-588 CY), and stands to lose even more tothe newly declared eternal war against Iuz,Furyondy still boasts one of the most impressivestanding armies in all the Flanaess. Augmented bywar-hungry mercenaries and adventurers from dis-tant lands, the full force of infantry and cavalrystand at about twenty thousand soldiers, withroughly the same number of warriors provided bylocal lords.

The Furyondian Royal Navy, based in Willip,patrols the Nyr Dyv, keeping the coasts (mostly) freeof pirates and dangerous monsters. The Willip Arse-nal, the largest dockyard in the Flanaess, has grownconsiderably in the last six years as the nationreplaces dozens of lost ships.

The heartlands of Furyondy are governed by theking and by the Seven Families, each of whom con-trol a single province within the kingdom. Thesenobles live to the fullest of their grand titles. Thecourts of dukes, barons, and earls rival that of theking himself. The provinces of Furyondy follow,with capitals and rulers.Crystalreach, County ofGrabfordCount Artur Jakartai (LG male human Pal17 ofHeironeous)Fairwain ProvinceChendl (royal capital)King Belvor IV (LG male human Pal16 of Heironeous)Gold CountyLibernenCountess Kyaren Rhavelle (N female human Wiz4(illusionist))Kalinstren, Barony ofCrockportBaroness Jelleneth Kalinstren (CG female humanFtr9)Littleberg, Barony ofLittlebergBaron Jemain (LG male human Ftr11)Reach, Duchy of theCaronisDuke Bennal Tyneman (CN male human Rog12)

March, Viscounty of theGorsendViscount Luther Derwent (N male human Ftr4)Willip, Barony ofWillipBaron Xanthan Butrain (LN male human Ftr8)History: In the aftermath of war, participants andspectators always seek to cast one nation in the roleof good, the other in the role of evil. If the Old Onepresents an all too obvious threat, Furyondy presentssalvation. Were it not for the valor of Furyondy'sknights, the resolve of its peasant levies, and themagic of its steadfast allies, the Flanaess very likelywould be under the complete control of Iuz the EvilFuryondy is a place of chivalry, a bastion of good inthese very troubled lands.

The realm began nearly five hundred years ago asthe Viceroyalty of Ferrond, the proudest jewel in thecrown of Aerdy. In those distant days, Ferrond con-sisted of modern-day Furyondy (Furyon) and Veluna(Voll), Highfolk, the Shield Lands, the Quaglands(Perrenland), and the hilly regions northeast of themassive Vesve Forest, then known as part of theNorthern Reaches. The viceroy ruled fairly fromDyvers, where he was attended by scores of noblefamilies culled from the Great Kingdom, as well asennobled Flan who served Aerdy.

Ferrond followed Aerdy's feudalistic model, result-ing in considerable profit for Rauxes though creatingextremely difficult lives for the majority of Ferrondi-ans. As the Aerdy empire faltered under incompetentoverkings, the nobles of Ferrond withheld theirimperial tithes, ruling by their own writ more thanby the commands of their distant liege.

The death of the aged Viceroy Stinvri in 254 CYsignaled a change in Ferrondian politics. No longerwould the nobles of Ferrond bow to the "dangerousincompetence" of Rauxes. Instead, they installedStinvri's heir as Thrommel I, king of Furyondy. Thecoronation was the cause of much celebrating inDyvers, and considerable anguish in Aerdy. Immedi-ately, half-hearted skirmishing in the lands north ofthe Nyr Dyv exploded into conflict bordering on all-out war.

Unrest from the northern barbarians and militaryincompetence cost Aerdy any chance at checking theFerrondian movement. Though it took the Court ofEssences more than a century to acknowledge it,Furyondy's independence suffered no serious opposi-tion after 260 CY.

Eventually, the excess of Furyondy's nobles andthe pride of growing Furyondian nationalism trig-gered an expansionist phase that saw the annexationof Bissel in 438 CY. Only the secession of Voll (laterVeluna) and the strength of Keoland to the southhalted Furyondy's aggressive growth.

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The year 479 CY saw the appearance of Iuz in thenorth, and in the following years much of the North-ern Reaches was lost to the cambion lord. Furyondy'snew preoccupation would not be with internal poli-tics or foreign treaties, but with a demon-spawnedtyrant.

King Belvor IV, the realm's current monarch, cameto the throne in 537 CY. The events of the last twodecades have weighed heavily on his heart, and hehas turned from a kindly if forceful gentleman to abitter, aged warrior. He remains devoted to the teach-ings of Heironeous, but many believe that Belvorgoes through the motions of leadership withoutspirit, exhausted by war.

Belvor's lesser nobles hold the king in check; theirrepresentatives form the basis of a Noble Councilconvened in the current capital, Chendl. Before theking makes important decrees, he must first garnerthe support of this body, which often holds its owninterests above that of the nation as a whole. Belowthe king and the Noble Council is an array of minornobles known as the Knightly Conclave, a parliamen-tary group that considers any issue it wishes, thenoffers its opinions to Belvor.

The Greyhawk Wars were not kind to Furyondy.Ever a stalwart foe of the Old One, the nation paid inblood when the armies of Iuz marched south andwest. With Bissel overrun by Ket, most of Furyondy'sallies were cut off from aiding the nation againstwaves of orcs, hobgoblins, and demons. Crockportand Grabford fell quickly; Chendl laid besieged formonths and suffered significant damage. TheWhyestil Lake navy narrowly escaped completedestruction at terrible cost. Furyondy lost nearlythirty thousand men in the fighting. Though refugeesfrom the Bandit Kingdoms and even repentanthumans from the Horned Society helped to replacefallen soldiers, they did little to ameliorate the painand suffering of those who had lost loved ones in thestruggle. Expatriate Shield Landers, nearly eleventhousand of them, understood this loss all too well.They emigrated to Furyondy after the fall of theirown nation, hungry for retribution and eager to bringthe war to Iuz. With the ratification of the great Pactof Greyhawk in Harvester 584, however, the warscame to an end. Furyondy and Iuz alike licked terriblewounds across a newly formed border and miles ofphysical and emotional devastation.

Despite the Pact of Greyhawk, Belvor and hisadvisers worked behind the scenes to deal a tellingblow to the enemy to the north. An alliance withVeluna, always a strong ally and moral compass forFuryondy, resulted in the recovery of the Crook of Raoand the Flight of Fiends in Coldeven 586 CY. With-out his support structure of fiendish officers, Iuz'sarmies lost much of their striking power and organi-

zation. Belvor knew well that this chaos would notlast forever. Furyondy's plight demanded action. Atgreat cost to his own power and holdings, KingBelvor IV initiated the Great Northern Crusade.

Furyondy's armies smashed northward in earlyPlanting, bulwarked by the Knights of the Hart andthe archmage Bigby. Fighting continued for morethan a year, with few meaningful victories for eitherside. Finally, in 588 CY, the Battle of Grabford pro-vided Furyondy with a crucial victory that allowedit to encircle Crockport, the base of Iuz's operationsin the occupied lands. When the city finally fell tothe forces of weal, it was the site of uncontrolledchaos and slaughter of the occupying forces. Crock-port had been the goal of the great Northern Cru-sade. Many fell victim to emotion in its recapture,and few good men remember the event with anydegree of pride.

If Crockport had been the initial goal of the Cru-sade, however, general revenge, and the ultimatedestruction of Iuz the Evil soon took its place.Recaptured lands revealed the horrible truth of theoccupation—entire villages had been reanimated;Iuz's agents knew no pity, and reveled in destructionand butchery. Exactly three years to the day of call-ing the original Crusade, Belvor appeared in publicin Chendl, proclaiming a "permanent and unalter-able state of war" between Furyondy and the Empireof Iuz.

For the past two years, war has continued in theform of cross-border raids and magical assaults, spyoperations, assassination and sabotage, and merce-nary strikes against supply and headquarters units,Whole months pass without noteworthy actions (inthe public eye, at least). Still, the ultimate goal ofIuz's downfall burns in the hearts and minds of allFuryondians.Conflicts and Intrigues: The Furyondian branchof the Knights of the Hart is becoming increasinglypolitical, to the chagrin of the southern lords. Threecloven-hoofed children were born in the town ofPantarn within the last year. Count Artur Jakartai ofCrystalreach is being courted by Shield Landers whodesire his help in reclaiming their lost land. KingBelvor is aging and has no heir apparent.

GeoffProper Name: Grand Duchy of GeoffRuler: His High Radiance, Owen I, Grand Duke ofGeoff (exiled—LG male human Wiz15 (illusion-ist)/Ftr5); now ruled by rival giant and nonhumantribal leaders and shamans, divided by race andreligionGovernment: (Formerly) feudal monarchy withminor fealty to Keoland; (now) no central govern-ment exists

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Capital: (Formerly) Gorna; (now) noneMajor Towns: Gorna (pop. ?), Hochoch (pop. 5,500;see text), Hocholve (pop. 0), Pest's Crossing (pop.800), Pregmere (pop. 300)Provinces: (Formerly) six high counties, numerouselven lordships among nomadic woodland tribes, afew dwarf and gnome lordships in Stark Mounds;(now) several ill-managed "provinces" commandedby most powerful giant inhabitants of former humancitiesResources: (Formerly) cloth, copper, silver, gold,timber, gems (I)Coinage: [Modified Keoland] griffon (pp), lion (gp),eagle (ep), hawk (sp), owl (cp)Population:70,000—Human 79% (FSO), Elf 9%(sylvan 90%), Halfling 5%, Dwarf 3% (hill), Gnome2%, Half-elf 1%, Half-orc 1% (plus vast number ofuncounted orcs, goblins, various giants, etc.)Languages: Common, Flan, Keolandish, Elven,Halfling (plus Orc, Goblin, etc.)Alignments: NG, LG, CG, N, LN, CN, CE* (law for-merly LN)Religions: Pelor, Ehlonna, Allitur, Phyton, Fhar-langhn, St. Cuthbert, Obad-Hai, elf pantheon,Norebo, Beory, gnome pantheonAllies: Sterich, Keoland, Gran March, BisselEnemies: Valley of the Mage (distrusted), nonhu-mans and giants in CrystalmistsOverview: The land of Geoff is utterly devastated. Itsvillages are ghost towns, and armies of orcs andgiants of all varieties have inhabited the cities, takingas slaves those humans they did not kill and eat. Fewbuildings have escaped ruin, and the land's forests arebeing harvested for unknown purposes. Nearlyeverything that once was Geoff has been erased. Thegiants hold all land from the Crystalmist mountainsin all directions but east, where the Realstream, DimForest, Oytwood, and Stark Mounds demarcate achaotic, violent border with Gran March.

Geoffs isolated position accounts for someunusual weather. Morning fog is common near theDim Forest, giving northeastern Geoff a reputationfor secrecy and hauntings. Rain is plentiful, thoughthunderstorms are short, violent affairs. Winterbrings significant snowfall, especially in the westand mountains.

Before the wars, Geoff was well known as a sourcefor wool and furs. Animals, both wild and domesti-cated, once freely roamed the countryside. Most ofthese were captured and eaten by giants and orcs,though the deer population has grown following theloss of their foremost predator (humans—the orcsand giants eat cattle and horses). Roving packs ofwild dogs range widely throughout Geoff, creatingyet another hazard in an already frightful realm.

Geoffs roads, predictably, are in disrepair. Travel-

ing them is relatively safe, however, since giantsignore roads to take the most direct overland path,carrying their belongings. Few bandits inhabit Geoff,as the giants are dangerous and nothing is left worthstealing.

The giants' gains were hard won. Geoff's archers,predominantly sylvan elves and half-elves, pickedoff the first giant forays, allowing the full evacuationof the capital and much of the southlands. Eventu-ally, Geoffs defense broke. Cavalry and pikemenwere little match for seemingly countless bands ofgiants and nonhumans. Little evidence of an organ-ized Geoffite army exists today; survivors long agopledged themselves to Gran March or newly liber-ated Sterich, and they encourage the retaking ofGeoff from afar. The largest group of these warriorsis based in the all-but-annexed town of Hochoch,between the Dim Forest and Oytwood.History: Geoff is among the oldest nations in theFlanaess. Settled by migrating Suel and Oeridianswho befriended the native Flan tribes, the land hasbenefited from its geographic isolation for centuries,seeing little war or bloodshed. With the help of thesylvan elves of the forests and the gnomes of theStark Mounds, the Geoffites erected Gorna morethan nine hundred years ago. In 316 CY, the regionwas peacefully incorporated into Keoland, its nomi-nal leader gaining the title of Grand Duke of Geoff.

As the ambition of the Keoish kings grew great,the councils of the grand duke urged their leader todistance himself from the philosophy of the WealsunProclamation, which announced manifest destinyupon the entire Sheldomar Valley. Though the dukesof Geoff did not openly oppose the measure, DukeArnod II failed to supply any troops for the kingduring the Small War with Veluna, claiming that theroyal messenger bearing the mustering order (aminor Keoish noble named Dartun Dasco) had neverarrived. Thereafter, relations between the court ofthe Duke Arnod and King Tavish III grew cold.

The discovery by a Keoish spy of a desiccated, poi-soned corpse beneath the grounds of Eagle Peak (theduke's castle) in 450 CY triggered a series of eventsthat would end in war between Geoff and Keoland.When divinations revealed the body to be that of themissing knight, Dasco, the king ordered his armiesacross the Stark Mounds, intent to teach Geoff theprice of ignoring Keoish edicts.

The result of this was the bloody Battle of Gorna,which saw the defeat of the Keoish force. Someclaim that powerful magic employed on behalf ofthe duke by the archmage Vargalian had a direorigin; many of the slain Keoish warriors remain inthe Stark Mounds as undead swordwraiths to thisday. The defeat was profound, and it resulted in greathumiliation for King Tavish III. In the following

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years, Geoff continued to pay tribute to the crown,but with confidence that never again would thenation fear an attack from the east.

The nation, however, lay exposed to a deeper threatfrom within its own borders. In 497 CY, the unthink-ably rich Count Granus of Pregmere made a play forthe capital, using as his army a well-paid force of mer-cenaries and, it is whispered, the secret support ofthe Knights of the Watch and certain forces withinGran March. Grand Duke Rohan III was slain inearly fighting, which encouraged three other countsto join the fray, challenging Granus's claim upon theentirety of Geoff. Keoland, who stood duty-bound toquell the fighting, watched from afar, still achingfrom the defeat suffered in the Stark Mounds. At theend of the battle, the heir of Count Granus took thetitle Rohan IV. With a surprisingly gentle spirit andeven-handed philosophy, he pacified his woundednation.

Throughout the next eighty years, Geoff lived inrelative peace. Raids by giants, ogres, and orcs fromthe Crystalmists were a continual nuisance, but thecreatures never worked in concert and were easilylaid low.

This pattern changed dramatically in 584 CY, whenthe orcs and giant-kin of the Crystalmists workedtogether, systematically invading and destroyingwestern villages in a series of calculated attacks thatappeared to be orchestrated by an unknown entity.By Harvester, the entire nation had fallen to thegiants. The duke, wise Owen I, fled to Shiboleth,where he was greeted by friendly nobles of GranMarch.

Those Geoffites who could not escape the nationbegan a guerilla war against the giants, striking fromsecluded hideouts in hills and woodlands. Aided bygnomes and elves, these humans gained only minorvictories. By 586 CY, most resistance cells had beendiscovered and slain, the few survivors retreatingdeeper into the woodlands of the east.

A vicious, violent push into Geoff came in 588 CY.Orchestrated by leaders of the Knights of Dispatch inHochoch, the action saw a great deal of fighting inthe Oytwood, where a small army of lesser giantkinwas defeated with great bloodshed. The push wastaxing, however, and the soldiers of Hochoch nowmount only small raids in the west, awaiting moneyand manpower to support a reinvasion of thedestroyed duchy.

Very little information on the current status of thenation has reached the outside world. It is knownthat Gorna is in ruins, and that a fire giant named"King" Mogthrasir rules from a crudely wroughtstone castle in Pest's Crossing. The giants call theland "Tjalf," which means "toil" in their language, anaccurate representation of the life of the few surviv-

ing humans in the region. Whether Mogthrasir plot-ted the invasions and is the overlord of the entireregion is unknown, but doubted.Conflicts and Intrigues: Rumors that old Owen Iintends to move his court to Hochoch cause conster-nation among the leaders of the Knights of theWatch, who have designs upon a reconquered Geoff.The Oytwood and Dim Forest sylvan elves are onincreasingly unfriendly terms. Owen's heir, CountHustin, who vanished in 587 CY, was recentlyrevealed by divination to be alive and "amid the sky."

Gran MarchProper Name: Gran MarchRuler: His Most Resolute Magnitude, Magnus Vri-anian, Commandant of Gran March (LG malehuman Wiz9 (evoker)/Clr3 of Heironeous)Government: Feudal monarchy structured alongmilitary lines, with minor fealty to Keoland; oversee-ing current government in Bissel; noble houses andgovernment are closely entwined with a militantquasi-religious knighthood, the Knights of theWatch; commandant chosen every five years by voteof nobles and knightsCapital: HookhillMajor Towns: Hookhill (pop. 7,500), Shiboleth(pop. 5,900)Provinces: Ten great baronies, two marches (easternDim Forest, Rushmoors), captured territory(Hochoch; see text)Resources: Foodstuffs, cloth, copper, gems (III)Coinage: [Modified Keoland] griffon (pp), lion (gp),eagle (ep), white owl (sp), heron (cp)Population: 254, 600—Human 79% (SOf), Elf 8%(sylvan), Dwarf 5%, Halfling 3%, Gnome 2%, Half-elf1%, Half-orc 1%, Other 1%Languages: Common, Keolandish, Elven, DwarvenAlignments: LN*, LG, NReligions: Heironeous, St. Cuthbert, Pholtus, Fhar-langhn, Zilchus, Oeridian agricultural gods, Phyton,Obad-HaiAllies: Keoland, Sterich, Bissel, Ulek states.Enemies: Ket, nonhumans in Geoff and CrystalmistsOverview: Gran March occupies the fertile plainseast of the expansive Dim Forest and west of theLortmil Mountains, bounded by the northernmostfork of the Sheldomar River in the south. A poorlydefined "open" border marks the north, where noblesoften kept court in both Bissel and Gran March.These days, there seems to be little differencebetween the two governments, though the landwithin 30 miles north of Hookhill is considered partof Gran March proper. This territory also includesportions of Dim Forest and the Rushmoors, ahaunted fen that has plagued the southern march formuch of its long history.

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The northern baronies enjoy a temperate, dry cli-mate not unlike that found in Bissel. The south, how-ever, is a land of dark mists and frequent showers,particularly near the forest and swamp.

Gran March is an exceptionally martial nation. Atage fifteen, all fit males enter mandatory conscrip-tion for a period of up to seven years. Girls may jointhe rank and file, as well, though this is something ofa modern development, and their participation is notseen as mandatory (though several influentialwomen in the military hierarchy believe it shouldbe). It is a testament to the national pride of thenation's young people that many continue after theirrequired service, and those who do not are generallymembers of local militias.

Internationally renown mailed cavalry forms thecore of Gran March's impressive army. Armed withlances, crossbows, and swords, these riders are thebane of giants inhabiting Geoff. The Knights of theWatch and Knights of Dispatch offer support andwelcome tactical expertise. The total standing armyincludes more than eighteen thousand soldiers. Atleast three times as many trained troops can be calledup within a single week.History: Gran March is one of Keoland's oldestholdings, tracing its history back more than ninehundred years. Legend holds that, after the defeat ofVecna and the dissolution of his empire (placed inthe northern part of the Sheldomar Valley in someaccounts), the nascent Keolandish crown created anorder of knights in the frontier region. The Knightsof the March were ordered to bring law to the landand to quell the warring of the native Flan factions.Eventually, the leader of the knighthood was namedcommandant of Gran March, a title that carried withit control of the land between the Rushmoors andLortmils.

Life in Gran March was peaceful and safe, as fewdared oppose the powerful commandant. When aperceived threat from within beset the nation, theKnights of the March sprung upon it fiercely anddecisively. Sometimes, such reprisals came with littlewarning, often against seemingly upstanding mem-bers of the lesser aristocracy. The knights followedthe secret teachings of their own inscrutable doc-trine, and they showed no interest in explainingtheir actions to commoners.

The early 300s CY brought the Baklunish BrazenHorde to Ket, causing much consternation in thecourts of the east and south. In order to protect hisholdings against this Paynim threat, King Tavish I ofKeoland ordered the foundation of the Knights ofthe Watch, built upon the basis of the Knights of theMarch and commanded by its leaders. This new,international knighthood quickly spread to Geoff,Bissel, and the heart of the empire, all the while

retaining strong roots and key leadership in GranMarch. Indeed, the commandant became titularruler of the massive knighthood, as well as leader ofhis nation.

With the dawning of Keoland's wars of aggression,in 350 CY, Gran March gained international notori-ety as the primary staging ground for the SecondExpeditionary Army, which invaded Veluna fromthe southwest. After the success of that campaign,the capital of Hookhill became an important caravanstop to points north, which served to increase thewealth of the province.

By 415 CY, life in Gran March had grown extraor-dinarily difficult, thanks in part to CommandantBerlikyn, a harsh ruler who demanded nothing lessthan the most of his citizens—the most labor, themost money, the most effort. The king in distantNiole Dra knew nothing of Berlikyn's tactics, seeingonly the impressive results. In appreciation, TavishIII appointed the commandant to be the supremecommander of all the northern provinces, which atthe time included Gran March, Bissel, and much ofVeluna. A period of bitter oppression reigned in thenorth until Berlikyn was slain in the Small War.

The death of the commandant of Gran March andthe loss of Bissel and the Velunese territories toFuryondy forced a change in Keoland's policy in thenorth. Aware that the local nobles would not toleratea harsh commandant, the king allowed them to electone of their own number to the position, and forever-more split the title from that of the "Marcher Lord,"titular head of the Knights of the Watch. The govern-ment and knighthood remained closely allied.

For much of the modern era, Gran March hasexisted as a prosperous trade center along Keoland'snorthern merchant routes. Perhaps thanks to theinfluence of the Knights of the Watch, the nobles ofGran March have always enjoyed strong relationswith their neighbors in Sterich and Bissel.

As continental war developed within the lastdecade, the armies of Gran March saw relatively littleaction. Signatories of the Treaty of Niole Dra, thenation sent a small army across the Lorridges in 584CY, pledging to help Furyondy against Iuz. Monthslater, Commandant Petros was horrified by reports ofwhole armies of giants descending from the moun-tains to lay waste to Geoff and Sterich. He immedi-ately sent the bulk of his remaining armies to thewest, only weeks before the horsemen of Ketswarmed into Bissel.

Then, as Commandant Petros prepared to call hismen from the Lost Lands of Sterich and Geoff, agrand convocation of the Knights of the Watch wascalled by the enigmatic Hugo of Geoff, the order'sGrandiose Imperial Wyvern. Nearly half of theknights abandoned their wartime posts to gather for

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Resources: Silver, electrum, gold, platinum, gems (I-IV), river and road trade nexusCoinage: Plate (pp), orb (gp), lucky (ep), noble (sp),common (cp)Population: 160,000—Human 79% (OSfbr),Halfling 9% (lightfoot), Gnome 5%, Elf 3% (sylvan),Dwarf 2%, Half-elf 1%, Half-orc 1%Languages: Common, Rhopan, Gnome, HalflingAlignments: N*, all othersReligions: Zilchus, Pelor, St. Cuthbert, Norebo,Fharlanghn, many othersAllies: Duchy of Urnst, Furyondy, Nyrond, Countyof Urnst, Veluna, Verbobonc, Dyvers, Shield LandsEnemies: Pomarj, Iuz, Bright Lands, Scarlet Brother-hood, various evil cults (Iuz, Vecna, Wastri, Nerull,etc.), Horned SocietyOverview: The city of Greyhawk controls a sizableestate ranging from the northern coast of the WoollyBay to the southern shores of Midbay in the NyrDyv. The Cairn Hills and the Abbor-Alz mark theeastern limits of this domain, while its westernboundary is generally considered to lie within theGnarley Forest and along the edge of the Welkwood.The other towns in the Greyhawk territory each havetheir own history of independence. Were the entireregion not threatened by upheaval in the adjacentlands, none of them would willingly submit to Grey-hawk. The "empires" of the Pomarj and the BrightDesert lands are seen as unstable, but quite danger-ous. In addition, neither Dyvers nor Celene, Grey-hawk's western neighbors, hold any affection for thefree city; the Duchy of Urnst, to the east, is a luke-warm ally.

The soldiers of the free city are typically armedwith sword and club, and also include a substantialnumber of crossbowmen. They are provided withchainmail and shield, with the exception of theHardby Marines, who wear leather armor. The Grey-hawk Militia patrols the entire region, dealing withunruly elements such as bandits, Rhennee, orcs, andassorted monsters. The Greyhawk Militia's strengthis focused in the south, facing endless raids by orcsand goblinoids from the conquered Wild Coast. Thearmy includes the seagoing Hardby Marines ofWoolly Bay, in their six war-galleys, and the Moun-taineer Militia of the Abbor-Alz, with a score of grif-fon-riding "skymen" attached.

The Selintan River and the River Road that runsalongside it are the main avenues of travel in thelands of Greyhawk, connecting Woolly Bay to theNyr Dyv. The Western Road carries traffic to Dyversand beyond, while Urnst Trail crosses through theCairn Hills to the east. Trade from all across theFlanaess passes through the free city, and people ofall nations can be found there. In addition to being acenter of commerce, Greyhawk is a city of learning.

three weeks of intense secret conferences in Thorn-ward. The enormously frustrated CommandantPetros was invited to meet with the order's leaders atthe conclusion of the conferences.

The commandant abdicated his post within theweek, naming as his replacement Magnus Vrianian, ahigh-ranking Knight of the Watch from Shiboleth.Vrianian left the bulk of his soldiers in the LostLands, but ordered a small force to the northernborder, where Knights of the Watch led sneakattacks against the hated Baklunish inhabiting Bissel,Shortly after word of Beygraf Zoltan's assassination,the armies of Gran March moved across the border,harrying those Baklunish who were slow in retreat-ing. In Bissel, the knights attempted to help thepeople restructure their badly wounded society, evengoing so far as to appoint members of the Knights ofthe Watch to vacant positions of authority (withoutthe consent of Bissel's new margrave).

Thereafter, the commandant turned his full atten-tion to the Lost Lands. Sterich was liberated in 588CY, but war continues in Geoff. Perhaps the greatestvictory in the latter came in the town of Hochoch,which was freed in 586 by a Gran March army. Thetown has since been all but annexed, and its leaderspay tribute to the commandant. It is likely Hochochand the surrounding lands will officially be made anew great barony of Gran March before long.Conflicts and Intrigues: Efforts to cut a road throughthe Dim Forest are encountering resistance from evilhumanoid natives. A new menace has appeared in theRushmoors. Former Commandant Petros has notbeen seen since a week after his abdication.

Great Kingdom: see Ahlissa, North Kingdom

GreyhawkProper Name: Free City of Greyhawk (sum of landscontrolled by the city is often called the Domain ofGreyhawk)Ruler: His Solemn Authority, the Lord Mayor ofGreyhawk, Nerof Gasgal (LN male human Rog12)Government: Lord mayor elected by an oligarchyrepresenting the city's major mercantile, military,legal, economic, criminal, religious, and magicalguildsCapital: GreyhawkMajor Towns: Elmshire (pop. 4,000), Greyhawk(pop. 69,500), Hardby (pop. 5,100), Narwell (pop.4,400), Safeton (pop. 6,100)Provinces: One metropolis, two small cities, twolarge towns, and numerous villages and manorialestates run by noble lords, military authorities, orlocal officials who answer to the oligarchy; land notcontrolled by urban areas is controlled by Greyhawkmilitary

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The University of Magical Arts and the Grey College,among others, attract numerous students here.finally, it is also a city of diplomacy; statesmen andpoliticians from nations throughout the centralFlanaess serve as ambassadors to this domain, forgingalliances and treaties.

The city of Greyhawk is ruled by its lord mayor,who is selected by the Directing Oligarchy com-prised of twelve to eighteen of the city's major guildand military leaders, in addition to important clericsand wizards. The populace of the expanded estate ofGreyhawk, beyond the city proper, has only limitedinfluence in government. The Greyhawk Council ofMayors and Manorial Lords ostensibly gives the lead-ers of the various lesser communities in the city'slarger domain a voice in government, but it is recog-nized that this annual gathering has no real author-ity. Hardby, in particular, still supports its rulinggynarchy, though the town is occupied by the mili-tary of Greyhawk. The nearby settlements and vil-lages also look to the gynarchy for leadership, follow-ing the example of the current despotrix by deferringto the authority of the free city.History: The city that would command so muchattention from the world at large began centuries agoas a modest village on the Selintan River. Builtaround a trading outpost, the original settlementcame to be dominated by a warlord whose keep stoodon a hill above the village. After several years of gar-nering wealth through taxation, and a bit more byovert banditry, the influence of Greyhawk's sover-eign was great enough to warrant a new title: Land-graf of Selintan. The first Landgraf s son was wed tothe daughter of the gynarch of Hardby, thus cement-ing a political alliance that brought the whole of theriver basin together under the old Landstadt of Selin-tan. The height of this confluence was reached in theperson of the last landgraf, the so-called Mad Arch-mage, Zagig Yragerne.

This Wild Coast native was a full though distantheir to the position of landgraf. Zagig's rulership aslord mayor and landgraf was the most successful inthe history of Greyhawk; he refortified the city,reformed many of its more onerous laws, establisheda university, and brought great prosperity to theregion as a whole. His construction of Castle Grey-hawk was an unparalleled achievement of engineer-ing. While some of his projects seemed without pur-pose or even destructive, his rule in total was of greatbenefit to Greyhawk and its inhabitants.

Ultimately, his eccentricities took him far from hisduties as ruler. He was also without heir. After manydecades of his absence, Greyhawk was proclaimed afree and independent city in 498 CY, slicing all polit-ical ties (which were nearly nonexistent by nowanyway) with the Great Kingdom. The old Landstadt

was abolished, and absolute authority was formallyvested in the Directing Oligarchy. Though begin-ning with great promise with the legacy of Zagig,the city quickly fell into decline. Greyhawk lost itsauthority over much of the associated territory after500 CY, most notably the Wild Coast and Hardby. InHardby, the female wizards, knights, and noblesrestored the sovereignty of the gynarchy, though bytradition the title of gynarch belonged to HouseYragerne. Therefore, the women of Hardby namedtheir new ruler the despotrix, ruling over a domainextending from the lower Selintan to the Abbor-Alz,

Greyhawk finally recovered several decades ago,benefiting from dungeon-loot taken from severalmajor troves discovered in the region, particularlybeneath the ruins of Castle Greyhawk. By the time ofthe Greyhawk Wars, the city was again being calledthe "Gem of the Flanaess" (a term coined by Zagig)and received increasing numbers of visitors. In theaftermath of the wars, refugees replaced many ofthese visitors. Some of the wealthier refugees pur-chased invented titles, with the prerequisite counter-feit histories and lineages. As a result, the true historyof the city and surrounding region is slowly beingoverwritten. Many see this as the price of growth andsuccess. Greyhawk is, for all its difficulties, more vitaland prosperous than it has been at any time since thedeparture of Zagig Yragerne.Conflicts and Intrigues: Evil cults are suspected ofgaining footholds in the city, if not making the citytheir new headquarters. Violent crime is rising, Har-well, Safeton, and Hardby struggle to take powerfrom the oligarchs and gain independence. Thethreat from the Pomarj is as great as ever. Rumors ofScarlet Brotherhood spying, sabotage, and assassina-tion are rife. Banditry is rising in the Cairn Hills.Relations with the Duchy of Urnst are strained overtheir mutual border.

HighfolkProper Name: Highfolk, Free Town of; Valley of theVelverdyva (Highvale)Ruler: The Worthy Sir, Tavin Ersteader, Mayor ofHighfolk Town (NG male human Wiz11); and, HisMost Excellent Highness, Kashafen Tamarel ofFlameflower, Lord of the High Elves of the Vesve

(CG male elf Wiz14/Ftr4)Government: Mayor of town elected for life orretirement by popular vote of household leaders; elfcommunities are governed by hereditary monarchsfrom noble familiesCapital: NoneMajor Towns: Flameflower (500 high elves), High-folk (pop. 8,700), Verbeeg Hill (1,200)Provinces: No strict provincial structure—cityclaims a patchwork of farm, fishing and forest com-

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munities along Velverdyva River valley (the Highvaleregion); elves of the Vesve have separate holdingsResources: Gold, rare woods, gems (I), livestock(sheep, goats), vegetables, wild game, timberCoinage: Solar (gp), great lunar (ep), small lunar (sp),wheat (cp)Population: 46,000—Elf 79% (high 60%, sylvan40%), Human 9% (Os), Half-elf 5%, Halfling 3%(tallfellow), Gnome 2%, Dwarf 1%, Half-orc 1%Languages: Elven, Common, SylvanAlignments: CG*, NGReligions: Elf pantheon, Oeridian agricultural gods,Ehlonna, Phyton, FharlanghnAllies: Furyondy, Veluna, Verbobonc, Dyvers,Duchy of Ulek, Knights of the High ForestEnemies: Iuz, independent Vesve nonhumans andmonstersOverview: The land along the Velverdyva River,from the Clatspurs to the southeastern spur of thegreat Yatil range, has long been nominally claimed byFuryondy. Here is a land of beauty, of pleasant, boun-tiful farmlands tended by simple, honest folk. Every-thing in the Highvale functions upon a spirit ofcooperation. Man, gnome, elf, and halfling livetogether in harmony, and strangers are greeted witha hearty handshake and an invitation to share a placeat the table.

The elven folk call the Quagflow Valley the Faird-ells. Because of their numbers, many considerHighfolk an olve realm. In reality, though most inthe valley defer to the lord of the high elves, repre-sentatives from several races and factions have avoice here.

Trade in the valley follows the Quagflow Roadfrom Highfolk Town to the northern town of Ver-beeg Hill, there to Perrenland and beyond. Mostheavy cargo is transported by barge along the river,which flows at a comfortable pace. The quality of theroadways, and the halfling taverns along it, are unpar-alleled. The folk of the valley are proud of theirhome, and care for it accordingly.

Highfolk is protected from harsh winter weatherby the Yatils, which block the furious winds commonin the north. Light blankets of snow are common inthe colder months, and it has been many decadessince the last notable blizzard. For most of the year,the weather mimics the spirit of the people, temper-ate and good-natured.

In times of danger, the laid-back spirit of thechaotic Highfolk vanishes, and neighbor standswith neighbor against the common foe. Despitetheir easy natures, these are frontier folk; nearlyeveryone here learns to wield some type of weaponbefore they learn how to ride a horse. In times ofmuster, Highfolk can field frightening bands ofhalfling slingers, as well as dangerous hill and forest

troops. Veluna, a strong ally of the Highfolk, has sta-tioned more than two hundred elite cavalry andfootmen in Highfolk Town, to assist the mayor andthe lord of the high elves. Highfolk's Knights of theHart, made up of elite elven and half-elf warriors,represent hope to the people of the valley, and arejustly celebrated as heroes.History: The Fairdells and the Vesve Forest werehome to high elves for untold centuries. Whenhumans first arrived, as emissaries from the Viceroy-alty of Ferrond, the two races developed a kinshipthat exists to this day. In the ensuing years, thoughthe folk of the valley remained strong allies withFuryondy, it became clear that they were a peopleunto themselves, and that the king held no trueauthority here.

Highfolk has always been dominated by three geo-graphic features. The first, the Velverdyva, providesfood and livelihood for many in the vale. The Yatils,home to most Highfolk gnomes, provide gems andprecious metals that fuel the region's economy. Last,the Vesve, the largest forest in all the Flanaess, pro-vides both crucial timber resources and most of thetrouble Highfolk has suffered in recent years.

The Pact of Greyhawk that ended the so-called Grey-hawk Wars did not settle the borders of the VesveForest. A vicious, low-grade war has thus continuedwithin the woods for much of the past decade—a warthat has taken a toll on the Highfolk. Orc patrolsseldom break the defensive line within the forest, butnearly all thorps and villages within the woodlandwere abandoned. As a result, the population ofHighfolk Town has increased, straining its capacityand raising tensions even among these easy-goingfolk.

The town of Highfolk is primarily constructed ofwood. Many of the buildings feature intricately carvedarches and steeples. Elven architecture is as evidenthere as in any "human" settlement on the continent,matching even Verbobonc's elegant, woodsy style.

The mayor of Highfolk, twenty-eight-year-oldTavin Ersteader, was of low birth, coming from oneof the region's northern villages. Ersteader distin-guished himself as a young man, exploring severalmysterious sites within the Yatils and Clatspurs andfighting against the forces of Iuz in the Vesve. Said tobe a one-time apprentice to Melf Brightflame,Ersteader enjoys a warm relationship with the localelves, and is a good friend of Loftin Graystand, theformer mayor, who retired in 589 CY. Ersteader is asworn enemy to Iuz, and sponsors far more recon-naissance and attack missions against the Old Onethan did his predecessor.

It is said by some that the honorable mayor seeksaudience with the leader of the Vesve's sylvan elves,though such a meeting is unlikely to occur. Unlike

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the clans of wood elves living along the periphery ofthe forest, the tribes of the heartlands are often asantagonistic toward humans as they are toward Iuz'sorcs. In fact, many blame humanity for Iuz, observ-ing with anger that the cambion-god was not onlyborn of a human woman, but was apparently freedfrom captivity by humans, as well.

Ersteader has stronger allies in the form of thetwenty clans of high elves who live along the riverand within several leagues of the forest edge. Led byKashafen Tamarel of Clan Shandareth, these elvessee Iuz and his armies as direct threats to their livesand culture. Though less prone to simply attack thantheir human allies, the elves defend their realm withvigor, and are expert at setting traps and confoundinginvaders with forest magic.

Mayor Ersteader is wise. Without a grand alliancebetween all goodly forces in the Vesve, the entireregion stands to fall under the heel of the Old One.Conflicts and Intrigues: Several children of promi-nent elves were recently abducted from Highfolk byparties unknown. Highfolk's branch of the Knightsof the High Forest was scandalized by reports offinancial corruption. Fires of magical origin plaguethe inns along the Velverdyva.

Hold of Stonefist (see Stonehold)

Hold of the Sea Princes (see Sea Princes)

Horned Society (see Iuz, Empire of; see also Chap-ter 6)

Ice BarbariansProper Name: Kingdom of (the) CruskiRuler: His Most Ferocious Majesty, Lolgoff Bear-hear, the King of Cruski, Fasstal of all the Suelii (CNmale human Bbn15)Government: Independent feudal monarchy withhereditary rulership, though with little actual controlover jarls, who act independently of one another;king controls the area around the capital and farmswithin 30-50 milesCapital: GlotMajor Towns: Glot (pop. 5,100), Jotsplat (pop. 3,200)Provinces: Seventeen jarldoms (five around Jot-splat), over thirty minor noble holdings, and Glot(capital realm)Resources: Furs, copper, gems (I), rare wood (sable-wood, not exported)Coinage: Kronar (gp), haf-kronar (ep), linnwurm(sp), thrall (cp)Population: 158,800—Human 96% (S), Dwarf 2%(mountain 65%, hill 35%), Halfling 1% (stout), Other 1%Languages: Cold Tongue, Common, DwarvenAlignments: CN*, N

Religions: Kord, Llerg, Norebo, Xerbo, VatunAllies: Snow Barbarians (sometimes)Enemies: Sea Barons, Stonehold, North Kingdom,Scarlet Brotherhood, Frost/Snow Barbarians (some-times), Ratik (sometimes)Overview: The northern and eastern coastal regionsof the Thillonrian peninsula are home to the Ice Bar-barians, or Cruski. Their land is the coldest and mostsevere of the Suel barbarian kingdoms, but the hard-ship has served to strengthen their independence.Dwelling in seaside towns and mountain steadings,they make hunting, fishing and whaling their majoroccupations. Shipbuilding is clearly important, andpiracy is as well, with seasonal raids southward pro-viding both wealth and the opportunity for battletha t the barbarians crave.

Their military consists primarily of war bands ofmedium and heavy infantry led by local jarls. Ship-captains lead crews of sea-raiders gathered from thesame infantry, who serve as rowers at sea and war-riors on land. They are usually armed with sword oraxe, wearing chainmail and iron helms, and carryingthe round shields favored by all barbarian Suel. Cav-alry is not unknown on the western tundra, but fewtundra-dwellers are Ice Barbarians, most having Flanancestry and being related to the Coltens of Stone-hold. They do not serve as warriors for the Cruski,instead paying tribute to their Suel overlords to beleft alone.

The Cruski themselves are a people of pure Suelrace, speaking the Cold Tongue as their native lan-guage. Though they have always been the leastnumerous of the Suel barbarians, their royal lineageis the oldest. The king of Cruski holds the title"Fasstal of all the Suelii," indicating his preeminenceamong the nobles of the Suel race and giving him theright to pronounce judgment on any of them. Politi-cally, this has little real importance, for he has nopower to enforce his judgments. However, it is saidby some that the god Vatun granted this authority tothe fasstal of the Suelii; if Vatun awoke, the fullauthority of the office would return to the fasstal, anda new barbarian empire would emerge under hisleadership.History: The tale of the Cruski is in many ways thetale of all the Suel barbarians. Driven from theirhomelands by the Rain of Colorless Fire and theawakening of the Hellfurnaces, their ancestorsentered the Flanaess as a people without any finaldestination. Over years of war with the conqueringOeridians, they were pushed to the very edge of theFlanaess, yet survived even in this forbidding land-scape. As a people, they were always distinct from thehigh culture of the civilized Suel. They were thoughtof as a mere rabble, with a primitive dialect and nomagic. In the north, they became the strong masters

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of their own land, from which they would never becast out. Thus, they called it Rhizia, which meansimmovable.

The Suelii called themselves by names in the ColdTongue, too: Cruski, the Ice Clans, who are the mostnoble and brave; Schnai, the Snow Clans, who are themost numerous and strong; and Fruztii, the FrostClans, who are the bulwark and first in battle. Theybattled with each other over the long years sinceVatun lay down in the cold, but they would alwaysjoin their hosts together when an outsider threat-ened. The Schnai perfected the art of building long-ships, and the Fruztii found adversaries for the bar-barian nations to fight and plunder. The Cruskijoined with their cousins on many of these raids,taking special joy in fighting their particular rivals,the Sea Barons of Aerdy.

This was the life of the barbarian Suel for hundredsof years, through victories and losses. Their freedomwas undiminished, but it was subtly threatened sev-eral decades ago. Travelers from the south came tocall at the courts of the barbarian Suel. Calling them-selves the Brothers of the Scarlet Sign, they claimedto be kin of the Fruztii, Schnai, and Cruski. By blood,perhaps they were kin, though distantly—but, inspirit, they were the same devious manipulators whoclaimed to rule the ancestors of the northern Suel.They came with tales of the lost glory of the Suel raceand its ruined empire. They told how the Cruskiwere descended from an Imperial House, the nobleand loyal servant of the last Suel emperor.

Old King Cralstag knew well that his ancestors, bethey slaves or scoundrels, were never the lapdogs ofan emperor who stank of magic. So he told the Scar-let Brothers, and before all in his court, as his judg-ment on their words. For this, the Brothers murderedhim soon thereafter—not with clean blade orstrength of arms, but with hidden venom in his cup.

The king's nephew, Lolgoff, knew the old king'sjudgment and the manner of his death. When theBrothers were brought before him, they spoke wordsof praise and honor for the dead king, and they smiled.Lolgoff smiled too, as he cut them apart with the oldking's sword, for he honored Cralstag in deeds, notwords. As king and fasstal, Lolgoff pronounced hisjudgment: The Brothers of the Scarlet Sign shouldreceive only death in the kingdom of Cruski.

Since the Greyhawk Wars, the Cruski have heardlittle from the Scarlet Brotherhood, though they arerumored to be present among the Fruztii. Territorialdisputes with Stonehold that predated the wars werefinally brought to a head three years ago, when acombined host of Cruski and Schnai entered theeastern hold. They were unable to capture the townof Kelten, but the Cruski reinforced their control ofthe Taival Tundra.

Conflicts and Intrigues: Royal hatred of the ScarletBrotherhood grows, as does distrust of the Frost Bar-barians. Stonehold accuses the Ice Barbarians ofattacking Vlekstaad. There are secret parlays betweenthe Snow and Ice Barbarians for raids against the SeaBarons and possibly the Lordship of the Isles,

Idee (see Ahlissa)

IrongateProper Name: Free City of IrongateRuler: His Resolute Honor, Cobb Darg, Lord HighMayor of Irongate (particulars uncertain)Government: Lord mayor elected by city council fora ten-year term; city council made up of old nobles,merchants, clerics, military heads; founding memberof the Iron LeagueCapital: IrongateMajor Towns: Irongate (pop. 51,400), Northanchor(pop. 4,850), several small villagesProvinces: Single city-state with surrounding landsencompassing about 1,500 square milesResources: Gems (II-III), iron oreCoinage: Dragoneye (gp), starry (sp), common (cp)Population: 71,000—Human 83% (Os), Dwarf 15%(hill), Halfling 1%, Other 1%Languages: Common, Dwarven, Ferral (militarycommand language)Alignments: LN, LG* NGReligions: Heironeous, Zilchus, Procan, dwarf pan-theon, Osprem, Xerbo, Norebo, Fortubo, Jascar,LendorAllies: Onnwal (rebels only), Sunndi, Nyrond, folkof the HeadlandsEnemies: Scarlet Brotherhood (including Scant inOnnwal), Ahlissa (distrusted)Overview: Irongate is a free and independent citylocated on the eastern coast of the Azure Sea in a bayframed by the imposing set of hills known as theHeadlands in the west and the Iron Hills in the east.The Fortress City is one of the few Oeridian-con-trolled ports on the largely Suel-dominated southernwaterways. The metropolis proper sits upon a hillockat the mouth of a narrow valley that runs north tosouth across the isthmus that connects the OnnwalPeninsula to the rest of the Flanaess.

Irongate's large and heavily fortified walls form abottleneck to the flow of traffic between the south-ern provinces of the Great Kingdom and Onnwal. Itsnatural harbor is one of the few sheltered portsalong the long coast stretching from Scant to Naerie,and it is typically the refuge of many scores of seago-ing vessels at any given time. Irongate's territorialcontrol stretches north to the shores of DunheadBay in the Sea of Gearnat, where the small town ofNorthanchor acts as an ancillary harbor connected

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to the city proper by an efficient portage system runlargely by dwarves. The city controls the surround-ing hills to the west, about a day's march into theHeadlands. To the east, Irongate claims the hills asfar as the border with the dwarves' Kingdom of theIron Hills. This is generally accepted to be the Ahlis-san Road, a pass that cuts through the hills betweenSouth Province and the Azure coast. A handful ofminor villages lie within the region controlled byIrongate, as do the strongholds of dwarven clansaligned with the city.

The local climate is generally warm and comfort-able year round, as the vast waters of the Azure Seaprevent the extremes often suffered inland. The landsurrounding the city is hilly, and affords little soil totill and cultivate for food. However, the place is richin mineral resources, including many gems and someplatinum. Of course, Irongate is most famous for thehigh-quality iron ore that has been the stock andtrade of the local dwarves for centuries. By virtue ofits position, Irongate also has controlled a large por-tion of the trade coming from the Sea of Gearnat andthe western shores of the Azure Sea to points in theAerdi interior, Idee, and Sunndi. However, its mostimportant industry is undoubtedly the mining andmetalwork for which the place is universally her-alded. The city was often referred to as the "Overk-ing's Armory" in the days before it gained its inde-pendence, and the weaponsmiths of Irongate aregenerally accorded the best in the Flanaess, a combi-nation of the best talent fielded by the human anddwarven populace. An often-heard remark is that ifsomething is found to be unbending or unbreakable,it must have been forged in Irongate.

Irongate is both a founding member and the head-quarters of the alliance known as the Iron League,making it a nexus of political and economic intriguefor the region. Due its strategic location and the per-vasive siege mentality exhibited by its denizens, Iron-gate maintains a large and powerful standing forcethat includes human and dwarven regulars. It alsosports a large and well-trained navy, one of the mosthighly respected in the region. Its large bay iswarded by an island citadel, and a series of interlock-ing gates controls access to the city from the north-ern valley. All of these formidable barriers well suitthe city's lord mayor—a short stocky and wily oldman named Cobb Darg. Darg has ruled the city withaplomb for decades and has earned the respect offriend and foe alike.History: The city known today as Irongate was com-pleted in 124 CY by imperial architects charged togive the Aerdi a fortified presence on the Azure Sea.The kingdom of Aerdy was already a rich and vastland, but much of this wealth was measured in live-stock and crop, and while it is said that armies march

on their stomachs, they also fight with cold steel anddefend themselves with sturdy armor. Long andever-expanding campaigns demanded much in theway of metal goods and supplies, particularly weap-ons. Deposits of iron ore, particularly that of highquality to produce weapons, were not in great supplyin the kingdom proper, except for minor deposits inthe Gull Cliffs. As the Aerdi conquered the nativeFlan in what would later become South Province,they learned of the rich and relatively easily accessi-ble ore deposits in the region of the Iron Hills,However, along with the many dangers the hillsalready harbored, the Aerdi had to contend withtheir Suel inhabitants.

The Aerdi were always wiser in their dealings withgood nonhumans than were their Suel competitors,and an alliance with the dwarves of the hills camequickly after assurances of mutual autonomy andcooperation. The Aerdi then moved exploratoryforces to their camps in southern Ahlissa and beganmining the northern hills. The Suel, who hadwatched these developments closely, took this as ahostile action and amassed forces to repel theinvaders. After a series of bloody skirmishes, thesiege and subsequent burning of a Suel harbor townproved to be decisive, and the whole region fell tothe Aerdi. An outpost was built near the burned portto take in supplies from Aerdi ships.

The potential of the outpost and surrounding ter-rain was recognized early on by the imperial archi-tects sent to fortify the harbor on behalf of the Mala-chite Throne. This was done in coordination withimperial miners and engineers, who organized theexcavation effort with the dwarves. These masterbuilders set about the task of erecting a city equal tothe Great Kingdom's ambitions for the region, a planthat would take decades to complete. Not only did theAerdi want a base of operations from which to exploitthe resources of the peninsula, but they earnestlywanted a fortified port from which to maintain anaval force on the Azure Sea the year round. By thistime, the Aerdi already controlled the Sea of Gearnatand were eager for access to western Azure ports.

Irongate grew more independent under the rule ofthe progressively decadent and neglectful HouseRax. Its lord mayor, whose appointment was madedirectly in Rauxes by the Malachite Throne, was con-sidered a princely peer and wielded much power inthe region. While technically a vassal (a fief within afief) of the herzog of South Province, the city heldvirtual palatinate status for its own affairs. Provin-cial taxes were levied in these southern fiefs, andthese monies eventually ended up in the coffers ofZelradton, which was then held by the enlightenedHouse Cranden

The Turmoil Between Crowns broke the grip

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His Honor, Cobb Darg and Archmage EIayne Mystica

House Rax had upon the Malachite Throne. It didnot go unnoticed that the lord mayor of Irongate,like many of his brethren in the south, had activelysupported the Rax claim. The official succession ofIvid I of Naelax to the Malachite Throne precipitatedthe final break. The entire south, including Irongate,refused to pledge allegiance and fealty to him.

Long-standing pressures upon South Province tobring the southern fiefs into line drove Damalinorof Naelax, the new herzog appointed by Ivid, toattempt to break the rebellion with an infamous actof villainy. In 446 CY, the lord mayor of Irongatepetitioned to have his grievances heard in Zelrad-ton and accepted an invitation to attend the herzogat his palace. When he and his party arrived, theywere imprisoned and tortured to death for theoverking's entertainment. Their remains were ondisplay for weeks in the Traitor's Garden in Rauxes.So horrified were the people of Irongate by theaccount of the mayor's demise that the city revoltedagainst the herzog and the overking. SouthProvince was plunged into civil war and chaos.Aerdy garrisons and offices were expelled frommuch of the region by the end of 447, with only thecore of South Province, that region called Ahlissa,left in imperial control.

In response, Herzog Damalinor declared openseason on the rebellious states. He targeted Irongate

in particular as the keystone of the rebellion. Hecalled up a force composed of hundreds of his vas-sals and kin (most of whom were landless, errantprinces) and as bounty, he offered them a piece ofthe conquered states as spoils. So numerous were theso-called "privateers" and their men-at-arms that theensuing siege of Irongate would be called the Battleof a Thousand Banners. However, the force wasstymied by the success of the kingdom's own designof the fortress-city. Irongate was impregnable,designed to withstand siege and repel invaders likeno other city. The herzog's commanders failed toquickly penetrate the city, and the Provincial Expe-ditionary Force was slaughtered by a combined hostof men, elves, and dwarves; the surviving invaderswere hunted down in the hills and slain over thenext few weeks.

Word of the success of Irongate's defense quicklyspread, and a great conference was called in the city,including representatives of other various rebelliousstates once a part of or governed by the vast SouthProvince. Irongate, Onnwal, Idee, Sunndi, and theLordship of the Isles declared independence fromthe Great Kingdom, witnessed by ambassadors fromNyrond and dwarf nobles from the Glorioles, Hest-mark Highlands, and Iron Hills. This was followedby the formation of the Iron League by Irongate,Onnwal, and Idee in late 447 CY. Irongate became

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the headquarters of the alliance, accepting ambassa-dors from the other states. The Iron League wasquickly joined by the Lordship of the Isles in 448,and eventually the county of Sunndi in 455.

The Iron League became very successful at keep-ing its enemies in the Great Kingdom at bay, usingspies and subterfuge to resist the efforts of all herzogsto reclaim it for more than a century. In themid-550s, cousins of the overking known as theChelors were awarded rulership of South Province,and for thirty years they ran an aggressive campaignto win back these rich provinces, but to no avail. In579 CY, the Iron Alliance expanded to formallyinclude Almor, and together with its supporters inNyrond was dubbed the Golden League. A series ofnaval battles in Relmor Bay soon followed, but by theend of 580 Ivid V gained a minor victory against theinsurgents by preventing their further expansion andstalemating their armies.

Irongate was largely untouched by the GreyhawkWars until a new enemy revealed itself from thesouth. The Scarlet Brotherhood and its agentsusurped the governments of three member states ofthe Iron League, but old Cobb Darg proved to beone step ahead of them and prevented the samefrom happening in Irongate. The Lordship of theIsles and its new lord declared support of the Broth-erhood during the winter of 583-584, and Irongatereacted with revulsion at the activities of its formerally. These included raids on ports of the IronLeague and assisting in the subsequent isolation ofIrongate by blockading the city. The city's fleet suf-fered greatly at their hands, and now has standingorders to attack the ships of the Lordship of theIsles upon sight.

Irongate lived under siege until late 586 CY, whenthe Scarlet Brotherhood suffered setbacks in Ideeand Onnwal that prevented it from keeping the pres-sure on Irongate's defenders. Irongate is no longerpushed back on its heels and has tried to reestablishthe alliance. In 590 CY, Cobb Darg extended his sup-port to the freedom movement in Onnwal, but he isnow being pushed to intervene directly to retakeScant. Close relations are maintained with Dwarfk-ing Holgi Hirsute of the Iron Hills, who has no loveof Ahlissa, as well as the new elven king of Sunndi,who still pledges his support to Irongate and remainsits greatest ally.Conflicts and Intrigues: Trade and communicationbetween Irongate and Ahlissa are badly strained.Curious rumors say that Cobb Darg hides a secretrelated to his heritage. Agents of Irongate remain incontact with lesser nobles of the Lordship of the Islesstill loyal to the Iron League. Duke Coriell of Onnwalacts as Jian Destron's ambassador in Irongate; Dargdoes not trust the man. The bowels of Irongate com-

prise many levels of a vast underground city that nowhouses hundreds of citizens. Here, minor trade amitraffic with Mitrik in Veluna is maintained through amagical gateway.

Iuz, Empire ofProper Name: Empire of IuzRuler: Iuz the Old, lord of Evil, Lord of Pain, etc(evil demigod/cambion)Government: Imperial theocratic dictatorship;empire directly but inconsistently ruled by an evildemigod and managed by his priesthood and otherspellcastersCapital: DorakaaMajor Towns: Delaquenn (pop. 3,000), Dorakaa(pop. 40,000), Greenreach (pop. 3,500), Grossfort(pop. 3,500), Ixworth (pop. 3,000), Izlen (pop. 2,500),Kindell (pop. 4,000), Molag (pop. 4,000, ruined). AHtowns in the Bandit Kingdoms and Barrens, and inthe conquered portion of the Shield Lands, are alsopart of this empire (see Bandit Kingdoms, Rovers ofthe Barrens, Shield Lands)Provinces: (general regions, not actual provinces)Land of Iuz, Horned Lands (ex-Horned Society),Shield Lands, Bandit Lands (ex-Bandit Kingdoms),Barren Lands (old Rover lands); actual situation iscomplex and detailed laterResources: Furs, electrum, silver, foodstuffs;resources scarce, not exportedCoinage: Gold skull (gp), bright skull (ep), serpent(sp), common (ep), dullbone (bronze piece, 10 bzp = 1ep), flat (iron piece, 10 ip = 1 bzp). Old coinage isoften used (at reduced value) from the old ShieldLands, Horned Society, and various Bandit King-doms, with stolen coinage from Furyondy, Tenh, theCounty of Urnst, Wolf Nomads, etc. Some orc andhobgoblin tribes also mint their own crude andvaried coinage, usually of silver, copper, or iron.Population: 700,000—Orc 45%, Human 25% (Ofsb),Hobgoblin 10%, Halfling 5%, Half-orc 3%, Gnome 2%,Other 10%Languages: Orc, Common, Goblin, HalflingAlignments: CE*, NE, LE, CNReligions: Iuz*; all others are aggressively sup-pressed, particularly cults of Nerull and Vecna, andany Good religions (especially St. Cuthbert, Pelor,and Heironeous)Allies: NoneEnemies: [in alphabetical order] Ahlissa, Bissel,Bone March (for tribal and religious reasons), Celene(inactive), Circle of Eight, County of Urnst, Duchy ofUrnst, Dyvers, Flinty Hills, Frost/Ice/Snow Barbar-ians, Furyondy, Gran March, Greyhawk, HornedSociety, Keoland, Ket, Knights of Holy Shielding,Knights of Luna, Knights of the Han (all branches),Knights of the Watch, Kron Hills, North Kingdom,

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Society between Whyestil Lake, the Veng andRitensa Rivers, and the Fellreev. Once the demesneof the proud and villainous Horned Society, this areahas lately been divided into two fiefs, east and west,to better combat Furyondy's guards and raiders fromthe Bandit Kingdoms. Most of the evil humans whoonce lived here have fled, leaving the land to hobgob-lins, orcs, and other evil nonhumans.

Shield lands, the fertile region east of the Ritensa,north of the Nyr Dyv, and southwest of the Rift Bar-rens. A fraction of this area around Critwall andScragholme Island was retaken during the GreatNorthern Crusade by ex-Shield Landers, but most ofthe region remains firmly in the hands of Iuz's occu-pying forces (see Shield Lands).

Though the above accurately summarizes theassumed divisions of Iuz's political power, the actualsituation is more complex and confusing. Since 584CY, Iuz has designated certain towns and citieswithin his empire as "regional capitals," starting withRiftcrag, Rookroost, and Stoink in the old BanditKingdoms. However, the exact areas these capitalscontrol were never specifically outlined by Iuz, andthose placed in charge of those capitals hold only asmuch territory in Iuz's name as their human andnonhuman armies can conquer and intimidate.

Lately, several other regional capitals have appeared,serving as strongholds and garrisons in increasinglytroubled regions. Each regional capital (other than theimperial capital, Dorakaa) is ruled by a spellcaster ofIuz's Greater Boneheart or Lesser Boneheart, or else aparticularly powerful human or half-fiend. LesserBoneheart rulers are typically chaotic evil humanswho are wizards or clerics (of Iuz) of levels twelve toseventeen; a few are believed to be undead. GreaterBoneheart rulers are spellcasters of levels eighteenand up.

At the start of 591 CY, Iuz's regional capitals in theHomeland, Horned Lands, and Barren Lands includethe following. (Major holdings in occupied nationsare covered in the individual entries of thosenations.)

Delaquenn rules western Horned Lands betweenthe Veng River and the eastern shore of WhyestilLake, sharing a border with Furyondy along theVeng River. Many nonhuman survivors of the GreatNorthern Crusade live here and passionately hateFuryondy, desiring to invade it again as soon as pos-sible. The ruler is known to be an old vampire fromAerdy named Maskaleyne (CE male vampire Wiz12),a puissant wizard once of House Naelax.

Dorakaa rules the Homeland of Iuz and northshore of Whyestil Lake. Iuz's mighty capital,Dorakaa, would not be out of place in the heart ofthe infernal Abyss. Even after the Flight of Fiends,demons walk the grim battlements, occasionally

Nyrond, Onnwal (all factions), Pale, Perrenland,Pomarj (for tribal and religious reasons), Ratik, Scar-let Brotherhood, Shield Lands, Sterich, Stonehold,Sunndi, Ulek states, various Tenh factions, Veluna,Verbobonc, Wolf Nomads, Yeomanry, and all reli-gions of Oerth excluding Iuz's. In short, most sanebeings of Oerth count Iuz as their mortal enemy; allfear and hate him.Overview: The Greyhawk Wars began as a result of adangerous gambit of Iuz, the so-called Old One, whohas for so long dominated the north-central plains ofthe Flanaess. No single being can claim personalresponsibility for as much bloodshed as can the OldOne, a vicious, scheming creature who revels in hisown debased wickedness. Though Iuz is a Powerunto himself, his political might is given form by achaotic though nonetheless effective dominionknown as the Empire of Iuz.

Attempts to mark out lesser political boundarieswithin the empire prove difficult at best. The follow-ing general political regions are recognized by map-makers as part of Iuz's territory, though they do notseem to be actual provinces in the empire.

Land (often Homeland) of Iuz, consisting of theregion north of Whyestil Lake, south of the ColdMarshes, and between the Opicm and Dulsi Rivers.Two important conquered regions lie adjacent to theHomeland. Iuz recently dominated the HowlingHills west of the Dulsi River, a land long held assacred ground by the Wolf Nomads. This haunted,blood-soaked region is administered by Urzun orcsfrom Fortress Kendragund, in the eastern hills. Thesecond territory is the northeastern Vesve Forest, asite of continuing warfare ruled from the regionalcapital of Izlen.

Bandit Lands, that realm once dotted with the so-called Bandit Kingdoms, west of the Artonsamay andZumker and partly bounded by the Bluff Hills, Fell-reev Forest, and Ritensa River. These days, this area isnot actually a province as such, instead being brokeninto huge warlord fiefs centered around four regionalcapitals (see Bandit Kingdoms).

Barren Lands, also called the Barrens, BarrenPlains, or Northern Barrens. These cool grasslandslie south of the Wastes and the Icy Sea, and north ofthe Fellreev Forest. The Bluff Hills, western Griffs,and Forlorn Forest mark its eastern borders, and theOpicm River and Cold Marshes the western end. Notowns lie here, except sprawling Grossfort. Iuz'shuman and nonhuman troops have difficulty livingoff the land, and frequently can be found at eachother's throats. Though Iuz once thought the Bar-rens completely under his control from Grossfort,the situation recently grew more problematic (seeRovers of the Barrens).

Horned Lands, the region once ruled by the Horned

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Halga, Iuz, and Null at play

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leaping from their height to savage a passer-by,sometimes upon orders, but more frequentlybecause they like the way blood feels between theirfingers and teeth. The city is always overcast withblack clouds in a 4-mile radius. Beyond the city'smassive Iron Gates, clerics in gore-splattered robeslead armored contingents of orcs and goblinoidsthrough a chaotic jumble of streets, past buildings inhorrible disrepair, trampling the bones of the freshlydead. Though the city retains the docks that oncemade it one of the most lucrative stops in the North-ern Reaches, no trade comes to Iuz. The Old Oneimports only what his armies plunder; his chiefexport is misery.

The Old One resides in a skull-bedecked stonepalace that dominates Dorakaa's skyline, a dark edi-fice that also houses the Legion of Black Death, Iuz'selite orc, human, and fiend army. Not far from thepalace is the demesne of the Lord of Pain's adminis-trators, a cabal of wizards and clerics known as theBoneheart. The Boneheart Citadel and Iuz's palaceare the center of the cancer that inflicts the north-em Flanaess. Given the defenses of Dorakaa, littlehope exists of destroying that cancer in the nearfuture.

Grossfort rules all of Barrens except for the fareastern end. The troops ("Marauders of the North")are primarily human and made up of Grosskopf ban-dits who moved in from the Bluff Hills. Though senthere to fight surviving Rovers and plains centaurs,these evil bandits lately have begun adopting Rovermannerisms and tactics in the Barrens, and theyoften attack small groups of nonhumans from otherforts. Grossfort, once a large open military camp, isnow a walled town with huge horse and cattle herdsand some outlying farms. The city is supposedlyruled by the archmage Jumper (CE male humanWiz19 (illusionist)) of the Greater Boneheart, but herarely comes here of late.

Izlen rules the Iuz-controlled northeastern end ofthe Vesve Forest and west coast of Whyestil Lake.High Priestess Halga (CE female human Clr19 ofIuz), of Iuz's Greater Boneheart, is the ruler. Izlen'snonhuman forces, under Panshazek the Vile (CEmale human Clr15 of Iuz), battle the Vesve elves andassorted forces of Philidor the Blue (NG malehuman? Wiz20+), a mysterious archmage whoappeared in the Flanaess less than a decade ago. Phili-dor has been little seen since the Great NorthernCrusade, but peculiar spells and magical constructsundoubtedly of his creation cause great trouble fororcs in the woodlands.

Molag rules the eastern Horned Lands to theRitensa River. It holds the border with Furyondy, butsuffered terrific damage during the Great NorthernCrusade and is still attacked at irregular intervals.

Molag is dominated by hobgoblins and humans.Though mostly ruined, it is still very powerful defen-sively; the town has an extensive system of under-ground tunnels. It is set on a low hill two miles eastof the Veng River. The current military commanderis unknown, as so many (often successful) assassina-tion attempts are made here by Furyondians. Iuz'shigh priestess Althea (CE female human Clr20 ofIuz), the nominal ruler of the city and land, comeshere annually despite the attempts on her life.

In the Bandit Kingdoms, the towns of Hallorn,Riftcrag, Rookroost, and Stoink are regional capitals.Hallorn rules the western Bandit Kingdoms, Riftcragthe Rift and Rift Barrens, Rookroost the regionbetween the Rift and the Bluff Hills, and Stoink thesoutheastern Bandit Kingdoms. Admundfort wasdesignated the regional capital of the Shield Lands in587, but the island is almost completely cut off fromthe empire by a naval blockade.

In the core Homeland and Horned Lands, the cli-mate is universally bleak. Some claim that Iuz him-self controls the weather here, and its dark characterreflects the spirit of the tyrannical demigod. Cloudcover is a constant menace, particularly during battle,as Iuz's nonhuman troops have little trouble seeingin the dark and gleefully press that advantage upon ablinded enemy. The concept of mercy is alien to thecountless warriors under Iuz's banner. Exact num-bers are impossible to determine, but reliable esti-mates place the total number of soldiers under Iuz'scommand at thirty thousand (mostly orcs, but someogres, hobgoblins, humans, and assorted sentientdetritus). No one knows how many demons survivedthe Flight of Fiends in 586 CY; few have surfaced.

The Fellreev Forest has increasingly become acenter of anti-Iuz resistance. However, the factionshere are mutually hostile and do not cooperate.Human, nonhuman, and undead forces of the oldNerull-worshiping Horned Society are gatheredunder Hierarch Nezmajen (NE male human Clr15 ofNerull) in the north-central Fellreev and across thesouthwestern spur, particularly around Ixworth andKindell. A powerful alliance of Reyhu bandits andsylvan elves rules the south-central Fellreev under aReyhu lord, Skannar Hendricks (CN male humanFtr15). Independent orc bands, groups of sylvanelves, Flan foresters, Rover refugees, and renegadebandits roam the woodland as minor groups. Theeastern Fellreev, across the Cold Run, is supposedlycontrolled by Iuz's orcs at Fort Skagund, but they areoften raided by renegade bandits, most from the old"kingdom" of Greenkeep, which followed Oli-dammara. A large group of sylvan elves, lately rein-forced by Rover forest tribes, holds the woods justeast of Lake Aqal. Finally, a rogue lich namedDahlvier (NE male human (undead) Wiz18) rules a

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small independent region between the western Fell-reev and its southwestern spur, on the west side("Dahlvier County").History: In the era of the Viceroyalty of Ferrond, thenorthlands between the Opicm River and the Fell-reev Forest, as far north as Blackmoor and as far westas Perrenland, were known as the Northern Reaches.This collection of petty baronies was under nominalvassalage to the viceroy in Dyvers. Though imperialrecords depict the north as a peaceful land spottedwith the holdings of benign lords, historical evi-dence suggests that the region was a lawless, bandit-ridden refuge for amoral nobles wishing to escapethe gaze of Rauxes and Dyvers without ceding theirclaim to aristocracy. By 479 CY, the presence ofFuryondy in the north was negligible; a pity, since inthat year a petty noble left his fief and all his holdingsto a son of dubious origin—Iuz, a fiendish manikinof a man whispered to possess demon-tinged blood.

Within the year, uncertain whispers changed toscreams of terror. Whoever, or rather whatever, Iuzwas, he was certainly no human; his cruelty andcapacity for inflicting human suffering seeminglyknew no bounds. Before news of his villainy hadspread to the south, Iuz controlled the three fiefsneighboring his original holding, and exhibited nosigns of a waning political ambition. Furyondy's KingAvras and his northern margraves entreated theirkinsmen from the south for aid, but fell upon bitterinternal political squabbling. Meanwhile, Iuz con-quered the westernmost Bandit Kingdoms, declaringthe walled city of Molag his "Summer Capital." By500 CY, it appeared as though the unchecked mightof Iuz would threaten the whole of the Flanaess.States as far south as the Principality of Ulek drew upcontingency plans in case Furyondy fell.

Then, in 505 CY, Iuz vanished, leaving no signs ofhis whereabouts. His generals and advisers, untrust-worthy and despicable to a man, soon set to warring,attempting to carve out a bit of land for themselvesonce it became certain that their powerful masterwould not return (something made uncertain on asemiregular basis, as several "false luzs" appeared inthis period, most often ambitious illusionists orminor fiends with delusions of grandeur). Even asthe realm was carved up, however, Iuz's legend grew.The orcs of the northlands, who had known Iuz forgenerations of their short lives and had named himthe Old One, worshiped him as a god, claiming thathis strange disappearance was naught but an ascen-sion to the afterlife. Soon, loyal and opportunistichumans joined the ever-growing Cult of Iuz, a move-ment aided by the fact that the Old One's clericsfound themselves imbued with powerful magicalability.

The landholders of the south, however, calculating

generals and unholy men at the vanguard of the pushagainst Furyondy, looked upon the growing Cult ofIuz with ill ease. They already had dedicated them-selves to fell powers of the lower planes. In 513 CY,they officially broke from the realm of Iuz, takingMolag as their capital and fortifying land as far northas the headwaters of the Opicm River. The southernlords called themselves the Horned Society,assumedly in tribute to their various infernal mas-ters.

The next half-century saw a great deal of consolida-tion of power in the north. Iuz's priesthood elimi-nated all significant enemies in the capital, Dorakaa,and exterminated most "independent" lords through-out the land. An uneasy peace was established withthe Hierarchs of the Horned Society, as sporadicskirmishing with the hated elves of the Vesve Forestand against the uncivilized nomads of the northwest-ern plains continued. In 570 CY, Iuz returned toOerth, taking residence in Dorakaa as a god madeflesh. Thousands of those who had been "unfaithful"(and hundreds more, for good measure) were mur-dered upon his order as a sign of his displeasure withthe changes made in his absence. Their remainsformed the basis for the Road of Skulls, a grisly thor-oughfare from the capital to the Howling Hills.

In 582 CY, Iuz triggered the Greyhawk Wars in anattempt to stir unrest in the Thillonrian barbarianlands. As the wars continued and expanded, the OldOne made stupendous gains in Tenh, the HornedSociety, the Bandit Kingdoms, the Shield Lands, theBarrens, and Furyondy. As the wars came to a close,Iuz's armies gripped much of the northern Flanaess.Few believed that the Old One would allow a simpletreaty to slow the growth of his empire, despiteappalling food shortages and the complete break-down of supply lines. Such considerations meantlittle to Iuz, as many of his armies were personallyadministered by powerful demons summoned fromthe Abyss.

The use of the Crook of Rao by Canon Hazen ofVeluna, in 586 CY, had dire repercussions for Iuz'sarmies. Bereft of their powerful masters, many lessernonhumans and ambitious human generals attemptedto stage coups throughout the occupied lands, even asrebel bandits and indigenous populations took advan-tage of the Flight of Fiends to strike back at theiroppressors.

Only the threat of Furyondian incursion duringthe Great Northern Crusade unified Iuz's warringfactions, though by 588 CY most of occupiedFuryondy had been lost to the forces of King Belvorand Canon Hazen. Now embroiled in what Furyondyhas termed a "permanent and unalterable state o f .war," Iuz's attention has been drawn to his south-western border, perhaps at the expense of holdings

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in Tenh, the Barrens, and the old Bandit Kingdoms.Though bereft of the bulk of his demonic aid, Iuz'sarmies are far more numerous than those of his ene-mies. They not only follow the Old One, but worshiphim, believing that to fail their infernal master is notonly to fail their liege, but their god, as well.Conflicts and Intrigues: Though some remain, theloss of the bulk of Iuz's fiends has resulted in lowmorale, revolts, and disorganization within an alreadychaotic regime. Iuz himself is currently puzzled witha piece of advice given to him by an agent of hisfather, Graz'zt: One member of the Boneheart seeks tomurder the Old One and take his place. A powerfulcult of the Old One currently inhabits the Abbor-Alzhills near Hardby, seeking out information on thewhereabouts of Lord Robilar, who tried to murder Iuzupon his release from Castle Greyhawk in 570 CY.

KeolandProper Name: Kingdom of KeolandRuler: His Peerless Majesty, the King of Keoland,Kimbertos Skotti (LG male human Rgr15)Government: Feudal monarchy with rulership thatpasses between two or more royal houses that are pri-marily descended from ancient Suel nobility withmany Oeridians and some elves, gnomes, or halflingsin CouncilCapital: Niole DraMajor Towns: Cryllor (pop. 8,400), Flen (pop.11,900), Gradsul (pop. 49,400), Niole Dra (pop. 25,000)Provinces: More than two dozen major and manyminor duchies, counties, marches, territories, andbaroniesResources: Foodstuffs, cloth, gold, gems (III)Coinage: [Keoland standard] griffon (pp), lion (gp),eagle (ep), hawk (sp), sparrow (cp)Population: 1,800,000—Human 75% (SOf), Elf 8%(sylvan 60%, high 40%), Gnome 6%, Halfling 5%(lightfoot), Half-elf 2%, Dwarf 1%, Other 1%Languages: Common, Keolandish, Elven, Gnome,HalflingAlignments: LG, NG*, N, LN, CGReligions: Heironeous, Phaulkon, St. Cuthbert, Fhar-langhn, Ehlonna, Lydia, Osprem, Zilchus, Kord,Xerbo, Norebo, Olidammara, elf pantheon, TrithereonAllies: Gran March, Sterich, the Ulek states, Geoff(exiles), BisselEnemies: Pomarj, Iuz, Scarlet Brotherhood, nonhu-mans and giants in Crystalmists and elsewhere, SeaPrinces (all factions), Celene (greatly disliked), Valleyof the Mage (distrusted)Overview: Older even than Aerdy in the Flanaess isancient Keoland, mainspring of the SheldomarValley. The foundation of Keoland, represented thebirth of the first postmigration human kingdom inthe Flanaess. For nearly a millennium, the Keoish

heartlands have spanned the lands from Gradsul atthe Azure Coast to the Rushmoors in the north,between the great Sheldomar and Javan rivers in theeast and west. These lands are some of the mostprovincial and bucolic in the Flanaess, having beenlargely untouched by war and conflict for centuries.The climate is customarily temperate year-round andthe soils of the central valleys are rich, allowing thekingdom to grow wheat, rye, and other grains ingreat abundance. The country has never been rich interms of mineral wealth, and perhaps for that reasonit has always conducted a brisk trade with its neigh-bors, to whom it supplies staples such as foodstuffs inreturn for hard coin.

The folk of the land can be friendly and generous,but they are primarily noted for their superstitiousnatures, particularly their wariness of foreigners. Thepeople are a mixture of Suel and Oeridian bloodlines,well blended for the most pan in the provinces of thenation, except in certain rarefied circles such as thenobility and other closed societies. Flan still exist insmall pockets in the kingdom, no longer numerousin the heartlands and now driven to the peripheriesof the valley. The common tongue is spoken here,but the primary dialect is called Keolandish. Thespeech of the common folk is highly recognizable forits accent.

For most of Keoland's history, the study of magicwas banned to its citizenry, and its practice wasrestricted to secret societies and certain nobles. Littleevidence is seen by the casual observer of powerfulwizards' magic, as commoners fear those who prac-tice spellcraft. Many priesthoods are present in therealm, though religion was never a dominant force inthe kingdom, either.

Keoland is a true monarchy in that its kings rulefor life and have great powers and authority at theirdisposal, but officially the government is a perma-nent regency. Ruled in the trust of the noble houses,the matter of succession has always resided in theCouncil of Niole Dra. This deliberative body, com-posed of the major nobility and heads of certain long-established guilds and societies in the kingdom, hasthe responsibility to authorize succession and over-see matters dealing with the nation's foundingcharter. It is the founding charter, penned some ninecenturies ago, that ascribes rights and obligations onthe part of all the citizenry of the country, whetherlowborn or high. The Throne of the Lion, as theoffice of the king is referred to in Keoland, is cur-rently held by Kimbertos Skotti. The monarch isbesieged by factions who constantly demand hisattention, making changes or decisions oftenpainfully slow in coming. Most of these petitionersare peers of the realm, who have varied and oftenconflicting self-interests.

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Over two dozen political subdivisions exist inKeoland. The major provinces follow, with their capi-tals and rulers.Axewood, Barony ofLinnodenBaron Anladon of Neheli (LG male half-elfFtr8/Wiz2)Cryllor, County ofCryllorCount Ignas Manz (LN male human Ftr16)Dorlin, Duchy ofDorglast CastleDuke Cedrian III of Neheli (CN male human Wiz7/Ftr2)Flen, County ofFlenCountess Allita Elgarin (N female human Clr5 ofXerbo)Good Hills, Union of theBlack TopFirst Speaker Blaif Rinnar (NG male gnome Ftr6/Rog2)Gradsul, Duchy ofGradsulDuke Luschan VIII of Rhola (LN male human Wiz9/Ftr2)Grayhill, Barony ofDourstoneBaron Markos Skotti (NG male human Ftr7)Middlemead, March ofMiddlebridgeMargrave Kharn (LN male human Ftr3)Niole Dra, Royal Capital and District ofNiole DraLord Mayor Pugnace Dillip (LN male human Ari6)Nimlee, County ofCraufieldCountess Lissen Rheyd (NG female human Clr8 ofLydia/Ftr2)Salinmoor, Viscounty ofSeatonViscount Cronin Secunforth (LN male human Ftr4)Sedenna, March ofPlamptonMargrave Erlich Derwent (LN male human Ftr11)History: The Chronicle of Secret Times is a book bannedby the Keoish crown, a strange set of affairs for awork that is said never to have existed. Nonetheless,numerous apocryphal copies are said to be in certainclandestine collections, including the Great Libraryof Greyhawk. The book's sometimes lyrical prosetells of the Suloise survivors of the Rain of ColorlessFire, beginning with how Slerotin, the Last Mage ofPower, led twelve tribes out of ruin and into thevalley of the Sheldomar. As the story continues, theMagus, nearly consumed and at death's door from his

exertions, bids the most powerful noble houses to setaside their rivalries and unite to make a home in thisvalley and be at peace with its inhabitants. He proph-esizes that they will one day combine with a noblepeople and together will lay the foundations of anexalted kingdom. Slerotin enjoins them to look forsigns and portents, and to act upon them in thenoblest tradition of their ancestors. The Last Mage ofPower then quits the ken of mortals in a thunderclapthat levels the surrounding trees and scatters theminto the form of a glyph pointing toward the north-east, or so the tale goes.

History records that it was only a few years aftertheir arrival in the Flanaess that the refugees foughteach other and went their separate ways, disregard-ing the Last Mage's words. The powerful Zelradfamily withdrew to the northeast, departing from theSheldomar Valley entirely to settle in what becameSouth Province of the Great Kingdom. The tales alsorecount how the vile House Malhel fled toward theDreadwood and was consumed by its own evil aftertrying to summon up powers of the earth in a desireto resurrect the Suel Imperium. Similar groups suf-fered other malign fates, while others fled across theAzure Sea, never to return.

The remaining Suel Houses fought the local Flanand abundant nonhumans for control of the rest ofthe land, which was dominated by the near-mythi-cal Empire of Vecna in the north. The nobles ofHouse Rhola made for the Azure Coast, where in-368 CY they founded the city of Gradsul. Whilethey began settling the southern coastal lands, thenobles of Neheli took their chances in the northernvalleys, heeding the apparent words of the LastMage and striking for the northeast. Their muchfeared Seers, who were among the few powerfulapprentices of Slerotin to survive the cataclysm,closely advised the leaders of Neheli in all things.Niole Dra was founded by them within ten years ofGradsul's creation. The next few seasons broughtmany changes to the land, as the Oeridian tribesentered the Sheldomar Valley from the north after agreat upheaval appeared to bring down the Empireof Vecna from within. The Oeridians were the firstpeople to encounter the Neheli, settling with thelatter peacefully.

Keoland was officially founded in the year 303 OR(-342 CY), a union between the Neheli, Rhola, andminor Oeridian nobles who came to control largeswaths of the central valleys between the holdings ofthe Suel. This series of disjointed states between therivers Javan and Sheldomar became one nation aftera series of brief struggles with the Flan. Niole Drawas taken as the capital and its first king, a noblemanof House Neheli, was chosen to rule by a consensusof the peers of the realm.

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By-242 CY, Keoland had expanded beyond theGood Hills, allied with the inhabitants there, andentered a period of rapid expansion characterizedlargely by the peaceful annexation of new lands andterritories. Sterich was soon founded in the west,followed in -161 CY by the Gran March, as thekingdom expanded the northern border beyond thecity of Shiboleth to Hookhill. The Order of Knightsof the Watch was awarded the fief to defend thenorthern borders by the duke of Dorlin. In -96 CY,the Yeomanry was brought within the kingdom,and its freeholders were given a voice in council inNiole Dra.

The expansion of Keoland came to a slow halt bythe middle of the first century CY, after the death ofKing Malv III of the Rhola. In 49 CY, the thronereverted to House Neheli, where it remained fornearly two centuries. A long stagnant period inKeoish history ensued, during which the countryremained a benevolent, if slumbering and intro-verted land.

Keoland awoke from its long slumber during whatis generally regarded as its imperial phase, beginningin the late third century of the common era. Whenthe last Neheli king died without issue in 286 CY, thesummer conclave of the following year recognizedthe ascension of the first Rholan king in more thantwo centuries, King Tavish I. Tavish, the duke ofGradsul, was the scion of his house and its most for-midable leader. He was determined to make the aspi-rations of Keoland rival that of the Aerdi and the nas-cent Furyondy, both of which already dominated theneighbors of Keoland and its rivals in the north andacross the Azure Sea.

Tavish immediately brought a cosmopolitan airand youthful dynamism to sleepy Niole Dra whenhis court assembled the following year in the capital.He quickly reversed the course of the nation andraised armies in great numbers. He acceleratedcastle-building across the frontiers of the nation andabolished certain magical prohibitions that had stoodfor centuries amid the strong opposition of theanchorites of the Lonely Tower, the Silent Ones.

Tavish's early maneuvers were subtle efforts tomarshal the resources already at his fingertips bytreaty. In 289 CY, Keoish forces verged on the FalsGap, where the city of Thornward was founded bythe Knights of the Watch as a northern outpost toward and tax the trade roads between the Baklunishand Furyondy. While a brief skirmish was foughtwith the Baklunish of Ket, large-scale actions wereas yet unknown. In 292 CY, Tavish negotiated atreaty to formalize the union of the Ulek states toKeoland, bringing them into closer cooperationwith the Throne of the Lion. Keoish ambassadorswere dispatched even to Enstad, and distant out-

posts were soon tolerated by Celene and its feycourt. Tavish accomplished the near total confeder-ation of the Sheldomar Valley, from the Crys-talmists to the Azure.

Following the death of Tavish the Great in 346 CY,the throne was taken by his eldest son, Tavish II(called The Blackguard), a move that was grudginglyapproved by the Council of Niole Dra. During theearly summer of 348 CY, the new king made his so-called "Wealsun Proclamation," over the objectionsof the members of the Council. In it, he asserted themanifest destiny of the Keoish to hegemony over theSheldomar Valley and all its borders. Within a hand-ful of years, Keoland had marched armies into west-ern Veluna and annexed the Pomarj from the princeof Ulek.

Using the added support he gained from early vic-tories in Veluna, Tavish II quickly drove the ill-pre-pared rulers of Ket to the Tusman Hills. In late 362CY, he ordered the extension of a formal trade roadfrom Thornward to Molvar and eventually toLopolla. Earlier the previous year, the Yeomanryhad closed its borders to the Keoish, withdrawingits forces in protest against the "wars of aggression,"while Celene expelled royal garrisons from withinits borders. The Ketite expedition began unravelingwithin a few years. The next three decades were rifewith fits and starts that amounted to a slow retreatto Bissel.

By the year 400 CY, the forces of Keoland had com-pleted their final withdrawal to Thornward, fortify-ing the Fals Gap and making Bissel the northernfrontier of the kingdom. Keoland's aggressions took alengthy hiatus under the rule of Duke Luschan, thenew regent who had no stomach for war. In 414, theold regent became ill and died, and his youngnephew assumed the title Tavish III. In 438, theSmall (sometimes called the Short) War betweenFuryondy and Keoland ended Keoish influence inVeluna. Furyondians and their armies advanced onThornward and south to nearly the city of Hookhill,as the Knights of the Hart captured Bissel beforeTavish III reinforced the northern border in disgust.Keoland's influence north of the Gran March cameto a complete end.

Troubles for the Throne of the Lion continuedunabated in the south. In 433 CY, Tavish Ill's errantyounger brother and the heir to the duchy of Gradsuldisappeared, and reports placed the duke as lost inthe Amedio, the victim of pirates or other foul play.The old king attempted to salvage some dignity in adoomed expedition to reclaim the south, culminat-ing in the Siege of Westkeep, 453 CY. In a prolongedbattle against the insurgents, King Tavish III washimself slain.

The king's surviving son was crowned Tavish IV,

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assuming the throne immediately following thedeath of his father on the battlefield. Recognizing thedisastrous policy that had propelled the dependen-cies of the kingdom to fly apart and resulted in thedeath of his brothers and father, young Tavish IVreversed the course of the nation. He recalled anddisbanded expeditionary forces from the frontiers,sending home men who had not worked their ances-tral lands for their entire lives. In 460 CY, the Yeo-manry League was formally recognized as an inde-pendent realm and relations were reestablished.However, despite the best efforts of Tavish IV, manyof these changes came too little and too late forothers. In 461 CY, the realms of Ulek and Celene sev-ered formal ties with Keoland, the former gainingcomplete autonomy. Two years later, seeing theiropportunity, minor Suel nobles in the Pomarj for-swore their fealty to the prince of Ulek and tookHighport as their capital. This act went unchallengedin Niole Dra, which was tired of war.

In 488 CY, a prematurely aged Tavish IV died with-out issue, a lonely and broken monarch. The Throneof the Lion fell to an heir of the House Neheli thenext year, who promptly turned a blind eye to for-eign affairs. Keoland soon reverted to the morepeaceful, even complacent state from which it haddeparted for nearly two centuries. This sudden intro-spection drifted into isolation a few years later whenthe Keoish monarch refused to engage in the HatefulWars that raged between the Ulek States and thenonhumans of the Lortmils and Suss Forest. Whenthe Suel barons of the Pomarj suffered a crushinginvasion at the end of the conflict, their pleas forassistance fell upon a suddenly oblivious bureau-cracy. Illness and misfortune befell the Neheli lineover the next few decades to such disquieting propor-tions that, by the late 550s, it became doubtful itcould put forward an heir to old King Trevlyan IIIwhen he suddenly passed away in 564 CY.

The Council of Niole Dra entered into prolongeddebate the following winter and emerged with a sur-prising announcement. The new king was intro-duced as Baron Kimbertos Skotti of Grayhill, anobscure ranger lord from a small province near theDreadwood with little-known blood ties to thethrone. Lashton of Grayhill (LN male human Wiz19),an archmage of some notoriety and exceeding ambi-tion, came to serve the new Royal Court as its magi-cal councilor. He was seen by some as an extremelyinfluential schemer, perhaps too much so when thekingdom was ill-prepared for the Greyhawk Warsand giant invasions that plagued the westlands begin-ning in the early 580s.

Because the court delayed in sending reinforce-ments, seeking to extract additional concessionsfrom the supplicants, Keoland failed to avert the dis-

aster. Giants descending from the Crystalmistsattacked the valley nations of Geoff, Sterich, and theYeomanry, throwing those realms into chaos. TheTreaty of Niole Dra was hastily signed in 583 CY by abefuddled King Skotti. It allied Keoland to its neigh-bors to address the threat posed by the nonhumaninvasions from the Pomarj and the Empire of Iuz inthe north.

A series of misfortunes soon befell the kingdomdespite its half-hearted efforts to help its countrymen. A naval force from the Lordship of the Isles,under the control of the Scarlet Brotherhood,attempted an invasion of Gradsul in 584 CY. Theinvasion had to be forcibly repelled by DukeLuschan, who lost a quarter of his ships in the effortIn 588 CY, Sterich was finally freed from its captors,after three years of struggle, but the cost of the effortwas staggering. In early 590 CY, forces from Keolandinvaded the Hold of the Sea Princes and captured thestinking fortress city of Westkeep in what many con-sidered a foolhardy act. A further clash in the Hold isexpected soon, unless calls from Keoish nobility inthe Council of Niole Dra to give up the potentiallyill-fated expedition in the south do not cause Skottito withdraw his forces.Conflicts and Intrigues: Relations betweenKeoland and the Prince of Ulek are strained from thelatter's economic alliance with the Lordship of theIsles, so support of the latter's Pomarj campaignremains tepid. Duke Luschan wants to build a dozennew frigates to contend with naval threats on theAzure Sea, and he courts an alliance with Irongate.Rumors come out of Dorlin about cases of madnessin certain families of the Neheli. Monsters plague thesouthern frontier.

KetProper Name: KetRuler: His Illustrious Glory, Nadaid, Beygraf of Ketand Shield of the True Faith (LN male human Ftr10/Wiz5 (diviner)Government: Feudal monarchy with semiheredi-tary rulership; beygraf must have proven fightingskill and leadership (magical ability also preferred)Capital: LopollaMajor Towns: Lopolla (pop. 27,300), Molvar (pop.16,000), Polvar (pop. 12,600), Falwur (pop. 13,500)Provinces: Four districts centered around majortrade towns, two forest districts (sections of Bramble-wood Forest)Resources: Silver, copper, gems (I, IV)Coinage: Bastion (pp), greatshield (gp), wagon (ep),lance (sp), helm (cp)Population: 275,000—Human 96% (Bos), Dwarf 2%(hill 70%, mountain 30%), Halfling 1%, Other 1%Languages: Common, Ancient Baklunish

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Alignments: LN*, N, LE, CNReligions: Al'Akbar, Mouqol, Fharlanghn, Geshtai,Istus, Xan Yae, other Baklunish godsAllies: Paynims (sometimes), Tusmit (sometimes)Enemies: Bissel, Veluna, Gran March, Furyondy,Knights of the Watch, Iuz (sometimes), Zeif (some-times), Ekbir (minor)Overview: Ket occupies the territory between thesouthern Yatil Mountains and the Barrier Peaks, serv-ing as the gateway between the Western and EasternFlanaess. The dense Bramblewood Forest fills morethan half of Ket's terrain, penetrated by a single mainartery, the Irafa Road. This well-kept road is guardedby troops of the Ketite army stationed at eight perma-nent strongholds along its length. The forest roadalso serves as the border between the two major dis-tricts of the Bramblewood. The Tuflik river finds itssource in Ket as well, flowing from the Banner Hillsuntil it emerges from the cover of the Bramblewoodand bends its way northward to Lopolla; the riverthen turns south until it passes the Tusman hills andinto the plains beyond.

The northern and western portions of Ket aremore civilized country, with tilled fields and manyvillages, The northern border includes part of thevast Yatil mountain range; much trade and occa-sional conflict takes place here with Perrenland. Thecopper mines of the Lower Yatils are the majorsource of wealth in eastern Ket. The west is opencountryside until the Tusman hills are encountered,forming the ambiguous border with Tusmit. Thenative hill tribes of the Tusmans are stubbornlyindependent, serving as mercenaries for either orboth nations at times.

Ket's own military forces consist of stronginfantry pikemen and crossbowmen, and well-respected medium cavalry; both are highly disci-plined. The clergy of Ket is still integral to the mili-tary hierarchy, despite a loss of prestige in recentyears. Every company has its own cleric, and Ketitesoldiers are still expected to adhere to the devotionsof the True Faith.

The Baklunish merchant clans are currently mostinfluential in Ket. Their hierarchy is international,and while they are not opposed to warfare in general,the loss of Flanaess goods and markets in the after-math of the Greyhawk Wars proved intolerable,When the territory captured during the GreyhawkWars was lost following the death of the previousbeygraf, the merchants supported the decision toabandon most of them, maintaining only Thornwardas a neutral city. Beygraf Nadaid currently enjoys thefull support of the merchants, though he must bal-ance their notoriously fickle loyalties against the per-vasive influence of the mullahs, whose affection forhim is lukewarm at best.

History: Ket has long been the crossroads betweeneast and west, resulting in a mixture of peoples andtraditions, but it is the Baklunish heritage that hasremained dominant. Once a province of Zeif, cen-tered around the city of Lopolla, this region cameunder the dominance of the nomadic Brazen Hordein the early 300s CY. The bey of Lopolla claimedthese nomads as his allies and was allowed toremain in office, but the nomads conceded author-ity only to their great padishah. For the first half ofthe fourth century, the nomads plundered Ket, alsousing it as a secure haven from which to raid intoVelunese territory.

Toward the middle of the fourth century, Ket wasinvaded by the forces of Keoland, which defeated thenomads with the help of mercenary companies oflongbowmen from the Quaglands. The bey ofLopolla was driven out as well; he and his small armyescaped into the rugged Banner Hills, where theyorganized a resistance. The resistance slowly grewunder the discipline of the True Faith, despite theharsh living conditions in the hills, until the Keoishinfidels were driven from Ket.

The Ketite leader, Arpad, became the first beygraf,ruling a truly independent nation. The mullahs ofthe True Faith were installed into the offices ofadministrative, judicial and military authority, underthe leadership of the beygraf, whom they awardedthe honorific "Shield of the True Faith." In spiritualmatters, they gave preeminence to the grand mufti ofthe Yatils, though the Ketite mullahs maintainedtheir own hierarchy.

Through most of the fifth century CY, Ket was atpeace with her neighbors, though border disputeswith Bissel and skirmishing with the Paynims wasnot uncommon. The rising power of the archmageIggwilv in the region caused the mullahs great con-cern, and the Ketites forged an alliance with themountain dwarves of the lower Yatils in an effort torestrain her influence. The alliance proved success-ful, and even after Iggwilv's demise there was consid-erable goodwill between the dwarves and the peoplesof Ket.

The decades preceding the Greyhawk Wars wereprosperous ones for Ket, but early in that conflict thebeygraf allowed his armies to be drawn into the fight-ing in the central Flanaess. Seeing an opportunity togain control of his nation's historic rivals in Bissel,Beygraf Zoltan went so far as to ally himself with Iuzthe Old. This was done without the approval of themullahs, but the initial success of the alliance was sooverwhelming that their protests were largelysilenced. The first sign of grief came soon after thenew victory, when the margrave of Bissel's chose tocommit ritual suicide rather than serve Zoltan. Thisact insured that no Bisselite would willingly follow

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the beygraf, and had a similar effect on some inZoltan's own armies.

Beygraf Zoltan was assassinated within four yearsof the first occupation of Bissel; significantly, thejudgment of the mullahs was to not attempt hisrevivification. The political aftermath in Lopollawas considerable. As the struggle for powerunfolded, army forces were withdrawn from Bissel,and civil war threatened Ket. A new beygraf tookpower by forming a coalition between many mili-tary leaders and a significant minority of the clergy.With the financial support of the Mouqollad, thecoalition has stabilized Ket's government and bor-ders. Beygraf Nadaid's policies are those of a moder-ate, so he has little respect among the clergy. Themullahs have demanded the right to scrutinize hisgovernment, to assure that it remains in the faith.Nadaid has little choice but to allow this; the out-come is in doubt.Conflicts and Intrigues: Certain hard-line mullahswish to assume military authority. A court is attempt-ing to question the current beygraf about his earlyassociation with the archmage Rary. Banditry contin-ues in the southern Bramblewood. Rebels are activein eastern Ket (the Falwur district), alleged to be sup-ported by Knights of the Watch.

Lendore IslesProper Name: [rough translation] Radiant andTransformed Domain of Sehanine of the LendoreIslesRuler: The Most Radiant Bow of Sehanine, Orb ofthe Heavens, High Priest Anfaren Silverbrow (CGmale elf Clr20 of Sehanine)Government: Theocracy in which the church ofSehanine takes on all government responsibilitiesand authority, and the highest-level cleric rules therealm; each island is governed by its own religiousauthorities, who are advised by various communityleaders but need not take this advice into considera-tion when rendering judgments and decisionsCapital: Lo ReltarmaMajor Towns: Lo Reltarma (pop. 3,200); other largetowns on Lendore Island are rumored to be aban-doned, dismantled, or reduced to mere villages; elvencommunities are of unknown natureProvinces: Five protectorships (islands), with eachisland governed by an elven cleric of a proportion-ately similar levelResources: UnknownCoinage: UnknownPopulation: 41,000—Elf 97% (high 70%, gray 30%),Half-elf 2%, Human 1% (So)Languages: Lendorian Elven, Elven, Common,Lendorian (humans only)Alignments: CG*, NG, N, CN

Religions: Elf pantheon (state favored, especiallySehanine); [humans only] Phaulkon, Kord, Xerbo,Osprem, Norebo, Lydia, SyrulAllies: None officially, though the church of Seha-nine and the People of the Testing fully support itEnemies: Lendore exiles, some groups in Sunndi,Scarlet Brotherhood (minor); distrusted by otherneighboring statesOverview: The Lendore Isles, as they are now known,were until recently named the Spindrifts. This groupof five islands, located some 100 leagues east of theMedegian peninsula, is now a fog-shrouded naviga-tional hazard to all but elf-piloted ships. Located inthe midst of the Asperdi-Duxchan chain, most chartsshow the five islands of the Spindrifts (though someolder charts show only four) as the easternmost inthe Aerdi Sea.

Spindrift Sound itself is navigable, but shipping ismenaced by the Scarlet Brotherhood and the activi-ties of a few pirates based on the eastern Medegiancoast. Elven vessels are sometimes seen to cross theAerdi Sea in the direction of Lendore Isle, presum-ably shipping from secret ports cut beneath the Hest-mark Cliffs. A number of elven warships also travelto or from the Lendore Isles as escorts for passengercraft. They will certainly intercept any seagoing craftthat manages to bypass the barrier of magical mistthat envelops these islands. Elven ships were alsosighted farther east on the Solnor by Sea Barons'ships in the late 580s, perhaps exploring or tradingwith distant elf colonies.

The primary inhabitants of the Lendore Isles arethe olve, with a small number of half-elves scatteredthroughout the islands. Most half-elves left in protestfollowing the subjugation of Lendore Isle; those thatremain, along with the human menials who are per-mitted to stay, now form a protected underclass ofthe elven-dominated society. Since they are unableto acquire the use of Lendorian Elven, they arerequired to keep silent in all public places, unlessaddressed by an elf directly. The government andsociety are otherwise entirely elven, led by the cultof Sehanine.History: This group of islands has housed from timeimmemorial the strongholds of high-elven wizardsand lords. They had little contact with humans untilthe arrival of the legendary Archmage, Lendore, whobrought his fellowship out from the lands of the SuelImperium in anticipation of the Invoked Devasta-tion. Fleeing the impending disaster, the wizard andhis band journeyed to the easternmost shores ofOerik, then further still, until they came at last to theSpindrift Isles. The Invoked Devastation occurred, asLendore knew it must, but it was followed by a catas-trophe he had not foreseen: the Rain of ColorlessFire and the destruction of the empire.

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In the years that followed, the wizard and his fol-lowers lived in peace with the elves, while elsewherein the Flanaess, the Suloise were being pushed out ofhabitable lands by the conquering Oerid. In time,Lendore persuaded the elves to cede him the south-ern island, that he might make a refuge of it for hisfollowers and kin. Only a few families of Suel madethis their home while Lendore ruled, but in the yearsafter his passing, their population slowly grew. LoReltarma became the capital of the island, and itsruling Council of Seven maintained close ties withthe high elves' Council of Five in the northernislands.

The peoples of the northern and southern isles didnot freely mix, but both communities recognized thebenefits of unity in opposition to the warlike Aerdiand the piratical Suel of the southern islands. When-ever seriously threatened by their rapacious neigh-bors, the heirs of Lendore would remember hispromise of an aerial sanctuary, and gather at the Gateof Glass outside Lo Reltarma. One of Lendore's lastprophecies had promised his appearance there,before the Final Calamity overtook the island. Intime, the Gate of Glass became something of a shrinethat Lendorians would visit in times of crisis, or inmemory of crises averted, and the citizens of LoReltarma would gather here on the last day of eachyear to celebrate their ancestor's foresight.

For centuries the Spindrift Isles maintained theirindependence from all foreign powers, both throughstrength and through cunning. Perhaps the ScarletBrotherhood made incursions into the Council ofSeven in the years leading up to the Greyhawk Wars,but they were given no time to take advantage oftheir gains before the high elves took control ofLendore Isle. Elves have always been plagued withmysticism, and those of the Spindrifts had finallysuccumbed to the cult of Sehanine. The FinalCalamity, it seemed, had arrived.

It was a bloodless revolution, yet catastrophic forthe inhabitants of Lendore Isle. They were informedthat they must be exiled from the only home theyhad ever known, in order for the Spindrifts to serveas high elven holy ground. The high elves used pow-erful phantasms to overcome strong resistance, andthreats of imprisonment persuaded most others tocooperate. The humans were given three days to pre-pare for their removal from the island. In that time,perhaps half of Lo Reltarma's population escapedthrough the Gate of Glass before the elves coulddeactivate it; the rest were either exiled to the main-land, the Sea Barons' isles, or other local regions, orwere among the few allowed to remain as workers inLo Reltarma.

In the years since the Greyhawk Wars, some of thesurviving exiles have joined together with half-elven Elven ship from the Lendore Isles

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captains on the Medegian coast. It is an open secretthat they are smugglers, willing to transport anycargo for a price. Several of these ships secretlyaccompanied the flotilla of the Sea Barons in theirvoyage over the Solnor in 586-589 CY. The Spindriftexiles were thought to be searching for the last mem-bers of the Council of Five, who had fled across thewaves when the clerics of Sehanine usurped theirauthority. It is not clear what benefit they seek bycontacting their deposed leaders, but the half-elvesclearly wish to return to their birthplace and free it ofthe magical affliction of Sehanine.Conflicts and Intrigues: A human resistance forceoperates from a magical stronghold above LendoreIsle. Rumors circulate of a spy network in Lo Rel-tarma, loyal to the Council of Five in the northernisles, searching for rebel humans. Orcs, goblins, andkobolds hold subterranean lairs not yet discoveredon the large southern isle.

Lordship of the IslesProper Name: The Lordship of the IslesRuler: His Exalted Highness, Prince Frolmar Inger-skatti of Duxchan, Lord of the Isles, Scourge of theWaves (N male human Ftr12)Government: "Independent monarchy" (principal-ity) that is actually a puppet state of the Scarlet Broth-erhood, which manages most military, judicial, reli-gious, and economic affairs; prince has real butlimited powers, affecting the Brotherhood's rule onlythrough force of his own charisma and clevernessCapital: SulwardMajor Towns: Duxchan (pop. 8,900), Sulward (pop.7,200), Mahan (pop. 4,100)Provinces: Seven islands, each its own nobleprovince: duchy of Diren (capital: Sulward); duchy ofAnsabo (capital: Duxchan); duchy of Ganode (capital:Mahan); county of Jehlum; county of Mirim; countyof Luda; and barony of TemilResources: Rare woods, spices, shipbuilding suppliesCoinage: Great anchor (pp), sunship (gp), dolphin(ep), trident (sp), shelly (cp)Population: 266,000—Human 79% (Soz), Elf 9%(high), Halfling 5%, Dwarf 3%, Gnome 2%, Half-elf1%, Half-orc 1%Languages: Common, Ancient Suloise, Elven,HalflingAlignments: N, CN, NE*, LE, CEReligions: Osprem, Xerbo, Norebo, Syrul, Wee Jas,other Suloise godsAllies: Scarlet BrotherhoodEnemies: Sea Barons, Iron League, Lendore Isles(distrusted), Ahlissa (distrusted)Overview: The Lordship of the Isles is the collectivename given to a series of small island states off thesoutheastern coast of the Flanaess. These seven isles

separate the Aerdi Sea from the warmer waters ofthe Oljatt Sea and range in size from an area nearlyequal to the largest of the Lendore Isles to a tiny isletbarely thirty miles in length. The climate of theseislands is very tropical, and stifling warmth andhumidity persists almost year round, save in the latesummer months when the great tropical storms thatsweep in from the Oljatt are not uncommon. Muchof the terrain on the isles, except for the rocky vol-canic peaks central to most of them, is covered inthick tropical forest. These forests are a rich sourceof the exotic animal and plant life that sustain theeconomy of the islands, primarily through theirexport to the mainland, where they are exchangedfor hard coin. In the areas cleared by humanity nearthe coastal towns and seaports, sugarcane, pineapple,and coffee plantations are commonplace. These islesare also one of the few sources of rare woods such asmahogany, ebony, and teak, that are highly prizedon the continent. Since the Lordship of the Islesguards the ways between the mainland of theFlanaess and the Tilva Strait as well as the shores ofmysterious Hepmonaland, much income is derivedfrom exacting levies from trading vessels passingthrough local waters.

These isles were ruled centrally by an Aerdi princein the capital of Sulward for centuries. The largestthree main islands are Diren, Ansabo, and Ganode.Each isle is the size of a small province on the main-land, and together they accommodate the majority ofthe population of the isles. Ansabo and Ganode wereruled by dukes since their establishment, their lordssecond in authority only to the prince of Diren inSulward. The smallest isle, located between Direnand Ganode, is called Temil. It is ruled as a pettybarony subject to the lord of Diren and is treated sim-ilarly to other minor subdivisions of the island,which include numerous baronies subject to theprince. The three islands of middling size, locatedone after the other off the eastern coast of Diren, areknown as Jehlum, Mirim, and Luda. All three areruled by counts who are closely allied to the court atSulward. Luda, the northernmost isle, is the closest tothe Lendores, and its eastern coast marks the borderbetween the elven realm and the Lordship of theIsles. All affairs of state are conducted through thecourt in Sulward.

This chain of islands has been occupied by the Suelfor nearly one thousand years, and this race remainsthe most dominant population of the isles, mostnotably on Ansabo and Ganode. The Oeridians haveemigrated to these islands in large numbers onlyover the last few centuries; they are most common inDiren and the smaller isles of Jehlum, Mirim, andLuda. Olman and darker-skinned natives of Hep-monaland live in abundant numbers here, but these

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people are treated as baseborn and often enslaved,working the plantations of the unscrupulously richgentry. Slavery is becoming increasingly importantto the economy of the isles, particularly with theemergence of the Scarlet Brotherhood in its centersof power. Sulward, the putative capital, is a small portcity that still evinces a strong Aerdi character, butDuxchan on the isle of Ansabo is the larger city of thetwo and is clearly influenced by its Suel heritage. Thecenters of power and commerce have slowly beenflowing toward the latter for the last century andhalf, since the isles declared their independencefrom Rauxes in 447 CY. Travel through the Lordshipof the Isles has dropped considerably in recent years,and while its not impossible, it remains dangerousfor those known to be openly antagonistic toward theScarlet Brotherhood, most particularly citizens ofSunndi and Irongate.History: When the Aerdi expanded south intoSunndi, they succeeded in gaining control over thewhole of the Solnor coast, from the Vast Swamp inthe south to the Timberway in the north. With thisdominance of the land came a desire to control theseaways that would soon become the primary meansof transport and trade between one distant end of theGreat Kingdom and another. The overkings colo-nized the islands off the eastern coast of the Flanaess,but standing in their way were the Flan and Suelinhabitants who had controlled these islands andplied the surrounding waters for centuries. For themost part they were no match for the Aerdi, and theisles of the Sea Barons were settled quickly. None ofthese maritime powers and their natives were morepowerful than the Duxchaners of the Oljatt Sea.These pirates and buccaneers were the terror of thesouth, holding a near stranglehold over trafficthrough the southern straits and raiding the south-ern coastal cities with ease.

Following a particularly terrible attack on Pon-tylver, during which the shipyards were set ablaze,Overking Erhart II was determined to put an end tothe marauding. In 166 CY, he committed the com-bined navies of the Great Kingdom to breaking thepower of the Duxchaners. Old Baron Asperdi'syoung but powerful naval force from the Sea Baronswas brought to bear on them, led by Lord AdmiralAeodorich of House Atirr, then accorded the finestnaval captain of the time. The town of Dullstrandwas specifically founded to act as a base of opera-tions for the invasion of these southern islands bythe Aerdi fleet. Within two years of hotly foughtbattles in the Aerdi Sea, Atirr and his armada, whichwas outfitted with mages and powerful clerics ofProcan, finally defeated the Duxchaners and theirallies at the Battle of Ganode Bay. This won greaterfame and praise for the Aerdi admiral, who eventu-

ally rose to the throne of North Province some yearslater. The most militant of the surviving Suel bucca-neers retreated to the port of Ekul, on the SpineRidge of the Tilvanot Plateau, but were no longer asignificant factor. The Aerdi settled these islands inlarge numbers, founding Sulward as the capital,though the population remained largely Suel, par-ticularly on Ansabo and Ganode, where local Suellords were absorbed into the government of therealm. An Aerdi lord was appointed prince of thenew realm and he was made responsible to theherzog of South Province, but given the right tocarve up the islands into provinces as he saw fit andaward them to his kin.

The island lords became very rich over the nextfew centuries, profiting from the trade that flowedthrough their islands, a portion of which was due theherzog of South Province. The Duxchaners of theduchy of Ansabo, the second largest isle in this chain,were viewed as little more than pirates by most, butthey were kept in check; they learned to prefer tradeand fought only occasionally with the Sea Barons.The situation changed during the Turmoil BetweenCrowns, when the whole of the South was in rebel-lion against the Malachite Throne. Ivid I of HouseNaelax brought pressure on the southern princes tofall into line, but the outrages committed by the newherzog of South Province, which included seizingLordship vessels anchored in Prymp Town, drove thelords of the isles to declare independence along withthe other states. The prince of the Isles joined theIron League in 448 CY, providing naval support andconveyance for traffic between Irongate, Onnwal,and their allies in Nyrond. In so doing, the lord ofDiren was forced to deal more plainly with his fellowlords on the other islands, sharing additional powerand ceding more local autonomy to them over theensuing years.

The overking in Rauxes quickly issued letters ofmarque to the Sea Barons, designating the ships ofthe Lordship of the Isles as targets for any Aerdivessel. The last century and a half have seen manybattles between the two naval powers, culminatingin one of the largest in 572 CY. The Duxchaners andtheir Suel duke had grown increasingly powerfulduring the intervening years and finally, when aninternal squabble among the Oeridian lords onDiren failed to produce a successor in 564 CY,Latmac Ranold of Duxchan became the new prince.He took an increasingly provocative stance amongthe lords of the Iron League, favoring open conflictagainst the Great Kingdom to negotiation and sub-terfuge. Ranold built up the navy of the Lordshipand began harassing the shipping lanes of the GreatKingdom as his forebears had done centuries ago.However, this led to the Battle of Medegia in 572

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CY, in which the Duxchaners suffered their greatestdefeat by the Sea Barons. This action failed to get theapproval and support of the Iron League, and thedebacle deflated Prince Ranold greatly. As the lordgrew older, he appeared to lose his once-tight gripon the islands.

During the Greyhawk Wars, the wintry LatmacRanold was abruptly deposed and an unheraldedsuccessor immediately took his place. The Lordshipof the Isles quickly became a hotbed of intrigue.The new prince, a little-known Suel lord namedFrolmar Ingerskatti of Ganode, immediately with-drew the Lordship from the Iron League and setabout lending his naval forces to the maneuvers ofthe Scarlet Brotherhood, including the blockade ofthe Tilva Strait that continues to the present day. Itis clear to most that Ingerskatti is a puppet of theScarlet Brotherhood, but little can be done about it,as these cultists are very successful at putting theiroperatives in key positions within the realm, depos-ing Oeridians whenever possible in favor of loyalSuel. Most of Ansabo, the port of Sulward, and thewhole isle of Ganode are now completely undertheir control.

In 584 CY, Ingerskatti used his fleet to terrorizeports on the Azure, first by attempting a failed raidon Gradsul, then by harrying the vessels of Irongate,whom they view as their most important rival. As of590 CY, naval warfare has broken out between thefree ports of the Azure Sea and the Lordship of theIsles. Ships of the Iron League and Gradsul nowattack Lordship vessels on sight, especially those car-rying slaves or cargo to and from the Sea Princes orPomarj. Ingerskatti has won over the desperateprince of Ulek, gaining a port for himself at Gryrax.Lately, an axis against the Lordship and its ScarletBrotherhood allies is forming around the Azure Sea,and the sight in early 591 CY of a frigate flying thecolors of the prince of Naerie (of Ahlissa), docked atGradsul, should give them pause.Conflicts and Intrigues: Many isle lords chafe atthe rule of the Scarlet Brotherhood, despite theimproved opportunity to take revenge on theirlongtime enemies, the Sea Barons. Certain Oeridianbarons, as well as the counts of Jehlum and Luda,are covertly loyal to the Iron League and meetsecretly on Temil. Mithral has been discovered onGanode. Elf-crewed Lendorian ships have sunkthree Lordship vessels in the last six months (a factnot widely publicized); their reasons for attackingare unknown.Medegia (see Ahlissa)

North KingdomProper Name: Great Kingdom of Northern AerdyRuler: His Righteous and Transcendent Majesty, the

Overking of Northern Aerdy, Grenell I, GrandPrince of House Naelax (LE male human Clr19 ofHextor)Government: Independent feudal monarchy withstrong theocratic elements; current monarch is thehighest-level cleric of Hextor in the realm, simulta-neously commanding the forces of the church, thenorthern branch of the royal house (Naelax), and allfeudal nobles and nonhuman leaders in his serviceCapital: EastfairMajor Towns: Atirr (pop. 19,700), Bellport (pop.9,100), Darnagal (pop. 6,400), Delaric (pop. 22,000),Eastfair (pop. 35,000), Edgefield (pop. 15,800, plus4,000 orcs), Kaport Bay (pop. 5,800), Luvern (pop.3,100), Rinloru (thousands of undead; besieged),Stringen (pop. 4,700), Winetha (pop. 19,300)Provinces: Eleven principalities, with a few tinycounties, baronies, etc.; nearly all are centeredaround cities, towns, castles, or strongholdsResources: Foodstuffs, cloth, electrum, whale oil;resources are not exportedCoinage: [Modified Aerdy] dragon (pp), crown (gp),noble (ep), penny (sp), common (cp), wheel (ironpiece, 20 ip = 1 cp)Population: 2,618,200—Human 83% (OFs), Orc 9%,Goblin 3%, Halfling 2%, Half-orc 1%, Other 2%Languages: Common, Old Oeridian, OrcAlignments: LE*, NE, N, CE, LNReligions: Hextor*, Zilchus, Erythnul, orc pan-theon, various goblin godsAllies: Bone March (weak)Enemies: Ahlissa, Nyrond, Ratik, Frost/Ice/SnowBarbarians, Scarlet BrotherhoodOverview: As recently as a decade ago, the lands thatnow constitute the notorious North Kingdomincluded both North Province and other northernpossessions of the old Great Kingdom. After the sun-dering of the empire following the Greyhawk Wars(584 CY) and the subsequent devastation of Rauxes,these lands united as an independent realm, ruledfrom the old provincial capital at Eastfair.

North Kingdom's northern border remains theTeesar Torrent, stretching from the independentcounty of Knurl in Bone March to the hills of Bell-port and the Solnor Coast. The southern border ismore tenuously defined, as the claims of the newlyformed kingdom often exceed its actual grasp. Thisinformal boundary currently extends from the north-ern verges of the Gull Cliffs at the Solnor Coast(including the city of Winetha) and continues westthrough the Principality of Delaric to the Adri Forest,some three days south of Edgefield. The lands fartherto the south are in active dispute between NorthKingdom and Ahlissa. That domain is defined by atriangular region between the Gull Cliffs, the north-western Grandwood, and the southeastern Adri. It

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includes some independent towns like Dustbridge,which have yet to choose their ultimate master, butmost importantly it includes the environs of fallenRauxes. Ownership of this region will likely besettled (soon) by force of arms.

North Kingdom enjoys few of the rich naturalresources abundant in the rest of the former GreatKingdom. Only a small fraction of these landsexhibit the fecundity of the river basins in the south,and these tracts are generally clustered around thebanks of the upper Flanmi. The rest of the soil of thekingdom, particularly along the extensive coasts, isespecially rocky and more suitable for grazing thantillage. Mineral resources are also few, but the oresdrawn from the extensive hills between the cities ofBellport and Johnsport are key to the economic well-being of the country. The vast Adri Forest in the westalso provides a rich source of forage and pillage,though its denizens resist such efforts. Coastal citieslike Kaport Bay and the port of Atirr thrive on fish-ing and whaling, industries whose products are inhigh demand to feed and supply the masses wholabor inland in the central cities and towns. In itsfavor, North Kingdom has an extensive system ofdirawein, magical highways built by ancient Aerdithat allow quick transport over long distances. Onedirawein runs south to Ahlissa and is carefullywatched.

The people of the land differ somewhat from theirbrethren elsewhere in the former Great Kingdom.While the Aerdi of the south are more commonly anOeridian-Suel mix, in the north and most particu-larly in the former North Province they are more typ-ically Oeridian-Flan, often displaying darker featuresand hair colorings. A sharp and worrisome increasein the numbers of orcs and other evil nonhumans hasbeen noted in recent decades. These races are consid-ered inferior by the Aerdi gentry but are widelyemployed as laborers and mercenaries throughoutthe northlands.

Grenell of House Naelax rules North Kingdom,and he is an utterly ruthless and cold-bloodedmonarch. Grenell's temporal authority is augmentedby his dominance of the church of Hextor in thenorth, of which he is the titular head. The line of suc-cession in North Kingdom is unclear, with manypotential claimants to the throne; Grenell has nochildren of his own. Fawning Naelax princes aboundin the debauched court of Eastfair.

While the attention of Grenell is turned to thesouth, that of his evil humanoid allies remains, to thenorth, for the orcs and gnolls of the Rakers greatlydesire the destruction of Ratik While the presenceof the rapacious orcs threatens to send North King-dom into chaos, they may also be one of the mostimportant factors holding the nation together. Every

prince and lord in North Kingdom realizes thatcrossing Grenell may bring down his wrath in theform of a raid from his orc allies, who are organizedas shock troops with no love of humanity and its cul-ture (though they have benefited greatly fromhuman arts of warfare and command).

The major principalities of North Kingdom (gener-ally named for their local capitals) and their govern-ing Houses are named in the following table. Toolittle is known of the region to offer more than this.TABLE 5: NORTH KINGDOM'S PROVINCESPrincipality HouseAtirr TorquannBellport NaelaxDarnagal NaelaxDelaric NaelaxEastfair* NaelaxEdgefield NaelaxHighlander** GarastethKaport Bay TorquannRinloru*** TorquannStringen NaelaxWinetha Garasteth

* The capital principality of the kingdom.

** Highlander's capital is Redfalls, a great castle and militaryfortification on the Teesar River.

*** Rinloru is currently a city of undead, besieged by Torquann

armies attempting to destroy a mad undead cleric of Nerull(once a Torquann prince) and his ghastly armies that control the

ruined city.History: When the Aerdi moved north from theirinitial holdings between the lower Flanmi Riverand Aerdi Coast about eight hundred years ago, theywere less interested in the vast lands of the Flanbetween the Adri forest and the Solnor Coast thanthey were in the south. After they conquered thekingdom of Ahlissa and absorbed it into the grow-ing realm as South Province of old Aerdy, they wondomains for the Cranden and Darmen princes inthe vanguard.

Other Celestial Houses, such as Naelax and Tor-quann, desired their own homelands and looked tothe northlands. By all accounts, the Flan of theselands were vile and decadent. Worshiping darkpowers and draconian overlords, they preyed upontheir neighbors for centuries. These gentler folkwere quick to ally with the Aerdi when their armiesmarched up the Flanmi River and conquered thoseFlan kingdoms in the fifth century OR. Most of theselands were soon consolidated as North Province ofthe Aerdy, with the Naelax in the primacy. Aftereradicating most of the vestiges of the previous Flanculture, they founded the court at Eastfair in 503 OR(-142 CY), and began setting up a state heavilysteeped in the dogma of Hextor.

In 134 CY, the early Rax overkings inaugurated a

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series of actions that would ultimately lead to thedownfall of their house some three centuries later. Inthat year, the ill-tempered Overking Toran I deposedthe scion of Naelax from rulership of North Province,appointing in his place the leader of the smaller butrapidly rising House Atirr. Citing the failures of theNaelax in supporting the heroic efforts of the Aerdymilitary in Bone March and Ratik, Toran reduced thehouse to a secondary role in the province. House Atirrruled the province from its capital on the coast,eschewing Eastfair. The land experienced a brief ren-aissance under this enlightened leadership. However,this demotion was a slight that the Naelax wouldnever forget. The Atirr ruled for nearly a century,reaching heights under the Herzog Atirr Aeodorich, aformer head of the Aerdi admiralty and hero of theDuxchan Wars. House Naelax finally regained thethrone of North Province in 223 CY, after theuntimely death of Herzog Atirr Movanich. Some saythis was accomplished by paying off the heavilyindebted Overking Zelcor I, who had no aversion toprocuring his own berth over a decade earlier.

The Naelax grew powerful after the mid-250s CY,when their primary rival, the Heironean church,achieved independence in far-flung provinces suchas Ferrond and the Shield Lands. Many of them with-drew from the increasingly decadent Great King-dom, and no longer would these two rival orders con-tend equally for the attention of the MalachiteThrone. Indeed, many tragedies seemed to befallHouse Rax over the next two centuries, while thepower of the Naelax waxed greater. Many of thesetragedies were surely of Rax's own making, but someappeared to be inflicted upon them, and whispers inthe court suggested that an old debt in the north wasbeing repaid.

House Naelax reached its nadir in North Provincewith the rise of Herzog Ivid I of the North in the430s CY. Over the intervening two centuries, theNaelax had grown to be the strongest individualhouse in the kingdom, and by this time an unde-clared war was raging between Rax and Naelax.Unusual for Aerdi up until that time, the Naelaxemployed orc and goblin mercenaries to augmenttheir forces. When Ivid I finally assumed the Mala-chite Throne by 446 CY, North Province remainedhis closest ally and the chief possession of hiscousins.

The importation of orcs and goblinoids began inearnest after the fall of Bone March, when HerzogGrenell, cousin to Ivid V, made a pact with the orcand gnoll chieftains who deposed Marquis Clement.It has become the suspicion of many that Grenellplotted the downfall of Clement in some way, for hewas quick to ally with the nonhumans who soon tookover the nation. Now, nearly 10% of the population of

North Province consists of evil humanoids, primarilyorcs of the Death Moon tribe. These brutish forcescause much trouble in North Kingdom, and theyoften work at cross-purposes with Grenell's plans (aswell as their own).

Following the devastation of Rauxes in 586 CY,Grenell became the scion of House Naelax. Like hisrival in the south, Grand Prince Xavener of HouseDarmen, the former herzog styles himself an over-king, the head of a true empire. Grenell's assertion istaken much less seriously than Xavener's by mostpeers and royal houses of the former Great Kingdom.However, it is widely acknowledged that so long asthey both exist, Grenell and Xavener threaten eachother's claims to rule the true successor state of theAerdi people. For the time being, the overking ofEastfair is too embroiled in his own affairs to make aconcerted effort to settle the matter, and Xavenerappears to have the upper hand. Everyone anticipateswar.

The most serious internal threat to this realm(aside from the risk of a chaotic orc uprising) is a civilwar centered around Rinloru, now devastated after afour-year siege. Ivid V had a noble, a minor priest,turned into an animus during the Greyhawk Wars togovern this city and surrounding lands. The priesttook a liking to his ghastly condition and developed amegalomaniac desire to convert the whole GreatKingdom into an undead empire under Nerull. Since587 CY, Delglath the Undying (NE male animusClr17 of Nerull) has proven to be a military geniusand master spellcaster, holding off a vast encirclingarmy with his own undead forces, created from thecity's once-living inhabitants. He is aided by a largenumber of Nerull clerics, loyal to him though he isunquestionably insane. Delglath has several actualartifacts in his possession, and there is real concernthat unless he is destroyed, the situation might getout of control.Conflicts and Intrigues: War is almost certain withAhlissa over their undefined border and the fertilelands between them. While Grenell would like tosend his orcs to attack Ahlissa, their interests lie inattacking Ratik and supporting Bone March. Forcesof the herzog still fight an epidemic of undeath in thecity of Rinloru, though the disaster appears to be con-tained. Grenell has sent priests of Hextor and magesto the Isle of Lost Souls, a place once denied to himby Ivid V.

NyrondProper Name: Kingdom of NyrondRuler: His August Supremacy, Altmeister of All theAerdi, King Lynwerd I of Nyrond (LG male humanFtr14)Government: Hereditary feudal monarchy

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Capital: Rel MordMajor Towns: Arndulanth (pop. 2,300), Arnford(pop. 3,900), Beetu (pop. 12,100), Borneven (pop.9,900), Callistor (pop. 4,300), Cordrend (pop. 5,000),Curtulenn (pop. 5,200), Greenplane (pop. 1,600),Hammensend (pop. 9,000), Hendrenn Halgood(pop. 14,800), Kerrinn (pop. 3,500), Midmeadow(pop. 11,100), Mithat (pop. 29,000), Mowbrenn(pop. 20,700), Nessermouth (pop. 3,100), Oldred(pop. 22,000), Rel Mord (pop. 46,500), Swan Bore(pop. 2, 800), Womtham (pop. 19,200), Woodwych(pop. 24,300), Wragby (pop. 7,300)Provinces: Twelve newly restructured royalprovinces, ruled by hereditary nobility of varyingrank; considerable confusion exists as many continueto use old provincial names and boundariesResources: Foodstuffs, cloth, copper, silver, gems (HI)Coinage: Sterling (pp), noble (gp), shinepiece (ep),shield (sp), common (cp)Population: 2,618,200—Human 79% (Os), Elf 9%(sylvan 90%, high 10%), Halfling 5% (stout), Dwarf3%, Gnome 2%, Half-elf 1%, Half-orc 1%Languages: Common, Nyrondese, Old Oeridian,Elven, HalflingAlignments: LG, LN*, NG, CG, NReligions: Heironeous*, Beory, Rao, Pelor, Zilchus,Norebo, Pholtus, Ralishaz, Boccob, Delleb, CelestianAllies: Duchy of Urnst, County of Urnst, Greyhawk,Onnwal (rebels), Irongate, Sunndi, the Pale (barely)Enemies: Scarlet Brotherhood, North Kingdom, Iuz,many evil cults attempting to destabilize kingdom,Ahlissa (gravely distrusted)Overview: Nyrond has long commanded the centralplains east of the County of Urnst. The Nesser-Franzriver system to the west provides access to the Lake ofUnknown Depths and the Sea of Gearnat, which givesNyrond access to foreign ports. Nyrond's easternborder is marked not only by the picturesque HarpRiver, but also by the Flinty Hills uplands, wherehardy hillfolk and gnomes man royal mines, alwaysmindful of the threat of invasion from Bone March.To the north, the deep shadow of the Pale looms large,engulfing many of the king's subjects in a bitter gameof religious politics. The rocky southern coast, alongRelmor Bay, is a haven for fisherfolk and pirates alike.

Nyrond's navy, commanded by Fleet AdmiralHugarnd and stationed along the coast with centersin Oldred and Mithat, patrols Relmor Bay. Long-standing tensions between Ahlissa and Nyrond seemto have cooled, but the area remains a potential mili-tary flash point.

Nyrond is a land nearly destroyed by the emotionaland monetary costs of war. Major roadways remain inruin, making travel difficult. In certain provinces,trade is nearly impossible. After a long period of dor-mancy, the mail service has returned to active duty,

and communications were reestablished between thecapital and all major nobles.

Desperate times have called for desperate measuresfor many of Nyrond's subjects. Banditry is on therise. Because the country is in such dire economicstraits, heavy fines are favored over imprisonment.Debtors prisons, a new development in law enforce-ment, now dot the countryside.

Nyrond's armies are commanded by GeneralMyariken, a young buck who is said to be greatfriends with the nation's new king. Though many ofthe peasant and freemen levies have returned to theirfarms, major regiments remain in Old Almor andWomtham. Special elf scouting regiments, centeredin Woodverge and Flinthill, once provided strongservice to the crown, but have not filed reports in thelast three years.

The local climate is temperate, with moderatesnowfall in the winter months. Summers in thenation's interior tend to be very dry and quite hot,with cool, pleasant evenings throughout much ofthe year.

So great was the internal disruption of Nyrond asa result of the Greyhawk Wars that, in late 590 CY,King Lynwerd restructured Nyrond's provinces. Hedid this in a manner that rewarded those lords whoremained loyal to his father during his brother'sbrief revolt, and his system also provided increasedrevenue to the Royal Treasury. Much confusion hasresulted from this reorganization, though Lynwerdbelieves it will benefit the realm from 592 on.Nyrond's new provinces, which came into effect onNeedfest 1, 591 CY, are named below, with theircapitals and rulers.Almorian ProtectorateMithatGovernor Younard (LG male human Ftr13)Brackenmoor, County ofBeetuCount Romadnen Beremen (N male human Clr5 ofZilchus)Eventide, Viscounty of theShantadernViscount Estward Ventrose (CN male human Rog11/Ftr3)Flinthill, Duchy ofArndulanthDuke Grevin Damar (LG male human Ftr5)Gamboge, Earldom ofBornevenEarl Larapel Klendern (NG male human Rog2)Justcrown ProvinceRel MordKing Lynwerd I (LG male human Ftr14)Korenflass, Duchy ofOldred

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King Lynwerd of Nyrond and his father, Archbold

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Duke Regurd Korenflass (N male human Ftr8)Mowbrenn, County ofMowbrennCount Cunal Huldane (NG male human Rgr9)Orberend, Duchy ofHendrenn HalgoodDuke Arnon Orberend (LG male human Pal10 ofPelor)Womtham, Royal Duchy ofWomthamDuke Finelann Boomgren (LN male human Ftr3)Woodverge, March ofMidmeadowSir Weynoud Aspranth (LG male human Clr7 ofHeironeous)Woodwych, Barony ofWoodwychBaroness Verin Talnith (N female human Rgr4)History: Though modern Nyrond has existed forfewer than three hundred years, the cultural roots ofthe nation span nearly a millennia. The last of themajor Oeridian kingdoms to fall to old Aerdy,Nyrond's defeat at the Battle of a Fortnight's Length, in535 OR (-109 CY), signified the ultimate supremacy ofAerdy.

Nyrond's strategic importance to the Great King-dom did little to encourage just treatment at thehands of the Aerdi. The ruling house of the land wasmade subservient to the eastern House Rax, whichruled the territory from an impressive series of cas-tles and fortresses, centered with the imposing palaceat Rel Mord.

Though not as vile or ruthless as some of their coun-terparts to the east, the Rax nobles exhibited insuffer-able arrogance. When eventually that house gainedthe Malachite Throne in Rauxes, Nyrond became evermore important to the affairs of the overking.

Increased attention meant higher taxes andgreater headaches for the local landholders. WhenFerrond rebelled in 254, the overking needed sol-diers to fuel violent skirmishes on the borderlandsnorth of the Nyr Dyv. He drew from the armies ofNyrondal nobles with little concern for the ultimatefutility of their charge. Thousands of Nyrond's menand women fell in those conflicts. Perhaps due toincompetence from Rauxes, or perhaps becauseNyrond offered a convenient scapegoat on whichthe overkings could heap their frustrations regard-ing the loss of Furyondy, life in Nyrond was farfrom ideal.

For a full century, the nobles of Nyrond's juniorbranch looked upon the affairs of their Rax cousinswith open contempt. Finally, in 356 CY, bickeringbetween the Aerdi and Nyrondal nobles explodedinto violent political conflict; the local lordsdeclared Nyrond free of the overking's rule and

named one of their own number, the wily Medven I,king of Nyrond. Every Nyrondal lord sponsoredtroops to an enormous gathering on the nation'seastern border. All watched the Flinty Hills andHarp River, expecting the banners of the overkingbehind every hillock.

History does not speculate on whether the Suelbarbarians who then surged south through BoneMarch and into North Province did so at the behestof Nyrond silver or by their own estimation ofAerdy's critical situation. Regardless, they presentedthe sitting overking with a difficult option: crush therebellion in Nyrond or lose the whole of NorthProvince.

Aerdy's failure to significantly oppose Nyrond'sindependence left the fledgling nation with a hugearmy and great ambition. Within three years, thefamed Nyrondal cavalry had marched into andannexed the newly formed Theocracy of the Pale,burning Wintershiven to the ground. A later forayinto the County of Urnst met with equal (if less vio-lent) success, and further expansion met resistanceonly at the Nesser River, where galleys flying the flagof the duke of Urnst halted Nyrondal progress.

The new "Grand Empire of Nyrond" watched,bemusedly at first, as Aerdy's House Rax degener-ated. The failure to crush separatist movements inFerrond and Nyrond had castrated the Rax overk-ings, who now seemed to exist only to appease theincreasingly independent palatine states of Medegia,North Province, Bone March, and Ahlissa. The Tur-moil Between Crowns, initiated in 437 with theassassination of Overking Nalif, changed bemuse-ment to horror. Within nine years, the MalachiteThrone had fallen to the debased House Naelax.With chaos and madness ruling from Rauxes,Nyrond's King Dunstan I knew that no enemy ofAerdy would ever be safe again. Nyrond, he noted,needed allies, and it needed them quickly.

Though he could not pledge public support due tothe threat of retaliatory strikes from Ivid I's NorthernArmy, amassed near Innspa, Dunstan I attended theconference in Chathold that resulted in the forma-tion of the Iron League. There, he privately assuredthe new partners that any enemy of the League wasalso an enemy of Nyrond. Dunstan made good onthat pledge, sending weapons and warships (thoughno troops) to aid besieged Irongate at the Battle of aThousand Banners, the following year.

By 450 CY, Aerdy had survived two distinct civilwars. Ivid and his court had defeated their enemiesin the aristocracy, and had entrenched themselves inthe empire's political machine. With a stabilized foe,Dunstan realized in his old age that he still neededwilling allies, should Aerdy take the offensive. InHarvester, he called the Great Council of Rel Mord.

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Delegates from every Nyrondal principality and sub-ject state attended, as did representatives fromAlmor, the Iron League, the Duchy of Urnst, andeven Greyhawk. After a month and a half of negotia-tion, Dunstan the Crafty withdrew Nyrondal troopsfrom the Pale and the County of Urnst, andrealigned the internal borders of his subject lands.Furthermore, he publicly threw his considerablesupport behind the Iron League, and rebuked theGreat Kingdom of Aerdy as a "corpulent reanimatedcorpse, spreading contagion and sorrow to all that ittouches."

Thereafter, Nyrond entered a period of supremacy.Castle-building programs dotted the central plainswith fortifications, cities expanded, and commerceboomed. The nation gained a reputation for powerfulmages and skillful artisans. As evil grew in the east,Nyrond became a reflection of the good folk of theeastern Flanaess.

Few years went by in which the navies of Nyrondand Aerdy did not clash in Relmor Bay. However, in579 CY, reacting to increased militarism on behalf ofIvid and Herzog Chelor of South Province, Nyrond,Almor, and the Iron League banded together to formthe Golden League, a military union that presented adeclaration of war against the Great Kingdom in lateNeedfest. Not to be outdone, Aerdy followed up withits own decree, stating that Rel Mord would fallwithin the year and the treacherous King ArchboldIII would pay for the sins of his rebellious ancestors,For all the bravado, only two years indecisive battlesand skirmishes came of the affair. Both nations werespent financially and emotionally.

By 583, however, war would return to hauntNyrond. Confident that a personal victory overuntrained barbarians would do much to bolster hisflagging popularity in Nyrond's northern regions,Archbold led a huge army through the Nutherwood,hoping to strike a telling blow against the 'Fistsinhabiting Tenh. Fighting lasted for an entire day.The barbarians fell back to more heavily fortifiedlands, but the cost to Nyrond was great. More thanthree thousand soldiers fell before nightfall, andArchbold himself suffered grievous wounds, notleast of which to his pride. He had gambled Nyron-dal cavalry against the hordes of Sevvord Redbeardand won, but it did not seem like a victory.

Months later, as Ivid's Northern Army convergedon Innspa and Almor seemed certain to fall beforethe might of the Glorioles regiments, Archboldcalled upon his lords to provide him with an armynever before seen in Nyrond's long history. Cropswould wither in the fields, bandits would be free toprey upon the roadways; to Archbold, the very sur-vival of Nyrond was at stake. As 583 came to a close,the king met in Oldred with representatives of

Almor, Onnwal, Idee, Sunndi, the Pale, the Countyof Urnst, and Irongate. There, all but the Pale signedthe Eastern Pact of Alliance, a treaty meant to ensurethe containment of Ivid's armies.

The Scarlet Brotherhood soon took Idee andOnnwal from the alliance. Irongate and Sunndi, geo-graphically isolated and deeply enmeshed in theirown struggles with the Scarlet Sign and Aerdy, wenimpotent to back up their promises of aid. Almorburned like dry wood following Commandant Ossor'seventual defeat. By the end of 584 CY, Nyrond couldcount only on aid from the Urnst States to protect itagainst Ivid's mad bid for revenge.

Nyrond lost nearly seventy thousand soldiers inthe Greyhawk Wars. Though her armies held offAerdy's siege, they did so at terrible cost. Archboldhad expended the nation's entire treasury, and haddepleted much of his family's wealth. Hideously indebt to the Urnst States, the king faced a future ofmined fields and horrible food shortages. Nearly halfof his holdings were in tax rebellions. Many of thenation's best mages, craftsmen, and nobles fledNyrond for easier lives to the west. Whether Nyrondwould fall was never an issue. The question wassimply that of timing.

Remarkably, that issue would be decided by Arch-bold's own son, the young Prince Sewarndt. In thefall of 585 CY, King Archbold appeared to suffer astroke. Clerics from around the land convened in RelMord, finally determining that he had been poi-soned. Within hours of the discovery, PrinceSewarndt and a group of military officers attemptedto seize the throne. Only the intervention of the capi-tal's entire Heironean clergy saved the crown and theking. By the time Archbold's older son, Crown PrinceLynwerd, could lead an army to his father's side,Sewarndt and a handful of his cohorts had vanishedinto the Nyrondal countryside.

Sewarndt's treachery shattered whatever resolveArchbold had clung to during the difficult war years.A wholly broken man, he abdicated in favor ofCrown Prince Lynwerd in Fireseek, 586 CY.

In his first year on the throne, Lynwerd seized thewestern half of Almor, realigned the command struc-ture of his armies, and reduced taxes to prewar levels,While the latter did much to boost the morale of hislords, it has done nothing to pull Nyrond from thebitter clutches of poverty.

A terrible tragedy struck Lynwerd and his king-dom in 589 CY. A long-planned marriage betweenKing Lynwerd and Lady Xenia Sallavarian, a distantcousin of Circle of Eight member Jallarzi and DukeKarll of Urnst, was scheduled to take place duringRichfest of that year. In Wealsun, Lady Xenia wastouring Rel Mord on foot when she collapsed ofheatstroke. She has not been seen since, and many

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suspect the worst, detecting sorrow and a grim hard-ness in their king.

In 590 CY, with starvation commonplace andsedition the language of the people, Lynwerd initi-ated a number of radical policy shifts designed toimprove the well-being of the country. He firsttrimmed the size of his court, releasing from servicesome 397 "functionaries," three standing chamberorchestras, a 30-boy choir, several dozen clerics,eighteen archivists, and a well-known and ex-tremely popular talking bird from the AmedioJungle. A general restructuring of Nyrond's internalpolitical boundaries followed, and it seems asthough the "Reformer King" has only begun to healhis wounded nation.Conflicts and Intrigues: Extreme poverty encour-ages otherwise lawful folk into illicit occupations. Arecent expedition into the Abbor-Alz, led by Lyn-werd's cousin, Lady Astra Callistor, vanished with-out a trace after entering a valley dominated byancient, abandoned towers. Rumors abound that anillegitimate son of the king has surfaced among thewitches of the Gnatmarsh.

Olman Islands (see Scarlet Brotherhood)

OnnwalProper Name: Obedient State of Onnwal (ScarletBrotherhood); or, Free State of Onnwal (rebels,member of the Iron League)Government: Hereditary feudal monarchy (cur-rently contested)Ruler: Contested: (Scarlet Brotherhood) ExaltedSister Kuranyie (LE female human Mnk10); (rebels)His Noble Authority, Jian Destron, the Szek of FreeOnnwal (LN male human Ftr8), and His HonorRakehell Chert, Commander of the Free OnnwalArmy of Rebellion (N male human Rog18)Capital: Scant (but see below)Major Towns: Scant (pop. 4,500)Provinces: One city district (Scant, held by the Scar-let Brotherhood), twenty-four lairdships and villagemayorships (nearly all held by rebels)Resources: Platinum, gems (III, includes pearls)Coinage: Sea eagle (pp), gull (gp), wader (ep), goose(sp), duck (cp)Population: 85,500—Human 79% (Os), Dwarf 9%(hill), Gnome 5%, Halfling 3%, Elf 2%, Other 2%Languages: Common, Dwarven, GnomeAlignments: LE*, NE (SB rulers in Scant); LG, LN*,N, CG, CN (Scant citizens, "Free Onnwal" rebels)Religions: Scarlet Brotherhood gods (SB rulers inScant); Osprem, Zilchus, Procan, Norebo, Xerbo,Jascar, Fortubo (rebels)Allies: [of Brotherhood rulers] Scarlet Brotherhood,Lordship of the Isles, elements in the Pomarj; [of

rebels] Irongate, Sunndi, Nyrond, Duchy of Urnst,GreyhawkEnemies: [of Brotherhood rulers] dwarves andgnomes of the Headlands, Irongate, Sunndi, Nyrond,Duchy of Urnst, Greyhawk, County of Urnst; [ofrebels] Scarlet Brotherhood, Lordship of the Isles,Pomarj. Ahlissa is regarded as an enemy by both sides.Overview: Onnwal is a small realm, located on alarge peninsula that extends westward from thePrincipality of Ahlissa (of the United Kingdom ofAhlissa), dividing the eastern Sea of Gearnat fromthe Azure Sea. Most of its lands are accessed prima-rily from the sea, for the neck of the peninsula ischoked by the Headlands, which are almost impass-able to most traffic. The city-state of Irongate, withits warding walls and fortresses, borders Onnwal inthe east and guards the few passes onto the penin-sula. These formidable barriers have generally iso-lated the realm from the affairs and conflicts of thecontinent.

The lowlands that form the head of the peninsulaare covered in rich pastures. These lands are home toclusters of small farms that surround villages con-nected to each other by a spidery road networkspreading out from Scant. Mining of silver and plat-inum in the western foothills of the Headlands isthe primary industry of the nation, but this activityhas slowed to a crawl since revolt spread across thecountryside. Food was once exported to Irongate,but the Scarlet Brotherhood halted such shipmentsout of Scant.

Most Onnwal citizens are an Oeridian-Suel mix,descendants of settlers who displaced the originalFlan natives to build farms. Some Flan tribes remainin the region, but they are not considered citizensand live in the hills, herding animals. Many dwarfclans live alongside these Headlanders, and the lotof them owe fealty to no one though remain onfriendly terms with the Iron League.

Currently, Onnwal is divided into two controllingcamps. Agents of the Scarlet Brotherhood commandthe fortified port of Scant and the immediateprecincts of the city. While this represents less than10% of the country, Scant is still the primary gatewayto the rest of the Flanaess and the Scarlet Brother-hood fleet can use this city as a base to extort leviesfrom sea traffic passing through the Strait of Gearnat.However, the hinterlands of the country are nolonger theirs. A movement calling itself "FreeOnnwal" has taken control of most of these landssince a general revolt against the Brotherhoodinvaders was launched in 586 CY. They have the sup-port of most of the lairdships in the villages outsidethe capital. These insurgents are led by Lord JianDestron, son of the deposed and assassinated Szek.His closest adviser is Rakehell Chert, the former

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leader of the thieves in Scant and now commander ofthe (ex-thief) guerrillas. These rebels are stronglyallied with Irongate and the surviving states of theIron League, who support them with goods, weap-ons, and intelligence.History: After the Aerdi first conquered the landssurrounding the lower Flanmi and founded thekernel of their empire along the Solnor Coast, theirambitions soon turned to the southwest, where greatriches awaited. The Flan kingdom of Ahlissa was con-quered in the fifth century OR and eventuallybecame the core of mighty South Province. The landsfarther south were controlled by the Suel, but a seriesa brutal wars brought regions such as Idee andSunndi into the burgeoning Aerdi kingdom (as partof South Province) over the next century. In 598 OR(-46 CY), Onnwal was taken after a long and bloodyconflict that ended with the establishment of Iron-gate and final control of the Headlands for the Aerdi.The peninsula was awarded as a fief to the herzog ofSouth Province, who constructed the port of Scant in12 CY to facilitate its colonization by the Aerdi. Theport also served as a means by which to shareOnnwal's resources, particularly the silver and plat-inum being drawn out the hills, with the markets ofPrymp and Chathold. The szeks of Onnwal whoadministered the land were originally appointed bythe herzog in Zelradton and were usually favoredmembers of his court.

When the Turmoil of Between the Crowns sowedrebellion and caused widespread division in theGreat Kingdom, Onnwal joined the other southernstates who broke from the Malachite Throne. Theherzog of South Province failed to force them backinto line, and Szek Parmus Destron became an inde-pendent lord in the aftermath. Rulership of the landhenceforth became hereditary. Onnwal and Irongateprovided the primary naval support for the IronLeague, with the Szek responsible for shuttlingleague business between the Azure Sea and theirallies in Nyrond and the north. For the next centuryand a half, Destron's descendants continued to rulethe land from their protected capital in Scant.

Onnwal, unlike Irongate, failed to recognize thetreachery that caused it to fall into the hands of theScarlet Brotherhood during the Greyhawk Wars.The land had never been invaded and had previ-ously been subjected only to periodic naval raids bySouth Province The Scarlet Brotherhood assassi-nated Szek Ewerd Destron and took over the landalmost overnight. Some anticipated the takeoverjust in time, particularly the thieves' guild in Scant,which absconded from the city to the countrysidein 584 CY.

The barbaric treatment of the populace by the Scar-let Brotherhood whet the cry for revenge, and a gen-

eral revolt was launched in late 586 CY before theBrotherhood could crack down on the rebels. Thecountryside became a battleground during a brief,bitter struggle in which the freedom fighters drovethe Scarlet Brotherhood back to the city of Scant.These insurgents have nearly convinced Lord MayorCobb Darg of Irongate that they can win back thewhole land soon.

In late 590 CY, they garnered his official, thoughmeasured, support; Irongate now recognizes Destron'sgovernment in exile in exchange for the export of des-perately needed supplies to the besieged capital of theIron League. Sister Kuranyie (in hiding to prevent herassassination) has demanded a relief force from KroTerlep to quash the rebellion. However, troubles forthe Scarlet Brotherhood elsewhere have made her sit-uation lose priority in the hierarchy, so long as controlof the port of Scant is maintained.Conflicts and Intrigues: The Scarlet Brotherhoodin Scant plans to approach Turrosh Mak in thePomarj for the orcs necessary to accomplish this goal.Mak might be paid in slaves drawn from the popula-tion of Onnwal. Rebels want to get Irongate activelyinvolved in the war by blockading Scant. RakehellChert might approach leaders of the Flan Headlan-ders, promising them autonomy for the hills if theyjoin his cause.

PaleProper Name: Theocracy of the PaleRuler: His Worshipful Mercy, Theocrat Ogon Tillit,Supreme Prelate of the Pale (LN male human Clr16of Pholtus)Government: Theocracy administered in the nameof the god Pholtus; clerics hold all governmentpositionsCapital: WintershivenMajor Towns: Eltison (pop. 15,400), Hawkburgh(pop. 12,400), Hatherleigh (pop. 24,500), Holdwor-thy (pop. 16,700), Landrigard (pop. 7,800), Ogburg(pop. 17,400), Rakervale (pop. 13,700), Stradsett(pop. 10,900), Wintershiven (pop. 39,900)Provinces: Twenty-seven city wards and low dioce-ses divided unevenly among nine archdiocesesResources: Foodstuffs, copper, gems (IV)Coinage: Bright (pp), gold glory (gp), silver sun (ep),silver moon (sp), basic (cp)Population: 395,000—Human 96% (FO), Halfling2%,Elf 1%, Other 1%Languages: Common, FlanAlignments: LN*, LG, LEReligions: Pholtus*, all other religions suppressed(however, secret offerings made to Beory, Phyton,and Oeridian agricultural gods by many farmers inthe countryside)Allies: Many Pholtan churches across the Flanaess,

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certain Tenh nobles who converted to Pholtus andaim to rule Tenh as a subject state of the PaleEnemies: Iuz, Stonehold, all orcs, goblinoids, andgiants; all other states and peoples of the Flanaess areregarded as pagans or heretics, minor enemies of thePale by default; wizards are suspect by default as theyoften worship other gods; all religions with criminalor evil aspects are especially hostileOverview: The Pale is a moderately sized realmlocated in the shadows of the Rakers, bordered by thePhostwood and the Gamboge in the west. Theseforests are shared with the duchy of Tenh andNyrond, respectively, while the mountains in theeast form an almost impassable barrier to Ratik andBone March on the Solnor Coast. The Pale is ruledfrom the city of Wintershiven by a religious bureau-cracy with direct command over the military, lawenforcement, economics and trade, and nearly everyother aspect of life in the kingdom. The clerical hier-archy rules the land in the name of the god Pholtusand the most powerful of their number, the theocrat,is said to be chosen by their god to hold the Throneof the Sun for his lifetime. He is selected from theruling body known as the Council of the Nine,which assembles four times a year in Wintershivento advise the theocrat. The intolerance of its rulershas become legendary, and the Pale is generally per-ceived as having territorial ambitions on all its neigh-bors. This may be true, but the society cannot alwaysbe so easily categorized.

Winters in the Pale are harsh and unforgiving andthe land and its people seem to reflect this attitude.Only two seasons exist in the Pale (it is said): theunbearable winter and the barely bearable "summer,"when crops are grown with difficulty. A sizable por-tion of the population herds animals instead. Food isalso imported from other realms.

The Pale is composed of nine large provinces, sur-rounding a like number of cities that serve asregional capitals, each controlled by a prelate whosits on the Council of the Nine. The population isabout evenly divided between people of relativelyunmixed Oeridian and Flan stock. The Flan are con-sidered lowborn by the Aerdi upper class, and inter-marriage is rare. Oddly, the Flan are thought of as thecomelier race by all, but they hold fast to "pagan"teachings despised by the Pholtus-worshiping Oerid-ians. The former frequently eschew the large cities ofthe Pale, where they often work as servants and daylaborers, preferring the countryside and the opportu-nity to work their own family farms. A few Palishfamilies include half-elves, particularly in the south.

The society has been relatively closed for the lasttwo centuries, and this stagnation largely has beenattributed to the class structure and the pervasiveprejudice of its leadership. The Pale has been living

under an inquisition for more than two centuries,since Nyrond first invaded the country. Evil priest-hoods and hostile cults are actively routed out anddestroyed, while other faiths are suppressed. Magesand other so-called "consorts of demons" are closelywatched in the Pale and must be careful not to drawtoo much unwanted attention. The Templars of theChurch Militant work within the religious and mili-tary hierarchies, and are charged with conductingthe inquisition. The roaming High Legates are givengreat authority and are much feared in the Pale fortheir ability to put someone to the Question.

Despite these unpleasant aspects, Good exists inthe Pale. Monasteries near the western woods and inthe eastern foothills of the Rakers have some of themost impressive libraries and respected philosophersaround. The city of Ogburg in the southeast is aprodigious trading center and its leaders displayunusual tolerance for outsiders. Many dissidents canspeak more freely here than elsewhere. Finally, thesoldiery of the Pale is among the best trained andmost disciplined in the Flanaess, and the borders arewell patrolled and defended, making travel withinthe Pale among the most peaceful in the Flanaess,though the Trolls Fens on the northern frontierremain a constant bane.History: Centuries before the founding of the Pale,when the Great Kingdom spanned nearly the lengthand breadth of the Flanaess, the church of Pholtushad the appointed task of administering the courtsfor the realm on behalf of the overking and theCelestial Houses. Its highest ranking member wasgiven the title of Holy Censor and granted a fief toadminister from the old city of Mentrey in Medegia,where judges of the law from all faiths were trainedand appointed. When the order of Pholtus fell out offavor with the overkings of House Rax in themid-third century CY, it was largely due to the per-ception that its leaders were attempting to imposetheir doctrine on the kingdom and create a theocracythrough their control of the courts. While this mayhave been true of some its more outspoken leaders,the accusation undoubtedly owed more to the apathyof the Pholtans to the evolving politics at court. So itwas with the near concurrence of all other sects, thatits highest ranking cleric was removed from theHoly Censoriate by Overking Toran II in 252 CY andreplaced with the priesthood of Zilchus, which wasthen closely allied with the Houses of Rax andDarmen. This was considered a reasonable compro-mise, as no consensus could ever be achievedbetween the faiths of Heironeous and Hextor, themost individually powerful sects of the Great King-dom at the time.

In the aftermath of this episode, many of the mostzealous members of the faith of Pholtus began aban-

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doning the heartlands of Aerdy, citing religious per-secution and rising decadence in the empire, acceler-ated by the withdrawal of Ferrond in 254 CY. Whilethere was some truth to their claims, these werelargely exaggerations and considered by most theprotestations of a group suffering waning power andinfluence.

Most of these religious emigrants traveled throughprovincial Nyrond, eventually settling in the westernvalleys of the Rakers in the Flan hinterlands. Theselands were desired by few, being at the very frontiersof the Great Kingdom and located in the severeclimes of the north. Here these Aerdi clerics anddevout followers made a home for themselves amongthe native Flan, who held an old semi-independentrealm to the northwest in a place called Tenh. Theseearly pioneers struggled greatly against the depreda-tions of a harsh land and its denizens to carve out anation for themselves, calling it the Pale and dedicat-ing it to their god.

Fighting along with these early settlers and help-ing to tame the northern border was Ceril theRelentless, now greatly revered as a patron saint ofthe nation. He founded the Council of the Nine,which organized the government of the early nationand chose the first theocrat from their number in342 CY. Together, they fashioned a government inaccordance with their strict interpretations of doc-trine. The Palish considered themselves far removedfrom the politics of the overking and his court,whom they continued to fear and mistrust despitetheir separation.

This concern proved to be short-lived, for by 356CY the winds of change swept across the empire. Theviceroy at Rel Mord, kin of the Rax overking inRauxes, broke with the throne and founded an inde-pendent kingdom in Nyrond. Circumstancesallowed the act to go relatively unchallenged, and thenew king by his own writ claimed Urnst, Tenh, thePale, and a good portion of the Bandit Kingdoms,Most of these states resisted such claims. The Paleaffirmed its independence from the Great Kingdomthat same year, and the nascent king of Nyrondturned loose his armies upon what he considered tobe provinces in rebellion. These forces zealously setabout bringing the states into line.

In the Pale, they were rebuffed by the local leadersand in a tragic turn the regional capital of Winter-stdven was consumed in a fire. Hostilities endedquickly, but the bitterness the event created provedto be long enduring. Wintershiven would be rebuilt20 leagues to the north, closer to the Yol, but was nolonger a capital. The Pale remained a subject ofNyrond and was occupied for almost a century,though the theocrat and the religious bureaucracywere permitted to retain a degree of home rule,

It was at the Great Council of Rel Mord in 450 CYthat the Pholtans of the Pale eventually won theircomplete independence from Nyrond. Emissaries ofthe theocrat were instrumental in persuading theking of Nyrond, then Dunstan I, to agree to total andunconditional self-determination for the supplicantstates in exchange for assurances of mutual aid andprotection. The date is still celebrated as a nationalholiday in the Pale as Emancipation Day.

Soon after the liberation, the templars of the Palewere incorporated as the Church Militant to supple-ment the standing military's ability to deal with"threats to the faith." The Pale has since entered adark phase from which it has not yet emerged. Forthe last century and a half, the Pale has closelyguarded its sovereignty. It refused to honor pleas foraid not required of formal alliances, so the Pale didnot involve itself in the Greyhawk Wars againsteither Iuz or the Great Kingdom, though it clearlydespised the villainy of both empires. Much to thechagrin of its neighbors, who suffered greatly duringthe wars, the Pale found itself in a powerful positionin the central Flanaess and could exercise some of itslong-standing territorial ambitions.

When Lynwerd gained the throne of Nyrond, thePale renewed its effort to annex the northlands ofthat kingdom, hoping to cajole the new monarchinto giving them up. Thus far, the young king hasstood up to the shrill ambassadors who lobby histhrone. Because much of its military is engaged else-where, the Pale has made no attempt to invade thesouth, despite its harsh verbal attacks.

Three years ago, with an army at full strength andan additional force including thousands of refugeeconverts from the Tenh at the fore, Theocrat OgonTillit sponsored an invasion of the ruined duchy, toboth gain territory and throw back Iuz's forces,clearly perceived as the number-one threat to thePale's future existence. Eastern Tenh was takenback, and both banks of the Yol are now underPalish control.

Unbeknownst to the populace, Tillit was injured in588 CY, when he personally led one of the earlybattles in the Tenh. While he survived the attack, hiswounds have not healed; in fact, they have worsenedduring the last two years, and his attendants think hemight not survive till Puchfest. The Council of theNine is aware of his condition, and the clandestinepoliticking to replace Tillit on the Throne of the Sunhas already begun.Conflicts and Intrigues: Urban populations aregrossly swollen with Tenh refugees, and plans toresettle them are bogged down. Popular support foran invasion of Nyrond is waning. ConservativePrelate Theoman Baslett of Landrigard and the pro-gressive Prelate Maximillian Thace of Ogburg are

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leading candidates to replace the ailing theocrat.Troll invasions from the fens have tripled in sizeamid reports of a new "Troll King."

Paynims, Plains of theProper Name: None (commonly called the Paynims,for the nomadic tribes of the Plains of the Paynimsand Dry Steppes)Ruler: No central authority; various nomadic leadersGovernment: Many petty tribal nobles (khans oramirs) ruled by progressively more powerful nobles(ilkhan, orakhan, or shah) and royalty (tarkhan,padishah, or kha-khan); great variation betweennomadic bands in particulars of governmentCapital: NoneMajor Towns: Kanak (pop. 12,900)Provinces: None (nomadic tribes)Resources: Horses, livestock, hides and furs, medici-nal herbs, mercenariesCoinage: None; barter used exclusively except bynomads near towns and citiesPopulation: 500,000—Human 96% (Bos), Centaur2%, Halfling 1%, Other 1%Languages: Baklunish (Ancient and variousdialects), CommonAlignments: CN*, N, all others sparsely representedReligions: Istus, Geshtai, Mouqol, Al'Akbar, XanYae, other Baklunish godsAllies: Other Baklunish states (occasionally)Enemies: Other Baklunish states (occasionally),Knights of the Watch, UllOverview: The great plains of western Flanaess arethe home of the numerous tribes of the Paynims. Inthe north are endless leagues of grassland borderingthe territories of Zeif and Ket. South of this region,and to the east, are the desert lands under the shadowof the Ulsprue and Crystalmist Mountains, while thevast central plains are more fertile, ending in the lushvalleys of the western Sulhauts. Summers are bru-tally hot in the southern desert, and little better inthe grasslands to the west and north. Winter bringsrain, and the seasonal migration of the Paynims andtheir herds to their southern pasturage.

Paynim warriors are lightly armored, the weightand confinement of metallic armor being more of aburden than a blessing in the heat of the day, butthey are supremely mobile. Perhaps one quarter ofthe Paynims ply the light lance, as well as the mace orflail. The rest wield scimitars, and short, hornedbows. Most are willing to serve as mercenaries forshort periods, though the dervishes of the DrySteppes and the lands surrounding Lake Udrukankarwill normally go to war only under the leadership oftheir clergy, or for causes they see as righteous.

The city of Kanak on the shores of LakeUdrukankar is the nearest thing the Paynims have to

a capital, though the Amir of Kanak claims noauthority beyond the lake and the ground within hiscity's brick walls. Tents are more common in andaround Kanak than fixed buildings. Smaller settle-ments are found near wells or oases in the DrySteppes, or on strategic spots of high ground on thePlains. Throughout, the Paynims roam at will, alter-nately warring and trading with one another in acycle that is unpredictable to outsiders. They counttheir wealth in horses and livestock, as well as slavesin some cases, but hold their freedom on the Plains tobe their greatest treasure.History: For over one thousand years, the Paynimshave been the masters of those territories that onceformed the central estate of the Baklunish Empire.When the abundance of the empire was turned toruin by the Invoked Devastation, only these hardynomads survived in the wasteland. Tales from thedays following the destruction of the empire are few,though it is remembered with pride that the Paynimswere the first to receive the divine favor of Al'Akbar.It is clear that the nomads prospered, after their fash-ion, even as the Baklunish to the north and westorganized themselves into settled states.

The Paynims preferred to dwell in tents and tocarry their belongings with them as they moved.They were always willing to share their lifestyle withtheir neighbors, so they gladly raided and plunderednot only their fellow nomads, but also those unfortu-nates living in the reemerging cities. Unfortunately,it would seem that the sedentary folk failed tounderstand that a thing is yours only as long as youcan keep it, and fiercely resisted the nomad's forays.This set the pattern for the years that followed, asraiding bands of Paynim horsemen would do battlewith the armies of the settled nations. Oft times theyfound themselves opposed by their nomadic brethrenas well, for the Paynims would as readily serve asmercenaries in the civilized armies, if not alwaysreliable ones.

Inevitably, as contact with civilized peoplesincreased, so too did trade. Caravans crossed theplains and the desert, bringing merchants with theirwares deep into the territory of the nomads. The firstgroup of traders to make a complete circuit of thePaynim lands returned to Zeif with little in materialwealth, but possessing a great store of information.The mighty works and monuments of the empirewere gone, except for scattered, fragmentary ruins.Only the stone circles of Tovag Baragu stoodunmarred, by the waters of Udrukankar Within thelake itself, the Shah of the Waters appeared andasked these merchants for the name of the newemperor. At first they made no response, but finallythey gave the name of the sultan rather than earnthe ire of the mighty marid of Udrukankar. They

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An audience with the Shah of Waters

reported that the marid granted his blessing to thegreat sultan, then departed.

The Paynims remember the tale differently, sayingthat the marid shah gave, in addition to his blessing, arare and legendary jacinth. It would identify thesultan as the heir to the imperial Baklunish line. Hadthe sultan returned with it to Udrukankar, thePaynim allege, he would have become the newemperor and founder of the 12th Dynasty of the Bak-lunish. Yet, only merchants returned in the years thatfollowed, for the jacinth was lost and with it theimperial inheritance. The city of Kanak, on thesouthern shores of Udrukankar, was founded on thistale, and its amirs have ever since ruled in the nameof the Shah of the Waters.

Elsewhere on the plains, Paynim tribes becamenumerous over the years, and ever more bold. Asalways, they raided the lands of their more civilizedBaklunish neighbors. Now they made war on thetribes of the Ulsprue and the plains to the east aswell. Among these peoples, primarily of Oeridiandescent, were a few of the magnificent horsesbeloved of the Paynims. It was inevitable that theBaklunish should attack them, and many nun-Payn-ims were enslaved by the merciless tribes of Ull.Those who escaped to the desert lands and foothillshave never ceased warring against the hated Uli.

Perhaps the greatest threat to the Paynims' mas-tery of the plains was advanced by Zeif, when a

nation of nomads called the Brazen Horde wereincited to emigrate from their distant homesbeyond the coastal realm called Mur and take pos-session of the plains south of the sultanate. Thesenomads of western lineage, whose leaders did notuse the title of khan, were no less warlike than theindigenous Paynims. In addition, they had an evenfiner stock of horse—swifter, stronger, and no lessenduring. Combined with the support of Zeif, thesewestern nomads soon conquered the lands border-ing the sultanate.

Once secure in their new territory, the BrazenHorde turned its attention to its eastern neighborsin Ket and Tusmit. The Tusmites, under Ekbiri lead-ership, repelled the nomads, but Ket was success-fully invaded. Recklessly, the nomads plunderedKet's districts, then moved south through the Bram-blewood Pass, pursuing rumors of Velunese riches.They despoiled isolated villages in Veluna's outly-ing possessions, always retreating back into Ketwhen faced with significant military opposition.Only after Keoland assumed control of the Bram-blewood Gap were these depredations brought to anend. The Paynims were soon forced out of Ket byKeoish forces.

The solidarity of the Brazen Horde was fracturedby the loss of Ket, and the khan-led Paynims chal-lenged their dominance of the plains. Intertribal war-fare remained the rule among the Paynims for most

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of two centuries. Only recently has there been anymove to unify the Paynims, this time under the lead-ership of the enigmatic Mahdi of the Steppes. Hehas gathered together all the nomads of the DrySteppes, and some of the dervish tribes have fol-lowed him as well. The Amir of Kanak still claimsneutrality, but before long it may be impossible forany Paynim to avoid swearing loyalty to the Mahdi.Conflicts and Intrigues: The Mahdi of the Steppesis being hailed as a true son of Al'Akbar. Dervishesspeak of the Prophecy of the Phoenix, the rekindlingof war between Good and Evil. Hostilities with Ullare on the rise. The lucrative slave trade might behalted by Al'Akbar's righteous clerics.

PerrenlandProper Name: Concatenated Cantons of PerrenlandRuler: His Gravity, Karenin, Voormann of all Per-renland (LN male human Ftr14)Government: Independent parliamentary republic;Cantonal Council (collective feudal clan leaders)handle legislative matters and elect executive leader(voormann) for eight-year term; voormann conductsdiplomacy, commands military, etc.; cantons havevarying internal governments; family heads electtown and city mayors, but clan leader positions arehereditaryCapital: SchwartzenbruinMajor Towns: Krestible (pop. 7,300), Schwartzen-bruin (pop. 27,500), Traft (pop. 12,000)Provinces: Eight cantons (Krestible, Quagfludt,Clatspurgen, Traft, Schwartzenbruin, Nederboden,Yattenhied, Hugelrote)Resources: Copper, foodstuffs (fish, dairy), merce-nariesCoinage: Grossmark (pp), mark (gp), hafmark (ep),kleinmark (sp), pfennig (cp)Population: 468,000—Human 79% (OFsb), Dwarf8% (mountain 90%, hill 10%), Halfling 6%, Elf 3%,Gnome 2%, Half-elf 1%, Half-orc 1%Languages: Common, Flan (in Yatils), Oeridiandialects, DwarvenAlignments: LN, N, LG*Religions: Allitur, Ulaa, Zilchus, Berei, Pelor,Beory, St. CuthbertAllies: None, only trading partnersEnemies: Knights of the Hart, Tiger Nomads, Iuz(distrusted); disliked greatly by Furyondy, Veluna,Highfolk, and others because of "neutral" stancetoward IuzOverview: The eight cantons that form the nation ofPerrenland are cradled between the Yatil Mountainsand Lake Quag. Perrenland's frontier sweeps southfrom the Mounds of Dawn to Krestible and theupper waters of the Velverdyva, then turns north toinclude the western Clatspurs and most of the

Sepia Uplands north of the town of Traft. Perren-land claims the waters of Lake Quag as well, thoughit cannot hold the northern shore. Considerable traf-fic is on the lake for most of the year, includingRhennee bargefolk in the summer, though the sur-face often freezes in midwinter. Special sledlikeboats called iceskimmers sometimes sail on the lakethen, though it is dangerous to take them far fromshore.

Three wide roads and numerous smaller tracks con-nect the cantons. From Schwartzenbruin to Krestible,then to Molvar in Ket through the Wyrm's Tail, runsthe Krestingstrek. Quag Road carries traffic throughSchwartzenbruin, from as far south as Highfolk on thesouthern edge of the Vesve Forest, then continuesnorth along the shores of Lake Quag until it enters theMounds of Dawn to terminate at the city of Exag. TheHigh Gallery runs through the Clatspur Ridge fromTraft until it intersects the Quag Road, first crossingthe canyon of the Velverdyva on an old stone bridgecalled the Witch's Hinge.

Perrenland's militias, mostly pikemen andpolearm-bearing mountaineers, support a relativelysmall standing army of medium and heavy infantry.Crossbowmen and some heavy cavalry can be foundin the lowland regions, especially in the canton ofSchwartzenbruin, while longbowmen and bowarmed cavalry can be found in the cantons of Clat-spurgen and Traft. Such militias will hire themselvesout as mercenary bands to neighboring nations, andmany are seen to include high elves from Highfolkserving as scouts and light infantry. These bands ofmercenaries are the nation's chief export, thoughtrade with the northern nomads and Blackmoor isusually funneled through Perrenland as well. Muchriver traffic heads south into the central Flanaessalong the Velverdyva.History: The inhabitants of this region have alwaysbeen fiercely independent. During the Migrations,the warlike Flan tribes of the Yatil Mountainsabsorbed most of the Oeridian, Suloise, and Baklun-ish invaders flooding the great Yatils pass called theWyrm's Tail, though several Flan tribes were drivenfrom the lowlands by Oeridians who establishedfreeholds for their own clans. The disunity of thesesmall clans was taken advantage of by advancingAerdi forces, c. 97-100 CY. The Viceroyalty of Fer-rond quickly gained full control of the eastern andsoutheastern sides of what is now Perrenland,making it a part of Ferrond's Quaglands. The fishingtowns of Traft and Schwartzenbruin were forced toaccept the authority of stern Aerdi bailiffs.

Rebellions were endemic from the beginning ofthe Great Kingdom's presence in the Quaglands.Most Aerdi bailiffs were practical overseers, notgiven to excesses of taxation or punishment, but the

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intractable natives seemed unable to learn obediencein any form. Nor, it seemed, could they learn unity,as decades of Aerdy rule turned to centuries. Manymountain and lowland tribesmen eventually servedin the military of Ferrond, then in Furyondy after254 CY; from this they gained the experience and dis-cipline necessary to mount a successful rebellion.They took the first appearance of the RelentlessHorde in the north (c. 320 CY) as the opportunity tobreak free of the yoke of their overseers. The bailiffsand the troops loyal to them were expelled, and thedistracted kingdom of Furyondy was unable to sparethe forces necessary to put down this last rebellion.

The nomads were indeed a threat to theQuaglands freeholders, and the Sepia Uplands sawmany bloody skirmishes between the two peoples.Even the death of the nomads' Kha-Khan Ogobanukand the division of the horde into twin nations (345CY) did not completely end the hostility. Nomadraids continued for many years in the north, whileKet several times invaded the Wyrm's Tail andnearly took Krestible. The Quaglands and Yatil free-holders defended their borders tenaciously, butlacked the strength to make themselves truly secure.A plan was then devised to unite the defenses undera single leader, while allowing clan holdings toremain relatively independent. The freeholds weremarked into eight cantonments, joined by oaths ofmutual armed assistance called the Covenant ofConcatenation. The leaders of these collected stateselected the strongest of their number, Perren, to betheir voormann, c. 400 CY. Such was their devotionto this great warrior and statesman that he waselected voormann five consecutive times; after hisdeath, the young nation adopted his name.

Perren's successors were neither as competent noradmired as he, but generally proved able executives.Still, in the later part of the last century, Perrenlandwas threatened by a force of overwhelming evil, inthe person of the Archmage Iggwilv and her armiesof evil humanoids. Attacking from her base in thelegendary "Lost Caverns" in the Yatils in 480 CY, Igg-wilv enslaved Perrenland from 481-491 CY. Its citi-zens were subjected to violence and robbery; thenation was looted, and ships on Lake Quag sunk atwill. Minions of the witch probed into nomad landsas well, finding some allies but even more foes. In thecanton of Clatspurgen, the monastery-fortress of St.Cuthbert in Kershane Pass was the center of opposi-tion to Iggwilv, holding the great valley throughwhich the Velverdyva leaves the realm.

At last, a great demon prince that Iggwilv hadsought to control escaped confinement, and thewitch was brought low. Her armies fell into disorder,and Perrenland threw off their yoke and destroyedthe nonhuman legions. Even to this day, certain val-

leys in the southern cantons retain an evil tinge fromthe brief years of Iggwilv's reign, as their residentsassisted with Iggwilv's directives. The nation recov-ered from this war and a two-year famine that fol-lowed, but it has retained a deep fear of Iggwilv. Theknowledge that the demonic empire-builder Iuz isIggwilv's son has haunted the sleep of many Perren-ders, and recent rumors that Iggwilv has returned toOerth have sparked public panic.

The destruction of the Greyhawk Wars wasdiverted from Perrenland's borders by the signing in583 CY of a formal agreement promising to maintainneutrality toward the bloodthirsty Iuz. Mercenarieswere even offered to Iuz, though this act was reviledby Perrenders, and not one man volunteered to servethe Lord of Pain at any price. The pact seemed politi-cally expedient at the time, but it did not please theCantonal Council. Voormann Franz was unani-mously rejected at the end of his first term in office,then replaced by an executive willing to bow to thecouncil's wishes to put more distance between thegovernment and the wicked Iuz. Unfortunately,Voormann Karenin has sought consensus to theexclusion of any real leadership. As his term ends in592 CY, he has little time to remold his image to bemore authoritative, and a new and bolder voormannis likely to be elected.Conflicts and Intrigues: Attention is focused onthe upcoming election for voormann; rumors of for-eign support taint several candidates. Clatspurgenmight be divided into two cantons to settle a majorclan feud. A proposal is circulating to occupy theSepia Uplands, creating a new canton (Vesbergen)and suppressing banditry there. The battlefront inthe Vesve is moving west, and eastern gnomes havespotted orc scouts.

PomarjProper Name: Orcish Empire of the PomarjRuler: His Most Ferocious Majesty, the Despot Tur-rosh Mak (NE male half-orc Ftr16)Government: Dictatorship governing numerousrival nonhuman tribal leaders and shamans; dictatorhas large personal army composed of warriors fromhis own orc tribeCapital: StoneheimMajor Towns: Badwall (pop. 3,300(?), ruined), Blue(pop. 6,300), Elredd (pop. 1,500(?), ruined), Fax (pop.2,000(?), ruined), Highport (pop. 15,000), Stoneheim(pop. 5,700)Provinces: Numerous nonhuman tribal territoriesResources: Silver, electrum, gold, gems (I-II)Coinage: Various official and unofficial currencies,some out of date, manufactured by most cities, towns,and major nonhuman tribesPopulation: 476,000—Orc 43%, Human 28% (SOf),

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Goblin 15%, Hobgoblin 10%, Halfling 3%, Other 1%Languages: Orc, Common, GoblinAlignments: CE, NE* LEReligions: Orc pantheon, Beltar, Syrul, variousgoblin godsAllies: Scarlet Brotherhood (rumored but unproven)Enemies: Greyhawk, Ulek states (especially thePrincipality), Keoland, Celene (taking no offensiveactions), Duchy of Urnst, Onnwal (rebels), IrongateOverview: The Pomarj is a long arm of land extend-ing from the Sheldomar Valley to separate the AzureSea from the Sea of Gearnat. The "empire" of nonhu-mans here encompasses the whole mountainousPomarj peninsula. Its western border begins at thefoothills of the central hills of the Principality ofUlek, invaded Jewel River on the eastern border ofthe Principality of Ulek and sweeps north to includemost of what was once referred to as the Wild Coastbefore it was absorbed into the Orcish Empire of thePomarj during the Greyhawk wars. The boundariesof the Pomarj along the Woolly Bay continue northto the outskirts of the city of Safeton, where a con-tentious border is generally acknowledged with thedomain of Greyhawk.

Dominating this land are two major features, therugged and monster-infested Drachensgrab Hills inits central fastness and the dark and foreboding SussForest in the west, which separates the Pomarj fromCelene and the County of Ulek. Neither place isvery well populated by humanity, which has gener-ally favored the valleys and the lowlands along thecoasts since the region was first settled. Instead,these areas are under the firm control of orc andgoblin tribes that claim the land under the banner ofeternal hatred.

Few lands in the Flanaess are as malign as thePomarj aspires to be. Slavery is rampant here, andhumanity is treated as the lower class. The capital ofthe Pomarj is the city of Stoneheim, a thick-walledcitadel that sits in the shadows of the southern face ofthe peaks of the Drachensgrab mountains. This squat,affluent place was once the center of the miningoperation inaugurated by the Keoish throne threecenturies ago, and was built largely by dwarvenhands from Ulek. It is now held firmly by the orcsand their leader Turrosh Mak. It has only twoprimary purposes: the training and deployment oftroops to the provinces of the empire and as a head-quarters for the continued exploitation of the min-eral resources of the hills. Gold is still brought out ofthese mines in abundance, and it is the primarymeans of supporting the orcs.

Blue, the peninsula's second largest settlement, isan anchorage on the eastern tip of the Pomarj. It has adifferent character, having been an open port andhome to pirates and smugglers for centuries. Mak has

strong alliances with the largely human mercenariesthere, paying them well to harry the shipping lanesbetween the Azure Sea and the Sea of Gearnat, whichmakes them a bane to the city fathers of Irongate andGryrax. The presence of the Scarlet Brotherhood andtheir vessels has also been noted here.

Highport, on the northern coast, is the largestcity in the Pomarj, though fewer than fifteen thou-sand people live in the former capital. Portions ofthe city are still in ruin to this day, though inhabi-tants have largely restored the markets and ship-yards that once made it an important commercialcenter. Humanity still outnumbers other groupshere, and Highport remains a place of brisk busi-ness during the day, run by a coalition of mercantileand mercenary factions that sit in a council thatreports indirectly to Turrosh Mak. However,despite these appearances, Highport's reputation atnight is as dark as any place in the Flanaess. It is cor-rectly rumored that press gangs roam the broadstreets at night, seeking those foolish enough towander around unprotected, and that a second noc-turnal society emerges after dark, one not quite asamenable as that observed during the day, nor aspredominantly human. It is whispered that duringthese hours goblins walk openly and conduct busi-ness with orcs and other creatures who descendfrom the hills in the darkness, and that other evenmore fell beings such as ebony-skinned elves stalkits more desolate ways before the sunrise.

North of Highport, along the coast, are the citiesand towns of the southern Wild Coast that are nowunder the control of the "empire." The Wild Coast,called such by Keoish and Aerdy monarchs alikesince neither group ever had control over the region,had long been a haven for dissidents and outcastsfrom other realms. These independent city-states,including Elredd, Badwall, and Fax, were no matchfor the marauding orc juggernaut that overran thearea during the Greyhawk Wars. Now, each city (inruins and mostly emptied of humans) exists as anarmed orc camp under Mak's control.History: Prior to the great migrations a millenniumago, the Pomarj was largely a desolate place inhabitedby primitive Flan tribes who worshiped powers ofearth and sky. Its poor soil and fell reputation causedit to be avoided by all but the most desperate of thesenewcomers, and it was eventually settled by smallnumbers of Suel who were unwelcome elsewhereand had no choice but to contend with the harsh ter-rain and its inhabitants. They called these heights theSuenha, until they learned from the Flan their origi-nal name: the Drachensgrabs, literally the Tomb ofthe Dragon. Legends held that great powers of theearth slept beneath these hills. Along the coast of thepeninsula and north to the mouth of the Selintan,

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small communities formed away from the birth andexpansions of vast kingdoms across the Flanaess.

It was not until the late third century CY, whenKeoland inaugurated its imperialistic phase, thatthere was renewed interest in the region. The Pomarjand its hills were long suspected by the dwarves ofUlek as having great mineral wealth just waiting tobe claimed and exploited. In 295 CY, an alliancebetween the prince of Ulek and King Tavish I ofKeoland produced an invasion force that crossed theJewel River and conquered and subjugated theregion within a few short years. The land was carvedup into a dozen small baronies and awarded tofavored families of the crown to be ruled as subfiefsunder the protection of the prince of Ulek. Thesebarons became extremely wealthy from the mineralriches extracted from the mines over the next fewdecades. In 305 CY, Highport was constructed atopthe foundations of a smaller town in order to exploitthis wealth with the rest of the world.

More than a century and a half later, the power ofthe Keoish Throne waned after years of conflict. Thebarons of the Pomarj had no voice in the Royal Coun-cil at Niole Dra, instead they were subjects of theprince of Ulek. The latter withdrew from the king-dom to gain palatinate status from Keoland in 461CY, and the barons of the Pomarj broke with theprince of Havenhill two years later to declare theirown independence. They took the city of Highportas their capital and ejected the dwarven garrisons tobegin ruling their petty states largely independently,even from each other. Some took the title of arch-baron, duke, or prince, one going so far as to call him-self the king of the Drachensgrabs.

A few decades later, conflict broke out in the Lort-mils between the elves, dwarves, and men of theregion and the orcs and goblins. This was the begin-ning of the Hateful Wars, and the prince of Ulekappealed to the former baronies of the Pomarj to jointhe alliance for the strength derived from mutualdefense and greater numbers. The Pomarj lords metin Highport the following year to discuss theirresponse, but they saw little reason to involve them-selves in what they considered an internecine con-flict between essentially nonhumans. Further, theyfeared being reabsorbed into the Principality of Ulek,distrusting the motives of the prince and so turnedtheir backs on the alliance.

With the defeat of the orc and goblin armies at thehands of the hosts of Ulek and Celene at the end ofthe war in 510 CY, the inevitable came to pass. Withnowhere else left to retreat, the angry and beaten sur-vivors fell back in the only direction not fortifiedagainst them. In 513 CY, these ravaged and vengefularmies emerged from the Suss and descended uponHighport in a frenzy of destruction. The city was

quickly sacked and burned; much of its populationwas put to the sword. Within mere months, the orcshad driven out the local lords and taken over most ofthe former baronies of the Pomarj.

So began the quick decline into decadence that hascontinued almost to the present day. The orcs andgoblins carved up the realm into small territoriesruled by individual tribes and chieftains. Humanbandits and privateers still frequented the majorcities and towns, but the countryside became unsafeto travel.

Anarchy persisted for decades until the mid 560s,when a group arose to seize control of large swaths ofthe Pomarj and put it under central authority. Callingthemselves the Slave Lords, these humans brokereddeals with the orc chieftains and began fostering anillicit trade in flesh. However, in 579 CY, the domin-ion of these lords crumbled. Reports indicated that avolcanic eruption in the mountains destroyed theirhidden fastness.

In the early 580s, a new leader emerged to unitethe tribes, a rabble-rousing half-orc named TurroshMak. During the Greyhawk Wars, he inspired theorc tribes of the Pomarj to reclaim their "birthright"in the Lortmils This precipitated a successful inva-sion of the Wild Coast and the Principality of Ulek;nearly half of those two realms were annexed byMak. States as far away as Furyondy and Urnst areconcerned over the rising strength of this newleader, who took the last five years to consolidatehis holdings.

War between the Pomarj and the dwarves of Ulekhas continued unabated to the present, and some ofthe land west of the Jewel was recaptured in a majorbattle in 586 CY. Mak now works to build an orc-and-human pirate navy with which to extend his poweracross the sea, at least until he has the power to over-come the elven kingdom of Celene.Conflicts and Intrigues; The Prince of Ulek wantsvengeance and has made an alliance with theKnights of Luna to fight Mak. Drow have been spot-ted at night in Highport. Mak has sent expeditionsinto the Suss Forest to investigate reports of a lostcity of the Suel, where he hopes great magic remainsfor his use. Agents of the Scarlet Brotherhood werespied in the Pomarj, especially at the port Blue. SisterKuranyie of Onnwal, in hiding, has sought analliance with Mak against her rebellious realm.

RatikProper Name: Archbarony of RatikRuler: Her Valorous Prominence, Evaleigh, the LadyBaroness (also Archbaroness) of Ratik (CG femalehuman Rog9/Wiz3)Government: Independent feudal monarchy havingsevered all fealty and ties to the former Great King-

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dom, its successor states, and noble houses; memberof the Northern AllianceCapital: MarnerMajor Towns: Marner (pop. 6,600), Ratikhill (pop,5,500}Provinces: Fourteen freeholds ruled by human anddwarven great lordsResources: Shipbuilding supplies, furs, gold, gems(IV), timberCoinage: [Modified Aerdy] orb (pp), crown (gp),scepter (ep), penny (sp), common (cp)Population: 138,500—Human 79% (Sof), Dwarf 8%mountain 80%, hill 20%), Halfling 6%, Elf 3%, Gnome2%, Half-elf 1%, Half-orc 1%Languages: Common, Old Oeridian, Dwarven, ColdTongueAlignments: N, NG*, CN, CGReligions: Procan, Xerbo, Kord, Norebo, Trithereon,Phyton, Oeridian agricultural godsAllies: Frost Barbarians, dwarves and gnomes of theFlinty Hills and Rakers, Nyrond, Knurl (see BoneMarch)Enemies: Bone March, North Kingdom, nonhu-mans in Rakers, the Pale (minor), Snow Barbarians(sometimes), Ice BarbariansOverview: Ratik is a small but prosperous nationlocated in the northeastern corner of the Flanaess.It is seated in a cultural crossroads between theotherwise civilized south of the former Aerdi GreatKingdom and the barbaric north of the Suel on theThillonrian Peninsula. Ratik stretches between theRakers and the Solnor Coast, where the modest cityof Marner, the capital, is its only major port. Itssouthern border is marked by the fortified hills sep-arating Ratik from Bone March. These extend eastall the way out to the Loftwood, where the heartywoodsmen are allied with the archbarony. Ratik'snorthern border divides the Timberway betweenitself and the Frost Barbarians, a long-standinginformal boundary that has been respected by bothsides for centuries and only recently was acknowl-edged by formal treaty. While these barriers haveprofoundly isolated Ratik from the rest of theFlanaess, they also have served to protect it frominvaders for centuries.

The climate of Ratik is wintry much of the year,with heavy snows swollen with moisture from theSolnor falling steadily during the height of Telchur'ssway. The windswept Timberway remains the great-est focus of the realm. It is a hunting ground that pro-duces the pelts and furs used widely in the dress ofthe nation. It also provides Ratik with its greatestbounty, the timber and shipbuilding supplies thatdrive much of the economic activity of the arch-barony. The western border of Ratik is an endlessrange of foothills, inhabited by dwarves for millen-

nia. These mountains are dotted with mines of goldand precious gems situated between citadels of stonethat protect the ways from the denizens of the deepmountains. Some farming is conducted during theshort growing season in the open lands betweenMarner and Ratikhill

Ratik is populated chiefly by folk of Aerdi descent,with an Oeridian-Suel mix being common. Few Flanare here, though many Fruztii and some Schnai arepresent, expatriate farmers from their homelands.Dwarves and gnomes are numerous in rougher lands.Only humans prefer the coasts, where their fishingvillages are located. Ratik is well settled despite beinglocated so far north of the population centers of theformer Great Kingdom, partly because so manyrefugees fled here from Bone March.

While the rulership of the realm rests completelywith the hands of the baron or baroness, its lord takescounsel with numerous constituencies, includingthe Council of Great Lords (fourteen human anddwarven peers), as well as the burghers of the smallcities and towns. The current baroness, LadyEvaleigh, is the widowed stepdaughter of old BaronLexnol, who yet lives but has been incapacitated forseveral years. Baroness Evaleigh is mistrusted bymany in the kingdom, for she was not born in Ratikand does not always seem to understand its precari-ous position. It was the old baron who won the trustof the Fruztii and negotiated a treaty with their king.The dwarf and gnome lords respect decisiveness, andEvaleigh has shown little during her short tenure.While the military is loyal to the crown, many grum-ble that the count of Knurl, Evaleigh's father, hasgrown far too influential in the affairs of Marner.Lexnol had been working on a treaty with the Schnaito shore up his position against Bone March and itsallies in North Kingdom, but these efforts are cur-rently in shambles. Few things would please NorthKingdom's "Overking" Grenell more than to see thisrealm succumb to chaos.History: After the defeat of the Suel barbarians whoinvaded the northern Aerdy hinterlands from thekingdom of the Fruztii in 109 CY, Bone March wasestablished by Overking Manshen as a fief to rewardhis victorious commanders. However, it soonbecame clear to the leaders of the Aerdi military thata further buffer was required if these new lands wereto be protected from additional incursions from thenorth. General Sir Pelgrave Ratik of Winetha, a wilyveteran of the barbarian campaigns, appointed in122 CY to oversee an expedition that would attemptto drive the Aerdi frontier all the way to the foothillsof the Griff Mountains. Ratik and his forces inaugu-rated their expedition by crossing Kalmar Pass,taking the town of Bresht in a blustery winter cam-paign that cost the Fruztii dearly. After brokering an

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The death of Prince Alain lV

alliance with the dwarven lords of the easternRakers, Ratik proceeded to force a retreat of theFruztii up the narrow coast and into the northernfastness of the Timberway. He wisely refused tofollow them into an obvious trap and instead brokeoff the pursuit and fortified his gains. He was imme-diately hailed a hero in the south and his legendgrew quickly.

Over the ensuing months, General Ratik estab-lished a military fort overlooking Grendep Bay atOnsager Point. He called the place Marner, and usedthe newly founded town as a base of operations fromwhich to secure the whole territory. Ratik soonbegan exploiting the shipbuilding opportunitiesafforded by the tall pines of the Timberway, andMarner grew from a sizable stronghold to a smallport city. Ratik sent glowing reports to his superiorsin the south and was shrewd enough to back themup with a steady stream of riches, including highlyprized furs and precious gems acquired in trade fromthe dwur.

In 128 CY, the Fruztii and Schnai allied to create aninvasion flotilla. They launched a concerted attack onMarner during the spring that almost caught theAerdi by surprise. In defense, General Ratik set themajor approaches to the port ablaze, forcing thearmada through a narrow approach where it was cutto pieces by the siege engines of the fort and asquadron of the imperial navy. The overking was

sufficiently impressed with the victory that in 130CY he elevated Pelgrave Ratik to the aristocracy,granting him the title of baron and the new lands asa personal fief. The family of Ratik gained the statusof a minor noble house within the Great Kingdom,The walled town of Bresht was renamed Ratikhillin honor of the new baron, and it quickly pros-pered from trade with Spinecastle passing throughKalmar Pass.

The baron and the marquis of Bone March becamefast allies, and their descendants enjoyed a great dealof peace and success over the next two centuries,needing only to fend off infrequent raids from theTimberway and the Rakers until the middle of thefourth century CY. However, a massive invasion by aunified host of Fruztii and Schnai threatened tooverwhelm the nations and sweep into NorthProvince in 356 CY. The Rax Overking Portillan wasconcurrently embroiled in a struggle over the seces-sion of Nyrond and had assembled an invasion forceto head west, which he was forced to divert north tocounter the new threat. The attack was soon turnedback, though at great cost. So fierce was the defenseof the men and dwarves of Ratik that even theFruztii were impressed.

The barony and the Great Kingdom averted disas-ter, but at the price of losing all of the province ofNyrond. Ratik and Bone March gained semipalati-nate status following the Turmoil Between Crowns,

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which saw a shift of power from the MalachiteThrone to the provinces. Few of Ratik's richesheaded south in tribute, and Alain II of Ratik took tocalling himself archbaron henceforth.

The two states prospered greatly under theincreased freedom, forming an alliance that allowedthem to keep both North Province and the Suel bar-barians at bay. House Naelax of Eastfair desiredthese rich provinces, but it was unable to success-fully act against them until tragedy struck. In 560,nonhuman tribes from the Rakers and Blemu Hillsstruck into Bone March, subjugating the land in 563and slaying its leaders. Herzog Grenell of NorthProvince reached out to these usurpers, seeing anopportunity. Ratik and its baron, Lexnol III, hadbeen forewarned and deflected most of the invaders,but could not prevent the disaster that befell themarch. Lexnol, a skilled leader and tactician, real-ized that he was now isolated and no succor wouldbe forthcoming from the south or the court ofOverking Ivid V. He approached the lords of Djekul,who had grown less wary of the proud Aerdi in theintervening years and were even grudgingly respect-ful. With the Fruztii, Lexnol forged an affiliationcalled the Northern Alliance. Ratik subsequentlybecame fully independent of the Great Kingdomand had the might to both hammer the orcs andgnolls of Bone March and dissuade an invasion fromNorth Province.

In 579 CY, Lexnol's only son, Alain IV, the heir tothe throne of the archbarony, married Lady Evaleigh,the daughter of the count of Knurl. The county wasthe only surviving province of Bone March, and theunion was arranged to improve the lot of bothrealms. The following year, the Seal of Marner wasstolen by agents of Bone March, an effort by the non-humans to quash the alliance between Ratik and theFrost Barbarians. The document was recoveredbefore it was secreted to Spinecastle, but not beforenews of the theft drove a small wedge between theFruztii and Ratikans.

Alain acquired the dream of uniting Ratik andBone March, but failed to convince the king of theFrost Barbarians of his plan to drive out the nonhu-man tribes. Many whispered that Alain was encour-aged in these ambitions by his step-family, particu-larly the count of Knurl, whose position betweenBone March, North Province, and Nyrond wasgrossly precarious. In certain agreement were theimmigrants from Bone March, who were drivenfrom their lands by the invaders. In 586 CY, Alainled a force of men and dwarves into Bone March inan attempt to retake Spinecastle with the baron'sgrudging support. The attack failed, and Alain's sur-viving lieutenants watched as the young lord wasdragged from his horse by gnolls and slain. Nearly

three hundred Ratikans were left for dead duringthe hasty retreat.

Upon hearing of his son's demise, old BaronLexnol collapsed. He awakened the next morningwith a shock of white hair and a palsy that confinedhim to bed. Lady Evaleigh, now widowed, assumedthe throne and has guided Ratik through the troublethat has befallen it. Raids from Bone March havebecome progressively stronger and more organizedthe last few years. Her father's realm, the county ofKnurl, was attacked a few months ago and was onlysaved by the snows of winter.Conflicts and Intrigues: Ambassadors from theScarlet Brotherhood were spied in Djekul. Ratikwants to expand the alliance against Bone March andNorth Kingdom to include the Snow Barbarians, butthe Schnai will negotiate only with Lexnol. Agents ofthe Sea Barons have approached Evaleigh to gainaccess to Marner. A half-orc spy working for NorthKingdom was discovered in Ratikhill but escaped.

Rel Astra and the Solnor CompactProper Name: The Free and Independent Aerdi Cityof Rel Astra, member of the Free Cities of the SolnorCompactRuler: His Most Lordly Nobility, Eternal Custodianand Lord Protector of Rel Astra, Drax the Invulnera-ble (LE male animus (see later) Wiz11/Ftr3]Government: Sovereign city-state, a dictatorshipunder an undead (but charismatic) administratoradvised by a demon (the "Fiend-Sage")Capital: Rel AstraMajor Towns: Rel Astra (pop. 61,000)Provinces: Various towns, villages, and strongholdsResources: Shipbuilding supplies, fish, timberCoinage: [Modified Aerdy] victory (pp), newgold(gp), halfgold (ep), penny (sp), common (cp)Population: 380,000—Human 79% (Os), Halfling9%, Elf 4%, Dwarf 3%, Gnome 2%, Half-orc 2%, Half-elf 1%Languages: Common, Old Oeridian, Lendorian(human refugees), HalflingAlignments: N, NE*, CN, LE, LN, CEReligions: Xerbo, Procan, Zilchus, Osprem, Hextor,Kurell, Syrul, Norebo, Erythnul, Wee JasAllies: Ountsy and Roland (Free Cities of the SolnorCompact), Sea BaronsEnemies: Scarlet Brotherhood, Ahlissa (distrusted),North Kingdom (distrusted), Lordship of the Isles(distrusted)Overview: Rel Astra, literally "City of the Heavens"in Old Oeridian, rests on the Solnor Coast and is bysome accounts the Flanaess's greatest metropolis,though Dyvers and Greyhawk are certain to disagree.For centuries, Rel Astra was viewed by many as ashining beacon. Ship crews crossing the Spindrift

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Sound even now see the glow of majestic Rel Astraand take comfort, knowing that its vast shipyardsoffer safe harbor. In its expansive markets are dis-played half the wonders of the world, and its streetsare trodden daily by dark-skinned folk of Hepmona-land, golden Baklunish in flowing cloaks, and pale,gruff barbarians of the far north. At any time, a greatchaotic fleet of ships chokes its harbor, bearing theflags of numerous states, but dominated by those ofthe Sea Barons and the Free Cities of the SolnorCompact. The compact unites Rel Astra and the sea-ports of Ountsy and Roland in a state of mutual pro-tection and trade, but no doubt exists as to which cityis the preeminent member of this triumvirate.

Rel Astra is roughly divided into three major dis-tricts: the Old City, the sprawling Common City,and the Foreign, or Barbarian, Quarter. The Old Cityis the heart of Rel Astra, a ward devoted to soaringtowers, impressive palaces, and the headquarters ofthe government. This district is home to the nobilityand privileged of the city, though traffic between itand the Common City is not widely regulated. Here,power and prosperity are often judged by the heightof one's walls. Few edifices in the Old City ascendfewer than three or four stories, with five being typi-cal, and many of those are connected to each otherby flying bridges and buttresses. Some buildingstruly soar, such as the towers of the wizened RoyalAstrologers or the labyrinthine Sorcerer's Nexus, theguildhall of mages near Stannic Hill. The palace ofthe lord protector sits in the middle of the Old City,its massive walls and towers barely dominating thealready lofty landscape of the quarter. From here thegrand princes of old Aerdy ruled the entire kingdombefore the capital was moved to Rauxes more thansix hundred years ago. It is now a possession ofHouse Garasteth, a powerful founding family of theGreat Kingdom.

Surrounding this district is the Common City,which accommodates the homes and businesses ofthe mercantile and trade class of the city. By civicregulation, no building can rise over three stories inthis district, so it is full of long, squat structuresspread out in over twice the area of the Old City.More than three quarters of the population lives inthis community, which spreads from the north andwest gates and opens onto the East Docks.

The district around the larger South Docks, sur-rounded by walls pierced with gates into theCommon City, forms the raucous Foreign Quarter.Visitors and foreigners in Rel Astra are typically rele-gated to this quarter unless their business in the cityconducts them elsewhere.

Rel Astra has been essentially independent fornearly a century and a half, since the end of the Tur-moil Between Crowns, when it gained palatinate

status from the Malachite Throne. For most of thattime, it controlled a large swath of the Solnor coastin a great arc extending over 30 leagues from thecity's walls in all directions. This border begins inthe north and includes nearly all of the Lone Heathto the town of Ernhand, proceeding west into thevast expanses of the Grandwood, and south to theborder of Medegia at the town of Strinken. Whilethe city of Ountsy is largely independent of RelAstra, its lord has been subject to the latter for a largepart of its history.

Rel Astra is currently ruled by Lord (actuallyPrince) Drax of House Garasteth, who has held swayover the city since 557 CY. Lord Drax styles himselfan enlightened despot, despite the fact that he isundead (see later). By most accounts, he lives up tohis reputation, as he can be harsh but also practical,intelligent, and controlled. He even has a dry senseof humor. He commands a large standing army and anavy the equal of any city's on the coast. He ruleswith austerity and wisdom, but also with a tight fist;he has little opposition within his realm.Ountsy, Free City of (pop. 29,500; 83,000 in sur-rounding area): Ountsy is an Aerdi city situated upthe Solnor Coast from Rel Astra, at the easternverges of the Lone Heath. It is an old seaport, nearlyas old as Rel Astra, but it has been living in the shad-ows of the Crown of the Solnor Coast since its incep-tion. The city is not as cosmopolitan as its neighbor;indeed, it is often described as puritanical and mean,and its people rude. Ountsy is an independent feudalprincipality with a hereditary ruler belonging toHouse Garasteth. Her Noble Ladyship, the PrincessEmmara of Garasteth, Trine of Ountsy (NE femalehuman Ftr10) rules Ountsy and is related to LordDrax by marriage. She was a Darmen noblewomanuntil the death of her husband (a cousin of RelAstra's mayor) during the Greyhawk Wars, uponwhich she assumed control. She is now closelyadvised by a formal committee of astrologers andSvenser, the Court Mage of Ountsy (LN malehuman Wiz16), who was exiled from Rel Astra manyyears ago. Espionage and assassination by the ScarletBrotherhood are greatly feared by the Trine, and shelooks to Rel Astra for aid in warding the Scarlet Onesfrom her court. It is said she would join Ahlissa ifgiven the opportunity, but her city is wedgedbetween Roland and Rel Astra, and she knows such amove is impossible.Roland, Free City of (pop. 5,500; 79,000 in surround-ing area): Roland is a very old anchorage located northof Ountsy and Rel Astra along the Aerdi coast. Nes-tled in the heart of the Gull Cliffs on the shore of theBay of Gates, it is a well-protected and fortified townknown for its catacombs. The passages are occupiedby all manner of folk, mostly gnomes and dwarves,

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Roland was held for centuries by House Garasteth,distant relatives of Lord Drax and Lady Emmara,though its despotic rulers were deposed during theTurmoil Between Crowns in favor of a ruling councilsubject to the Naelax overkings. This oligarchy, rep-resenting the town's military, magical, religious, andeconomic interests, is known as the Five of Rolandand became an independent body following theGreyhawk Wars. The Five currently include AdmiralLef Quaanser (LN male human Ftr11), MasterRamshalak (NE female human Clr12 of Pyremius),Lady Barbern (LE female human Ftr13), MasterVornekern (N male human Rog13), and Magus Isril-han of House Garasteth (LN male human Wiz14).

The fear that Ahlissa or North Kingdom wouldattempt to annex the town and its holdings after thewars has driven the Five into the arms of Lord Drax.While the Five of Roland know they are taking agreat risk in trusting Rel Astra, they believe theyhave no other workable choice. The small towns ofGrelden (pop. 1,600) and Farlen (pop. 1,350) are alsoheld by Roland, in cooperation with the other coastalcities of the compact.History: When the Aerdi completed their drive tothe eastern coast of the Flanaess nearly a millenniumago, it became clear to most of them that their jour-ney had finally come to an end at the shore of theSolnor. Their first permanent settlements were soonfounded along the coast of the Aerdi Sea, betweenPontylver at the mouth of the Flanmi and the GullCliffs in the north. After decades of battle with thenative Flan and treacherous Suel, the Aerdi noblehouses sought a place to call their own, and theseplaces included settlements at Roland, Ountsy, andthe largest of all at Rel Astra, the site of a small aban-doned Suel settlement. In 428 OR (-216 CY), thesesmall states finally united under a single banner, andthe kingdom of Aerdy was born. Rel Astra waschosen as its capital. The scion of Garasteth was thegrand prince of the Aerdi at the time, and he setabout building an impressive seat of government. Agrand palace was constructed in the heart of the cityand heavy walls were erected to enclose what isknown today as the Old City. A large keep adjacent tothe shore housed the admiralty of the kingdom,though the interest of the Aerdy turned decidedlywest over the next few centuries.

Sometime after the defeat of Nyrond in -109 CY,when that realm was absorbed into the growingkingdom, the position of grand prince passed to thescion of House Cranden, who had originally comefrom Ahlissa. This monarch decided to build a newcapital more central to his ever-expanding lands. Hetherefore founded Rauxes above the fork of theImeda and Flanmi rivers, eschewing the royal palacein Rel Astra. The Crandens were interested in

making a monument to rival the Crown of theSolnor Coast. Rel Astra had been dubbed the first ofthree nearly equidistant "Cities of Enlightenment"founded by the Aerdi to span their empire, eventu-ally including Rel Deven and Rel Mord in the west.Control of the city remained with House Garasteth,which ruled it as a principality, a fief subject directlyto the crown. For centuries it continued to grow,remaining the grandest city in the Great Kingdom, ifno longer its most prestigious as the focus of theempire moved west.

By 437 CY, tensions within the Great Kingdomthreatened to tear it apart. House Naelax deliveredthe sundering blow by assassinating all rivals inHouse Rax, after which nearly a decade of civil warensued. Ivid I finally secured the Malachite Throneafter Prince Malchim III of House Garasteth, lordmayor of Rel Astra, sided with House Naelax andnegotiated palatinate status for the major provincesof the Great Kingdom, including his own. Thereafter,Rel Astra guided its own course. Rel Astra becamethe primary destination for those who fell out offavor in the former Great Kingdom, a trend that con-tinues as political refugees arrive from Ahlissa, theSea Barons, and even North Kingdom.

During the Greyhawk Wars, in which Rel Astradefended itself against renegade Aerdy troops benton looting it, Drax was forced to receive the "gift ofundying" given to so many of Overking Ivid's sub-jects, and he became an animus. Drax appears to be awrinkled but healthy man; he casts spells normally,has enormous strength, may command mindlessundead, can magically cause others to do his bidding,and is immune to mind-affecting magic, fear, sleep,and being surprised. His touch causes abject terror,and if injured his body quickly repairs itself.

Being an animus has soured Drax's disposition andkept him from attending many public functions inthe last six years. Nonetheless, he has governed witha strong but wise hand, aided by a two-headed bestialdemon known as the Fiend-Sage, which at timeswalks through the streets with Drax, both given awide berth by all citizens. The Crook of Rao was heldin Rel Astra briefly after the Greyhawk Wars, buthow it got here is anyone's guess. Adventurers nego-tiated with Lord Drax for its transfer to Veluna. It isthought the Fiend-Sage escaped the Flight of Fiendsby studying the Crook beforehand and warding itselfagainst the artifact's effects.

The fall of the hated overking and Rauxes in 586CY caused Lord Drax to sever ties with the GreatKingdom completely. When Grand Prince Xavenerof Darmen organized the United Kingdom of Ahlissathe following year, Drax refused all appeals to jointhe empire, and he convinced many of his Garastethpeers to do the same.

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Both Ahlissa and Rel Astra claim the chaotic landsof Medegia. As of 591 CY, forces from Rel Astra havecaptured nearly a quarter of the old See, and intendto hold it despite the efforts of Prince Gartrel ofHouse Darmen in Pardue. Life in Medegia has beenhard going, however, and many dreadful discoveriessurface there every month.Conflicts and Intrigues: Drax desires to absorb theSea Barons into the Solnor Compact and create a newcoastal Garasteth kingdom, with Rel Astra as its capi-tal. Three agents of the Scarlet Brotherhood werehung from the walls of the old admiralty, following afire at the docks last year. A mysterious group calledthe Dweomermasters took over the mages' guild andhas made its power felt in Astran society. OverkingXavener of Ahlissa has secretly tried to marry theTrine of Ountsy to a Darmen prince. Caravels areready to sail for lands rumored far to the east overthe Solnor.

Rovers of the BarrensProper Name: Arapahi [translated: People of thePlentiful Huntinglands]Ruler: His Mighty Lordship, Ataman of the Stan-dards, Durishi Great Hound, Chief of the Wardogs(CN male human Ftr9)Government: (formerly) Four loosely allied Flanclans, each composed of several nomadic tribes; eachtribe led by a chieftain elected for fighting ability andleadership; best warriors joined the Wardogs (notaligned with any tribe), and best warrior of the War-dogs had limited authority over all tribal chiefs; (now)tribal organization in grave disarray, tribes scatteredCapital: NoneMajor Towns: None, only temporary camps of up to5,000 peopleProvinces: None (the Rovers are properly not anation but a collection of closely related nomadictribes who currently hold little defensible land)Resources: Furs and hides, horn, gold nuggets,horsesCoinage: None; barter used exclusivelyPopulation: 35,000—Human 37% (Fb), Orc 20%,Goblin 18%, Hobgoblin 10%, Halfling 7%, Gnome 5%,Half-orc 3%Languages: Flan (several dialects), Common, Orc,Goblin, Halfling, GnomeAlignments: CN*, CE, NReligions: Obad-Hai, Beory, Pelor, other Flan gods,Telchur (from long-ago Oeridian contact)Allies: Sylvan elves of the Fellreev, centaurs of Fell-reev and Barrens, Wolf NomadsEnemies: Iuz (including conquered Bandit King-doms), StoneholdOverview: The Rovers are a group of Flan barbariansdriven nearly to extinction by Iuz and his fiends.

Their territory has traditionally been the lands northof the Fellreev, between the Opicm River and thewestern edge of the Griff Mountains and Bluff Hills,They are seldom found in any numbers now, livinginstead a furtive existence and confining themselvesmainly to the northern and eastern parts of the Bar-rens. The land is aptly named, for it is poor and theliving has always been difficult. The hardy tribes ofthe Rovers have adapted well to this land, enduringits bitter winters and dry summers, while takingfrom it all they need to survive.

Among their war bands are riders as expert as anyamong the Wolf or Tiger Nomads, and a group offleet-footed runners of legendary endurance. Theseare the Wardogs, masters of close-fighting tech-niques whose weapons are the hatchet and knife,their agility and outrageous bravado are renownedthroughout the Flanaess, giving rise to the expres-sion "wild as a Wardog." The Rovers are only lightlyarmored, if at all. They typically use hide-coveredshields, and ply the lance and javelin, although theyhave many excellent bowmen as well. In addition,some of the Rovers specialize in using the lariat, andtheir skill with rope is extraordinary.

Traditionally, they live by the hunt. Elk and bearare their favorite prey, though any beast is fair gameto the tribal providers. The Rovers once activelyexchanged furs and hides with their neighbors, butthis trade has ended. Mostly, the tribes now scavengeand hide, hoping to find enough to survive each day.Their skills as warriors and hunters are not lost, butthey despair. Their last ataman, Durishi GreatHound, no longer leads them and waits for death atDogwind Bay. Few tribal elders have the will toendure, and the people now put their hopes in ayoung war sachem, Nakanwa (see later).History: The story of the Rovers of the Barrens goesback centuries, even before the Invoked Devastationand Rain of Colorless Fire brought an end to thegreat civilizations of the west. The nomadic Flantribes wandered throughout the north from LakeQuag to the White Fanged Bay. Tenha villagedwellers traded with the wandering tribes, whootherwise avoided contact with settled peoples. TheMigrations brought strange peoples to the lands ofthe Flanaess, and it was not very many years until thenorthern Flan encountered them. Where the Tenhaadopted many of the ways of the new people, success-fully competing with their Oeridian and Suel neigh-bors, the Rovers kept to their old ways and rejectedwriting, farming, and town-building. For this reason,they were called barbarians.

In the central Flanaess, the natives were assimi-lated or pushed aside, while the new immigrantsmade themselves masters of the rich lands. The tribesof the Barrens were fortunate, in that their land was

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unattractive to the new civilized states of theFlanaess. There were conflicts, certainly, but theRovers were left to their own rule through the earlycenturies of Oeridian conquest. It was not until sev-eral centuries after the Aerdi had built their empire,about 320 CY, that the Rovers' mastery of the Barrenswas strongly challenged. The Relentless Horde hadarrived.

The Baklunish nomads were a people similar inspirit to the Rovers of the Barrens, warriors as "bar-baric" as the Wardogs and as indomitable. Their ini-tial push eastward brought them as far as the GriffMountains, and the Rovers were driven before them.The Rovers had never encountered so agile a foe, andtheir own mounted warriors were not then the equalof the Baklunish. With time, this changed; theRovers learned much from the warfare of the Horde,and added to this knowledge their own warfare andhunting techniques. They drove the Baklunish fromthe Barrens, and pressed them hard on the Dulsiplain as well. They continued to battle the WolfNomads here for decades, until the growing might ofIuz separated them for a generation.

The disappearance of Iuz from his land in 505 CYallowed the Rovers to resume their raids against notonly the Wolf Nomads, but northern Furyondy aswell. However, in the absence of Iuz rose the evilHorned Society, whom the Rovers fought at thegreat Battle of Opicm River (515 CY). The Roverswere sorely defeated there by the Society and forcesstill loyal to Iuz; despite later alliances with elves ofthe Fellreev, centaurs, and the Wolf Nomads, theybegan a decline that continued for many decades.They had some success against the Horned Society in580, taking part of the northern frontier, but thegains did not last. The Greyhawk Wars brought themto the verge of annihilation; demons of Iuz stalkedthe plains, and wicked human mercenaries huntedRovers for bounty. Though Iuz was soon bereft of hisdemonic servants, bandits remained a threat to theRovers. However, the Rovers also gained a new ally:Tang the Horrific.

A former servant of Iuz and now the demigod'simplacable foe, Tang had escaped with a small bandof cavalry after a daring raid into the Howling Hillswith the Wolf Nomads. Crossing the open plain tothe Fellreev, Tang and his mercenary band encoun-tered small groups of Rovers, gathering them at thevillage of Sable Watch. With their aid, togetherwith Wardogs from the Forlorn Forest and beyond,he successfully attacked Iuzite forces in the Bar-rens, eventually capturing the fort of Hornduran.Most of the Rovers were still without mounts, soTang made a fateful decision to raid into Stoneholdfor horses.

The town of Vlekstaad was chosen as the target of

the Rovers' nighttime strike. With most Fists eitherin Tenh or fighting the Suel in eastern Stonehold,Vlekstaad had almost no able soldiers in residence-Such defenses as they had were quickly penetrated,thanks to the Wardogs' amazing stealth. The stablesof Vlekstaad provided a trove of horseflesh, butescaping with them proved more difficult than Tanghad anticipated. He and his companions weretrapped by a patrol of Fists and forced to battle fortheir lives. The expedition might have been lostthere had not a young Wardog, Nakanwa Daychaser(CG male human Rgr8), led his own band of warriorson Tang's trail. Trapped between the two forces ofRovers, the Fists were slaughtered, but Tang wasmortally wounded. Nakanwa quickly assumed con-trol of the surviving Rovers, ordering them to seizeeverything of value in the town, including its citi-zens. The remains of the town were set ablaze,becoming the funeral pyre of Tang the Horrific.

With the return of Nakanwa and the wealth ofVlekstaad to the Barrens, new hope rose among theRovers. Their warriors now had mounts and thepeople had meat. Perhaps as importantly, the tribeshad new members, for the captive children werequickly adopted and the captive women quickly wed.Only time will tell if the razing of Vlekstaad willresult in the rebirth of the Rovers of the Barrens.They still remain an elusive people, not revealingtheir new strength, for they are wary of the ven-geance of the Fists. Yet, for the first time since Iuzbrought evil into their land, they have real hope.Conflicts and Intrigues: A secret alliance with theWolf Nomads is being negotiated. Scouts aresearching for survivors from the scattered warbands, including allied centaurs and elves. Horsesare supplied to tribes loyal to new war sachem,Nakanwa. All forces of Iuz that hunt Rovers (includ-ing Grossfort) are closely watched, to be eitheravoided or destroyed.

Scarlet BrotherhoodProper Name: Great and Hidden Empire of the Scar-let BrotherhoodRuler: His Peerless Serenity, the Father of Obedi-ence (true name unknown) (statistics unknown)Government: Tilvanot lands appear to be governedby feudal plantation lords who in turn are managed byever-present red-robed monks representing a mysteri-ous government based in the hidden capital; con-quered lands are administered by a singular "shep-herd," usually a monk, who enjoys nearly unassailablesovereignty but is ultimately subservient to the Fatherof ObedienceCapital: Hesuel Ilshar (location unknown)Major Towns. Ekul (pop. unknown), Hesuel Ilshar(pop. unknown), Kro Terlep (pop. unknown)

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Provinces: Unknown on Tilvanot Peninsula; foreignholdings include part of the Sea Princes (Monmurg,Port Toli, Jetsom Island, Fairwind Island, FlotsomIsland, Sybarate Isle), Onnwal (Scant only), bothOlman Islands, and strongholds in the AmedioJungle and Hepmonaland, the Lordship of the Isles isan allied puppet stateResources: Rare woods, fruits, spices, gold, gems (I,III, IV)Coinage: UnknownPopulation: Tens of thousands (exact numbersunknown)—Human 96% (S), Halfling 2%, Elf 1%,Other 1%Languages: Ancient Suloise, CommonAlignments: LE*, NE, CEReligions: Pyremius, Syrul, Wee Jas, Bralm, Nerull,Tharizdun (claimed by Brotherhood agents but notactually worshiped, except by Black Brotherhood)Allies: Lordship of the Isles (puppet state), certainfollowers of Suloise gods supporting the ScarletBrotherhood (Syrul, Pyremius, etc.)Enemies: Yeomanry, Sterich, Keoland, the Ulekstates, Gran March, Furyondy, Veluna, Verbobonc,Dyvers, Greyhawk, Iuz, Duchy of Urnst, County ofUrnst, the Pale, Nyrond, North Kingdom, Ahlissa,Sunndi, Sea Barons, Rel Astra and allied cities, IceBarbarians, rebel forces in the Sea Princes, rebelforces in Onnwal, Knights of the Hart, Knights ofHoly Shielding, Knights of Luna, Knights of theWatch. Only Iuz can count more enemies than theScarlet Brotherhood.Overview: The Scarlet Brotherhood was untilrecently a secret, apparently isolated power in theFlanaess. It came into its own during the GreyhawkWars, toppling governments in a campaign of espi-onage, blackmail, and assassination. Prior to reveal-ing itself, the Brotherhood had planted agents in thecourts of rulers throughout the Flanaess. The revela-tion of the order has caused much paranoia and(often undeserved) exiles and assassinations withincircles of rulership.

If reports from northern spies (often sufferingclimate-induced fever, insect-borne disease, orworse) can be believed, the Scarlet Brotherhood con-trols the whole of the vast Tilvanot Peninsula, fromthe confluence of Vast Swamp and Spine Ridge tothe immense tropical island of Lof Bosok, off thenortheast coast of the mainland.

The nation's capital, said to be a marvelous walledcity, has seldom been seen by foreign eyes. It isbelieved to be hidden somewhere on the massiveOkalasna Plateau. The formerly closed port city ofKro Terlep now welcomes ships from distant ports,though few sea captains brave waters rife with piracyand sea monsters to trade with the Brotherhood. Ves-sels flying the colors of the Lordship of the Isles

anchor in the eastern port of Ekul, near squalid ship-yards teeming with activity. At least one ship departsEkul for Hepmonaland every day—the purpose ofthese voyages can only be speculated upon in thenorth, though few believe the activities of theBrotherhood in Hepmonaland and the AmedioJungle to be charitable.

The armies of the Brotherhood, or at least thoseoffloaded in occupied ports to the north and westconsist primarily of savage warriors from the south-ern jungles, soldiers who give no quarter, and whoare said to indulge in ritual blood sacrifice. Theseforces are supplemented by orcs, hobgoblins, andother creatures. Many in the north speculate that theBrotherhood boasts a standing army within its ownborders, but little is known for certain. Many nationshave met the impressive navy of the Brotherhood,which as often as not is supported by "independent"ships ostensibly from the Lordship of the Isles.History: Prior to the last decade, few save the folkof Sunndi paid much attention to the inhabitants ofthe Tilvanot Peninsula. Humans of pure Suloisestock, the southerners appeared to lead simple lives,taming their land as plantation farmers, trading butlittle with the outside world. To the Sunnd, theirisolation seemed a natural result of the Spine Ridgeand Vast Swamp cutting the Tilvanot from the restof the world.

In 573 CY, however, red-robed ambassadors fromthe south appeared in the courts of the Iron LeagueSpeaking in whispers, they offered their services tothe merchant lords, announcing themselves aspeaceful envoys of the Scarlet Brotherhood, repre-sentatives of the kingdom of Shar, an AncientSuloise word meaning "purity." At the time, fewconnected the appearance of these sagely, monasticadvisers to the disappearance of Prince Thrommelof Furyondy, or to any number of political develop-ments throughout the Flanaess. The arrival of theBrothers of the Scarlet Sign did trigger curiosity, ofcourse, and in short order spies were sent to theTilvanot.

Few agents returned to their masters. Those whodid told of an agrarian society along the coasts thatfarmed far more than it could consume, with hugeshipments of crop sent to the plateau at the center ofthe peninsula. The farmers, it was said, were kept inline by orderly monks in red robes, men and womenwho had on occasion displayed unimaginable acts ofunarmed martial prowess. These monks kept thepopulace in order, making examples of those fewwho would defy their orders.

The spies also spoke of bredthralls, bizarre slaveraces created through magic and arcane science, andof the powerful wizards of the Scarlet Sign who cre-ated and controlled them. Last, and perhaps worst of

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An object lesson of the Scarlet Brotherhood

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all, the agents of the north reported that the ScarletBrotherhood did not worship proper gods, butinstead gave tribute to dread Tharizdun, the GreatDestroyer.

Needless to say, such reports frightened the rulersof the Flanaess, who turned to their own trustedadvisers and agents in conference to plan strategiesto deal with the growing threat. Unfortunately, manysuch advisers were themselves Brotherhood agents,and advised caution and patience in the matter. Intime, they reasoned, the Brotherhood would revealthemselves, and could be dealt with as the rabblethey certainly were.

Time, of course, proved something else altogether.As the Greyhawk Wars erupted in the north, theagents of the Scarlet Brotherhood sent aid, advisers,and weapons to the states of the Iron League, dis-guised as succor from friendly nations. After but-tressing Irongate and Sunndi from the attacks ofSouth Province, the Brotherhood struck in the Lord-ship of the Isles, replacing the reigning sovereignwith his cousin, the corrupted Frolmar Ingerskatti,who declared for the Brotherhood, ceding the nationand its powerful navy to the Scarlet Sign. With Dux-chan ships and charmed monsters, the Brotherhoodset up a blockade along the Tilva Strait, effectivelychoking mercantile trade between the east and west.

Thereafter, agents of the Brotherhood appeared inthe court of Prince Jeon of Monmurg, bearing asimple message to the nobles of the Sea Princes:"Submit to the Scarlet Brotherhood or be destroyed."The princes, lawless nobles and pirate kings who hadfaced challenges more threatening than a band ofmen in robes, laughed at the emissaries. By the nextmorning, twenty-seven of the thirty Sea Princes hadbeen killed. The conquest of Monmurg ensured theBrotherhood's hold on the southern seaways. In amatter of months, Idee and Onnwal had fallen toinvasion and assassination. The Brotherhood made amove for Irongate as well, but crafty Cobb Darg, whohad known the allegiances of his "advisers" all along,survived the sudden onslaught.

After the events of the Greyhawk Wars, the goal ofthe brotherhood is now clear. Followers of a philoso-phy established before the Twin Cataclysms, theyespouse the cause of the Suloise race as rightfulrulers of the Flanaess. Other races will serve as littlemore than slaves on whose broken backs will be builtan empire to rival that of the ancient Suel.

Apparently, the organization of the Brotherhood isdivided into three tiers, with monks at the pinnacleof the order, followed in rank by assassins andthieves. The leader of the thieves is called "ElderCousin," that of the assassins is known as "FosterUncle." Lesser members of each order are, respec-tively, cousins and nephews.

For a time, it appeared as though the Scarlet Broth-erhood would come to control even more of theFlanaess. Unsuccessful wartime overtures in Keolandbetrayed a great ambition, and many feared whatmight come next. Fortunately, the Great and HiddenEmpire soon fractured. In late 586 CY, SouthProvince captured the northern half of Idee, andwould own the whole of the territory by the end ofthe year. Meanwhile, the peasants of Onnwal threwdown the Brotherhood government in all but the cru-cial port town of Scant. In 589, the slaves and formernobles of the Sea Princes took advantage ofinternecine struggles within the provincial leadershipto engulf that nation in a continuing civil war.

Despite these losses, the Brotherhood as a politicalentity is now much, much more powerful than atany time during its long history. While it has lostland, it has gained enormous wealth, destroyed anddestabilized enemies, and made important gains inthe southern jungles. The Brotherhood commandsthe southern seaways, with naval blockades in theshark-infested waters of the Tilva Strait, and in theso-called "Southern Gates" of the Azure Sea, betweenthe Amedio Jungle and the Tilvanot Peninsula neatthe Olman Isles. Perhaps most importantly, manyrulers in the Flanaess believe they have purged theircourts of possible Brotherhood agents, giving sover-eigns in courts still populated by inactive agents anunwise sense of security. Paradoxically, though theBrotherhood has lost much power since the wars, itis now more feared than ever before, and arguablyremains poised to strike in several key, as-yet-revealed locations.Conflicts and Intrigues: Key Sea Princes and Hep-monaland holdings are being infiltrated by the so-called "Black Brotherhood," a sect devoted toentropy (Tharizdun). New breeds of monsters cre-ated in the Olman Islands are rumored to have takenover part of one island. Brotherhood ambassadorsdispatched to the northern barbarians report mixedresults, with important ground gained with the FrostBarbarians.

Sea BaronsProper Name: Dominion of the Sea BaronsRuler: His Noble Prominence Basmajian Arras, LordHigh Admiral of Asperdi, Commander of the SeaBarons (LE male human Ftr13)Government: Independent feudal monarchy withhereditary leadership; a different noble family gov-erns each island, but all owe fealty to AsperdiCapital: AsperdiMajor Towns: Asperdi (pop. 8,100), Oakenheart(pop. 5,000)Provinces: Three islands under government control,two islands not controlled

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Resources: Seafaring technology and knowledge,shipbuilding suppliesCoinage: [Modified Aerdy] orb (pp), gold baron (gp),noble (ep), penny (sp), common (cp)Population: 154,000—Human 79% (So), Halfling9%, Elf 5%, Dwarf 3%, Gnome 2%, Half-elf 1%, Half-orc 1%Languages: CommonAlignments: CN*, CE, NE, NReligions: Procan, Xerbo, Osprem, Norebo, Syrul,Kurell, Nerull, Ralishaz, CelestianAllies: Rel Astra, Ountsy, RolandEnemies: Scarlet Brotherhood, Lordship of the Isles,Frost/Ice/Snow Barbarians, Lendore Isles (distrusted)Overview: The sovereignty known commonly as therealm of the Sea Barons is located off the easterncoast of the Flanaess in the Solnor Ocean, separatedfrom the Aerdi coastline by the Bay of Gates. Theseisles were among the last lands to be settled by theAerdi, and were expressly established to provide theGreat Kingdom with a naval power. The five majorislands here include (from largest to smallest)Asperdi Isle, Oakenisle, Fairisle, Leastisle, and unin-habited (and possibly cursed) Serpent Isle. Each ofthe four main islands is ruled as a minor barony, thepersonal fief of an Aerdi lord who no longer pledgesallegiance to the Malachite Throne. Asperdi Isle wasonce the headquarters of the Aerdi Admiralty duringthe height of the Great Kingdom, and it was theprovincial capital of these lands. Today, the barons ofOakenisle and Fairisle are not subjects of Asperdi,but all three work closely together. Leastisle's baronwas overthrown in 584 CY, and the isle is in com-plete anarchy.

The four major isles of the Sea Barons are fertileand lush, even idyllic in the case of Fairisle. The cli-mate is generally warm and mild most of the year,and while not tropical in nature, it can sometimes getvery hot during the summer months. These islandsare home to an abundance of resources, includingfruits such as bananas, galda fruit, and figs, whichfetch high prices on the mainland. Additionally, thewaters surrounding the islands are rich in seafood,and the shellfish collected just off the shore of theislands are highly prized delicacies. Oakenisle ishome to a unique species of oak that is generallyregarded as the best available for shipbuilding. Oak-enheart, the capital of the isle, accordingly sportshighly renowned shipyards, where most of thematchless vessels of the Sea Barons are constructedand repaired. Most of the activity and trade of theseislands revolves around the sea, and much of the pop-ulation owes its livelihood to it Temples to the godProcan are very prominent on these islands, thoughsmaller shrines to Xerbo are not uncommon as well.

In the opinion of many of the rulers along the

Solnor Coast, the Sea Barons are little better than thepirates and freebooters who they once fended off forthe Great Kingdom. Slavery is sanctioned on theisles, and it is said that the Sea Barons would gladlytake over the illicit southern trade of the ScarletBrotherhood if given the opportunity. Currently,Lord Basmajian of Asperdi leads the Sea Barons, fol-lowing the untimely death of Admiral Sencho Foyduring the wars. The greatest threat to the Sea Baronsremains the alliance between the Lordship of theIsles and the Scarlet Brotherhood. The rest of the SeaBarons are now bound in alliance to the Free Citiesof the Solnor Compact, led by Rel Astra and its LordDrax. The Sea Barons provide protection to thesemainland ports by patrolling the waters along thecoast in return for the ability to anchor in their har-bors and trade goods in their markets.History: Early in the history of Aerdy, when theAerdi expanded west from their holdings in theFlanmi basin, little attention was paid to naval pur-suits in the Solnor. Most of the islands off the easterncoast of the Flanaess were either inhabited by Flannatives in the north or Suel colonists in the south,and these peoples posed little threat to the expansionof the dominant Aerdi on the continent. It was onlycenturies later, after the founding of the Great King-dom, that the overkings sought to extend theirdominion to the seas. The seasonal raids of northernSuel barbarians from the Thillonrian Peninsula werebecoming more than a simple nuisance to the citiesof the eastern Aerdi coast. In the south, past theAerdi Sea, pirates of Suel extraction began harryingtraffic between the Solnor and the Azure Sea withimpunity. This could no longer be tolerated by theMalachite Throne, so the small Aerdy admiraltybased in Rel Astra needed to be expanded.

For centuries, the isles enclosing the Bay of Gatesacross from the Gull Cliffs and the coastal cities ofRoland and Ountsy were populated by primitive Flantribesmen and some small number of Aerdi, notablydissidents from the mainland. However, early in thefirst century of the Great Kingdom, Overking Man-shen decided to create baronies from the fertile isles;Oeridian colonists soon settled them while the courtin Rauxes struggled with their administration. In 102CY, House Garasteth laid claim to the isles, and openconflict threatened to break out between HouseGarasteth and House Atirr, from North Province.Overking Manshen's wisdom was in full displaywhen his solution to the problem was to conduct anopen competition to settle the matter. He appointedfour peers from the rival noble houses to the baroniesof the four islands and instructed them to buildfleets. The baron who was most successful at thenaval exercises that ensued would be chosen to repre-sent the entire realm as the lord high admiral of the

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Great Kingdom. Baron Asperdi of Atirr won the posthandily, and the largest island was named for himand his descendants. The headquarters of the AerdiAdmiralty was thereafter moved to Asperdi Isle, andthe islands came to be known as the Dominion of theSea Barons.

With the naval power of the Sea Barons at thefore, the Aerdi captured the Lordship of the Isles in168 CY by defeating the Suel of Duxchan. However,victories and glories fur the Sea Barons over thenext few centuries were few. Their typical lot was tobattle the Suel barbarians on seasonal raids from thenorth. At the same time, their Duxchan rivalsgained authority from the overking over the south-ern seas and the rich trade proceeding from Hep-monaland. However, as the purveyors of trade fromdistant parts of the kingdom to the large markets,primarily in Rel Astra and Pontylver, the Sea Baronsstill profited greatly.

In 448 CY, the Sea Barons suddenly gained soleauthority over naval pursuits in the eastern GreatKingdom, following the affiliation of the Lordship ofthe Isles with the Iron League. Overnight, the princeof Sulward and the baron of Asperdi became nemesesinstead of rivals, with the Aerdi Sea as their field ofbattle. More than a century and a half of conflict hasensued between the two powers, and while thenames and faces have often changed, the contests arestill hotly fought. The Sea Barons won the mostrecent encounter, the massive Battle of Medegia,fought in the Aerdi Sea in 572 CY. Now, the Dux-chaners, with the resources of the Scarlet Brother-hood at their backs, have made a comeback. Two cap-tains loyal to the Sea Barons were killed and replacedby agents of the Brotherhood in 587 CY. The spieswere uncovered, but the Sea Barons are extremelyconcerned that they will be targeted by the ScarletOnes to suffer the same fate. For that reason, theyhave allied with Lord Drax and the Free Cities of theSolnor Compact, keeping a close watch over theactivities of their captains.

Lord Basmajian has worked hard since his acces-sion during the wars to ensure that the fate thatbefell so many other nations is not shared by hisown. He kept his fleets out of the Greyhawk Wars,but the Sea Barons were not prepared for the sackingand capture of the smallest of their realms, Leastisle,by marauders in 584 CY. These usurpers pale in com-parison to the external threats that the remainingthree barons face, and they are confident they willwin back the small barony. However, they cannotafford the effort so long as the Scarlet Brotherhood'sthreat in Duxchan exists, and so long as they lack atreaty with the barbarians of the north. For the timebeing, Vernport on Leastisle remains a free city, if adangerous and anarchistic one.

Conflicts and Intrigues: The Sea Barons do notdesire a permanent alliance with the Cities of theSolnor Compact, distrusting Drax's motives, but theyfeign friendship. The Sea Barons fear assassination orworse by the Scarlet Brotherhood, and treat withstrangers in their lands harshly. Expeditions launchedto the mysterious south in the last few years havereturned with tales of fantastic wonders and riches,

Sea PrincesProper Name: Hold of the Sea PrincesRuler: Contested: (eastern isles and cities) ElderBrother Hammandaturian, Shepherd of the SeaPrinces (LE male human Mnk12); various local war-lords, tribal clerics, and foreign armies hold theremainder of the regionGovernment: see "Ruler"; region in civil chaosCapital: MonmurgMajor Towns: Hokar (pop. 21,000; controlled bylocal folk), Monmurg (pop. 15,000; Scarlet Brother-hood controlled), Port Toli (pop. 11,000; ScarletBrotherhood controlled), Westkeep (pop, 9,500;Keoland controlled)Provinces: (preconquest) 30 separate noble domains;(post-conquest) unknown number of warring mili-tary/religious domainsResources: (preconquest) Foodstuffs, slaves; (post-conquest) the same, though no exports of noteCoinage: Old coinage used but greatly devalued:highlord (pp), gold admiral (gp), bright ship (ep),silver (sp), common (cp)Population: 420,000—Human 79% (Sofz), Halfling8%, Elf 4%, Dwarf 3%, Gnome 2%, Half-elf 1%, Half-orc 1%, Other 2%Languages: Common, Olman, Amedi, Keolandish,HalflingAlignments: CN*, CE, N, NE, LEReligions: Osprem, Xerbo, Procan, Norebo, Kelanen(native Holders); Syrul, Bralm, Tharizdun? (SB);Olman pantheon, esp. Chitza-Atlan (Olman)Allies: NoneEnemies: Native peoples of the Amedio Jungle,Keoland, Yeomanry (minor)Overview: The Hold of the Sea Princes is a land bor-dered on all sides by the protection of natural terrain.To the north, its reaches extend to the Hool River atthe heart of the marshland of the same name. To thewest and south, the lands of the Sea Princes arewalled in by the Hellfurnaces. The Hold's easternborder, along the Jeklea Bay, accounts for the nation'sformer prosperity.

That prosperity, however, is now gone, perhaps for-ever. Now, the Hold is wracked by violent politicalupheavals, invasion, and bitter ethnic conflict—abeautiful, tropical land marred by the sins of the pastand the conflicts of the present.

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Despite the political climate, the Hold is renownedfor its beautiful weather and pleasant beaches. Beforethe Greyhawk Wars, nobles from as far as Nyrondflocked to Monmurg every winter, hoping to escapethe dreary north for a few months of relative paradise.

The land here is fertile and suitable for farming allmanner of crop. Fruit production is perhaps theHold's most famous industry, though a traffic in slav-ery brought it the most prewar enemies (and wholeships filled with coin, thanks to the greedy lords ofAhlissa and elsewhere). In fact, the slave trade of theSea Princes was so lucrative that captains called theircaptured Amedio slaves "two-legged admirals," refer-ring to the platinum coinage of the realm.

The Sea Princes once commanded the grandestnavy in all the Flanaess. Now, most of these ships aresunk or used by the Scarlet Brotherhood. Regardless,few still dock along the coast. The Hold's small buteffective army fell early to the armies of Amedio andHepmonaland savages, imported by the Brotherhoodduring the Greyhawk Wars.History: In the mid-fourth century CY, as Keolandmade war in the north, the buccaneers of the AzureSea and Jeklea Bay grew courageous, correctly assum-ing that the king's wartime ambition would leavemuch of his southern holdings for the taking. Oper-ating from hidden island and mainland bases, thesepirates harried the coastline as far as the Sea of Gear-nat, from Monmurg to Gradsul, from Blue to Scant.By 444 CY, the pirates had formed a loose confedera-tion, naming themselves for the Sea Prince, the shipof a successful pirate captain of noble Keoish blood.

The Sea Princes raided the mainland coast, con-quering even Port Toli and finally Monmurg in 446,breaking Keoish control of the southlands in a flurryof naval actions. As Tavish III's northern holdingscrumbled, however, he ordered the eradication of theSea Princes, charging his military commanders toregain all of the land lost to the seafaring oppor-tunists. The Sea Princes' operations had expandedeven to the mainland, a fact that infuriated the king.The pirates openly scoffed at his decrees and chal-lenged the monarch to a battle by sea. Tavish IIIwould not oblige.

Instead, in the spring chill of 453 CY, the kinghimself led a large army of men through the tanglesof the Hool Marsh, intending to lay siege to the fortcity of Westkeep. The trek through the swampproved disastrous, however, and many of the soldierswere forced to cast away their armor in the quagmire.The army's wagon train suffered tremendous diffi-culty, and many soldiers took sick within the firsttwo days of the march. Tavish seemed indignant.Westkeep would fall, and he himself would hoist theLion Rampant upon its highest tower.

When finally the army arrived at the outskirts of

the fort city, the Sea Princes forces had been well pre-pared. Those Keolandish soldiers who did notmutiny were cut down by an unrelenting barrage ofarrow fire and magic. The Siege of Westkeep, as itwould soon be known, lasted a pathetic 70 minutes.Tavish himself was slain in battle, and the forces ofthe Sea Princes celebrated that night under the stan-dard of the crowned caravel.

The Battle of Jetsom Island, in 464 CY, saw theKeoish navy sink the Sea Prince, with all hands lost.Though not a decisive military victory for Keoland,the action marked a turning point for the holders.Thereafter, many of the old captains retired frompiracy, settling the mainland and forming a more sta-bilized government. The younger captains turnedfrom piracy to relatively legitimate pursuits, includ-ing exploration of the Amedio coast and, eventually,the sale of slaves captured within the fecund south-ern jungles. Thus a chaotic nation of pirates andscalawags turned their attention to mercantilism, andthe coffers of the Sea Princes swelled to bursting.

With this newfound industrial power, the SeaPrinces expanded their borders to the Hellfurnaces.Vast plantations, worked by imported Amedio slaves,provided shiploads of tropical fruits and sugar, goodsthat could be exported to foreign ports for unheard-of low prices. Though the sale of human beings drewthe ire of upstart radical nations such as the Yeo-manry, the Sea Princes' slave trade was seen by mostof the Flanaess as a necessary evil on the road to fan-tastic wealth.

As the years progressed, however, the practice ofslavery was less supported by the gentry of clientnations. When the moderate Prince Jeon II of Mon-murg assumed the throne in 573 CY, most expectedthe issue to come to a head. In 577, Jeon assembled agrand council of his peers and demanded an end toslave-taking. The prince of Toli, the plar of Hool, thegrandee of Westkeep, and the commodores of theIsles shouted down his plan. Only the ineffectualgovernor of Sybarate Isle and the duke of Berghofsupported him. In disgust, he withdrew his proposal.

He need not have bothered in the first place.Within the next few years, the Hold of the SeaPrinces became a nation of slaves. Like many nationsduring the Greyhawk Wars, the Sea Princes fellvictim to the Scarlet Brotherhood. Within a singlenight in 584 CY, twenty-seven of the thirty noblesmaking up the nation's nobility and governmentwere assassinated by killers loyal to the Scarlet Sign.The remaining three nobles signed a notice of sur-render, ceding all land to the Brotherhood. There-after, ships, bearing red sails unloaded armies ofAmedio and Hepmonaland natives in Monmurg andPort Toli.

The lands of the Sea Princes were forever changed.

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Many non-Suel slave owners were imprisoned inchains by the brotherhood, often in the same pens astheir former thralls, a situation that usually ended inbloodshed. Among the most sadistic members of thebrotherhood "Herdsmen," creating power strugglesbetween slaves and their former owners becamesomething of a contest, with the creator of the mostviolent clashes winning accolades among theinvaders. Such games fermented dissent, however.Slave revolts became common occurrences. Unlessone wore robes of scarlet, the Hold became danger-ous ground to tread.

The intense heat of summer, 589 CY, instilled agreat fervor in the land among the slaves, the fewremaining nobles, and even the ranks of the Herds-men. Details remain clouded, but in that year, a greatand ancient temple was discovered in the Hellfur-naces, near the Sea of Dust. For reasons known onlyamong the principals, and surely the Brotherhood'sleadership on the Tilvanot Peninsula, this discoverytriggered a bitter schism between the western Herds-men and their kin in Monmurg, which in turn trig-gered a brief war of assassination among the nation'sBrotherhood leaders.

Several junior members, allied with the western-ers, revealed themselves as the so-called Black Broth-erhood. In the name of entropy, they triggered anarmed revolt in the capital, leading brutish Hepmon-aland soldiers through the streets of Monmurg. Theaction was crushed within a single day, but tellingdamage was done to the hierarchy of the ScarletBrotherhood Herdsmen. The cry of revolutionspread throughout the nation, and all descended intototal chaos.

In early 590 CY, King Skotti himself led the Keoisharmy to Westkeep, taking advantage of the chaos. Itwas a move many criticized, hearkening back to thesad fate of Tavish III. As if to fulfill this historicalprophesy, Westkeep is a squalid, ill-supplied locale.Disease runs rampant, morale is low, and agents ofthe Brotherhood are thought to be everywhere.

The Brotherhood still controls key settlements inMonmurg, as well as Jetsom, Flotsom and FairwindIsles. Olman ex-slaves control the western half of thehold. Among these folk, newly appeared Olman cler-ics stir up long-lost tales of ancient gods of the jungle,allegedly inciting their converts to acts of grimbutchery and human sacrifice. The city of Hokar isthe center of a new government formed by analliance of commoners, middle-class folk, and eman-cipated slaves. This alliance is governed (badly) by acoalition of minor nobles who, through theirintrigues and assassinations, seem set to complete thejob of complete civil destruction started by theBrotherhood some seven years ago.Conflicts and Intrigues: Minor nobles of the old

regime are currently united in the Fraternity of the!Brazen Blade, ostensibly a religious order dedicatedto Kelanen but in fact a vicious revenge society. Dis-ease is rampant throughout the northwestern lands,Violent, organized attacks on Brotherhood shippingby merfolk and tritons are increasing across theAzure Sea.

Shield LandsProper Name: Restored Holy Realm of the Faithfulof the Shield LandsRuler Her Most Honorable Ladyship, Countess Kata-rina of Walworth, Knight Commander of the ShieldLands (LG female human Pal15 of Heironeous)Government: Commonwealth of local lords ruledby highest ranking noble of Walworth Isle, who isalso Knight Commander of local religious armyCapital: CritwallMajor Towns: Admundfort (pop. 5,000? [occupiedby Iuz]), Bright Sentry (pop. 2,700; ScraghohmeIsland), Critwall (pop. 14,300); all other townsdestroyedProvinces: (Formerly) twenty-three petty nobledomains on the mainland, ruled from Admundfort(the island was its own separate domain); (now) twofree domains (mainland area controlled from Crit-wall, and Scragholme Island), with the remainder ofthe land overrun but badly controlled by Iuz's forcesResources: Livestock and foodstuffs in northernoccupied lands, not exported; few resources in freelandsCoinage: Currently none, but a mint is being pre-pared; old coinage is used when found: knight (gp),axeman (ep), shield (sp), sheaf (cp)Population: 27,000—Human 79% (Osf), Halfling9%, Elf 5%, Dwarf 3%, Gnome 2%, Half-elf 1%, Half-orc 1%Languages: Common, Halfling, ElvenAlignments: LG* LN, CGReligions: Heironeous*, St. Cuthbert, Mayaheine,Pholtus, TrithereonAllies: Furyondy, Veluna, Verbobonc, Dyvers, Grey-hawk, Duchy of Urnst, County of Urnst, Highfolk,church of HeironeousEnemies: Iuz, all remaining forces of the Hierarchsof the Horned Society, all remaining forces of theBandit Kingdoms; disliked greatly by Knights of theHartOverview: The Shield Lands consisted of two dozenprovinces of various size, stretching from the RitensaRiver in the south to the Vigilant Highway, fromPlague Fields to Alhaster (which joined the BanditKingdoms in 577 CY as part of Redhand). Thenation's northern border has shifted throughout thecenturies, but it was generally defined by the south-ern margins of the Rift Barrens.

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The current nation, often referred to as the "NewShield Lands," encompasses only the 20-30 milessurrounding the city of Critwall and ScragholmeIsland, at the mouth of the Veng-Ritensa River. Akeep on Scragholme Isle, Bright Sentry, guards asmall bur growing port that bears the same name andserves as the island domain's local capital. The cur-rent government proclaims that the recapture of alllost lands is its primary goal, though fighting hasground to a virtual standstill within the last year.

The rest of the Shield Lands are under the admin-istration of Iuz, through his agents in Admundfort,proclaimed a regional capital in 587 CY. The effec-tiveness of the rulership in Admundfort is question-able, as the island is currently besieged by theFuryondian navy and occasionally invaded by fanati-cal adventuring groups. The isle is thought to bedefended entirely by orcs, who may have killedeveryone else present. The current ruler is a LesserBoneheart mage, Vayne (CE male human Wiz17),about whom little has been heard since the GreatNorthern Crusade. Tens of thousands of humanslive in the occupied lands, eking out a horrible exis-tence of slavery and degradation. Towns such as Axe-port and Stahzer were completely leveled anddepopulated.

Prior to the wars, the Shield Lands had establishedperhaps the most modern and well-cared-for systemof roadways in the Flanaess. When armies overranthe nation from the north and east, these roadshelped to speed the land's downfall. Most roadsremain in good condition, and are used by the forcesof Iuz to ship goods to northern lands.

The local climate is temperate, and less harsh thatthe Bandit Kingdoms to the north. Though far fromtropical, the southern coast of the Shield Lands pro-vide the most hospitable beaches in all the Nyr Dyvcoastline.

Iuz controls a chaotic array of nonhumans here,numbering in the tens of thousands. The ShieldLands forces, stationed in Critwall, consist of some5,000 infantry and cavalry. Though most of thesemen and women are elite, battle-hardened veterans,they are war-weary and know that the sheer numbersof nonhumans in their homeland makes a directassault suicidal.

The people of the New Shield Lands have changedconsiderably in the last two decades. What once wasoverweening pride has changed to determination toregain lost lands. These are good, dedicated (if occa-sionally overzealous) folk who see their missionclearly. They are willing to sacrifice their lives toregain what once was theirs.History: When Ferrond broke from the GreatKingdom in 254 CY, the nobles of the Nyr Dyv'snorth shore refused to acknowledge the new king In the ruins of the Shield Lands

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in Dyvers. Loyal to the ideal of ancient Aerdy butwholly opposed to the decadent regime in Rauxes,these nobles failed to declare complete independ-ence, instead existing somewhere in-betweenautonomy and their former status as vassals to theviceroy.

When similar circumstances resulted, ultimately,in the formation of the lawless Combination of FreeLords to the north, the southern nobles bandedtogether, forming the "Shield Lands" as a bulwarkagainst the depredations and chaos of the north.Since the earl of Walworth commanded Admund-fort, at the time the only notable city in the region,he was chosen as the knight commander of the com-bined forces of the nobles. Within a handful of years,the new capital saw the formation of the Knights ofHoly Shielding, a Heironean order that both formedthe core of the new national army and served as anexample of good, clean living through dedication tostrict, militaristic goals.

The first true challenge to the authority of theshield came during 420-445 CY, when a local war-lord gained the Hand and Eye of Vecna, two surpass-ingly evil artifacts. The lord, Halmadar the Cruel,conquered the region near Delcomben and laid siegeto Critwall before being drugged by his subjects andinterred alive in the Kron Hills. After the Halmadaraffair, the earl of Walworth increased the size of theKnights of Holy Shielding, stationing his holy war-riors as advisers throughout the land.

When the Horned Society appeared after the dis-appearance of Iuz, affairs in the Shield Lands reacheda desperate crescendo. Here were enemies dedicatedto vile darkness and evil sacrifice, who had swornupon the ashen altars of Molag's Hall of Dread thatthey would march to Admundfort and line the wallswith the earl's intestines. Though years passed with-out significant military activity, the period between550-570 saw heavy skirmishing along the westernbanks of the Ritensa River. Great forts such as Tor-keep were raised, but such defenses soon provedinadequate.

In 579 CY, the Horned Society banded togetherwith the lords of the bandit realms Warfields andWormhall. With hobgoblin and mercenary armiessupported by daemons and demodands, the vast hostswarmed the western territories, bypassing strong-holds and laying waste to villages and farmsteads.Thousands of Shield Landers gathered at Axeport tohalt the invasion, but their line was broken and theirbodies thrown as fodder to inhuman beasts. By 581,all but Critwall had fallen to the invaders, who hadbeen joined by other Bandit Kingdoms' troops. Thevictors carved up the Shield Lands, dividing it intochaotic holdings ruled by bandits, goblinoids, andagents of the Horned Society.

Though many Knights of the Shield remained inCritwall, hundreds more spread to the good coun-tries of the Flanaess, pleading with their leaders tosend armies and aid to their fallen land. The gruffarrogance of the Shield Lands nobles had causeddeeper rifts than anyone had imagined, however, anddespite faint agreements that something must bedone, little came of the recruiting effort.

In the early months of 583 CY, however, the occu-piers began fleeing the country, leaving only hand-fuls of easily defeated bands behind. Though fewunderstood at the time, reports that Iuz's armies wereon the march frightened even the cold-blooded Hier-archs, who ordered all armies back to the heartlandsto prepare for a defense. By Coldeven, when theHierarchs were nearly all slain and the HornedLands quietly fell to Iuz, the battered Shield Landshad been reconquered in the name of Earl Holmer,Knight Commander of the realm.

Furyondy, which had great experience dealingwith Iuz and his armies, dispatched emissaries toAdmundfort, offering military and financial supportfor the grand invasion that surely was to come. Fear-ing annexation so soon after reclaiming his damagedhomelands, Holmer curtly refused these offers andexpelled Belvor's agents from his realm. Withinmonths, Iuz's armies, which had savaged the westernBandit Kingdoms, stood on his eastern border.

Outflanked and unable to support resistance ontwo fronts, the Shield Lands crumpled swiftly. Over11,000 Shield Landers fell in the invasion, with asmany dying in the subsequent occupation. While lifeunder the bandits and Hierarchs had been difficult,at least the rulers had been (in most cases) human.Now, under Iuz, farmers were forced to work fororcs, necromancers, and demons. These creaturesknew nothing of mercy, and life in the Shield Landsbecame that of fearful persistence, of not knowing ifthe next day would bring death or disfigurement,knowing that it would not bring hope.

Except for lone fortified keeps and minor pocketsof rural resistance, the whole of the Shield Lands fellto Iuz. A daring defense of Admundfort allowedmuch of the capital's population to flee via ship toWillip, but the evacuation was not completed. EarlHolmer, ever the noble knight, remained with hishomeland, only to be carried off to the dungeons ofDorakaa. (A daring group of Furyondian heroes res-cued him in 585 CY, but he was a broken shell of aman by then and died, insane, late that year.)

Occupied Admundfort was taken by Iuz as the newregional capital, to be administered by a Lesser Bone-heart mage, Vayne, and assorted demons. The rest ofthe country fell to lesser leaders, including severalfiends. The fertile lands of the Shield Lands becamethe breadbasket for Iuz's entire army, much of the

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physical labor carried out by zombies or humansunder the constant threat of murder and subsequentrevivification.

When King Belvor IV called the Great NorthernCrusade in Planting 586, the ranks of Furyondyswelled with Shield Lands exiles. Belvor appointedLady Katarina, Earl Holmer's young cousin, as LadyMarshall of an entire army of Shield Landers,Knights of Holy Shielding, Furyondians, and foreignmercenaries. This force distinguished itself in earlyvictories and was instrumental in the recapture ofGrabford.

Thereafter, Lady Katarina turned her attentions toher homeland, smashing into Critwall with zealousmilitary precision. By 588 CY, with Critwall clearedof enemy forces, the government of the Shield Landswas reestablished, albeit over a very small area. Kata-rina was named Knight Commander of the region.

Lady Katarina and her knights now look east, plan-ning surgical strikes against the enemy, confidentthat they will reclaim their lost land. ("Perhaps notthis year or the next," they say.) Heironeous hasshown them the path of righteousness, and it is longand lined with great sacrifice and furious battle.Those shackled by the Lord of Pain will be released,they cry. Those who fear the break of dawn will betaught the art of war and the strength of courage. Thelost lands will be reclaimed, they promise. The Shieldwill rise again!

Soldiers outside the knighthood, however, viewthe prospects of liberating the rest of the ShieldLands as bleak, at least through the rest of the decadeand probably longer. The forces arrayed against themare overwhelming in numbers, arms, and fortifica-tions. It will be a long and bitter fight.Conflicts and Intrigues: Some "liberated" humansare suspected of being agents of Iuz, but they are nowensconced in important positions in Critwall. A pro-posed alliance with the bandit refugees in the Tan-gles caused a bitter schism between Countess Kata-rina, who does not tolerate lawlessness, and herclosest advisors, who are far more practical ("Theenemy of our enemy is our friend").

Snow BarbariansProper Name: Kingdom of (the) SchnaiRuler: His Bellicose Majesty, King IngemarHartensen of the Schnai (CN male human Bbn16)Government: Independent feudal monarchy withhereditary rulership, loosely governing powerfuljarls; jarls meet yearly at the Assembly of Knudje(without king present), then send representatives toSoull to negotiate with king or have him resolve judi-cial disputes; king and jarls each have a retinue ofadvisers (clerics and skalds)Capital: Soull

Major Towns: Soull (pop, 5,600), Knudje (pop- 4,500)Provinces: Eleven noble fiefs controlled by clanjarls, with numerous minor noble fiefs below eachResources: Copper, gems (I-II)Coinage: Kronar (gp), haf-kronar (ep), linnwurm(sp), thrall (cp)Population: 209,000—Human 79% (S), Dwarf 8%(mountain 60%, hill 40%), Halfling 6%, Elf 3%,Gnome 2%, Half-elf 1%, Half-orc 1%Languages: Cold Tongue, Common, Dwarven,HalflingAlignments: CN*, N, CE, CGReligions: Kord, Llerg, Norebo, Xerbo, VatunAllies: Frost/Ice Barbarians (sometimes), Ratik(sometimes)Enemies: Iuz, nonhumans and giants in the CoruskMountains, North Kingdom, Sea Barons, BoneMarch, Stonehold, Frost/Ice Barbarians (sometimes),Ratik (sometimes)Overview: The Schnai, as the Snow Barbarians arenamed in their native tongue, are the most numerousof the Suel in the north. They are also considered thebest example of the unmixed Suloise race, manybeing as pale as their namesake northern snows.They still assert their supremacy over the Ice andFrost Barbarians, but such claims are now ignored bytheir neighbors. Trade continues between the threebarbarian states as it always has, and they freelymingle together on raiding expeditions to the south-ern lands. Shipwrights of the Snow Barbarians arestill considered to be the most skilled in Rhizia, andSchnai captains are felt to be the luckiest.

The warriors of the Schnai are typical of the Suelbarbarians. They usually ply axe or sword in battle,and wear sturdy chainmail coats. All use roundshields, including the berserkers, who otherwise gounarmored except for skins. Those berserkers dedi-cated to Vatun wield shortspears or battleaxes, whilethe followers of Kord favor the broadsword. The kinghimself favors Kord and has a company of berserkersamong his household. They are usually kept atKnudje, rather than at the king's court in Soull,though the king sometimes sends them to guest atthe halls of particularly troublesome jarls. The king'sother troops are of a more standard variety, includingcompanies of good archers. He has a few horsemenas well, masters of the long, scything axe.

The king of Schnai rules the land between the east-ern Corusk Mountains and the wide Grendep Bay.The Spikey Forest separates the territories of theSnow and Frost Barbarians, though the lands on bothsides are very similar. The climate of both kingdomsis nearly identical as well, with a relatively temperatesouthern zone. The landscape of the kingdom ofSchnai is more rugged than the Fruztii region, how-ever, though not so rough as that of the Cruskii. The

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same could be said of the people, who are more fac-tious than the Fruztii, but more united than theCruskii.History: The Schnai have not always been the mostpowerful of the Suel barbarians, but they have nevercome under the rule of either of their cousin states.Perhaps this is due to the superior seamanship ofthese barbarians, for they have never been attacked byland. They have always participated in the summerraids southward and are as successful as either of theirneighbors. Yet, they have also journeyed farther onthe sea than perhaps any in the Flanaess, despite theclaims of the Sea Barons. Their greatest kings and jarlshave all been seafarers, beginning with Schoffmundthe Strong, who defeated the Kraken of Grendep Bay.Since his day, all dead Schnai kings are interred inships, which are ignited and set adrift on the sea.

While the Fruztii were historically the most per-sistent in their raids upon the Aerdy, the Schnaiexplored the seas and the northern isles. Their dis-covery of Fireland during the early years of Fruztiiraids southward was a great distraction. Rather thanseek conquest in the Flanaess, they chose to explorethe Lesser and Greater Isles of Fire, while they builtsettlements on the more habitable islands of Sfirtaand Berhodt. They would inevitably return homewith tales of monsters and giants, and of treasuresalmost obtained. Real treasures, in the form of goldand jewels, were meanwhile being won by the FrostBarbarians in northern Aerdy. The attention of theSchnai soon returned to their southern neighbors, asthey joined the Ice and Frost Barbarians in sea-raidson the Great Kingdom.

When the Aerdi finally defeated the Frost Barbar-ians, the Schnai chose to take control of the beatenFruztii. With their much larger number of ships andwarriors, they easily dominated their batteredcousins to the west. The barbarians raided farthersouth, all the way to Medegia, and fought manybattles with the Sea Barons as they passed throughtheir waters. They also drove the Fruztii to makeraids on Ratik, rather than use their own warriors.This was a mistake in the long run, as the Frost Bar-barians developed an affiliation with the Ratikersthat they later used to pry themselves from the gripof the Schnai.

The Schnai also made war on the Ice Barbarians,wresting the Ustula region from them and holding itfor several decades. They never conquered the IceBarbarians as they did the Frost Barbarians, however,for the Cruski are nearly as able seafarers as theSchnai. The Ice Barbarian warriors were alsoextremely fierce, particularly the berserkers of Llerg,who know no fear—nor much of anything else,being little more than human beasts.

By the time of the Greyhawk Wars, the Cruski had

regained Ustula, and the Fruztii had nearly regainedtheir independence. They, with the Schnai, wendrawn in by the false Vatun that briefly deceivedthem all. When it was revealed that this was a decep-tion of Iuz the Old, the Suel barbarians withdrewfrom the alliance created between their nations andthe Stonehold.

A major raid into Stonehold was mounted severalyears ago by a combined force of Schnai and Cruski,though they were ultimately driven back. Since then,the young king of the Frost Barbarians has finallydeclared his nation's independence from the Schnai,Old King Orvung might have gone to war over suchan action, but the current king is more circumspectHistory, he realizes, often repeats itself. The ambi-tions of the young king of Fruztii may soon prove toogreat for his jarls, and Ingemar will be ready to sup-port their disaffection.Conflicts and Intrigues: An intermittent war smol-ders with Stonehold. King Ingemar generously feastsand rewards his chaotic jarls to insure their loyalty.Frost Barbarian jarls also being feted to gain theirfriendship and influence; this is viewed as blatantbribery, but it works. The king receives Scarlet Broth-erhood agents at court, but privately says he does nottrust them.South Province (see Ahlissa)Spindrift Isles (see Lendore Isles)

SterichProper Name: March of SterichRuler: Her Magnitude, Resbin Dren Emondav, Mar-chioness of Sterich, Stewardess of the Great WesternGate (LN female human Sor13)Government: Feudal monarchy owing fealty toKeoland; ruling family has been weakened, andnoble families are suffering from infighting and con-fusion over post-war claims of nobility, precedence,and land ownershipCapital: IstivinMajor Towns: Istivin (pop. 12,100)Provinces: Seven counties, each with three to fifteenlow baronies (conflicting baronial claims make finalnumber per county uncertain in many areas)Resources: Silver, electrum, gold, gems (II-III)Coinage: [Keoland standard) griffon (pp), lion (gp),eagle (ep), hawk (sp), sparrow (cp)Population: 144.000—Human 79% (OFS), Dwarf 8%(mountain), Halfling 6%, Gnome 3%, Elf 2%, Half-elf1%, Half-orc 1%Languages: Common, Flan, Dwarven, Keolandish,HalflingAlignments: LG, NG, LN*Religions: Heironeous, Pelor, Ehlonna, Berei, Fhar-langhn, Ulaa, Fortubo, Zilchus, Allitur, Beory, Maya-heine, dwarf pantheon

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Allies: Keoland, Gran March, Ulek states, Bissel,YeomanryEnemies: Nonhumans and giants of the Crys-talmists, Iuz, PomarjOverview: Sterich is a land rescued from nonhumanoccupation only to find itself embroiled in strugglesbetween returning nobles. The boundaries of thereclaimed territory generally extend from the west-ern banks of the Javan River to the east, through thelowlands of the Stark Mounds, down to the DavishRiver and around, in the south, to the Jotens (wherefighting continues). The mountain lake, the sourceof the Javan River, remains a hive of evil activity, andthe villages and mines nearby are completely aban-doned.

The distant western Crystalmists were once thehome of several competing clans of mountaindwarves. When the nonhumans invaded in 584 CY,many clans withdrew into their strongholds, whileothers fled the hills to warn their human allies. Sincethe nation has been reclaimed, five different clanholds have failed to send representatives to the courtin Istivin. Most Sterish fear the worst, though hardyexiled dwarven lords (often at odds with each other)are organizing several bands of adventurers for recla-mation missions.

Sterich claims no notable woodlands within itsborders, and has had to conduct considerable tradewith Keoland and Gran March for lumber to rebuildfallen towns and villages. The most heavilydefended portions of the reclaimed lands are per-haps the passes of the Stark Mounds, which offer arelatively safe route of passage for logging missionsto the Oytwood.

The military of Sterich, though blooded badly inthe reclamation campaigns, has emerged as a welltrained force with a handful of canny generals experi-enced in battling (and beating) nonhumans. A strongcontingent of 1,500 halberdiers forms the heart ofthis force, which is supplemented by light infantryand renowned light cavalry. Unfortunately, the mili-tary's division of power declares that most units areunder the control of a lord. Since the lords are nowsquabbling among themselves for regained land, sol-diers once united against a common enemy haveturned upon each other.History: Settled in as a client state of Keoland by rel-atives of the Grand Duke of Geoff, Sterich wasfounded as an earldom with the primary purpose ofcreating a stable political power with easy access tothe mines of the surrounding hills and mountains.

For centuries, the nation's nobles grew rich fromtrade that in turn attracted more nobles (often withpaid-for, meaningless titles). The adventurer Fen-wick Astakane of Skipperton noted, in his Travels(375 CY), that Sterich was "a hive of low nobility,

with titled aristocrats as common as pigs, such thatan ordinary serf gains political clout because his laboris in high demand." True, serfs endured as miserablea life in Sterich as in anywhere in the Flanaess, butthe general tone and the underlying truth of thematter dictated Sterich's reputation for generations.

In recent years, Sterich had grown distant fromthe Keoish crown, and had been allowed, in mostcases, to care for its own affairs. King Skotti had foryears treated the earl of Sterich, the proud Quer-chard, more as a favored relative than a vassal. Thetwo often spent holidays in each others' capitals,visits celebrated with much more vigor in Istivinthan in Niole Dra,

Perhaps because king and earl shared such strongbonds of friendship, it came as a surprise to mostSterish folk in 584 when, with ranger reports oflooming nonhuman activity in the western moun-tains, King Skotti failed to send any troops toSterich's defense. In truth, the king had longdespaired over Sterich's virtual independence (arelic from the reigns of his predecessors), andimplored his friend to swear fealty to Keoland, con-ceding much of the mine take to Niole Dra. Quer-chard refused.

The earldom paid in blood. Within a score ofweeks, uncounted legions of nonhumans, seeminglyled by powerful giants, surged from mountainstrongholds, quickly overwhelming Sterich's pettybaronies. Istivin was abandoned within days of thefirst attacks. Most other towns were put to the torch;stragglers were butchered and cooked on flamesfueled by whole villages and towns.

Many Sterish followed their earl to Keoland.Others, angered by the lack of Keoish action (butoblivious to Skotti's opportunistic offer) fled to theDuchy of Ulek or Gran March. In the latter, manyjoined the nascent Knights of Dispatch and plannedthe recapture of their lands. Regardless of where theSterish fled, most believed the occupation to be but abrief era in the history of their great nation.

In early 585 CY, King Skotti (perhaps realizing theterrible cost of his opportunism) promoted theexiled Querchard to the rank of marquis. Reasoningthat a semi-independent subject state added morecoin to the treasury than a wasteland controlled byogres and gnolls, the king of Keoland promised richrewards for each recaptured barony, and musteredtroops in the city of Flen, intent to recapture lostlands. These soldiers were joined by mercenariesand knights, all of whom hungered for a decisive vic-tory in a decade that had provided so many grimdefeats.

The first gains came in late 585 CY, when theKeoish force freed the town of Fitela from a fierceenclave of orcs and their kin. Much to the surprise

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of those who had fought inconclusive battles inGeoff, the armies discovered few giants in Sterich.Interrogations revealed, however, that the occupy-ing forces were loosely aligned under the banner ofone King Galmoor, reputedly a powerful giant in res-idence in Istivin. As the armies marched west to thecapital, past depressing smudges of ash and ruin thathad once been villages, all prepared themselves forthe worst.

When finally the army gained Istivin, in Readying586 CY, no trace remained of King Galmoor, orindeed of any destruction after the initial raids of584. In striking contrast to all other liberated towns,which had been destroyed, most buildings in Istivinremained in perfect repair.

Patchwall 587 CY, saw the liberation of all thecities of the heartlands, providing the army with astable base from which to mount village-by-villageattacks upon the nonhuman holdings to the west. ByColdeven 588, the whole of civilized Sterich hadbeen reclaimed.

Still, something was not right in Istivin. Thoughmost citizens noticed few differences, the city'sbuildings seemed to cast longer shadows thanbefore the war. Men in taverns seemed more likelyto raise a fist in anger. A rash of mysterious firesconsumed the homes of several important clerics.Iconic statuary on the walls of the temple of Pelorbroke away, crushing children at play in the templeyards. More than a few speculated in private that itseemed that the taint of war had brought a touch ofthe Abyss to Istivin.

Nights now find the streets of Istivin nearlyempty, even of city guards. Those brave souls whodare the darkness do so in great haste, running fromplace to place with weapons drawn. Many have disap-peared in the city at night. The most famous victim isQuerchard, marquis of Sterich.

The march is now controlled by MarchionessResbin Dren Emondav, a dark-skinned, large-framedwoman who took her husband's role upon his disap-pearance in 590 CY. The marchioness is reclusive,emerging from Krelont Keep only to announce newlaws intended to shield the citizenry from the chaosoutside the city walls and protect themselves fromeach other.

Beyond Istivin, supernatural terrors are few. Mun-dane problems exist in abundance. Though KingSkotti's promise of wealth for each freed baronyenticed many minor nobles to take up arms againstSterich's oppressors, it also quelled a dangerous greedin the populace. This has resulted in several legal(and sometimes physical) battles with multipleclaimants to the same property. As the marchionessrightly supposes and Skotti fears, many of the con-testing nobles are not nobles at all, but opportunistic

con artists hoping to carve land and a rich rewardfrom the misfortunes of a largely deceased aristoc-racy. In some cases, evil men have harbored designsupon still-living nobles; assassination is now rela-tively common throughout the countryside. Whilefor a brief period in 588 CY it looked as thoughSterich had rebounded from invasion, the countryremains threatened by its internal disorder.Conflicts and Intrigues: Five desiccated bodies ofebon-skinned elves were discovered in the heart ofIstivin. The bodies were mutilated and wore therobes of certain city officials, who were later foundto be missing. A powerful being calling himself theAzure Prince has appeared in the south, uniting sev-eral clans of goblinoids near the headwaters of theDavish River. A noted drunkard tells of beingimprisoned in Krelont Keep, where he saw a lunaticheld in a cell furnished with the trappings of nobil-ity; the madman strongly resembled the missingMarquis Querchard.

StoneholdProper Name: StoneholdRuler; His Most Grim and Terrible Might, RheltSevvord I, Master of Stonehold (CE male humanFtr20+)Government: Independent feudal monarchy withhereditary rulership, governing four ataman nobles(ruling from the towns) and four nomadic tribalchieftains, with the standing army commanded bythe rhelt (king); current rhelt is charismatic and hasnear-dictatorial powersCapital: VlekstaadMajor Towns: Bastro (pop. 1,700), Kelten (pop.2,800), Purmill (pop, 1,900), Vlekstaad (pop. 2,200before being burned, now 700)Provinces: Territories controlled by four atamansand four great chieftainsResources: Furs, walrus ivory, silver, gems (I)Coinage: Giftring (gp), halefist (sp), grimfist (cp);much looted coinage from Tenh is currently used herePopulation: 55,000—Human 96% (FS), Orc 2%,Dwarf 1%, Other 1%Languages: Flan dialects, Common, Cold TongueAlignments: CE*, CN, NReligions: Erythnul*, Syrul, Beltar, Beory, Obad-HaiAllies: NoneEnemies: Iuz, Frost/Ice/Snow Barbarians, the Pale,orcs in GriffsOverview: A frigid climate and brutal regime com-bine to make Stonehold one of the harshest lands inall the Flanaess. Bounded to the west and north bythe Icy Sea, Stonehold's southern and eastern bor-ders are formed by the Griffs and Corusks. Themajority of Stoneholders live a seminomadic exis-tence, moving to the northern tundra in summer and

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migrating south in the autumn. The remaining thirdor so of the population dwell in permanent settle-ments, mostly west of the Frozen River. Brutestrength has long been the main virtue espoused bythe people of this land, and treachery the byword ofher leaders. All of the bordering nations are Stone-hold's enemies. Stonehold has no trade, her onlyexport being war, and in this she excels.

The armies of Stonehold are comprised of "Fists",war bands of about 250 fighters, of either infantry orcavalry. The bulk of heavy infantry is drawn from thesettlements, while the tundra and forest dwellersprovide most of the light infantry and cavalry. RheltSevvord is the absolute master of these people, andhis troops are expected to obey him without ques-tion. The punishment for disobedience is slow death,though the rhelt always rewards his loyal troops withplunder and captives. So far, Reword Redbeard hasmaintained his personal authority and become themost important figure in his nation's history sinceStonefist himself. Still, many feel that his time haspassed, and wait for a leader who will be strongenough to challenge him.History: Stonehold began as the Hold of Stonefist, abandit chiefdom founded in the territory of the oldColtens Feodality. Vlek Col Vlekzed, called Stone-fist, was a ruthless bandit who had been cast outfrom the Rovers of the Barrens for his vice and cru-elty, and left to wander the fringes of his homelandfor several years. Over that time, he gathered a largefollowing of evil men, even sacking one of the oldBandit Kingdoms and carrying away most of its pop-ulation. Vlek moved them beyond White FangedBay, where he established the fortified town of Vlek-staad. The Coltens were very uneasy with his pres-ence in their land, but Vlek promised a truce andoffered to negotiate with their leaders. As theColtens traveled to the appointed site, they wereambushed and slaughtered by the followers ofStonefist. The remainder of the Coltens host wasrouted, and Vlek settled down to rule over the wholeterritory.

Outcasts from many nations were attracted byStonefist's infamy, and came to swell the ranks of hisfollowers. Stonefist established the Mastership of theHold as a semihereditary position, available only tohis descendants. They were allowed to compete inthe biannual Rite of Battle Fitness, which deter-mined the rank of potential challengers to the Hold'sleaders. The overall winner was allowed to challengethe Master of the Hold, while the surviving loserswould join the Fists, with those who did best in thebattle-rite becoming chieftains and leaders of the warbands. The Coltens folk had no place in this hierar-chy, and many fled to the Hraak Forest, or beyondthe Big Seal Bay and the northern thrust of the

Corusks to dwell in the Taival Tundra, in the land ofthe Ice Barbarians).

Those who could not flee remained in servitude toStonefist and his descendants. Over the generations,however, they slowly emerged with a competingform of leadership, based on election by the warriorsof a tribe or settlement. The Rite of Battle Fitness hadcaused the death of so many aspiring leaders that itsproponents grew scarce. The Hold became dividedbetween those who supported the traditions ofStonefist, and those who wished to see the restora-tion of the Coltens Feodality. There was enough sup-port for both sides to threaten civil war. Reword Red-beard, the cunning Master of the Hold, fended offsuch an event by proposing his own form of govern-ment. He would take the title of rhelt, and both hisposition and those of his atamans would becomehereditary. The chief men of each area would electwar leaders, though Reword also preserved the Riteof Battle Fitness as a trial to be overcome in order toserve in the rhelt's standing army.

The Greyhawk Wars that brought hardship andruin to so much of the Flanaess began here, in Stone-hold. Brought into a brief alliance with the Suel bar-barians by a deception of Iuz, the Fists turned southto attack their old enemies in Tenh. Though the Suelquickly withdrew from the false confederacy, thearmies of Reword Redbeard pushed throughThunder Pass and captured the unprepared town ofCalbut in Tenh. Within less than two weeks the capi-tal of Tenh had fallen as well, and its duke fled to theCounty of Urnst. The rhelt of Stonehold was nowoverlord of Tenh, though under the supernaturalcontrol of Iuz, for a powerful and nearly undetectablecharm had been placed on Reword. It remainedunbroken for six years, during which time Stoneholdcontinued to occupy Tenh, enslaving rather thanslaughtering the populace.

Less than three years ago, during a period of Suelraids into Stonehold, the magical affliction ofReword Redbeard was ended. Without knowingwhy, he exploded in a rage that would have killed alesser man. He gathered the Fists from across Tenh,having them first kill all the clerics of Iuz withintheir reach, and any locals they could quickly find;then, leaving only a rearguard to occupy Calbut,Nevond Nevnend, and the territory north of theZumkend River, he returned in force to Stonehold.His army drove the barbarians back from Kelten andsecured the pass, while he returned to Vlekstaadwith his personal guard. The town was a smokingruin, its inhabitants dead or fled away. The Suel bar-barians he blamed for the attack left no survivors todescribe the onslaught. A picked force of warriorspursued their trail into the lower Griffs, where it dis-appeared. He decided the Suel had obviously

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escaped through the mountains back to their home-lands in Rhizia.

Rhelt Sevvord vows vengeance against the Suel,though his greatest hatred is for his former "ally," Iuz.Vlekstaad is being rebuilt, refortified, and regar-nsoned. Kelten and Purmill are more important inthe affairs of Stonehold, especially in light of theongoing warfare with the Suel barbarians. The occu-pation of Tenh is now over, too, except for Calbutand Nevond Nevnend. It may be that the greataccomplishments of the first rhelt of Stonehold arefinally at an end.Conflicts and Intrigues: Revenge is widely soughtagainst the northern barbarians for the burning ofVlekstaad, but Iuz's forces are hated even more. Con-spiracies are suspected between Iuz and several warband leaders to gain control of Stonehold. Murdersof war band leaders (by their fellows) are on the rise.

SunndiProper Name: Kingdom of SunndiRuler: His Brilliant Majesty, Olvenking Hazendel Ithe Defender of Sunndi, Protector of the South (CGmale elf Wiz8/Clr4 of Trithereon/Ftrl)Government: Independent feudal monarchy with agray-elf royal family governing numerous noblehouses of humans and nonhumans; member of theIron LeagueCapital: PitchfieldMajor Towns: Pitchfield (pop. 3,800), Newkeep(pop. 2,700)Provinces: Eighteen counties, subdivided intonumerous viscounties and baroniesResources: Electrum, platinum, gems (II, IV)Coinage: [Modified Aerdy] new plate (pp), newcrown (gp), noble (ep), silver (sp), common (cp)Population: 125,000—Human 79% (OS), Elf 9%(gray), Dwarf 5% (mountain 50%, hill 50%), Gnome3%, Halfling 2%, Half-elf 1%, Other 1%Languages: Common, Old Oeridian, Elven, Dwar-ven, Gnome, HalflingAlignments: NG*, CG, NReligions: Pelor, Trithereon, elf pantheon, Lydia,Oeridian agricultural gods, Ulaa, Fortubo, Jascar,Norebo, dwarf pantheon, gnome pantheon, BoccobAllies: Irongate, Onnwal (rebels), NyrondEnemies: Scarlet Brotherhood, Lordship of the Isles,Ahlissa (distrusted), amphibious nonhumans of theVast SwampOverview: Sunndi is nestled in a natural basinbetween the Hestmark Highlands to the east, theGlorioles to the north, and the Hollow Highlands tothe west. The climate is very warm but temperate,with much rainfall throughout the year, especially inthe winter; snow is unknown, and freezing tempera-tures are a sure sign that foul magic is afoot. The

western and southern ends of the country lie withinthe meandering Pawluck River valley, and the aptlynamed Vast Swamp forms the southern border of thekingdom. The Rieuwood is considered part of therealm, and the northern border is the GrayfloodRiver, from the Ahlissan city of Hexpools to thatnation's new capital of Kalstrand. The Menowood isnot part of Sunndi, but its nonhuman clans areloosely allied with it.

Sunnd army units are posted along the southernbanks of the Grayflood River and for a short distancealong the Thelly across from Kalstrand. The landssouth of the Thelly, down to the Glorioles and Hest-mark Highlands, are currently claimed by Ahlissabut not held in force; some Sunndi units passthrough here in pursuit of bandits, but it is unlikelySunndi could take and hold this area against Ahlissa'smight, if push came to shove.History: The great migrations during the Baklunish-Suel wars and following the Twin Cataclysms sawmost Suloise pushed to the far extremes of theFlanaess. Several houses, led by the charismatic ZellifAd-Zol, scion of the Suloise Throne, passed throughthe fertile Pawluck River Valley, hunting out a landpromised to them in dreams and castings. Most ofthe Suel followed their leader into the Vast Swamp,eventually finding salvation on the Tilvanot Penin-sula. Other, perhaps wiser, Suel saw in the valleygreat prosperity, and elected to remain. These menand women made the place their home, easilybefriending the indigenous gray elven lords, whoclaimed to have lived in the land since the first treehad broken ground. Later years brought powerfulOeridian raiders, who conquered the Suel and elvenalliance with little difficulty.

After Aerdy had solidified its hold on the entiretyof Oeridian lands following the Battle of a Fortnight'sLength, a canny king made Sunndi a fief withinSouth Province, granting rulership to whatever noblemight fall within the good graces of the sittingherzog in Zelradton. This form of repressive rulebrought oppressive taxation, overfarming, and acts ofviolence against Sunndi's nonhuman population.While the ever-present Glorioles Army of SouthProvince kept the land free of banditry and protectedfrom the nonhumans of the nearby mountains andswamps, the safety came at the price of freedom.

Within a decade of the formation of the IronLeague, human, dwarf, elf, and other nobles of thePawluck Valley, Hestmark Highlands, Rieuwood,and Glorioles Mountains rose up against the occu-piers, liberating Sunndi in a short but brutal uprisingstill remembered with bitterness in Ahlissa. In 455 CY, Sunndi officially joined the Iron League.

With the Aerdy nobility dead, fled, or in revoltagainst the overking, the people of Sunndi turned to

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the gray elves of the forests for guidance. TurentelEsparithen, a count under the occupied governmentand a hero in the fighting against the Aerdi, estab-lished a government based upon mutual respect forall peoples

The nation existed in this state for more than a cen-tury. From time to time, border skirmishes withSouth Province escalated into what could be termedwar, though without financial backing from Rauxes,the herzogs of Ahlissa could do little more than castangry stares across the Grayflood.

In 577 CY, however, Herzog Chelor's forcescrossed the Thelly, seizing Sunndi's northeast fron-tiers in a series of bitter charges. The following year,Chelor himself took the field, gaining the territorybetween the Grayflood and Rieuwood. The amassedarmy, under the command of General Reynard,crossed the northern Hollow Highlands, hoping tocut off all of Sunndi from her allies in Irongate,Onnwal, Almor, and Nyrond. The invasion achievedonly modest gains, however, thanks to an allied forceof nearly twenty thousand men, dwarves, andgnomes. Though fighting continued in the region,with guerilla raids staged from the Rieuwood and thehills, Ahlissa held on to its gains.

By 583 CY, the heavily bulwarked Ahlissan pres-ence in the area coupled with extreme attritionamong the elf and dwarf protectors of northernSunndi made for a disastrous combination. With thefull might of the Glorioles Army, Herzog Chelorpushed south all the way to Pitchfield, burning thecount's estates and ravaging the central countryside.Thousands of Sunnd perished in battle against one ofIvid's most skilled armies. For a time, it seemed as ifthe entire nation would be lost. Within two monthsof invasion, however, Sunndi gained hope with thearrival in late 583 of Almor's Commandant Osson,who had led most of Ivid's army on a distractingchase throughout much of the southlands, away fromChathold. Osson's host met the Glorioles army at theBattle of Rieuwood. Aided by native sylvan elves,Chelor's army was decimated and shamed.

Osson claimed Pitchfield in the autumn of thatyear. As light snows blanketed much of Ahlissa,Osson and his men took a month to recuperate in therelative warmth of the Pawluck Valley. A failedattempt at taking Nulbish eroded at his army'salready fragile morale, and word that the Aerdi Armyhad cut off any hope of return to Almor painted alandscape of desperation. Finally, the Almorian armysurged north to the See of Medegia, which fellquickly without support from Rauxes. Ultimately,Osson's army was put to the sword, its few survivorsreturning to the villages of Sunndi that supportedthem. Some say that Osson himself lives on here,though this has never been confirmed.

The fall of Idee to South Province in 586 CY andthe emergence of the United Kingdom of Ahlissa inthe following year panicked many in Sunndi, whoalready felt threatened enough by the Scarlet Broth-erhood's attempts to overthrow the realm fromwithin. A few heavy-handed overtures by Ahlissafor the county to join their nascent empire did nothelp matters.

After long consideration and consultation, CountHazendel (himself of a major noble house of thegray elves) declared in Growfest 589 CY that Sunndihad forevermore severed all ties with the GreatKingdom and its successor states and noble houses.Sunndi was made a kingdom of standing equal toNyrond and Furyondy, a political act of no smallimportance. The few Aerdy-descended noble housesof Sunndi were ordered to rename themselves, and aCongress of Lords was appointed to advise Olven-king Hazendel the Defender. The lords were therulers of the many human and nonhuman noblehouses of the realm, and they met for the first timein Pitchfield in Growfest 590 CY. Each lord wasmade a count, master of one of the many small coun-ties that now dot the realm.

Hazendel also has reaffirmed Sunndi's allegianceto and support of the Iron League, though only Iron-gate and the rebels in Onnwal remain as members.Despite the Iron League's anti-Aerdy stance, cautioustrade began with Ahlissa through Hexpools,Kalstrand, and Nulbish in 590 CY. Attempts to getthe independent port town of Dullstrand to join thekingdom have not yet worked out; infiltration of thetown by the Scarlet Brotherhood is rumored butunproved, and the town continues to supportSunndi. Glorioles dwarves, long reluctant to cooper-ate with elves, have remained subject to the king byold treaties, though they have asserted their separa-tion from other peoples at the same time they fightalongside them.

Amphibious monsters from the Vast Swamp, aidedby clerics of the toad-god Wastri, have raided therealm in increasing numbers since 590 CY. Interro-gation of the clerics hinted that Wastri might bepreparing for an invasion of southern Sunndi, anevent that has occurred every fifteen to twenty yearsfor centuries. Olvenking Hazendel has ordered morecastles built on the southeastern frontier, and allexisting castles and fortifications there and along thePawluck River upgraded.

Sunndi is a very young kingdom at only two yearsof age. Its isolation and internal cooperation are itsgreatest strengths, but it is almost completely sur-rounded by potential enemies.Conflicts and Intrigues: Southern villages latelysuffer from nocturnal attacks by vampires, leadingto a climate of distrust throughout the area. The

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Scarlet Brotherhood is feared to be infiltrating thegovernment and armed forces, assassinating or kid-napping officials, and sabotaging public works.Attempts to get Dullstrand to join the kingdom asits only seaport have met with failure, since thetown's rulers make certain demands that Sunndiwill not consider.

TenhProper Name: Duchy of TenhRuler: Contested: His Radiance, Duke Ehyeh III ofTenh (NG male human Rgr12) vs. forces from Iuz,the Pale, and StoneholdGovernment: (formerly) Independent feudalmonarchy whose royal and noble houses werestrictly Flan; (now) court exile, lands fought over byseveral rival armies, who are the only effectiveauthorities.Capital: Nevond NevnendMajor Towns: Calbut (pop. 14,500 [ruined, occupiedby Stonehold]), Nevond Nevnend (pop. 25,200[ruined, occupied by Stonehold]), Redspan (pop.21,000 [ruined, occupied by Duke Ehyeh's forces]),Atherstone (pop. 4,500 [occupied by the Pale])Provinces: Originally, a variety of eighteen noblefiefs, from counties to baronies, with confusing linesof authority deriving from ancient intratribal con-flicts; provincial borders now gone and irrelevantResources: Foodstuffs, platinum (resources not cur-rently developed or exported because of warfare)Coinage: Magnus (pp), ducat (gp), marcher (ep),circle (sp), common (cp) [currently no new coinsminted; old coins found in ruins are used]Alignments: LN, N* NGPopulation: (excluding invading forces) 195,000—Human 78% (F), Halfling 9%, Elf 4%, Dwarf 3%,Gnome 2%, Half-elf 1%, Half-orc 1%, Other 2%Languages: Common, Flan, Orc, Goblin, DwarvenReligions: Iuz (Iuz's forces); Pholtus (Pale's forces);Erythnul (Stonehold's forces); Allitur, Beory, Berei,St. Cuthbert, Pelor, Zodal, Obad-Hai (original reli-gions); old Wastrian templesAllies: [of government in exile] County of Urnst(weak), Nyrond (weak)Enemies: [of government in exile] Iuz (includingBandit Kingdoms), Stonehold, trolls from the TrollFens, the PaleOverview: The war-ravaged lands between the GriffMountains and the Artonsamay River, north of theYol, hold the remains of the former duchy of Tenh.The Greyhawk Wars that destroyed this country havenot yet ended here; Tenh, the first victim of the wars,seems destined to be its last. Duke Ehyeh III, scion ofan ancient Flan lineage, attempts to reclaim hishomeland with meager assistance from the Countyof Urnst. He has other supporters, of course, includ-

ing the mage Nystul of the Circle of Eight, but fewfollowers, troops, and resources are available to him.His once-great reputation as a leader was destroyedalong with his nation, leaving him little more than anoble title and moderate riches. The duke himselfhas not set foot on his native soil in nearly a decade, afact that is reflected in the uncertain morale of histroops in Tenh.

The Palish have a much stronger force in Tenh, inthe form of a zealot army. Many Tenha exiles wereconverted over time to the worship of Pholtus, aspracticed in the Pale, and organized into an armyknown as the Faithful Flan. A fighting force utterlyloyal to the theocrat, two contingents of the "FaithfulFlan" have crossed the Yol into Tenh. The larger con-tingent entered at Atherstone, which they nowoccupy, and the smaller passed through the Phost-wood. Some of Duke Ehyeh's troops have defected tothe Faithful Flan, who are better fed and supplied inaddition to having a larger army.

Two former allies, Iuz and the Fists of Stonehold,are now at each other's throat. The Fists occupy astrong defensive position in the cities of NevondNevnend and Calbut across the Zumkend River,guarding Rockegg Pass through the Griffs against allother groups in Tenh. Iuz has sent troops across theZumker River from the town of Rookroost in theBandit Kingdoms, in an attempt to occupy the aban-doned territories. Currently, the forces loyal to DukeEhyeh hold Redspan, where they are supplied via theArtonsamay River. The Palish armies control south-ern and eastern Tenh, from the edge of the Phost-wood to the town of Oxton, making frequent attackson the troops of Iuz that move through the no-man'sland of central Tenh. Iuz controls both banks of theZumker to within sight of Nevond Nevnend, thoughhis soldiers avoid corning within bowshot of thecity's walls.History: The fertile uplands between the Arton-samay River and the Griff Mountains provided ahomeland to the Flan since before the Great Migra-tions, more than one thousand years past. Thediverse groups of Flan who found shelter herelearned new methods of warfare during their earlyconflicts with the Oerid and Suel invaders of theFlanaess. They organized their armies, and later theirstate, on the Oeridian model, forming the duchy ofTenh in the early years of Aerdi expansion in theeastern Flanaess.

The duchy joined in a short-lived alliance with theNyrondal princes until the Battle of a Fortnight'sLength. In the wake of that defeat, the duke of Tenhpledged fealty to the king of Aerdy, giving thatmonarch authority over the duke and his personalholdings in Tenh and the Cohens. Neither the Con-vocation of Knights and Marshals, nor any of the

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The tenth year of the war m Tenh

other nobles or landholders, ever endorsed theduke's pledge. They considered Tenh to be an inde-pendent realm, though they chose not to test theGreat Kingdom's claim on the field of battle, effec-tively bowing to Aerdy for over four centuries.

Eventually, the Great Kingdom showed signs ofdecay. When the Nyrondal princes declared the endof their allegiance to the overking, the duke was per-suaded to follow suit. The Battle of Redspan signaledthe end of the duke's fealty to the overking of Aerdy.The Aerdy force was routed by the Tenha cavalry andpushed down the "Red Road to Rift Canyon" in anaction made famous in the ballad of the same name.The army of the Great Kingdom was not actuallyswept into the Rift Canyon, as the ballad proclaims,but they were so thoroughly defeated that many ofthe Aerdi officers and soldiers chose exile in theBandit Kingdoms over the punishments awaitingthem at home.

Tenh's independence brought with it renewedchallenges. The Bandit Kings across the Artonsamayand Zumker rivers pushed at the duchy's westernborders, while the newly formed Theocracy of thePale threatened their eastern border, the Rovers ofthe Barrens continued to raid, as always, and withgreater effectiveness after their encounters with theBaklunish nomads. The duchy maintained its sover-eignty in all its holdings until the rise of the outlawRover called Stonefist. This infamous warrior was a

menace throughout the region for several years,finally choosing to build a settlement on the borderof the Coltens Feodality. The Cohens were still vas-sals of the duke of Tenh, though their atamans hadgreat latitude in determining their own affairs. Theleaders of the Coltens were deceived and murderedby Stonefist under the guise of a parlay. The forces ofTenh, which had never been strong in the region,were unable to dislodge him.

The Hold of Stonefist remained a threat to Tenh formore than a century, and ultimately brought about itsdestruction. The first action of the Greyhawk Warswas an invasion of war bands from Stonehold, thoughthis was unlike any previous attack. The Fists had newtactics, and demonic assistance, that overwhelmedthe defenses of the city of Calbut, and soon thereafter,Nevond Nevnend. Had the duke been in the city atthe time, perhaps he could have rallied his troops tostand; as it was, both citizens and soldiers gave way topanic—though in hindsight, many have suggestedthat this was demonically inspired fear. The duke andhis family fled to the County of Urnst, leaving theirnation to the Stoneholders, and the clerics anddemons of Iuz.

For six years after the invasion, the Stoneholdersheld the Tenha enslaved. The evil of Iuz was presentthroughout the land as well, though never in plainsight. Perhaps this state of affairs would have per-sisted indefinitely had not an unnatural rage come

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upon the rhelt of Stonehold, during a meeting in theruins of the duke's palace at Nevond Nevnend. In anastonishing turn of loyalty, he gave the command toput the clerics and agents of Iuz to the sword, also let-ting his warriors murder Tenha slaves out of hand.The Fists then withdrew from all but the northern-most part of Tenh, which they still hold.

Armies from the Pale and forces loyal to the exiledduke quickly crossed the borders, battling each otherfor possession of the southern and eastern regions ofthe duchy, including the Phostwood. The duke'sforces fought a hard battle against bandits and surviv-ing agents of Iuz in the city of Redspan, gaining theaid of Nystul of the Circle of Eight. They now controlall of the old city. Its famous bridge has not yet beenrebuilt, but its walls are restored, and it provides astrong base for further action in the duchy. Redspan'sweak spot is its often-raided supply line, leading backto the County of Urnst along the east bank of theArtonsamay River.Conflicts and Intrigues: Savage fighting rages incentral Tenh and the Phostwood. Raiders from Stoinkand Dimre cross into western Tenh at will. Palish sol-diers threaten to besiege the duke's forces in Redspan,but trolls are attacking Palish strongholds in easternTenh, disrupting their supply lines.

Tiger NomadsProper Name: Chakyik HordeRuler: The Unvanquishable Tiger Lord, IlkhanGajtak of the Chakyik Hordes (CE male humanFtr10/Wiz2 (illusionist))Government: Numerous nomad clans loosely ruledby the most powerful noble of the royal clanCapital: YechaMajor Towns: Yecha (pop. 4,100)Provinces: NoneResources: Furs and hides, silver, gems (I)Coinage: None; barter used exclusively except incities and towns, where foreign currency is some-times usedPopulation: 104,000—Human 96% (B), Halfling 2%,Elf 1%, Other 1%Languages: Ordai, Ancient Baklunish, CommonAlignments: CN*, CE, NReligions: Istus, Incabulos, Geshtai, nomad ancestorsAllies: None, but some possible in the future (seelater)Enemies: Wolf Nomads (sometimes), Perrenland(sometimes), Ekbir (sometimes)Overview: The wide prairie north of the Yatils,between the Dramidj Ocean and the swift runningFler river, is the territory of the tough and ruthlessTiger Nomads. These herders and hunters roamfreely across the steppe south of the Burneal, tradingwith the folk of Ekbir and Perrenland, as well as the

Wolf Nomads to the east, and the Chakji tribes of thenorthern coast beyond the border of the Black Ice,They are also known to raid their neighbors, particu-larly their nomad cousins, for livestock and prisoners(who may be either ransomed or enslaved), or simplyfor sport.

The climate is temperate along the coast, butdense fog often rolls in from the Dramidj, terrifyingthe nomads. The interior is cool in the summer, andbitingly cold in winter. Ice storms might cover theYecha Hills and northern Yatils in winter, com-pletely cutting off mining towns and encampmentsfor weeks at a time. Tales of yeti and taer rampagesare common from the survivors of these storms, andsightings of the rare and auspicious yellow direlions of the lower slopes are sometimes claimed aswell.

The hill town of Yecha that serves as the capitalcity of the Tiger nomads is a rather squalid encamp-ment surrounded by earth and timber walls. Herecan be purchased silver and gems from the southernmines, along with furs, hides, and horses from thenorthern steppes. Mercenaries can be hired here aswell, though they are not always the most loyal orprofessional. The warriors of the Tiger Nomads are afearless cavalry, lightly armored and unmatched asmounted archers. Small numbers of infantry arefound in the permanent settlements. Their armiesare similar in most respects to the other northernnomads, though women make up a higher propor-tion of the fighters and fighter-clerics among theTiger Nomads.History: The Tiger Nomads were driven from thesouthern plains by the invading Brazen Hordealmost three centuries ago. Thrown together withthe Wolf Nomads, and other bands of mixed Oeridand Baklunish refugees from the plains, they arrivedin the northern steppes in defeat and disarray. Yet,within a few years, they grew strong enough for theirilkhan to command the whole of the western steppesunder the great Kha-Khan Ogobanuk of the Relent-less Horde (c. 320 CY). With their cousins, the WolfNomads, they were the terror of the north, from theDramidj coast to the Griff Mountains. When Kha-Khan Ogobanuk made his final journey to the invisi-ble realm in 345 CY, the ilkhan of the Tiger Nomadswithdrew from the Relentless Horde, forming hisown nation of Chakyik.

They continued to trade with their eastern cousinsof course, and war with them as well. In addition theyencountered new peoples on their borders. Theywarred with the Flan tribes of the Burneal, whomthey called the Uirtag, as well as the Guryik peoplefrom the Land of Black Ice. Some of the nomads evenmade settlements along the northern coast near theBurneal. Among them was the last remnant of stray

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Oeridians who had followed the horde to the north-ern steppes. Together they mixed with the tribes ofBurneal and the Land of Black Ice to become a dis-tinct people, the Chakji.

Over the next century, the Tiger Nomads main-tained their independence from the Wolf Nomads,but were unable to increase their territory; thus, acertain stability was achieved, despite chronic war-fare. Raids into Perrenland and Ekbir continued aswell, though the Perrenders became so skilled atnegotiating with the nomads that often, raids wouldturn into exchanges of horses for liquor. Unfortu-nately, the nomads' consumption of liquor mightturn any barter session into an attack, so the maneu-ver was hardly foolproof—but at least drunkennomads were more easily defeated.

The years preceding the Greyhawk Wars sawincreased tension in the north, primarily due to thereturn of the Old One to his throne in Dorakaa. Hisagents visited the Tiger Nomads, proposing alliancebetween the two nations, but Ilkhan Cligir had littletolerance for the demigod's advances. It would seemthe ilkhan's judgment was correct, for when theGreyhawk Wars finally came to the Flanaess, it wasIuz who had provoked them.

The end of the Greyhawk Wars brought change forthe Tiger Nomads. The old ilkhan died and passedinto the invisible realm. His successor, Ilkhan Gajtak,who supported the proposed alliance with Iuz, wel-comes all manner of evil to his court in his tent-cityon the Irum peninsula. The administrative functionsof government, such as they are, are still carried outfrom Yecha. Nevertheless, power belongs to theilkhan, and his khans are aware that Gajtak is evenmore dangerous than his predecessor.Conflicts and Intrigues: Messengers from theAtaphads and Iuz often visit the ilkhan. Clan rivalryis increasing, with an ugly edge to it (religious sacri-fice of enemies to various tribal deities). Occurrencesof lycanthropy, notably werewolves, are multiplying.

TusmitProper Name: TusmitRuler: His Exalted Splendor, the Pasha of Tusmit,Muammar Qharan (LN male human Ftr14)Government: Independent feudal monarchy havingonly noble houses; only the chosen monarch is con-sidered royaltyCapital: SefmurMajor Towns: Sefmur (pop. 21,000), Blashikdur(pop. 9,900), Vilayad (pop. 12,200)Provinces: One capital emirate (Sefmur), elevensheikdomsResources: Foodstuffs, silver, goldCoinage: Minaret (pp), fountain (gp), fez (ep),hookah (sp), token (cp)

Population: 273,000—Human 79% (Bo), Dwarf 8%(mountain), Halfling 6%, Elf 3%, Gnome 2%, Half-elf1%, Half-orc 1%Languages: Common, Ancient Baklunish, Dwarven,HalflingAlignments: LN*, N, LGReligions: Al'Akbar, Istus, Geshtai, Mouqol, XanYae, other Baklunish godsAllies: Zeif, Ket (sometimes)Enemies: Ekbir (sometimes), Ket (sometimes), Payn-ims (sometimes), Knights of the WatchOverview: The Tuflik River forms the southernborder of Tusmit, while the Blashikmund separatesTusmit from Ekbir to the west and north. The YatilMountains and the Tusman Hills make up Tusmit'seastern border. The landscape is not as gentle here asin Ekbir, but it is a fertile country. Most of the north-ern interior is given to farming, and its people aregenerally uneducated. Along the Tuflik are thenation's larger cities, where nearly anything is avail-able for the right price. Skilled artisans of all tradeswork in the cities of the Tuflik valley, and Tusmiteweapons and armor are among the finest in all theBaklunish lands.

The nation's military consists mostly of mediumcavalry, led by Farises by no means as noble as theircounterparts in Ekbir. A force of heavy infantry ismaintained by the pasha, augmented by mercenar-ies from the Tusman hill-tribes in time of war. Infact, mercenaries from all the surrounding nationscan be found in southern Tusmit: Uli, Perrender,Paynims, even dwarves from the Yatils and Crys-talmists are welcome. Along with warriors, merce-nary thieves and assassins sell their services here,and almost as openly.

Few outsiders visit Tusmit's back country, for theonly wealth there is in raw materials, and the nativesare not welcoming. The True Faith is dominant inthe north, so lawlessness is not tolerated. Only thosewishing to visit the grand mufti of the Yatils areknown to travel here, for the arduous journey isbegun from Tusmit north of the Tusman Hills. Tradi-tionally, the pasha would make this trek at least once,to receive the blessing of the grand mufti that wouldassure the loyalty of the northern lords. The currentpasha has chosen not to do this, nor has he acknowl-edged the caliph of Ekbir's spiritual authority,instead pledging his loyalty to the sultan of Zeif. Sofar, this tactic has been successful, but if new chal-lenges arise that require the pasha to call upon theloyalties of his northern nobles, he will be hardpressed to win them.History: Tusmit has been an independent nation foralmost two and a half centuries. Originally a provinceof Zeif, Tusmit came to be dominated by thecaliphate following the Nomad Intrusion of Ekbir.

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After the exile of the legendary Daoud Pasha, a rulerloyal to the caliph was instated, and the constructionof hospices and schools of the Exalted Faith wasbegun. Resistance to the high level of taxation wasalmost immediate among the aristocracy, though thecommon folk were not unduly troubled, Many of thecountry nobles soon turned to the fanatical TrueFaith, while the decadent urban aristocracy of thesouth tried to find compromise with earnest reform-ers of Ekbir.

While the new pasha was required to remain loyalto Ekbir, the nobles became recalcitrant and nolonger accepted the authority of the caliph. A com-promise of sorts was reached when the grand muftiof the Yatils, the principal cleric of the True Faith,was imposed upon to grant the status of "orem" to thepasha, meaning "one set apart." Few besides the pashaof Tusmit have ever held the status, though it hasbeen granted to some sages and wizards over theyears. The pasha became a servant of both the Exaltedand the True Faith, and he thus held the loyalty of hisobstinate subjects.

Tusmit was able for many years to play off variousdomineering nations and parties against each other,while giving complete loyalty to none. Jadhim/orem(LN male human F15), the last of the "set apart"pashas, was deposed by the charismatic youngFaris, Muammar Qharan, nearly ten years ago.Most of the nation supported this action, thinkingthat Muammar would be more aggressive as pashathan his calculating predecessor had been. Muam-mar strongly allied Tusmit with Zeif, abandoningall claims to the rich holdings south of the Tuflik infavor of the sultanate. Jadhim/orem fled Sefmur forthe court of the caliph, his oldest rival. He residesthere now under house arrest, and Tusmit does notwish his return.

As pasha, Muammar has been reasonably effective,though there is pressure on him to appear before thegrand mufti if he wishes to retain his office. It isincreasingly unlikely that he will ever do so, for thegreat cleric of the True Faith would doubtless judgehim very harshly. So far, the alliance with Zeif hasprevented any action by Ekbir, and the pasha has nothad need of the forces of his northern nobles. Theinhabitants of the Tuflik Valley are still quite pleasedwith his rule, despite earlier concerns about thegrowing influence of Zeif in the region.Conflicts and Intrigues: The current pasha seeksthe return of state treasures stolen (and hidden) byhis exiled predecessor. Rumors circulate of debauch-ery, graft and incompetence in the previous pasha'scourt—and the current one as well Many believe(with good reason) that Tusmit's capital is becomingoverrun with criminals.

Ulek, County ofProper Name: County Palatine of UlekRuler: His Noble Mercy, Lewenn, Count Palatine ofUlek, Archdruid (N male human Drd13 of Berei)Government: Hereditary feudal monarchy; countmust be member of druidic hierarchy and fulfill ritualrequirements unique to this countyCapital: JurnreMajor Towns: Jurnre (pop. 13,100), Kewlbanks (pop10,900), Courwood (pop. 7,800)Provinces: Various human and nonhuman viscoun-ties, baronies, townships, etc.Resources: Foodstuffs, copper, silver, gems (I-II)Coinage: Goldsun (gp), mirrorpool (ep), silvermoon(sp), coppercask (cp)Population: 370,000—Human 79% (OFS), Gnome8%, Halfling 6% (lightfoot 45%, stout 30%, tallfellow25%), Elf 3%, Dwarf 2%, Half-elf 1%, Half-orc 1%Languages: Common, Gnome, Keolandish, HalflingAlignments: N* LN, CN, LG, CGReligions: Berei, Beory, Ehlonna, Obad-HaiAllies: Ulek states, Keoland, Gran March, Ver-bobonc, Dyvers, Greyhawk, Knights of Luna, Celene(in theory), Knights of the Watch (weak), druidiccircles (particularly in the Sheldomar Valley)Enemies: Pomarj, IuzOverview: The mid-most of the three Ulek States,the county is separated from the duchy to the northby the Kewl River, while the Old River to the southforms the border with the principality. The easternlimit of the county is marked by the HandmaidenRiver, beginning several leagues north of Cour-wood, continuing through the Suss until it joins theJewel River, and another 20 leagues beyond. The ,county has retained its territory in the Lortmils, dueprimarily to the staunch efforts of the Suss Rangersand mountaineers who protect the forested easternhighlands.

The county's defenders are organized into raciallyseparate companies. Medium and light cavalry unitsare made up of humans wielding lance and sabre. Theheavy infantry units of the western regions arehuman pikemen and billmen, supported by gnomeand halfling slingers and archers. Gnomes andhalflings also form their own companies of spear-men. In the eastern county are ranger-led moun-taineers wielding axes, swords, and spears. These areon very good terms with the elves and half-elves ofsouthern Celene.

Agriculture is the main occupation in the Countyof Ulek. Halfling and human farmers from therolling countryside of the western and southerncounty provide grain to the mills of Keoland, whileGnome brewers and woodworkers produce goods forexport as well as local consumption. The county ben-efits greatly from druidic oversight in all these areas,

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and the count himself is required to belong to thedruidic hierarchy. The current count and his familybelong to the faith of Berei, but many folk are devo-tees of Ehlonna and Obad-Hai. The nonhumans espe-cially favor Ehlonna, but the county's citizens are notgiven to conflicts based on faith or creed, caringmore about their land and fellows than differing reli-gious beliefs.History: The County of Ulek has had a long historyas one of the more peaceful lands in the Flanaess.The native Flan and halfling peoples were willing toaccept Oeridian sovereignty in exchange for protec-tion from the more rapacious Suel, then showed anequal willingness to accept Suloise of more amiabledisposition. They came under the rule of Keoland inthat state's early history, though the county wasalways a distinct land with its own lord. The OldFaith (druidism), as practiced by the common folkthroughout the central Flanaess, was the center ofculture here. The sovereign was always a member ofthe druidic hierarchy, whose position was respectedby both the human and nonhuman inhabitants ofthe county, regardless of the ruler's race or patrondeity.

The first count, Ursunn Kewl (who long ago fol-lowed the path of the Hierophant), established thetradition of using noncombative physical tests todetermine fitness to rule, separately from combatdetermining druidic advancement. These were theRigors of the Elements, performed by the count on aseasonal basis to determine the length of his term inoffice. Each of the Four Dwellings that Ursunn cre-ated could be entered only by surmounting the asso-ciated Rigor; from here the count reigned until thebeginning of the next season. Even if the count weredemoted in the druidic hierarchy by a stronger chal-lenger, he would not be replaced in office so long ashe could face the Rigors.

For many years the County of Ulek followed itsown path, under the protection of the Keoish mili-tary. However, after a time, Keoland attempted toconquer more neighboring lands. The count, and hisnobles of every race, decided to join with Celene andthe other Uleks in rebellion against the Keoish impe-rialists. The Keoish strongholds were quickly demol-ished, and their surprised troops ejected from thecounty en mass. Not a blow was struck, though anumber of commanders had to have charms dis-pelled when they arrived home in Keoland. Despitethis action, the County of Ulek quickly came toterms with Keoland, this time as a truly independentstate.

The Hateful Wars embroiled the county as theydid all of the Ulek States. They provided support, pri-marily to the Principality of Ulek, of food and rawmaterials, while the druids of the county used their

healing skills to assist each of their allies. All of thiswas done in memory of the fallen prince consort ofCelene, whose life was lost in a narrow pass high inthe Lortmils, called the Druid's Defile. A company ofrangers was even formed, dedicated to guarding thedangerous route between the Druid's Defile and thesmall town of Courwood on the county's easternfrontier, ever after in the name of Triserron ofCelene.

The end of the Hateful Wars saw the county againat peace, a peace that lasted until the years of theGreyhawk Wars. The decision of the count to signthe Treaty of Niole Dra, committing county troopsto war in the north, was based on the advice and per-suasion of his old friend, the Duke of Ulek. Themajority of the county's standing force went withthe combined armies to fight in defense ofFuryondy, leaving the hills and highlands unde-fended. The rangers of the Suss and the eastern Lort-mils were sufficient only for the defense of Cour-wood, which was bypassed by the main horde ofnonhumans from the Pomarj. That horde was soonturned back in defeat, thanks to the valiance of adwarf-led contingent of volunteers, but the nonhu-mans entrenched themselves in the Suss, wherethey remain to this day.

Though the Greyhawk Wars have ended, hostili-ties in the county's eastern holdings have neverceased. Forces from the Principality of Ulek, andsouthern Celene, join with the rangers and moun-taineers of the county in fighting their nonhumanfoes from the Pomarj. The combined frontier forcesof the Uleks thwarted an attempted invasion ofCelene five years ago, thus regaining control of thewestern bank of the Jewel River within the SussForest. The rest of the county supports these actions,and all efforts made by the Principality of Ulek toregain its lost territories.Conflicts and Intrigues: An upsurge of fightingagainst Pomarj forces in the Suss Forest has beenreported. Count Lewenn was recently demoted inthe Old Faith druidic hierarchy. A relief effort isunderway for the Silverwood elves, who are sufferingfrom a strange disease.

Ulek, Duchy ofProper Name: Duchy of UlekRuler: His Noble Radiance, Duke Grenowin of Ulek(NG male elf Wiz11/Ftr2)Government: Independent feudal monarchy withhereditary rulership, royal and major noble housesare exclusively elvenCapital: TringleeMajor Towns: Axegard (pop. 13,200), Tringlee (pop.14,500), Waybury(pop. 11,500)Provinces: A fairly chaotic assortment of noble fiefs,

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the largest of which is a barony and the smallest (atower and the hill on which it sits) a principality;leaders who are not elves may hold minor nobletitles; many gnome strongholds subject to the duchyexist in the Lortmil MountainsResources: Foodstuffs, cloth, electrum, gold, silver,gems (MI)Coinage: Moonveil (pp) suncrown (gp), shootingstar(ep), bellflower (sp), oakleaf (cp)Population: 392,200—Human 43% (Sfo), Half-elf32%, Elf 19% (high 75%, sylvan 25%), Gnome 3%,Halfling 2%, Other 1%Languages: Common, Elven, Keolandish, SylvanAlignments: CG*, NG, N, CNReligions: Elf pantheon, Ehlonna, Phaulkon,Phyton, Beory, Fharlanghn, Kord, gnome pantheonAllies: Ulek states, Keoland, Gran March, Sterich,Geoff (exiles), Verbobonc, Kron Hills, Highfolk,Veluna, Furyondy, Dyvers, Greyhawk, Duchy ofUrnst, Knights of Luna, Celene (greatly strained),Knights of the WatchEnemies: Pomarj, IuzOverview: The duchy is one of the three Ulek states,former subjects of the Keoish throne, which stillmaintains friendly relations with its immediateneighbors. As one of the few countries in theFlanaess ruled by an elf sovereign, the Duchy of Ulekalso manages to preserve a harmony between its citi-zens of differing races. The duke has long tried toencourage the same cooperation among differinggroups in other nations, though with limited success,The duchy continues to be prosperous commercially,trading with Keoland, the lower Uleks, and Veluna,as well as Celene and the gnomes of the Kron Hills.The duchy's half-elven merchant clans are consid-ered to be some of the most resourceful and honestin the Flanaess.

The lands of the duchy lie between the Kewl andSheldomar rivers, with the Lort River separating theduchy from the Gran March. Its northeastern bound-ary is found somewhere within the Lortmil Moun-tains, though duchy troops guard the entire length ofCelene Pass. The duchy is unofficially divided into anorthern and southern region. The lands betweenthe Axewood and the Kewlstone Hills, and areassouth, are primarily occupied by gnomes and woodelves. The northern portion, from Ulek Pass to thecity of Waybury, is home to the high elves, as well asmost of the half-elves and humans.

The army of this small nation consists of cavalry,Infantry and archers, in nearly equal proportions.The heavy and medium cavalry are almost entirelymade up of human warriors wielding lance and mace,while the light cavalry has both high elven horsearchers and lancers. Units of human billmen andpikemen complement the wood elf archers of the

southern duchy. Knights of Luna are present here, aswell, though not among the duke's forces. Most areguests at the mountain keeps of high elven noblesnear Celene Pass. Knights of the Watch sometimesvisit the duchy as well, but they are far less welcomeby the natives.History: The Uleks have provided shelter to Good-aligned nonhumans for untold centuries, while warsand displaced human nations have moved across theFlanaess, consuming most of the habitable lands. Inthe lands of the duchy, elves are the predominantrace, though immigrant Suel briefly threatened thissovereignty until forced out by subsequent waves ofSuloise in concert with the native elves.

Keoland made this a province in later genera-tions, but not without first conceding local author-ity to the high elven duke and granting him a voicein the Royal Council. This arrangement was satisfac-tory to all, until the Keoish undertook a series ofwars to increase their territory. The elven duke andhis subjects, including humans and gnomes, turnedaway from the Keoish throne then, and evicted theking's garrisons. The Ulek Rebellion was successful,due in large part to the cooperation of the threeUleks, but also because of the distractions caused byother rebellions in the kingdom. The policies ofKeoland eventually became less aggressive; afterlengthy negotiations, the Duchy of Ulek was grantedfull autonomy.

Trade was always important to the duchy, and thehalf-elven merchant houses of Waybury soonmonopolized trade with the elves and gnomes ofCelene and the Kron Hills. They recognized veryearly the serious threat presented by the nonhumansof the Lortmils, and with their counterparts in thegnome merchant clans of the Kron Hills, worked tounite the Uleks and Celene in a defensive coalition.For several years this was adequate, but after theprince consort of Celene was slaughtered by orcswithin sight of his own borders, nothing less thattotal war would suffice.

The Hateful Wars involved the entire region of theLortmils, and while the citizens of the duchy werenor foremost in its execution, they were nonethelessvery important in supporting the front line troops.The duchy provided some troops to the underworldcampaigns, and perhaps just as importantly, it sup-plied food and other necessities to the dwarven andelven armies. The full force of the duchy's militarywas brought into action once the nonhumans weredriven to the surface, and helped their allies to pushthem from the Lortmils altogether.

The years that followed were very prosperous forthe duchy. They had good relations with all theirneighbors, and continued to dominate trade betweenhumans and nonhumans in the region. The Grey-

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hawk Wars saw the duchy join its Keoish neighborsand others, under the Treaty of Niole Dra. A com-bined army traveled north to aid Furyondy in itsdefense against Iuz, unwittingly leaving the Lortmilhighlands exposed to invasion by the orcs of thePomarj. Only a token force led by a dwarven com-mander from the Principality of Ulek stood betweenthe orcs and their control of the mountain passes.His determined defense of the highland routes wasultimately successful, after the arrival of relief forcesfrom the duchy and county; when news of the inva-sion reached the duke, he pulled half of the com-bined duchy and county army back from Furyondyto hold the Lortmil territory. The fact that hereceived no support from Celene was a bitter drink totake, yet after the conclusion of hostilities in thenorth, the duke continued to favor diplomacy withhis supposed ally.

The duke has remained committed to diplomacywith Celene, but he has also been strongly supportiveof the Principality of Ulek in its conflict with thenonhumans of the Pomarj. His support of the cam-paign in Sterich has already been rewarded, and hewishes to see his ally, the Prince of Ulek, regain all ofhis lost territory as well. To this end, the duke allowssome of his troops to serve in the Principality, absorb-ing all expenses for these units. He also helps supportmany Celenese troops, including units under thecommand of the Knights of Luna, in the samemanner. At present, he has not supported any actionagainst Celene or its monarch, but several of his mostpowerful nobles wish him to do so.Conflicts and Intrigues: Knights of Luna are gain-ing influence among the duchy's nobles. A blight oftree-killing worms in the Silverwood is destroyingelven tree-shelters, and many wood elves are fallingill from a related affliction.

Ulek, Principality ofProper Name: Principality of UlekRuler; His Serene Highness, Prince OlinstaadCorond of Ulek, Lord of the Peaks of Haven (LGmale dwarf Rog12/Ftr3)Government: Independent feudal monarchy withhereditary rulership, in which the royal and noblehouses are all dwarven; royal family (House Corond)owns Gryrax and closely administers affairs of therealm, including some internal affairs of the noblerealmsCapital: GryraxMajor Towns: Eastpass (pop. 15,500), Cryrax (pop.27,300), Havenhill (pop. 32,100), Thunderstrike (pop.17,400)Provinces: Twelve provinces, five of which (in east)are currently occupied by Pomarj forces; nobles incharge of provinces have various titles (count, duke,

baron, etc.), but fiefs are all called "provinces"nonethelessResources: Foodstuffs, silver, gems (II-IV)Coinage: High crown (pp), forge (gp), anvil (ep),hammer (sp), common (cp)Population: 538,400—Human 53% (SO), Dwarf 30%(hill 65%, mountain 35%), Halfling 10% (stout 60%,lightfoot 40%), Elf 3%, Gnome 2%, Half-elf 1%, Other 1%Languages: Common, Dwarven, Keolandish,Halfling, GnomeAlignments: LG*, LN, NReligions: Ulaa, dwarf pantheon, St. Cuthbert,Lydia, Phyton, Fharlanghn, Osprem, Ehlonna, Oli-dammara, NoreboAllies: Ulek states, Keoland, Gran March, Ver-bobonc, Dyvers, Greyhawk, Knights of Luna,Knights of the Watch (weak), Celene (in theory, nowhated for isolationism)Enemies: Pomarj, Iuz, Scarlet BrotherhoodOverview: The Principality of Ulek is the southern-most of the three independent Ulek States. It islikely the largest mixed dwarven and human realmin the Flanaess, and one of few that is both possessedand administered by the dwur themselves. The prin-cipality sits in the western Flanaess along the coast ofthe Azure Sea, bordered by Keoland to the west andthe Pomarj peninsula to the east, between the Shel-domar and Jewel Rivers, respectively. Its northernborder with the County of Ulek has traditionallybeen observed as the Old River, from its source at thesouthern tip of the Lortmil Mountains to where theriver flows into the Sheldomar. Some logging hasbeen conducted in the northeastern corner of therealm, where the Suss verges across the Jewel, but themost dominant feature of the principality is thebroad set of lofty hills that dominate the central fast-ness of the realm, separating it into two distinctregions all the way south to the sea.

The Principality of Ulek is easily the most cosmo-politan of the three Ulek States. Its large and busyport at Gryrax is second only in size to the great citiesof Gradsul and Irongate on the Azure Sea. It prosperstremendously from the trade that passes through itsmarkets, including goods from as far north as Celeneand the Duchy of Ulek. Traditionally dominated bynonhumans since ancient times, the Ulek states arenotoriously provincial, but the prince and his courtconducts foreign policy and engages in trade andcommerce with his neighbors as would any humanlord. Taken together, halflings and dwarves outnum-ber humanity in all of the provinces but the city ofGryrax. This breakdown carries over to the militaryforces of the realm, highlighted by the elite heavydwarven infantry armed with battleaxes and dressed inadamantine chainmail. Halflings are used frequently asscouts and slingers. The principality maintains a strong

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Princes Corond and Brightftame on the Pomarj battlefront

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naval presence on the Azure Sea to both patrol thesouthern coast and keep shipping lanes secure frompirates. These vessels are mostly crewed by humansin the service of the prince, but they are frequentlystaffed with dwarven marines of unusual disciplineand courage.

Mining and metalwork are the primary industriesof the Principality of Ulek, and competition withIrongate for supplying such goods to other nations inthe Flanaess has been fierce for centuries. The dwar-ven-fashioned city of Havenhill, more than a day'smarch north of Gryrax, is the center of this trade. Thesurrounding hills are honeycombed with warrensand deep excavations, with some dwarves still prefer-ring these tunnels to the surface. Human farms andsteadings are most common in the provinces west ofthe hills, especially as one approaches the easternbank of the Sheldomar. The humans are primarily aSuel-Oeridian mix, like their brethren in Keoland.All citizens owe fealty to the prince, the hereditarylord of the realm who maintains a palace in the hillsnorth of Gryrax.History: Dwarves have lived in these hills since wellbefore the Great Migrations a millennium ago.Treated as an extension of the legendary dwarvenkingdoms of the Lortmils at their height, there hasbeen a dwur prince in these foothills long beforethere ever was a human king in Niole Dra. Thesedwarven lords protected the wealth and resources ofthe southern Ulek hills for ages, establishing theirlonely halls in the earth and interacting little withthe native Flan who inhabited the flatlands. Thisremained true until the Suel and Oeridians cametogether in the central valleys to found Keoland.These newcomers treated well with the nonhumansat the fringes of their kingdom, reaching out to themin friendship and alliance. When the other Ulekstates were incorporated as provinces of the expand-ing nation, the dwarven prince followed suit andfounded a nation, accepting a seat in council in NioleDra and settlers from Keoland to administer onbehalf of the realm.

The principality and its lords dealt with its Keoishneighbor well, if somewhat indifferently, until thecoronation of Prince Olinstaad Corond in 281 CY.This dynamic young lord of the dwur moved his capi-tal from the ancient city of Havenhill to his birth-place south in the city of Gryrax. When Tavish I ofGradsul took the throne of Keoland in 286 CY, thedwarven prince found in the new king a like-mindedindividual. Within a handful of years, an alliancebetween the two sovereigns produced an invasionand conquering of the Pomarj, which was granted toCorond as a subfief to administer for the throne.From Olinstaad, Tavish gained the use of Ulek'sheavy elite infantry, which he employed in the

southern campaign to annex the region between theHool Marshes and Jeklea Bay; the latter eventuallybecame the Hold of the Sea Princes.

It was no secret that Prince Corond, alone amongthe Ulek lords, was an enthusiastic supporter of theKeoish throne and its imperial ambitions. WhenCorond refused to disavow the Wealsun Proclama-tion of Tavish II, his relationship with the other Ulekstates soured. This state continued until the incom-petence of Tavish's successors forced him toacknowledge the collapse of the empire and with-draw his support.

After the Pomarj fell to the nonhumans in the after-math of the Hateful Wars a few decades later, theprince made every effort to succor his former subjectsand liegemen in the Pomarj. While he rescued thou-sands of refugees by engaging his eastern borderacross the Jewel River, he could not conquer and holdany of the old baronies of the Pomarj from theinvaders for very long. A status quo developed overthe last century, with the Principality of Ulek main-taining the frontline against the hosts of the Pomarj,receiving aid and support from its northern neigh-bors in the County of Ulek and Celene. The rise ofTurrosh Mak upset that balance, and the Principalitysuffered the brunt of the attack when the half-orc andhis forces crossed the Jewel and pushed backCorond's forces nearly to the eastern edge of the hills,almost threatening Havenhill until the onslaught wasstanched in 585 CY.

The prince has ruled for more than three cen-turies and is an aging but able sovereign. He hasseen the rise and fall of Keoland's brief empire andhas survived the bloody Hateful Wars with the orcsof the Pomarj in the last century. The OrcishEmpire of the Pomarj now holds a large portion ofthe open land to the east between the hills and theJewel River. This ground is in active contention bythe principality and is by no means conceded to theinvaders, but Prince Corond has been desperate foran edge to help him defeat the orcs and goblins ofthe Pomarj. In 586 CY, an alliance with the Knightsof Luna produced a counteroffensive that recoveredsome of this land.

It is rumored that Corond recently reached out tothe Lordship of the Isles for assistance in the form oftrade, which great consternation in Gradsul and Iron-gate. Ships flying the colors of the Lordship of theIsles visited Gryrax during most of 591 CY; suchtrade is expected to greatly increase this year.Conflicts and Intrigues: An ambassador from theLordship of the Isles counsels peace with TurroshMak, but no one listens. The prince asked Grey-hawk and Keoland for help in the current war effort;he also sent parties into the Suss Forest to uncoverthe reason for Turrosh Mak's recent obsession with

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the region. Some humans in the western lowlandswish to rejoin Keoland.

UllProper Name: UllRuler: His Illustrious Ferocity, Bruzharag the Mis-begotten, the Orakhan of Ull (CE male half-ogreFtr16)Government: Very large independent tribal clancomposed of many large nomadic families, eachruled by a dictatorial leader (eldest, strongest, ormost charismatic); all families loosely ruled by aroyal family whose leader is the orakhan, a monarchwith dictatorial control over his immediate realm;changes in rulership often occur by assassination orduelingCapital: UlakandMajor Towns: Kester (pop. 8,600), Ulakand (pop.6,000)Provinces: About twenty minor khanates, somenomadic within a limited areaResources: Silver, gems (II), road trade nexus(Kester) through lower UlsprueCoinage: Okka (sp), kurush (cp)Population: 277,400—Human 94% (B), Halfling 2%,Orc 2%, Half-orc 1%, Other 1%Languages: Ulagha, Ancient Baklunish, CommonAlignments: CN*, CE, NReligions: Ralishaz, Incabulos, Geshtai, demonism,ancestor worshipAllies: NoneEnemies: Paynims, hill tribesmen; Ull is generallyhostile to all outsidersOverview: Located between the Ulsprue Mountainsand the Barrier Peaks, Ull is an open area of rich grass-land, extending into the Plains of the Paynims. Itsnorthern border is in flux, but is generally consideredto be within 20 leagues of the capital, Ulakand. To thesouth, the caravan town of Kester oversees all trafficto and from the Dry Steppes. The interior of Ull isquite fertile, but not well watered except during thewinter rainy season. The climate is generally temper-ate, though the hot summer winds that blow acrossthe Kester escarpment make southern Ull veryunpleasant during that time of the year. Slavery is per-haps the most lucrative trade in Ull.

The Uli are a treacherous people, but it is gener-ally held that the town dwellers are more venal thaneven the untrustworthy nomads Nearly as manysettled clans inhabit Ull as nomadic ones. Theirhorsemen are as fierce as any among the Paynims,but they are fat less disciplined than those found inthe more developed Baklunish nations. Their notori-ous infantry is based pr imar i ly in the southerntowns and mountain settlements, as well as inUlakand. These are seldom encountered beyond

Ull's borders, which is fortunate; in battle, they aregiven to acts as heinous as any monster's, Uniquelyamong the nations of this region, Ull has no rever-ence for Al'Akbar. Except for Geshtai, no other Bak-lunish deities are widely worshiped here; the Ulivenerate the spirits of their own ancestors, thoughsome are rumored to favor the patronage of fiends,History: The fierce tribes of Ull first took posses-sion of this land in the dim centuries following theInvoked Devastation. At first simply nomads, theyraided the villages and flocks of the native Yorodhi(Oeridian) tribes, but soon they saw the advantage ofhaving settlements of their own. A fewf such asUlakand, they built themselves; more often, theyoccupied the native villages and made themselvesthe new masters. From north to south, the Uli tookownership of the land, enslaving the natives, or driv-ing them into the hills and mountains.

The plight of the natives grew no better with thepassing of years, but their Uli masters suffered thedepredations of stronger foes in their turn. The BrazenHorde of western Paynims fought with their nomadcousins for control of the northern plains, andinevitably their raids brought them into the territoryof Ull. The Uli were staunch in defense of their lands,but the western Paynims were a formidable enemyAt the same time, the free Yorodhi tribes in the west-ern Barrier Peaks and northern Dry Steppes pressedtheir war of vengeance against the ruthless masters ofUll. Over a brief period of time, most of the outlyingsettlements were either destroyed or abandoned. Pop-ulations were displaced, particularly among thenatives; those who did not join their Yorodhi cousinsin the mountains or desert journeyed northwardalong the pilgrimage trails, seeking refuge in Ekbir.The Ekbiri offered them succor, together withnumerous Baklunish who had been displaced by theBrazen Horde. Soon the mixed Baklunish and Oeridbands would move beyond the Yatils, but the tribes ofUll held their territory long enough to see the BrazenHorde sundered.

War with the Paynims has continued through theyears, and the dervishes of the south particularlydespise the Uli. However, no enemy is as merciless asthe Yorodhi, who still dominate the wilderness ofmountains and desert valleys south of Ull. Caravanspassing south through Kester avoid the territory ofthe Yorodhi whenever possible, requiring them totravel in a broad arc out of reach and away from theshelter of the mountains. The Ulsprue Mountains inthe west of Ull are hazardous as well, but the Ulihave a better rapport with even the ogres of the high-lands than with their human enemies. In fact, manyof the mountain tribes of the Ulsprue have ogrishancestry, and this is claimed with some amount ofpride.

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Conflicts and Intrigues: Paynim raids from thenorth and Yorodhi raids in the south are becomingmore frequent. Evil humanoids from the UlsprueMountains are moving into lowland regions. Storiescirculate of undead predators (probably ghouls)assailing the surface world, besieging the town ofKester by night.

Urnst, County ofProper Name: County of UrnstRuler: Her Noble Brilliancy, the Countess Belissicaof Urnst (CG female human Wiz14)Government: Feudal monarchy owing fealty to theDuchy of Urnst, though internal affairs are con-ducted independently; hereditary rulership out of avery broad noble (not royal) family (House Gellor)with strong adventuring and military serviceCapital: Radigast CityMajor Towns: Brotton (pop. 29,000), Caporna(5,900), Didieln (pop. 3,300), High Mardreth (pop.6,400), Jedbridge (pop. 7,100), Radigast City (pop.44,800), Stone Battle (pop. 2,900), Trigol (pop. 9,600)Provinces: Six archbaronies, nine lord baronies, andeleven field baronies (lord mayors and mayorsincluded, as they hold baronial positions)Resources: Foodstuffs, cloth, goldCoinage: [Modified Nyrond] sterling (pp), noble(gp), bright (ep), castle (sp), common (cp)Population: 682,200—Human 79% (SOr), Halfling9% (lightfoot), Elf 5%, Dwarf 3%, Gnome 2%, Half-elf1%, Half-orc 1%Languages: Common, Halfling, Rhopan, ElvenAlignments: LG, NG*, NReligions: Heironeous, St. Cuthbert, Pelor, Phyton,Lydia, Oeridian agricultural gods, Xerbo, Zilchus,halfling pantheon, Norebo, Pholtus, BoccobAllies: Duchy of Urnst, Greyhawk, Nyrond, FlintyHills, Furyondy, Tenh (exiled noble family andrefugees)Enemies: Iuz (particularly Bandit Kingdoms realm),Bone March, the Pale (distrusted)Overview: The County of Urnst has held its currentborders for centuries. Nestled along the pleasantcoast of the Lake of Unknown Depths, much of thenation's economy comes from mercantile pursuits.Urnst's eastern border, along the Stone Road andFranz River, was once heavily garrisoned againstthreat of invasion from Nyrond. Now, old keeps andcastles are used once again, this time to keep track ofthe swarms of refugees seeking better life in the west.

The great plains of Urnst account for its staggeringproduction of foodstuffs in every part of the nation.Though small forests and woodlands dot the plains,Urnst is not known for its wilderness. The influx ofrefugees has ensured that free farmsteads and evenbrand-new lordships can be found almost anywhere.

The great towns and villages of the County ofUrnst are connected by a brilliantly designed andwell-cared-for series of roads, fashioned in the(some say magical) style of the old Great Kingdom.Indeed, much of the great architecture and infra-structure of Urnst can be traced to the Aerdy occu-pation, a fact that does not go unappreciated despitethe distrust most Urnstmen feel toward nations tothe east.

Urnst maintains a small but efficient squadron ofwarships on the Nyr Dyv, stationed in the largelymilitary town of High Mardreth. A standing army ofsome three thousand horse and footmen stock keygarrisons along the northern border and throughoutthe nation. Noble levies can raise ten times thatnumber in a week or two.History: Originally part of the much-larger seminalUrnst nation, the County of Urnst was establishedas a distinct protectorate nation by Overking Jire-nen of Aerdy in 189 CY. Owning by far the most fer-tile land of any nation bordering the Nyr Dyv,Urnst stood as the breadbasket of the region formany years, supplying wheat as far afield as Calbut,in the duchy of Tenh.

When Nyrond broke from the Great Kingdom, itentered a period of expansionism, swiftly capturingthe County of Urnst in a brief and surprising seriesof charges toward the capital. Most Urnstmen bit-terly resented the occupation years, during whichtheir own aristocracy (largely Suel, with strong tiesto that of the duchy) was integrated with arrogantnobility from Nyrond. This resentment rarelyerupted into physical conflict, however; the peopleof Urnst enjoyed a much better fate than the Paleunder similar circumstances.

A half-century after the Great Council of RelMord, the County of Urnst became a palatine stateunder the protection of the richer and more power-ful Duchy of Urnst, a political situation that contin-ues to this day.

If the County of Urnst is subservient to its south-ern cousin, it certainly doesn't act like it. The rulinghouse of Urnst, the Gellors, has long displayed awell-deserved reputation of determined individual-ism. The current countess, Belissica, enjoys a popu-larity unparalleled among most Flanaess rulers. Aconsummate politician and diplomat, she enjoyswarm relations with the people of the duchy andeven has the respect of the Rhennee and certain sup-posedly pro-Iuz Bandit Kings.

For a time, just prior to the Greyhawk Wars, itseemed that the two Urnst nations might combineto form a single nation, not unlike that whichexisted in centuries past. Nobles from Port Toli toMarner speculated upon a marriage between thecountess and Jolen Lorinar (NG male human Ftr8),

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Duke Karll's eldest son. In preparation of the event,the courts of Urnst grew ever closer, sharing keyadvisers and functionaries. The union, however,never occurred. How the young southern lord possi-bly could have rebuffed the ravishing and even-tem-pered countess is a subject of much speculation.Unmarried, Belissica ages gracefully, keeping abouther a number of romantic consorts (many of whomare well-placed in the courts of neighboring lands),never staying with a single partner for more than ahandful of months.

Urnst saw little fighting during the GreyhawkWars, though refugees from all corners of the centralFlanaess crowded the streets of Radigast City and thecities nearest the Nyrond border. Though these folkcame bearing tales of horrible suffering and unparal-leled fear, the countess soon noted that many of themalso came with full purses and a lifetime of accumu-lated wealth hastily stuffed into pockets and chests.Thanks to a number of new taxes suggested by Urnst'scanny Minister of Finance, Eckhard, much of thatwealth now lines the government's coffers, makingUrnst one of the few countries to leave the war yearsfar, far better off than it arrived.

Urnst has used its wealth and increased prestige togreatly aid Nyrond, both by bankrolling the strugglingnation and by providing soldiers for the AlmorianCampaign. The scars of the Nyrondal Occupationseem finally to have healed. From the point of view ofthe countess's court, having one of the most powerfulnations on the continent owing you several hundredfavors does much to erase old wounds.

Belissica knows, however, that little is gained fromhelping Ehyeh III, the struggling duke of Tenh, whorules his refugee people from his exile in RadigastCity. The countess attends his requests for personalmeetings and funds his court (if modestly). Occa-sionally, she even offers the fallen duke some of hertroops, if a given military action seems well thoughtout and offers little risk to her soldiers. She knowsthat embroiling herself in a struggle between theTenha, Iuz, the Fists, and the holy armies of the Palecan do Urnst no good. Belissica is noble and right-eous; she is also wise. The key to retaking Tenh doesnot lie in Radigast.Conflicts and Intrigues: A rare wood-rot infesta-tion plagues the shipyards at Bampton. The mad oldlord of Brotton refuses to pay taxes to the countessand speaks openly of revolt. High Mardreth waslately attacked by ships thought to be from PrinceZeech of Redhand. Bound by treaties with Zeech'sallies, Belissica cannot strike back without endan-gering important secret alliances north of theArtonsamay.

Urnst, Duchy ofProper Name: Duchy Palatine of UrnstRuler: His Most Lordly Grace Karll Lorinar, theDuke of Urnst, Warden of the Abbor-Alz (CG malehuman Rgr13)Government: Independent feudal monarchy withhereditary rulership, owing fealty (in theory only) tothe old Great Kingdom; duke advised in all mattersby the Honorable Chamber, a delegation of nobleand high-born SuelCapital: LeukishMajor Towns: Goldplain (pop. 6,700), Leukish (pop.22,300), Nellix (pop. 13,400), Nyrstran (pop. 8,600),Pontyrel (pop. 7,550), Seltaren (pop. 9,800)Provinces: Fifteen low counties (each subdividedinto various baronies and townships) and four wildmarches: Cairn Hills [most of this march wasrecently given to Greyhawk], Western Abbor-Alz,Eastern Abbor-Alz, and Celadon Forest.Resources: Foodstuffs, silver, electrum, gold, plat-inum, gems (I-IV)Coinage: [Modified Aerdy] sterling duke (pp), goldduke (gp), bright (ep), shield (sp), common (cp)Population: 751,850—Human 79% (S), Halfling 9%(lightfoot 80%, tallfellow 20%), Elf 5% (sylvan),Dwarf 3% (hill), Gnome 2%, Half-elf 1%, Half-orc 1%Languages: Common, Halfling, ElvenAlignments: LG, NG*, NReligions: St. Cuthbert (among rural folk), Pelor,halfling pantheon, LydiaAllies: County of Urnst, Greyhawk (distrusted),Nyrond (distrusted), FuryondyEnemies: Iuz, Bright Lands, RhenneeOverview: Urnst is blessed with ample access toboth the Nyr Dyv and the Nesser River, waterwaysthat provide critical passage for the duchy's leg-endary mineral wealth and foodstuffs (mostly sea-soned sausages and rye).

Likewise gifted with a moderate climate, the farmsof Urnst produce crops in all but the deepest winterSummer rains commonly flood the banks of theNesser well south of the capital; wise farmers con-struct low stone walls around their fields, buildingoutbuildings on short stilts. The famous rollingfoothills of the north prevent serious flooding there,and make for breathtaking landscapes remembered intravelogues read across the Flanaess.

Though Urnst enjoys natural defenses on everyborder, standing border armies have long augmentedthe nation's strength. Problems from the old BanditKingdoms, Rhennee, desert nomads, primitive hillfolk, and the odd band of ravaging nonhumans havefound swift solutions under the well trained hoovesof the Bar Rampant, Duke Karll's elite cavalry, sta-tioned in Seltaren.History: The main body of Suloise migrants passed

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through the gates of the Abbor-Alz mountains onlyone year prior to the Twin Cataclysms. There, threeminor noble families split from their brethren. Tiredof a years-long trek and willing to settle in largelyuninhabited plains, these families banded together,forming a new Suloise House: the Maure.

Following clues of ancient dwarven settlements inthe nearby hills, the Maure soon discovered the Dela-gos Caverns, a complex system of natural caves thatseemed to promise a limitless supply of valuablegems. The Maure began construction of a grand castlenot far from the mines, and the foundations of civi-lization took hold. The Maure called their new home-land "Urnst," after a founding Suel house of greatimport, both to hearken back to the old empire and tobegin their lives anew.

Though based in the land surrounding MaureCastle, the rulers of Urnst claimed all lands west ofthe Franz River within a century—claims hotly con-tested by Oeridians already living there. An eco-nomic alliance with the organized Oeridian king-dom of Nehron, directly to the east, ceased mostlocal resistance.

As the nation developed, it became clear that theseat of power would need to be shifted east from theoriginal Maure Lands. The Suel established the cityof Seltaren, nearer both the northeastern lands andthe elves of the Celadon, who had become willingand wealthy trading partners. As the years wore on,the Delagos Caverns ran dry, and those few nobleswho remained in western Urnst soon gained a well-deserved reputation for eccentricity, poverty, andinsanity.

After the foundation of Seltaren, the governmentshifted from a loose coalition of nobles to an actual"senate" of delegates selected by the noble houses.Though many residents of Urnst mixed with theindigenous Flan and the Oeridians of what wouldbecome the County of Urnst, the Senate enactedstrict purity laws: No noble could sire a half-breedchild, lest it be crushed to death in public ceremony(thankfully, these laws have long-since faded intoobscurity). Though the Suel of Urnst were lessdebauched than most of their kinsmen, theyremained paranoid and proud of their lineage in theextreme.

By 124 CY, the Great Kingdom sought additionaltrade routes to the highly successful Viceroyalty ofFerrond. In that year, delegates sent by the Mala-chite Throne presented a bold plan to Urnst's sena-tors. In effect, they proposed to annex Urnst into theGreat Kingdom at. a palatine state, sparing the bur-geoning empire the trouble of an all-out invasion.Though a detailed analysis revealed that the offerwas indeed far more beneficial to the local lords thanto Rauxes, the haughty nobility of Urnst shouted it

down without debate, much to the chagrin of thenorthwest lords on the Franz River, who had longcoveted a closer relationship with Aerdy.

Decades later, however, the Senate had growneffete and corrupt. Crop blights (some say the resultof druids bribed by Aerdy) and bread riots forced theleaders of Urnst to take action. In 189 CY, the Senateeffectively sold to the Great Kingdom all of the landbetween the Franz and Artonsamay Rivers for anentire caravan of treasure and magical artifice. Thelords of the north, long abused by the Suloise senate,rejoiced at the new arrangement. The Urnst nationwas divided into a county, to the north, and a duchy,to the south.

Though the folk of the County of Urnst wel-comed the Aerdy with open arms, the newly pala-tine government of the south was far less trusting,fearing that the influx of Oeridian advisers and reg-ulars might degrade the "pure" Suloise culture.Much to everyone's surprise, the overking took ahands-off policy to the heartlands after disbandingthe Senate and placing ultimate authority in thehands of the duke of Urnst, selected by the Suloisenobles in 193 CY.

By 200, Aerdy coin had seen to the construction ofLeukish, at that time the richest and most splendidport on all the Nyr Dyv. Thirty-seven years later, theduke moved the capital to the new city, leavingSeltaren to degenerate into a swarm of old politicsand run-down buildings. The duke's family estab-lished Shorewatch, a beautiful castle in the village ofNesserhead, just east of Leukish.

The dynasty of House Lorinar began in 497, andhas provided Urnst with a number of capable rulers.The primary exception to this was Justinian, Karll'solder brother, who ruled briefly in 570-571 CY. Adevotee of the philosophical school of "Skepticism,"realized in the writings of Urnst-born scholars Daes-nar Braden and Elbain Hothchilde, Justinian ques-tioned the divinity of the gods, increasing templetaxes some three hundred percent upon gainingoffice. The duchy had never been a particularly reli-gious place, but the subsequent razing of Leukish'sdefiant temple of Zilchus triggered the TempleCoalition Revolt, during which great riots embroiledthe capital. In 571, most churches withdrew fromUrnst, declaring the duke and his noble advisers, theHonorable Chamber, heretics. When Justinianfound himself sorely wounded in battle with BrightDesert dervishes later that year, no cleric in the landwould heal him. His youngest brother, Karll, aranger at Stalwart Pines, reluctantly gained thethrone in 572 CY.

Though Karll is kind-hearted and a great friend tothose he cares for, it took him a long time to care forthe business of the nation. When a crisis emerged,

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the young duke could often be found hunting giantsin the Abbor-Alz, or exploring the depths of theCeladon with his elven friends. While no one dis-puted his ability as a ranger, many questioned hisaptitude for leadership. In this environment, corrup-tion fermented in the capital. While Karll adven-tured, Hadric, a self-interested mayor, really ranLeukish, and gripped the entire nation in an eco-nomic stranglehold. It took the duke until just beforethe Greyhawk Wars to realize Hadric's power. Upondoing so, he exiled the man and set about cleaning upthe capital and the local lords. While this had theeffect of merely displacing most of the corrupt toSeltaren or the old Maure Lands, the ranger duke hasbeen stripped of his old naivete, and knows well thechallenges surrounding his situation.

Karll's new form of active leadership suited Urnstwell during the war years, though its natural protec-tion and relative isolation were the most importantcontributors to the nation's survival. While warsraged in distant lands, most folk of Urnst continuedfarming, mining, and raising livestock—industriesthat provided a solid financial anchor when mostnations found themselves plunged into chaos.

While few overt threats presented themselves inthe aftermath of war, the emergence of Rary the Trai-tor, in the Bright Desert, is a cause of great concern.Warnes Starcoat, Chief Mage to the Joint Courts ofUrnst and a member of the Circle of Eight, warnsthat Rary's diabolical plans could soon lead him tocovet the ancient knowledge of House Maure. LordRobilar once spent his summers in Pontyrel, inUrnst's Maure Lands, and many suspect that it is onlya matter of time before his soldiers cross the Knife'sEdge Pass, making their way to Maure Castle. Inanticipation of this event, the village of Kelefane,near the Knife's Edge, has become a prominent mili-tary outpost, and is personally administered by Karll'snephew, Ellis (CN male human Ftr7), a bitter manwho looks for enemies at every corner.Conflicts and Intrigues; Troubles continue withRhennee bargefolk in Leukish and along the Nesser.Merchant families of Seltaren and Goldplain aggres-sively exploit opportunities for profit, but at theexpense of ethics and morality. Urnst openly minesthe hill country ceded to Greyhawk in a treaty sixyears ago. An enigmatic archmage known as theSeer, expelled from court in 572 CY, was seen nearMaure Castle.

Valley of the MageProper Name: Valley of the MageRuler: His Most Magical Authority, the ExaltedMage of the Valley and Laird of the Domain, JaranKrimeeah (status unknown—N? male human?Wiz20+)

Government: Magical despotismCapital: UnknownMajor Towns: UnknownProvinces: UnknownResources; UnknownCoinage: UnknownPopulation: 10,000—Human 37% (OBf), Elf 25%(valley), Gnome 18%, Halfling 10%, Half-elf 5%Other 5%Languages: Unknown, but Common is likely; raciallanguages supposed (Elven and Gnome for certain)Alignments: UnknownReligions: UnknownAllies: NoneEnemies: Geoff exiles, Bissel, Gran March, Knightsof the Watch, Keoland (minor), Sterich (minor),Circle of Eight, nearly all other elves across theFlanaess (see later)Overview: The Valley of the Mage lies hiddenwithin the central Barrier Peaks mountain range,concealing within its confines the source and head-waters of the Javan River. The only natural passagethrough the surrounding wall of mountains lies nearthe northern end of the valley. From here the riverexits, flowing beneath the trees of the Dim Forest,This lush valley is one of the most naturally isolatedrealms in the Flanaess. The closest neighboringstates are Bissel and the lost realm of Geoff. Acrossthe Barrier Peaks to the west are Ull and the Plainsof the Paynims.

Valley elves patrol the entrance, often in force, andgnomes are sometimes found among their ranks,These patrols are comprised entirely of infantry, usu-ally wearing chainmail or studded leather, and armedwith longsword and bow. The tenor of encounterswith these elves is highly variable; sometimes theyare wont to attack immediately, while at other timesthe elves turn back intruders with only a warningThe patrols do not seem to be highly disciplined ororganized, and the elves are just as unpredictablewhen encountered outside the Valley.

The sovereign that is said to rule here is known asthe Mage of the Vale, or the Black One. His courthas no formal relationship with any other govern-ment, though he is suspected of maintaining a ringof spies in several cities in the neighboring realms.There is almost no trade, either; it is thought that theBlack One prefers to send his servants on errands oftheft and banditry instead. Henchmen of the Magethat were captured have either escaped or wastedaway, dying if not allowed to return to their master.

Little is else is known of the Mage or the interiorconditions of his domain. Those who have traveledthere describe passing from under the deep shad-ows of the Dim Forest, through a wide gap in themountains, to find a warm and fertile countryside

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within, with few inhabitants. The broad northernbasin is grassy and pleasant, while the high south-ern valley is rocky and tree covered. Little apparentdanger is here during the day. Nightfall in thevalley is quite sudden, and the landscape comesalive with monstrous predators. It is not known ifthese are conjured in response to trespassers or arehazards for the subjects of the Mage as well. It maybe that serving the Mage of the Valley is as perilousas opposing him.History: This secluded vale has always been avoidedby the common folk of nearby lands. Even inancient times, it was felt to be dominated by anawful and foreboding presence. The valley wasknown to be the habitation of a strange race of olve,who viewed all other elves with disdain. The valleyelves were once ruled by a king of their race whoheld his authority under the guise of a transcendentcalling, though no deity was ever evoked by name.The valley elves were equally aloof in their relation-ship to the natural world, and they felt no reverencefor the mysteries of faerie. All other elves abhor thevalley elves, claiming they are not true elves at all,and shun them utterly.

The valley elves were rejected not only by all otherolvenfolk, but also by the gods of their race. No out-sider has ever discovered the cause of this divinerenunciation, and the elves will not speak of it. Thedrow hint that the valley elves allowed themselvesto be bound in servitude to a powerful master, inexchange for knowledge from beyond the knownplanes. For this the drow despise them, saying thatthey were made slaves to a lie, while the drowbelieve that lies should be used only to enslaveothers. Regardless of the cause, the rift between thevalley elves and their kindred is thought to date backto their earliest appearance on Oerth.

The valley elves were not completely friendless,however. They formed a partnership with gnometraders that allowed them access to markets as faraway as the Pomarj and the Nyr Dyv. Gnomes livedas citizens of the valley kingdom even before thefirst grand duke reigned in Geoff. By the time theKeoish built their empire, humans from the landswest of the Barrier Peaks had immigrated to theJavan Vale. They were allowed to form their ownsmall communities, under a human earl who ruledin the name of the valley elf king. They wereexpected to learn the elves' language, but the com-bined influence of humans and gnomes in the valesoon made Common the language of daily use.

Few beyond the neighboring countries wereaware of the hidden valley kingdom in the BarrierPeaks. The Grand Duchy of Geoff had the most regu-lar relations with the court of the valley elf king,though merchants from Bissel and Ket quietly main-

tained contact with the gnome traders who servedthe king. When Geoff had its brief conflict withKeoland in the middle of the last century, the valleyelves were said to have helped the grand duke'scause by providing information on Keoish tacticsand resources. This relationship seems to have per-sisted until at least the end of the last century,despite vigorous and heated protests by the HighLord of Elvendom at Hocholve.

The most notable encounter with the valley elvesoccurred shortly after the turn of this century, whenthe elven king arrived unexpectedly at the grandduke's castle in Gorna. The king brought his entireroyal house into the country, unchallenged by eitherthe duke's forces or the elves of eastern Geoff. Thevalley elf king and his retinue were allowed to enterthe city, and the king was granted a private audiencewith the grand duke. The following dawn, the kingand his retinue departed, and the host of valley elveswas observed traveling southward into the Crys-talmists, never to be seen again. The grand duke wasleft with an oaken chest, several scrolls, and the finalwords of the valley elf king, which he revealed onlyto his heir.

Afterward, no contact was had with the valleyuntil an exiled Aerdi wizard named Jaran Krimeeah,also called the Black One, learned of its existenceand made himself master of the place. Maraudingmonsters had taken a heavy toll on the human com-munities, though the remaining gnomes and valleyelves had defended themselves. Jaran magicallyrestrained these summoned monsters and washailed as the Mage of the Valley. He ruled for anumber of decades, assuming great power over thevale and its inhabitants. One of his last public actswas to place a rogue drow elfin command of thevalley's forces. Access to the valley was soon forbid-den to all outsiders. During this time, the Mageacquired the antipathy of the wizard Drawmij, whojoined the Circle of Eight and directed certain plotsagainst him.

For nearly twenty years prior to the GreyhawkWars, there was no contact with the Valley of theMage. When giants from the Crystalmists sweptdown into Geoff and Sterich, these nations appealedto Keoland for aid and sent a small deputation to begassistance from the Mage of the Valley. Against allhope, they were allowed inside the valley and givenaudience with the Black One—or so they at firstbelieved. When the aid-seekers were introduced tothe Mage, one within the group recognized him as anexiled necromancer, Nyeru of Bissel. Wisely, this dis-covery was never revealed to the ersatz Black One.Negotiations continued for several weeks with noreal progress, until the marauding giants of the Crys-talmists found their way into the valley.

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The ambassadors fled while the Mage'stroops moved south to face the giants. Escapingfrom the valley, the group made a harrowingjourney down the Javan River to freedom. Theycould not return to Gorna, so most of the groupgathered at Hocholve, where the elven highlord was very interested in their tale. At theconclusion of the Greyhawk Wars, stories werecirculated that the Mage of the Valley had beenkilled, though there were no actual witnesses tohis demise. Those with the most knowledge ofthe valley's history believe that the Mage willyet return—unless some other being comes toclaim that title.Conflicts and Intrigues: No sightings of theMage have been reported since the GreyhawkWars, but the drow seneschal still has authoritythere. The Mage was known to be interested inexploring the so-called Demiplane of ShadowsThe last claimed sighting of the archmage Phili-dor placed him near the entrance to the valleyThe archmages Rary and Mordenkainen weresaid to have sponsored rival adventuring partiesto the valley—both suffering high casualties.

VelunaProper Name: Archclericy of VelunaRuler: His Venerable Reverence, the Canon ofVeluna, Hazen, Shepherd of the Faithful (LGmale human Clr20+ of Rao)Government: Theocracy ruled by the Canon ofVeluna, a powerful Raoan cleric advised by theCollege of Bishops and the Celestial Order of the

Moons (congress of representatives fromseven secular noble nouses and Ver-

bobonc)Capital: MitrikMajor Towns: Devarnish (pop7,900), Mitrik (pop. 16,200), VelunaCity (pop. 11,100)

Provinces: Seven dioceses, each co-governed by a noble (various titles;

plar, count, baron, etc.) and a bishop.Veluna City is an eighth archdiocese,

administered solely by an archbishopin the name of the Canon of MitrikResources: Foodstuffs, copper,

silver, goldCoinage: Brilliant (pp), crook (gp), staff

(ep), tower (sp), hand (cp)

An ambush awaits in the Valley of the Mage

Population: 668,800—Human 79% (Osf), Elf9% (high), Gnome 5%, Halfling 3%, Dwarf 2%,

Half-elf 1%, Half-orc 1%Languages: Common, Velondi, Flan, Elven,Halfling, Gnome

Alignments: LG*, NG, LN

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Religions: Rao*, St. Cuthbert, Heironeous, Oeridianagricultural gods, Fharlanghn, Zilchus, elf pantheonAllies: Furyondy, Highfolk, Bissel, Verbobonc,Kron Hills, Ulek states, Shield Lands, Gran March(strained over control of Bissel), Dyvers (weak), allbranches of the church of Rao across the Flanaess,Celene (distrusted), Knights of the Hart, Knights ofLunaEnemies: Iuz, Ket, Pomarj (minor), Knights of theWatch (distrusted), Valley of the Mage (distrusted),Perrenland (distrusted)Overview: The folk of Veluna have long representedthe best aspects of humankind. Here, humans andelves live in harmony, farming arable land and work-ing together to build a common culture foundedupon the tenets of peace, reason, and serenity. Theinfluence of the Church of Rao is everywhere inVeluna, gently enforcing their doctrine through theadministration of fair, firm (but not overly harsh)laws. A land renowned for its scholars and seers,Veluna is also a pilgrimage site for those seekingwisdom and stability in their own lives.

Trade in Veluna runs along two primary corridors,the Velverdyva River and the Great Western Road.Though most of the truly important settlementsalong the Velverdyva belong to Furyondy's duchy ofthe Reach, Veluna claims a number of small portsalong the southern banks. A long-cultivated toler-ance for the Rhennee bargefolk, who are generallyunwelcome on the northern shores, provides a will-ing flotilla of barges, and occasional protection forlarger vessels when strange creatures crawl from theriver deeps. The Great Western Road is well-forti-fied, and sees more traffic than the river. Most ofthis traffic flows west, anchored by caravans boundfor Lopolla and the rich markets of Ekbir, Tusmit,Zeif, and beyond.

The geography of Veluna is generally unremark-able. All forests of importance have long since beenclear cut, leaving only the Ironwood, on the south-ern border, the Dapple Wood and the Asnath Copse,a small woodland that, in former days, providedmost of the lumber that built nearby Veluna City.Veluna claims the northern margins of the Lorridgesand a sliver of the Lortmils, which house the nation'sprecious metal mines.

Veluna's army, based around a highly skilled coreof heavy cavalry, also includes contingents of elvenbowmen and gnome sappers. The bulk of the troopare pikemen, bulwarked by hundreds of clerics. TheKnights of Veluna, a local branch of the Knights ofthe Hart, number just more than one hundred.These politically active men and women commandsmaller independent bands of sergeants and men-at-arms, and often can be found at the beck and call ofany of the nation's seven secular ruling families.

History: The Word of Incarum, the most holy scrip-ture to the adherents of Rao, teaches that the Lord ofPeace granted the humans of Oerth the moonsCelene and Luna, that they might gain guidancefrom the tyranny and darkness of an Age ruled bydread Tharizdun. When the Oeridian hordes surgedeast prior to the Twin Cataclysms, one tribe, theVollar, came upon a large congregation of primitiveFlan who dwelled in the lowlands between the east-ernmost reach of the Velverdyva and the great east-ern bend of the lower Fals River. These Flan greetedthe settlers warmly, welcoming their new brothersto the "Vale of Luna," most sacred of all lands pro-tected by Rao.

Over time, the settlers worshiped this primitivegod, who they interpreted as a power of reason andserenity. By 9 CY, when Oeridian divination magichad mixed with Flan legend to locate the legendaryCrook of Rao, the culture of the valley had become asone. The place of discovery was called Mitrik, or "sal-vation," and a new nation was formed on the spot.

Centuries later, when the first Aerdi soldiers surgedwestward in a great drive to spread the empire, theycame upon the people of Veluna, already a burgeon-ing culture. The High Canon of Rao met with repre-sentatives of the Great Kingdom, and explained tothem the goals of his peaceful land. Mindful of thevast Aerdi host looming on his borders, the canonwisely agreed to support the Great Kingdom, seeingin the easterlings a passion for progress and innova-tion that could be tempered by conversion to the holytenets of Rao. So it was that the Archclericy of Vollentered vassalage to the Viceroyalty of Ferrond undera banner of peace and great religious expectations. (Ifthe Velunese did not care to emphasize their Oerid-ian heritage, the overking was only too eager to do itfor them.)

In the years following the establishment of theViceroyalty, Veluna acted as a sort of moral compassfor Ferrond as a whole. Key adherents of Rao gainedmajor positions in the court of the viceroy. Giventhe warlike Oeridian temper and the years of arro-gance established in the west, the Velunese advisershad much work to do.

It was only after gaining the council and supportof Canon Hermiod of Laudine that the man whowould become Thrommel I initiated the plan todeclare independence from the Great Kingdom. AsFuryondy was born, in 254 CY, Voll (now officiallyrecognized as Veluna) too declared sovereignty,though the two states remained close.

The strong relationship between Furyondy andVeluna entered a period of hardship fifty years later,as the Gentry of Dyvers began aggressively courtingmerchant caravans that once passed through Ver-bobonc and on to Devarnish, Veluna City, and points

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west. The trade war effectively choked all westwardtravel along the Velverdyva, saddling boatmen withridiculous tariffs. Those who failed to comply withthe taxes often found themselves mysteriouslymolested by "wandering" bands of bandits. Thoughthe Raoan hierarchy to the north largely ignored thetrade difficulties, the landowners in the CelestialOrder of the Moons in Veluna City demandedaction. Skirmishing between "unsanctioned" agentson both sides of the border resolved the issue in favorof Veluna, but a rift developed between Veluna Cityand Chendl.

In 350 CY, King Tavish II of Keoland exploitedthe problems between Furyondy and Veluna bymarching an army across the Lorridges and KronHills and into the southern and western holdings ofVeluna. Much as be anticipated, King Avras I ofFuryondy protested loudly, but mustered no troopsin the defense of his southern ally. By 355, theSecond Expeditionary Force had taken Devarnish(and the fabled Crook of Rao along with it), halting alltrade along the Great West Road. In face of a gravemilitary threat, the secular government fled VelunaCity for the safety of the canon's court in Mitrik. Inorder to ensure peace for his nation, Canon TurgenIV of Mitrik drafted and enacted the Treaty ofDevarnish, an extremely controversial agreementthat ceded the control of the Fals Gap, the greatWestern Road, and the control of several southernfortresses to Keoland in exchange for a halt in theinvasion and the guaranteed independence ofMitrik and Veluna City.

The occupation gambit seemed to pay off for thecanon, at first. In 415 CY, however, when the brutalCommandant Berlikyn of Gran March was namedgovernor of the northern provinces, the situationbecame an unmitigated disaster. Berlikyn initiated aprogram of grim oppression in the occupied lands,and by 436 CY had publicly threatened to annex thewhole of Veluna in the name of the Keoish crown.Whether the king of Furyondy decided to act due tothe agents dispatched by the canon in that year, orbecause the looming threat of Keoland had simplybecome too large to ignore, act he did. In response tothe commandant's public act of hubris, the armies ofFuryondy surged into Veluna, battling south of theVelverdyva in a ferocious series of actions soonknown as the Short War. By 438, the Keoish armyhad been dispatched from Velunese soil; Devarnishand the lands around it once again became part ofgreater Veluna.

This state of affairs lasted but briefly. In 446 CY,the Velunese College of Bishops convened to dis-cuss the fate of their nation, which many religiousmen believed was controlled by greedy Furyondiansdriven by secular goals. Though cool heads opened

the conference, a contingent of orthodox Cuthber-tine Overseers rallied the more conservative Raoansto their cause, urging that Veluna formally cedefrom Furyondy to oppose the growing apostasy fer-mented by wartime expansion and imperialism. Inan agreement known as the Concordat of Eademer,the members of the college voted overwhelminglyto break from the kingdom.

Veluna soon thereafter gained a reputation as agentle neighbor, a peaceful, contemplative powerthat rarely engaged itself in battle or even fierce eco-nomic subterfuge. The nation roused troops andallowed itself to become embroiled in politicalstruggle only in 569 CY, when the Horde of Elemen-tal Evil threatened Verbobonc. After that victory forthe forces of weal, talk soon spread of plans of mar-riage between the wealthy young Supreme Mistressof the Order, Jolene of Samprastadar, and PrinceThrommel IV, hero of Emridy Meadows. As an inde-pendent nation maintained on its own terms,Veluna forged stronger relations with Verboboncand Furyondy.

The year 573 CY, however, brought grim news.While campaigning in the south, Prince Thrommelvanished without a trace. Courtiers in the CelestialOrder claimed the abduction to be the work of theScarlet Brotherhood, who had recently revealedthemselves in the distant south. Jolene withdrewfrom the public eye in shock and sorrow, and talk ofreunification ceased.

Of late, Veluna has become a beacon of hope, acenter of stability in an unstable land. After thetumult of the Greyhawk Wars, a group of adventur-ers in the employ of Canon Hazen recovered thelong lost Crook of Rao. In a stirring private ceremonyattended by the entire College of Bishops, CanonHazen (along, it is said, with help from the archmageBigby of Mitrik) employed the fabulous artifact totrigger the Flight of Fiends, a wholesale purge ofdemons throughout the Flanaess.

Since that gracious event, the canon has made fewpublic appearances. He is aged, and some claim thatthe ceremony enfeebled the once-great ruler. Whenhe has appeared, it has been at moments of greatpolitical importance. He stood at his friend Belvor'sside upon the calling of the Great Northern Cru-sade. Furyondy and Veluna's declaration of eternalwar against Iuz was said to have been crafted byHazen's own hand. Despite the state of its ruler,Veluna seems willing to endure whatever the futuremay bring.Conflicts and Intrigues: The secular nobility, ledby the reclusive Jolene, means to exploit Hazen'sincreasing inattentiveness by increasing the power ofthe Celestial Order and weakening the influence ofthe church. An alleged madman posing as Prince

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Thrommel was recently put to the torch in the vil-lage of Garegest, without benefit of a divination.Seven members of the College of Bishops, attendantsat the Flight of Fiends ceremony, are now inflictedwith madness and an incurable wasting illness.

VerboboncProper Name: Viscounty and Town of VerboboncRuler: His Noble Lordship, the Viscount Langard ofVerbobonc, Defender of the Faith (CG male half-elfRog4)Government: Semi-independent realm owingfealty to the Archclericy of Veluna, but nearlyautonomous in practiceCapital: VerboboncMajor Towns: Verbobonc (pop. 12,700)Provinces: Fourteen freeholds and similar fiefs, allless than 500 square miles in size; the entire vis-county is a bishopric under St. Cuthbert, and it isdivided into eight "guardianships" overseen byabbots; some guardianships include more than onepolitical fiefResources: Copper, gems (I-IV), timberCoinage: [Modified Furyondy] leaf (pp), wheatsheaf(gp), knight (ep), spire (sp), common (cp)Population: 177,800—Human 79% (Ofsr), Elf 9%(sylvan), Gnome 5%, Halfling 3%, Dwarf 2%, Half-elf1%, Half-orc 1%Languages: CommonAlignments: LG*, N, LNReligions: St. Cuthbert*, Ehlonna, Zilchus, Fhar-langhn, Obad-Hai, BeoryAllies: Veluna, Furyondy (distrusted), Knights ofthe Hart (distrusted), Kron Hills gnomes (distrusted,technically in rebellion at present), DyversEnemies: Iuz, Pomarj, assorted evil cults (particu-larly Iuz, Vecna, Tsuggtmoy, Elemental Evil)Overview: The Viscounty of Verbobonc is a near-independent province of the Archclericy of Veluna,ruled in palatine by a powerful viscount. The townof Verbobonc itself is the second largest port on theVelverdyva, bringing much wealth to the local lords.The writ of the Viscounty extends some fifteen milesinto the Kron Hills to the south, though the currentgnome troubles ensure that the viscount holds littletrue power there. Though relations with the lords ofneighboring villages and strongholds within theViscounty are not nearly as tumultuous, ViscountWilfrick's inattentiveness during the latter part ofhis reign has ensured that some local rulers havemore power than they ought to have, a problem thatthe current viscount, Langard, must deal with on adaily basis.

Verbobonc is not only a human city, but is hometo many elves and gnomes, as well. A few of theformer live in lofted ipt-houses, structures built

within the boughs of trees of the same name. Mostgnomes live in "rents," small but comfortabledwellings excavated from the dozens of small hillswithin the city proper.

The town is rich with trade. The river brings goodsof all stripe, with caravans and barges more thanhappy to leave the region loaded down with gemsand copper from local mines. Verbobonc's gnomesmiths are renowned across the Flanaess. (Arguably,their most important structure, the Royal Furyon-dian Mint, spreads their handiwork farther thanany other.)

The local temperate is mild, featuring cold winterswith little snow. The people of Verbobonc arefriendly but cautious—most have seen evidence oftrue evil in their lifetimes, and know that a strangercould as easily slice your throat as look at you. Thefolk of Verbobonc have channeled this caution intoa diligent work ethic. "Hard work keeps the demonsaway" is a popular local proverb.

Despite its small size, Verbobonc boasts both areligious and secular army. The First Army of theChurch is little more than a collection of club-bearing zealots, beaten so often by the CuthbertineOverseer Branditan (LG male human Ftr6/Clr2 ofSt. Cuthbert) that they have become a formidableand well-trained force. This body numbers perhapstwo hundred men and women. The Viscount'sStanding Army consists of six hundred pikemen,cavalry and archers, nominally led by the extremelyaged (and increasingly disabled) Mayor Velysin (NGmale human Ftr11). In times of great need, thesetroops are bolstered by rangers from the Gnarley,contingents of clerics from Veluna, and the famousBootmen of Furyondy's Duchy of the Reach. Analarming number of adventurers can be found in theViscounty, augmenting the resident forces in unpre-dictable, often destructive, ways.

Orders of knighthood are few and small in Ver-bobonc, though the new viscount recently proposedsponsoring a local branch of the Knights of the Hart.Though controversial (as no love is lost between thetown and the Knights of Furyondy), it appears theproposal is gaining widespread public support solong as the knights were loyal first to their home-land, not to foreigners.History: Long before the coming of humanity, Ver-bobonc was an elven settlement, a small but impres-sive river town filled with tall, thin towers, narrowwalkways and delicate wood and ceramic statuary.The local elves shared their lives and livelihood withthe good gnomes of the Kron Hills, bandingtogether to battle off threats from the north and east.Verbobonc, then, was a military town, aligned withthe gray elves of Enstad, though a political entityunto itself. The surrounding hillocks still hold relics

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of those ancient days, slowly crumbling towers ofunsurpassed beauty, troves of buried arrowheads andstill-useful armor, and even, it is said, the elven OldPlaces, sacred refuges hidden in the magical folds ofthe world.

As civilized humans entered the Flanaess andmost elves receded into the woodlands, Verboboncgained importance as a trade port on the VelverdyvaRiver. At this time, many elves quit Verbobonc, leav-ing the town to the gnomes and the new arrivals.Thus began a new period in the history of theregion, in which the two races worked together toimprove and grow Verbobonc into a state of its own,not beholden to any greater power. At the dawn ofthe first century CY, the two primary races of Ver-bobonc encircled their home with walls, and con-structed hundreds of new buildings, mixing a dis-tinctly gnome architecture with the existing elvenstructures. In this spirit was the slogan "Earth andStone, Man and Gnome" carved above the city'snorth gate, a motto and approach to life that enduresto this day.

The Viscounty was formally incorporated intoVeluna and the Viceroyalty of Ferrond in 119 CY.Thereafter, it served as Veluna's primary river port, afact that made it a primary target of Keoish aggres-sion during the Short War. Saved from annexationby the Treaty of Devarnish, much of the western landof the Viscounty was nonetheless occupied. Thelooming Castle Estival, just east of the Iron Wood, isa telling example of how deeply the soldiers ofKeoland influenced the region in the mid-fourthcentury CY. When Keoland withdrew from Velunafollowing the Short War, Verbobonc grew distantfrom Mitrik. Its viscount still sent a delegate to sit onthe Celestial Order of the Moons, but never againwould the citizenry be considered completely willingvassals. In these years, the church of St. Cuthbertcame into great prominence in Verbobonc, displac-ing Raoan clerics in important government roles.

The trading town might have fallen from the gazeof history if not for the development, in the late 550s,of a nexus of evil just south of the town, in the KronHills. This outpost, the infamous Temple of Elemen-tal Evil, soon became a beacon for vile men fromacross the Flanaess. These folk raided local caravanswith impunity, constantly threatening the hill folkand local gnomes. By 568 CY, it became clear that thevillains had established an army, and the followingyear saw a great battle between this horde and theforces of Verbobonc, Veluna and even Furyondy.Elves from the Gnarley proved vital to the success forthe side of weal, and the Horde of Elemental Evil wasscattered at the Battle of Emridy Meadows. Powerfulmages and clerics sealed the temple with arcanebindings, claiming to have trapped a powerful

demon within the golden doors of the edifice. For atime, peace returned to the lands of Verbobonc.

The peace was short lived. The so-called "Second }Rising" of the Horde of Elemental Evil surprised noone. Viscount Wilfrick, alerted to the growing evil byagents in the south, ordered the construction of acastle at the sleepy Village of Hommlet. In the late570s, dozens of parties of adventurers sallied forthagainst the temple. After much loss of life, the hordeseemed at last to have met defeat. The castle atHommlet was completed in 581 CY, and the folk ofVerbobonc began cautiously to return to a life unhin-dered by the shadow of evil.

Verbobonc was not an official participant of theGreyhawk Wars, though dozens of volunteer compa-nies native to the Viscounty bolstered the armies ofFuryondy and Veluna. Upon their return, they foundtheir homeland embroiled in a desperate politicalstruggle with the nations they had left to assist. In585 CY, the Furyondian Knights of the Hart calledfor the annexation of Verbobonc. Though representa-tives from Veluna sniffed at such talk, the emergenceof the Great Northern Crusade, in which Veluna andFuryondy acted as a single political unit, frightenedmany in the town who had long preferred the reason(and liberal tax laws) of Mitrik to the zeal (and activemonitoring of the finances of the aristocracy) ofChendl. The situation came to a head when old Vis-count Wilfrick died in his sleep in Harvester 587 CY,leaving Castle Grayfist to his eldest known son, theRight Honorable Sir Fenward Lefthanded,

Though Viscount Fenward publicly denounced alltalk of annexation, he also enacted a number of rashpolicies that harmed the city and its allies. Since thefall of the Temple of Elemental Evil and certain well-publicized raids into nonhuman lairs in the GnarleyForest (the success of which was overstated) had"eradicated all enemies of the Viscounty, both imagi-nable and otherwise," Viscount Fenward withdrewcostly patrols from the forests and hills. Nonhumancommunities that depended on those patrols to pro-tect them from real and still present threats explodedin uproar against this new policy and an ill-thoughtinsult Fenward aimed at the gnomes. The gnomes ofthe Kron Hills summarily declared themselves freefrom Verbobonc's authority, swearing themselvesonly to their Clanlord, Urthgan the Eldest of Tulvar(LN male gnome Wiz7 (illusionist)/Ftr2), and to theAssembly of the Kron Hills, a council of gnomeelders. The sylvan elves of the Gnarley, though hardpressed without human patrols, scarcely acknowl-edged the change.

A series of slanderous dispatches between Vis-count Fenward and the Kron Assembly followed andleft many city gnomes unsure of their allegiance,This dangerous development ended only when

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papers implicating the viscount as an agent of theScarlet Brotherhood were discovered in Fenward'schambers. The papers were later revealed to be for-geries, a fact that helped Fenward little, as he hadbeen slain by his captain of the guard when he resis-ted imprisonment for treason.

Thereafter, rulership of Verbobonc fell to Langardof the Gnarley Border, a half-elven, half-forgottenbastard son of Viscount Wilfrick. The new viscountwas surprised to find himself in charge of the town,and he is a cautious though naively open ruler(hoping that his past affairs as a minor smuggler donot come to public attention). In a land so controlledby fear (of monsters, evil cults, and annexation),many look upon Langard's "discovery" with the sus-picion that he is a Scarlet Brotherhood agent and norelation to the former viscount. No less a personagethan the city's venerable Bishop Haufren (LN malehuman Clr14 of St. Cuthbert) vouches for him,however, so the skeptics have considerable opposi-tion to overcome.Conflicts and Intrigues: Several evil cults arethought to operate in this region; cults of Vecna andIuz are those most feared. The city's gnomes mustchoose allegiance between the Viscounty and theirclans in the Kron Hills. Exiles from the Wild Coasthave brought disease, drunkenness, and crime to theregion. The Renvash Splinter, a reliquary of the Cathe-dral of the Holy Cudgel, was recently stolen by par-ties unknown.Wild Coast (see Greyhawk, Pomarj)

Wolf NomadsProper Name: The WegwiurRuler: The Fearless Wolf Leader, Tarkhan of all theWegwiur, Commander of the Relentless Horde,Bargru (CN male human Ftrl4/Wiz2 (illusionist))Government: Numerous loosely allied nomadtribes; hereditary leader of the ruling clan has author-ity (limited by charisma and force) over other khansCapital: Eru TovarMajor Towns: Eru Tovar (pop. 4,200), Ungra Balan(pop. 8,300)Provinces: Two settled towns but no provincialstructureResources; Furs and hides, copper, horsesCoinage: None; Perrenland coinage used in UngraBalan, barter used everywhere elsePopulation: 120,000—Human 96% (Bf), Halfling2%, Elf 1%, Other 1%Languages: Ordai, Ancient Baklunish, CommonAlignments: CN*, NReligions: Geshtai, Istus, ancestor worship, Telchur(from long-ago Oeridian contact)Allies: RoversEnemies: Iuz, Tiger Nomads (sometimes), nonhu-

mans and bandits from Blackmoor and Cold MarshesOverview: The portion of the steppes controlled bythe Wolf Nomads is bounded by the Fler river to thewest, and the Burneal Forest to the north. To thesouth, their territory ends at the shores of Lake Quag,and pushes up against the Sepia Uplands and thenorthern borders of the Vesve. In the east, however,lies the uncertain border with the lands of Iuz. Therelationship between Iuz and the nomads has neverbeen friendly, and a state of open warfare has pre-vailed for most of the last decade. The capital city,Eru Tovar, stands ready to endure siege, while thewar bands continue to harry the forces of Iuz, thoughseldom engaging in protracted combats.

The war bands of the tarkhan are gathered fromamong the many tribes of the steppe, each led by itsown noyon. They fight with bow and lance, and areonly lightly armored. Sometimes, they will serve asguards for caravans or expeditions crossing the plainsto Blackmoor or seeking trade with the TigerNomads to the west. These nomads are loyal to theirword, much more so than the Tiger Nomads, butthey are very easily offended. This often happenswhen a caravan is in the middle of the steppe, and itusually requires many gifts and payments to atone forsuch a transgression. The experienced traveler willcertainly plan for such a predicament.

A larger trading town of nomads exists on theshores of Lake Quag, called Ungra Balan, in the terri-tory of the Guchek tribe of the Wolf Nomads. It ismore populous, and more prosperous, than EruTovar, but its inhabitants are not truly representativeof the Wolf Nomads. Many townsfolk are notnomads at all, but some are former nomads who wereexiled for some offense. Goods and horses can beobtained here that would otherwise be unavailable toanyone unwilling to travel the plains, so the towncontinues to grow. Many nomad bands have taken towintering in the region as well, despite the disap-proval of their tarkhan.History: The Wolf Nomads consider themselves thetrue heirs of the great Relentless Horde that oncechallenged all the nations of the northern Flanaess.Led by the mighty Kha-Khan Ogobanuk, the hostencompassed both the Wolf and Tiger nations until345 CY. All the lands west of the Griff Mountainswere under their sway, though by the end of the kha-khan's lifetime the territory east of the FellreevForest was already lost. After Ogobanuk was laid torest in the Howling Hills, the Wolf and TigerNomads became separate nations, though still boundby language and tradition. Both the ilkhan andtarkhan have followed the kha-khan's decree andstudied the art of beguilement, for any ruler whocannot deceive his enemies is not clever enough tolead a free people.

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The first ruling tarkhan chose for his camp a hillnear the source of the Blackwater River. Around it hebuilt a wooden stockade that was rebuilt eachautumn. Eventually, the site became the city of EruTovar, with walls and buildings of brick, as well aswood. A copy of the Great Yassa of Ogobanuk washoused there, to be perused only by the tarkhan andhis heirs, though it was rumored that the ilkhan ofthe Chakyik possessed a copy as well. The arts ofbeguilement and leadership were set forth in theYassa, and the traditions by which the nomadsshould live. Thus, while the nomads were a freepeople, they still maintained a standard of virtue.

For many years, the nomads remained the mostpowerful force in the north. When Iuz the Old cameto power in the Northern Reaches of Furyondy, thatchanged. He claimed the territory between the WolfNomads and the Rovers of the Barrens, and soughtwith his nonhuman armies to bring the nomadsunder his sway. To them, he was yet another enemy,but one whose evil far surpassed any they had knownbefore. They learned to avoid his lands east of theBlack Water, though never forgetting their honoreddead in the Howling Hills. Iuz menaced the nomadsfor a generation, but with his imprisonment, theyreturned to their former ways, battling the Roversonce more on the Dulsi plain.

Iuz returned to the north in the years prior to theGreyhawk Wars, and after a period of rebuilding, heattacked his neighbors once again. His first majoroffensive against the Wolf Nomads was a siege of EruTovar. The tarkhan himself led two full tumans ofnomads against Iuz, breaking the siege and trappingthe Old One's northern army at the great north bendof the Black Water River. The Battle of Black WaterBend, as it was called, was a great victory for the WolfNomads, though Iuz continued to make progress inthe Howling Hills

Following the wars, the Wolf Nomads were incitedto attack Iuz in the Howling Hills by a mercenaryPaynim named Tang the Horrific. Appearing before agathering of tribal khans, the charismatic Tangstirred even the aging tarkhan with his words, and ahorde was gathered to invade the territory of Iuz. Thevictory was by no means as decisive as the Battle ofBlack Water Bend, nearly a decade earlier, but manyof Iuz's nonhuman troops were slain in the invasion.Tang was separated from the horde, fleeing eastwardthrough the Land of Iuz and beyond. The WolfNomads returned home to the steppes and continueto raid the realm of Iuz with newfound daring andboldness.Conflicts and Intrigues: The tarkhan's seventh son,Lekkol Khan, has returned after a long absence to seehis father. A visit by a party of western Rovers of theBarrens is being widely discussed. Agents of Iuz are

rumored to be in Ungra Balan. The spreading tide ofevil among the Tiger Nomads concerns many. Plansfor strikes into Iuz's territory might be in the works,

YeomanryProper Name: The Yeomanry LeagueRuler: His Steadfastness, Marius Lindon the Free-holder, Spokesman for the Yeomanry League (NGmale human Rgr10)Government: Independent democratic republicgoverned by an elected Freeholder (who conductsdiplomacy, negotiates treaties, and commands themilitary) and Council of Common Grosspokesmen (aparliament handling legislative affairs); suffrageexists for all adult citizens (human and nonhuman,male and female) who have military service or aregainfully employed in the realmCapital: LoftwickMajor Towns: Farvale (pop. 4,400), Loftwick (pop.8,400), Longspear (pop. 7,700), North Reach (pop,3,700), Westburn (pop. 2,500)Provinces: Five high districts (towns governinglarge domains), thirty-one low districts (rural areaswith scattered villages)Resources: Foodstuffs, cloth, silver, gems (II)Coinage: Freegold (gp), halfgold (ep), silver (sp),common (cp)Population: 305,900—Human 79% (SOf), Halfling9% (stout), Elf 5% (high), Dwarf 3% (hill), Gnome 2%,Half-elf 1%, Half-orc 1%Languages: Common, Keolandish, Halfling, ElvenAlignments: LG*, LN, CG, NGReligions: Phaulkon, Heironeous, Allitur, Fortubo,Fharlanghn, Trithereon, Zilchus, Delleb, Joramy,Norebo, Kord, halfling pantheon, dwarf pantheonAllies: Keoland (weak), Sterich (weak), Knights ofthe Watch (weak)Enemies: Scarlet Brotherhood; many giants andnonhumans in Hellfurnaces, Crystalmists, Jotens,Tors, and Hool Marshes; IuzOverview: The Yeomanry League, also known as theYeoman Freehold, is situated in a valley between theJotens and the Tors in the southwest corner of thegreater Sheldomar Valley. The moderately sizedrealm is nearly surrounded by the Crystalmists andits spurs, though its eastern border with Keoland isgenerally regarded as the western bank of the Javanacross from the county of Cryllor. Its border contin-ues south to where the great river enters the HoolMarshes and the lands of the Sea Princes. The cli-mate is hot nearly year round in the central valley,though the temperature moderates as oneapproaches the foothills, particularly in late fall andwinter. The Yeomanry is a land populated largely byfreemen farmers, who are mostly a Suel-Flan mix.With foodstuffs and cloth the major industries of the

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nation, the town of Longspear on the eastern borderforms the major trading center for the country andthe destination for most of its excess goods. Here,foreign visitors are usually welcomed, and muchcommerce is conducted, particularly with Keoland,the Yeomanry's nearest neighbor.

The Yeomanry is one of very few representativegovernments in Flanaess. Any citizen of majoritywho has carried a spear for the nation, either now orin the past, is eligible to elect spokesmen on hisbehalf from his community. In turn these spokes-men elect representatives, until one reaches theapproximately one-hundred-member Council ofCommon Grosspokesmen. The council meets in thecapital of Loftwick four times a year during the festi-val weeks to decide the affairs of the nation. Thesedelegates act largely as a legislative body, and choosefrom among the greater landowners of the nation acitizen to act as Freeholder. The Freeholder ischarged with being the chief administrator of thenation, and he also directs diplomacy and the headsthe armies of the Yeomanry by leading the Free Cap-tains of the Battles. The current Freeholder is MariusLindon, a ranger from the eastern territories of theYeomanry. He has held the office for scarcely twoyears, but was chosen for his expertise in dealingwith the nonhuman invasions that have increasedwith frequency in recent years.History: As the Suel migrated into the SheldomarValley, many of their number sought a peaceful exis-tence. These people, primarily lowborn peasantryfrom the Suel Imperium, did not venture far fromwhere they emerged into the Flanaess. They settledthe high valleys between the Jotens and the Tors andmixed with the local Flan. These new lands, stretch-ing all the way out to the Javan River, had been wellexplored by the Suel Imperium prior to the TwinCataclysms. The explorers had established miningenclaves and scouting outposts decades before theonset of the final war, producing small but notablesettlements such as Melkot in the Tors and Alran onthe Jeklea Coast. For centuries, dissident individualshad escaped imperial eyes to the shores of Jeklea Bayafter crossing the dormant Hellfurnaces, but theselands were not of great importance until the destruc-tion of the empire.

In the century following the migrations, thehumble folk who settled these lands were conqueredand subjugated by a powerful Suel mage who merci-lessly swept through their realm from the east. LordAsberdies, as the tyrannical wizard was known, hademerged from the Dreadwood after the terribledestruction of his noble house, the infamous Malhel,some years earlier. Asberdies ruled the land and itspeople with cold blooded ruthlessness in a vainattempt to resurrect a vestige of the glory of the Suel

Imperium. The tyrant was eventually cast down afteryears of dominion, during which his outrages ulti-mately grew unbearable. The yeoman farmersbandied together into small cadres of around a dozenfighters to overcome the forces of the mage in piece-meal fashion through relentless guerrilla strikesupon his forces. Asberdies was soon harried from histhrone and realm by the insurgents, who successfullybesieged his stronghold.

In the aftermath of securing their independence,these citizen-warriors realized that they had essen-tially formed the framework of a government. Theyelected their own spokesmen, who in turn choseleaders to direct the affairs of the realm. TheGrosspokesmen, as these leaders would come to becalled, established the office of Freeholder, who wasessentially an administrator elected to run the gov-ernment, military, and conduct foreign policy.

Almost two centuries later, in -96 CY, the leadersof the Yeomanry met with representatives of theexpanding kingdom of Keoland to discuss theirannexation into the latter. Its Grosspokesmen andFreeholder were welcomed as members of the Coun-cil of Niole Dra, treated as noble peers within thegreater realm. Over the next four centuries, the Yeo-manry contributed its well-trained warriors to sup-port the efforts of the kingdom, primarily by secur-ing its borders from invaders and marauders. Theywere instrumental in the efforts of King Tavish I toconquer the Pomarj and the southern lands thatwould become the Hold of the Sea Princes.

But this cooperation ended suddenly, during thereign of Tavish II, when the wars turned fromdefense to naked aggression. In 361 CY, the Yeo-manry withdrew its forces from the Keoish armiesand closed its borders in protest. It was over a cen-tury later that reconciliation between the two sideswas finally achieved, when Tavish IV recognized anindependent Yeomanry. Thereafter, the Yeomanrysettled into a more peaceful existence that has lastednearly to the present day.

Some dozen years ago, a cavernous bore was foundat the foot of the Crystalmists in the western end ofthe realm. This tunnel, which supposedly pierces therange and leads to the Sea of Dust, has broughtrenewed (and unwanted) attention to the Yeomanry.This activity is concentrated on Dark Gate, a smalltown built near the site that enjoys a frontier econ-omy, though it is a dozen miles from Westburn. In590 CY, adventurers appeared in the town witharmor and weapons made of a strange black metalthat disintegrated within days. With tales of othergreat riches and wondrous magic just beyond theentrance to the passage, many have come to seektheir fortune.

Freeholder Marius JLindon, elected in 589 CY, has

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paid little attention to these developments, concen-trating on the "giant troubles" in the north. Raidsfrom the Jotens in 590 CY threatened the city ofLoftwick, and he has set about reinforcing itsdefenses lest in 591 his realm suffer the fate ofSterich and Geoff.Conflicts and Intrigues: Wastrian clerics haveappeared in the Hool Marshes since the mid-570sand are blamed for raids as far north as the LittleHills. Refugees from the Sea Princes are causingtrouble for southern landholders. The Yeomanry has2,500 mercenaries working for Keoland, but the Free-holder wants them recalled home. All thirty-eightinhabitants of a small village ten miles from DarkGate disappeared two months ago, with no clues as totheir abductors or current whereabouts.

ZeifProper Name: Sultanate of ZeifRuler: His Omnipotence, the Glory of the West, theSultan of Zeif, Murad (LN male human Ftr15)Government: Independent feudal monarchy withhereditary ruler; advised by a grand vizier and theDiwan, a semihereditary bureaucracy; royal line hasuncertain claim of descent from ancient BaklunishEmpire royalty, but still claims to rule all civilizedBaklunish lands; noble families are all related to theroyal family in various degrees; religion is sub-servient to the stateCapital: Zeif (called Zeif City in the east)Major Towns: Antalotol (pop. 10,700), Ceshra (pop.16,600), Dhabiya (pop. 14,900), Zeif (pop. 43,500)Provinces: Thirty-eight timars (rural fiefs); cities andtowns, and surrounding lands, are governed by beys,deys, emirs, and pashas (including the capital, admin-istered by a pasha for the sultan)Resources: Foodstuffs, gems (III), horses, livestockCoinage: Magus (pp), efrit (gp), marid (ep), djinn(sp), dao (cp)Population: 1,628,300—Human 88% (B), Orc 10%,Halfling 1%, Other 1%Languages: Common, Ancient Baklunish, Baklun-ish dialects, Halfling, OrcAlignments: LN*, NReligions: Istus, Al'Akbar, Mouqol, Geshtai, XanYae, other Baklunish godsAllies: Tusmit (sometimes), Paynims (sometimes)Enemies: Ekbir (sometimes), Tusmit (sometimes),Ket (sometimes), Paynims (sometimes), Knights ofthe WatchOverview: The Sultanate of Zeif is the largest singlenation of the Baklunish. Its northern and easternboundaries are formed by the Dramidj Ocean and theGulf of Ghayar (the Janasib Isles remain stubbornlyindependent), while its eastern border is formed bythe Tuflik river. Grasslands give way to fields along

the Tuflik, and in most of the area north of the townof Antalotol. Zeifs climate is balmy along the coast,though her interior has cold winters and very hotsummers. Zeif's broad southern border is the openplain, still dominated by the uncounted tribes ofPaynims.

The Paynims roam freely across the border, formany are mercenaries in the service of the sultan'sarmies and so are seldom questioned. They areexpected to carry the badges of their mercenaryunits, but these are easily obtained—legitimately orotherwise. Few others travel the plains, though cara-vans still trek to distant Kanak on the shores of thesalt-lake of Udrukankar. Many caravans employPaynim guards, but this is seldom proof againstattack, for the Paynims war upon each other as read-ily as upon outlanders. Towns like Antalotol andBarakhat still profit from such caravan traffic, butnone compare to the city of Zeif, on the green watersof the Dramidj.

Sea trade is vitally important to Zeif, and hercoastal cities are by far the most prosperous. Thegreatest merchant fleet in the western Flanaess isthat of Zeif. These ships travel to all the nations ofthe gulf and throughout the islands of the DramidjOcean. Her war fleet is also imposing, but it isdivided among the many ports along the vast stretchof coast it must patrol. Special attention must be paidto the Bakhoury Coast client states, whose loyalty tothe sultan is ever in doubt. Heavy cavalry patrol theland routes between major settlements, and heavyinfantry are garrisoned in the larger towns.

Government in Zeif has many layers. The minis-ters of the sultan's cabinet, or Diwan, all hold the titleof Vizier; the Grand Vizier is the highest-rankingminister in Zeif, and he answers only to the sultanhimself. The power of the viziers is legendary, andmost of these scholarly officials are also wizards orclerics. The military of Zeif is very strong, yetbecause its supreme leader is the sultan himself, theirinterests suffer when his attention is distracted. Highin the ranks of the military are the Spahis, theknights of the sultanate; they are landed gentry ofwealth and position, but without the discipline of theFarises of Ekbir. The alliance of merchants, called theMouqollad, is perhaps the next greatest power, forthey too have wealth, though no authority. Finally,assassins and spies are also plentiful in Zeif, servingany number of masters or causes.

Zeif has a significant minority of orcs and half-orcs, the distant descendants of nonhuman merce-naries used by the old Baklunish Empire before theInvoked Devastation. These tribeless nonhumanshave become fully integrated into the state, thoughmost are within the lower class. A number of notedgenerals and spies of Zeif were obviously half-orcs.

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Peh'reen, the palace of the Sultan of Zeif

History: Ozef the Warrior founded this state upon acoalition of nomadic and sedentary peoples in theregion of the old Satrapy of Ghayar. With his Paynimarmy he defeated and destroyed each of the ImperialPretenders, ending their evil regime and stoppingthe terrible blood-tribute of the Satraps. In its placehe declared the Sultan's Truce between clan, classand race. Unfortunately, Ozef's reign was cut shortwhen he was devoured by a dragon turtle in theDramidj. The administration of the government wasthen assumed by the Diwan under the guidance ofthe Grand Vizier, in the sultan's name.

Ozef's great-grandson, Jehef the Splendid, restoredthe authority of the sultan by gathering the supportfirst of the military, then of the merchants. Undermilitary administration, his rule extended from Ketto the Bakhoury Coast, and all the lands between,The legendary wealth and sophistication of his courtmarked the cultural high point of the sultanate. Hewas also the last sultan to have the full allegiance ofthe Paynims. Perhaps his most lasting monument ishis combined palace and capitol, Peh'reen.

Following the death of Jehef, his grandnieceIsmuyin assumed office as the only reigning sultanaof Zeif. She continued most of her uncle's policies,but she also reached an accord with the civil govern-ment to restore the viziers to their old authority. Hergovernment concluded treaties with the gulf states ofRisay and Mur, as well as some Ataphad city-states.

Diplomatic relations were established with the matri-archs of Komal, though no formal alliance was everachieved. Growing tensions with the Paynimserupted into sporadic conflict along Zeif's southernborder, while a few of the Bakhoury emirs openlyaccommodated piratical strongholds.

For the next several centuries, Zeif faced challengesfrom her neighbors on land and sea. The Zeif wereusually triumphant, yet the sea-lanes continued togrow more dangerous, as did the plains. The maraud-ing of the Paynims became so incessant that SultanMelek II sought a permanent solution in the form ofnomads from southern Komal, beyond the Gulf ofGhayar. The Brazen Horde were a nation long at oddswith the Komali, and they found the promise of newlands to be irresistible. Their relocation to the plainsbordering Zeif was intended to provide a buffer zonebetween the indigenous Paynims and the lands of thesultanate, and the strategy was briefly successful. Thediffering nomads warred upon each other for decadesbefore they reached an accommodation.

In the aftermath of this immigration, a horde ofdisplaced Paynims left their ancestral lands, invadingZeif, then Ekbir, and finally emerging in the steppesbeyond the Yatils to menace the peoples of the cen-tral Flanaess. The provinces of Tusmit and Ket werelost to the sultanate as well, reducing Zeif's easternborders to their current limits. Diplomacy provedineffective in restoring these eastern holdings to the

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sultan's rule, and several expensive military disasterscaused the government to abandon efforts to regainthese lands.

All of Zeif's maritime interests were threatened byher seafaring neighbors, particularly Komal in thewestern Dramidj. The Battle Beneath the Waves sawa force of Komali and allied merfolk defeat Zeif'sassembled fleet in the Qayah-Bureis islands, vastlyreducing Zeif's naval presence in the Dramidj. Theemirs of the Bakhoury Coast took advantage of Zeif'sweakened sea power to declare their own independ-ence, also seizing the Janasib islands in the process.Zeif slowly reestablished control along the coast, butgroups of buccaneers and pirates stubbornly heldthe Janasibs, defying the sultan's authority down tothe present day.

The government of the current sultan has attempted

to assert its authority over all the territories once heldby Zeif. Only the pasha of Tusmit and a few Paynimrulers have sworn loyalty to the sultan, and he mightnot be willing to go to war to press his claims. Zeif hasnot been directly affected by the Greyhawk Wars,beyond a decline in trade with the central Flanaessnations for several years. Many unresolved conflictsexist with other western nations, but the tendencyhere is to watch and wait; the sultan grows old anduncertain, and the struggle for succession will occursoon enough.Conflicts and Intrigues: Bakhoury Coast emiratesare near rebellion. Janasib corsairs are rumored to benegotiating an alliance with Komal. The royal haremmight be the current headquarters of an assassins'syndicate. Foreign spies, especially from theAtaphads and Komal, are suspected everywhere.

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Adri Forest: This vast, ancient broadleaf forest is filledwith game animals and fine wood. It has shrunk inarea by about half since the Great Kingdom wasfounded, thanks to land-clearing for farms, fires, log-ging, and woodcutting. Resources from the Adriinclude wood for shipbuilding, homes, furniture, andweapons; game animals hunted for furs, food, and tro-phies; fruits and nuts; and fish from the Harp River.Excluding Innspa, the only settlement of note here isElversford (pop. 1,000), on the east bank of the Harp,eight-five miles east-southeast of Innspa. Armedforesters led by rangers resist incursions by Ahlissaand North Kingdom. A half-dozen druidic faiths arepresent, notably that of Obad-Hai, led by ArchdruidImmonara (N female human Drd13 of Obad-Hai).Ehlonna's faith supports the rangers and is very mili-tant. A legendary ancient elven city is said to lie at theheart of the Adri, in a dangerous region called theColdwood. No elf will ever go there or allow anyoneelse to do so.Amedio Jungle: The Amedio is a vast tropical rainfor-est extending southward more than 300 leagues.Tribes of savage humans (Suel and Olman) live here,among fierce animals, man-eating monsters, intelli-gent apes, and haunted ruins. The jungle also holdsmany carnivorous and poisonous plants, whose medic-inal and magical properties are very powerful.Axewood: The Axewood strides the Sheldomar River,lying half in the Duchy of Ulek and half in northwest-ern Keoland, The Axewood has a reputation as a faerieland, largely untouched by the Suloise-Oeridian inva-sion of the Flanaess. Unicorns, treants, atomies, andgrigs live here, and the Keoish are careful to cut downtrees only from the peripheries of the wood.Bonewood: Once known as the Thelwood (a springwithin it is the northernmost source of the ThellyRiver), this small forest straddles the border betweenthe present-day Principalities of Rel Deven andAhlissa in the United Kingdom of Ahlissa. The forestrapidly altered in character in 583-588 CY, when itstrees changed into bonelike material. Dark sorcerywas immediately suspected, and most inhabitants fledto the city of Rel Deven. The place has acquired awoeful reputation ever since.Bramblewood Forest: This large, dense forest grows

in the plains between the Banner Hills and the south-ern Yatils. At one time it grew up onto the slopes ofthe Yatils, but the foothills and northern lowlandswere cleared for farming over the centuries. Thorn-ward is on its southeast border. Yarpick trees, com-monly called daggerthorns, are abundant here. Culti-vated yarpick "nuts," the inner seed of their small fruit,are nourishing either whole or ground into meal;these are sold in Ket, Perrenland and the Baklunishnations.

Strange, evil nonhumans and fell monsters lurkhere. A single main road pierces the forest; patrolledby Ketite soldiers and fortified against foreigner sol-diers and predators alike.Burneal Forest: The Burneal Forest stretches forhundreds of miles, from the shore of the DramidjOcean to the bogs of Blackmoor. This sprawling realmof pines and firs harbors great northern elk, giant deerand other game, tempting Wolf and Tiger Nomads tohunt there. Little-known Flan savages called theUirtag dwell in the interior, living in huts made ofgreen boughs in the brief summer and in burrows duginto the ground during the long, cold winter. A fewChakji tribes on the forests' western fringe trade withTiger Nomads and inhabitants of the Land of Black Ice(see Tiger Nomads).Celadon Forest: The Celadon Forest lies withinNyrond and the Duchy of Urnst, but is unclaimed byeither. Duke Karll enjoys great friendship with thegenerally peaceful elves and woodsmen of the westernwoodlands, and southwest Urnst is well served byrangers from the Celadon, mostly humans and half-elves trained at Stalwart Pines, the only known "organ-ized" ranger school in the Flanaess. However, the situ-ation in Nyrond now borders on civil war. The formerbaron of Woodwych conducted extensive loggingoperations here, igniting an anti-Nyrond rebellion.The new king has provided hope to the woods folk,but the new baroness appears every bit as ruthless asher predecessor.

Mighty oaks and elms grow here, tended by treants,sylvan elves, and similar beings. These folk preventthe cutting of any live tree from the forest; the humansand elves who trade with the outside world are gener-ally herbalists. Keoghtom's ointment is said to derivefrom reagents gathered here. A great fire of mysteriousorigin damaged the western half in 571 CY.Dapple Wood: This small woodland is a majorresource for Furyondy, which makes extensive use ofits timber. Good-quality ipp, yarpick, and bronzewoodare brought out steadily, and game is still fairly plenti-ful. Bugbears once roamed here, but have not beenseen in a decade after rangers, knights, and militiamenhunted them without mercy. Black bears, wild dogs,poisonous snakes, and giant porcupines are the onlyreal threats. Ships on the Velverdyva often put in at

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small, free-spirited shore villages in the woods atnight, if they don't stop at the port of Kisail, upriver.Dim Forest: The huge, old trees of this forest are sobroad and leafy as to make the ground beneath dim onthe brightest days. The olve are said to dwell west of theJavan, but nonhumans and terrible creatures like tene-brous worms and slow shadows abide elsewherewithin. Gran March claims the western end as its own.Dreadwood: This large forest stretches across thesouthernmost provinces of Keoland, just north of theHool Marshes. A royal writ grants control of most ofthe forest to the elves, who administer and protect iton behalf of the crown. Efforts are mounted to clearthis forest of evil creatures, but these have failed timeand again. Raiders from the Sea Princes and nonhu-mans from the Hool Marshes use the wood to attacksouthern Keoland. The elves and royal garrisons battlethese invaders at great cost. The wood is also home tothe Great Druidess of the Sheldonar Valley, ReynardYargrove (N female human Drd14 of Obad-Hai), whois an ally to the cause of the elves.Fellreev Forest: This entire expanse of birch andscrub oak is claimed by Iuz, though the Old Oneenjoys little power here. Most of the forest is ruled byclans of sylvan elves allied with Reyhu refugees sincethe Greyhawk Wars. A significant force of undead isalso here, rumored to be led by an escaped HornedSociety Hierarch. Iuz gains little by sending tradi-tional soldiers here, so he uses the Fellreev as a hunt-ing ground for trained monsters.Forlorn Forest: The Forlorn Forest is an evergreenwood of fair size, just south of the Icy Sea. Its westernedge marks the boundary of Iuz's "Barrens" territory.The forest is rich with hideous monsters, but it screensa few coastal settlements of the Rovers of the Barrens.Gamboge Forest: The ancient, dense GambogeForest lies between the states of Nyrond and the Pale,though neither claims it. Thousands of humans,gnomes, and sylvan and high elves live here amongthe bronzewood, oak, elm, and hornwood trees. Ogresand hobgoblins from the mountains raid woodlandvillages or the plains beyond. Despite the dangers, theGamboge is fairly peaceful, ready to trade wood, fruits,nuts, or tubers to Nyrond or, less often, the Pale.Gnarley Forest: Portions of the Gnarley Forest areclaimed by Celene, Dyvers, Verbobonc, and Grey-hawk. The forest is home to thousands of woodsmen,sylvan elves, and gnomes. An enclave of ogres, gnolls,and orcs (Blackthorn) is hidden within, and rovingorcs from the Pomarj annually attempt to use theforest as cover for a massive flanking maneuveragainst Narwell and Safeton. The Furyondian Green-jerkins are 40-odd rangers who patrol the northernGnarley from a small river port, Stalmaer, at the con-fluence of the Att and Velverdyva Rivers. Also, overtwo hundred Gnarley Rangers patrol the entire forest,Gnarley Rangers on the hunt

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protecting it from harm. The forest folk and theirdruidic allies are wary of intrusions by Greyhawk sol-diers and settlers, fearing the whole forest may be cutdown for farmland and timber.Grandwood Forest: The tall hardwoods and tangledundergrowth of the Grandwood were once a haven forrefugees from the evils of the Great Kingdom. Nonhu-man troops were sent in against the clever rebels, tolittle effect. The dissident folk wish to consolidatethemselves and form a government, but Ahlissa'sOverking Xavener, who has the strongest extant claimhere (calling the forest a marchland of Ahlissa), willhave none of that. The wood elves are the most power-ful inhabitants and are wary of outsiders. The humansnow trade with Rel Astra, as the stance of Lord Draxhas softened of late, but they can infiltrate enemyforces and mislead them if the wood is invaded again.Hornwood: The Hornwood, once the favored hunt-ing place of Geoff's nobility, now teems with savagemonsters. When the giants and nonhumans invadedduring the Greyhawk Wars, refugees sought sanctuarywithin the depths of the forest. Those willing to abideby the strict code of a circle of druids known as theAshmeet were taken in. Others joined forces withsylvan-elf foresters, but most were slaughtered by fero-cious predators and evil invaders. The woodland isnamed for the highly valued hornwood trees here.Hraak Forest: The Hraak is a pine and fir woodlandthat borders the Corusk Mountains north of HraakPass. The pinewood is exploited by the people of Stone-hold for fuel, trapping, and hunting. The warlike ForestPeople (a Cohens tribe now part of Stonehold) livewithin. Great bears and wolves roam its depths, and afair number of white dragons unexpectedly lair within.Iron Wood: The western lands of Verbobonc aremarked by the Iron Wood, a fog-cloaked collection ofroanwood, yarpick, and ipp trees said to be haunted bylycanthropes. A trade road passes through from Ver-bobonc to Devarnish, but most merchants prefer totravel by river than enter here.Loftwood: The small Loftwood lies along the SolnorCoast between Bone March and Ratik. Its pines wereonce much prized for shipbuilding. The site of a greatRatikkan victory over Bone March orcs (578 CY), thewood was partly despoiled by nonhumans setting fires(584—585 CY). It is once again a battleground betweenRatik in the north and orcs and gnolls in the south.Menowood: This virgin wood lies between Ahlissa'sPrincipality of Naerie and Sunndi, but is part of nei-ther. Once the domain of a powerful druid called Sver-dras Meno, it is still home to ancient treants, sylvanelves, and dark faerie folk, such as spriggans and quick-lings, who hate humanity.Nutherwood: The Pale claims the Nutherwood,defending it from frequent invaders from Tenh (Iuz'sforces or local Tenha) and the Bandit Kingdoms (Iuz's

forces or renegade bandits). People yearning to avoidthe theocrat's spies have long called this forest home.Phostwood trees grow along the northern margins.Ogres, ankhegs, giant beetles, and carnivorous plantspose threats to the unwary here.Oytwood: This small woodland within Geoff wasoverrun by nonhumans and giantkin in 584 CY, untilraids by the Knights of Dispatch in Hochoch in 588CY resulted in a costly victory for humanity. A fewwell-defended wood elves inhabit the western end,but they are engaged in serious disputes with theircousins in the Dim Forest. The Oytwood has manyfruit trees and edible fungi.Phostwood: The phosphorescent glow of dying phosttrees, unique to this wood, make this a haunting forestat night. The forest is now a ghastly battlegroundbetween the forces of Iuz, Tenh, the Pale, and variousbandit groups and refugees from Iuz's realm.Rieuwood: This forest lies entirely within northernSunndi. Its mighty ipp trees stretch between theHollow Highlands and the foothills of the Glorioles. Itis heavily patrolled and defended by gray elves andmany rangers, in case Ahlissa ever invades across theGrayflood This was the site of two major battles in 577(failed invasion by South Province) and 583 CY(Osson's liberation of Sunndi).Sable Wood: This evergreen forest is within the realmof the Ice Barbarians. It is a hazardous region, forwinter wolves prowl its western half. Sable firs areshort but have thick trunks for their size. Theirbranches make excellent arrow-shafts, and the woodlumbered in mid-winter turns a deep, lustrous blackwhen rubbed with hot oils. The barbarians prize thismaterial greatly and will not export it.Silverwood: This small forest in the Duchy of Ulek ishome to many sylvan elves. The elves are said to nur-ture certain trees here so that they take unique forms,are free of disease, and give a delicious sap that is thesource of their much-sought elven mead.Spikey Forest: This pine forest divides the lands ofthe Frost and Snow Barbarians. Its tall pines are usedby both peoples for ship masts and spars. Mist wolvesare said to roam here, rumored to lead travelers awayfrom dangerous Suel ruins of great antiquity.Suss Forest: Where the Welkwood approaches theJewel River near city of Courwood, the forestbecomes the Suss. The Suss is a dark and dreary woodfilled with thorn trees, brambles, briars, and thickets.Its massive trees are black with age, seeming tomenace those who pass under their boughs. Thewestern end of the forest, where the wood growsnear the foothills of the Lortmil Mountains, is openand clean, but east of the Jewel River it is a forebod-ing place. Many nonhumans, mostly orcs and goblinstied to their brethren in the Pomarj, lair in this partof the Suss, along with gibberlings, ettercaps, and

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stranger creatures. legends place a lost city of OldSuloise in this forest, but few dare to confirm theserumors due to the dangers of the wood.Tangles: This small woodland north of the RiftCanyon is overgrown as thickly as any jungle. Numer-ous human and half-elf bandits hide here, resisting Iuzthough he ordered the destruction of their home-lands. Iuz's forces have assailed the growth with axesand fire, to no avail. It is said that wizards and clericsprotect the area from harm.Timberway Forest: This long forest divides Ratikfrom the Frost Barbarians, and by treaty both realmsshare the wood equally. It is composed of a vast stretchof pine and firs that sit in the shadows of the GriffMountains. These trees are used for shipbuilding, andthe forest is also a good source of forage and game.Udgru Forest: This woodland is quite extensive andvery dense. It is filled with game, but monsters fromthe Yatils and renegades from Tusmit and Ekbir areready to ensnare the unwary intruder. The yellowishgalda tree is plentiful here, its salty fruit being a staplein northern Ekbir and Tusmit, as well as among thesouthern Tiger Nomads.Vesve Forest: The largest hardwood forest in all theFlanaess is the Vesve (or High) Forest, crucial to thebalance of power in the north. Iuz refuses to yield hisclaim to the woodlands, while Furyondy and theHighfolk support those within it who fend off evilforces. Nearly twenty thousand human woodsmendwell here, their numbers swollen by good-heartedmen willing to lay down their lives to contain Iuz's ter-rible villainy. These men are supported by sylvan andhigh elves numbering more than thirteen thousand.About six thousand gnomes and three thousandhalflings support this force. Additionally, about eighthundred beastmen inhabit the peaceful northwesternreaches of the forest.

The Treaty of Greyhawk established no clear bor-ders within the Vesve Forest. Accordingly, warfare hasplagued the woodland for much of the past decade.The elves currently hold the western and southwest-ern woods, while the northeastern lands are con-trolled by Iuz. The overlap between these areas isclaimed by no one, being little more than heavilywooded killing fields inhabited by unaligned bands ofnonhumans, as likely to fall upon the troops of Iuz asthey are to slaughter their usual enemies.

The forest provides abundant resources, such as avariety of excellent woods, plant resins for waterproof-ing, incenses, preservatives, and medical berries andherbs. These resources are crucial to the economichealth of Highfolk, Furyondy, and Veluna. Thosethree states, with assistance from the Knights of theHart, support the indigenous nonhumans and woods-men with manpower and occasional funds,Welkwood: The extent of the Welkwood is obvious to

the observer, for its limits are easily defined by itsgrowth. Ipt trees grow to heights of 100 feet or more,while the mighty roanwoods are taller still. Even thelocusts, elders, and maples grow to unusual size, so thewhole woodland is most imposing. Celene lays claimto the entire forest, but only controls the portion westof the Jewel River. Many hardy woodsmen live here,as do refugees from Wild Coast towns overrun byPomarj nonhumans.

Barrier Peaks: This range rises from the southernBanner Hills of Ket and continues southwest until itmeets the Crystalmists, west of the HornwoodForest. The Valley of the Mage is hidden withinthese peaks, and these highlands are infamous fortheir strange inhabitants. Some dwarf clans maintainconcealed strongholds within the Barrier Peaks, forthe mountains have many precious minerals andgems as well as giants and nonhumans.Clatspur Range: This small arm of the Yatils isolatesPerrenland from realms to the east; a great valley (theQuagflow) marks its southern end. These peaks havesome valuable minerals, but few folk mine them. Per-renders occupy most of the valleys and lower slopes;these communities make up the canton of Clatspurgen.Corusk Mountains: The ice-capped Corusk Moun-tains are the backbone of the Thillonrian Peninsula.While the lower reaches are farmed with difficultyby humans, giants, ogres, trolls, and other monstersdwell in the central fastness. Monsters are lessnumerous farther east, but freezing fogs sweep downfrom the heights to threaten travelers. It is thoughtthat this range possesses little in the way of valuableores and gems.Crystalmist Mountains: The highest peaks in theFlanaess are in the Crystalmists, the massive midsec-tion of a range that divides the Flanaess from the restof Oerik. Amid the summits and valleys of the Crys-talmists dwell giants, ogres, orcs, goblins, and othermonsters. Precious metals and gems are found hereas well, dug out by armed mountain dwarves whotrade with humans on either side of the range. Bar-baric cavemen are scattered throughout. The DavishRiver's source is a weird, gargantuan glacier wherethe Jotens meet the Crystalmists.Glorioles: Though not as lofty as most ranges in theFlanaess, the Glorioles are the tallest for hundreds ofmiles around, visible from the capitals of Ahlissa andSunndi alike. These peaks are home to a semi-inde-pendent dwarven kingdom closely allied withSunndi and the Iron League. Despite their generaldislike of elvenkind, the proud dwur of the Gloriolesregard Ahlissa as the greater threat by far. Humans,gnomes, and halflings live on the lower slopes.

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Griff Mountains: As the name implies, these moun-tains are home to griffons and other monsters, partic-ularly giants and ogres. The Griffs nearly wall in theThillonrian Peninsula from other lands. They areuninviting to civilization, though humans anddwarves are sprinkled here and there, for thesemountains contain valuable mineral deposits. Leg-ends tell of a beautiful land in the heart of this range,where buildings are roofed with precious metals andgems lie about on the ground. More reliable arereports that a gigantic city of orcs lies undergroundhere, near Stonehold.Hellfurnaces: Unlike the Crystalmists to the imme-diate north, the Hellfurnaces feature many active vol-canoes, allegedly ignited in the time of the Rain ofColorless Fire. These peaks are accurately describedas a hive of evil, a treacherous landscape made worseby the presence of giants and fire-loving abomina-tions. The steep walls of the Hellfurnaces are reliablyreputed to hide many cavernous entrances to theUnderdark. On the good side, the Hellfurnacesshield the Flanaess from the horrors of the Sea ofDust, beyond to the west. The legendary Passage ofSlerotin, a straight tunnel from the Yeomanry to theashen wasteland, was recently discovered here and isbeing (slowly) explored.Jotens: The Jotens comprise the largest spur of thecyclopean Crystalmist chain. The name derives froman old word for "giants," as this is the home of manyantagonistic tribes of ogres, hill giants, and larger kin.The southern slopes are well patrolled by long-rang-ing Yeomanry spearmen allied with dwarven units.Fighting between the forces of Sterich and evil giantscontinues in the north.Lortmil Mountains: This low chain of mountains,fading into hills with age, is the homeland of manydwarves, gnomes, and venturesome halflings, as wellas a few winged folk and scattered human enclaves.The good folk acted in concert almost a century agoto expel most of the nonhumans and vicious mon-sters from the Lortmils, and the small folk arecommon in the states that abut the range. The Lort-mils contain some of the richest gem and preciousmetal deposits known. Dwarf clan leaders here arereputed to be as rich as princes, sought by emissariesfrom foreign nations for aid. Dwarves are notoriouslyimmune to such overtures, except for the benefit oftheir kin in the Principality of Ulek.Rakers: The Rakers are the southern arm of the GriffMountains, so named because their sharp peaksappear to rake the sky. The southern terminus ofthese mountains become the Flinty Hills in Nyrond.The Rakers are home to many orcs, goblins, giants,and other fearsome creatures, but dwarf enclavesdraw out wealth from these peaks and ward the passesand valleys against major incursions into Ratik.

Sulhaut Mountains: This range separates the DrySteppes from the ghastly Sea of Dust, running westfrom the Crystalmist-Hellfurnaces chain. A fewreports of drow are heard in the eastern section of therange, where a tortuous system of passes is said toexist. One ancient pass connects the Dry Steppes tothe Sea of Dust; it is rumored to have been a battle-field many times over during the great wars a millen-nium ago.Ulsprue: This minor spur of the Crystalmists thrustsnorth into the Plains of the Paynims, cradling Ull(for which the peaks might be named). The range isnotorious for its ogres and related monsters, and forits high-dwelling nomads and tribesmen, who arescarcely less trustworthy or friendly.Yatil Mountains: These great mountains are nearlyimpassable for many leagues west and south of LakeQuag. Numerous orcs, ogres, giants, trolls, and bestialmonsters dwell here, even dragons, though less thanin the mountains to the south. Hardy nonhumansand human mountaineers fiercely defend theirmines and highland territories, as the Yatils are quiterich in ore deposits and gems. The miners (particu-larly dwarves) are often aided in their work bystrange tunneling creatures. The Yatils have a fairbody of "lost magical treasure" stories, most of whichare unreliable; some, however, are disturbing fortheir mention of ancient lairs of evil. A difficult passlinks Perrenland and Ket.

Abbor-Alz: The rocky, granitic hills that ring theBright Desert are known as the Abbor-Alz. In thewest, the highlands are actually a small mountainrange joining the Cairn Hills to their north. Enclavesof dwarves and gnomes remain in the west, manyhaving shifted from a life of mining to the perfectionof craftwork. The hills of southern Urnst are richwith gems and mineral wealth, as well as bandits,manticores, wyverns, and worse in abundance. Thehillfolk of the region surrounding the Bright Desertrepel all attempts to learn more about them; the raregiants and ogres here are barely more dangerous. It isknown that the hillmen abhor Rary (see BrightLands) and actively hunt down and slay his agents.Banner Hills: These are the foothills of the BarrierPeaks, falling away into plains and forests. The hillsare so rugged at their southern end as to be indistin-guishable from the mountains. The Tuflik Riverfinds its source here, under the eaves of the Bramble-wood. Tribes of sullen Baklunish herders live here, asdo orcs and ogres.Blemu Hills: This chain of hills runs from the Solnorcoast at Bellport to the southwest, following theTeesar Torrent to the town of Knurl. The central part

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Waiting for their masters in the Cairn Hills

is worn low and easily crossed. At one time, thesenotoriously hazardous hills were home to gnomesand humans, but ogres, gnolls, orcs, and othermarauders grew in such numbers as to overwhelm allother folk only thirty years ago, when Bone Marchfell. The nonhumans now wander the hills, exploringabandoned mines and forts.Bluff Hills: The western terminus of the GriffMountains drops slowly to become a mass of ruggedridges and steep hills as it approaches the FellreevForest. These heights were called the Bluff Hills inthe Bandit Kingdoms and were part of the minordomain of Grosskopf. The hills have since become ahiding place for those brigands, renegade orcs, andscattered Rovers of the Barrens and Tenha whoescaped Iuz's claws, though all must contend withferocious bands of ogres that stalk the hills. TheBluffs contain copper and gold, but conflict in thearea prevents their exploitation.Brass Hills: Little is known of the massif at thecenter of the Bright Desert, for ages called the BrassHills. The region's current inhabitant, Rary of Ket(see Bright Lands), seems to have chosen the site forthe excellent overview of the desert provided fromits heights, rather than some inherent quality of thehills themselves. Rary has cleansed the hills of anydangers other than his own men and (if rumors are tobe believed) fiendish servants.

Cairn Hills: The border between the Domain ofGreyhawk and Duchy of Urnst lies in the CairnHills, rugged uplands dotted with hundreds of tombsand burial grounds, the remnants of a bygone era.Most crypts were explored long ago, the wealth exca-vated from them accounting for the first "treasureboom" that thrust a trading post named Greyhawkinto urban greatness. The hills are home to thou-sands of gnomes, halflings, dwarves, and humans,some of the latter group as bandits and troublemak-ers. The region's major products are wool and finegems, especially rubies, emeralds, and diamonds.Greyhawk controls much of this area now; part of thesouthern hill country once owned by the Duchy ofUrnst was ceded to Greyhawk in 584 CY, an ill-advised decision in the best light. Treasure hunterscontinue to explore the hills in search of any numberof lost tombs and cairns, particularly the legendaryfifth Star Cairn, so named because sages expect itsalignment with four known tombs traces a star pat-tern, and the bizarre Silver Metal Cairn, where metaltools of unknown origin and use are said to havebeen found.Drachensgrab Hills: Dominating the Pomarj Penin-sula, these hills are infamous for being both rich inmineral wealth and fecund with monsters that stalkits slopes and terrorize the humans dwelling alongthe coasts. Formerly called the Suenha Hills by the

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Suel, the Drachensgrabs were once in the eastern-most extents of Keoland before the Ulek statesrebelled. The Pomarj ("Poor March") rebelled againstthe Principality of Ulek in turn, but was eventuallyoverrun by nonhumans almost a century ago. Theimposing hills are crowned by small mountains intheir central fastness, including an active volcano.Legends warn that powerful beings will awaken inanger if their resting places beneath these mounts aredisturbed.Flinty Hills: The southern arm of the Rakers ends ina sweep of hills that long defined the border betweenNyrond and Bone March. Those living within theFlinty Hills are mostly divided between Nyrond and agroup of autonomous gnomes in the east, who fly thebanner of Gnomeking Warren ap'Hiller in a large,loose confederation of underground strongholds.Nearly twenty thousand gnomes inhabit the entirerange (those in the west swear fealty to King Lyn-werd), living in peace with perhaps four thousandhuman tribesmen (who swear fealty to no one) andsmaller numbers of dwarves and halflings. The hillsare often invaded by bands of Bone March nonhu-mans, and Ahlissa claims the southernmost end.Wood elves from the Gamboge are friendly with thegnomes and halflings of the forested hills in the west.Nyrond draws much of its mineral wealth from minesconnected by road to Wotntham.Good Hills: This range of rolling highlands marksthe eastern provinces of Keoland and channels theJavan River. The Good Hills are home to manygnomes and halflings, who produce prodigiousamounts of wealth from mines located throughoutthe hills. Dwarves and humans from Stench fled herein 584 CY, but used the Good Hills and the town ofFlen as a staging area for the counterattacks that freedtheir homeland in 588.Gull Cliffs: These headlands, which rise sharplyaround the seaport of Roland on the Solnor coast, arenamed for the numerous sea birds nesting here. Thehills extend more than 100 miles inland and form thesource of the Imeda and Mikar Rivers. The land washeavily mined by dwarves, gnomes, and Aerdi forcenturies, producing a cave-riddled warren through-out. The dwarves and gnomes here are of unpleasantnature and are not trusted. Roads that once joinedRoland to Rauxes are little used now, and travel hasnow shifted southward to Ountsy and Rel Astra.Dark things are said to lie deep underground here,such as temples to ancient, wicked cults.Headlands: The heights to the west of Irongateforming the backbone of the Onnwal Peninsula arecalled the Headlands. They are home to small bandsof Flan, called Headlanders, in addition to manydwarves and gnomes whose strongholds dot thelandscape. All give support to the rebellion in

Onnwal. These hills are more rugged than the IronHills and have only been minimally exploited fortheir mineral wealth.Hestmark Highlands: These long broad hills forma barrier between eastern Sunndi and the Aerdi Sea.The remoteness and ruggedness of these hills madethem an ideal refuge for the disaffected from sur-rounding states for centuries, particularly during thedepredations of the Ivid overkings. This isolation hasincreased since the fall of Medegia, as expeditionssouth of the Thelly river have become too costly forthe Aerdi to mount. East of these hills, along thecoastline, lies the independent port of Dullstrand,which has an informal alliance with the men anddwarves of the hills and also sends goods to Sunndi.Hollow Highlands: This chain of hills marks thewestern border of Sunndi, separating it from thePrincipality of Naerie in Ahlissa. The hills gainedtheir name from the mining and burrowing that hasbeen conducted here for ages. The beauty and fertil-ity of these aged hills more than makes up for theircurrent lack of mineral sources. These hills are stillhome to dwarf, gnome, and halfling tribes who allswear fealty to the crown of Sunndi and defend thisland from outsiders with ruthless ferocity, using themany tunnels for spying and defense.Howling Hills: The cold Howling Hills seem to becursed not because they lie within the haunted landsof Iuz, but because throughout history they were thescene of terrible bloodshed. The ruins of human,giant, dwarf, and orc habitations, many nearly a mil-lennium old, are scattered throughout this craggyupland, which also hides several ancient burial com-plexes and deep caves. Not surprisingly, the hills arehome to a host of incorporeal undead, though fiercenonhumans are far more abundant. Few giant clansremain, and those who do are malformed andhideous, warring with the forces of Iuz. The easternlands are firmly in the hands of the Old One, whilethe western half is raided often by Wolf Nomads.Iron Hills: This massive highland is the realm of thegreat dwarven Kingdom of the Iron Hills, ruled byKing Holgi Hirsute (LG male dwarf Ftr15). Holgi is aclose ally of the Iron League but is not beyond deal-ing with the Aerdi (with grave reluctance) to furtherhis interests. Intrusions by Ahlissan scouts stir thedwarves' not-unreasonable fear of invasion, but thedwarves and gnomes are numerous, heavily armed,and unforgiving. Dwarf-run mines have producedhigh grade ore for centuries, in addition to preciousmetals such as gold and silver.Kron Hills: The fertile upper reaches of the KronHills are home to some twenty thousand gnomes andscattered human farmers and herders. Once claimedby Verbobonc, the northern hills are now a realmunto itself, the so-called Free Assembly of the Kron

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Hills, ruled by the wise Urthgan the Eldest of Tulvar.The gnomes get on well with all local nonhumans;many gnomes are veterans of the Hateful Warsdecades ago, and all are proud of their military tradi-tions. Mineral wealth is plentiful throughout.Little Hills: The towering Little Hills of the easternYeomanry are little only in comparison to the loftyJotens that loom above them. The town of Longspear,located in the eastern foothills near the border withKeoland, is an active trading center. The hillmen anddwarves who populate the slopes of these hills arerenowned for their ferocity in battle and wereemployed as mercenaries in Keoland for centuries.Many fought in Sterich, slaying scores of giants anduncounted nonhumans.Lorridges: The northern spur of the Lortmil Moun-tains terminates in the Lorridges, a collection ofsharp ridges and hills claimed by Veluna, Bissel, andGran March. Gnomes and dwarves live here, gener-ally trading healthily with their human neighbors,The southern reaches of the Yatil range, across theFals River to the north, is sometimes known as theNorthern Lorridges; in truth they are part of a sepa-rate range, controlled by gnomes for Highfolk.Mounds of Dawn: These Perrenland hills are home tomonsters that descend from the northern Yatils, oftenisolating the inhabitants of the walled town of Exagfrom the rest of the country. Fine mineral deposits arereported to lie here, as well as many lost treasures andtombs, especially in the vicinity of Lake Quag. Most ofthis region is claimed by the canton of Hugelrote, butthe dwarf enclaves here are xenophobic.Sepia Uplands: Perrenland claims the west and cen-tral parts of this region (the Traft canton), which wallsin it and Lake Quag; however, the hills are filled withbrigands, Wolf Nomad hunters, cave bears, mountainlions, and not a few orc raiders from Iuz. Mineraldeposits are found here, particularly in the southernand eastern lands, but few folk are present to minethem except in the forested east, where thousands ofgnomes are well fortified against Iuz's attacks.Spine Ridge: The Tilvanot Peninsula is separatedfrom the mainland by Spine Pudge, a narrow stretchof tall hills said to be rich in mineral wealth butknown to be teeming with feral monsters. The threatof batrachian creatures from the Vast Swamp to thenorth, cave-dwelling goblins of the Scarlet Brother-hood to the south, or native monstrosities does muchto ensure that the Spine Ridge is seldom crossed, ineither direction. Part of the Vast Swamp fills a rift orvalley through the ridge's midline.Stark Mounds: The age-worn Stark Mounds divideGeoff from Sterich, and were once claimed by theformer. The mounds themselves are not mineral-rich, and given the 584 CY invasion by Crystalmistmonsters and giants, as well as the undead remaining

from the terrible Battle of Gorna in 450 CY, it can besaid that the only thing now mined from the StarkMounds is suffering. Some gnomes and dwarveshave returned to the southern hills, claimed byStench since that nation's liberation, and now strikenorth against the nonhumans there.Tors: The Tors are a mesalike series of hills juttingfrom the Crystalmists. They mark the southernmostlands of the Yeomanry, and the western Tors are hometo the independent walled town of Melkot. Where theTors are bordered by the Hool Marshes, they are a dan-gerous place, full of bandits, monsters, and goblintribes that frequently raid into the Yeomanry. Live-stock-killing monsters are a particular problem.Tusman Hills: These hills eventually rise into theYatils and are populated by hillmen who arerenowned fighters and raiders. These folk have longmaintained their semi-independent status, serving asmercenaries in bordering states. The hills themselvesare home to nimble mountain goats and sheep; somedomesticated and others hunted. A good number ofgriffons in the hills hunt livestock and hillmen alike.Yecha Hills: These Yatil foothills are rich in mineraldeposits, and the Tiger Nomads have mined here formany decades. The nomads have a permanent settle-ment in these hills, their capital Yecha, where mostore refining and metalworking is performed, as wellas some farming. Nomad herdsmen are commonhere despite some nighttime nonhuman activity.

Asperdi-Duxchan: This chain of islands begins nearthe Tilva Strait, where Hepmonaland near touches theTilvanot Peninsula, and ends just off the coast ofNorth Kingdom. The inhabitants are traditional sea-farers, mostly Suloise with Oeridian strains. Thoughthe islanders have bitter conflicts with each other, allavoid close alliance with the mainland. Even the SeaBarons kept the overking at arm's length when pos-sible, though he employed their talents. Nonhumansare very rare here except in the Lendore (Spindrift)Isles, where elves were as common as humans untilthey took over the cluster in 583 CY and forced almostevery other race out. The southern islands are subtrop-ical in climate, while the northern isles are temperate,Ataphads: This mysterious island chain in the east-ern Dramidj Ocean was colonized over a millenniumago by criminal and depraved elements of the Baklu-nish Empire, though some families trace their line-age back to the wicked Ur-Flan. The folk there nowseem unwholesome from inbreeding or admixturewith near-monstrous races, so that they scarcely canbe called human. Wise sailors avoid these islands,kept temperate year-round by warm currents.Janasibs: This group of five islands off the western

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coast of Zeif provides shelter for outlaws and piratesfrom the Baklunish lands. A large, dormant volcanorises in the center of the main island, Janasib. Theisland is heavily forested, providing a home to manyunfriendly sylvan creatures. Humans are numerouson the surrounding four islands and raid ships cross-ing the mouth of the narrow Gulf of Ghayar, whilesea hags prey upon them in turn. The Janasibs enjoy abalmy climate.Lof Bosok: This is rumored to be the Scarlet Broth-erhood's name for the large island immediately westof the Tilvanot Peninsula. Few expeditions havereturned from here, and those that have say theisland is overrun with hideous creatures imaginedonly in nightmares.Olmans : This pair of islands lies off the AmedioCoast, between the Azure Sea and Densac Gulf. Bothare covered in heavy jungle growth. The natives areof the Olman race, though the Scarlet Brotherhoodhas built a seaport on the southern isle (Narisban),placed forts on the shores, and forced the natives intotheir vile slave-race breeding programs. In the past,other foreigners unsuccessfully attempted to estab-lish settlements on these islands, but disease andmadness affect those not inured to the native envi-ronment. The climate is oppressively hot and humid.Qayah-Bureis: This huge chain of islands fills thecentral Dramidj Ocean. It has been colonized by allthe seafaring nations of the region over the years, butits culture is predominantly Baklunish. The manyrivalries between the folk of the major islands wereexploited by foreigners for centuries. Nomadiclocathah roam the shallows between these isles,vying with local fisherfolk for productive waters;they also serve as mercenaries in regional conflicts.The climate here is temperate due to unusually warmocean currents.Sea Princes, Isles of the: These three large isles(Fairwind, Flotsom, and Jetsom) and one small one(Sybarate) were once covered with great plantationson which the Sea Princes' slaves labored. The ScarletBrotherhood controls them now, so little is known ofconditions there. The climate is semitropical, andfew (if any) savage beasts are thought to survive here.

Abanfyl, Lake: This cold mountain lake is the sourceof the Zumker River. Aquatic monsters never beforedescribed descend from here, posing a hazard to allbelow, but no one has yet explored the lake itself todetermine their origin or the lake's condition. Thelake is also said to be the home of a family of mistdragons who lair on a small, perpetually haze-shrouded island somewhere on the central waters.Aerdi Sea: The Aerdi Sea is a stretch of water between

the east coast of the Flanaess and the Asperdi-Duxchanisles. This region has long been heavily used by mer-chants and warships alike, with battles fought betweenthe Sea Barons and the Lordship of the Isles, with occa-sional raids by Frost, Ice, and Snow Barbarians. Thedestruction of Medegia, the fall of the Lordship of theIsles to the Scarlet Brotherhood, the isolation of theelven Lendore Isles, and the turmoil in North King-dom depressed sea travel for a time. Trade is rebound-ing, thanks to Ratik's treaty with the Frost Barbarians,the exploration of Hepmonaland, aggressive trading byRel Astra and its allies, and the Lordship's attempts tomaintain its status as a major seafaring power. TheAerdi Sea is infamous for its variety of sharks, some ofwhich are man-eaters. Piracy is common here, as theSea Barons no longer patrol the southern waters.Aqal, Lake: This very deep, island-filled lake, thesource of the Artonsamay River, is an enchanting placeof otherworldly beauty and calm. Situated in the north-west arm of the Fellreev Forest, this strange area is,however, given a wide berth by woodland folk. Manycreatures found here are 150% their normal size andcorrespondingly more dangerous. Water nagas, strangedragons, and greenhags are reportedly abundant in theunnaturally warm waters. The mutations in animal life,extremely lush vegetation, and the lake water's warmthare thought to result from a magical source that hasnearly made this a tropical swamp. In 590 CY, a child ofa Reyhu bandit reemerged from the region after beinglost for two months, and given up for dead. The girl'stale of benign, long-featured men who walked on airengendered much derision among the bandits, thoughtwo parties entered the lake region within the week,seeking out new allies. None returned.Azure Sea: Trading here is age-old, despite localpirates and sea monsters. The Scarlet Brotherhoodgreatly harmed trade here until last year, but the civilwar in the Sea Princes' lands and the Flanaess's recov-ery from the Greyhawk Wars should allow trade toresurge. Major sponsors of piracy here are the ScarletBrotherhood (operating from its many ports),Amedio Jungle savages (threatening ships near theHook Peninsula with weather magic and poisonedarrows), and occasional human- or orc-crewed shipssailing from the Pomarj. The wizard Drawmij, one ofthe Circle of Eight and long thought to have a strong-hold beneath the Azure Sea, is likely working againstthe Brotherhood and other enemies of the open seas.Big Seal Bay: This shallow arm of the Icy Sea, lyingjust east of the Hraak Forest, marks the usual bound-ary between Stonehold and the Ice Barbarians.Natives encamp in the forest and hunt seal in thesummer months, Few humans visit this desolateregion, though the chiseled outer doors of an ancientdwarven clanhold are said to be visible high in theseisolated peaks.

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Blackmoor Bay: This corner of the Icy Sea is dividedinto a north and south bay by a thumb of land that jutsinto the cold waters. A vast pall of smoke drifts acrossthe bay from the Burning Cliffs, drawn toward theLand of Black Ice. In the central bay, a powerful stormgiant keeps watch over the coastline from Blackmoorto the Tusking Strand in the north. This northernregion provides sanctuary to a mix of barbarian andselkie peoples.Densac Gulf: Little is known of the tropical sea thatlies south of the Tilvanot Peninsula and is bounded bythe Amedio Jungle and Hepmonaland's westernshores. The southern boundary of the gulf, accordingto various old maps, is loosely defined by island chainsinhabited by pirates, south of which is the so-calledPearl Sea. The Scarlet Brotherhood makes travel tothis region dangerous, though sea zombies, giant seaserpents, morkoths, and other horrors lurk here aswell, possibly under the Brotherhood's control. Aneastward-moving current is present here.Dramidj Ocean: This body of water is actually a vastcircumpolar sea surrounding the arctic continent ofOerth, called either Hyboria or Telchuria in oldaccounts. The portion west of the Flanaess (the onlypan known well) is strangely warm, and its currentssweep past Zeif and Ekbir en route northward. Shipsand sailors here are nearly all Baklunish, as theirempire colonized many Dramidj isles and coasts.Mariners have encountered deadly marine puddingsthat cling to the hulls of ships, slowing and rottingthem away from underneath. Dragons and rocs oftenfly from island to island. This ocean is sometimescloaked in fog, and huge islands of ice drift about,likely from the arctic continent's rim. The Icy Sea maybe a part of this ocean.Dunhead Bay: A shallow arm of Relmor Bay separat-ing Onnwal from Ahlissa, Dunhead Bay was for yearsthe scene of bitter naval battles between the IronLeague and the Great Kingdom's South Province, par-ticularly between 579-580 CY, during the War of theGolden League, and 583-584 CY, during the Grey-hawk Wars. Since Scant fell to the Scarlet Brother-hood, the bay has been very quiet, but Ahlissa hasmade its presence felt more strongly here. DunheadBay is noted for its excellent fishing and has been wellcharted for centuries. The town of Northanchor at thesouthern end of the bay is held by Irongate.Fairwind Bay: The broad indent into the southerncoast of Nyrond is called Fairwind Bay, a relativelypeaceful arm of Relmor Bay characterized by its whitesand. Fishing is good here, and trade has boomedthrough Wragby since King Lynwerd took power,Strong sympathy with the rebel movement in Onnwalis felt here, and weapons and goods are smuggled outof Wragby to the Onnwal coast,Gates, Bay of: The Bay of Gates is the northernmost

part of the Aerdi Sea. It is bounded by Asperdi Isle,Fairisle, and the east coast of the Flanaess, near theGull Cliffs. The Sea Barons keep this area secure fromoutside piracy, though renegade Sea Barons raid a fewships every year. Trade is very heavy between Roland,Winetha, and the Sea Barons, with additional shipsfrom the Frost Barbarians, Ratik, North Kingdom,Ountsy, and Rel Astra. Ships from the Lordship of theIsles are attacked on sight. It is believed that the "Sink-ing Isle" of Aerdy legend lies near the north end ofthis bay, or just north of Asperdi Isle.Gearnat, Sea of: The Sea of Gearnat is a long, curvedbay whose two ends have separate names: Woolly Bayon the west, and Relmor Bay on the east. Superb navi-gational charts exist for the whole area. The Gearnatwas once known as the Sea of Yar, after a famed Suelexplorer who proved to be an enemy of Aerdy expan-sion, hence the name change to honor the head of aRauxes navigation school when the Great Kingdomcame to rule here.

The Gearnat is fed by three major rivers, two ofwhich (the Selintan and the Nesser) allow shippingdeep into the interior of the Flanaess, to the Nyr Dyvand beyond. The third river, the Harp, is little used atpresent for shipping, as it is the border between twopotentially hostile states (Nyrond and Ahlissa). TheGearnat is lashed by storms during the spring andautumn, and ships cross then at considerable risk.The Straits of Gearnat, between the Pomarj andOnnwal Peninsulas, are open to shipping despitepirates from the Orcish Empire and hostile ScarletBrotherhood ships from Scant, which enforce thecollection of a much-hated toll for safe passage(received by "neutral" Lordship representatives onanchored vessels). Numerous warships from Grey-hawk, Safeton, Hardby, Nyrond, Irongate, Ahlissa,and other states patrol this region.Ghayar, Gulf of: This long, narrow, shallow body ofwarm water, the southernmost arm of the DramidjOcean, separates the Baklunish lands from those ofnorth-central Oerik. It is populated by merfolk, partic-ularly between the Janasibs and Komal (a state on thefar side of the gulf). The merfolk are traditional alliesof the Komali, but are generally well disposed towardmost peoples, preferring trade to warfare.Grendep Bay: This great arm of the Solnor Ocean iscrossed by northern barbarians when they raid south-wards, and only they have sure knowledge of themany western inlets and eastern fjords. During highsummer, great sea monsters are often seen sporting inthe bay. It is an unfriendly area in winter as well, whenfreezing winds churn its waters. Sea Barons' tradershere are raided by Snow and Ice Barbarian ships.Icy Sea: These northern waters, likely a part of the cir-cumpolar Dramidj Ocean, remain frozen except inhigh summer. Whales of all sorts frequent these

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waters, said to be the domain of a mighty leviathanlord. Ice Barbarians take their ships into these watersto hunt whales and collect walrus ivory and seal furson the surrounding coasts. They raid Stonehold whenthe opportunity presents itself. Even in summer, theIcy Sea is dangerous due to thick fogs and floatingmountains of ice.Jeklea Bay: For many years this part of the Azure Sea,largely encircled by the Hook Peninsula and the Hell-furnaces, was the private realm of the Sea Princes asthey raided the Amedio Jungle for slaves and riches.After the Sea Princes' realm fell to the Scarlet Brother-hood, then into complete civil chaos, Jeklea Bay hasbeen used only by the Brotherhood's ships to maintainits holdings in the southern jungles, but they hug thecoast tightly. Sea lions and kraken inhabit these sea-weed-choked waters, stirred by a steady clockwise-moving current.Matreyus, Lake: This huge freshwater lake, recentlynamed for a Keoish explorer, lies deep inside thejungles of the Amedio. When volcanic ash falls uponit, its waters produce supernatural effects harming thelandscape and living creatures nearby, earning it theepithet "Storm Lake." Olman tribes consider it holy,and take to the waters in great bargelike rafts duringcertain seasonal rituals in order to make offerings ofgold and other treasures. Ancient accursed ruins areon the north shore.Mist Lake: The Upper Keen River descends fromthe Cairn Hills in a low series of waterfalls to fill thissmall lake, which feeds the Mistrnarsh. Reptile life istoo common here, particularly crocodiles and lizardfolk, and heavy rains wash troublesome monstersdownriver.Nyr Dyv: The Nyr Dyv, or "Lake of UnknownDepths," is the largest freshwater lake known to thepeople of the Flanaess. Civilization has turned it into averitable highway of trade, with vessels using severalnavigable inlets (Artonsamay, Veng, Velverdyva) andoutlets (Nesser and the Selintan). Cities such asDyvers, Leukish, Greyhawk, and Radigast (the lattersituated in a deep river delta off the northeast shores ofthe lake) owe much of their wealth to lake traffic.

The legendary dangers of the Nyr Dyv, ferociousstorms and creatures no less friendly, have not dimin-ished, though humans are now better equipped tohandle them. Few ships brave the allegedly bottomlessopen waters, preferring to hug the coasts. Iuz's occupa-tion of the Shield Lands (notably Admundfort Isle)has lessened traffic in the north, to the advantage ofcoves and villages along the southern coast. Mostships plying the waters of the Nyr Dyv are equippedwith harpoons, pikes, and ballistae, to repel creaturesof the deep. Patrol ships from Greyhawk, Dyvers,Furyondy, and the Urnst states prevent organizedpiracy here, but waterborne banditry is cause for alarm

as so many patrol ships were lost in the GreyhawkWars or reassigned elsewhere.

Despite the dangers, a singular group of humans,the Rhennee, make their homes on this lake, gather-ing in secluded coves along the Midbay and near theriver mouths. The Rhennee keep to themselves for themost part, though outcasts often rent themselves outto lake captains in search of a knowledgeable guide.

Rumors abound that the lake holds the sunkenremains of an ancient pre-Migration civilizationknown as the "Isles of Woe," though many haveexplored the lake to no avail. Occasionally, strangesilver coins and jewelry and even stranger obsidiancarvings, found by lucky divers, make their way tomarket, but these are generally discounted as forgeries.Oljatt Sea: The blue-green tropical waters east of theDuxchans, south of the Lendores, and north of Hep-monaland are known as the Oljatt Sea. This region ofthe Solnor is believed to be extremely deep and isknown to be inhabited by sea monsters able to dragdown solitary merchantmen with ease. Ships voyaginginto the Oljatt are known to chain themselvestogether, with men-at-arms ready with pikes and bowsto drive off giant octopi and sea serpents. Sharks ofunbelievable size trail convoys in hopes of stealingscraps from a fight; giant crocodiles from the saltwaterPelisso Swamp do likewise near that area. Ships fromthe Lordship of the Isles and Scarlet Brotherhood sailhere freely, hunting down vessels from other realmsthat dare invade "their" territory. Hobgoblin piratesare noted near Hepmonaland.Quag, lake: This lake is the third largest body offresh water in the Flanaess. Fish are plentiful in itswaters, including giant pike and gar; it yields consid-erable food, although the fishers themselves aresometimes eaten. Nixies are also known to dwellbeneath the waters of the lake, effectively ruling mostof the western depths.Relmor Bay: The eastward branch of the Sea of Gear-nat is Relmor Bay, long the battleground for the fleetsof Almor, Nyrond, and Onnwal, against the navalsquadrons of old South Province. Warfare was almostconstant here in 579-584 CY, during the War of theGolden League and Greyhawk Wars. Nowadays,Nyrond is the sole major power around, projectingconsiderable naval force from Mithat (primarily),Oldred, Wragby, Shantadern, and Nessermouth.However, Ahlissa fully intends to sail this sea againwith newly built squadrons from the infamous port ofPrymp, and the bitter rivalry and conflict could easilybe reborn.Solnor Ocean: The Solnor ("birthplace of the sun" inOld Oeridian) is believed to be the mightiest ofOerth's four oceans. It has long been estimated tostretch over a thousand leagues to the east, A hugeclockwise current sweeps up the coast of the eastern

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Flanaess, carrying ships from the Thillonrian Penin-sula out to sea, and bringing curious debris (doubt-less from whatever land is on the Solnor's far side) tothe shores, of Hepmonaland and the Lordship of theIsles. The wind direction is primarily from east towest, but a mild counterclockwise trade wind seemsto exist in the northern Solnor, against the current,The vast Solnor beckons adventurous souls across theFlanaess. Fantastic islands, undersea kingdoms, terri-fying aquatic and aerial monsters, and a "jungle oflost ships" fill most fables told by old sailors of thissea. Bronze dragons are known to fly east over theSolnor and not return, so an unseen "dragons' grave-yard" figures in many stories.Spendlowe, Lake: The centerpiece of what was oncethe southern Sea Princes' grand duchy of Berghof isLake Spendlowe, a serene valley lake of strikingbeauty. The source of the Hool River, the lake'swaters are pure. Despite the turmoil in the rest of theHold, the lands surrounding Lake Spendlowe havebecome a site of some stability within the last twoyears. Xenophobic Olman ex-slaves are settling hereof late, building farms and fortified temples. Fleshy,plantlike pacifistic humanoids known as marodindwell along the southern shores.Spindrift Sound: These waters connect the SolnorOcean to the Aerdi Sea. Spindrift Sound is notable asthe traditional battle-zone between the Lordship ofthe Isles and the Sea Barons, with pirates and sharksmaking it livelier still.Tilva Strait: The Lordship of the Isles long collectedtribute from states wishing to use this long, tropical,shark-infested passage between the Tilvanot Peninsulaand northwestern Hepmonaland. Such tribute wasnegotiated through diplomats and paid in advance,and Lordship vessels patrolled the straits, hunting forvessels whose home states had not paid the fee whilealso ensuring that those who had paid made the jour-ney safely (i.e., were not attacked by pirates, rumoredto actually be Duxchaner privateers). When the Lord-ship fell to the Scarlet Brotherhood in late 583 CY, thenature of the tribute changed. A complete blockade ofthe straits was applied, with only ships of the ScarletBrotherhood or Lordship of the Isles being allowedfree passage. Cargo from other states could be shippedby Lordship vessels through the straits for an excep-tionally high fee. It is heard that piracy here has fallendramatically as a consequence. The Brotherhood mayhave charmed sea monsters into aiding the blockade,but details are not available.Udrukankar, Lake: This salt lake near the DrySteppes is nearly lifeless, except for a few birds andinsects near the mouth of the Rumikadath. Theextent of the waters was once much greater, espe-cially to the north and east where large salt flats arenow. Obviously, salt is the major export of this locale,

"Navigable" means large, shallow-draft cogs andgalleys can travel safely, though rafts, Rhenneebarges, and other small craft can often go much far-ther upstream. If a river is not called "navigable," onlysmall craft (often only portable boats) can use it.Artonsamay: Navigable from Redspan to the greatdelta at the Nyr Dyv, the Artonsamay is one of thelongest rivers in the Flanaess. Rhennee often congre-gate near the Great Northern Bend.Att: A tributary of the great Velverdyva, the pictur-esque Att River is navigable to Pantarn in the Baronyof Littleberg, in Furyondy.

though many goods can be found in the market cityof Kanak on the lake's southern shore.

The timeless monument of Tovag Baragu rises fromthe flats north of the lake. It is considered holy to thehuman and centaur nomads of the Dry Steppes, and iswatched over by zealous dervishes. Recently, TovagBaragu was reported to have changed dramatically.White Fanged Bay: The ice formations commonthis body of water resemble the teeth of a predator,and the bay is named for the great ice-coated rocksand bergs that menace vessels attempting to landalong its shores. In summer, vast numbers of wal-ruses and seals bask along these rocky coasts, whilekiller whales hunt in the waters of the bay. Stoneholdfolk hunt and fish by the shores.Whyestil Lake: Before Iuz came to Furyondy'sNorthern Reaches, much trade plied Whyestil'swaters, to and from Dorakaa, Crockport, and the NyrDyv (via the Veng). What little traffic now exists is inperil. Iuz's pathetic navy (the Old One is no expert inwaterborne affairs) holds the lake, though with theliberation of Crockport and Grabford, the situation isunlikely to last, and Furyondy will rule once more.Woolly Bay: The relatively shallow western end ofthe Sea of Gearnat is known as Woolly Bay. Mer-chants have sailed here for centuries, even before theGreat Kingdom reached this area, and maps of theshores are so detailed as to include bottom soundingsand the locations of numerous shipwrecks. Suchexceptional maps are commonly available, makingWoolly Bay perhaps the best-known body of water inthe Flanaess. Currently, an enormous volume of traf-fic passes through here, coming from inland regionsof the Flanaess down several rivers into the Nyr Dyv,then down the Selintan past Greyhawk to the northend of the bay. From here, these ships are joined bycogs, coasters, large galleys, freighters, and morefrom Hardby and Safeton, to cruise toward RelmorBay or to the Straits of Gearnat and the Azure Seabeyond. Pirates from the Orcish Empire are becom-ing a problem.

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Unloading cargo at low tide in Safeton

Blackwater: This tributary of the Dulsi River is darkand muddy.Blashikmund: A tributary of the Tuflik, it is naviga-ble for only about seventy-five miles of its southernlength.Cold Run: A shallow, murky river that flows from anunderground source in the Barrens to the Arton-samay, south of the Fellreev. Eels and pike aboundwhere the river meets the forest.Crystal: Among the safest waterways associatedwith the Veng River, the Crystal is navigable only asfar as Brancast. The river's source is a small lakecalled Erstin, streams from which fill the famouscanals of Chendl.Cutbank: This swift-flowing tributary of the Opicmis fed by the Cold Marshes.Davish: A very cold and rapidly running tributary ofthe Javan, Sterich's Davish River splits into two chan-nels where it meets the Javan, and between them isthe isle of Avenstane.Deepstil: The Deepstil is held entirely by Iuz's forcesin the Vesve. Dozens of well camouflaged check-points overlook the river's banks. The Deepstil flowseastward from an underground source, and is shallowand clean.Dulsi: A deep inlet of Whyestil Lake, the Dulsi isnavigable to the Blackwater confluence. Goods fromthe Wolf Nomads once came south on barges here,

but Iuz's powerful regional capital of Izlen chokescommerce to nothing.Duntide: A crucial part of Nyrond's famed Nesser-Franz system, the Duntide brings goods from Wom-tham and the Flinty Hills to the capital. The river isfully navigable from Rel Mord south.Ery: This tributary of the Selintan carries only raftsand rowboats.Fals: This tributary of the Velverdyva begins in Ket,marks the northern border of Veluna, and flows pastthe capital at Mitrik, where palatial villas extend intoits slow waters. The Fals carries considerable trafficin small crafts, primarily barges able to negotiate theriver in both directions.Flanmi: The most important river in the formerGreat Kingdom, the vast Flanmi basin drains nearlythe entire region. It forms near Eastfair in NorthKingdom, and it flows south all the way south toempty in the Aerdi Sea at Pontylver. It is navigablefrom Pontylver all the way to Orred and Rauxes, butlittle traffic goes so far north. The cities of Torrichand Jalpa are prime destinations of Flanmi shipping;if Pontylver is restored, trade here will quickly boom.Fler: The principal inlet to Lake Quag, flowing fromthe Land of Black Ice, the cold Fler might be fullynavigable, but no one has yet tested this theory.Flessern: Once the northern border of Almor, thenarrow, meandering Flessern weaves through

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Nyrondal hill country but sees little barge traffic. Thetower of an enigmatic water elementalist, Kurast (Nmale human Wiz15), marks the river's source.Franz: Marking the quiet border between Nyrondand the County of Urnst, the Franz, is navigable fromthe Nyr Dyv to Trigol. Along its length, shallow-draftriver boats are home to the wealthy and unscrupu-lous alike. This border was once hotly contested; anumber of old keeps, many in ruins, line either bank.Frozen: This swift river runs from the Griff Moun-tains through Stonehold to empty into White FangedBay. Its surface often freezes in winter, though thewaters beneath still flow,Grayflood: This pleasant tributary of the Thellymarks the tense Ahlissa-Sunndi border. Ancient elf-constructed keeps on the northern banks are nowmanned by regiments of Overking Xavener's Glori-oles Army. Barges from Hexpools use it under heavyguard.Halsjaken: This river drops swiftly from the westernCorusks, bending north past Glot to flow into theSpitzfjord.Handmaiden: This peaceful tributary of the JewelRiver flows from the Lortmils.Harp: With hidden headwaters deep in the Rakers,the Harp forms the western border of Bone March.The river deepens near Innspa and is navigable allthe way to the ruined city of Chathold, which ispartly flooded thanks to a collapsed bluff nearby. Theriver north of the confluence with the Teesar Torrentis called the Kaye on old maps.Hool: A broad river with swampy banks, the Hooldrains from Lake Spendlowe in the Sea Princes'duchy of Berghof (now fallen). The river is currentlyunsafe for travel, thanks to the Hold's civil war. Theenormous Hool Marsh makes the slow river's courseimpossible to find.Imeda: The Imeda drops from the Gull Cliffs andjoins the Flanmi south of Rauxes. It is broad but veryshallow, fit only for small craft.Javan: This river is the longest on the continent,beginning high in the Barrier Peaks and coursingsouthward for hundreds of miles before emptyinginto the Azure Sea, It is navigable only to Cryllor, inthe Good Hills of Keoland.Jenelrad: The pure, cold waters of this river flowdown from a lake in the Corusks to a broad estuary atKrakenheim, then into Grendep Bay.Jewel: The Jewel rises in the Lortmil Mountainssouth of the Kron Hills and flows through thenations of Celene, the County of Ulek, and thePomarj to empty in the Azure Sea. It once formed thewestern border of the Principality of Ulek until bothbanks were captured by the forces of Turrosh Mak in584 CY. It is navigable as far north as the Drachens-grab Hills, and some fear that pirates from the Orcish

Empire use it. Gold and gemstones are still foundbelow its swift-moving waters.Kewl: This tributary of the Sheldomar is navigable toJurnre and the Silverwood.Lort: A tributary of the Sheldomar, the Lort fallsfrom the Lortmils (Lort melz, "Lort maker" in Suloise)to divide Gran March from the Duchy of Ulek.Mikar: The Mikar flows from Lone Heath to theGrandwood Forest to join the Flanmi north ofPontylver. It forms the western border of ravagedMedegia.Neen: This tributary of the Selintan is broad hut shal-low, carrying crocodiles and other monsters from theMistmarsh to trouble farmlands downriver.Nesser: The long, deep Nesser is a vital trade routefor Nyrond and the Duchy of Urnst. The lowlandsarc very fertile; flooding is not uncommon. If not forthe monster-infested Gnatmarsh, the Nesser wouldbe perfect for ships traveling from the Nyr Dyv to theSea of Gearnat, as it is navigable its whole lengtheven to deep-draft seafaring ships.Old: This slow tributary of the Sheldomar is shallowand easily forded; its lowest fifty miles can hold barges.Opicm: This eastern inlet of Lake Whyestil dropsfrom the Cold Marshes.Pawluck: This shallow, idyllic riverflows from theHollow Highlands through southern Sunndi, run-ning some distance into the Vast Swamp. There, evilbullywugs and vile swamp creatures pollute itswaters.Realstream: A tributary of the Javan that flowsthrough the Dim Forest to join the latter waterwayjust below the town of Hochoch, the Realstream isused to raft forest products out of the wood. It is notespecially deep or fast, but is an excellent source offish.Ritensa: Long the site of border battles between theHorned Society, Bandit Kingdoms, and Shield Lands,the Ritensa is now wholly within Iuz's realm. Now agarbage dump, the river is fetid, foul-smelling, andsometimes poisonous. The lowest half is navigable,though few ships now ply its waters.Rumikadath: This river flows out of the westernSulhauts to feed Lake Udrukankar. It is slow andshallow, but the local nomads and dervishes considerplacing vessels on it to be an act of desecration,except during the spring rites of Geshtai.Rurszek: Flowing from a frigid cave at the base ofthe northern Corusks, this slow-running river emp-ties into the Aldefjord north of Jotsplat.Schnabel: This river falls from the high Corusksnorth of Soull and runs into the deep Schnafjord.Selintan: This relatively broad and deep-channeledriver flows out from the Midbay of the western NyrDyv, and into the Woolly Bay. It is navigable to deep-draft vessels as far north as Greyhawk City, and to

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cogs and galleys for its entire length. It is plied bymuch traffic, including the Rhennee.Sheldomar: While the Javan is perhaps the longestriver in the Flanaess, the Sheldomar is the broadestand most majestic in the valley. It is over half a milewide along half length and serves to separate Keolandfrom the Ulek states and Gran March. It is navigableto Niole Dra, with barge traffic from Shiboleth.Teesar Torrent: This very fast river rises in theBlemu Uplands near Bellport and races down rapidsto join the Harp River south of Knurl. It separatesBone March from North Kingdom.Thelly: A broad, shallow tributary of the Flanmi nav-igable to up Nulbish, the Thelly is used by an increas-ing number of barges from Rel Deven and Kalstrand.Trask: North Kingdom's major river flows fromcaves in its heartlands to the Solnor and is navigablealong its lowest 150 miles. The once-busy seaport ofAtirr at its mouth is being restored.Tuflik: This long, westward flowing river has its head-waters in the Banner Hills and empties into theDramidj Ocean. It is navigable from the city of Ceshrato the coast, but Ket sends barges down it from Lopolla.Velverdyva: The busiest river in the Flanaess andone of the longest, the Velverdyva drains Lake Quagand passes several states before reaching the Nyr Dyvat Dyvers. It separates Furyondy from Veluna and isnavigable from its mouth to the Vesve Forest. Bargescan make the journey to Thornward along the Fals orcontinue north, with some difficulty, to Schwartzen-bruin. The Rhennee are often seen on its length.Veng: Though navigable from Whyestil Lake to theNyr Dyv, the deep and swift Veng is not much used,as Iuz's forces fire upon any vessels they spy on it.Some Furyondian naval vessels patrol it, and castlesand forts are very numerous on both sides of the river.Yol: A tributary of the Artonsamay rising in the TrollFens, the Yol is used by barges from Wintershiven.Zumkend: A tributary of the Zumker that runssouth of Calbut, the Zumkend is the southern borderof the part of Tenh held by Stonehold and is beingfortified.Zumker: A tributary of the Artonsamay flowing fromLake Abanfyl in the Griff Mountains, the Zumker is apoor border between Iuz and the war in Tenh.

Cold Marshes: The vast stretches of fens and bogsnorth of the Howling Hills give rise to the Dulsi andOpicm Rivers. The Cold Marshes are renowned forthe strange and vile creatures that inhabit theirmires, as well as unnatural, life-draining mists.Gnatmarsh: The Nesser River would be the pre-ferred means of travel between the Nyr Dyv and Seaof Gearnat if not for the Gnatmarsh, nominally

claimed by Nyrond. It is still well traveled except inthe summer when insect swarms are horrific. Des-perate swamp-folk pole about on flat-bottomed boats,fishing and trapping. The leader of a witch coven inthe swamp, the so-called Weird of Gnatmarsh, hasnot been seen since being defeated by the archmageWarnes Starcoat some years ago.Hool Marshes: The Hool Marshes are infested withevery natural danger, from animal predators to dis-eases, and is favored by monsters for its shelter. Onlydesperate people flee into the Hool, knowing thedangers posed by the native lizard folk, but with civilwar in the Sea Princes' lands, many are desperatethese days. Disturbing tales say that cults dedicatedto demon princes such as Orcus and Dagon havedeveloped here. Keoish scouts patrol the northernbanks when possible.Lone Heath: The Lone Heath is a mix of marshlandand scrub near the eastern edge of the Adri Forest. Ithas long been a sanctuary for outlaws and good non-humans from Aerdy's tyrants, though Ountsy claimsit now. Rangers and druids allied with the free folk ofthe Grandwood ward the place. Evil beings generallyavoid this land, a reverse of the usual situation,though glowing lights have lately been seen thatappear to be malign in nature.Mistmarsh: A broad, shallow swamp teeming withreptile life, the Mistmarsh fills the lowlands west ofthe Cairn Hills. Lizardfolk claim certain areas of thedeep marsh, and wandering ghoul packs are a dangerthroughout.Pelisso Swamps: The unhealthy, tropical marshlandon the north coast of Hepmonaland is known as thePelisso Swamps. Few explorers have braved itsdepths, thanks in part to the Scarlet Brotherhood'sblockade. The salty marsh is itself filled with carnivo-rous plants and giant reptilian and amphibious crea-tures, including numerous black dragons. Severalships have become stuck in very shallow rivers here,leaving much wealth here (or so it is thought).Rushmoors: These expansive moors form thenorthern border of Keoland. The marsh is claimedby Gran March, but little is done with it as it is filledwith monsters such as otyughs, froghemoths, andlarge reptiles. Lizardfolk and bands of orcs roam theperimeter of the moors. Farmers in the west culti-vate the tall, thick grasses and work to drain theswamp for farmland.Troll Fens: Located in the shadow of the GriffMountains, this swamp is covered year-round incold, swirling mists. The notorious trolls here havemenaced the Pale and Tenh for centuries. The Palehas constructed numerous keeps to contain the mon-sters in their swamp.Vast Swamp: The neck of the Tilvanot peninsula isformed by a vast limestone depression lined on both

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sides by hills. In this valley is a stagnant mass of near-tropical vegetation and water that forms the southernborder of Sunndi, where it is sometimes called theGreat Swamp. The Vast Swamp has long been hometo many nonhumans, particularly bullywugs, and hasalso housed desperate outlaws of every race who raidfrequently into southern Sunndi for their needs. Theswamp is also home to the cult of the demigodWastri, the Hopping Prophet. Other legends tell ofthe lost tomb of a demilich called Acererak, believedto be somewhere near the heart of the swamp. TheVast Swamp apparently drains into undergroundtunnels, but these have not been found.

Barren Wastes: The "Wastes" is a tract of desolaterock covering most of the southern shore of the IcySea, going inland for over 100 miles in the centralportion. Tradition says that this area was laid waste insome magical calamity many centuries before theInvoked Devastation. Only moss and lichen growhere, with sparse grasses and stunted trees in shel-tered locations. Cold winds blow incessantly acrossthis dreary landscape.

A notable feature here are the Burning Cliffs, ahuge region of broken slate covered with unquench-able fires and dense smoke. Some believe the area isfused to the Elemental Plane of Fire, as creaturesnative to that plane are known to dwell hereabouts.Farther east, remnants of the Rovers of the Barrensare encamped at Dogwind Bay.Black Ice, Land of: At the far edge of the Flanaess isa seemingly endless landscape of blue-black ice, fill-ing the northern horizon beyond the Burneal Forestand Blackmoor. The source of theses rolling fields ofebony ice has never been explained. On the Dramidjcoast dwell the Baklunish Guryik folk; on the Icy Seaside are the Zeai, related to the Ice Barbarians.

Strange arctic monsters prowl this place, and thefew humans living here fear to enter it withoutstrong magical protection. These barbarians speak ofevil spirits, black-hide trolls, and horrid wights inthis realm. Only the blue bugbears that make theirhome in the dark lands seem to avoid the life-hatingcreatures that flourish here.

Just outside the Land of Black Ice, where it bordersBlackmoor, legends place the infamous City of theGods. Buildings of iron are said to tower there in aland of artificial balm and warmth, while the cold ofwinter prevails everywhere else. Other legends tell ofa land farther north, on the far side of the Black Ice,where jungles abound and a hazy sun burns unmov-ing in the sky. Several expeditions were mounted toexplore this realm, but no proof of the tales' realityhas ever been brought back to civilization.

Bright Desert: The origins of this wasteland areunknown, though it is thought a kingdom once layhere when the land was fertile, being utterlydestroyed in some age-old disaster. Only nomadtribes wander the land now, at war with each otherand other tribes in the Abbor-Alz. In the west is aneutral trade village and oasis, UlBakak, but travelhere is fraught with danger. The pass to Hardby iscontrolled by the Tareg, an inbred clan of Suel whoreached the desert centuries ago but could not escapeit. Of late, the desert has become the home of thearchmage Rary of Ket, and the desert's Brass Hills arethe center of his "Empire of the Bright Lands."Dry Steppes: West of the Crystalmist Mountains andthe Ulsprue is an endless prairie called the DrySteppes. The area was once fertile and blessed withabundant water, a veritable garden for the ancient Bak-lunish padishahs and sultans. The Invoked Devastationruined the beauty of this land at the end of the Suel-Baklunish War one thousand years ago, and destroyedthe empire that existed here. The nature of the steppechanges toward the central region, becoming morepleasant and rich. Large hordes of nomads, herd ani-mals, and centaurs roam the area, migrating north insummer and returning south with the rains of winter,Little rain falls here, and rivers and lakes are few.

Details on the nomads are presented in the sectionon the Plains of the Paynims. Many nomadic Baklun-ish clans in the Dry Steppes are dervishes, devoteesof mystical religious practices who defend their landsand beliefs by strength of arms. Their most powerfulleader is called the Mahdi of the Steppes, a prophetand warrior. Dervishes in this region celebrate hisdivine insight, and others are well advised to do like-wise if they wish to have the goodwill of these fanat-ics. Many nomads meet at the Stone Circles of TovagBaragu (see Udrukankar, Lake)Rift Canyon: This strange valley is more than 180miles long and up to thirty miles wide, but was notformed by river action. A rocky wasteland surroundsthe Rift, adding to its unnatural character. Rainwaterdrains into caverns throughout its expanse. Longexplored by the lawless folk of Riftcrag, the Rift stillshelters many menaces within it. Thousands of evilReyhu bandits fled to the Rift following Iuz's invasionin 583; these angry men worship Erythnul, and theyhave no qualms about sacrificing intruders. Rift ban-dits often venture out to gain food and weapons; try asthey might, Iuz's commanders cannot block allcanyon exits. The west end of the canyon has dreadfulmonsters that seem to issue forth from the caverns.Southwest of Rift Canyon is White Plume Mountain,a lone volcano of awful reputation; north are the Tan-gles, where other anti-Iuzite bandits hold out.Sea of Dust: A bleak desert of powdery gray ash fillsthis enormous basin that was formerly the Suel

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Morning in the Sea of Dust

Imperium. A fertile landscape once extended for1,000 miles west and south until it was inundated bythe Rain of Colorless Fire, sent in retaliation by thesurvivors of the Baklunish Empire after it had beenbrought low by the Invoked Devastation cast by theSuloise a millennium ago.

What remains is an endless vista of ash and dustshaped into dunes. Howling desert winds often whipthe surface into choking clouds that strip flesh frombone, making vision impossible and breathing a tor-ment. This environment is made even worse by theaddition of volcanic ash and cinders that rain downfrom the Hellfurnaces to cover the already ghastlylandscape. Below the dusty surface, the ash is packedand nearly hard as rock; no plant will grow here.

Natives of the Sulhauts and explorers from distantlands sometimes enter the Sea of Dust and exploreits few ruins in search of treasures of the ancientSuel Imperium. (The Passage of Slerotin is latelyused; see: Yeomanry, The.) Those ruins visible fromthe mountain heights are the most frequently vis-ited, but very little is recovered from these fairlyaccessible locations anymore. It is believed that vastwealth and magic lie in the recesses of the ruins, orin the lost capital of the Suel Imperium, somewherein the central expanse of the Sea of Dust. Now calledthe Forgotten City, this buried metropolis is said toremain nearly intact, with only its tallest spires pro-truding from the ash.

Incredibly, life exists in the Sea of Dust. In addi-tion to hideous monsters that ooze, scurry, or creepthrough vast tunnels carved beneath its surface byeven greater monsters, intelligent firenewts dwell inthe lower Hellfurnaces. The fringes of this vast basinalso hold examples of humanity. A tall, slender folkof ebony hue dwells on the southwest edge of thedesert, pursuing a nomadic life where the causticdust gives way to fertile soil. Another human racelives under the shadow of the Hellfurnaces on thedesert's eastern border. These short, stocky peoplecover their bodies with an odorous wax to protectagainst the caustic dust and burning sun.

It is speculated that both these peoples must havespecial knowledge of the ruins near their territories,which would be of great value to expeditions fromforeign lands. However, it is unlikely they are will-ing to provide any assistance without powerfulinducements, for they are notoriously difficult tothreaten or intimidate. They also prey on explorersin a weakened condition.

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members, rounding out the membership. (Tenser,chafing at Mordenkainen's agenda, left the group indisgust after his rescue.) New members include theredoubtable Warnes Starcoat (N male human Wiz20)of Urnst; Alhamazad the Wise of Zeif (LN malehuman Wiz19); and the cold, unemotional TheodainEriason (CN male elf Wiz17). Mordenkainen remainsthe ninth member, a "shadow leader" dictating hisagenda to others and influencing the Flanaessthrough his powerful network of agents and servitors.The mysterious assembly of wizards known as the

Circle of Eight has long benefited from a pastobscured by misinformation and enigma. The group'sinfluence reaches from the Baklunish west to theSolnor Ocean, though its secretive methods ensurethat few know the extent of its ministrations. Certainmembers of the Circle are well known and liked,their talents appreciated throughout the Flanaess.The mages Bigby, Jallarzi, and Otto, for instance, arewelcome in courts far from cosmopolitan Greyhawk.Others, such as Drawmij, Nystul, and Theodain,prefer to operate away from the public gaze.

Mordenkainen the archmage (N male humanWiz20+) formed the Circle of Eight as a tool to manipu-late political factions of the Flanaess, preserving the del-icate balance of power in hopes of maintaining stabilityand sanity in the region. Mordenkainen's view of"enforced neutrality" is not tit-for-tat equality, but rathera detailed theoretical philosophy derived from decadesof arcane research. He has fought ardently for the forcesof Good, most recently during the Greyhawk Wars, butjust as often has worked on darker plots to achieve hisends. In all things, the Circle of Eight prefers to workbehind the scenes, subtly manipulating events toensure that no one faction gains the upper hand.

In the last two decades, the Circle has seen memberscome and go, but its dedication to Mordenkainen'sgoals and methods remains steadfast. Current mem-bers include Bigby of Mitrik (N male human Wiz19),once Mordenkainen's apprentice and now an arch-mage in his own right; the rotund and jovial Otto (Nmale human Wiz15/Clr3 of Boccob), who favors thekitchen over the laboratory; Jallarzi Sallavarian of Grey-hawk (NG female human Wiz15), one of the mostdynamic wizards in a city of mages; the reclusiveDrawmij (N male human Wiz18), who overseesKeoland and the south from his undersea lair nearGradsul; and Nystul (N male human Wiz17), a Tenhaexpatriate who wishes to expand the Circle, beyondeight if need be, to combat the growing threats pre-sented by Iuz, Turrosh Mak, and the consolidating fac-tions of the former Great Kingdom.

The treachery of Rary in 584 CY saw the destruc-tion of Tenser and Otiluke, leaving the Circle at five.After a successful mission to rescue one of Tenser'sclones from the clutches of the infamous necro-mancer-witch Iggwilv, the Circle added three new

No one knows the true age of the Horned Society.Most scholars believe its Hierarchs were opportunistbandits who filled the void in Molag left by the disap-pearance of Iuz in 505 CY, only to be swept away in583 after the demigod's return. More ominous specu-lation places the roots of the organization well beforethe great migrations of old. Certain old druids speakof the dreaded "Horned Ones," cultists who stalkedthe night in ancient times and preyed upon the Flantribes. It is not certain if the modern Horned Societyis actually a descendant of this dark sect or simply animitator exploiting old legends.

In any case, the Horned Society came to promi-nence in 513 CY, a few years after the disappearanceof Iuz in the north, when the cambion's malign king-dom went leaderless. The group seized the city ofMolag and set about consolidating the territoryaround under its rule. Hobgoblins, orcs, and othernonhumans flocked to the Horned Society's darkbanner. Conflicting reports placed the group's mem-bers as either worshipers of the god Nerull or devo-tees of deviltry. Both seem likely, as it appears theorganization was a congregation of many factions,not a monolithic entity. The actual glue that held ittogether was likely more dogmatic than spiritual.

The Horned Society was made up of thirteen lead-ers, called Hierarchs, including powerful fighters,clerics, rogues, and wizards. The philosophy of theHorned Society was rulership through fear andmight, with overtones of human supremacy and thesubjugation of lesser races to achieve their goals.

The Hierarchs and the rest of the leadership of theHorned Society were presumed destroyed in Cold-even 583 CY, during the night of the Blood-Moon Fes-tival. Demonic forces sent by Iuz slew the Hierarchsthere and allowed Iuz to quietly take command oftheir nation. It is possible that one or more Hierarchssurvived the incident and is attempting to rebuildthe organization, but most assume that the group isno longer a threat.

Still, Arkalan Sammal, the renowned sage of Grey-hawk, made an interesting appraisal based on reportsgathered by the old sage in recent years. The society,

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Jallarzi, Mordenkainen, and Otto in battle

he claims, survives in the present day and has meta-morphosed from a group centralized within a singlenation to one with its secret tendrils buried acrossthe Flanaess. "The Horned Society must surely haveknown that the return of Iuz would spell its ultimatedownfall," he reasons. "It would have planned for thiseventuality, most likely by moving its operations outof Molag before the Old One's axe fell."

Rumors during the last five years have placed thegroup's headquarters along the coast of the Pomarj, inBone March, or even in the Bright Desert or RiftCanyon. Most people no longer care, for Iuz is now per-ceived as the true threat. However, suggests Arkalan,the Horned Society has become even more dangeroussince its dispersal. As the Archmage Mordenkainen washeard to comment last year during a conclave in Grey-hawk, "Are their members now dozens, hundreds, thou-sands? Where are they headquartered? What do theyplot? Can we rest assured of the death of the Unnam-able Hierarch? To the one who could answer thesequestions would go the thanks of a free people."

Of all the orders of knighthood in the history ofthe Flanaess, none was greater than the fabled

Knight Protectors of the GreatKingdom. Once many hundreds in number, theirmembership has since dwindled to perhaps no morethan two dozen today. Throughout their history, theseknights were formidable warriors with a matchlessreputation for courage and honor. They have becomethe model for numerous orders of knighthood thathave sprung up in the Flanaess in their wake, includ-ing the Knights of the Hart and the Knights of HolyShielding. Their legends permeate the cultures of allthe former provinces of the Great Kingdom.

Even the founding of the order was an auspiciousoccasion. It occurred in the year 537 OR (-107 CY),when an attack upon the traveling train of the king ofAerdy was foiled by a group of young men, primarilywoodsmen and farmers from a nearby village. Ur-Flaninsurgents released a winged horror upon the royaltent city in an effort to assassinate the leader of theirconquerors. The young men of the village thwartedthe attack, at the cost of most of their lives. The kingwas so impressed with the courage of the survivorsthat he raised them up as his "Knight Protectors."

From its inception, the order was unique in theGreat Kingdom in that it chose its own membershipthrough contests of skill and courage. Positions werenot royally appointed, nor could they be bought, likemany other knighthoods in the kingdom that were

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known to come cheaply (for example, the knights ofMedegia). The Knight Protectors numbered follow-ers of both Heironeous and Hextor in their ranks;while this produced strong rivalries, deadly conflictswere few. The goal of the order was always a unitedand protected Great Kingdom under an honorableand lawful monarch.

Few events shook the order as greatly as thebetrayal of the paladin Sir Kargoth, who made a pactwith the forces of evil and unleashed a demonic terrorupon the Great Kingdom in 203 GY. The abominationwas destroyed at great cost, but the fallen knightseduced no fewer than thirteen members of the orderto his dark banner. Kargoth's treachery cursed every-thing he touched, and sunlight turned all fourteentraitors into the first and most powerful of the so-called death knights.

The order went into slow decline after thisupheaval, as many loyal knights spent much timehunting down the renegades. The royal House Raxwent into slow decline at about the same time. In 443CY, Ivid I set about hunting down and destroying theremaining Knight Protectors, for they opposed hisascension to the throne after he assassinated the lastRax overking. He did not succeed in destroying them,but they were widely dispersed, and some disappearedfrom the courts of the provinces to go into hiding.

Most Knight Protectors of the Great Kingdom livenow in Ratik, refugees from Bone March, whereClement was a powerful member of the order untilthe province's fall in 563 CY. Those Knight Protec-tors stationed in Almor are now in Rel Deven. Somepurportedly hide in the Grandwood and Adri Forests,and a few joined the Iron League and are in Sunndi.The order's old heraldry, showing the great crownedsun of Aerdy guarded by a white axe and red arrow, isno longer used.

With the apparent passing of Ivid V in Rauxes,some expect the Knight Protectors to emerge fromtheir dormancy and take a more active role in therecovery of the Great Kingdom's former realms. Howthey will reorganize and what their new goals will beare as yet unknown to the outside world. OverkingXavener has expressed no interest in them, but noanimosity toward them, either. Grenell of NorthKingdom might consider a Hextorian order ofknights, but not of the caliber of old. Rel Astra has itsown knights, the Iron Nation cavalry. Perhaps theKnight Protectors will again rise in Ratik or Ahlissa.

Once the least militant major order of knights in theFlanaess, the Knights of the Hart have lately becomemore "aggressively defensive" in nature. Theseknights have a tripartite organization formed in

ancient days to serve the needs of the lords ofFuryondy, Highfolk, and Veluna Because thesestates are decentralized and thus severely threatenedby sudden invasion from any quarter, the Knights ofthe Hart bulwark standing armies and hunt forpotential threats. The Knights of the Hart must swearto serve as a vanguard of defense at an instant'snotice, maintaining certain strongholds, serving inlocal governments, and supporting scouting actionsinto mountains, forests, and countryside (where theyoften personally mete out justice to the lawless).

Membership in the Knights of the Hart is open tocommoners and nobles alike, provided each candi-date is devoted to the protection of Furyondy, High-folk, and Veluna. Further, each candidate must pos-sess proven combat skills and have performed an actof exceptional honor, bravery, courage, and service.

Since the Greyhawk Wars and Great NorthernCrusade, all Knights of the Hart oppose Iuz in everyway; they live to destroy him, his armies, and hisempire. The order also has a long-held dislike of Per-renland, Dyvers, Nyrond, the Knights of HolyShielding, and the Knights of the Watch, each forseparate reasons.

The three orders of the Knights of the Hart are asfollows.

Knights of Furyondy: This branch now has 170knights and many associated warriors under its com-mand. About 50 Knights of Furyondy died duringthe Greyhawk Wars and Great Northern Crusade(583-588 CY). The branch's primary concerns are therecruitment of new members, without lowering itsstandards to do so, and the maintenance of all strong-holds along the border with Iuz. The order acceptshumans and half-elves. The coat of arms is azure, apair of antlers or.

Knights of Veluna: Only 120 knights are in thispolitically active branch; each is of great repute andcommands many sergeants and warriors. The orderonce admitted only fighters, but recently it hasbrought in several fighting clerics of renown. Allmembers of the Knights of Veluna are landowners,and the order values diplomacy and negotiation asmuch as it values skill with blades. Most membersworship Rao, though a growing number swear to thefaiths of Mayaheine or St. Cuthbert, and a few toHeironeous. The order accepts humans and half-elves. The coat of arms is sable, a pair of antlers or.

Knights of the High Forest: This order's forty-five members are exclusively olve. These elves areskilled in forest skirmishing, spending their shorttime outside the forest as merchant lords in the HighVale, where they are justly hailed as heroes whilethey try to raise money for their cause. The coat ofarms is vert, a pair of antlers or.

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Established in the mid-300s CY to support the lordsof the petty domains north of the Nyr Dyv, theKnights of Holy Shielding once made up the core ofan impressive army. Unfortunately, the years preced-ing the Greyhawk Wars saw the Shield Lands fall inhumiliating defeat to the Horned Society and BanditKingdoms. Many Shield Knights fled to goodlynations, establishing relations with local rulers in anattempt to regain their lost homeland through mili-tary force. When the forces of the Horned Societywithdrew in 583 CY, it appeared that those effortswere successful. The withdrawal proved only a briefrespite, and soon the entire nation fell to Iuz. By theend of the Greyhawk Wars, only a third of the order'soriginal 1,800 esquires still lived.

In 587 CY, under the leadership of the newlyinstalled Knight Commander Lady Katarina of Wai-worth, the expatriate Knights of Holy Shieldingreturned to their homeland in force. With consider-able support from Furyondy, they liberated Critwalland Scragholme Island in a series of bloody battles inwhich no quarter was asked or given. From Critwall,the knights continue to strike against very strongoccupying forces to the north and east. The libera-tion of the Shield Lands and the destruction of Iuzand his armies are this order's foremost goals.

Most Knights of Holy Shielding are now engagedin this "War of Reclamation." However, severalagents remain in Greyhawk, Dyvers, the Duchy ofUrnst, and Furyondy, working as mercenaries andsending their revenue to support the army at home.Within the reclaimed lands, the Shield Knights rep-resent the best sort of heroism. Commoners regard aShield Knight with respect and awe.

Outside the Shield Lands, the knights are lookedupon with less favor. For all their idealistic chatter,these were the same knights who failed to intelli-gently defend their own nation twice in the last tenyears. Cynics reason that it is only a matter of timebefore they fall to defeat once again. Though the out-side world knows the Shield Knights for an arro-gance and naivete unacknowledged in their home-lands, all know that Shield Knights can be trusted inword and deed. The Knights of Holy Shielding arenoted rivals of the Knights of the Hart, who dismissthem with contempt.

The core of the Knights of Holy Shielding are pal-adins, though fighters and clerics of Heironeous arefound among their number. Katarina is titular headof the organization, but the daily operations of theKnighthood are seen to by Knight Banneret Incoseeof the Bronze Band (LG male human Ftr13), a sur-passingly brave Flan general.

The Knights of Luna is an elven order of knighthooddedicated to preserving the monarchy of Celene andthe noble traditions of the elves throughout the cen-tral Flanaess. They espouse values that call for elvenleadership in the cause of Good, and noblesse obligetoward their allied kindred and the lesser races. Mostof the leading members of this order are gray elvesfrom the Grand Court of Celene, although they arecurrently at odds with the policies of their fey queenand her councilors. Numbering just over two hun-dred knights, this order includes many high elvesand half-elves, many of them wizards as well as fight-ers. The majority live and operate in Celene, butincreasingly they are found in the Duchy of Ulek,with a small presence among the elves of Highfolkand the Fairdells.

No strict hierarchy exists among the Knights ofLuna, though Melf, Prince Brightflame of Celene (NGmale elf Wiz14/Ftr4), is their acknowledged leader.Generally, the most senior and experienced knightshave the most authority, and they are permitted totake squires of any elven or part-elven lineage.Knightly quests are typically the province of young,inexperienced members of the order. Successful com-pletion of a score or more quests allow a knight to gainrank and a squire. Several highly successful adventur-ers in Sterich are Knights of Luna who helped reclaimthat realm. All questing knights must tithe part of thetreasure they acquire; since the end of the GreyhawkWars, this payment has supported the Knights of theHigh Forest.

Though no formal alliance exists between theKnights of Luna and the Knights of the Hart, the twogroups at times assist each other. They both considerIuz to be the greatest menace to the cause of Good inthe Flanaess, though the Knights of Luna are alsoforemost in the fight against the Pomarj nonhumans.The isolationism of Celene is a cause of great con-tention between the Knights of Luna and the rest ofthe Grand Court. The knights attempt to influencethe policies of Celene by reasoned debate and byhosting foreign dignitaries and sponsoring them atcourt. They also support limited military actions, par-ticularly on Celene's southern border and in the Prin-cipality of Ulek.

The Knights of the Watch was created several cen-turies ago on the foundation of an earlier organiza-tion based in Gran March. Tasked with protectingKeoland, Gran March, Bissel, and Geoff from theincursions of barbaric Paynims and "westerlings"(civilized Baklunish armies), the Watchers maintaincastles, fortresses and strongholds along the border

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with Ket, as well as in the western mountains. Theorder's strongest bases of power can be found in GranMarch (Hookhill), Geoff (Hochoch), and Bissel(Pellak). Members of the knighthood are drawn fromthe best and wisest lands in the Sheldomar Valley.

The Knights of the Watch are devotees of a near-monastic school of teachings based upon the writ-ings of the philosopher Azmarender, who chronicleda code of duty and belief known as the Twelve andSeven Precepts. The Twelve Precepts govern how aknight of the order is to carry out his daily activities,with an eye toward the traditions of battle. TheSeven Precepts guide "life beyond the self," givingmeaning to the world beyond the field of battle.These latter teachings are jealously guarded secrets,revealed to knights only as they gain station withinthe organization. The mysterious Seventh Precept,said to reveal ancient secrets about the creation ofOerth, is known only to the Grandiose ImperialWyvern, titular head of the knighthood (currentlythe ailing Hugo of Geoff (LN male human Ftr16)).The teachings are not connected with any one reli-gion, yet they fit well into the lives of militant fol-lowers of St. Cuthbert, Heironeous, Pholtus, Allitur,and Mayaheine.

As befits the mysticism that dwells at the heart oftheir organization, the Watchers are known internallyby a selection of fanciful titles. General knights, thelowest in rank, are called Vigils, with minor ranksadding to the base title (Stalwart Vigil, Resilient Vigil,Radiant Vigil, etc.). As knights ascend in rank, anumber of adjectives are added to their titles, with"vigil" replaced by the names of fantastic beasts (manti-core, hippogriff, griffon, etc.), such that a mid-levelcommander is known as the Magnificent ElderGorgon. Few outside the order understand the rank-ing system of the Watchers, which gave rise to thepeasant saying "frightful as a Watcher's title" to denotesomeone who wishes to appear more powerful than hetruly is.

Prior to the Greyhawk Wars, the Knights of theWatch claimed more than 6,500 members. Wartrimmed that number by more than half. Currently,2,500 Knights of the Watch roam the SheldomarValley, protecting the interests of their nations anddigging out "agents" of the hated west (a charge carry-ing a liberal interpretation tainted with racismagainst the Baklunish). The recruitment of newmembers (fighters, clerics, and paladins) is a constantand major concern.

The Watchers currently regard the giants and orcsoccupying Geoff as scarcely worse than the Baklun-ish. Iuz is greatly hated; some Watchers believe theBaklunish worship the demigod in secret. The Scar-let Brotherhood is also an avowed enemy (possibly inleague with the Baklunish, claim some). An old

The Mouqollad Consortium unites the merchantclans of the Baklunish nations into a powerful associ-ation to ensure the prosperity of its members. Theconsortium is organized into territories and special-ties, with its headquarters in the city of Zeif. Memberclans and trade houses are from every Baklunishnation, and its trading posts and colonies are foundin many western states and islands.

In populous realms such as Ket, a merchant clanmust administer each urban bazaar. The clan is obli-gated to guard against theft and violence in the mar-ketplace. In return, it gains control over the allot-ment of space and collection of fees from individualtraders. In poor or less-populated regions, merchantclans are granted larger territories, though such clansare likely to delegate some of their administrativeresponsibilities to local merchants or groups.

Control of certain specialty trade is assigned aswell. For example, trade in Ekbiri woolens or gemsfrom Zeif is the province of a specific merchanthouse; the sale of authentic magic items is restrictedto individual merchants who have passed rigorousqualifying examinations. Of course, black marketsthrive in some areas (particularly Ull), but agents ofthe Mouqollad diligently seek out their locations andthe merchants who attend them.

Leadership of the Mouqollad is organized arounda group of high-ranking clerics of Mouqol calledthe Worthy Elders, most of whom are also seniormembers of prosperous and respected merchanthouses. A few wizards have risen in the hierarchy

rivalry with the Knights of the Hart is also fueled.Curiously, the knights do not see the Valley of theMage as a major problem area, despite periodic raidsby valley elves on nearby lands.

The Greyhawk Wars brought a new development,the division of the order into two distinct branches;traditional Knights of the Watch and the newKnights of Dispatch. The Dispatchers eschew tradi-tional rites of battle, often forming scouting andguerilla bands to range within conquered Geoff (and,until recently, Sterich). The Knights of Dispatchhave traded their hatred of the west for a deep hatredof the nonhumans who caused their homelands somuch grief in the last decade. Fighters, rangers, cler-ics, and rogues fill their ranks.

While some Watchers despise the "cowardly" tacticsof this new branch, the leaders of both organizationspledge support for each other and share the same (con-fusing) hierarchy and titles. Both the Knights of theWatch and the Knights of Dispatch share a commoncoat of arms: an owl displayed argent.

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The Colleges of the Old Lore are an order of bardsappended to the druidic society of the Old Faith. Veryfew of these archetypal bards are left, as their tradi-tions are primarily those of the ancient Flan. Bards ofthe Old Lore are distinguished from today's commonbards and minstrels by their noble origins, their tradi-tion of scholarship, and their use of druidic magicThe prospective Old Lore bard must be of human

Oerth's natural fertility has inspired the devotion ofits people. The cult of the Oerth Mother (Beory)once dominated the entire Flanaess, and the tradi-tions of her worship persist in many lands. Thepresent hierarchy of the Old Faith is built upon theancient religion of the druids, though deities inaddition to Beory are worshiped. Of course, other"nature" religions exist outside the Old Faith, evendifferent branches of the druidic heritage, but few

over the centuries, usually noted scholars and mas-ters of divination. Warriors also have risen in theranks of the Mouqollad, many through service inthe merchant fleet. Even rogues are found in theconsortium's employ, though they have no place inleadership.

In fact, the Mouqollad might employ members ofany profession, sometimes for lengthy terms. Themost demanding service is required on the tradingexpeditions to distant lands. Caravans travel through-out the lands of the Paynims and sometimes toregions farther south and west, beyond the moun-tains. The merchant fleet voyages across the Dramidjon journeys that can take many months, whileextended visits to the islands' trade colonies and dis-tant outposts can last for years.

The consortium maintains a select force of agentswho monitor its interests in all major Baklunish cities.It is careful to maintain the appearance of neutrality inpolitical and military matters, but it also works dis-creetly to secure influence in all levels of government.The Mouqollad strives to police its own constituentclans and houses. The skills of mediation and negotia-tion are raised to a fine art by the merchants, yet some-times disputants are so closely matched that agree-ments cannot be concluded without the interventionof a higher authority. On such occasions, an Appraiserof Merit can be called to hear the case and make abinding judgment. Should that judgment be breached,the offending party is expelled from the Mouqollad,and all his goods are forfeit to the injured party.

The Mouqollad has few enemies, though it has noreal allies, either. The consortium is tolerated by thegovernments of Zeif, Tusmit, Ekbir and Ket; in Ull,the rulers are as likely to seize goods as they are tobuy them, so the merchants are often in conflict withthe government. Among the Paynims, merchants aresubject to raiding like all other travelers (or otherPaynims). In the Gulf of Ghayar and the DramidjOcean, piracy threatens the ships of the Mouqollad;the merchants wage small-scale wars with thesepirates at times, but they prefer to play one group offagainst another if possible, avoiding lost cargoes andexpensive mercenaries.

of these are in the Flanaess. The druids of the innercircles of the Old Faith gain far more prestige andrespect than these other groups. Mistletoe, oakleaves, and holly leaves are their common emblems.Druids of the Old Faith are completely neutral inphilosophy and personal alignment. They yield onlyto the world-spanning authority of the legendaryGrand Druid.

The practices of the Old Faith are generally inaccord with those of other nature priesthoods. Thedruids do not engage in the sacrifice of sentient crea-tures, yet there is a dark legacy within the Old Faith.The druids of antiquity allied themselves with thesorcerous Ur-Flan, who once held whole tribes inbondage to their evil. The unspeakable rituals per-formed by the Ur-Flan went unchallenged by thedruidic hierarchy of that era, so long as the formerwere not so prevalent in any region as to threaten thebalance of nature. Eventually, the Ur-Flan sorcererswaned in power and vanished. Some of their magicalsecrets are still preserved by the Old Faith.

The Old Faith is still widely practiced in theFlanaess, and not only in those regions dominated bydescendants of the Flan peoples. The age-old sacredgroves and monolithic circles of the Old Faith mayinclude shrines dedicated to any nature deity the res-ident druids permit, but most often they areunadorned. While Beory the Oerth Mother is thebest known deity associated with the Old Faith, anydruid of purely neutral alignment may matriculatethrough the Nine Circles of Initiation, regardless ofwhich nature god that druid venerates.

The most junior druids must first serve as Ovates,simple administrators and readers of auguries whogovern only the aspirants who seek admission to thehierarchy. Above the Ovates and the Initiates arethose who may claim the title of Druid. They,together with the three Archdruids and the GreatDruid, provide tutelage to their underlings (there arenine Great Druids in the Flanaess, one representingeach of the geographic divisions outlined in ChapterOne). Legends also speak of a Grand Druid and acabal of ascended mystics called the Hierophants,but complete knowledge of these masters is hiddenfrom those outside the hierarchy.

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descent and noble birth, although half-elves are per-mitted, as well. Tradition demands that each candi-date have proven skill in warmaking and stealth, inaddition to surpassing grace, in order to receivedruidic training. The Old Lore legacy also includes asmall number of magical, stringed instrumentscrafted specifically for each of the seven colleges ofthe Old Lore. Recovery of any such instrument is ofprime concern to the remaining members of thesecolleges, and the true enchantments worked by theancient craftsmen come alive only at the touch of abard of the Old Lore.

The mystic cabal known as the People of the Testingis a society of elves whose members are scatteredacross the Flanaess. These elves are loosely bound bythe memory of their experiences in the elven other-world discovered through the Moonarch of Sehanine.The Moonarch appears only while Oerth's lessermoon, Celene, is in full phase, and the Moonarch isnever encountered twice in the same location. Thusfar, it has been reported only in the northern regionof Celene.

Those elves who pass under the Moonarch mustthen pass a series of spiritual tests administered bythree elven deities. Some elves never return from theirjourney through the Moonarch, but all those who doare profoundly changed. Some withdraw from theconcerns of their previous lives and heed the CallingAway, which many call the Leaving, even though theymay have centuries of life remaining to them. Theseelves immediately travel to the Lendore Isles; whatbecomes of them is not known. Other elves maybecome clerics (usually of Sehanine), seers, poets,savants, or outcasts. From among all these come thePeople of the Testing.

The concerns of the People involve the destiny ofall elves and their vision of the true nature ofelvenkind. They are said to have special insights intothe Mysteries of Faerie, but their practices are by nomeans as sensual as those of traditional elven partici-pants. They see more deeply than other elves andhave secret knowledge of forgotten magic, ancientbanes, hidden realms, and lost races. They guard theirsecrets carefully, and few publicly acknowledgemembership in the People of the Testing. The Peopleare present in all levels of society, however, and theyuse their influence to keep elven interests secure inthe Flanaess, no matter what the cost to other races,

No hierarchy exists among the People of the Test-ing, but each has an area of expertise and authoritybased on the particular trials he or she experiencedunder the Moonarch. The distinct role of each elf inthis rarified community is presumed to provide some

vital service to the gods of their race. The elven sageElraniel Tesmarien (CG male elf Wiz15) is one whoopenly, if quietly, avows his role among the People,Residing in the city of Greyhawk, he is in contactwith others of the People, throughout the Flanaessand beyond.

Seeming largely uninterested in worldly matters,the People of the Testing have few allies or enemies.Yet, some folk accuse them of conspiring againsthumanity, particularly in light of the expulsion of thenonelf inhabitants of the Lendore Isles. The People areknown to have a strong presence in Sunndi, wheresome fear that the group may have designs to usurpthe authority of Olvenking Hazendel. They are poorlyreceived at the Grand Court of Celene; they have influ-ence there, but they are suspected of contriving thedeath of the royal consort of Celene. The fact that mostPeople of the Testing choose to remain anonymoushinders them from refuting such rumors. Perhapsthey are not concerned with the opinions of the unini-tiated. The ultimate goals of the People of the Testingremain mysterious, and it seems the only authoritythey truly respect is their own inner voice.

This ancient society is almost entirely closed to out-siders, but its mystique and influence extendsthroughout the valley of the Sheldomar. The SilentOnes are said to form the backbone of an eldritchorder that seeks to protect the last vestiges of AncientSuel magic that has remained in Suloise hands sincethe Rain of Colorless Fire. Whether the order is actu-ally this old is uncertain, since they communicatelittle outside their own circles. What little is knownof the Silent Ones comes from one of the few indi-viduals who departed it alive. Uhas of Neheli chroni-cled some of their exploits in his apocryphal work,The Chronicle of Secret Times.

The group's name comes from an ancient Suelphrase literally translated as "those who must notspeak." It is something of a misnomer as the silentOnes are by no means mute, but they are extremelysecretive and do little to dispel the aura of mysterythat surrounds them. These ascetics live completelyoutside the authority of the ruling Keoish king,according to the first lines of the founding charter ofthe nation, penned nearly one thousand years ago.They do not form a magical guild in the traditionalsense, as supplicants are not usually accepted to theorder. Rather they are chosen during pilgrimagesconducted by the Silent Ones annually during Need-fest, when they scour the countryside for youthsespecially attuned to their ways. Those chosen aresaid to be gifted in some way, and most of them are of

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The Tower of Silence

pure Suel bloodlines. Curiously, many of the chosenare also albinos and frequently are blind. Uhas ofNeheli was both.

While the Silent Ones typically wear drab graygarb, they have no traditional dress nor any visibledevices or emblems. The primary cloister of the orderis an infamous spire known as the Tower of Silence,located less than a day's ride south from Niole Dra. Itis an architectural wonder, erupting from the groundwithout support to rise many hundreds of feet andcompletely dominate the featureless plain that sur-rounds it. No mage who casts eyes upon it will denythat it would be nearly impossible to build today,since great sorcery was no doubt required for its con-struction. The bluish-gray stone that composes it hasno counterpart for 1,000 miles.

The inhabitants of the Lonely Tower are headed by asingle undisputed leader called the Wyrd. Currently,this magus is Mohrgyr the Old (N male humanWiz20), a former Nehelan nobleman believed to beover two hundred years old. The tower is staffed by afew dozen adherents, whose numbers are thought toshrink with every passing year. Their most powerfulsupporters in the kingdom are the nobles of HouseNeheli, and a plurality of their membership is fromthis ancient and decaying house. The Silent Ones havesmaller enclaves in a handful of Keoish cities to whichthey frequently travel.

In centuries past, sorcery was in the hands of a smallfew in Keoland, and the Silent Ones monitored thistradition with dispassion. That is no longer their role,though they are still viewed with fear and superstition.Silent Ones seem to be drawn to ancient places anditems of strong magical power and import. On rareoccasions they openly contend with individuals, bothgood and evil, who seek magical power beyond theken of mortals. Recently they have expressed disquietover the rise of the Scarlet Brotherhood and theuncovering of Slerotin's Passage from the Yeomanry tothe Sea of Dust.

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Each god's entry here gives its name, most commontitles or aliases among worshipers, general alignment,power level, and areas of concern. The name is themost common name by which that god is known or tothe largest number of people. The listed alignment isthe god's primary alignment and is the alignment thata cleric should use to determine his own alignment.Any parenthetical alignment listed after the mainalignment is the most common alignment variancethat the god shows, and most clerics are of the god'smain alignment or the secondary alignment.

Not all gods are of equal power. The weakest, thedemigods, are often ascended mortals, children ofweaker gods, or major gods that somehow suffered aloss of power. In ascending order of power abovedemigod are the lesser, intermediate, and greater gods,with the last being the movers and shakers of the uni-verse, concerned with fundamental or overwhelmingforces. In addition to these categories are the hero-deities (who have just gained a foothold on divinityand can grant spells to worshipers) and quasi-deities,who have become something more than mortals butstill less than gods. Hero-deities and quasi-deities tendto have very small and localized followings, and theyare not detailed in this chapter.

All gods are so far beyond the power of mortalsthat their relative strengths are irrelevant to mortals,so there is no difference between a spell granted by agreater god and the same spell granted by a demigod.Likewise, a cleric of a demigod suffers no hindrancesor limitations (such as class level limits or spell levellimits) compared to a cleric of a greater god (otherthan any specific limitations either god may placeupon her clerics). Finally, no god above demigodlevel may enter the Prime Material Plane of Oerthwithout the consensus of a majority of the gods ofOerth. A few exceptions to this are Ehlonna, Fhar-langhn, Obad-Hai, and Olidammara (who chose thePrime Material Plane as their native realm ratherthan one of the outer planes), Beory (who may actu-ally be the Oerth itself), and St. Cuthbert (who wasallowed to come to Oerth to fight Iuz on more thanone occasion, though this last action might carry aprice to be paid in the future).

The first paragraph of the god entry gives the god'sracial origin (if known), history, representative depic-tion, and holy symbol. This paragraph also lists rea-sons for unusual titles, animals, or individuals associ-ated with the god in legend and doctrine. The god'srelations with other divine beings are also given here.

(High Cleric, Restorer of Righteousness), LGdemigod of Guardianship, Faithfulness, Dignity,and Duty

Al'Akbar (ahl AHK-bar) first came to prominence

The second paragraph gives information on thedogma—tenets of faith and moral code—of that god'sfollowing, listed in italics. Any unusual quirks of doc-trine are listed here, from taboos to rankings withinthe church to factions in the religion. A cleric of thegod is expected to uphold these dogmatic beliefs andobey the superior clerics within the organization orrisk excommunication or loss of clerical power.

The last paragraph has game details on clerics ofthe deity. Clerics in the LIVING GREYHAWK™ cam-paign have the normal attack bonus, save bonuses,spell progression, hit dice, and class features of theclerics in the D&D Player's Handbook. The Domainslisted here work exactly as they do in the Player'sHandbook: a cleric chooses two domains and there-after has access to the domain spells and grantedpowers (as described in the Player's Handbook) ofthose two domains.

The Weapons section lists weapons commonlyused by clerics of the god (but clerics are not limitedto these weapons). The first weapon listed is the "sig-nature weapon" of the god, and the form the cleric'sspiritual weapon spell takes; if the spiritual weaponmanifests as something that isn't normally a weapon,the weapon-equivalent is listed parenthetically after-ward. Normal proficiency rules apply; if the clericchooses a martial or exotic weapon—marked by a(m) or (e) notation—he must use a feat to gain profi-ciency in that weapon. Some gods recommend a cate-gory of weapons, such as "bludgeoning," "piercing,"or "slashing," or a group of weapons associated with aclass, such as "druid." Small characters may use asmaller form of a listed weapon if appropriate (lightmace instead of a heavy mace, for example). Clericsare not required to use or be proficient in one of thelisted weapons, but many do out of a sense of solidar-ity to the church and devotion to their god.

A cleric can abandon his chosen god and take up thefaith of another god. In doing so, the cleric follows theEx-Clerics rule from the Player's Handbook, losing allclass features of the abandoned god. To progress as acleric of another faith, the character must go on a questfor his new church (often the recovery of a lost item ofsome importance to the god), then receive an atone-ment spell from a cleric of his new faith. Once thesetwo conditions are met, the character becomes a clericof the new god. He chooses two domains from thenew god's repertoire and resumes all class abilities lostfrom leaving the old faith.

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in the days following the Invoked Devastation, whenhe was called by the gods of the Paynims to restorethe Baklunish people to the path of righteousnessand dignity. In earnest of this mission, he was giventhe fabled Cup and star-shaped Talisman that nowbear his name. He taught that true religion mustinclude proper devotion to the gods, protection ofthe community, and guidance of the faithful. Eventu-ally, he caused his own mosque to be constructed andallowed his followers to call upon his name in theirprayers, soon thereafter ascending to take his placeamong the gods, although he remains a demigod outof respect for the rest of the pantheon. His symbol isan image of the Cup and Talisman artifacts.

Be as a vessel of kindness and emblem of devotion, for therighteous man is both steadfast and merciful. Be not as theuntutored infidel, but rather heed your superiors, andsubmit to their wisdom and guidance. Let the faithful strivealways to nurture the seed of Good in the soil of Law, that bydoing so they are received into the Garden of Al'Akbar. Thefaith of Al'Akbar dominates the Baklunish culturewith its sense of community and propriety. Theyteach Ancient Baklunish as the language of poetryand learning; they are generally well disposed towardother faiths that use the classical language in theirliturgy. Two historical branches of this faith exist. Thefollowers of the Exalted Faith recognize thesupremacy of the holy caliph (the ruler of Ekbir); theyare masters of rhetoric and diplomacy, with highregard for academic achievement. Followers of theTrue Faith defer to the authority of the grand mufti ofthe Yatils, taking a more fundamental approach toreligion that emphasizes hard work, plain speech, andobedience. More obscure divisions exist amongPaynim dervishes.

Clerics of the Exalted Faith usually bear the title ofqadi, and tend toward lawful good or neutral good.Clerics of the True Faith are called mullahs, andstrongly favor lawful neutral. Both types hold officeas ministers, judges, scholars and teachers in civilgovernment, while also serving as healers, advisersand guardians for the military. Adventuring clericsare tolerant of infidels, though they are still expectedto uphold the ideals of the faith. The wanderingclergy may travel to any land in search of the Cup andTalisman of Al'Akbar. Ritual prayers may be made atdawn and dusk.

Domains Good, Healing, Law, Protection; Weap-ons falchion(m)

LG (LN) lesser god of Ethics and ProprietyAllitur (AH-lih-toor) is an old Flan god, represent-

ing the need to maintain traditions, laws, and ethicalbehaviors between tribes and generations of people.

(The Sad Maiden), NG lesser goddess of Spring,East Wind, and Renewal

Atroa (ah-TROH-ah) is one of the five Oeridianwind and agricultural deities fathered by Procan.Depicted as a fresh-faced blonde woman with an eagleperched on her shoulder, she once loved the godKurell but was spurned by him for her sister Sotillion.She oversees the blessings of spring, including theopening of hearts to new prospects and the body tonew horizons. Her sling Windstorm can strike the mostdistant foe, and her spherical glass talisman Readying'sDawn can melt ice within her line of sight. She is clos-est to her divine family and is indifferent to mostother gods except Fharlanghn. Her holy symbol is aheart with an air-glyph within.

Spring is the time that the world awakens from herslumber by the invigorating breath of the east wind. Springbrings new life and love to the world, renews old friend-ships, and pulls on the heartstrings of lovers, poets, and trav-elers. It is a time for old things to be repaired, old feuds to beburied, and old biases to be discarded. Like the dawn, itpresages great things to come; look to them with an openmind and heart so that they may be enjoyed to the fullest.

Often considered the younger brother of Rao, hemaintains close ties with all of his pantheon andoften acts as a liaison to other pantheons because ofhis gift of divine diplomacy; it is this interaction thathas gained him some awareness beyond the Flanpeople in this century. He rides an untiring horsenamed Keph; his symbol is a pair of clasped hands.

The people should understand and respect their culturaltraditions, else breakdown of society should result. Alliturinsists on the performance of traditional rituals, andmost of the Flan customs about home and family canbe traced to his teachings. He also introduced theconcept of laws and punishment to the Flan, and hisname is invoked at trials, diplomatic meetings, andother official situations where fairness is expectedfrom a bargaining partner.

Allitur's clerics arbitrate disputes, carry messagesbetween tribes and nations, act as legal advisers orjudges when needed, scribe laws and other documentsfor the common folk, travel to teach the proper tradi-tions to children and heathens. They also have a mar-tial aspect because of their role as enactors of punish-ment for criminals, violators of taboos, andoathbreakers. Allitur's worshipers are expected tocomply with clerics when they serve this function.These roles carry them far into hostile lands wheretheir belief comes into conflict with heretics and theuncivilized.

Domains Good, Knowledge, Law; Weaponsshortspear

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(Oerth Mother), N (NG) greater goddess of theOerth, Nature and Rain

Beory (bay-OH-ree) is usually considered a mani-festation of the will of Oerth itself. Little concernsher except the actual fate and prosperity of the entireworld, and she is a very distant goddess, even fromher clerics. Named by the Flan, Beory's name isknown throughout the Flanaess. Beory has little timeor interest for most other divine beings, even thoseof similar interests, for her connection to the Oerthconsumes most of her attention. Her symbol is either

CE (CN) lesser goddess of Malice, Caves, and PitsThe haglike goddess Beltar (BEL-tar) one of the

stranger Suel deities, known to appear as a beholder,red dragon, or marilith demon (the likely cause ofSuloise snake-cult rumors). She was once a goddessof mines and earth, but was supplanted by others inher pantheon and finally relegated to worship bynonhuman slaves. She hates most everything, evenother gods. Her holy symbol is a set of monstrousfangs closing to bite. She takes many mates in hervarious forms, but she is known to eat them after-ward, as well as her own young.

Mine and explore caves in pursuit of foes and riches. Fearis not acceptable in the face of adversity, and only hatred isallowed for those who stand in your way. Primarily wor-shiped by evil nonhumans and savage humans, Beltarpushes her followers to band together into armies

Priests of Pholtus, Al'Akbar, St. Cuthbert, Heironeous, and Hextor

Clerics of Atroa are optimistic, willing to try newthings; and rarely settle in one place for more than ayear. They are forgiving and proud to turn foes intofriends. They love returning to past friends andlovers almost as much as they relish any opportunityto travel and see new places. They enjoy exploringstrange places, especially if they haven't traveled in awhile.

Domains Air, Good, Plant, Sun; Weapons sling

and ally with more powerful creatures, such as reddragons, beholders, demons, or greater undead. Theymust wage war on hated foes.

Clerics of Beltar are expected to take positions ofleadership in their tribes; those who cannot do so arecast out to find heathen tribes to convert or new ene-mies for to fight. They inspire hatred in others andmake examples of traitors or the weak-willed. Wor-ship services involve sacrifices and are conducted incaves or points of low ground. Devoted clerics risefrom the grave as undead within a year of theirdeaths, usually returning to aid their original tribeand show proof of the goddess' power.

Domains Chaos, Earth, Evil, War; Weapons clawsof Beltar (unarmed strike or spiked gauntlet)

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a green disk marked with a circle or a rotund womanfigurine.

The Oerth is the wellspnng of all life. Whether on thesurface, below the waves, or underground, all life is part ofthe cycle of birth, life, and death, and part of Beory. Sheinspires every living thing to grow, nurtures them withblessed rain, and calls them to herself when it is time to die.Disasters that cause widespread destruction are agony toher. The actions of individuals are of no consequence unlessthey threaten the Oerth.

Clerics of Beory are contemplative and spend theirtime communing with nature. They often associatewith druids. When they gather, they defer to thewisest and oldest. As they try to see the greater pic-ture, they tend to be slow to act, but when they do actit is direct and focused on the solution. They wanderto feel the different sensations of the Oerth, and usetheir power to relieve the Oerth's pains where it hasbeen wounded.

Domains Animal, Earth, Plant, Water; Weaponsclub, druid weapons

(Hearth Mother), NG lesser goddess of Home,Family, and Agriculture

Berei (BEAR-ay) is possibly a splinter cult of Beorythat has taken on an anthropomorphic persona. Bereiis the live-giving soil and the strong stone that is thefoundation of a safe home. She is shown as a strong-backed woman of brown skin and kind demeanor,and her holy symbol is a sheaf of wheat stalks. As thegoddess of the home and family, she blesses wed-dings, gives fertility, protects the household and itsmembers, guides the hands of those who till the soil,and teaches ways to care for the land. Beory is theonly deity that concerns her.

The family is the strongest tie between individuals, andone must learn to support and depend upon one's family tosurvive. A community is a form of large family, and whenanother family is in need it is the duty of the community toprovide for them. The birth of a new child in a time ofplenty is a great blessing and an opportunity to resolve dif-ferences and restore frayed connections within the family.Care must be taken with every planting so that life canbegin there again gam next year.

Clerics of Berei tend to stay close to their families,serve as advisers and protectors, advise farmers oncrops, and restore barren land. Some of her clericschoose to wander, planting seeds, looking for exoticcrops, and carrying news between communities.They often adopt their traveling companions asfamily members, and consider these bonds as sacredas those of blood relatives.

Domains Good, Plant, Protection; Weaponssickle

(The Iron Mule), N lesser god of Metal, Mines,and Smiths

Bleredd (BLAIR-ed) is known throughout theFlanaess. He taught iron-working to the Oeridiansand his worship has spread throughout the Flanaess.He cares little for talk, preferring to work in his shopand fashion metal works of art; he created may of theweapons his godly family uses, including that of hiswife, Ulaa. His hammer Fury is thought to be theinspiration for the first hammers of thunderbolts forgedby humans. Occasionally he accepts small groups ofstudents and unlocks the gift of mastering metal inthem. His holy symbol is an iron mule, reflecting hispatience and endurance.

The earth's gifts are there for the taking, and creating aperfect suit of armor or flawless weapon is a goal to whichall war-crafters should aspire. Mining and smithy-work isnot for the weak, so those who worship Bleredd should bestrong in mind and body, for a weak will forges a weakweapon. Anyone with the talent for this craft should betaught it, and those who keep secret more efficient or effec-tive ways of finding or working metal will be punished.

Bleredd's clerics explore caverns for good ore,hammer out iron for the pleasure of creating, andsearch out sources of meteoric iron, mithral, andadamantine. They also travel to find new students,teach the smith-crafts, and develop better ways ofdoing their work.

Domains Earth, Fire, Strength; Weaponswarhammer(m)

(The Uncaring, Lord of All Magic, Archmage ofthe Deities), N Greater God of Magic, ArcaneKnowledge, Foresight, and Balance

Boccob (BOK-kob) is known throughout theFlanaess, oversees the maintenance of magic's exis-tence on Oerth, and is interested in the creation ofnew magic items and spells (he is said to have a copyof every magic item made by mortals). He sees thatOerth's magic is declining and will eventually fadeaway; he combats this effect and suspects that Thariz-dun is responsible. He is distant from all other godssave his servant Zagyg. Shown in purple robes withshimmering runes of gold, Boccob carries the firststaff of the magi; an eye within a pentagram is hissymbol.

Seek balance above good, evil, law, or chaos. Fight to pushback the encroachment of good just as you would the oppres-sion of evil. Magic is the most important thing on Oerth,and it must be preserved so that the balance can be pre-served. Churches are protected from outside interfer-ence, and those within devote most of their time toresearch, particularly prophecies, which they guard

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(The Far Wanderer), N (NG) intermediate god ofStars, Space, and Wanderers

Celestian (seh-LES-tee-an) is a benign Oeridiangod. The brother of Fharlanghn (his only close ally),he chose the distances of the stars and planes rather

(The Flying Queen, the Hive Goddess, the Toil-ing Lady), N (LN) lesser goddess of Insects andIndustriousness

Bralm (BRAHLM) is depicted as a middle-agedwoman with dark blonde hair, sometimes with insectwings. She is friendly with rest of the Suel pantheonbut has no close allies there because she judgesothers on ability, not age or status. Trithereon hasearned her enmity because of his individualism, andfiery deities like Pyremius and Joramy are avoidedbecause of her dislike of that element. Her symbol isa giant wasp in front of an insect swarm.

Everyone has a place in a society, and you must masteryour role even if you don't understand how it is important.Those who know more or are in superior positions must beobeyed; you can learn much by observing those around you.Work hard and be satisfied with your work. Hive insectsfollow this path, with some members sacrificing themselvesfor the betterment of the entire hive. Some splinterchurches elevate insects as creatures to be worshipedand keep giant insects as guards or pets.

Bralm's clerics act as overseers for complex tasksinvolving large numbers of people: military captains,farm overseers, mine controllers, slave drivers, and soon. They intercede to prevent destruction of crops byinsects and are not above getting their hands dirty toget something done. They enjoy leading groups forthe sake of imposing order on a group of independ-ent-minded people. Their prayer times are twilightand dawn.

Domains Animal, Law, Strength; Weaponsquarterstaff

carefully lest they fall into the wrong hands. In landswhere the forces of Law, Chaos, Good, or Evil growtoo strong, churches of Boccob are built to balancethose forces.

Clerics of Boccob create and study magic and divinethe future. They leave their churches to root outrumors of lost magic items or spells, or to defend amagical place or item from destruction. Most clerics ofBoccob are neutral, as extremism in ethos is frownedupon; they must maintain the balance between allalignments.

Domains Knowledge, Magic, Trickery; Weaponsquarterstaff

than Oerth. He appears as a middle-aged man of com-pletely black coloration, always wearing his symbol: apiece of jewelry with a shining ruby, jacinth, topaz,emerald, sapphire, amethyst, and diamond. He hasfew ardent worshipers on Oerth, but counts amonghis following the many strange beings that live inand above the starry night.

The distant stars are an inspiration to travel, be encour-aged to wander far from home, just as the stars do. Thestars are eternal and are pleased to be a guide for both legsof a journey. The stars may reveal their secrets if you studythem. The clerics are divided into seven orders ofascending knowledge and power, bearing no specialtitles other than the number of their order; eachorder's holy symbol differs in which gem is placed atthe center.

Most of Celestian's clerics are scholars, astronomers,and planar explorers, with a few sailors. They searchthe world, sky, and planes for artifacts of the stars,fragments of meteorites, and lore relating to the stars,space, or the planes. Many of his clerics make a pil-grimage to a holy site in the Barrier Peaks. Celestianis a favored deity of good-aligned members of evilnonhuman races; while their eyes, are unable to toler-ate daylight, they find acceptance and hope in thelight of the stars

Domains Knowledge, Travel, Protection; Weap-ons shortspear

(Keeper of Infinity, the Illimitable One), LNlesser god of Time, Infinity, and Continuity

Cyndor (SIN-dohr) has three duties: meditateupon how manipulating time-space alters the uni-verse, record the actions of every creature on Oerthin his Perpetual Ltbram, and guard the time-streamfrom powerful beings that might alter it to theiradvantage. This Oeridian god endorses the conceptof predestination, although his perspective differsfrom that of Istus or even his sometime ally (andsuperior) Lender. He is shown as a towering man-form with no features and blocklike limbs of terriblestrength, representing the unknowable andinevitable advance of time. His symbol is a roundedhourglass of black and white set on its side, muchlike the symbol for infinity.

Time is not a static thing, but rather something liquidthat stretches from the forgotten past to the present and intothe distant future. Events of the past cause events in the pres-ent, which have consequences that last far beyond the life-times of their progenitors. There is no need to worry aboutthe choices one makes in life, for all actions are determinedand your fate is set based upon those choices. Augury isuseful only as a moral balm to allow realization and accept-ance of one's place in the stream of life.

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(The Scholar, the Scribe), LG lesser god ofReason, Intellect, and Study

Delleb (DEL-leb) is an Oeridian god depicted as anoble scribe or well-dressed gray-haired man with alarge white book (his holy symbol). Although heprefers debate to combat, he used his phoenix-feather quill as a dart to fend off a young and mur-derous Hextor. He is interested in any sort of useful

(of the Forests), NG intermediate goddess ofForests, Woodlands, Flora and Fauna, and Fertility

Ehlonna (eh-LOHN-nah) is a very old goddess.She combats those who would harm or despoil theforest of its resources and beauty. Shown as either adark-haired human woman or a golden-haired elfmaid (in which form she is known to many as Ehlen-estra), she is served by Novelee, a planetar whoseheart is so pure it makes unicorns weep. She has ahostile rivalry with Obad-Hai, but is friendly withthe elven gods and most good-aligned deities. Hersymbol is the unicorn.

The woodlands are a beautiful place full of life. Thesecrets of the forests should be learned and taught so thatpeople can live in harmony with nature. Those who wouldharm or exploit the woodlands must be driven out ordestroyed. The plants and animals of the forest are thingsthat nature gives as gifts, not things to be stolen.

Most of Ehlonna's clergy are female, whetherhuman, elven, or fey. They live in the forests, arefriendly with rangers and druids, and watch forencroaching nonhumans, hunters, and loggers. Theyeducate those who wish to live in harmony with theforest, just as the animals do. They are gentle in theirfirst warning to those who would harm the forest andruthless in stopping those who persist. They travel tospread their teachings or to protect a forest in danger.

Domains Animal, Good, Plant, Sun; Weaponslongbow(m), longsword(m)

or interesting lore, but dislikes fiction or overly ver-bose language. He is friendly to all others but thosewho are evil or oppose knowledge. It is rumored thatDelleb sponsored Daern, hero-goddess of defensesand fortifications, to her present position.

The accumulation of knowledge is the purpose of exis-tence. What cannot be learned from others may be discov-ered in books, and when books fail the truly studious willturn to experimentation. An hour studying is an hour wellspent. Allowing emotion to cloud your judgment risksdanger. The ignorant and inexperienced should be educated.

Delleb's clerics ask questions of strangers, listen tobard's tales with a grain of salt, pore over old books,and study lost languages in the hopes of uncoveringvaluable forgotten knowledge. They use their knowl-edge to help others, whether designing a more effi-cient stove for a farmer or planning a great bridge fora city; they may not have the skill to build suchthings, but they know how to design them. Theytravel to study recently unearthed tomes, conversewith ancient learned people, and adventure toexplore old places of lost writings.

Domains Good, Knowledge, Law, Magic;Weapons dart

Clerics of Cyndor converge near sites of pendingimportance or disruptions in the time-flow. Theystudy old lore to plot the course of history and learnthe future, and many work as advisers or seers. Theydebunk charlatan fortune-tellers and other falseprophets. They travel with people whom they per-ceive will have interesting futures.

Domains Law, Protection, Travel; Weapons sling

CG lesser god of Portals, Doors, Enclosures,Locks, and Keys

Dalt (DAHLT) was forgotten for many years whilehe sought to free his brother Vatun; he is once againrecognized as a god, although still primarily vener-ated by the Suloise people in the southeast. He talkswith other gods of the Flanaess (except Telchur) inorder to solicit help in his quest. Dalt is shown as anold man with wild white hair and piercing eyes or asa red-haired young thief. His symbol is a locked doorwith a skeleton key under it.

Confront obstacles from different angles until a solutionpresents itself. Dalt is constantly trying to build a bettermousetrap while being the better mouse. His name isused to bless fortresses, prisons, and chests of valu-ables, as well as the construction of new homes. Hischurches tend to be a mix of clerics who lock thingsand those who open them, each side seeing the needfor the other.

Clerics of Dalt are much like their god, tinkeringin workshops, building locks and traps, then turningaround and trying to figure a way to undo their ownwork. They teach their building skills to carpenters,masons, and locksmiths, while training aspiringthieves and spies in the locksmith arts, although theyonly choose those who would use their talents for thegreater good. They firmly believe in guarding valu-ables from those who would use them for selfishends, and liberating goods from those who don'tdeserve to own them. They like to wander aboutcities and dungeons, looking for situations thatwould challenge their skills.

Domains Chaos, Good, Protection, Travel, Trick-ery; Weapons dagger

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Priests of Lendor, Istus, Boccob, Celestian, and Fharlanghn

for fun. They aren't above betraying their own allies tosuit their own motives or protect their own hides.They travel to bring ugliness and strife to pleasantplaces or to escape those that would persecute them.

Domains Chaos, Evil, Trickery, War; Weaponsheavy mace

(The Many), CE (CN) intermediate god of Hate,Envy, Malice, Panic, Ugliness, and Slaughter

Erythnul (eh-RITH-nul) is the undisciplinedcounterpart to Hextor, possibly predating him andlosing worshipers to his ordered and intelligent rival.This Oeridian god is a terrible sight to behold, withruddy skin, red garments, a brutally strong build, and agreat stone mace that is pierced to cause a fear-induc-ing shriek when he swings it. His title comes from hisappearance in battle, as his features change betweenhuman, gnoll, bugbear, ogre, and troll, and his spilledblood becomes an allied creature of like type. Hissymbol is a red blood drop or a hideous mask.

Destroy anyone who would take what is yours away fromyou. Covet that which you do not own. Blessed is he who cantake something from a rival. Maim those you cannotdestroy, and cause fear in the hearts that you cannot maim.Bloodshed for its own sake is reason enough, and if you canshed the blood of a hated enemy, so much the better. WhenErythnul's gift of blood rage comes upon you, be sure to use itwell. Any site where great bloodshed has occurred isconsidered a holy place by the church.

Erythnul's clerics are cruel, sadistic, and hateful.They foment rebellion, murder, and riots in civilizedareas, lead troops of bandits, raiders, or nonhumans,and commit murder when they grow bored. Theydeface beautiful things and disfigure attractive people

(The Dweller on the Horizon), N (NG) intermedi-ate god of Horizons, Distance, Travel, and Roads

Fharlanghn (far-LAHNG-un) is shown as a seem-ingly old man with leathery, wrinkled skin andyoung-seeming bright green eyes. Brother of theOeridian god Celestian, he is on amiable terms withnonevil earth gods and several nature gods, and issometimes tied to Atroa. His symbol is a wooden disccarved with the curved line of the horizon, and hecarries a magical version of this symbol called theOerth Disc. He is the patron of those who walk or ridelong distances (including travelers in tunnels, and assuch is praised by those who must use mountainpasses or travel the Underdark).

People need to move about and see new things. Be open totravel, as the world may change overnight and you may bein need of a new home or perspective. Look to the horizon

for inspiration—the far end of the world has newpeoples, new cultures, new magic, and

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(Daughter of the Oasis), N lesser goddess ofLakes, Rivers, Wells, and Streams

Geshtai (GESH-tie) is depicted as a young Baklun-

LG (LN) lesser god of Stone, Metals, Mountains,and Guardianship

Fortubo (for-TOO-boh) was once a Suel god butabandoned that race in favor of dwarves when hefound that the Suel were responsible for the creationof the evil derro. He is friendly with the gods of thedwarven pantheon but avoids all other gods excepthis brother Jascar. His holy symbol is a glowing-headed hammer, and his personal weapon is a greathammer named Golbi that returns to his hand whenthrown and is said to be a gift from the dwarf godMoradin. He is shown as a small bearded Suel manwho resembles a dwarf.

Focus on your tasks. Do not allow yourself to lie distractedby other careers or concerns outside of protecting the com-munity. Feel the your kinship with the stone and do not cutit more than what your community needs. Commit notheft, murder, or evil, for they will shackle the dwarvenpeople more strongly than any chains. Fortubo protectsdwarven communities and welcomes clerics of eithersex, especially married couples.

Fortubo's clerics plan defenses to the smallest detailand are more than willing to shoulder more than theirshare of the responsibility if they feel anyone elseinvolved is incapable of pulling their weight. Theysearch for orcs and goblins, which they feel harm theearth with their pointless tunneling. Any hammer willserve as a holy symbol. Married pairs of clerics are saidto be especially blessed by Fortubo and their childrenare born with exceptional insight and endurance.

Domains Earth, Good, Law, Protection; Weaponswarhammer(m)

new roads to walk. The church is comprised of wander-ing clerics (who favor green and minister to those onthe roads) and settled clerics (who favor brown andare usually older clerics whose wandering days arebehind them).

Clerics of Fharlanghn are encouraged to travel theworld and see new things. They bless caravans,explore exotic lands, scout for armies, and record loreon distant places and people. Because they learnmany languages and cultures, they act as translatorsand diplomats. Many aid in constructing of roadwaysand bridges, and a pair of shoes made by one of hisclerics is held to last longer than any other.

Domains Luck, Protection, Travel; Weaponsquarterstaff

ish woman standing in a pool of water, often holdinga clay water jug. Her pet fish, Gumus, summonswater creatures to fill her. Revered today by nomads,travelers, and farmers in Baklunish lands, her tem-perament is moderate and she treats all others withcare and patience. She dislikes fiery gods and propo-nents of disease and poison, especially Pyremius. Hersymbol is a waterspout.

Tranquillity is a benign state, and it should take anextreme act to disrupt it for more than a moment. Whensuch a disruption comes, turn its force back upon itself tonegate it, like the stone that breaks the surface of a lakeonly to be covered and lost. Water, like tranquillity, ishard to find but necessary for vitality. Water is more pre-cious than gold, for a thirsty man gets no sustenance fromhis wealth.

Clerics of Geshtai act as guardians of valuablewaters, whether lakes, streams, oases, or hidden wells,making sure that they are available to all and notclaimed or destroyed by any one group of people. Theypatrol parched areas of land where travelers oftenbecome lost and guide them to safety and water. Someexplore the length of a river or stream, learning theunique traits of the entire flow. They seek out thosewho use destructive magic upon natural reserves ofwater, as well as those who would harm people by con-taminating water with disease or poison.

Domains Plant, Travel, Water; Weaponsshortspear

(The Invincible, the Valorous Knight, the Arch-paladin), LG intermediate god of Chivalry, Jus-tice, Honor, War, Daring, and Valor

Heironeous (hi-ROE-nee-us) is the Oeridian battle-field champion of all that is right and good. He wageswar against evil of all sorts, especially his half-brotherand nemesis, Hextor. He is tall, with coppery skin,auburn hair, and amber eyes, and wears fine chain. Athis birth, Heironeous' skin was imbued with a secretsolution called meersalm that protects him from allbut the most powerful weapons. His symbol is asilver lightning bolt. His allies are other gods whofight evil, and his foes are those who encourage evilor suffering. Known for his great magic battleaxe, herecently has been promoting usage of the longswordin order to appeal to common soldiers as well as pal-adins and leaders.

The world is a dangerous place that poses a never-endingseries of challenges to those who fight for justice and protec-tion of the weak and innocent. One must act honorably atall times, and uphold the virtues of justice and chivalry inword and deed. Danger must be faced with certainty andcalm, and glory is the reward for defeating evil, while virtueis the reward for upholding the tenets of Heironeous.

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Heironeous' church is very militaristic, champi-oning causes and crusading to eliminate evils. Hisclerics travel the world, fighting evil as dictated bytheir church commanders. Older clerics work asjudges, strategists, and military instructors. Many ofthe most powerful clerics of Heironeous have them-selves embalmed alive with meersalm to gain its pro-tective benefits, although some have not survivedthe process.

Domains Good, Law, War; Weapons longsword(m)or battleaxe(m)

gods. The bringer of disease and blights is a terrifyingfigure—deformed body, skeletal hands, nightmarishvisage, and garbed in a black robe lined with orangeand green. He rides a nightmare and is accompaniedby hags. He causes a nightmarish slumber in anywho meet his eyes, and his great staff causes seepingwounds and withers flesh with a touch. His symbol isthe magic icon for the eye of possession. Incabuloshates all other gods, although he is indifferent toNerull, who completes the work Incabulos starts.

The suffering of the world is meat and bread to Incabu-los. Sickness, famine, and other curses bring him power.Some feel that the Black Rider can be warded off orappeased by prayers; but this only delays the inevitable. Theworld of dreams is his battleground, and he wages waragainst minds just as he rots bodies.

Clerics of Incabulos are secretive and paranoid. Jus-tifiably fearing persecution by good and evil folk, theyrarely reveal themselves for what they are except intimes of great despair when they can fan the emotionsof the suffering. Greater clerics use threats and thisstate of fear to encourage junior members to maintainsecrecy. They enjoy torturing others, inflicting dis-ease, and spreading blight. They travel to find newlocations or people to infect, escape those who woulddestroy them, or find strange lands where exotic dis-eases can be found.

Domains Death, Evil, Destruction; Weaponsquarterstaff

(Lady of Our Fate, The Colorless and All-Col-ored), N greater goddess of Fate, Destiny, Divina-tion, Future, and Honesty

Istus (IS-tus) is the most powerful of the Baklunishdeities. She appears as a Baklunish woman of any ageor stature, always carrying her mystical gold spindle(her holy symbol) with which she creates the strandsof fate. She is aloof from all other gods, even those ofher own pantheon, as she concerns herself solelywith the fate of the universe and its inhabitants. Heroccasional companion is a cloudlike being believedto a prince from the Plane of Time.

Everything is connected to every other by invisiblestrands that push and pull over time. The choices aperson makes in life affect the pull of some strands,allowing one to alter fate in a small way, but some ofthese webs of fate have a strong and inevitable pull thatcannot be escaped. The perceptive can come to under-stand these strands and watch them to predict the future.Accepting your destiny is the greatest service you canmake to yourself, for dishonesty about your role in theworld leads to ruin and disaster.

Clerics of Istus have seen the extremes of fate,from innocents dying horrible deaths and sadists

(The Black Rider), NE greater god of Plagues,Sickness, Famine, Nightmares, Drought, andDisasters

Incabulos (in-CAB-yoo-lohs) is a dread powerfeared by mortals, fiends, and (it is said) even some

(Scourge of Battle, Champion of Evil, Herald ofHell), IE intermediate god of War, Discord, Mas-sacres, Conflict, Fitness, and Tyranny

Hextor (HEKS-tor) is the arch-foe of Heironeous,his brother and fellow Oeridian war god. He seeks toconquer or destroy any that oppose him. He isdepicted as a handsome man with dark hair and lightskin when shown as a god who rules throughstrength, but takes the visage of a gray-skinned, hor-rible six-armed being when shown in his more vio-lent aspect. He uses a different weapon in each armand wears iron scale armor with many skull decora-tions. His icon is the Symbol of Hate and Discord, sixred arrows facing downward in a fan.

The world is a dark and bloody place where the strongrule the weak, and power is the only reward. It is oftennecessary to be cruel and merciless in the pursuit of onesgoals, and achieving those goals can have harsh conse-quences. Order must be forged out of chaos and law out ofanarchy. The forces of tyranny must be obeyed and dis-senters must be oppressed or destroyed. Most of Hextor'stemples are built on the sites of great battles wheremany were slaughtered.

Hextor's clerics constantly train themselves in thearts of war, for they plan or lead attacks on rebels anddo-gooders. Many serve petty or powerful leaders,and others still have achieved significant politicalpositions of their own, particularly in the formerGreat Kingdom. Individuals and small groups strikeout from established churches to sow dissent inenemy lands, bringing down foreign nations fromwithin so that the arms of Hextor may conquer.

Domains Destruction, Evil, Law, War; Weaponsflail(m)

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LG lesser god of Hills and MountainsJascar (JAS-kar) is the brother of Fortubo and dedi-

cated foe of Beltar; his holy symbol is a snow-cappedmountain peak. With his dark beard and shiningsilver breastplate, Jascar doesn't resemble the Suelpeople that worship him, but his visage strikes fearinto orcs and goblins. He is sometimes shown as agreat horse or pegasus—two forms he once took

(The Shrew), N (NG) lesser goddess of Fire, Vol-canoes, Wrath, Anger, and Quarrels

Joramy (JOR-um-ee) is a hot-tempered but gener-ally good-natured goddess. Shown as a nondescriptwoman with fiery hair and one fist raised, Joramyargues for the sake of arguing, and uses emotionalarguments when rational ones fail. She is on goodterms with nonevil gods who enjoy their aggressiveside, but disdains emotionally distant beings such asDelleb, Rao, and her estranged lover Zodal. Her holysymbol is a volcano.

The dance of a flame and the twisting patterns ofmolten rock are the most beautiful sights in the world,representing fire's argument with earth. Let your passionsburn as hot as these things, and never back down whenyou have the opportunity to convert someone to your per-spective. Ideals and opinions are what forms and shapes aperson, and not defending with all your effort what youhold in your heart to be the truth is a betrayal to yourselfand your ideals. Any rival opinion is a challenge—answer that challenge with the same fervor that youwould a physical threat.

Clerics of Joramy make good political leaders andrevolutionaries. They are willing to defend theirideals to the death and have a gift for inspiringothers to do the same. Many work as diplomats forsmall but aggressive nations, where their tendencyto escalate talks into heated arguments makes theirparent nation appear stronger than it is. They go

when fighting Beltar. He is often aided by Phaulkonin his efforts to advance the cause of good, andJascar's hammer is the bane of all undead. Other thanPhaulkon and Fortubo, Jascar talks little with othergods and is often perceived as driven and aloof.

Hold no quarter for evil nonhumans like orcs and gob-linoids, and equally hate those who would make thebeautiful hills and mountains ugly. Protect the hills andmountains from plundering by evil forces and you will berewarded with the treasures Jascar places under the earthfor good folk to find. The church teaches common tac-tics used by evil nonhumans.

Jascar's clerics often lead cross-country and under-ground crusades against evil nonhumans. Theysurvey for precious metals, and advise miners on howto dig their tunnels safely and cause a minimalamount of damage to the surrounding environment.Their single-mindedness often alienates them fromothers, but their dependable nature means that anentire temple can be called upon in times of crisis;the network of the multi-racial Jascarian faith isstrong as stone.

Domains Earth, Good, Law, Protection; Weaponswarhammer(m)

controlling kingdoms to children recovering frommortal illness and despots felled by simple accidents.Because of this, most her clerics are cynical or stoic,but some kinder individuals serve her because theyfeel they were rewarded by fate. They are called uponto make predictions and divinations for importantpersonage all over the world.

Domains Chaos, Knowledge, Law, Luck; Weap-ons web of Istus (no equivalent weapon)

(The Evil, the Old One), CE demigod of Deceit,Pain, Oppression, and Evil

Iuz (EYE-ooze) is thought to be the half-fiend sonof the demon lord Graz'zt and the powerful wizardIggwilv. Appearing on Oerth as a shriveled old manor as a huge, demonic-looking being, Iuz has manyfiendish allies and impersonates other gods to foolmortals and increase his territory. He remains a greatthreat to the balance despite setbacks since the Grey-hawk Wars. His symbol is a grinning skull, and heholds a particular hatred for Zagyg, Vecna, St. Cuth-bert, and Greyhawk.

The weak must be exploited, tortured, and stripped ofhope. The strong must be constantly wary of betrayal bytheir underlings. Pain is power, and inflicting pain demon-strates power best. Crush those beneath you. Iuz must beobeyed, and those who defy him will know absolute pain.Iuz's clerics inflict cruelty and torture upon all whooppose them.

Iuz tolerates no less than fanaticism and completeobedience. His clerics constantly try to outdo eachother in their acts of cruelty and evil. They showtheir superiority over all other beings by hunting fortrophies; rare finds such as unicorns or paladins aretruly prized. The clerics create spells and magic itemsof terrible power and evil nature, and travel the worldto commit acts of evil and search out Iuz's enemies.Iuz is served directly by the Boneheart—two tiers(Greater and Lesser) of six advisers each (clerics andwizards), and by the Boneshadow, six spies and evil-doers who roam the world.

Domains Chaos, Evil, Trickery; Weaponsgreatsword(m)

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adventuring to find new people to argue with andnew causes to champion.

Domains Destruction, Fire, War; Weapons quar-terstaff

(The Bitter Hand, the Scorned Heart, the Venge-ful Knave), CN lesser god of Jealousy, Revenge,and Theft

Kurell (kuh-REL) is an Oeridian god once loved byAtroa, but he spurned her to pursue Sotillion, hisbrother Zilchus' lover. This failure caused him to loseboth goddesses as well as the favor of his brother,Now, his jealous feelings keeps him alone, eventhough the others involved would surely forgive himif he would ask. His only allies are the more tempera-mental, morose, and reactionary deities Joramy, Ral-

(The Brawler), CG intermediate god of Athletics,Sport, Brawling, Strength, and Courage

Kord (KOHRD) is an incredibly powerful Suel god,second only to his grandfather, Lendor. Son ofPhaulkon and Syrul, he is shown as a hugely muscularman with long red hair and beard, wearing dragon-hide gauntlets (white), boots (blue), and fightinggirdle (red); these items form his holy symbol,although a star composed of spears and maces is popu-lar. He fights with his intelligent dragon-slayinggreatsword Kelmar, and when wounded he oftenenters a blood rage so intense only Lendor can controlhim when he succumbs; because of this, a cleric ofKord will always defer to a ranking cleric of Lendor.He is reputed to have dallied with beautiful humans,elves, or even giants, and tales are told of the greatheroes who are born of such liaisons.

The strong and fit should lead the weaker. Bravery is thegreatest quality in any ruler. Scorn cowardice. Kord lovesphysical challenges and contests, and it is this lovethat inspires many barbarian tribes to use nonlethalsports as a method for resolving disputes.

Kord's clerics are expected to be leaders. Theytrain people to become stronger, organize athletictournaments, and participate in challenging physicalactivities. Doubting their fitness is a grave insult,and they go to great lengths to prove their physicalabilities (although they realize the difference betweendifficult and suicidal challenges). Wearing ofdragon-hide by a cleric is a blasphemy, unless thewearer is a descendant of Kord. Clerics believe magicshould be used to enhance allies rather than strikedirectly at foes.

Domains Chaos, Good, Luck, Strength; Weaponsgreatsword(m), bastard sword(e)

ishaz, and Trithereon. His symbol is a grasping handholding a broken coin. He is a patron of thieves,although other gods such as Norebo and Oli-dammara are more popular than he, which makeshim jealous and fills him with an irrational fervor tosteal away their worshipers.

Desires must be seized, for experiencing the act of takingbrings joy. Suffering must be avenged, for only retributionalleviates loss. Those that have wealth do not deserve it, northe power and luck who brought them to where they are,and for that they should be scorned. You must take what isrightfully yours when the time is right or forever be shack-led to misery, poverty, and nothingness.

Clerics of Kurell are very self-centered and notparticularly interested in proselytizing unless theyperceive an immediate benefit for themselves. Theirinstruction involves teaching by example ratherthan quoting doctrine. Many make their living asthieves, and spend their time planning acts ofrevenge against their enemies. They travel in searchof great things to steal, to escape their rivals, or toforget their past.

Domains Chaos, Luck, Trickery; Weapons shortsword(m)

(Prince of Time, Master of Tedium), LN interme-diate god of Time, Tedium, Patience, and Study

Lendor (LEN-dor), the leader and progenitor of theSuel pantheon, is depicted as a white-haired andbearded husky older man. Largely withdrawn fromthe affairs of the world to care for larger issues,Lendor considers himself superior other gods andespecially to his children, as he has the ability tobanish any of his children or undo their magic. Ablow from his flaming sword Afterglow is said to bethe force that started the flow of time at the dawn ofthe universe. His holy symbol is a crescent moon infront of a new moon surrounded by fourteen stars(sometimes less or more).

Time stretches to infinity, and issues that seem pressingare merely a smaller part of a larger whole. In order tomake sense of the universe, one must look at the entiremosaic instead of just a part of it. Age brings experience,wisdom, and the impetus to take things slow.

Lendor's clergy are mostly older, particularly sages,village elders, and record keepers. They tend to havelittle interaction with the outside world, remainingcloistered in their libraries and temples for years at atime. Occasionally a younger person will be drawn tothis faith, taking the role of wandering adviser,preaching the need to keep the present in perspec-tive; these preachers often become advisers to conser-vative leaders or mount expeditions to recoverancient tomes and artifacts lost for generations.

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Domains Knowledge, Law, Protection; Weaponsgreatsword(m), piercing and slashing weapons

(The Shield Maiden), LG demigod of Protection,Justice, and Valor

(Great Bear, Animal Fang, Strongest Serpent,God of Force), CN lesser god of Beasts andStrength

The most uncivilized god in the Suel pantheon,Llerg (LERG) ignores most other gods, seeing themas too civilized, but has a friendly rivalry with Kordand a hatred for Telchur. He is shown as a strong,shaggy man wearing furs and a fighting girdle or as agreat bear, snake, or alligator. These animals aresacred to him, and they are his three holy symbols.He fights with a broadsword or in one of his animalforms and may be the ancestor of the original direbears, dire alligators, and giant snakes. He is popularamong the jungle savages, who call him Hlerg.

Be strong so that others respect you. Be fierce like the crea-tures of the animal world. Humans have lost contact with

(Lady Poet, the Lorekeeper), CG lesser goddess ofPoetry, Prose, Literature, and Art

Lirr (LEER) is shown as a fresh-faced Oeridianwoman with long black hair and dark blue eyes. Hersymbol is an illustrated book, and she carries a tomewith her that can show any poetry, prose, spell, or art-work ever created. She works favorably with anybeing that respects knowledge, learning, and the arts,but she opposes those that would destroy art andknowledge or hide it. Many Oeridian sorcerers andwizards worship Lirr, particularly those who dislikeDelleb's conservative and reclusive nature.

The written word, be it in rhyme, prose, myth, or logbook,is the linchpin of civilization. Preserve written works sothat the knowledge of the past can be given to the future,and put oral records in more permanent form. Art shouldbe revered, for it conveys feelings and messages that wouldtake hundreds of pages to explain. Every poem, book, orpainting lost is a piece of history forgotten.

Lirr's clerics wander Oerth in search of lore, news,poetry, historical tales, magic, and works of art. Theysneak into lands ruled by oppressive leaders (such asIuz), trying to rescue items of interest that are at riskof being destroyed out of malice or ignorance. Manyclerics have skill as bards, telling tales and paintingpictures rather than singing; they easily find work astutors, scribes, and artists. Novice clerics spendmonths making copies of their temple's archives ofbooks, scrolls, and works of art, which are distributedso that others may appreciate them.

Domains Chaos, Good, Knowledge, Magic, Travel;Weapons shortspear, rapier(m)

their inner animal nature—watch and learn how thepredator lives, and you will again be as you should be.Llerg supports barbarians defending their landsagainst encroaching civilization.

Llerg's clerics choose one of his sacred animals astheir totem animal. They act as intermediaries whentribes meet, and range far in search of prey whentimes are lean for their tribe. They bless weapons, war-riors, and sites of battle to ensure victory, and in morepeaceful times they train young warriors in armedand unarmed combat. Some clerics see visions andtravel to find the meaning of what they have seen.

Domains Animal, Chaos, Strength; Weapons bat-tleaxe(m), longsword(m)

NG lesser goddess of Music, Knowledge, andDaylight

Lydia (LIH-dee-ah) is a wise Suel goddess, shownas a dynamic older woman with white hair and clearblue eyes. Her symbol is a spray of colors from anopen hand. She interacts with many other gods,exchanging information and songs. In some ways sheis the converse of Pholtus, pressing for individual lib-erty so that others may see the light of truth withoutbeing blinded by it; this pleases Trithereon, who alsostrives for the freedom of the individual.

People must gain knowledge to better themselves. Musicis a key to learning, and the light of day lets one see theirown ignorance. Lydia's church has an open policy onall records, for the goddess hates secrets and thosewho would hoard information to the detriment ofothers. Her teachings are presented in song form sothat they may be easily remembered, and her churchoften converts current and historical texts into bal-lads. Her church uses education to uplift womenfrom lesser stations in life; this tends to make herunpopular with patriarchies.

Most of her clerics are women. They discover andspread information wherever they travel, and areoften found in the company of clerics of Fharlanghn.They are required to help women in need of educa-tion, and they spend much of their time in villagesteaching women and children how to read and actingas midwives. They travel to discover lost caches ofinformation and song, preferring historical accountsof actual deeds rather than fictionalizations andhearsay tales.

Domains Good, Knowledge, Sun, Travel; Weap-ons shaft of light (shortspear)

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Mayaheine (MY-ah-heen) is a recently ascendedpaladin of Pelor, brought here from another world tohelp fight the powers of darkness and evil. She isportrayed as a strikingly tall woman with blue eyesand auburn gold hair, dressed tor battle. Her shield,Hope's Champion, turns back evil magic upon itssource, and her bastard sword Triumph stuns fiendsand tyrants with a touch. Her holy symbol is a shieldwith a bastard sword, sunburst, two golden sphereand two victory runes. While she is fine warrior, sheis above all a protector.

Protect those who need it. For good to survive it is neces-sary to defend the weak and innocent. Bravery, strength ofmind, and perseverance in times of hardship or danger arevirtues, and adherence to the concepts of justice, fairness,and righteousness are essential. Obedience to Pelor theSun Father is as important as devotion to the ShieldMaiden. Just as Mayaheine traveled a long way to aid ourworld, it may be necessary for the faithful to travel far touphold her word.

Clerics of Mayaheine train themselves and othersin self-defense. They help build town walls andother protective constructions; many take roles ascommunity leaders, their devotion to justice andgood making them excellent judges. They travel toprove their bravery, right wrongs, and to destroystrongholds of evil. This faith sponsors many pal-adins and is friendly with paladins of other faiths aswell. They are always respectful of clerics of Pelor,for their religion wouldn't exist on Oerth if itweren't for him.

Domains Good, Law, Protection, War; Weaponsbastard sword(m), mace, longbow(m)

(Lady of the Calendar), LG demigoddess of Farm-ing, Agriculture, and Home

Merikka (meh-RIK-kah) is a quiet Oeridian god-dess who takes direction from Cyndor and coordi-nates activities with her cousins (the gods of seasons)to allow farmers to plant and cut their crops at theproper rime. She guides the cycle of a family throughthe days, seasons, and years of life. Her obsessionwith dates and cycles makes her a patron of expectantmothers. She is shown as a gray-haired woman offaded beauty holding a basket of grain and a longscroll, with the objects being her holy symbol. Shewas trapped for a time under Castle Greyhawk byZagig Yragerne but eventually released by a group ofadventurers. She resents chaotic gods and any whowould disrupt her work.

A well-run farm and strong family both rely on theadherence to routines, an understanding of relationships,and the consequences of actions. Animals will not thriveunless they are cared for, fields cannot be planted unless

they are prepared, and gram won't last through thewinter unless rationing is kept. Spouses must respect eachother, children must obey their parents, and parentsshould love and teach their children. Ignoring these com-mands leads to ruin.

Clerics of Merikka coordinate groups of farmersso that everyone's crops are planted and harvested atthe optimal time, mediate between warring familymembers, care for pregnant women, and officiatecoming-of-age and marriage ceremonies. Theyenforce laws and punish lawbreakers where otherofficials are unavailable. Most city folk see them asemissaries of law because of their single-mindeddedication in following their quarry to places farfrom home.

Domains Good, Law, Plant, Protection; Weaponssickle

(The Merchant), N lesser god of Trade, Negotia-tion, Ventures, Appraisal, and Reciprocity

Trade in the Baklunish lands is the province ofMouqol (moh-KOHL) the Merchant. Like Istus, hewas neutral in the war between Light and Darknessthat precipitated the mythic Hegira; like Geshtai,he provided necessities to both sides of thestruggle. Other tales describe Mouqol's travelsamong genie-kind, and his skill at bargaining witheven these most difficult of clients. Mouqol's par-ticular gifts are the ability to discern the true desireof his customers, and the talent of finding anddelivering the rarest of treasures to their predes-tined owners.

Reward is not gained without risk. The perfect bargainsatisfies both necessity and desire. The wise know the worthof a thing as well as its cost. Greed makes the wealthiestinto debtors. All life is a matter of exchange. The Bazaar, ormarketplace, is holy ground. Some markets in thelarger cities are set up around actual temple-build-ings, but most simply contain a tent-covered altar orshrine to the merchants' god. There is no standardtithe, but a variable set of fees is levied on the traderswho utilize the marketplace. These monies are usedto cover expenses, but any excess is dedicated to char-itable works, for the accumulation of large amountsof wealth is foreign to Mouqol's values. Much moreimportant is the art of the negotiation process, forhard bargaining is near to a sacrament for theseWestern merchants.

Clerics of Mouqol are common among the Baklu-nish, as well as among the jann and the merfolk ofthe Dramidj. Clerics use their powers to deter theft,fraud and magical deception. They work as apprais-ers of common goods, with certain members special-izing in more exotic items. Most travel during at

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least part of their career, particularly as part of mer-chant caravans. Ritual prayers are said each morning,prior to opening for business or beginning the day'stravel.

Domains Knowledge, Travel, Trickery; Weaponsdagger, light crossbow

(The Thrice-Kissed, Maid of Light and Dark), NGlesser goddess of Love, Romance, and Beauty

Myhriss (MEE-ris) is shown as a Flan woman justreaching adulthood, a garland of flowers in her hair,or else as a fair-skinned, dark-haired provocativebeauty or a sun-blonde tanned woman of approach-able prettiness. Her dark-haired form is associatedwith the whip, her other aspect favors the shortbow.She is friendly and affectionate toward all benigngods but avoids those who are hideous, crude, orhateful. Although Wee Jas dislikes her, Myhrissappreciates the vain Suel goddess for her obviousattractiveness.

Love can cure the world's ills. Quarreling rivals and war-ring nations can be brought together with a well-placedromance, and beauty can turn the heart of a dumb beast ora despondent tyrant. Beauty is often fragile, so protect itfrom accidental harm, as the destruction of something beau-tiful is a great tragedy. Beauty comes in many forms, foreven the most evil red dragon is a sight of terrifying splen-dor when it is on the wing. Celebrate love, affection,romance, and beauty wherever you find it.

Clerics of Myhriss are starry-eyed and always look-ing for signs of love and beauty in the people andplaces around them. They bless young lovers, per-form marriage ceremonies, create works of art, andtravel to see beautiful people and fantastic sights. Afew take roles as diplomats, as their looks andcharisma make even the most hostile folk stop tolisten to them. Some are crusaders against hate andugliness, seeking out those who destroy love or van-quishing those of repulsive presence.

Domains Good, Healing, Protection; Weaponsshortbow(m), whip(e)

(The Reaper, Foe of all Good, Hater of Life,Bringer of Darkness), NE greater god of Death,Darkness, Murder, and the Underworld

Nerull (NEH-rul) is an ancient Flan god; few any-where do not know and fear his name. He is a rust-red skeletal being with thick, blackish-green hair, acowl and cloak of rusty black, and eyes, teeth, andnails the color of poisonous verdigris. His sable woodstaff Lifecutter forms a scythelike blade of red forcethat slays anyone it touches. Fiends answer his call

(God of Gambles), CN lesser god of Luck, Gam-bling, and Risks

Norebo (noh-REE-boh) is one of the more popularSuel gods, known for his willingness to make a beton anything and his fondness for dice games; hissymbol (a pair of eight sided dice) stems from this.He has been paired with most of the female membersof his pantheon, but has been linked to Wee Jas forthe past one thousand years despite their alignmentdifferences. He particularly despises Ralishaz forgiving gambling and risks a bad name. Norebo isshown as a man of average height, weight, and fea-tures, but can assume animal forms, especially whenhe wishes to be hidden.

Life is full of risks and gambling with fate is the onlything that makes life worth living. Owning property andlife itself are fleeting things, and best be enjoyed while youhave them. His worship is popular in the barbarianlands and large cities, and donations to his temples(called Churches of the Big Gamble) are usually inthe form of lost bets (as gambling operations are runon-site). Some patrons donate to his temple in thehopes of warding off thieves and assassins.

Clerics of the Norebo are willing to make wagerson anything and are usually employed at least part ofthe time in a gambling house. Others wander theworld to bring chance and elements of risk intopeople's lives; they especially love bothering clericsand followers of rigid gods such as Allitur, Pholtus,and St. Cuthbert.

Domains Chaos, Trickery, Luck; Weapons dagger

out of fear rather than loyalty, for he hates all life andis not above destroying servants out of displeasure orspite. His symbol is a skull and scythe. Of all otherdivine beings, the only one he tolerates is Incabulos,whose gifts send many to his realm.

All are equal in Nerull's cold realm. Every livingthing is an affront to the Reaper, and every death bringsa dark spark of joy to his long-dead heart. Those whopray to Nerull to appease him only attract his attentionand their own doom. Those who kill in his name shallbe rewarded.

Clerics of Nerull are secretive and solitary, as fewsane people would tolerate their presence. Exceptin the most evil lands, no organized church ofNerull exists. Nerull's clerics commit murder asofferings to their god; when their actions are dis-covered, they flee their hiding places and move faraway to carry out their evil deeds, appearing inno-cent while occasionally killing wayfarers on theirlong journey.

Domains Death, Evil, Trickery; Weaponsscythe(m), dagger, quarterstaff, sickle

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(The Shalm), N intermediate god of Nature,Woodlands, Freedom, Hunting, and Beasts

Obad-Hai (OH-bahd HI) carries a hornwood staffcalled the Shalmstaff, which allows the bearer swiftand easy passage through floral and faunal hazards,and the woodwind instrument from which he takeshis title. He shown as a lean and weathered man ofindeterminately old age, dressed in brown or russetand looking like a hermit, although nonhumancommunities show him as one of their own race.His symbol is an oak leaf and acorn. Because of theirdifference in perspective, Ehlonna and Obad-Haiare unfriendly rivals, and he also counts Phyton ashis enemy.

One should live in harmony with nature in all of itsvariety. Those who destroy or otherwise harm naturedeserve swift vengeance in an appropriate manner. Thosewho are one with nature have little to fear, although thewell-meaning but foolish are sometimes brought down by adanger they could not avoid or divert The wilds can beugly, dangerous, or terrible, but these things are a part ofnature and should be respected as much as those that arebeautiful, harmless, or wonderful.

Most of the Shalm's clerics are male, whetherhuman, gnome, halfling, or fey. Most tend get alongvery well with rangers and druids. They serve as pro-tectors of nature, acting as the agents of retributionwhen their protection is insufficient or too late. Theyteach hunting in the way that nature's creatures do(choosing the weakest of the herd, etc.).

Domains Air, Animal, Earth, Fire, Plant, Water;Weapons quarterstaff, druid weapons

(The Laughing Rogue), CN intermediate god ofMusic, Revels, Wine, Rogues, Humor, and Tricks

Olidammara (oh-lih-dam-MAH-rah) loves upset-ting those who are too attached to their boring andcontrolled worlds. He is shown as a brown-hairedman of rakish appearance, olive skin, and merry eyes,although his magic laughing mask (and holy symbol)allows him to change his appearance. Zagyg onceforced him into the shape of a small carapaced animaland imprisoned him; the Laughing Rogue stillretains the ability to form a protective carapace, andhe has used it to thwart many aggressors and pur-suers. He is friendly enough with other gods,although the lawful ones resent his capriciousnessand tricks.

Treat music as the art it is. Strive to be as skilled at it asyour patron. Life is meant to be happy and entertaining,and the best jokes need a target to hang them on; when it isyour turn, accept the laugh and appreciate the trick. Wineis one of the joys of life, and the only thing better than

making wine is drinking it. Avoid misery, temperance, andsolemnity, for they are the greatest poisons to the soul. Oli-dammara has a faithful following but few easilyfound churches.

Clerics of Olidammara study music, make wine,tell jokes, and occasionally perform acts of mayhem.Those who live in cities tend to work as entertainersor vintners, while those who prefer rural settings actare storytellers, messengers, and minstrels. Many ofthem live a life on the run from powerful peoplewhom they greatly offended early in their careers.Others just enjoy traveling in search of new music,exotic wines, and celebrations.

Domains Chaos, Luck, Trickery; Weaponsrapier(m), rogue weapons

LN lesser goddess of Sea Voyages, Ships, andSailors

Osprem (AH-sprem) is a generally benign goddess,revered by the Suel people as the protector of thosewho travel on the water. She is more compassionatethan her occasional companion Xerbo, yet she is notaverse to punishing those who offend her or disobeyher laws. She is shown as a beautiful gowned woman,a dolphin, a barracuda, or a sperm whale; the lattertwo are interchangeably used as her holy symbol. Shewears no armor hut is protected by a ring carved froma whale's tooth, given to her by the grandfather of allwhales.

The seas provide a bounty of food and a means of travel;protect the sea as you would your own home, or faceOsprem's wrath. She protects those who sail and their ves-sels as long as they respect her and abide by her laws. Sheguides vessels through dangerous waters and is the patrongoddess of naval explorers. Those who defy her laws arepunished by storms of ice, and it is said entire townswere wiped out because of serious transgressionsagainst her.

Her clerics are skilled navigators and often becomethe spiritual leaders of communities that rely on thesea for survival. Many gain political power for them-selves based on the need for their abilities. Clericsnot tied to one place might travel a great deal by ship;though they feel awkward away from the ocean, theyare comfortable enough near lakes or rivers to ven-ture inland.

Domains Law, Protection, Travel, Water, Weap-ons trident(m) (treat as a longspear), sailor weapons

(The Sun Father, the Shining One), NG greatergod of Sun, Light, Strength, and Healing

Pelor (PAY-lor) is the Flan sun god, known

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throughout the entire Flanaess. Riding the great ki-rin Star Thought, he summons flights of eagles anddestroys evils with bolts of sunlight. Depicted as anold man in white, with wild hair and a beard of shin-ing gold, he was until recently a peaceful and gentlegod concerned with the alleviation of suffering.Now, he is a more martial deity who brings his wrathto bear on darkness and evil. Now he invigorates andheals those who champion the cause of good, and thestylized sun-face holy symbol is painted on shieldsand banners across the Flanaess.

The energy of life originates from the sun. This lightbrings strength to the weak and health to the injured, whiledestroying darkness and evil. Do not be afraid to challengethe forces of corruption, but remember that just as staring atthe sun can cause blindness of the eyes, relentless attentionto the destruction of negative forces can blind the heart tothe true essentials of life: kindness, mercy, and compassion.

Pelor's clerics are usually quiet, kindly people witha backbone of steel. They are primarily nurturers andprotectors, but when the time comes to bear armsthey are not afraid to do so. They use their powers toheal, nourish, and otherwise aid the needy, whilepracticing the skills needed to protect their chargesshould they be threatened. Clerics of Pelor are free toexplore far lands in an effort to drive off harmfulbeings and spread their god's gift to all who need it.

Domains Good, Healing, Strength, Sun; Weap-ons heavy mace

CG lesser god of Air, Wind, Clouds, Birds, andArchery

Phaulkon (FAHL-kahn) is an active deity, promot-ing the cause of good and chasing down evil. Heconcerns himself with all things that happen underthe open sky, and is a scholar of artifacts (and how tonegate their powers). Father of Kord and secondonly to him in fighting ability, he is friendly withAerdrie Faenya (the elven goddess of air andweather), Jascar, and the other gods with portfoliossimilar to his own. Depicted as a powerful, clean-shaven, bare-chested wingless man, his holy symbolis a winged human silhouette.

Victory in battle depends upon archery. The sky is thedome over creation, and creatures of the sky are blessed forfreeing themselves from the soil. Take the fight to the enemy;do not wait for the encroach of evil The ancient devices ofwar are best left alone, as their use involves great danger.

Phaulkon's clerics study the sky and clouds for por-tents, and work to protect the nesting places of flyinganimals. They teach archery and hunting to commonpeople so they may feed and protect themselves,teach farmers the difference between birds that eatseeds and those that kill seed-eaters, and train sol-

diers in the more difficult aspects of ranged combat.When rumors of ancient evil magic surface, theyseek out the source to make sure the item getsdestroyed or at least stays buried. His clerics tend tobe wanderers, enjoying living under the open skyand fighting evil where they discover it.

Domains Air, Animal, Chaos, Good, War; Weap-ons longbow(m), dagger

(of the Blinding Light), LG (LN) intermediategod of Light, Resolution, Law, Order, Inflexibil-ity, Sun, and Moons

Pholtus (FOHL-tus) is a stern Oeridian guardian ofunbending Law, depicted as a tall, slender man in awhite robe, with fair skin and hair, and eyes thatshine with the fires of devotion. He carries the Staff ofthe Silvery Sun, an ivory object shod in silver andtopped by an electrum sun-disk. His holy symbol is afull moon (Luna) partially eclipsed by a smaller cres-cent moon (Celene). He believes that he is theauthority on Law and the natural order, which makeshim unpopular with other gods. He particularlydespises the Oeridian wind gods and is opposed bySt. Cuthbert.

The One True Way is a strict path, but guarantees nght-ness. Show no tolerance for those who do not give all for thecause of Law, Fanaticism in the name of the Blinding Lightis praiseworthy, and Law's champions shall be rewarded inthe era when chaos has been vanquished. This churchdoes not have much respect for those of other reli-gions, especially chaotic ones. The anthem of the wor-shipers is "O Blinding Light"; the church has threeascending orders: Glimmering (preferring white gar-ments), Gleaming (preferring white and silver), andShining (preferring white, silver, and gold).

Clerics of the Blinding Light are expected to bringthe word to unbelievers, and brook no argumentagainst this practice. This quest means they musttravel far from their churches, usually in groupsshould unbelievers and heretics turn hostile. Theysmite chaos where they find it, and Evil once chaos isrooted out. These clerics get along well with conser-vative paladins. When not preaching, they act asjudges, lawyers, and arbiters.

Domains Good, Knowledge, Law, Sun; Weaponsquarterstaff

(The Woodshaper), CG lesser god of Nature,Beauty, and Farming

Phyton (FIE tahn) is a tall, slender, youthful lookingSuel god who can take the form of any forest creature.Once like most nature deities, he now represents

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man's dominion over nature, and this puts him at oddswith those who would protect a forest from theactions of mankind, just as his dominion over beautyangers Wee Jas. He clears forests to make room forcrops, cuts tracks through mountains to make roads,and dams rivers to form fishing ponds. His symbol, ascimitar in front of an oak tree, hearkens back to hisold purpose.

Nothing in nature is so beautiful as what man can makeof it. A field of crops, a garden of herbs, and a swampdrained to form fertile soil are all marvels of nature asmuch as the forest and mountains. Natural animals thatcan be domesticated should be, but those that are dangerousto man or his works should be slain.

Clerics of Phyton act as protectors for farming set-tlements and look for ways to make use of nearbyland. Each normally chooses a region to watch over,typically a circle one day's walk in diameter. Theymight use their powers to redirect a river to suit atown's needs, or to cull a forest of its uglier plants toleave a more pleasant locale. Some clerics wander theunsettled parts of the world, looking for destructivecreatures to kill, abandoned sites of old civilizations,or wild places that might be useful to mankind.

Domains Chaos, Good, Plant, Sun, Water;Weapons scimitar(m)

Priests of Iuz, Nerull, Tbarizdun, Vecna, and Wastri

(The Storm Lord, Sailor of Sea and Sky), CNintermediate god of Seas, Sea Life, Salt, SeaWeather, and Navigation

Procan (PROH-kan) is the father of the Oeridianwind gods (Atroa, Sotillion, Telchur, and Wenta) andthe sky-god Velnius. He usually ignores other godssave those who rival his control of the sea (Ospremand Xerbo). Typically worshiped for his aquaticaspect, a few inland peoples revere him as a weathergod. He is greedy, tempestuous, and mercurial, rarelykeeping the same mood for more than an hour. Histrident Undertow is made of coral and gold and findssunken treasure; this weapon over a cresting wave ishis holy symbol.

The seas and skies are ever-changing and unpredictable.The waters that blanket the earth are deep and unknow-able, and their waves can pull down any ship not guidedby Procan. He must be honored so that one can avoid hisfury in the greatest storms and reap the bounties of the deepblue waters. Life came from the sea and to the sea all lifewill return.

Clerics of Procan avoid complexities in life (the faithitself has few rituals) and usually live on or near thesea, attending to those who earn their livelihood onthe seas. They are considered good luck on sea voy-ages, and are often hired by captains, or choose to pilottheir own vessels. They may be leaders or enemies of

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pirates. Holy water is made from salt water, their createwater cantrips may create fresh or salty water.

Domains Animal, Chaos, Travel, Water; Weaponstrident(m) (treat as a longspear)

(The Blazing Killer, Demon of Venom, HideousAssassin), NE lesser god of Fire, Poison, andMurder

Pyremius (pie-REH-mee-us) was once a demigodof poison and murder, but he poisoned Ranet, theSuel goddess of fire, and assumed her portfolio. He isnow the patron of assassins, and he carries alongsword called Red Light and a whip called Viper.He is friendly with fiends; jermlaine worship him, asdo many nonhuman tribes. He keeps other gods atarm's length, except for Syrul, a fellow patron of theScarlet Brotherhood. His holy symbol is a demonicface with ears like a bat's wings.

The world will perish in fire. Anything that threatens youmust be burned, and those who would keep you from doingthis must be killed. The greatest enemy must sleep sometime.Those who fall to such tactics deserve their fate, and thosewho exploit these weaknesses are the most crafty of all. Thisdoctrine means ranking clerics tend to prey uponeach other, and smarter ones sometimes leave atemple to found their own order of the church.

His clerics watch other people for weaknesses oropenings in their defenses. They expose themselvesto great heat to test their strength, plot against thosewho hold things they want, build superior forges,and explore exotic locations to find rare plants andother substances from which poisons can be made.Assassins can be hired at their temples; turnoveramong the clerics is high because of internal feuds,

Domains Destruction, Evil, Fire; Weaponslongsword(m), whip(e)

(The Unlooked For), CN (CE) intermediate godof Chance, Ill Luck, Misfortune, and Insanity

Ralishaz (RAL-ih-shaz) is ever-changing (hideousto beautiful, female to male), but he usually appearsas an oddly dressed beggar. He carries nothing buthis wooden staff; his holy symbol is three sticks ofbone, derived from divination and gambling tools,He rewards or punishes those that rely on chance ortake great risks, seemingly at random. He is the godof insanity; many debate whether his appearance andwhims are truly random or just madness. He shunsother gods, although he does not seem to be hatefulof them.

Order does not exist, only randomness and chance, andthe odds are stacked against you. While you may have a

good run against the odds, eventually the universe will bal-ance itself out against you. Randomness and insanity gohand in hand, and sometimes those who are the mostinsane are the ones who are closest to the true nature of theuniverse. Kindness and prosperity are illusions, as misfor-tune comes to all sooner or later.

Clerics of Ralishaz are a curious combination offatalism and recklessness, stoicism and wildendeavor, depending upon how they feel their placeis in the world at that moment. They live charmedlives, although when misfortune hits them it hitshard. They preside over places of gambling, althoughmost patrons are unsure if their presence wards offbad luck or draws it. They travel when their divina-tions indicate they should, or at the roll of a die. Theyare often mean-minded or cruel, not seeing the pointof friendliness to someone who will eventually becursed by bad luck.

Domains Chaos, Destruction, Luck; Weaponsquarterstaff, wooden weapons

(The Mediator, the Calm God), LG greater god ofPeace, Reason, and Serenity

Rao (RAH-oh) is shown as an old man with darkskin, white hair, slender hands, and a serene smile.Any time an offering of peace is made, Rao grows aday younger. Although he never intervenes directlyon Oerth, Rao is the creator of several artifacts ofgood, particularly the Crook of Rao. He is a dedicatedfoe of Iuz, an ally of Zilchus, and is otherwisefriendly with all other beings. He can cause anyaggressive being to relax into an agreeable calmnesswith a glance, having thwarted even Nerull with thispower in the past. His holy symbol is a white heart ofwood or metal, or a heart-shaped mask with a calmexpression.

Reason is the greatest gift. It leads to discourse, whichleads to peace, which leads to serenity. If all could be con-vinced to reason with each other, the world would enjoy theharmony of benign order. Some refuse to use reason andinstead resort to violence, at which time action—governedby reason and wisdom—is required to counteract theirdeeds and restore peace.

His clerics pursue knowledge, paths of logicalthought, theology, and introspective meditation.They prefer peaceful means over violence, but arenot above using force when their arguments areignored or the bastions of reason are threatened.They search for new schools of thinking, fabledlocales of calmness and quietude, powerful magic touse in the cause of Law and Good.

Domains Law, Good, Knowledge; Weapons lightmace

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(Lord of Xvartkind, Master of Rats, Night Flut-terer), CE lesser god of Xvarts, Rats, Wererats,and Bats

Raxivort (RAKS-ih-vort) is the god of all xvarts—ashort, blue-skinned goblinoid race found in theBandit Kingdoms, old lands of the Horned Society,Bone March, Pomarj, Verbobonc, and the easternVesve Forest. Raxivort was the greatest general of hisrace, taken in by the demon lord Graz'zt and grantedabilities by his lord. After centuries of serving asGraz'zt's Master of Slaves, Raxivort looted thedemon's armory and claimed his own Abyssal realm.While he can take the form of a great rat or bat, hisnatural form is that of a strong but ugly xvart wearingsilken garments over blue mail. He carries the fal-chion Azure Razor, favors throwing blades of varioussizes, and creates fans of acidic fire from his left hand(thus, his symbol is a blue flaming hand). He combatsmost other nonhuman gods and avoids demonsentirely.

Xvarts are the inheritors of the world. They and their rat,wererat, and bat allies will destroy their enemies, particu-larly the goblins and kobolds. With cunning, numbers, andsmall allies, the xvarts will overwhelm all opposition. LikeRaxivort himself, fire and knives are the tools of the xvartsagainst their hated foes. Those who can take the shape of rator bat are doubly blessed.

Most clerics of Raxivort are xvarts, although somerat- and bat-creatures worship him as well. The lessmilitaristic clerics search out old ruins to find storesof magic and weapons that can be brought back fortheir tribe. His clerics are more open-minded aboutand less fearful of humans than other xvarts, and theyserve as negotiators or diplomats when humans areencountered.

Domains Animal, Chaos, Evil, Trickery; Weap-ons falchion(m), dagger

(The Charm, the Duelist), CN (CG) demigoddessof Chance, Good Luck, and Skill

Rudd (RUD) is a woman who ascended to godhoodwith Olidammara's help. She appears to be a trim,athletic Oeridian woman wearing form-fitting cloth-ing and a long blue cloak. Some say she was one ofthe nine demigods trapped by the mad archmageZagig, and her church has become popular in the lasttwo decades, especially among adventurers. She isfriendly with her mentor and Norebo, but opposesZagyg, Ralishaz, and Iuz. A master of the rapier, shenever misses with her shortbow and claims the bull's-eye target as her holy symbol.

Depend upon skill for success, but also on your good for-tune. Never rule out the long shot, but don't count on it.

Successful people make their own luck, at a gaming table orin a duel, especially if they buck the odds with expertise. Theability to recognize good luck and seize its possibilitiesdivides the heroes from the fools.

Rudd's clerics practice at games that rely heavilyon chance and physical prowess (less often mentalability), hone their fighting abilities, and performother tasks that improve with repetition. They workin gambling establishments and schools of fencingand archery, counsel the novice to continue training,and caution the perpetually unlucky to find otherinterests. They adventure for the thrill of experience,to prove their ability, to beat the odds, and just for thesake of exploring.

Domains Chaos, Good, Luck; Weapons rapier(m),shortbow(m)

(of the Cudgel), LN (LG) intermediate god ofCommon Sense, Wisdom, Zeal, Honesty, Truth,and Discipline

St. Cuthbert (CUTH-bert) may have once been amortal man as his worshipers claim, but if so it waslong ago and from an unknown people. His threeprominent symbols are a starburst of rubies, awooden billet, or a crumpled hat, and while he takesmany forms (including that of a common yokel orwhite-haired mustached man in plate mail) he usu-ally is shown with a bronzewood cudgel. He reactsfavorably to other lawful nonevil deities, although hehas a great rivalry with Pholtus.

The words of St. Cuthbert are wise, practical, and sensi-ble. The word of the Cudgel is law, and the word must bespread so that all may benefit from his wisdom. Weaknessin faith and acting against the Saints teachings are intoler-able in believers. Unceasing effort should be made to bringunbelievers into the fold. Honesty, truthfulness, practicality,and reasonability are the highest virtues. St. Cuthbert'sclergy consists of three divisions that have differentpurposes: the Chapeaux, which seek to convertpeople to the faith, the Stars, which exist to retaindoctrinal purity among the faith, and the Billets,which minister to and protect the faithful.

Clerics of the Cudgel are stern folk who speaktheir minds plainly. They do not suffer fools and dis-cipline those who backslide in faith. They train in thearts of war and keep themselves physically fit. TheChapeaux wear Traditional crumpled hats, the Starswear a starburst insignia of copper, gold, or platinum,and the Billets wear an oaken or bronzewood billetsymbol.

Domains Destruction, Good, Law, Protection,Strength; Weapons club, bludgeoning weapons

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(The Lady of Dreams), CG (NG) intermediategoddess of Mysticism, Dreams, Far Journeys,Death, the Full Moon and Transcendence

Sehanine (SAY-hah-neen) appears as a youthfuland ageless female elf wearing a diaphanous flow-ing gown of moonbeams, using her magic andwands to stun foes or put them into deep sleep. Thewife of Corellon Larethian, Sehanine shed tearsthat mingled with his blood and formed the firstelves. She watches over elves' spirits on their jour-ney from death to the afterlife. As a moon goddessshe is also responsible for dreams, omens, and illu-sions, but protects her faithful against lunacy. Hersymbol is a full moon topped by a crescent-shapedhaze.

Life is a series of mysteries whose secrets are veiled bySehanine. As the spirit transcends its mortal limits and dis-covers new mysteries, it achieves a higher state and the cycleof life continues. Through dreams and visions revealed insleep and reverie, she unveils the next step along the pathand the next destination in the cycle of life and death.Revere the mysterious moons, for they pull on the soul ofeach being like tides.

Sehanine's clerics are seers and mystics, serving asspiritual counselors to elves and half-elves whoembark on journeys in search of enlightenment andtranscendence. They serve her aspect as guardian ofthe dead by administering funeral rights and guard-ing the remains of the fallen; they consider undead tobe a blasphemy. They create illusions to guard elvenlands and strongholds, and cast divinations to dis-cover potential threats to their communities. Theyadventure to discover lost arcane knowledge, particu-larly that of divination and illusion.

Domains Chaos, Good, Knowledge, Travel, Trick-ery; Weapons quarterstaff

(The Summer Queen), CG (CN) lesser goddess ofSummer, South Wind, Ease, and Comfort

Sotillion (so-TIL-ee-on) is depicted as a beautifulwoman in diaphanous clothes, reclining on a blanketwith a bottle of wine, accompanied by a winged,pure-orange tiger (her holy symbol). With a wave ofher hand she can afflict others with a careless stupornearly unto slumber. Zilchus's wife, she can retainher favorite comforts because of her husband's pros-perity. Ever a languid goddess, she often has to beprodded to her duties by her family.

When the wind blows from the south and when plantingis done, it is time to rest and enjoy the warm weather withgood food, pleasant folk, friendly gossip, and content quiet.Hard work and strain are things to be avoided. If yourrewards are threatened, defend them with zeal like the great

cat defends her young, for life without its comforts is a lifenot worth living.

Sotillion's clerics like to be pampered and enjoycasual parties and banquets where they can listen tosoft music, engage in pleasant conversation withinteresting people, and sample tasty foods and bever-ages. Her clerics make good diplomats because theyare able make people so relaxed that they forget theirquarrels and gripes. They travel in style, usually onhorseback, in a carriage, or on a litter, in order to visitacquaintances or attend parties. Some are of the mind-set that ease and comfort become stale and boringwithout times of distress and hardship to which it canbe contrasted; these clergymen go adventuring, bothfor the purpose of roughing it and to acquire riches toallow them the comforts they desire.

Domains Air, Chaos, Good, Healing, Plant; Weap-ons net(e)

(The Forked Tongue, Night Hag, Oathhreaker),NE lesser god of Lies, Deceit, Treachery, andFalse Promises

Syrul (SIGH-rul) appears as a dirty, smelly old hagin tattered clothing (an illusion that covers her non-descript appearance). She is never without Small Lie(a dagger of venom made from an evil unicorn'shorn) and Harsh Truth (a rod of withering made froma gold dragon's crystallized soul), and rides a greatnightmare called Flamedevil. She can see throughany deception or illusion, and her holy symbol is aforked tongue. Syrul avoids other deities except forPyremius, whom she partners with in many things.

The best way to protect what you know is to shield it in alie. Speech is deadlier than any weapon; the greatest andsmallest fall with a well-spoken untruth. Give your word toadvance your cause, and break it when it is no longer of use.Trust is for fools, and betraying a fool is the greatest gift andlesson you can give them. Honesty and straightforwardnessare for the dull-witted. Her churches get along welldespite their communication obstacles.

Her clerics use their ability to He effectively insituations where they can cause the most trouble:markets, courtrooms, embassies, and fortunetellers'booths. Many are skilled actors, performing in self-written plays that slander authority figures. Theyengage in debate, and are hired by leaders to confuseand misdirect spies and unwarranted foreign digni-taries. They travel to escape persecution, to findrumors to escalate, and to exploit the trust of greedyand foolish explorers.

Domains Evil, Knowledge, Trickery; Weaponsdagger

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Priests of Sehanine, Mouqol, Rao, Zuoken, and Xan Yae

(Icebrother), CN lesser god of Winter, Cold, andNorth Wind

Telchur (TEL-chur) is the bitterest of Procan's chil-dren. Resenting being assigned the coldest andbleakest months of the year, he shuns his family toassociate with strange beings (including noble slaadi,the Wolf Lord, and the arch-devil Belial). Shown as agaunt man with dark eyes and an icicle beard, hewields an icy shortspear and is accompanied by awinged, albino bull. He is extremely good at hiswork; because he wishes no rivals to blight his repu-tation, he urged his greatest clerics trap his rivalVatun in a magical prison seven hundred years ago.He prefers the tranquillity of a frozen forest to thescreams of an icy wind through a mountain pass; hissymbol is a leafless tree in a field of snow.

While life blossoms in the spring and flourishes in thesummer, winter always comes and causes it to die, freezingthe ground so that even the strongest shoot cannot breakfree. The cold wind covers all like a shroud, sucking the lifefrom man and beast, blowing out the fires of his hope, andleaving nothing but endless white silence.

Telchur's clerics are brooding and withdrawn.They dislike noise and pleasantries, preferring tofocus on the grim necessities of survival, even intimes of prosperity. They pray just after dark. Theypreside over winter funerals, help the fit survive the

coldest parts of winter, and adventure to spread thegloom of the Icebrother to distant people.

Domains Air, Chaos, Strength; Weapons shorts-pear, shortbow(m)

(The Dark God, He of Eternal Darkness), NEintermediate god of Eternal Darkness, Decay,Entropy, Malign Knowledge, and Insanity

Thadzdun (iha-RIZ-dun) is an old and evil god ofuncertain origin, imprisoned by the concertedeffort of all of the gods, He has not been heard fromin over one thousand years. If freed, it is said thatthe gods would again unite to lock him away, for hewishes no less than to unravel the fabric of the uni-verse. Sites keyed to him still exist, and his relicsstill hold power. Although no true depictions ofhim remain, he is thought to be an utterly blackentity without a solid form, leaving cold, decay, andinsanity in his wake. His modern worshipers (suchas the Scarlet Brotherhood, many say) carry asymbol of a dark spiral or inverted pyramid.

Light must be snuffed, perfection decayed, order dis-solved, and minds fragmented. All sorts of evil aredescribed in the few remaining texts—foul rituals ofsacrifice, destruction, and horrors from beyond theworld unleashed upon the innocent. The current

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teachings of this faith revolve around the numberthree, the discovery of items relating to his power(keys to contacting him), and the means to free himfrom his confinement.

Many of his clerics are mad. The rest are deludedenough to think that his release will grant them priv-ilege when he remakes the world. They are verysecretive and learn to trust only other members ofthe cult. They conduct bizarre rituals and exploreancient sites for keys to his chains. Because of theirgod's imprisonment, his clerics must be in contactwith an object or site imbued with some of Thariz-dun's power to prepare or cast spells.

Domains Destruction, Evil, Knowledge; Weap-ons spiral of decay (no equivalent weapon)

(The Summoner), CG intermediate god of Indi-viduality, Liberty, Retribution, and Self-Defense

Trithereon (tri-THEH-ree-on) is shown as a tallwell-built young man with red-gold hair, clad in achainmail shirt and blue or violet clothes. Hissymbol is the rune of pursuit, representing his relent-lessness in hunting down oppressors and tyrants. Heis famous for his three great magic weapons (theshortspear Krelestro, the Harbinger of Doom; the swordFreedom's Tongue; and the scepter called the Baton ofRetribution) and his three summoned animals(Nemoud the Hound, Harrus the Falcon, and Carolkthe Sea Lizard). He fights evil and oppressive law, sohe sometimes opposes other good-aligned deitiessuch as Heironeous and Pholtus.

All deserve life and the ability to choose their own place inthe world, and those who would place others in shackles orcontrol them with oppressive laws must be toppled. Train thecommon folk to defend themselves and their property shouldanother wish to take their freedoms, if you are wronged, youare right to exact vengeance yourself, especially if none willhelp you. Because the faith praises individuality overstandardized doctrine, each church has a differentfocus but is allied with all others.

Trithereon's clerics are rugged individualists, neverafraid to question authority. Those in cities instructcommoners in self-defense and recruit like-mindedrogues and rangers for the cause of individual liberty.Those in rural areas act as scouts or spies againstdespotic lords or murderous nonhumans. Both sortskeep close watch on Lawful religions lest theybecome too powerful. The Summoner's clerics travelfar and wide in search of those in need of their help.

Domains Chaos, Good, Protection, Strength;Weapons shortspear, longsword(m), greatclub(m)

(The Stonewife), LG intermediate goddess ofHills, Mountains, and Gemstones

Ulaa (OO-lah) is the wife of the Oeridian godBleredd, but is herself of unknown origin. Built like adwarven woman but with the facial features of agnome, she is worshiped by both of those races andhumans. Her enchanted hammer Skull Ringer wasforged on the same anvil as her husband's weapon.Earth elementals serve her, she can pass throughstone, and can commune with the Oerth Mother.Her holy symbol is a mountain with a ruby heart; sheplaces rubies in the earth as gifts to those who do herhusband's work.

The hills and mountains are sacred and beautiful places,whether on the surface or within tunnels that hole themlike veins. Working with stone for any good purpose is ablessed task, but cutting rock out of pure greed or evil intentis an abomination. The greatest gift the earth gives arcgemstones, each a tiny part of the earth's power and beautyreflected a thousand times upon itself.

Ulaa's clerics live on or in the mountains, protect-ing them from those who would enter for the sake ofgreed or evil. They protect their community, root outdens of evil nonhumans, and teach miners and quar-rymen how to spot the best places to work. They actas guides for those passing through their lands, travelto see other stony examples of the earth's beauty, andabhor slavery.

Domains Earth, Good, Law; Weapons warham-mer(m)

(The North God), CN lesser god of Northern Bar-barians, Cold, Winter, and Arctic Beasts

Vatun (VAY-tun) is largely forgotten outside theThillonrian peninsula. Not worshiped by the SuelImperium, Vatun is included in that pantheonbecause of his worship by the Suel-descended north-ern barbarians. Vatun was imprisoned by clerics ofTelchur about the time of the Battle of a Fortnight'sLength. He wields an ice battleaxe called Winter'sBite. When free, Vatun was a whirlwind of cold rageand energy, inspiring his followers to raid south asoften as possible. Dalt and Llerg arc his only allies.He is shown as a huge Suel man wearing polar bearskins and a beard of ice and snow, with frozen fogcoming from his mouth. His holy symbol is the sunsetting on a snowy landscape.

Winter is a time for culling the weak so that the strongmay survive. Snow shall cover cowards and they shall beforgotten by all. The people of the north are the true sur-vivors and will inherit the world when the Great Wintercomes to cover the land.

Vatun's clerics preach violence against Telchur's

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faith, help their tribes survive in winter, heal theinjured, and aid their people in battle. Level-headedclerics are sent to search for the Five Blades of Corusk,which if united will free Vatun from his prison (or sosay the legends). Recent lore indicates a diabolicalconnection to Vatun's prison, and so his clerics havebecome ardent foes of devils. Because of his impris-onment, Vatun's clerics must be within ten feet of atorch-sized (or larger) flame to prepare or cast spells.

Domains Air, Animal, Chaos, Strength; Weaponsbattleaxe(m)

(The Arch-Lich, Master of the Spider Throne, theWhispered One), NE lesser god of Destructiveand Evil Secrets

Vecna (VEK-nah) was a terrifying and evil Flanlich-king who gained a foothold on godhood thou-sands of years ago. Betrayed by his lieutenant Kas,the Whispered One disappeared from Oerth, leavingbehind his legend and his two great artifacts, the Eyeand Hand of Vecna. He recently became a lesser godafter freeing himself from an extraplanar prison andnow plots the destruction of all other gods so that hemay take Oerth for himself. He has a great hatred forIuz and is hated and feared by other deities. Hissymbol is a left hand clutching a human eye.

No matter how powerful a being is, there exists a secretthat can destroy him. In every heart is a seed of darknesshidden from all others; find that evil seed, and your enemiesare undone. Strength and power come if you know and con-trol what others dare not show. Never reveal all that youknow, or your enemies will lake your seed, too.

Vecna's clerics subvert governments, seduce goodfolk to evil, and plot the eventual takeover of allOerth. So hated is this cult that these clerics' lives areforfeit if they are discovered. They are very secretiveas a result but can be found anywhere, spreading evilor looking for items that date back to their master'sancient empire. Of particular interest are Vecna's twoartifacts, which once again are lost.

Domains Evil, Knowledge, Magic; Weaponsdagger, quarterstaff

(The Rainshroud, the Elder Breeze), N (NG)lesser god of Sky and Weather

Velnius (VEL-nee-us) is the most responsiblemember of his family. As Procan's oldest child, he isthe leader of the Oeridian wind gods and is called into support or take over for them when they are over-whelmed or lax in their duties. He is shown as tallman of middle age with white hair and a cloak offeathers from which pours water and lightning He is

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allied with his family members, friendly with neutralor druidic deities, and opposes Kurell. His symbol isa bird perched on a cloud.

The sky is the dome of heaven from which flow the neces-sities of life. The desert and the parched field cry out for rainwhile the road and swamp ask for the drying sun, and therequest of each is answered. No matter which direction thewind blows, it is all part of the weather that Velnius con-trols. Weather is a blessing; for even if a storm or droughtbrings hardship, it will continue on its way to where it isneeded.

Velnius's clerics are used to speaking on the behalfof others (even if such intervention is not needed).They prefer talk to conflict, but can be very aggres-sive when provoked. They pray for rain when cropsneed water and call for temperance when theweather deviates too far from the norm. As mobile astheir god, they travel far, and adventure to counteractweather disruptions caused by heretical agents orwhen Velnius is too busy.

Domains Air, Travel, Water; Weapons shortspear

(The Hopping Prophet, Hammer of falseHumans), LN (LE) demigod of Amphihians, Big-otry, and Self-Deception

Wastri (WAH-stree) is a violent proponent ofhuman supremacy, causing many to believe he hasties to the Scarlet Brotherhood. Wearing clothes ofgray and yellow, Wastri uses his great glaive-guis-arme, Skewer of the Impure, to impale his favorite tar-gets: dwarves, gnomes, and halflings. He looks like ahuman with toad features, and is accompanied bygray-clad followers and giant toads. Living in the VastSwamp, he is amiable to any human god save Zagyg,whose mortal self once trapped him in a magicalprison. His symbol is a gray toad. The fact that he dis-likes nonhuman races, yet is only barely human him-self, is an irony lost on the godling.

Humans are superior to all other races. Orcs, goblins,bullywugs, and such are sufficient to serve humans, butcreatures such as elves, dwarves, gnomes, and Halflingsdeserve only death. Those who disagree with you are wrongand must be convinced of their error, with a weapon if needbe. Those who live in the water and on land deserve respect,for having a refuge when one of your realms becomes toodangerous is clever and resourceful.

Wastri's clerics preach the superiority ofhumankind, seek out enclaves of inferiors to slay,and search for new species of amphibians to collectand study. Their bodies are gradually altered byWastri's presence, and the most powerful clericsbecome less human and more toadlike with time.They raise, tame, and train amphibians, favoringtoads; some sell poisonous toads to wizards,

alchemists, and assassins. His clerics serve as inter-mediaries to the many bullywug tribes that reverehim.

Domains Animal, Law, War, Weapons glaive(m),guisarme(m)

(The Witch Goddess, Ruby Sorceress, Stern Lady,Death's Guardian), LN (LE) intermediate god-dess of Magic, Death, Vanity, and Law

Wee Jas (WEE jas) is portrayed as a stunningwoman dressed in a beautiful gown, wearing somepiece of jewelry with a skull motif. She promotes theutilization of spells and magic items (though many ofher Suel followers insist she favors the creation ofsuch things). She gained her death aspect when thesurvivors of the Rain of Colorless Fire looked to theirgoddess of magic for assurance that the dead werebeing escorted to the afterworld. Her allies are thelawful Suel gods while the chaotic ones are her ene-mies (except Norebo, who is her lover despite theirphilosophical differences). She respects Boccob, dis-likes the beauty goddess Myhriss, and ignores mostother deities. Her symbol is a red skull, sometimes infront of a fireball.

Magic is the key to all things. Understanding, personalpower, security, order, and control over fate come with thestudy of magic. Respect those who came before you, left theirknowledge, and died to make room for you; there will comea time when your life is over and those who come after willhonor your learning and your memory.

Clerics of Wee Jas arbitrate disputes, give advice onmagic, investigate magical curiosities, create magicitems, and administer funerals. The more powerfulclerics use their magic to fortify their temple andcity. Clerics of lower level are expected to defer toones of higher level at all times. Her clerics must gether permission before restoring a weak or chaoticbeing to life.

Domains Death, Law, Magic; Weapons dagger,wizard weapons

(The Alewife, Harvest Daughter), CG lesser god-dess of Autumn, West Wind, Harvest, and Brewing

Wenta (WEN-tah) is the youngest Oeridian windgod. She always appears as a buxom, rosy-cheekedwoman with straw in her hair and a large mug of beer(her holy symbol). She has no permanent ties to anyone being, preferring to go where her heart takes her,and as such has been linked to many deities. Theweek of Brewfest is a holy time for her, although sheprefers that people spend it cavorting and drinkingrather than praying. She dislikes only her brother

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Telchur, seeing him as the black sheep always on herheels.

The cool winds of autumn are Wenta's sign that it istime to reap. Winter's cold can be delayed with thewarmth of ale and beer, and brewing deserves as muchcare as you would give your lover. A day of hard work inautumn is repaid with pleasantly cool nights, goodfriends, and plenty of good drink to loosen your tongueand quicken your heart.

Wenta's clerics are friendly, outgoing, and unafraidto talk to strangers. Their time of prayer is a briefinterval before sundown. They organize gatherings,particularly those involving alcohol, and direct har-vest procedures so that work is shared fairly by alland finished early. Many work as brewmasters andtravel to other parts of the world to enjoy the weatherand local spirits. They adventure to meet new peopleand spend time with friends, or because they agreedto do so while intoxicated. Their holy water is actu-ally blessed ale or beer.

Domains Air, Chaos, Good, Plant; Weapons club

(Lady of Perfection), N lesser goddess of Twi-light, Shadows, Stealth, and Mental Power

Xan Yae (zan YAY) is a Baklunish goddess withsome measure of popularity in the Flanaess. She hastemples scattered in hidden places across the land.Having little patience for petty divine rivalries, shehas only a few like-minded allies but places herself inopposition to Pyremius and Pholtus, whose lightsdestroy her beloved shadows. She appears to be Bak-lunish, of any age or sex but always slender andgraceful, wielding a pair of magic falchions that canshrink to the size of table knives.

Reality depends upon three metaphysical ideals: theUniversal Mind (the universe and all things in it existbecause the mind created them and maintain them), thePerpetual Harmony (life is balanced, symmetry is in allthings, achieving a similar state puts one in harmonywith nature), and Internal Peace (martial and mentalactivities must be mastered to attain a higher level ofexistence). Flamboyance and wasted energy have noplace in the Lady's realm. The extremes of evil and goodmust be sought out and tempered with harmony tomaintain balance.

Xan Yae's clerics are agents of harmony and disci-pline. They seek out radical factions, alignments,and politics and bend them toward balance. Theytrain others in the simple arts of war, hone theminds of those open to mental challenges, scourthe world to find evidence of the Universal Mind,and seek gurus of advanced physical and mentalabilities for knowledge of self-elevation. They arenot passive beings, but actively seek change to

ensure the stability of the universe. Their prayertime is at dusk.

Domains Knowledge, Trickery, War; Weaponsfalchion(m), monk weapons

(The Sea Dragon), N lesser god of the Sea, Sail-ing, Money, and Business

Xerbo (ZER-boh) is a stern and indifferent god. Heis, shown as a large man with matted kelplike hair,wearing dragon turtle armor and shield. His trident,Murky Deep, enchants and grants him dominion overall ocean life and can enchant his opponents. Xerbois also a mercantile god, where his stern demeanorrepresents the drive for a hard bargain. Most reverehim as a merchant's god and placate him as a sea god.He avoids other gods except his estranged wifeOsprem, battles Procan regularly, and sulks when-ever Zilchus encroaches on his followers. His symbolis a dragon turtle.

The law of the sea states that no sea creature should befavored over another. Land creatures, including intelligentones, have no place in the water; it is a place to be fearedand respected, not exploited. Land creatures in danger onthe sea deserve no help unless they act to protect sea crea-tures or the sea itself. Do not let one's emotions get in theway of making trade; no person should be favored overanother. This last thought makes him popular withsmaller merchants and disliked by unions andguilds.

Xerbo's clerics are expected to protect the sea andsea life. They watch over merchant vessels on traderoutes or facilitate business meetings in port cities.The god does not tolerate extended forays on land,especially for foolish pursuits such as exploring ruinsand dungeons.

Domains Animal, Knowledge, Water; Weaponstrident(m) (treat as longspear), sailor weapons,aquatic creature weapons

(The Bard), CG demigod of Music and MagicalSongs

Ye'Cind (yee-SIND) was once a skilled elvenwizard and master bard. After a flawless performanceon his Recorder in front of agents of the Seldarine,Corellon Larethian manifested to the musician andoffered him the gift of divinity as a reward for hisdiligence. He accepted and was infused with a sparkof Corellon's power, which changed Ye'Cind so thathe was like Corellon himself, with elements bothmale and female. Ye'Cind is shown as an attractive elfin blue and green, playing a recorder (his holysymbol). His allies include Olidammara, Lydia, and

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the good powers of the Seldarine, while he opposespowers of evil magic.

Music is a minor of the patterns and energy of the uni-verse. The rush of a waterfall, wind through the trees, thecrackle of a fire, and the thunder of an avalanche are allparts of the world's music. It transcends languages and race,promoting understanding or inspiring the rage of ven-geance. Enhanced by magic, a song can alter the world orchange the course of history, and tying music and magictogether creates something more powerful and fundamentalthan either alone.

Ye'Cind's clerics are scholars of music. They areversant in the use of many instruments and manydabble in other sorts of magic. They seek out songs,exotic noises of nature, magical lore, and master per-formers in the hopes of increasing their musicalrepertoire and understanding of the chords of magicthat exist under the surface of everything in theworld. Many are talented songwriters, weavingsubtle magic into their works.

Domains Chaos, Good, Knowledge, Magic; Weap-ons longsword(m)

(The Mad Arch-Mage), CN (CG) demigod ofHumor, Eccentricity, Occult Lore, and Unpre-dictability

Zagyg (ZA-gig) was once Zagig Yragerne, the mostfamous lord mayor of the city of Greyhawk. Part ofhis apotheosis required the capture of nine demigodsof opposing alignments (including Iuz, Merikka,Wastri, and Rudd). While some of these demigodswere freed by a group of adventurers, their tempo-rary confinement (and Boccob's sponsorship) wassufficient to allow Zagig's ascendance. Eccentric andlikely insane when a mortal, he chose the rune ofinsanity as his symbol. He favors dark blue and silverbut has little constancy in his physical depictions. Heserves his divine sponsor and has been known toassociate with Celestian.

All deserve and need to be entertained and surprised byhumor, although preferably in a manner that leaves themwondering for some time; to provide this service is of thehighest priority. The quest for odd bits of information onmagic is of utmost importance, and above all one shouldlive a life of unpredictability and abstain from repetitivehabits. The various small clusters of his faith focus onone type of humor for a time, then abandon it whenthey believe it perfected, only to take it up again aftera seemingly random interval.

Zagyg's few clerics enjoy bringing strangenessand humor to the lives of those around them, espe-cially those in need of comedy to lift up their dulledsouls. Many work as bards, travel far when theirjokes are misunderstood or cause offense, and try to

uncover lost magical knowledge. Most have at leastone odd personal quirk, although whether this is anactual trait or one affected solely for the observer isdebatable.

Domains Chaos, Knowledge, Magic; Weaponsclub

(The Great Guildmaster, the Money Counter),LN intermediate god of Power, Prestige, Money,Business, and Influence

Zilchus (ZIL-chus) is a popular Oeridian god,depicted as a well-dressed Oeridian man of plainappearance but great wealth. Husband of Sotillion,brother of Kurell, ally of Rao, Zilchus has many con-tacts that reflect his ability to establish relationshipsthat are vital to any businessman. A busy god, he haslittle time for frivolous pursuits, but is knowledge-able in such things because it allows him to influ-ence others. He acts as a dealmaker between gods,finalizing agreements once Rao convinces warringpanics to talk. His symbol is hands clutching a bagof gold.

In the world of men, the desire for money can be over-whelming. Control that desire in yourself and exploit it inothers—that is the key to success and power. Anythingdone in the world can be done better for a profit, and thosewho recognize these opportunities are one step ahead ofany competition. Politics and war are simply two otherforms of trade, one using a currency of words and the otherlives; the trick is to spend yours more efficiently than youropponent.

Zilchus' clerics are ruthless in business and oftenseen as emotionless. They are heavily involved inbusiness and politics, and conduct deals above orbelow the table depending upon their disposition.They work for powerful merchants, trade and craftsguilds, politicians, or nations, making transactionsand garnering prestige for themselves and theiremployers. Neophytes get less glorious jobs, such asmanaging caravans or remote businesses, but someare hired to participate in high-risk but potentiallyprofitable enterprises such as smuggling contrabandand adventuring.

Domains Knowledge, Law, Trickery; Weaponsdagger

(The Gray Son, the Gentle Hand), NG lesser godof Mercy, Hope, and Benevolence

Zodal (ZOH-dal) is a servant power of Rao. Heespouses kindness and compassion in situations ofanger and vengeance, and diffuses negative emotionsof those around him. Depicted as a man in simple

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gray robes with large careworn hands, he considerseven the most hateful and destructive gods hisfriends, for he believes that with enough effort on hispart they might change their ways. He continues hisministrations despite the evil and pain in the world,believing that his efforts will eventually makechange happen. His symbol is a man's hand partiallywrapped in gray cloth.

Only by experiencing kindness and mercy can evil beturned from its path, whether in a single goblin or an entirenation. Despite the world's troubles, press on with faith thatyour actions bring about a better place. Let the Zodal guideyou when you would be pulled into the sea of blood, pain,anger, and despair. You are the master of your feelings andby acting upon your positive ones you set an example forthose who have known only misery.

Zodal's clerics spend their lives in simple circum-stances, using their knowledge and abilities helpingpeople in need and alleviating pain. They are drawnto warfare, to minister to the wounded and convinceevildoers to change their ways. They adventure tobring attention to their cause, discover artifacts ofgood like the Crook of Rao, and destroy items thatpromote woe.

Domains Good, Healing, Protection; Weaponshand of Zodal (unarmed strike, inflicts subdualdamage)

(Master of Da'Shon and Edel, Servant of the Lady),N demigod of Physical and Mental Mastery

Zuoken (zoo-OH-ken) is an ascended martial artist

in the service of Xan Yae. He was a Baklunish man ofunremarkable appearance, but had achieved thehighest level of skill in edel ("gift of fate," psionics),and da'shon ("falling hail," a complicated form ofunarmed combat practiced by one of Xan Yae's sects).His symbol is a striking fist. In 505 CY, he stoppedmanifesting to his faithful; investigation has revealedthat his essence is held somewhere in the centralFlanaess; his followers continue to seek the exactplace so that he may be freed.

To learn da'shon is to be on the path to perfection, for theuse of weapons is a hindrance to the ability of mankind toattain the goal; once the goal is reached, one can use suchthings without fear of losing sight of perfection. One muststrive to achieve the pinnacle of physical and mental ability.One must pursue harmony to achieve perfection, so every issuemust be considered from both sides so that a balance may bestruck between the two, allowing a harmonious resolution.

Zuoken's clerics teach da'shon and the way ofZuoken and Xan Yae. They wander the land to accel-erate their physical and mental advancement,undergo many tests of hardship within and outsidetheir temples in the pursuit of perfection, search fortheir god's prison, and attack monks of the ScarletBrotherhood when encountered. As aging and infir-mity are concerns for those who perfect their bodies,they care for the elderly to acclimatize themselveswith its changes. Although Zuoken is confined insome way, his clerics receive their spells normally.

Domains Knowledge, Strength, War; Weapons fistof Zodal (unarmed strike), monk weapons

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The GREYHAWK setting has experienced ages of highadventure, magical cataclysms, continental wars, andmighty empires. The RPGA® Network's LIVING GREY-HAWK shared world campaign now takes Oerth into aproud new era.

This book presents the backdrop for your LIVINGGREYHAWK character's history. The special charactercreation rules in this appendix will bring your gamecharacter to life. You then have the chance to guideyour character's career through gaming events atconventions large and small, on the Internet, and inyour own gaming group at home. Thousands ofplayers will work together to create the story of aworld, taking the Flanaess in exciting new directions.

The LIVING GREYHAWK campaign is international inscope, with heroes traveling all corners of Oerth insearch of adventure. However, a primary focus of thecampaign lies at the regional level. The RPGA Net-work has split the United States, Canada, Europe,and Asia-Pacific into numerous regions, with the restof the world soon to follow. Each real-world region ismatched with a region within the Flanaess, the set-ting of the GREYHAWK campaign. Regions that bordereach other in the real world are assigned neighboringFlanaess regions, to add to the believability of cross-campaign interaction.

Each real-world region is moderated by three localadministrators (known collectively as a Regional Triad),who allow local players to take on positions of impor-tance and affect events in their assigned part of the gameworld. This decentralized chain of command allows thecampaign administrators—a group of RPGA Networkmembers known as the Circle of Six—to oversee theentire international campaign and tackle major issuesand problems. Evil and nonhuman realms are alsoreserved for the Circle of Six to develop and control.

Each player's real-world address determines the homeregion of his or her character in the LIVING GREYHAWKsetting, and each home region has particular adventuresassigned to it. If a player travels to a convention in a stateor country controlling a different game region, thatplayer's character takes a trip to that part of the Flanaess,too. Regional modules are not available for ordering out-side the real-world areas to which they are assigned.

In addition, many LIVING GREYHAWK adventures

are set in neutral (unassigned) lands, wild regions, orevil kingdoms. Players from all regions may partici-pate in these adventures, creating grand stories in theoverall campaign and forming a common ground foradventures all players can enjoy.

To determine your character's default homeregion, consult the table at the end of this appendix.

The RPGA Network is an international organizationof gaming enthusiasts that has provided top-qualitygame experiences to members for over twenty years.Members receive a subscription to POLYHEDRON®Magazine, a bimonthly publication filled with gamingarticles, interviews, and inside tips; a free annual pro-fessionally designed limited-edition adventure; thechance to playtest upcoming Wizards of the Coastroleplaying products; and much more.

Members also enjoy special benefits in the LIVINGGREYHAWK campaign, including the chance to playspecial members-only adventures and additionalcharacter-advancement opportunities. RPGA Net-work members also receive the all-new LIVING GREY-HAWK Journal, an exclusive bimonthly magazine thatdetails the evolving history of the campaign andgives new insights into the GREYHAWK setting itself.

To join the RPGA Network, send $20.00 (U.S.) to:RPGA Network Memberships, P.O. Box 707, RentonWA 98058-0707. You can also join the RPGA Net-work online at: http://www.rpga.com/.

These guidelines (version 1.0) give you the basicinformation you need to create a starting LIVINGGREYHAWK character. All LIVING GREYHAWK charac-ters must comply with the most current version ofthe Player's Handbook and these guidelines.

Some aspects of character creation might requireinformation from your Regional Triad. To find yourTriad's contact information, consult the LIVING GREY-HAWK homepage in the Campaigns section at:http://www.rpga.com/.

To create your LIVING GREYHAWK character, followthese steps:

Step 1: Ability ScoresTo put all players on an even footing, the LIVINGGREYHAWK campaign uses the Nonstandard PointBuy method of ability score generation, found inChapter 2 of the DUNGEON MASTER'S Guide. The LIVINGGREYHAWK setting is considered a "Tougher Cam-paign"; hence, each character uses 28 points distrib-uted among all six statistics.

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For example, using the full 28 points, a character's attributes might bepurchased as follows:Str 15: 8 points Int 10: 2 pointsDex 13; 5 points Wis 11: 3 pointsCon 14: 6 points Cha 12: 4 pointsApply racial modifiers to ability points after the base scores are deter-mined. Thus, ability points range from 8-18 for humans, and 6-20 fornonhumans. Ability points gained as your character advances in leveldo not use this chart; they are full points and may be added asexplained in the Player's Handbook.

Step 2: Race and ClassYou may choose any race and class option describedin the Player's Handbook, The LIVING GREYHAWK cam-paign also uses the following special rules for charac-ter creation. These override or limit the characteroptions in the Player's Handbook.

You must choose a nonevil alignment that alsomeets all requirements for your character's class.

A cleric must serve a specific nonevil deity fromthe Player's Handbook or the LIVING GREYHAWKGazetteer. A paladin need not (but may) serve a patrondeity.

A character may begin play at any age from Adult-hood to Old Age, as defined in the Age section ofChapter 6: Description, in the Player's Handbook. Agemodifiers to ability scores are not used in the LIVINGGREYHAWK campaign. The character may be of anyheight and weight allowed by the height and weighttables for the character's race.

A starting character receives the maximumamount of gold pieces for its class,

Step 3: Hit PointsAssign your starting character the maximum hitpoints possible for its class. For each additional char-acter level, assign hit points according to its class bytaking half the maximum value for the class, thenadding 1 point. For example, a character adds 3 hitpoints upon gaining a new level in the Sorcerer class.

Step 4: Skills and FeatsAlchemy Skill, Craft Skill, and Item CreationFeats: PCs will not be allowed to craft items untilcampaign rules for this are determined and madeavailable by the RPGA Network.Knowledge Skill: PCs may not begin with extra-planar knowledge.Profession Skill: Choose from the examples listed

for the Profession skill in the Player's Handbook. If youprefer a profession that is not listed, contact yourRegional Triad for approval.

Step 5: EquipmentEquipment may be purchased from the Player's Hand-book, with the exception of the following equipment:No special, superior, masterwork, or magical itemsare available to characters except through campaignplay.

Carrying Capacity is used in the LIVING GREYHAWKcampaign, so keep track of what your character is car-rying and how much it weighs.

Step 6: Home RegionAll LIVING GREYHAWK characters are based in one ofthe nations of the Flanaess, as detailed in this book.(There is no such thing as a "regionless" character.)The default home region where your starting charac-ter operates is determined by where you actually live.You may choose a different home region for yourstarting character, but your character then suffersout-of-region penalties when you use it in the gameregion assigned to where you live. If you change youraddress in real life, your character's default homeregion moves with you. If you move but choose notto change your character's home region, your charac-ter again suffers penalties for out-of-region play.

A player may not chose as a character's homeregion the Free City of Greyhawk or any campaignnation not moderated by a Regional Triad.

Consult the table below to determine your LIVINGGREYHAWK character's default home region. Ameri-can states and Canadian provinces are given in abbre-viated form. Additional regions will be assigned asthe campaign grows. Visit http://www.rpga.com/ forthe latest regions list, and for information on how tocontact your Regional Triad.

TABLE 7: LIVING GREYHAWK REGIONSAhlissa (Innspa/Adri): Austria, Perrenland: Australia, New

Germany ZealandAhlissa (Naerie): Sweden Ratik: HIBandit Kingdoms: OK, TX Sea Barons: ItalyBissel: CT, MA, ME, NH, Rl, VT Shield Lands: MN, ND, SDBone March (Knurl): Greece Sunndi: Belgium, Netherlands,Dyvers: IA, KS, MO, NE LuxembourgEkbir: France Tusmit: PQFuryondy: Ml Ulek, Duchy of: GAGeoff: DC, DE, MD, VA, WV Ulek, Principality of: FLGran March: NG, SC Urnst, County of: CO, MT, NM,Highfolk: Wl WYKeoland: NJ, NY, PA Urnst, Duchy of: AK, AB, BC,Ket: MB, NB, NS, ON, PEI SK, ID, OR, WANyrond: AZ, Southern CA, UT Veluna: OHOnnwal: United Kingdom Verbobonc: IL, INPale: Northern CA, NV Yeomanry: AL, AR, KY, LA,

MS.TN

TABLECost

012345

6: ABILITY COSTSScore

678910111213

Modifier-2-2-1-1+0+0+1+1

Cost68101316——

Score14151617181920

Modifier+2+2+3+3+4+4+5

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