Showing posts with label postfest. Show all posts
Showing posts with label postfest. Show all posts

Wednesday, April 6, 2022

Ull: Land of a Thousand Villains - Nura bint Ramil

Welcome back Greyhawk faithful! Today is the start of another new blog column. This one is dedicated to the late Jason Zavoda, who would post NPCs and monsters on his blog Hall of the Mountain King. Jason is why I'm naming this series, Ull: Land of a Thousand Villains. My first post is on the alluringly deadly Nura bint Ramil. Originally an NPC from my own 2E home campaign, this villain first appeared in 2010 as my entry in Postfest XIV on Canonfire. Twelve years later it is time to re-examine this shady lady from Ull so she can be used in your own Greyhawk campaign. Enjoy!

"There are few sights in Ull rarer than a woman who wields power and wealth. In the seedy heights of Kester is one such woman, and though she is not a native of Ull, none dare contest her right to live and prosper in that harsh frontier land.”

Nura bint Ramil the Pit Mistress (human female, rogue 12)

   Nura bint Ramil arrived in the far-flung trade-town of Kester during the reign of Draske the Short in 581 CY, and she brought enough wealth and attitude to effectively buy her way into the upper echelon of Kester’s popular gladiatorial market. Her sudden fame, and influence was considered remarkable by locals, because in Ull a woman of any lineage has to be twice as ambitious and aggressive as her rivals. Nura bint Ramil operates from a walled compound on the edge of Kester, that includes holding pits and a training yard for her hand-picked stable of gladiators. Known across the region as the “Pit Mistress”, she is frequently found at Kester’s markets appraising new talent or at the Grand Pavilion by the fighting pits. placing bets with her fellow Pit Masters on their upcoming fights. Nura is always accompanied by a retinue of loyal eunuch bodyguards and other sycophant servants. Whispers tell that she also has a very powerful, but secret benefactor watching over her in return for some unknowable bargain. Indeed, no one in Ull seems to know Nura’s history, and the Pit Mistress does not tolerate personal questions about her past.


  
DM’s Background: Nura bint Ramil was born in 564 CY in the city of Sefmur in Tusmit. She is the daughter of a small-time guild thief named Nadira and the notorious assassin, Ramil the Serpent of Ceshra. Nura never knew her father, she was only a year-old when he was apprehended on a mission in Ket, never to be seen again. Nura grew up on the streets of Sefmur, running with a youth gang after she was abandoned by her mother at age eight. She faced the judgment of the qadi magistrates several times for pick pocketing and cut-pursing, spending her formative years in more than one detention house and finally as an indentured servant to a clothier. At the age of sixteen Nura caught the eye of a lieutenant in the Sefmur thieves guild named Mirak al-Massari, who often came to the clothier to have custom garments made. By chance one day, he saw young Nura casually concealing sewing needles, strong thread and even a pair of shears on her as she worked. Mirak watched her pocket these items from afar and was impressed with what he saw so he took her aside during a break. Nura was told she had special talents and that she was wasting her time here, so Mirak managed to get her released from the sweatshop after bribing the head seamstress with promises and fake jewelry.

   Sponsored by Mirak, Nura became a valued guild-thief in only a few years, concentrating on house burglaries at night, or bait and switch jobs during the day. One fateful night at the guild-house, she overheard talk about how she was the spitting image of her mother Nadira, who once spurned the Guildmaster’s advances and fell for a Ceshran assassin. Nura became obsessed with learning more about Ramil the Serpent, what happened to him, and even what kind of debts the guild may have owed him. A couple years later, her curiosity led to trouble when one day she broke into the Guildmaster’s chambers and found a journal. To her dismay, Nura discovered that the mission Ramil was sent to Ket on was in fact a set-up with the Ketite authorities by the jealous Guildmaster. Nura had just finished reading the account when Mirak, and the other senior lieutenants caught her in the act. Rather than kill Nura, the Guildmaster punished the daughter of Ramil by turning her over to Sefmur’s corrupt qadis, who were handsomely paid to convict her on false charges.

   Nura was sentenced and sold to an unscrupulous caravan master whose last recorded expedition was south through Ull toward the Dry Steppes. Istus intervened however, and the caravan was scattered by a freak dust storm that took the life of the caravan master and left everyone to survive on their own. Nura surprisingly turned up in Kester a week later, a free Baklunish woman again with new-found wealth to start her life over. While she now enjoys an extravagant career beyond her wildest dreams, Nura bint Ramil privately plots revenge for her father on the Sefmur thieves’ guild in the near future.

   Description: By all standards in the West, Nura is a comely individual, fit and youthful in appearance with lustrous black hair down to her waist. However, her severe hazel-colored eyes and harsh demeanor show what a rough life she has in fact lived. Nura is normally dressed in the finest robes and dresses that can be found in Kester, along with an endless assortment of veils and jeweled accessories won from bets with other Pit Masters or gifted from visiting merchants. When travelling outside the comforts of Kester through the rugged land of Ull, she dresses in leathers, a light cloak and often a heavy turban to disguise her appearance. Nura is highly proficient in many light weapons and will always have at least one blade hid on her during any given encounter. Since moving to Kester, Nura bint Ramil is not above the use of poisons. Her eclectic collection includes exotic poisons that can be delivered with a kiss or from her painted fingernails. Given her resources and contacts, any of the above items in her possession could be magical with an emphasis on worn protective devices. In certain dangerous situations, Nura may also have access to magical dusts, sands and possibly even a one-use item with the ability to summon an earth elemental.

   DM’s Campaign Notes: Nura bint Ramil was in fact rescued from the dust storm by the enigmatic necromancer Abi Dalzim, recently returned to the outskirts of Kester after his long banishment at the hands of his nemesis Alhamazad the Wise. Nura is completely in his thrall, secretly doing his bidding without fail, and fearing his omnipresent attention from the crumbled ruins of his tower in the Ulsprue foothills. When not tasked with some fell quest by her shrouded master, Nura is independent to pursue her own goals. This is an arrangement she freely chose, thus making her even more cunning than most would-be villains. Her position as a Pit Master in the lawless trade town of Kester makes her an excellent source for information or minor missions for Player Characters who don’t mind her shady nature. In the most extreme situation, she can even buy captured PCs and put them to work in Kester’s deadly fighting pits until they can win their freedom back.

Tuesday, July 12, 2016

More New Figurines of Wondrous Power

Welcome back Greyhawk fans, it's time to promote and give kudos to my friends at Canonfire who have put together another good Postfest with the topic: Figurines of Wondrous Power! What is a postfest you ask? Well it's when the community, from long time contributors to new members, write articles on an assigned topic. Their works are then posted on the front page over the course of the next week or two for all to peruse for their leisure or perhaps game use. Let's look at our lineup of authors this week (see here for the first few authors work):

First up is one by Canonfire's own DarkLordGalen titled Tragedy and the Grey Friar...Revisited. This is a postfest appropriate follow up on an article he did back in 2012. In this work he expands upon the tale, and introduces the set of three Wondrous Bobbies (terriers). This is a charming trio of magic items well worth adding to your figurine collection!

Next up is a couple entries by some newcomers, friends of Dark Lord Galen in fact. The Amethyst Songbird is by Tony M. aka Krug Krugsheir. This article is an amazing combination of a lesser and greater figurine in the tradition of Queen Ehlissa's Nightingale. Tony takes a step further with some wondrous historical background, magic item creation notes and pictures, plus ecological information on the Wyndchymer songbird. Well done sir!

A companion piece to Galen's crew is the Sunstone Bull by Tyler B. aka Redtail. The charming golden bull is a nifty figurine dedicated to the order of Pelor the sun god. The Bull has a nice set of powers including a direction sense ability when summoned. Tony gives the Sunstone Bull creation notes and a well researched background in the setting. Kudos, Redtail!

Finally we have a postfest article by good friend, Icarus titled Waterous Wonders of the Rhennee. Icarus continues in his love of things Rhenfolk with a pair of figurines named Gendalo the playful river dolphin and Tamao the guardian turtle. Icarus' article is a nice mix of cultural background and figurine legend with a dose of Rhennee linguistics. All in all a strong entry in the postfest. I hope to see more of Icarus' work on Canonfire in the future.

Tuesday, July 5, 2016

Some New Figurines of Wondrous Power

Hello Greyhawkery readers, it's a good day to throw out kudos to my colleagues at Canonfire who have put together at long last an amazingly good Postfest with a topic that I regret not getting in on: Figurines of Wondrous Power! What is a postfest you ask? Well it's when the community, from long time contributors to new members, write articles on an assigned topic. Their works are then posted on the front page over the course of the next week or two for all to peruse for their leisure or perhaps game use. Let's look at our lineup of authors so far (more are on the way so check again daily):

Good friend and tireless writer, Carlos a.s. Lising has an amazing three-part series titled Companions of the Truest Sort. In the first two parts he introduces in narration the history of several notable new figurines unique to the World of Greyhawk. Check out Part 1 and Part 2.
In Part 3 our author then surveys an abundance of figurines (both canon and unique) in their respective sets (greater, lesser, least) and gives a brief background on each regarding their history with the innovators of the figurines, Queen Ehlissa. You have got to check this one out especially. My favorites are the Alabaster Griffon, Emerald Hummingbird (which evidently is a real species), Hematite Raccoon, Limestone Donkey, Tin Squirrel and Tourmaline Turtle. Good stuff!

Next up is the prolific Canonfire author Allan Grohe whose entry is his first in a long time. Allan's article, Figurines of Wondrous Transport details three new dazzling varieties introduced by the infamous Fiend-Sage of Rel Astra.

- Amber Terror Bird
- Aquarmarine Narwhale
- Topaz Void Shark

Mr. Grohe's work is solidly written and thoroughly old school. Be sure to also read the closing notes as well for links to his sources and past articles that he has built onto over the years. Increidble!

Lastly is an article by first-time Canonfire author Syzygyst titled Talako Mambenorn - Of the Figurines of Wondrous Power. This treatise is introduced as a letter written from an obscure mage (Talako) to the notable Rary the Traitor. In it he details two new figurines created by another mage, the Sardonyx Pseudodragon and the clever Lodestone Sloth. These items are created by a third item, the quite ancient and powerful Stylus of Faunal Figurines, Be sure to read through this well written story and no spoilers but the ending is a delight!

That's all for now. Stay tuned for Figurines from the Canonfire crew!

Tuesday, April 1, 2014

Mysterious Places From the Fringes

Nothing is particularly striking me today so I'm going to try to brainstorm/post about one of my favorite topics from Living Greyhawk and Canonfire, mysterious places of the Flanaess. None of these adventure locations exist on the map (yet) but I will say I'm sticking to the fringes of the Darlene map since there is less canon on these regions. All sites have been created by me off the cuff. I ask readers to please use and develop them at your own convenience (if I don't myself at a future date). Let's see what pops in my brain. Enjoy!

The Hidden Aerie of Sorontir: Somewhere among the tallest peaks that make up the Rakers where few have dared climb, is a breathtaking region of cliffs and nests belonging to an ancient convocation of giant eagles. Deeper yet within tunnels off of this aerie is the secret hold of a time-lost order of eagle riders loyal to the elven city of Eriadan. What ever befell these elite warriors and what remains of their legacy is still waiting to be found by eager explorers.

The Ghost Gate of White Fanged Bay: Fishermen and ivory hunters have dwelled in relative obscurity along the coasts of White Fanged Bay for centuries. These semi-nomadic peoples have many legends to tell and one is about the occurrence of the Ghost Gate. Every generation or so the native herds of the region are drawn to the coastline of the frigid bay at night where they madly howl, growl and stamp at a mysterious light on the water. Many hunters who have witnessed this phenomena make wild boasts of their catch that night, but true accounts tell of a strange song emanating from a glowing disc balanced on the waves. A few claims say fishermen have tried to row out to the ghostly gate but what they saw is only speculation.

The Maw of the Burneal: Far to the north bordering Blackmoor and the cursed Land of Black Ice is the primeval Burneal Forest. Many questions are still asked as to what cultures once thrived in the frontiers of the Flanaess and to some sages, the Maw may hold some answers. Lost somewhere in the leagues of trackless forest, the Maw is known best by the native Uirtag tribes who say the site is haunted and death is certain if entered. What little information that has been gathered tells of a squat building made of blackened metal but covered in centuries of foliage. Natives call it the Maw because animals and people who have dared to enter the opening of this place awaken the ghosts inside and their bodies are eviscerated; their bones spewed out in all directions.

The Great Shell: There is few adventurers who haven't heard of the Tomb of Horrors or that it resides in the midst of the Vast Swamp. The swamp is called vast for a reason and things have crept there for eons before Acererak's arrival. One such site often looked for is the Great Shell if bullywug legends can be credible at all. As their stories go there is a lost hillock that is actually the corpse of a titanic dragon turtle god who lived in the Age Before Ages. According to the bullywugs it was slain by the spear of another elder god who trespassed into the turtle's territory. So it goes, fragments of the divine spear still can be mined from this hill and used to create smaller magic spears, javelins or arrows.

The Grand Mirage of the Dry Steppes: Traders and explorers of the exotic know that beyond lawless Ull is the old decayed lands of the fabled Baklunish Empire. The Twin Cataclysms left the area a blight, but many magical mysteries persist to this day such as the Grand Mirage. Those foolhardy travelers who have strayed from caravan trails have come across a site unlike any other in recent memory. An area manifests randomly within the boundless steppes as if a mirage, but witnesses are all too adamant it is a real place. What is stumbled upon is a tiny market and water well seemingly preserved from ancient times. The serene occupants of this Grand Mirage are friendly, helpful to travelers in need of healing and food, though they are blissfully unaware of what transpires outside their village. Sages speculate the Grand Mirage is the work of Istus the goddess of Fate. Items have reputedly been brought back from this place but the entire location and its denizens always vanish by the next dawn.

Thursday, July 25, 2013

Sea Princes: The Fivefold Council

My spin-off campaigns of the original Sea Princes story arc is progressing quite nicely and I've developed some new material from the game that I wish to share with the Greyhawk community. On Mondays the players have been sailing on the Hideous, a pirate ship of the Crimson Fleet (from Savage Tide) causing havoc and in general doing what they want within the rules of the pirate code. That point is important.
Their most recent exploit resulted in the accosting and kidnapping of a jeweler (and his wife) from the town of Naerie in Idee. Unbeknownst to them, a jeweler was really the cover for a retired pirate captain of some fame. Normally this is no big deal, but the trouble with this pirate's capture was he has a "Ward". No this ward is not a foster child and it's certainly not a magical abjuration per se. This Ward is a special tattoo granted to the pirate by a secretive power group called the Fivefold Council. I hinted at this group in my postfest article, The Last Respite.

The Fivefold Council (version 1.0)

Nearly seven hundred years ago, much of the many seas surrounding the Flanaess was nominally under control of the Kingdom of Keoland and the Great Kingdom of Aerdy. Always at the fringes however, were those who took to the sea to raid ports or plunder vessels of these nations. Though initially successful for a couple hundred years, the disparate groups of pirates were scattered far and wide and surely would have been hunted to extinction long ago if not for their superior skill, careful tenacity and the mysterious rise of a code of honor among their kind. All of these factors sages claim is due to the Fivefold Council.

The quasi-mythical Fivefold Council is a cryptic society often spoke of among old sailors and pirates of the Flanaess. They are mainly credited for having created a loose confederation among the early pirate factions, primarily by the introduction of the Pirates' Code, a set of laws that have over time found use in all coastal nations. Over the centuries many of those same pirate groups coalesced into nations in their own right such as the Hold of the Sea Princes and the Lordship of the Isles. Despite the political evolution of these maritime powers, there is still a strict, superstitious respect for the Council's laws though few know much about them or ever see their direct influence in the world. When the Council does deign to act however, news spreads quickly from one sea port to the next.

The Fivefold Council is functionally anonymous, reputedly ever-present and apparently has the resources to rival any power group in the Flanaess. There is no permanent meeting place for the Fivefold Council, instead it is assumed they communicate clandestinely by magical means or through well-controlled agents. It is widely believed high ranking clerics and mages connected to the sea pantheons (Osprem, Xerbo, Procan, etc.) work with the Council in such a capacity. No one knows who currently holds the five council positions and any still living who may have once been members cannot possibly know who replaced them either.

What is generally known is that the Council perpetuates its membership by a silent selection process wherein a prospective candidate can throw in his bid to join the Council at any time in the hopes a position becomes open. The nature of these bids varies, from fabulous treasure offerings to unique magical gifts or extraordinary favors. Traditionally, these bids are discreetly placed in a chest and loaded onto a small boat or raft where they are set out to sea, never to be seen again. Most of the time aspiring applicants spend many years crafting the right bid, not knowing if it is ever received nor live long enough to know if a spot was ever available. Of those rare souls who are chosen, they are sworn to secrecy upon pain of death to Nerull's Deep. Current members of the council most likely continue to operate in the public eye as their normal roles of ship captains, town governors and so forth.

The Council has no real set agenda, lurking quietly for years on end, typically keeping an eye on major events and portents that concern seafaring cultures. When a pivotal matter comes to the full councils' attention it is swiftly met with a Decree. These decrees are issued in a number of ways, but each method is unmistakably the work of the Council; thousands of notes in bottles, flocks of talking birds, one-sheets nailed to masts or plain curse-like effects such as the dreaded Black Spot. How the Council manages to deliver these notices from one side of a sea to another is surely the work of high magic or divine aid.

Further complicating the identity and aims of this secret society is the much coveted boon known as the Ward. More frequent than membership bids, these similar donations to the Fivefold Council instead appeal for special protected status among the seafaring factions of the Flanaess. The Ward is the ultimate reward sought by those who make a living by the sea, and is usually only given to those with an impressive nautical career. When the Fivefold Council contacts an individual to bestow the Ward, that person is given the right to bear a Ward tattoo on their body. This mark is non-magical and fairly well known in pirate lore (five skulls in a star pattern around the glyph for water). Attempts to tattoo the mark without consent have always turned out badly for both the recipient and the tattoo artist.

A Warded person (and their possessions) is considered untouchable in most all ports that pirates and sailors are found. History has shown that any captain or crew who defiles a Warded pirate will suffer the punishment of the Fivefold Council. The stipulation of the Ward however, is retirement. Taking action to resume their old adventurous life or abuse the protection given by the Council immediately revokes the Ward. Furthermore, the Ward does not protect a person from "landlubbers" who know little of the Council or their ways. For this reason Warded people often conceal the tattoo and take on calm, peaceful lifestyles on the coast.

(More on the Fivefold Council and what transpires in game at another time)

Tuesday, January 1, 2013

300th Post: Greyhawk Resolutions 2013

How about that? A milestone post for Greyhawkery right at the start of a new year! Last year I compared my 2012 resolutions with 2011 to see how I fared, let's see how this next year will pan out...

2012: Maintain 2-3 posts a week on Greyhawkery and once a week on the Canonfire! Crier.
2013: Keep up the same pace, find other contributors/s for the Crier.
Greyhawkery is still humming along nicely. Finding content is sometimes hard but I manage to find something noteworthy every so often. My plans to expand the roster of Ring of Five Questions interviews at Gencon stumbled a bit. I got a few people to respond, but my emails were totally snubbed for the second straight year, by all the Paizo folks who I talked to. Either the staff at Paizo is really too busy being successful with Pathfinder to reply or there is an internal memo to stay away from Greyhawk now. I hope I'm just being paranoid. Either way, I may have to branch more into the fan community for authors to interview. More at a later date. The Crier is a tough one to maintain. As I already cover everything at Greyhawkery, the Crier ends up redundant to me. If I could get one or two fresh minds to post on that blog for Canonfire, I'd be happy.

2012: Write more articles.
2013: Write more articles.
I keep saying this every year. I had of course wanted to publish my finished Ulakand article and start on a Kester follow up. Both projects are still in limbo, but no more than the undead-zine that is Oerth Journal. I did manage to run a successful Postfest at Canonfire involving taverns and inns. Mine was the Last Respite, set on the Olman Isles. A decent victory there. My last article pipe dream however is to start on my Battles of Greyhawk series. I have the research and ground work done, it's just format and actual writing that I can't get motivated to do right now. Eh.

2012: Promote Greyhawk.
2013: Promote Greyhawk.
Easy one there. Last year my friends started the Gamerstable podcast and so far I've defended the honor of Greyhawk on numerous occasions and I've even ran a few actual play podcasts of my Sea Princes campaign. So far so good. Beyond that, I've been encouraging anyone who starts a Greyhawk blog, fiction, maps, anything. The community is strong as ever.

2012: Redesign the Greyhawk Comic page.
2013: Continue making Castle Greyhawk graphic novel.
I have indeed not made a new comic strip for the old Greyhawk Comic in a year, that mine is played out. It does live on at Melkot.com though. Thanks as always Denis! Recently however I found my muse in Scott Casper and his Castle Greyhawk fiction. We put our noggins together and have now crafted an amazing comic adaptation of Castle Greyhawk that has turned out to be some of my best art ever. Now over twenty-four pages in, I look forward to whatever direction Scott leads us.

2012: Greyhawk Maps.
2013: More Maps Possibly?
Last year saw some amazing Greyhawk maps and none of them by me. I have a feeling however, once Anna Meyer gets to finishing Ull and the Hold of the Sea Princes for her Greyhawk Atlas, I may have to branch out and see what else I can contribute, especially if it is something I can do in conjunction with the Ull series or my continuing Sea Princes campaign. Sea exploration is good motivation for map-making.

New for 2013: Get more Greyhawk fans to come to Gencon. Last year was a hoot. I did manage to meet more than a few people from the Canonfire community at Indianapolis. Help me make sure this year is even more memorable.


Monday, July 30, 2012

One More Greyhawk Article

Today I feature the final article in Canonfire's postfest on Inns and Taverns of Greyhawk. It was my first hosting duty as editor so I'd like to thank all the participants, which you can review below. Now onto the last entry by none other than yours truly, Mortellan! My addition to this season's postfest is an extension of my successful Hold of the Sea Princes campaign which largely revolved around the south seas including the Olman Isles. The article entitled The Last Respite should make a unique destination for any adventuring group that sails the waters of the Flanaess:

"The free port of Narisban, found in the tropical Olman Island chain is a crossroads for intrepid traders and pirates who ply the high seas. Given the remote location of Narisban, nearly every sailor that visits its harbor seeks a respite from the sea for it might be their last."

In case you missed the previous installments just go back and check these posts as well. Enjoy!

Monday, July 23, 2012

Two More New Greyhawk Articles

Thanks for stopping by World of Greyhawk fans. Today I bring you another pair of Canonfire! postfest articles. The theme for this as you may know was Inns and Taverns of Greyhawk. Easy enough and it's a topic everyone can get behind. The first of two featured entries this week is by a veteran of Canonfire and Postfests, Argon. His inn and tavern article is interestingly entitled Daan Rhuul Gharlaan Ac. Don't let the name fool you Daan Rhuul Gharlaan Ac fills a certain niche in a far-flung land that could be immediately useful to dungeonmasters who are into the wider "Beyond the Flanaess" setting. Argon writes:

"From what we know of humanoid society they differ greatly from what we see amongst the more civilized races. It is rare to see any items of art from goblins and orcs. Who has ever seen a troll scholar or bricklayer? In the lands beyond the Flanaess, amongst the plains and hilltops of Darak Urtag lies parts of humanoid civilization where goods and services are sold. One, such place a refuge, for weary travelers, flesh traders, or humanoid tribal’s looking for a neutral site to ply their trade and traditions."

Next up is another postfest entry by Phalastar who has a special knack for the Iron League region. His newest article, The Braided Beard, keeps things focused on this area and delves into the tavern life of the dwur. Phalastar writes:

"The Braided Beard is an Inn located under the Forge Quarter in the Free City of Irongate. If you need to find the right dwarf to talk to, the Braided Beard is always your best option. Just be sure not to upset the bouncers..."

Be sure to check back and read the previous installments of this month's Postfest HERE and HERE. Then stay tuned for "last" postfest article of this current series.

Sunday, July 15, 2012

More New Greyhawk Articles

Welcome back fans of the World of Greyhawk. It's time for a few more Canonfire! postfest articles. Our theme for this event was Inns and Taverns of Greyhawk. That's pretty self explanatory so let's get to it! The first of two featured entries this week is by a loyal member of the Iron League known as Phalastar. Phalastar's offering is titled The Diving Dragon Inn and it is his second article for Canonfire, but his first Postfest. The charming Diving Dragon Inn can be found in Iron League territory as Phalastar writes:

"The Diving Dragon Inn is a favourite with the locals of Rockport. Rockport is a small town situated on the eastern edge of Irongate territory near the border with Naerie. Tasty food, flowing ale, good stories and adventure awaits..."

Next up is a special downloadable article by first time Canonfire author Baronzemo. His work is titled Rangor's Roving Rest and it is surely one of the most mysterious inns an adventurer could ever come across. Baronzemo writes:

"Rangor's Roving Rest is a magical inn that appears along a weary road or path one day and is gone the next. Some say the inn is cursed, others say it appears when a adventurer needs a hot meal and a dry bed the most. This cozy rest could appear along the road that leads into Greyhawk city and the next day in the middle of the Dry Steppes. Be weary when you step into "Rangor's Roving Rest!"
 
Be sure to check out these inns for use in your own home campaign, be it Greyhawk or any standard fantasy realm. Also, be sure to check back for a look at our previous two Postfest entries. Stay tuned there is still more Inns and Taverns of Greyhawk to come this month!

Monday, July 9, 2012

New Greyhawk Postfest Articles

It's Richfest in the World of Greyhawk and that means it's time for an explosion of new articles from Canonfire! The theme of this summer's postfest was Inns and Taverns of Greyhawk and I'm delighted to say the turn out was better than I expected. Our first two featured entries are by a veteran contributor and a first timer. Smillan_31's The Sign of the Gibbeted Goblin is his thirteenth article and his third postfest. In the Gibbeted Goblin you'll find a good dose of local Wild Coast adventure and lore of the piratical variety. Smillan writes:

"The way it is told by the inhabitants of Pelgaryn, it was a lean pirate galley out of Blue in the Pomarj, though a passing ship reported the remnants matched the description of a fat carrack out of Scant that never made port in Hardby. Those not of the village have embellished the tale in the years that passed, accusing the inhabitants of drawing in the ship with false lights, although any reputable sailor will snort and shake his head at such tales, knowing that lights ashore are used to warn away and not beckon in. Whatever the truth the tales all agree on one fact, that there was only one survivor of the wreck, a small goblin, dressed as a sailor. Most took him to be something of a mascot, not believing one of his race could rise to the level of competent seaman. Regardless, the truth will never be known for the inhabitants of Pelgaryn gibbeted the creature straightaway, hanging him in a gibbet cage on the tree in front of the inn that is now named after him – the Sign of the Gibbeted Goblin."

Next up is a newcomer to the ranks of Canonfire's authors, but he is by no means a light weight when it comes to content. Going by the name Mempter, his ample offering The Wild Goose is more than a minor inn found at the end of the street in Greyhawk City's Artisan's Quarter. As you'll find out it contains a host of intriguing characters and a wealth of maps that will spice up any urban campaign. Mempter writes:

"The Wild Goose, as it is known, is among other things a gateway to a multi-dimensional demesne known as The World Serpent Inn, a popular stopping point for many a traveling planehopper."

Check out the Wild Goose and the Sign of the Gibbeted Goblin, then be sure to keep an eye out for more unique Greyhawkian taverns in the coming weeks.

Wednesday, May 23, 2012

Postfest: Inns & Taverns of the Flanaess

As I'm in charge of this year's Postfest duties over at Canonfire, I'm reposting the announcement on my blog. If anyone would aspire to share their homemade taverns with the Greyhawk community, check out this open call.

This Postfest will focus on some of the more interesting “sleeperies” and eateries in the World of Greyhawk. So, here are some suggestions as to what to include in your entries:

First off, write about a location that not much(or nothing) has been written about before- make something up! A particular emphasis should be put on your chosen location being conducive to adventuring. Don't just present a description of a place, its proprietors, how much rooms cost, and what they have on the menu. Put in some local flair, such as rumors, interesting local folk, questionable characters, etc.

Think more along the lines of presenting a place where a road weary(or bored) adventurer can find all manner of trouble to get themselves into. Think of the Inn of the Welcome Wench of Hommlet fame, or of the Green Dragon Inn in Greyhawk City(I wouldn’t recommend writing on these particular locations as they have been covered rather extensively already), and the trouble one can get themselves hooked into there and you won't go wrong. Whatever you want to write about, just make sure that the main feature is an inn or tavern. Heck, your inn or tavern could be an adventure site in and of itself if that is what you want to do! Feel free to make your submission game edition specific or neutral, super crunchy(i.e. lots o' rules) or completely fluff(background), or anywhere in between. Basically, write what YOU want to write.

Mind you, this is not a hard and fast format, but I think that more people will find the articles useful if prospective authors adhere to at least some of the above suggestions.

Now, on to the format. Your submission should be in the realm of 1,000-4,000 words or so in length (more if fine; less not so much). That is not set in stone, but it is a good average length for any Article. As usual, be sure to not only Spell Check your article but read it over yourself, as Spell Check will catch many things, but seldom everything.

You may submit your article HERE. Be sure to write a short introductory teaser for your article and be sure to cite any sources you may have used as well. ***See the directions at the top of the Submissions page if you have any problems with the text not being accepted(this may happen if you use Internet Explorer). Even if the text is not accepted, *you must still submit your article title on the Submissions page*. When e-mailing an article to editors<at>canonfire<dot>com, be sure that your article is in simple Word form, contains no unsupported fonts, and with no formatting of any sort if possible(the simpler the better). This just makes things a whole lot easier for us to deal with, so please take the time to do this.

Make sure you put the title of your submission in the following format:

Postfest XVII(Richfest 2012): TITLE OF YOUR ARTICLE

***Submissions are due by June 30, 2012.

Thanks, and get to writing!

Update 05/07/2021: This Postfest is long done, but head over to Canonfire forums and I'm sure there wiill still be current Postfests going on if you'd like to contribute. You can also still use the submission link above I believe to have CF host your original Greyhawk works on the site as well.

Saturday, December 31, 2011

New Article: Psychic Phenomena of the Flanaess

Welcome back Greyhawkers. Up today is another Canonfire.com Postfest article involving the theme of Psionics. Our author this time is no stranger to the call for a Postfest. Kick back and read Psychic Phenomena of the Flanaess by Argon
Argon writes:
"When we think of psychics many see mystic guru's or followers of Zuoken from the Baklunish lands. Many of us never think of haunted locales or psychic impressions left behind by those whom walked the Oerth before us. In this treatise you will be exposed to such psychic impressions and their affects on those who fall prey to them."

This article is a boon for Greyhawk DMs experienced with psionic rules, yet it can also be beneficial to those who don't normally use psionics but are looking to throw an ancient, mysterious presence at their player characters. Good luck!

Thursday, December 29, 2011

New Article: The Order of the Illumination of the Soul

Howdy Greyfolks, it is time for another Canonfire.com article Postfest! The theme of this season's postfest is Psionics. First up is a gem from MasterArminas who has recently been very active in the community writing some good Greyhawk material. His offering is entitled, The Order of the Illumination of the Soul. MasterArminas writes:

"Psionic powers and the practitioners who use them are not unknown in the World of Greyhawk. Often referred to as mind-mages by the common people there are many who view the wielders of these mental arts as heretics and witches."

This is a fully realized and useful psionic organization that has been worked into the existing history of the Flanaess. Thus dungeonmasters with psionic characters can quickly implement this Order into their own Greyhawk campaigns. Enjoy!

Saturday, October 8, 2011

New Article: The Secrets of the Runes II

A new article is up at Canonfire! home of Greyhawk fans everywhere. This offering is from the prolific author Argon entitled, The Secrets of the Runes II. Argon writes:

"In Secret of the Runes, we found out about the origin of Rune Lore. In this long awaited follow up to the Postfest IV article, we will address the lost Joten magic’s and an alternate Wizard class called the Rune Caster, plus some Rune Feats."


Sunday, June 5, 2011

Postfest XV: All Dried Out

"In the great peaceful theocracy of Veluna, lies a small town named Shandalanar.
A land who has known peace almost from its simple beginnings. This resurrected old miners town sports fertile soil and a peace loving people. When one of the farmers sons is arrested for stealing drinks at the local tavern its big news. Unfortunately for the people of Shandalanar things are about to get much more grim."


Continuing with Canonfire's latest postfest of articles is a sidetrek adventure written by someone who is not a stranger to postfests, Argon. His entry is entitled All Dried Out and it's such a fully realized mini-adventure that it required two separate postings! This sidetrek set in the peaceful land of Veluna is a perfect setting for this twisted horror-story. Argon spares no detail with his colorfully descriptive text, full creature stat blocks and even a couple utility maps! This two-part article is perfect for any DM wanting to inject a little creepy low-level (4-6 characters of 1st to 2nd level) horror into their new campaign. Check it out!





Monday, May 30, 2011

Postfest XV: Pyert

"An unassuming shop in a quiet town. A pleasant young man. A less than noble lord. A personal hurt that must be salved."

As noted a week ago, the Greyhawk fansite, Canonfire held a "postfest" on the theme of Greyhawk Lairs and Sidetreks. This week's sidetrek, Pyert is by Ragr, who also wrote the fiction piece, The Knot for Canonfire not long ago. Pyert is a cleverly written bit of drama for players to get involved with. The intrigue and agenda behind the humble character of Pyert brings to my mind the gritty, realistic-fantasy of the Game of Thrones series on HBO. Ragr makes good use of his Greyhawk material, including the 2nd edition sourcebook the Marklands, yet this easy to insert sidetrek could work for virtually any medieval domain a DM uses. Enjoy!

Tuesday, May 24, 2011

Postfest XV: Sanctigaard and the Demesne of Sir Xaris

Every so often the Greyhawk fansite, Canonfire does a "postfest" where contributors old and new alike can submit an original article based on a posted theme. This winter's theme was Greyhawk Lairs and Sidetreks. The first article of this postfest is now up on the frontpage, entitled Sanctigaard and the Demesne of Sir Xaris ab Yustin. This is the second article by Sir Xaris, building on his namesake character from last year's postfest, the paladin Sir Xaris the Unabashed, Proclaimer of Truth, Defender of Right, Bane of the Wicked.

Sir Xaris writes: "Ever needed a higher level base of operations for your characters than the Keep on the Borderlands?  Welcome to Sanctigaard, Eastboro, and the Demesne of Sir Xaris!  If your campaign is pre-Greyhawk Wars, your heroes can use this village as a base from which to make assaults upon the humanoids and other mysteries of the Pomarj.  If you wish to incorporate the Greyhawk Wars into your campaign, Castle Sanctigaard is a great place for your characters to make their last stand in an Alamo-like finish.  If you simply need a new and exciting NPC benefactor for your PCs, this is the place."

When Sir Xaris says high level base of operations he isn't kidding (Sir Xaris' warhorse Gonfalon is mighty in his own right). Give this postfest article a look, because it follows through on all the promises in the blurb and more.