Oj 16
Oj 16
Oerth Journal
Volume II, Issue 16
June 1, 2005
OERTH JOURNAL.................................................................................................................................... 1
PELOR......................................................................................................................................................... 4
AHLISSA ................................................................................................................................................... 10
THE STUDY.............................................................................................................................................. 26
KEOLAND ................................................................................................................................................ 30
1
Oerth Journal
Author’s Forward........................................................................................................................................ 30
PROLOGUE – THE SUEL IDENTITY............................................................................................................... 31
THE LAND ................................................................................................................................................... 33
HISTORY PART I – PETTY STATES AND PROTO-NATIONS ............................................................................ 34
Appendix A - “What Everyone Needs to Know About Keoland”.............................................................. 56
Appendix B - A Guide to the Duchy of Ulek ............................................................................................. 60
Appendix C - The History of Taurnusilmëa ............................................................................................... 72
THE TEMPLE OF ELEMENTAL EVIL, FROM THE RISE OF IUZ TO HIS RELEASE ................................... 76
2
Volume II, Issue 16
Editor in Chief’s Thoughts
Iʹd like to start by thanking everyone for their patience while waiting for this issue to be completed. I hope you
think it was worth the wait.
Iʹd like to thank a few people for getting this issue off the ground. Nathan Irving for stepping in and taking the
lead when I couldn’t, and Ron Carey for his artwork and his willingness to help Nathan out. Also, a hearty thanks to
all my editors and contributors, without whose help this issue never would have been completed.
Greyhawk has morphed into many new directions and forms since my early days of Greyhawking in 1982. Some
changes have been good and others, well, not so good. The only true constant is change. These last few years for us
fans have been challenging as support from the gaming industry has been waning. The one bright spot in this cold,
autumn sky is that the fans have generated more excellent material and kept the world alive. Keep the ideas coming!
Andy Seale
Aka Fallon the Wanderer
Editor in ChiefOerth Journal Staff
Editor in Chief
Andrew Seale
Contibuting Editors
Stylianos Scarlatos
Charlie Watson
Brian Dougherty
Contributing Authors
Paul M. Rokuskie
Scott Casper
Chris Anderson
Kirt Wackford
Stylianos Scarlatos
Artwork
Ron Carey
Technical Editor
Leslie Farrington
3
Oerth Journal
Pelor
The Radiant Force
By Paul M. Rokuskie (Jachyras@comcast.net)
Pelor justice, valor) who is a servitor of Pelor. Pelorʹs
strength and healing ability brings hope to those
(The Great Source, The Mighty Healer, ravaged by the evil that plagues the land, with many
The Radiant Force, The Sun Father, The warriors and commonfolk now turning to his faith.
Shining One) Pelor is a powerful deity whose caring attitude
Greater Power of Elysium, NG towards all creatures, especially the poor and
Portfolio: Sun, Light, Strength, Healing deprived, has earned him the title of The Great Source.
Aliases: None Pelorʹs goodness shines through the darkness and
Domain Name: Elysium/Amoria/Lightʹs Blessing brings life and warmth to those in need. Pelorʹs charity
Superior: None is unmatched by any other power in the multiverse as
Allies: All good deities (except Pholtus), he will aid any creature in need. He is highly regarded
especially Mayaheine, Zodal, by the other healing powers in the multiverse and gets
Joramy, Rao, and Kord along well with Ishtar (greater deity of love, war) and
Foes: All evil deities, especially Mishakal (greater deity of healing, beauty, life,
Tharizdun, Nerull, Incabulos, Iuz, fertility, knowledge) on Elysium.
Vecna, and Kyuss. Also Pyremius, With deities that have a following on Oerth, Pelor
Wee Jas, Xan Yae, and Pholtus “respects” Kordʹs (intermediate deity of athletics,
Symbol: Golden face of a bearded man sport, brawling, strength, courage) strength and
with sapphire eyes courage in his battles against evil. Pelor is not jealous
Wor. Align: Any good in sharing this aspect with another Oerth power
because he realizes that there is strength in numbers.
Pelor also respects Joramyʹs (lesser deity of fire,
Pelor (Pay‐lore) is the great Sun God (sun, light,
volcanoes, wrath, anger, quarrels) power over fire and
strength, healing) and source of what is good in all
how she uses it to burn evildoers and bring light into
things. His symbol is the golden face of a bearded man
the dark areas of Oerth where the sun can never reach.
with sapphire eyes. Those who wish to relieve
He also finds a kindred spirit in Zodal (lesser deity of
suffering, or bring warmth and light to the
mercy, hope, benevolence), because they both try to
despondent, worship him.
help the less fortunate. On occasion these two powers
Pelorʹs worship has changed slightly since the end
will work together to help the greater good. This is
of the Greyhawk Wars. Previously, most people across
especially easy since Zodal also has his realm on
the Flanaess regarded Pelor as a gentle and peaceful
Elysium’s first layer as well.
deity whose clerics helped the sick and needy.
Pelorʹs largest concern is towards those deities and
However, during the Greyhawk Wars, people turned
their servants that employ darkness or try to destroy
to the wrathful aspect of his personality, as Pelorʹs
life. He has a particular hatred for undead of all kinds
radiance drives out the great darkness that seems to
and attempts to seek them out and destroy them.
have befallen the land. Pelor is looked upon as a tower
The Sun Father’s greatest enemy is Nerull (greater
of strength beaming with goodness. This is exhibited
deity of death, darkness, murder, underworld),
by the cult of Mayaheine (demi‐god of protection,
4
Volume II, Issue 16
because he represents the opposite of everything Pelor high summer is always in season. Many people believe
stands for and finds good in the multiverse. Incabulos that they are on Krigilla, the first layer of the
(greater deity of plagues, sickness, famine, nightmares, Beastlands, and not Elysium until they see the tamed
drought, disasters) is also greatly despised because he nature of the land. A section of the River Oceanus
brings sickness and famine to the people, which Pelor branches off from the main body of the river and flows
tries to cure. The Lord of Pestilence’s alliance with The through this realm. The branch eventually loops back
Reaper is also another reason for Pelorʹs repugnance to the River Oceanus and cuts the realm into sections.
towards these two abominations of evil. These sections comprise mainly agricultural endeavors
Tharizdun (intermediate deity of eternal darkness, by the people that live in the realm. The banks of the
decay, entropy, malign knowledge, insanity) is river are dotted with small villages of petitioners and
considered an enemy as well, but since his planar followers of The Shining One. These planar
imprisonment, Pelor has not had to worry too much followers include: assimon of all types, many
about him. But Pelor does take an active role in guardinals and a few quasars, humans, elves, halflings
making sure that Tharizdun stays where he is right and assimar as well as good aligned flying creatures.
now. The multiverse is a much better place with The The constant light of the realm has rejuvenating
Destroyer out of the way. Wee Jas (intermediate deity properties in it. Any time a creature helps another in
of magic, death, vanity, law) is the least loathed of all need, the light that bathes this realm will heal the
the evil powers of Oerth, but because she controls charitable individual for 1d8 points.
undead forces, Pelor counts her as an enemy as well. Pelor spends his time flying on a great ki‐rin,
Pyremius (lesser deity of fire, poison, murder) is accompanied by a flight of eagles, searching out those
detested because of his carefree attitude towards life, in need. The petitioners of this realm will aid any
something Pelor cannot stand. Xan Yaeʹs (lesser deity traveler that passes through. They will see to the
of twilight, shadows, stealth, mental power) power medical attention of any creature that has goodness in
over twilight and shadows annoys Pelor as well. This their hearts. Everyone is expected to help their
is a corruption of his gift of sunlight and He is irritated neighbors as well as strangers in times of need or
by such a use of his power. Vecna (demi‐god of crisis.
destruction, evil secrets) and Kyuss (hero deity of
creation and mastery of undead) are both reviled for Pelor's Avatar (Priest 35)
their undead nature. Each has created numerous Pelorʹs avatar appears as a middle‐aged human male
undead servitors and brought great darkness to Oerth. with exceptional looks. His flowing blond hair, beard
Iuz (demi‐god of deceit, pain, oppression, evil) has and mustache appear to be made of pure light dancing
recently been added to Pelorʹs list of enemies since the in the wind like sea grass in the ocean current. His
time of the Greyhawk Wars. The great amount of avatar has a muscular yet thin body with slender
suffering that was caused by the Old One’s armies and hands. His soft golden colored face, sapphire eyes and
the excessive number of undead employed in his soothing voice reveal a compassionate man with a
tactics has outraged Pelor immensely. All these evil gentle demeanor.
deities are considered perversions and Pelor does Pelor wears a suit of golden chain mail armor,
everything within his power to see them fall. known as Radiant Glow that reflects the rays of the
Pelor also has an ongoing feud with Pholtus of the sun. Pelor also carries Solar Vigor and Luminous Orb,
Blinding Light (intermediate deity of light, resolution, a golden longsword and shield with him at all times.
law, order, inflexibility, sun, moons). Because of These items (armor, sword and shield) have been
Pholtusʹs unyielding ways, he has made it an issue to rumored to been made by the greatest skilled good
challenge Pelor for the title of sun god of Oerth and deities of the forge from the essence of the Quasi‐
will not back down. This rivalry has not turned into an Elemental Plane of Radiance. In combat he will employ
all out battle, but time could spark this into a larger these extraordinary items with deadly force showing
conflict. mercy only to those that request it. All undead and evil
Pelorʹs realm is known as Lightʹs Blessing and can lower planar creatures are extremely susceptible to the
be found on Amoria, the first layer of Elysium. A overwhelming force of light and goodness that the
perpetually cloudless sky allows constant sunlight to avatar of Pelor exudes. Any of these creatures that get
bathe this huge realm of rolling hills, meadows and within 30 feet of the avatar will suffer 2d6 points of
woodlands. The bright sun is always in the noon damage every round with no save.
position making it warmer in this realm than the rest
of Elysium. It appears from the plant and wildlife that AC ‐8; MV 15; HP 240; THAC0 3; #AT 1
5
Oerth Journal
6
Volume II, Issue 16
The temples that do remain in service are very but have an inner strength that never allows them to
unimpressive. They are usually a stone or wooden give up. When most other people are abandoning a
structure painted bright yellow with a wooden roof situation, these priests remain in the thick of it to help
that can be opened up to allow natural sunlight to those in great need.
enter during the day. If this is not possible, large The clergy is ordered by the following titles,
reflectors are used to bring sunlight into the interior of representing the different intensities of light that push
the temple, where they are bounced into a polished back the darkness of evil and ignorance as the priest
metal ceiling, giving the illusion of bright daylight progresses along the path to greater enlightenment,
inside the temple. The interior walls are also painted charitable heart and stronger will. Titles are broken
with the same bright yellow color as the exterior, into four categories. Novices (0‐Level) of Pelor are
brightening the atmosphere of the temples. The altar is called Wicks. Priests of 1st to 5th level are known as
always made from polished metal that glows in the Glows. The proper way of addressing the priest is
sunlight. The only lavish aspect of the church is a ʺGlowing Brother or Sister (name here)ʺ. Priests of 6th
stained glass window behind the altar that depicts the to 10th level are known as Beams {ʺBeaming Brother or
Mighty Healer in full glory. Special sets of reflectors Sister (name here)ʺ}. Priests of 11th to 13th level are
are placed so that sunlight is always shining through known as Luminous Healer {Luminous Healer (name
the stained glass window and reflecting off of the altar. here)}. And a priest of 14th level or higher is referred to
Natural shires can be found in many places as Mighty Sun {Mighty Sun (name here)}. The head of
throughout the Flanaess, especially near poor villages. the clergy is whoever happens to be the highest level
These shrines are always found in open areas where priest in the church. They are known as the ʺHis (or
sunlight is plentiful. The shrines are identified by the Her) Prismatic Radiance, the Mighty Healing Father
stone altar that is covered with a yellow cloth and a (or Mother) of Light and Goodness.
polished metallic plate or bowl on the top. A cleric or Dogma: Shine brightly so that evil may be pushed
follower of Pelor usually watches over the shrine to away from your radiant strength. The light of purpose
ask for contributions to the poor. Those that donate are shall save thee. Give everything you have to the poor,
given a blessing and if a cleric is present, the donator is infirm, starving and homeless as an example of
healed of any ailment that the priest is able to remedy, selflessness. No good deed goes without reward. Only
as long as they are not evil. through the light of day can all be seen as it truly
Clerics are responsible for the upkeep of the should be. Bring this warming light to those that feel
temples and shrines. During these trying times, there left in the cold.
are only a token number of clerics to be found in the Day‐to‐day activities: Help the poor, heal the sick,
ʺreligiousʺ district temples because most are in the feed the hungry, collect alms from the rich to give to
soup kitchens, orphanages and makeshift hospitals. the less fortunate. The priests run the homeless
The few that remain go door to door amongst the shelters, soup kitchens and hospitals. Their major
richer sections of cities, towns and villages to ask for duties are to comfort the sick and bring the light of
alms for the poor. The clerics are also known to stand truth to those around them. Priest lead by example,
near the busier sections of town and take up and the goodness and inner strength they show is
collections for the poor. When not asking for alms, the what brings new members to the faith. This is how
priests remain quiet, kindly people, but will always they preach, by doing good deeds and celebrating the
carry a weapon of some type. In these difficult times, warming light of Pelor.
people are known to take advantage of the priests and Important Ceremonies: Services to Pelor involve
attempt to rob them of their charity money. hymn singing, communal prayer, and the dispensing
Specialty priests are responsible for traveling of alms to the needy (and the collection of alms from
outside the ʺnormalʺ areas and helping the needy, sick the well‐to‐do). The 1st of Readying is the Festival of St.
and poor in the many diverse areas of the Flanees. The Bane. This day has particular significance because of
specialty priests usually concentrate their efforts in Pelorʹs hatred for undead, and as a token all attempts
hard to reach or far away locations where the need to turn undead are made at +1. Priests usually go to
may be great. During the Wars, these priests spent areas of known hauntings and attempt of remove the
most of their time on the front lines helping those that evil blight.
were wounded in battle or forced to flee their homes. The 4th of Richfest (Midsummer Day) is the holiest
Because of the constant danger, many priests did not day of the year. Being the longest sun filled day of the
survive their valiant efforts to comfort the wounded year, clerics of Pelor celebrate by renewing their vows
and sick. These specialty priests are not only selfless,
7
Oerth Journal
and indoctrinating new members into the Church of single open hand holding a golden orb and Mighty
the Great Source. Sunʹs have a single clenched fist inside in a golden orb.
The 7th of Readyʹreat is the Festival of Hope. This The head of the church wears a multi‐colored set of
day is set aside for the priests to hear the petitions of robes and a shiny golden helm during official
common people and the plights that they suffer. ceremonies and yellow robes with multi colored
Priests are dispatched to help these poor people in trimming at all other times. A pair of open hands
their time of need and specialty priests take on quests inside a golden orb with 8 multi‐colored rays shooting
to route out evil or undead. off in the direction of the major compass points is
Major Centers of Worship: Temples and shrines emblazed over the heart on the robes of the head of the
can be found in the poor sections of every city, town, church.
village and port in non‐evil lands of the Flanaess. The Adventuring Garb: Golden chain mail or yellow
larger the city, the greater the presence but there is a dyed leather armor are preferred by the more militant
fair representation in most areas of Oerth. Being the followers. Robes, cloaks and regular clothes are
sun god, Pelor is worshiped most often on days that preferred by the followers most interested in healing.
offer clear skies. Carrying a shield is optional, but it will have a great
Affiliated Orders: The Brothers and Sisters of sun emblazoned upon it. The most important aspect of
Mercy (affiliated with priests of Zodal) run the soup any non‐priestly attire is that there must always be
kitchens and orphanages in the established towns and yellow in the outfit. It doesnʹt matter if it is a hat, scarf,
villages. This group is made up of rogues, priests and or shoes but the priest must wear a yellow article of
followers interested in helping the less fortunate. clothing that is easily seen by casual observation.
The Order of Healers run the hospitals in these
towns as well, but they also venture forth into the Specialty Priests (Illuminators)
countryside to aid the sick. This group is primarily Requirements: Strength 14, Wisdom 14
made up of specialty priests and followers proficient
Prime Req: Strength, Wisdom
in healing. They gained wide renown during the Wars
Alignment: NG
and are the most recognized part of the Church of
Weapons: flail, mace, morningstar, staff,
Pelor. This also makes them the least represented
staff‐sling
because they took the greatest losses from the evil
Armor: Leather or chain
creatures that would attack them as the combed the
Major Spheres: All, Charm, Creation, Elemental
battlefields for wounded.
(Air), Guardian, Healing,
The Knights of Mighty Light consists of specialty
Necromantic, Protection, Sun
priests, fighters and rogues. This is a relatively new
Minor Spheres: Divination, Elemental (Fire),
organization in the church of Pelor. This group has
Summoning, Wards
two missions: destroy evil and undead wherever it
Magical Items: As priests (wand of illumination)
hides itself and protect the Order of Healers. Since the
wars, the need for healers has increased because of Req. Profs: Herbalism, Cooking
poor sanitation; diseases introduced from foreign Bonus Profs: Healing, Religion
countries and diminished food supplies. The Knights
have pledged themselves to protect the Healers as they At 1st level, all healing spells do at least median
seek out wounded on the battlefields or wherever they healing (5 hp for cure light wounds, 9 hp for cure
may go. Their second mission is to destroy evil serious wounds, 16 hp for cure critical wounds, heal
everywhere. Since Iuz has created a large force of cures all but 1‐2 hp); priests gain a +2 to saves vs.
undead to serve in his army, the Knights have made it all ʺevilʺ necromantic spells (i.e.: spectral hand,
their duty to locate these forces and bring the burning vampiric touch, contagion, enervation, finger of death,
light of Pelor upon these unholy creations. Members of etc.); and all priests are considered to be one level
the Knights are quite extreme in their views and have higher when attempting to turn undead
no tolerance for those that deal with undead or wish to At 3rd level, the priest can automatically cast
harm innocent people with darkness and evil. continual light a number of times equal to their level
Priestly Vestments: All clerics wear yellow robes, without losing or sacrificing a slot for any
gold‐trimmed for specialty priests. Glows have a memorized spells
golden orb emblazed over their hearts, Beams have a At 5th level, the priest automatically saves vs.
golden orb with 4 rays shooting forth in the direction spells that deprives them of sight (darkness,
of the major compass points, Luminous Healers have a blindness, etc.)
8
Volume II, Issue 16
At 7th level, the priest can cast strength on 6d8 points of damage. The material components are
themselves (1/day) {W2} the priest’s holy symbol and a prism.
At 9th level, the priest can cast fly on themselves
(1/day) {W3} Glow of Life
At 10th level, the priest is allowed a saving throw 7th Level
to escape level loss from an undead. Priests must Range: 10 yards
make a straight save vs. breath weapon (no Components: V, S
magical plusses) to avoid the level drain (melee Duration: 1 round / level
damage is still incurred regardless of save) Casting Time: 1 turn
At 12th level, the priest can cast fire shield on Area of Effect: 30‐foot sphere
themselves (1/day) Saving Throw: Special
At 14th level, the priest can cast prismatic spray
(1/week) This spell opens a temporary portal to the
Positive Energy Plane and creates a sphere of golden
Pelor's Spells light that bathes creatures with a healing glow. The
Vigor light that shines through heals all those within the area
4th Level of effect for 2d6 points each round as well as curing
Range: 0 diseases and neutralizing poisons after one round in
Components: V, S, M the light. Creatures that stay within the area of effect
Duration: 1 day / level after reaching full hit points will be able to retain these
Casting Time: 1 turn extra points for 2d10 turns after leaving the spell’s
Area of Effect: 1 creature / level influence. But, any creature that gains more than
Saving Throw: None double their normal maximum hit points will explode
‐‐ their bodies consumed by the enormous amount of
This spell enables the priest to help the sick and infirm positive energy they absorbed. The resulting explosion
feel better. This special blessing relieves the suffering will end the spell as well as cause 6d4 + 24 points of
of numerous creatures by numbing them to the pain damage to all those within a 30‐foot radius of the
and relieving the symptoms of their illnesses. While sphere when it explodes, save vs. breath weapon for
under the influence of this spell, creatures can act half damage. Any creatures connected to the Negative
normally as if they were healthy. This spell also heals Material Plane (such as undead) will be utterly
the affected creatures for 1d4 points. The material destroyed if they enter the sphere.
components are the priest’s holy symbol and holy
water.
Sun Strike
5th Level
Range: 80 yards
Components: V, S, M
Duration: Instantaneous
Casting Time: 8
Area of Effect: 10‐foot radius by 20‐foot high
column
Saving Throw: ½
This spell creates a glowing column of blinding light
that burns those caught within its area. The column
will cause anyone within it to suffer 6d4 points of
damage with a save vs. Spell for half. Those that fail
the save by more than 6 are also blinded for 1d6
rounds from the light. Undead and Lower Planar
creatures are more susceptible to this spell and incur
9
Oerth Journal
Ahlissa
A Greyhawk Gazetteer
By Scott Casper
Based on the work of Gary Gygax, Rob Kuntz, Carl Sargent, Roger E. Moore, Morgan Rodwell, and others.
ADVANCED DUNGEONS & DRAGONS, AD&D, and GREYHAWK are registered trademarks owned by Hasbro. All material not
derivative of previously published material is copyrighted by Scott Casper, 2002, 2003.
Capital:
overking
Zelradton
Geography
Major Towns: Hexpools (pop. 12,700), Ilahzdruk
Earth Parallel
The Principality of Ahlissa is similar to the country of
(pop. 2,700), Lidentsay (pop. 2,700),
Bulgaria, flattened, turned on its side (north to east),
Prymp (pop. 17, 400), Shargallen
and moved 14 degrees south to the latitude of Egypt.
(pop. 3,400), Trennenport (pop.
3,100), Zelradton (pop. 12,900)
Provinces: Six landgraf holdings (fiefs), culled Topography
The lowest elevations in the Principality of Ahlissa are
down from nearly 100 in the past.
along stretches of the Ahlissan Coast (on Relmor Bay),
Resources: Wheat, oats, barley, grapes, fruits,
along the entire length of the Dunhead Coast (on
sheep, goats, cattle, roses, iron
Dunhead Bay), and in the vicinity of the city of
products, horses, timber, silver, fine
Hexpools. In these places the elevation sinks to sea
ale and beer, gems, jewelry
level, or just above sea level (roughly 150 ft. above) in
Coinage: nightingale/throne (pp), crown/Ivid
the case of Hexpools.
(gp), noble (ep), penny/score (sp),
The next set of higher elevations is inland from
common/Vel (cp)
both coasts, along the southern half of the Thelly
Population: 526,500 ‐‐ Human 82% (Ofs),
River, and the region southeast of the Hollow
Halfling 4%, Dwarf 3%, Elf 3%
Highlands. In these places the elevation averages at
(sylvan 80%), Gnome 2%, Orc 1%,
350 ft. and reaches as high as 600 ft. above sea level.
Other 5%
In the range of 600‐700 ft. above sea level is the
Languages: Common, Old Oerdian
Ahlissan Plateau, also known as the Ahlissan Plains.
Alignments: LE, N, LN, NE, NG
These rolling, rocky plains dominate the center of the
Religion: Hextor, Beory, Zilchus, Pholtus,
Principality. The upper half of the Thelly River Basin
Nerull, Fharlanghn, Asmodeus,
averages at this elevation.
Kelanen, Pelor, Celestian, Ehlonna
South of the Ahlissan Plains, the elevation varies
Allies: The Principality is technically allied dramatically. Peaks may reach 1,200 ft. while valleys
with every other province of the may dip to 500 ft. above sea level. Within this range is
United Kingdom of Ahlissa; it now the Thel Plateau, upon which stands the Bonewood
has trade relations with Nyrond and
10
Volume II, Issue 16
today, towering over the Ahlissan Coast at 800 ft. Terrain in the southwest corner of the Principality
above the bay. alternates between miles of arable, flat land and miles
The Hollow Highlands rise as high as 1,600 ft., but of low, rugged hills that are nearly impassable. Trails
the Iron Hills still dwarf them, rising as high as 4,298 twist and turn throughout the latter, connecting
ft. at Alasum Peak. Between them stretches the farming villages in the former. The southwest is fairly
Ahzdunt Valley, which for a large stretch sinks to a dry, with no riversthough numerous streams flow
level of 550 ft. above sea level. towards the coast to join Dunhead Bay. Villages have
formed inland along these streams and creeks, while
A Tour Of Ahlissa others are supported by springs. Only thirty percent
The Principality of Ahlissa is cradled between the of the land is covered in grass. Groves of trees and
former Iron League nations, and makes up the small woods (none larger than a dozen miles in
majority of the Draken Peninsula jutting out into the diameter) still dot much of the landscape, but the
Sea of Gearnat. forest has long since been cleared away. In the early
A journey along the coast of the Principality, days of Oerdian occupation, logging camps boomed in
starting from Nyrond, follows the coast of Relmor Bay. the western half of the Principality. Many of the
After leaving the ruins of Chathold, in what was inland villages were built on the remnants of these
Almor, the boat would follow the rising cliffs camps.
southeast until they soared hundreds of feet in the air. Heading east across the southern end of the
Atop these cliffs sit the Bonewood, the remnants of the Principality, the terrain seems near‐identical for most
once‐mighty Thelwood. Somewhere in the midst of of its length. What separates the Iron Hills from the
the Bonewood, a magical spring produces the Thelly Hollow Highlands is the Ahzdunt Valley ‐‐ 60 miles
River. It flows south and east through the lowest across at its widest points. Streams trickle into the
lands of the Principality, and forms the eastern border. valley from the hills around it, save in the spring when
As the coast begins to curve westward, the cliffs they become more robust. Still, the valley remains hot
gradually subside. By the time the boat reaches and arid, and has not attracted many farmers.
Prymp, Ahlissa’s most important port, the docks On the east side of the Hollow Highlands is the
stretch out from sandy beaches. From here west to the Grayflood River, which flows to the edge of the
cape, the coast alternates between stretches of sandy highlands, and pools there in a lake near the city of
beaches and rocky cliffs ‐‐ though the cliffs never rise Hexpools. South of the Grayflood is a small, often‐
higher than 20 feet. The coast is broken only once by a ignored corner of the Principality. This fertile region
river basin, where the Ruksi River flows inland. The of low hills is seemingly scooped out between the
river’s shallow basin gradually cuts deeper into the Glorioles to the east and the Hollow Highlands to the
coast, as the land around it rises to the Ahlissan west. Its southern border is the Rieuwood. Three
Plateau. streams flow off the Grayflood into the region’s small
Where Relmor Bay meets Dunhead Bay is the cape but deep valleys. Multiple springs make this one of the
once known as the Tusk, now more commonly called wettest areas of the Principality.
White Fang. Previously known for a 600‐year old The southeast corner of the Principality touches the
lighthouse of indeterminate origin, in the last 30 years foothills of the Glorioles, one of the smallest mountain
the entire cape has become blanketed with eternal ranges on the Oerth. Roughly 30 miles north of where
winter. The waters around the cape are reasonably the Glorioles end, the Thelly River bends sharply east
safe for travel, save in bad weather of course. on its way to the Aerdi Sea. At this point the
The western coast (Dun or Dunhead) is mostly Grayflood branches off on its westward trip. The rise
beach. Nothing but fishing villages line the coast, and in elevation along the Thelly is so gradual that, if a
no efforts have ever been made to fortify the region. It traveler took a barge upstream as far as the port town
is here, in a village like Stevoksal or Yudolzok that the of Ilahzdruk, that traveler could look back and marvel
passenger wishing to see more of the Principality must at how far below the horizon stretched.
land. The beaches give way to cliffs again to the south, While on the Thelly, this traveler would have
should the ship continue on towards Bronzegate, and passed the Askivador River, as it flowed down to join
the Dwur‐controlled Iron Hills. Large ships cannot the Thelly from the Ahlissan Peninsula. At one point,
approach too near most of the Dun Coast without when the Ahlissan Coast considered itself
being beached; so the visitors would be loaded into a independent, the Askivador was the unofficial border
ship’s boat and rowed to shore. between Ahlissa and South Province. The plains south
of the Askivador are the grassiest in the Principality.
11
Oerth Journal
The Thelly is clearly the longest river in the around which many of the towns and villages have
Principality (205 miles just within its borders!), and the sprung up. Because of the varying heights in terrain,
Grayflood is often the widest (well over 400 feet). The there are almost 150 waterfalls in the Principality,
minor rivers are the previously named Askivador which feed many mills.
River, and the Tamary, Estam, and Ruksi Rivers. The
Tamary begins in a small lake fed by natural springs Flora and Fauna
on the Ahlissan Plateau, and runs down to a lake at the There are thousands of plant species to be found in the
western edge of the Hollow Highlands. The Estam is Principality of Ahlissa, even though only seven
the shortest river, following much the same pattern as percent of the region is forested. The deciduous trees
the Tamary, only running a shorter course. The mouth in the northern half include beech, elm, and oak.
of the Ruksi, along the Ahlissan Coast, has already Cypress, date palms, and sycamores are uncommon on
been described. The silt in the water from the bay is the Ahlissan Plateau but flourish in the valleys to the
quickly deposited in the riverbed until it is drinkable south. In the hills, coniferous trees like fir, pine, and
for most of its run across the Principality. This river spruce grow. Wild berries, flowers, and fruits are not
pools into a small lake northwest of the Iron Hills. uncommon. Roses are ubiquitous throughout the
Principality, and jasmine, lilies, and lotus grow well
Climate here too. Beachgrass is common along the coasts.
Cool air off of Relmor Bay, coupled with the Iron Hills Fescue, sloughgrass, and yellow foxtail are all fairly
holding back some of the hot winds from the south, common varieties of grass. Barley and wheat grass do
keep the Principality from being as hot and arid as it not commonly grow unless cultivated. Papyrus grows
should be at its latitude. The northern coast in the south end of the Tamary River and near the
experiences cold winters, hot summers, and an even banks of the Grayflood.
distribution of precipitation. The rest of the Common wild animals include bats, cats, deer,
Principality, at lower altitudes, suffers short, wet foxes, partridges, pheasants, porcupines, rabbits,
winters and long, hot, and dry summers. In the peaks squirrels, swallows, weasels, and all varieties of insects
and hills to the south, snow seldom lasts more than and lizards. Uncommon animals include boars,
two months during winter. buffalo, crows, donkeys, hamsters, hares, heron,
horses, jackals, quails, scorpions, storks, tortoises, and
Natural Resources vipers. Rare animals include bears, chamois,
The brown soil of the Ahlissan Plateau is fertile, for cormorants, ducks, eagles, falcons, flamingos, gazelle,
natural springs, creeks, and streams therein abound. gulls, hawks, ibis, pelicans, orioles, otters, owls,
Grains like oats, barley, and particularly wheat, grow vultures, wolves, and woodpeckers. Badgers, camels,
well there. The coasts and the Thelly River Basin and yaks are very rare.
provide for much more varied planting. Wheat, The most common domesticated animals are cats,
grapes, roses, and mulberry trees grow there, and rice cows, dogs, donkeys, goats, horses, and sheep.
also grows in the basin. The Dunhead Coast is all
sandy loam and grainy silt, whereas the Ahlissan Political Divisions
Coast varies dramatically between fertile soil and Traditionally, South Province was ruled by herzogs
rocky terrain. Rice and fig trees grow in the humus of (equivalent to kings), rulers who were appointed by
the far south. the Overking at Rauxes. The role of herzog could be
Though the Bonewood has only begun to grow inherited in‐family or awarded to an individual for his
back of late with magical (druidical) aid, the Iron Hills lifetime at the whim of the Overking, but historically
remain well‐forested, and are now the main source of the role was dominated by the royal house of Naelex‐
timber for the Principality. Beech, oak, and pine grow Selor and the house of Chelor (branched from the
there. The hills are covered in brown and grey soil. previous royal house).
Lead, iron, copper, and gold (the last only in the Iron The titles held by royalty, such as herzog, were
Hills) are mined by men of the Principality. The hills mostly lifted from the original Flan inhabitants,
hold more wealth than that, but it is hoarded by the though Oerdian titles like prince and king have crept
Noniz and Dwur that live in the hills. in. When South Province became the Principality of
The most important sources of natural water Ahlissa, Reydrich Naelex threw off the title of herzog
in the Principality are the Thelly and Grayflood Rivers. in preference of simply graf. This act both separated
There are smaller, less prominent rivers as well. The him from the herzogs who came before him and, while
Principality has nearly 300 natural mineral springs, seemingly a diminutive title, predicted that his powers
12
Volume II, Issue 16
under the new kingdom would increase. Graf have been awarded considerable holdings since.
Reydrich enjoys the almost complete sovereignty of a Stefen retains an intense loathing for Naerie/Idee,
pfalzgraf (equivalent to prince). Within his borders, remembering the disgraces they dealt him in the wars.
his rule is absolute, save for the will of Overking Amongst his land holdings, Benkend has become a
Xavener. source of trouble that Stefan has so far avoided. He
At one time, South Province was divided into a instead dominates the Waldgraf of Hexpools, as the
hundred counties, but Reydrich has since removed city is the main source of wealth in his coffers.
many entitlements and shifted land holdings in order The County of Jalas is the smallest and poorest of
to restructure the Principality to his liking. Authority the six counties. The Landgraf Mikhail Cranden is
beneath Reydrich is now divided between six based in Ilhazdruk, the largest town in the county.
landgrafs (equivalent to earls or counts). Mikhail has always had closer ties to the city of Rel
Farthest west is the County of Nasavta. Landgraf Deven than to Zelradton, and Reydrich’s rein has not
Bortwin of Trennenport rules there, having succeeded changed things. Mikhail has been a member of the
Trenrast the Incompetent in 586 CY. His first action landed gentry for 20 years, longer than most of his
was to change the name of the county from Tren to peers. He is stubbornly determined to not only keep
Nasavta. The Dun Coast suffers under his rule, his lands, but also pass them down to his son when he
inversely improving the town of Trennenport. He is comes of age, so the aging landgraf is careful not to
sure that vast treasures still lie under Icespire, and is make enemies. He has mistakenly placed too much
eager to have them unearthed for him. He rules in trust in Stefan Georgiev, however, for that cunning
isolation, ignoring the other landgrafs. graf has convinced Mikhail that he needs Stefan as an
Next over is the County of Sakhaeron, which intermediary for dealing with Reydrich.
extends from Zelradton to Shargallen. Landgraf Seemingly tucked away in the corner of the
Alexander Petrok was finally recognized in 587 CY, Principality is the County of Vidvolp. Landgraf Birink
after two years of proving he possessed the will of the Grimuadar is the current ruler, heir to Grisk
last count. Alexander is as renowned a fighter as he is Grimuadar, a fearsomely powerful necromancer of
a religious zealot in the cause of Zilchus. Despite his great renown. Grisk had long ago usurped the
impressive territory, Alexander is near‐powerless in holdings of Waldgraf Balemar Cranden, and gained
Zelradton, but is far too busy overseeing the favor with the Chelors until his holdings were
construction of a cathedral of Zilchus in Shargallen to extended into a barony. Grisk died 40 years ago in his
care. The previous counties of Acrolis and Westhills own dungeons, leaving his wife and only son behind.
were absorbed into Sakhaeron, so that the troubling Birink has grown into a careful schemer, a strong
grafs Larinnen and Cryus would become Alexanderʹs believer that knowledge is power, and he has often
problem. used agents to carry out his agendas for him. In fact,
The County of Serumaram stretches from Prymp Graf Reydrich and he have so much in common that
down into the Ahzdunt Valley. The Landgraf Ivan Reydrich immediately promoted him to Landgraf
Darmen was awarded the environs of Prymp after the upon taking over. Though Reydrich keeps a close and
siege of that city in 581 CY. Ivan had a reputation for suspicious eye on Birink, the other grafs tend to
handling problems, and was assigned the region in overlook him, except for Alexander Petrok. At one
order to deal with separatists from Prymp who were time, Birink had been his own liege‐lord until the
sabotaging supply lines to the war front in Idee. Ivan terms of service were broken.
worked closely with the council of Prymp to put down Beneath the level of Landgraf, the Principality is
the insurgents, and has been rewarded generously broken into a hodgepodge of land holdings of greatly
since. He is a ruthlessly aggressive leader, and it is varying size. Generally, grafs (sheriffs), may hold land
even rumored that assassins work for him. Alexander up to half the size of a county. Frieherrs (barons) may
Petrok is an ambitious neighbor who often noses into hold land up to half the size of a grafʹs reeve.
Ivan’s business, especially regarding Prymp, where Waldgrafs (baronets) may hold land up to one half the
Alexander lived for most of his life. size of a barony. Rheingrafs or lairds (lords) control
The County of Avoharp stretches from Hexpools to the cities, or territory up to eight miles in diameter.
Benkend. Landgraf Stefen Georgiev is an Burggrafs (mayors) control the towns, or territory up
accomplished fighter and was one of Chelor’s tribunes to four miles in diameter. Ritters (knights) control the
(senior officers) before he was awarded the title of graf villages, or territory up to two miles in diameter.
back in 578 CY by Herzog Chelor. He switched
loyalties quickly enough when Reydrich took power to
13
Oerth Journal
14
Volume II, Issue 16
Akapo (pop. 730). A walled village with a small road runs through here that was called the
keep, guarding the spring that feeds the Estam River. Conqueror’s Way under the Chelors, but is more
Roughly 40 miles east of Zelradton. commonly called the Underbelly because it skirts
Anital Salay (pop. 810). An un‐walled village built around the southern end of the Principality. The
on gentle hillsides, equidistant between Prymp, the previous Freiherr who ruled Chirton was a cousin of
Bonewood, and Hexpools. The treacherous Waldgraf the Herzog Chelor, and though the locals were happy
Angelina Torquann ‐‐ one of the few of that house left to see the latter go, they were content with the former
in the Principality ‐‐ holds the village. and quietly grumble still about the Freiherr’s execution
Arethes (pop. 700). Home to Graf Cherald Alistov nearly ten years ago.
of Jalas County, Arethes is located halfway along the Dargvonesa (pop. 2,010). This small port town on
Eastern Route from Arogaz Avon and the ferry over the Ahlissan Coast has a reputation as being the most
the Grayflood leading to Vidvolp County. The horse chaotic place in the Principality. Fueling this
breeders of Arethes raise the fastest steeds in the conception is the fact that, for several years,
Principality. Dargvonesa was ruled by the Mad Prince, Devid
Arogaz Avon (pop. 1,040). A walled town at the Darmen. In reality, Devid was neither a prince nor of
intersection of the Chelor Road and the Northern the House of Darmen. Rather, he was a delusional
Route, halfway between Prymp and Hexpools. The illusionist who had taken over the town by virtue of
heavily‐fortified curtain wall connects to Castle his superior spell power. When Herzog Chelor III
Arogaz, which is home to a petty bureaucrat named clamped down on coastal towns, he had Devid ousted.
Rheingraf Keristo Soveld. The illusionist has not been seen since ‐‐ officially ‐‐
Astivokharoy Ganor (pop. 2,100). This fortified although year after year there have been rumored
town is Zelradton’s northwest suburb. The best, and sightings all over town.
oldest, part of town is built on a hill on top of a hot Dargveto (pop. 730). This small port village has
mineral spring. The homes there are jealously survived many years of hardship by virtue of being
guarded, and the bathhouses are sometimes visited small. At various times, it has been a pirate haven, a
from Zelradton nobles on holiday. More of the town refuge for cultists, and even a home for a hobgoblin
sprawls out below the hill, clustered around aqueducts tribe, but always the local population has proven not
that carry spring water to Ganor’s rather dry outlying only durable, but too small and poor to be worth
lands to the north. There have been problems in the exploiting for long. There are half‐finished fortified
past with the Iron Dwur here, and all dwarves are structures all over the village. The fishermen take it in
treated with hostility ‐‐ despite the warmer welcome stride and adopt them as their homes.
they have received in Zelradton in recent years. Near Ethirugana (pop. 1,040). This small un‐walled
the town is the Principality’s only magic college, town lies 22 miles northeast of Zelradton along the
specialized in invocation magic. Chelor Road. Every three years, the locals throw the
Ayidivor (pop. 640). This un‐walled village about Growfest Tournament, attracting many of Zelradton’s
80 miles northeast of Zelradton is one of the most best fighters.
remote in the Principality, for it lies in one of the Galdol (pop. 1,410). Once the main shipbuilding
deeper valleys south of the Ahlissan Plateau and is yard for the navy under the Chelors, the town of
reached only by a path from the village of Solya along Galdol remains a viable, albeit risky, port. Its
the Tamary River. lighthouse is part of the Moonstone Fortress, famed for
Chevol (pop. 2,120). This un‐walled town is housing the pirate lairds of Galdol, who for so long
located 31 miles upstream from Hexpools, on the north vexed the sea lanes of Relmor Bay.
bank of the Grayflood River. Chevol protects the only Ilahzdruk (pop. 2,700). This is the largest port
bridge to span the Grayflood, but is better known for town on the Thelly River, and one of the few
its Richfest celebration. The festival has forgotten its settlements on the east bank that has always been part
roots as ritual appeasement of Sotillion for a mild of the Principality. This un‐walled community trades
summer and sunk into merchant class‐fed debauchery. with its poorer neighbors downstream, but subsists
Some tradesmen come from Hexpools every year for it. mainly on trade with nearby Rel Deven, outside the
Chirton (pop. 1,990). Halfway between where the Principality. Ilahzdruk maintains a whole cottage
Tamary and Estam Rivers flow down to the base of the industry around spell components – the trading shops
Hollow Highlands lays this un‐walled town. The specialize in the bizarre, and the local herbalists are
town shares its name with a stream that flows off the prized citizens. There is no bridge here, but an active
Tamary River and supports the town’s populace. A ferry.
15
Oerth Journal
16
Volume II, Issue 16
through the town. They sell hexes and charms to the curious Noniz out of the Hollow Highlands to
superstitious buccaneers, and generally look on dwell with them. The Thellian Tribes were good
Bortwin with respect and admiration. horseman, having found the plains of the region to be
Vecheld Gesto (pop. 800). An un‐walled village at excellent for raising their steeds. Around this time,
the end of a half‐paved road leading 25 miles south of they even began minting bronze coins, which still turn
Prymp. Its castle was once the seat of power for Graf up in the occasional ancient trove.
Lopozos Cranden, who was supportive of the Ahlissan Towards the end of this time, Olves began to travel
Coast’s independence, but Lopozos was deposed by up the Thelly River, bound for the woods at the end of
Chelor III in 580 CY and replaced with Pfalzgraf Ivan it. The Olves had several reasons to wish to settle this
Darmen. Ivan was in turn beheaded at the command region. The lich Acererak was leaving a stench of evil
of Graf Reydrich five years later when Ivan became throughout the Vast Swamp and the region which
defiant. His lands were forfeited then to Freiherr would become Sunndi, and many Olves wished
Xerxes Naelex, who had actually been running the distance from this. Others had migrated to the
fiefdom for the past five years anyway while Ivan was Rieuwood from the Adri in the north, but had found
engrossed in court politics in Zelradton. Despite all the wild southern forest not to their liking. The Olves
this political turmoil, the annual Richfest tournament had little contact with the Flan along the way except to
has never been canceled. Delayed until Brewfest on notice each other. They passed the (now lost) three
occasion, but never canceled. largest Flan towns in the whole region ‐ Astarv,
Ethsiruganap, and Nurthiclev.
History of Ahlissa Three hundred years later, the Thellians had
grown considerably in number and spread out from
Legendary Kingdoms
the river basin westward. The Dwur, slow to take to
The following knowledge has been all but lost to
new neighbors, finally accepted these Flan as trading
mankind. It may be divined, and is known by several
partners as the Noniz already had. The Thellians
quasi‐deities such as Kelanen and Daern.
became so prosperous that they absorbed the other
The earliest human settlements in the region of the
Flan tribes in the region and became a kingdom.
Draken Peninsula which would become Ahlissa
Having a matriarchal society, however, the first Flan
occurred over 5,000 years ago. These humans were
leader was a queen ‐ Queen Ehlissa.
early Flan, a mixture of hunter‐gatherers and flax
growers. They revered a small pantheon of Flannish
deities, with the Oerth Mother, Beory, at the head of Ancient History
them. Their tribes settled first around the Thelly River The following information is rare, but not entirely
and then north of the Iron Hills. They had been drawn inaccessible. Some scholars in Rel Deven have this
to this region from the north by the presence of Dwur information, as does Prince Reydrich in Zelradton, and
and Noniz in the Iron Hills. Word had reached the of course the Circle of Eight.
Flan in the north that the Dwur and Noniz ‐ both of Queen Ehlissa was a good ruler, strengthening
who had dwelt there considerably longer ‐were rich militias without appreciably raising taxes. She was so
with silver, gold, and gems. Luckily, both the Dwur admired by the Noniz that those in the Hollow
and Noniz were eager to acquire linen from the Flan, Highlands also accepted her as their queen. In honor
and so a rich trade was established. of their queen, the Noniz constructed a stone castle for
Life in the region changed very little for 2,000 her (the first anyone in Ahlissa would enjoy). The
years. The Flan grew slowly in numbers, but still castle was located in the Highlands, southwest of
much of the region remained uncultivated. Jebli and modern Hexpools. The crumbling remains of the
Euroz were becoming a problem for the Flan, as the castle yet stands, though hidden by illusions long ago
Dwur and Noniz were working to exterminate these cast by the Noniz. Ehlissa was also one of the most
monsters from the hills, and refugee monsters were powerful Flannae mages, and was often referred to as
fleeing into the plains to the north. This forced the Ehlissa the Enchanter. Her greatest claim to fame,
Flan to better organize. Herzogs united tribes in however, is her Marvelous Nightingale. This artifact,
common defense against the intrusive humanoids. combining powerful magics and unknown technology,
The tribes north of the Iron Hills were slowly driven was made for her by two time‐travelers who had come
northwards, though, towards the coasts. The tribes from the future and were deeply impressed with the
along the Thelly River prospered. The Thellian Tribes queen. At the time, these travelers were the mage
became excellent metalworkers themselves, drawing Zagyg and the demi‐goddess Joramy, though both
have since ascended to greater heights (seemingly on a
17
Oerth Journal
whim Zagyg had taken the alias of Xagy. Amongst the which meant “cousin” to them. It would be many
many powers of the Nightingale was longevity for its years before the word Attloi would be poisoned in the
owner, allowing Ehlissa to rule for 500 years. Only the minds of the Rhennee, and come to mean “traitor.”
first 75 years or her reign were idyllic, however, for Ehlissa sought out powerful allies to help defend
that was when she attracted the attention of the dread against Acererak, and in this she made her last bad
arch‐mage, Acererak. decision. By magical invitation, she brought a knight
Acererak ruled a horrible kingdom in the Vast riding a young red dragon to Ahlissa. They held
Swamp, peopled by animal‐men of his own creation. meetings in private chambers, and while no record
Acererak let no corpse go buried or burnt in his was made as to what was discussed between them,
kingdom, for each was instead raised as some evil what followed afterward was a falling out between
form of undead. These atrocities had long disgusted them. Somehow, the Queen who had bested Acererak
the sparse Flan tribes of Sunndi and the Olves of the was caught off‐guard, and was slain. This contingency
Rieuwood, and word of Acererak eventually reached made the Nightingale extremely dangerous, and the
the ear of Queen Ehlissa. With an army of Flan and knight was in turn slain by its released powers. But
Noniz, she crossed the Grayflood and gained passage the Nightingale was still not done. It created a great
through the Rieuwood. But the lich had divined her zone of antipathy around the Queen’s castle, driving
intentions, and met her in battle with a force of wights out her guards and courtiers until the castle stood
and many lesser horrors in Sunndi. Acererak boldly empty. Then the artifact hid itself deep under the
confronted the Queen herself, and while their battle castle and protected itself with its magics. It has not
was a stalemate, Ehlissaʹs army was beaten and forced been found since.
to retreat. Acererak followed her, harrying the queen
all the way back through the Rieuwood, but Ehlissa Aerdy Hegemony
made a stand against him just south of the Grayflood The following information is uncommon, but can be
River and this time won. Humiliated, Acererak fled found in libraries in Rel Deven, Hexpools, and
back to the Vast Swamp to lick his wounds. Zelradton.
Ehlissa’s mistake had been in leaving her Four hundred years passed after the death of
Nightingale behind to protect her realm. The Ehlissa. The Flan tribes took to fighting over control of
enchantments of the artifact were keyed to the Queen’s her kingdom. Several kings came and went in rapid
presence, and the longer she was gone the more succession, not one being able to hold onto as much
malevolent the Nightingale became. Upon Ehlissa’s land as the one before him. The Noniz became so
return to her palace, the artifact reached out to her disheartened that they broke off contact with the Flan
mind and affected her. From then on, she was a for a century. It was during this time that Hobniz first
reclusive, paranoid leader. Her castle, once open to all, appeared on the peninsula. Three clans came on ships
was restricted from all but a slowly diminishing from Nyrond, fleeing some fiscal difficulties to start
number of courtiers. Her administrators governed as over on the far side of the bay. More Hobniz followed,
best they could while their queen redoubled the as they found the Draken Flan to be friendly and
number of wards protecting her. inviting. Of course, the Flan were eager for demi‐
By the time Ehlissa had reigned for three hundred human trade partners since the departure of the
years, Acererak was more interested in attaining Noniz.
lichdom than expanding his kingdom. Ehlissa was At some point, the rulers began to hearken back to
seen by so few of her citizens that most people older traditions and abandoned the title of king for
assumed she had died, and her courtiers were herzog again. The names of these herzogs have been
perpetrating some hoax. The power of the courtiers lost and forgotten, save the last Flannish herzog.
was very real, however, and when one died while Herzog Okram was the first capable leader the land
traveling on an errand, a whole clan was held had seen in ages. Tribes were reunited under his
responsible. The clan fled northward to the coast of banner, and the Noniz were even impressed when
Relmor Bay to escape persecution. They settled there, Okram led reinforcements to aid the Noniz against a
and built small ports. They lived undisturbed for a resurgence of Jebli. Given time, Okram might have
time, until one day barges sailed towards their docks. rebuilt Ehlissa’s kingdom of old. But the Oerdians did
The visitors were the Rhennee, an old race of nomadic not give him the chance.
sailors. The Flan told them of how they had been To the northeast, the fledgling Kingdom of Aerdy
driven from their homes, and the Rhennee were turned its gaze to the Draken Peninsula, and saw it as
sympathetic. They gave the clan the name Attloi, ripe for both cultivation and conquest. Prince Terven,
18
Volume II, Issue 16
19
Oerth Journal
failures. Chelor did not even survive the torture he hundred years later, the Oerdians migrated to this area
endured on the trip. Fed up with handing South and eradicated the native Flan. As was Oerdian
Province off to yet another royal house to administer custom, the gods of the conquered natives were
badly, Ivid sought a more radical solution. He found it adopted so as to appease them. The Oerdians
in the former vizier to the herzog, the Wizard continued many of the traditions of the local Flan
Reydrich. Reydrich was as cunning as he was religion, and the original Oerdian settlers would later
ambitious. He assumed the lesser title of graf, to avoid convert migrating Oerdians. By 100 CY, the Draken
being associated with the line of herzogs before him. Pantheon was officially adopted when the reigning
For the most part, everyday life did not change Herzog of South Province converted.
much after Graf Reydrich came to power. Though The gods of the pantheon are largely agricultural,
less supportive of the Church of Hextor and the warlike, and patriarchal. Male gods lead the pantheon.
Asmodeus cult in Zelradton, Reydrich is still as evil a Urbanization has come to the pantheon through those
man as any of the herzogs were ‐‐ and twice as fearful Oerdian gods who have been adopted into the
since his return from the dead (the Scarlet Brotherhood Pantheon. The Flan gods and the Oerdian gods do not
had successfully assassinated him in 585 CY). Yet the get along, but they do not war against each other,
concerns of the populace have been alleviated by the despite the atrocities committed by the Oerdians in the
absorption of Ahlissa into the United Kingdom of past. Rather, they seem content to affiliate as pleases
Ahlissa in 587 CY. Its overking, Xavener, is believed to their worshipers. Only one change has been made to
be a good man, and the cooperation he has brought the pantheon by the gods rather than the worshipers,
about between the royal houses has inspired optimism and that was when the Flan gods asked the Baklunish
in the future of the kingdom. goddess, Geshtai, to come join them.
But cooperation in the new kingdom runs only Idol worship is common, with every shrine having
skin deep, and the politicking is subtlety savage. at least one figure meant to represent the appropriate
Many are willing to shed blood in the pursuit of deity. Villages may have wooden idols in their shrines,
power, and it is even rumored (though never spoken while towns are more likely to have iron idols, and
in public) that Reydrich had a hand in an assassination silver idols can be found in Prymp, Hexpools,
attempt on Xavener in 590 CY. Zelradton, and the more important temples in the
When Ahlissa broke away from the sundered Great countryside. The idol may have multiple faces,
Kingdom to become its own country, its people especially if the shrine has multiple entrances. A shrine
rejoiced ‐ but also held their breath. Citizens fearing or chapel may or may not display holy symbols upon
economic change hoarded their copper pieces. But the its walls and doors, but must always have its holy
change from a province to a principality went symbol on a fence or wall around the holy ground.
smoothly. It helped that rulership of Ahlissa had not This marks the boundary between the religious
actually changed hands, what with the return of and the secular worlds, and allows the holy ground
Reydrich. So, while other regions of the new United within to retain special properties, such as repelling
Kingdom of Ahlissa are struggling with social and undead, and allowing the consecration of holy water
economic change, Ahlissa is virtually unscathed. upon it. Clerics must train on this holy ground, and
Urban Ahlissa, represented by its only cities ‐ may only work their magics outside these grounds
Zelradton, Prymp, and Hexpools – has undergone while on quests sanctioned by their church.
only superficial change. Since Overking Xavener could Most rural shrines are crafted from carved wood,
drop by for a visit at any time, beautification projects or even made within a grove of trees. The cities and
have been underway, such as fixing dilapidated larger towns have cathedral‐like churches. A temple is
residencies along major streets, planting trees, and the often devoted to a single deity, whereas a chapel or
like. In the villages, though, one can still find older folk shrine (especially a shrine) may be dedicated to
who havenʹt even heard that Herzog Chelor has died. multiple gods. On Godsday and other special
occasions (like when a cleric is training), animal
The Draken Pantheon, and Worship in sacrifice is common. Human sacrifice is performed in
the Principality the name of the evil deities.
The Draken Pantheon has been developed by the The deities of the pantheon include, in descending
human denizens of the Draken Peninsula. Dwarves, order of importance, Zilchus, Pelor, Beory, Nerull,
gnomes, and elves had all dwelt in separate areas of Hextor, Atroa, Pholtus, Velnius, Celestian, Ehlonna,
the peninsula before tribes of human Flan migrated Fharlanghn, Obad‐Hai, Telchur, Heironeous, Erythnul,
here sometime before 4970 SD (‐546 CY). Three and Geshtai.
20
Volume II, Issue 16
Further information on the pantheon itself will when the Pholtites at Vargas would have opposed
require more attention at a later date. What follows such a move with bloodshed, but mutual oppression
are some of the most important religious by the herzogs slowly brought the faiths closer
institutions/locations in the Principality. together.
The Cathedral of Kasudremes in Zelradton is led The ruins of Ethsiruganap can be found due
by High Priest‐General Haelx of Zelradton. This northwest of Kalstrand across the Thelly River.
Hextorite has bullied the Zilchites out of the cathedral, Located several miles from the nearest village, the old
but embraced the Nerull sect, the Asmodeus cult, and ruins here hold the remains of one of the three lost
even the occasional wandering Incabulite as hangers‐ Flan towns, and no less than 20 chapels that have long
on. It is truly an evil and loathsome place. since been looted and destroyed.
The Monastery of Alir is 54 miles west of Zelradton There is druidism in the Principality, but it is
in a valley. It dates back to Flan days when it was subtle. Many farmers in the most rural areas believe
dedicated to Allitur. Allitur’s name has since been they are adhering to the tenants of the Draken faith
corrupted into a servant figure for Zilchus and Atroa, when they are in fact practicing druidism under the
who are currently revered at the monastery. Abbot guidance of cunning druids. There is a relatively
Alben Kenarov has never in his tenure been corrected strong, and intentional, following in the area of
by the gods, and uses that as proof in his semiannual Ovesho Larene, the village southeast of Trennenport.
theology debates with High Priestess Schleretha of Druidism was near‐rampant once around the
Zilchus. Thelwood, but is just starting to spring up again since
The Ovokhab Abbey is located 15 miles south of the forest’s decimation.
Wasdelb, the largest town in Nidlup Shire. It was
founded in 582 CY by Freiherr Andel Mooriv, himself Fighting Men in the Principality
an adventuring cleric of Pholtus, who instated its first Although none of the Chelors were very successful on
and current abbot, Simis of Wasdelb. The abbey is the battlefield, it cannot be argued that it was due to
named for a greater servant of Pholtus who appeared lack of manpower. The South Province fielded huge,
as divine intervention in the Siege of Prymp. The well‐armed forces ‐‐ sometimes leaving entire villages
abbey is known for its single‐minded dedication to lying fallow behind them. This is scarcely true in the
Pholtus, and the clergy here resemble the Theocracy of Principality today. Graf Reydrich maintains a
the Pale somewhat in their intolerance towards the standing army one‐fifth the size of the one Chelor III
worship of other gods. mustered to battle the Iron League. Reydrich naturally
The Cathedral of Farlockend in Hexpools is has a reason to have cut his forces. The only enemy
dedicated to the entire pantheon, but is mainly in the remaining is the Scarlet Brotherhood, and they are too
hands of the Zilchites and the Hextorites. High Priest wily to fight on the battlefield. And many other battles
Voldran Mardov is the highest‐ranking cleric at the are fought economically today ‐‐ not against rebellious
200‐year old cathedral. The cult of Farlockend ‐‐ those counties and enemy kingdoms, but merely trade
who believe the long‐dead arch‐mage was divine ‐‐ rivals. Actually, Reydrich would have kept a larger
have never been allowed in the cathedral, but always standing army if he could, but Overking Xavener has
have representatives nearby. There is also a separate demanded more soldiers from Ahlissa than Ivid ever
temple of Zilchus and a chapel of Hextor, used mainly did.
as lodgings for the respective clergymen these days. None of this is meant to suggest that there is no
The Cathedral of Zilchus in Prymp is the only one place for fighters in the Principality anymore. True,
of its kind in the region dedicated to a single deity. one can no longer expect to perform moderately well
Patriarch Leris Borgev is the head of the church, against the Dwur and be rewarded with a fief
spiritual advisor to the military council of Prymp, and anymore, but there are still other opportunities.
general overseer of the various chapels and shrines Every city, town, or large village is required to
about Prymp dedicated to the Draken Pantheon as a have its own standing militia, in addition to any army
whole. troops stationed there. Reydrich has dropped the
The Abbey of Vargas, near Shargallen, was required size to five‐percent of the population, rotating
originally dedicated solely to Pholtus. It was through in new, able‐bodied men every two years. In this way,
the persuasiveness of Waldgraf Vladamir Kostitov that all army recruits come in proficient in one or two
the abbey was rededicated to both Pholtus and Pelor. weapons already. Smaller communities rely on
Vlad’s sister, the Canoness Cassandra Milnov of Pelor, training from army personnel (who must do it on their
has held ceremonies there since. There was a time own time) or itinerant veterans. It is not unknown for
21
Oerth Journal
adventuring fighters to take this opportunity to earn a company. In return, members have access to armorers,
temporary salary as well. weaponsmiths, and trainers.
In Prymp and Hexpools, the local militia is The ablest of fighters are highly sought after by the
comprised of the city watchmen. The city watch various lairds and grafs of the Principality ‐‐ not just
patrols all of Prymp, and all of Hexpools save the for war ‐‐ but for tournament. With an annual
Palace District. Both organizations are captained by tournament in Vecheld Gesto and a triennial
high‐level fighters, so training for adventuring fighters tournament held in Ethirugana, there is opportunity to
can be gained through them in exchange for win much fame at the expense of little blood.
membership (and standard fees, of course). A two‐ Sometimes, a fighter down on his luck will take his
year stint in the city watch may crimp the lifestyle of chances in the arena at Zelradton. Though nowhere
the average adventurer, and yet one could also rise near as impressive as Jalpa’s famous arena, the one in
rapidly in the organization. Zelradton can still seat an audience of 2,000 people,
Mercenary companies are uncommon but fairly and has a reputation for posting good odds against
successful in the Principality. The herzogs made use free fighters who just want a shot at fame in the ring.
of them in their desperation to break the Iron League, Bears, boars, bulls, and the occasionally rare monster
and they have been hired by guilds, trade companies, can be hurled into the arena on short notice.
and even the church of Zilchus on occasion since. The Rangers have been nearly unheard of in the
largest mercenary companies are no more than a few Principality for the last five years. It is not hard to
hundred strong now, though there was a time when learn that Burggraf Noldar Half‐Elven of Namithki
the largest company could fill a whole town. Also, the had once been a ranger, though he renounced his
mercenary companies are so much more likely to use rangerhood to settle in a tiny, impoverished village
humanoid monsters, such as gnolls and ogres, that near the Bonewood and set up a chapel to Ehlonna
even Reydrich does not trust to employ them there. It is rumored that other adventuring bands of
anymore. old ‐‐ the Ahlissan Fist and the Hexpools Defenders ‐‐
The largest company remains the Thunder possessed rangers amongst them, but their members
Dragons. They remained active on the battlefield for seem to have long since moved on.
much of the ‘80s, and are only now adapting to a For all the South Province’s reputation for having
growing need for naval protection. The Company of been an evil place (which is still mostly true), there
the Thunder Dragons owns numerous galleys based have always been a fair number of paladins here.
out of Dargvonesa, Shargallen, Porton, and Prymp, Every cathedral, abbey, and large chapel has at least
and a chapter house can be found in each of those one paladin sworn to defend it. Most are loyal to
towns for company members. They are just shy of 900 Heironeous, a relatively minor god in the Draken
members, including five ogres and two dozen gnolls. Pantheon, and it has always been a constant struggle
Their leader is a battle‐scarred, peg‐legged fighter for the clergy to keep the paladins in check and not out
named Ferened, recognized as a superhero by those crusading against the evils in the land. Hexpools has
loyal to him. the greatest number of paladins ‐‐ indeed, a small
The second largest company is called the Flaming order of them ‐‐ this side of Rel Deven and Kalstrand.
Arrow. The Flaming Arrow Company had a dramatic
change in personnel in 586 when its leader was slain in Magic in the Principality
a duel with Lemunda the Lovely, a champion as The Principality of Ahlissa remains a fairly magic‐poor
renowned for her sword arm as for her beauty. Under region of the Flanaess. Some towns have no more than
Lemunda’s guidance, the company has set itself up as a hedge wizard or two living there, and the smallest
the protectors of the Dunhead Coast in case the Scarlet towns may even lack that. That said, the number of
Brotherhood ever launches an invasion. Reydrich has magic‐users in a given location is always subject to
not been as forthcoming in funding the company as change. The Provincial Army has long kept its squads
Lemunda expected, and she has had to turn her back of invokers mobile, and wandering magicians will seek
to the now‐common practice of shaking down villages out new apprentices as they travel through the
near the coast for protection money, as it were. There Principality.
are roughly 400 members, including two score Astivokharoy Ganor has the highest population
hobgoblins. density of magic‐users in the Principality due to the
Members of these mercenary companies may go presence of the Invocation College outside the town.
their own way so long as they tithe monthly to the The walled compound of the college is almost the size
of a village in its own right, and is well‐defended by
22
Volume II, Issue 16
elite troops. There may be up to 75 apprentice Skull Keep and its inland environs for a three‐mile
students at a time, half of whom came voluntarily and radius. It is from here that Vladamir runs a powerful
the other half were forced to attend to represent their cabal of illusionists. His spies are said to be
village (there is a generous, one‐year tax break for everywhere, some lurking invisibly. He had an
villages which do so). One in five may return for a intense hatred of the last Herzog Chelor, and keeps a
second training. One in ten may return for a third. keen eye on the nobility to make sure no noble house
Out of the staff of 25 that runs the college, half of them becomes so powerful in the Principality again.
are mid‐ to high‐level faculty. The college is currently Last, but not least, no discussion of magic‐users in
run by only its fifth chief administrator in its 240‐year the Principality of Ahlissa can be complete without
history. Corvoruvius Talax is one of the most mention of the most renowned, the most well‐traveled,
powerful invokers in the Principality but, at the age of and the most dangerous mage of them all ‐‐ Eneever
89, hasn’t seen a battlefield in many years. The arcane Zig. Eneever returned several years ago from Castle
secrets locked away in his still‐lucid mind are Greyhawk more powerful than ever, or so he brags to
considered a national treasure. all he meets. Much to Reydrich’s chagrin, Eneever has
Hexpools enjoys the greatest diversity of magic‐ set himself up in a tower outside Zelradton that once
users in the Principality. Magicians’ Lane, near belonged to Astigarus ‐‐ Reydrich’s deceased mentor.
Fountain Square, is famous for its row of magic shops. An attempt to evict Zig was answered with a chain
In these shops, diviners, enchanters, and transmuters lightning spell that decimated two units of elite
cast spells for a large fee. The most successful amongst guardsmen. Reydrich has made no move against him
them has long been Taldar the Diviner. Transmuters since, and it seems that even the Supreme Graf now
in particular were en vogue amongst the elite of fears Zig’s power.
Hexpools from fifteen to five years ago. At the time,
all the idle rich were employing transmuters in the Thievery, and the Laws of the
belief that transmuters could turn ordinary objects into
gold. Disillusionment soon led to unemployment, and
Principality
The lot of a thief under the herzogs was not altogether
there remain quite a few irate transmuters drinking
bad. True, death awaited the lone rogues and the
cheap beer in Hexpools’ taverns and complaining to
unsuccessful bandits, but the Chelors rewarded
any who will listen. With leadership and a goal to
successful thievery by absorbing them into the
work towards, the transmuters would make a
military. Brigands were often made into soldiers, and
powerful guild.
the navy that plied Relmor Bay was almost exclusively
Zelradton is home, of course, to Reydrich himself.
pirates. Things became increasingly difficult with the
The Supreme Graf of the Principality balances civic
rise of so many adventuring parties circa 580 CY as,
duty with mentoring his apprentices. He keeps a large
with many of these bands, brigands or pirates were
class, but sees to it that none of them become too
their first targets. The infamous pirate/privateer
powerful. He has learned from the mistakes of the
Beregun Renspa met his demise at the hands of the
past, and his treacherous apprentice, Tarrak. At least
Band of the Grinning Gargoyle around that time. That
one invoker squad is always present in the city. Their
same group went on to ruin the thieves’ guild in
commander is Allanon Damios, a war wizard who
Prymp, and had a hand in the eventual downfall of the
flirted in his youth with an adventuring career.
thieves’ guild in Hexpools.
Though he has a soft spot in his heart for other magic‐
Into this power vacuum came a young but fast‐
users who take up adventuring, his reputation is
climbing thief named Mikhail Levinksya. He was at
mainly that of a harsh taskmaster. Naturally, Reydrich
one time a member of the Band of the Grinning
expects no less of him. Reydrich also has a council of
Gargoyle, and used his position there to learn much
diviners to advise him, though for the past few years
about the thieves’ guilds that were squashed. Those
they have mostly sat idle and wondered why Reydrich
that escaped the wrath of adventuring parties were
does not confer with them more often.
surreptitiously contacted by Mikhail and offered
Along the Ahlissan Coast, near Porton, sits Skull
membership in a new, even more shadowy
Keep ‐‐ or what remains of it. These impressive ruins
organization. This new thieves’ guild stretches from
are the entrance to a dungeon complex that has
Prymp to Hexpools, and is even more secretive and
become the permanent home of Waldgraf Vladamir
clandestine than its predecessors. Membership is
Kostitov, the highest‐ranking nobleman with the
tightly controlled, and “awarded” by a ritualistic
smallest plot of land. Indeed, Vladamir turned down
indoctrination. Indeed, the cult‐like aspects of the
finer holdings to the south and east in exchange for
23
Oerth Journal
“Shadow Guild,” as it is called in whispers, were Adventure in the Principality
intentional to produce high morale. True, the Principality of Ahlissa is not the safest place
Zelradton has always had a thieves’ guild of a to travel in the Flanaess, but danger is the meat on
different sort ‐‐ a spy network that has worked for which adventurers feast. There are everyday
Reydrich longer than he has been graf. The Guild of adventures, location‐specific adventures, and epic
Midnight Darkness is down to a lean, efficient, 11‐ adventures to be had here.
member team ‐‐ but they are all high‐level thieves, and Everyday adventures can be easily had, just
probably the highest in the Principality. because evil is fairly commonplace in the Principality.
And then there are the freedom fighters. That clerk may seem friendly and honest, but there’s
Adventuring parties with noble intentions are often always the chance that he has a virgin tied up in the
quickly squashed. Yet, there is a secret society known backroom and plans to sacrifice her to Asmodeus.
as the Flying Turtle Guild that has harried those in Poverty is a constant burden on the lowly peasants,
power for eleven years now. The guild members are who sometimes choose banditry as an alternative
almost predominately from the Ahlissan Coast, but lifestyle. The rulers are most often vile men who
they have spread far and wide to escape the easy would rather rob a band of adventurers blind and
capture of many members. Some of the highest force them into slavery than hire them to perform
ranking members have even had to flee to Nyrond and good deeds.
coordinate efforts from there. There are several plans And yet there are locations that call out their need
afoot to depose various noblemen in the Principality, for adventurers. The four dungeon levels beneath
but these plans are developing slowly to avoid Skull Keep, near the town of Porton, have long since
detection. been cleared out by adventurers. And yet, Waldgraf
It is beyond the scope of this introduction to the Vladamir Kostitov continues to have problems every
Principality to present the laws in detail. The laws so often with monsters that come through the portal
themselves are written laws, scribed by hand in blood on the lowest, partially‐submerged level.
on sheets of parchment, bound in thick books, and Near the town of Arogaz Avon are the ruins of an
kept under lock and key in a tower in Zelradton. Any Eiger steading, destroyed some years back by
nobleman is entitled to have copies of the laws made adventurers. Since then, the dungeon level beneath
and delivered to him, at his own expense. Reydrich is the steading has become the home of ghouls and
empowered to change laws or add new ones as ghasts. The town itself is well‐defended with high,
needed, which can only be checked by the overking or heavy walls, but travel to and from the city is always
four or more landgrafs working in unison. Likewise, endangered.
any laws of the United Kingdom of Ahlissa take In the Hollow Highlands, near Hexpools, the
precedence in the Principality of Ahlissa unless a law insane bard Dage maintains a dungeon for his
at the Principality level is written to supercede it (an menagerie of monsters. Every year or so, he abducts
action seldom taken against the powerful overking). random people ‐‐ thinking they are his friends from
The laws are full of little things that could trip up years back who “betrayed” him ‐‐ and casts them into
careless or ignorant visitors to the Principality (and his dungeon for revenge.
everyone but the nobles and the Church of the Draken Farther from Hexpools are the Calling Mines.
Pantheon are ignorant). Destroying a flag of the These mines were never shut down despite the fears of
Principality is punishable by public flogging. Arms it being haunted because so much silver remained
and armor are not to be worn or carried in the villages inside. In 589 CY, a reason for the “callings” might
except by the militias or soldiery (the lower class is have finally been found ‐‐ a creature identified as a
sent to the stocks for it, and the middle class is fined). dark creeper was finally captured in one of the lower
Traveling cross‐country is punishable by a hefty fine if mining areas.
the toll roads are not taken. Slavery is legal, and In Vidvolp County is Castle Grimuadar ‐‐ current
people may be bought and sold to settle debts. In seat of the county’s landgraf, but had also belonged to
general, it is legal for anyone to kill anyone of a lower his villainous father. Lycanthropes and worse things
class than themselves. There may only be a heavy fine have been locked away over the decades in the
for killing someone of the same social class. Killing dungeons under that castle ‐‐ a mounting problem that
someone of a higher class is, of course, treason and will need to be dealt with decisively someday.
punishable by gruesome death. In the Iron Hills there stands a hall built by a tribe
of minotaurs. The minotaurs once served Chelor III
briefly, but retired back into the hills over differences
24
Volume II, Issue 16
with Reydrich. While not a threat to the Principality at For more epic quests, there is the pursuit of the
large, they do make travel into the Iron Hills ‐‐ and Fountain of Health. The ancient laird of Hexpools has
logging enterprises in particular ‐‐ extremely long offered a huge reward for its discovery. The
dangerous. There was once a subterranean pass, made druids in this region believe the waters of the fountain
by the Dwur, under the Iron Hills that connected could be used to restore the Bonewood. The re‐
Ahlissa to Idee. That pass has long since been forestation of the Principality is itself a worthy goal
abandoned, and may hold worse than minotaurs that would benefit all. The transportation of lumber
inside it now. across the Principality is costly and time‐consuming.
At the tip of White Fang Cape is Icespire ‐‐ an Adventurers would have to travel far and wide to find
ancient lighthouse buried in the ice and snow that lies a solution; perhaps even through time to a past when
spread over the entire cape. Beneath Icespire are the Thelwood was vast, and Olven and Flannae druids
glacial caverns once populated by the Children of knew secrets that could restore the Thelwood to life.
Telchur (yeti). Most of them have perished at the An even more unusual tact for an epic adventure
hands of adventuring parties over the years, but the would be to restore the Principality to the Flan. It may
devils that lurk in the lower caverns have always be slightly less impossible than it would seem, for the
caused such would‐be heroes to flee or perish. last Flannae herzog of Ahlissa slumbers in a crypt
And those are just the locales that people know under Icespire, long since protected by a divine pact
about. There is also the near‐mythical Bronze Fortress between Beory and Telchur. That herzog, if awakened
that changes location on the whims of its unknown by powerful magic, knows the secret location of Queen
master(s). And there is the Fountain of Health that is Ehlissa’s Marvelous Nightingale. And if the
believed to be somewhere in the Principality, but has Nightingale were to sing again in the lands of Ahlissa,
never been located. Most mythical of all, it is sung in then Ehlissa’s silver palace would reappear and the
old songs that Queen Ehlissa’s silver palace still exists queen of old and her castle full of loyal retainers
as it did of old, and all its denizens slumber and wait would stir again. Any attempt to return Queen Ehlissa
to be awakened. would attract the attention of her old nemesis,
For those looking for long‐term adventures in the Acererak, and that insidious horror has never entirely
Principality, there are several paths to follow. turned his gaze away from her lands.
Adventurers can easily get caught up in the politics of
the region. Even a seemingly simple quest like finding Epilogue
and slaying evil priests is complicated by how well‐ Since Gary Gygax first wrote the entry for South
connected the evil priests of the Principality are. The Province in the 1980 Greyhawk Folio, relatively little
adventurers may be looking to thwart the Hextorite attention has been paid to it by its copyright holders.
tending his foul deity’s public shrine, the local Carl Sargent’s Ivid the Undying certainly gave much
waldgraf who is taking in slaves transported from more detail than there had been, but even those pages
Almor, or even looking to remove Reydrich himself were insufficient for running a full‐fledged campaign.
from office. All these things require careful plotting Later, the official Greyhawk timeline was moved up to
and scheming, and not just the use of swords and 591 CY, and much of what was written about South
spells. At the other extreme, adventurers could spend Province was suddenly obsolete.
their lifetimes making contacts and gaining favors While I make no pretension that this work is any
from those in power here. Much has already been said more a complete campaign guide to the Principality of
about where those of various classes could find favor Ahlissa than earlier efforts, this article may ignite new
or success in the Principality. Though there are no interest in the region, and hopefully inspire a new
organizations for bards, monks, or the other rarer campaign or two.
classes, that very rarity might make them the prized
agents of some local laird.
25
Oerth Journal
The Study
Knights of the Golden Dawn
By Chris Anderson
The Mage, for such he appears to be, sits in an this was new…a new darkness forming? Too
overstuffed chair raised up on a dais. Around him are powerful and too sudden to be native. It had to come
the papers and paraphernalia of one deep in the study from elsewhere.
of the Art. Wands, leaning against a corner. Skulls, of The Mage continued to stare, his gaze widening to
varying types and races, scattered on benches and take in nearby lands. A golden force was in the
tables. Stacks of tomes and folios of paper are piled Gnarley Wood, surrounded by powerful dark areas.
haphazardly, leaning this way and that, ready to fall. One point of darkness was greater than all the rest,
In front of him, though, a long and wide table is in and the golden points of light appeared to be
perfect order. On it is a miniature model of the retreating from it. There was another point of light...
Flanaess, in perfect detail. It appears real: the blinding in itʹs power...south of this conflict and not
mountains poking above the surface, the rivers slowly yet part of it.
flowing down to the Nyr Dyv, clouds floating across To the north, more golden dots coming south to the
the surface, ships slowly moving across the waters. aid of their beleaguered fellows. He touched one,
The Mage stares at the map, his eyes rapt with more powerful than the others, and an image filled his
attention. Those eyes... genius lurks there, tinged with mind of a sad cleric of Heironeous. An abbot, leading
madness. They are eyes that would chill the soul of forces south. He removed his finger, and the image
one who saw them. They are the eyes of one who faded.
would stop at nothing to achieve his purposes. All this was good. Not, perhaps, precisely the way
Suddenly, the Mage stiffens and leans forward. On he had envisioned it. But part of the overall whole.
the map, near the Kron Hills, a tiny shadow helix has The Mage returned his attention to the area near
formed...slowly it turns and twists before fading the Temple. That black point...it threatened things.
away. Tipped the Balance too far. It was the glue that could
Consternation ripples across the Mages face. He join the dark points near the Temple to the darkness in
had not expected this... what could it mean? Ah yes, the Gnarley Wood. It seemed a hair too much.
wasnʹt that where the Temple lay? Perhaps old evils Balance was important, not darkness or light.
were stirring there. Or new ones? Hard to say... still, Balance. This point upset the Balance.
his plans were laid. Best to seek it out and determine Resolved, he put his finger on a dimly glowing
if this was a threat. He began to turn to a crystal ball, point of light, far away to the south. An image
but then stopped, pondering for a moment. appeared...a warrior, armored in golden chain mail of
Did it matter? Truly, events were in motion. Did a very antique style, wielding swords in either hand.
this matter? He was dancing a sword dance, lost in a complex
A wave of his hand and a spoken Word ‐‐ glowing series of attacks and defenses against a slowly
points of light filled the map. The golden points dropping ribbon of silk, waving in the wind. The
represented those who followed Weal; the dark, those warrior spoke, ʺBide a momentʺ. The Mage waited.
who worshipped Woe; the blue, those who served the Half an hour later, the dance was finished, and the
Balance. ribbon lay separated into its own threads on the floor.
Dark points surrounded where the helix had The warrior turned and asked, ʺYes?ʺ
formed. Too many to count. Some larger, some ʺI need you. Evil stirs to the north.ʺ
smaller. Another muttered Word. Most of the ʺWhat evil?ʺ
glowing points faded out, leaving just a few of each ʺA drow. He threatens Celene.ʺ
type. Only a few near the helix...those he knew. But
26
Volume II, Issue 16
ʺWhat is Celene, again? You know I donʹt keep up The aged face fell, grief‐stricken and full of fear, yet
with current affairs.ʺ bowing to the inevitable. In a whisper, ʺYes, I will
The Mage sighed. ʺCelene is the last bastion of serve, curse you.ʺ
your people after they were destroyed by Vecnaʺ Smiling, ʺGood. I shall send you particulars.
ʺVecna. Yes. I should have taken part in that war, Welcome back to the lists, old one.ʺ
in retrospect. It seemed so...unimportant...at the time.ʺ The aged face stared, doggedly, at his tome and
ʺPerhaps so. Yet, the cities of the Olve were refused to answer.
completely destroyed. Your fellow Knights were slain And with that, the Mage removed his finger from
as well. The Knights of the Golden Dawn could have the map, well pleased.
prevented that, methinks, had they all mustered rather
than just Sir Eliador and Sir Barien.ʺ
Drawing himself up, the warrior spoke frostily,
ʺAnd who are you to judge me? I fought in the Great
Wars against Gods and Darkness. My vigil is eternal,
whereas you are merely the newest in a long series of
those who think they are powerful. This audience is
ended.ʺ
And with that, the image faded. The Mage bowed
his head and sighed in frustration. Fools, who did not
realize that they had left the stage of events. So caught
up in their dreams and memories that they could not
act if a sword was falling on their head.
Raising his head again, the Mage stared at the
map. Perhaps someone else... yes, perhaps so. There
was one. And no matter the outcome, Balance would
be served. He reached forth a finger to a dimly lit
glowing point of light and an image formed: this time,
it was a bent and gnarled human, crouched over a
large tome. He looked up, aged face flickering in the
lamplight.
Speaking in a thin, reedy, voice, ʺYes? Who calls?ʺ
ʺMordenkainen. I have need of you, old one.ʺ
ʺMe? For what?ʺ
ʺAn Evil has arisen that needs to be laid to rest.
Drow, most malign.ʺ
ʺIs there none other who can serve? I am ... ill...ʺ
ʺOnly you possess the power to confront this one.
He is beyond my feeble skillsʺ
ʺSurely you jest. I had heard that you had grown
mighty amongst magesʺ
ʺNeverthelessʺ
ʺWhy do you tell me this? You only serve your
own purposes, not that of Weal.ʺ
The Mage smiled coldly, ʺThis time, our purposes
align. Still, if you are too aged to take up the
challenge, I could always ask your daughter. I am sure
that she would be eager for the opportunity.ʺ
ʺNo! You would not do that! My daughter is no
match for the drow.ʺ
ʺNevertheless. Such would be my next act. You
have other children as well. I need your answer, old
one.ʺ
27
Oerth Journal
28
Volume II, Issue 16
range in level from 7th to 15th, with access to all lands His Squires and Pages, however, are less content.
and wealth. They see the changes over the last few centuries that
In the last millennium, since the Wars of Vecna, have taken place in the Forest, and suspect that fell
three Squires have been inducted into the Order of the forces now work in the southern Suss Forest. Even
Knights, and some 8‐10 Pages have been added to their though Sir Delius requires constant training sessions
forces. It is not expected that any more Knights will be from them, a few have taken to patrolling the area near
inducted until one or more existing Knights lays down the castle during their rest periods. What they see
their sword and shield. troubles them.
Knights of the Order are very difficult to kill, since From the perspective of Sir Delius, a few orcs more
the blessing of Corellon Larethian infuses their bodies. or less in the world is unimportant, and the concerns
Knights, Squires, and Pages do not age so long as they of his Squires and Pages detract from their real duties
are part of the Order. If they ever leave the Order, – preparing for the next great conflict that requires the
they will begin to age normally. No sickness can touch services of the Knights. He has been contemplating a
them, and they heal wounds very quickly with rest –‐ sharp increase in their training sessions, to take their
consider them to have a natural regeneration ability of minds off of the outside world, for the last dozen years
1hp/turn that will heal even wounds made by fire or or so. He hesitates only because it would reduce the
acid. amount of time that he spends in his own training.
Even cutting a Knights body apart and scattering The matter requires more thought.
the remains will not truly slay them, since they will In the meantime, Sir Delius has been pondering the
regenerate back from the largest portion left. It is said replacement of his aging steed, a huge war griffon.
that fell magic is required to truly slay a Knight, but Even with longevity potions, the beast is not sufficient
what that magic may be is unknown. The last Knights for the needs of a Knight, and he has sent to several
to fall in battle were Sir Eliador and Sir Barien, who other Knights to see if any of them have young
fought and fell in the war against Vecna. They were replacement steeds. Sometime over the last two
truly slain, and it is said that their spirits did not come centuries, his breeding stock has dwindled to nothing.
to rest in Arvandor. How Vecna accomplished this If no answer comes in the next decade, then Sir Delius
remains a mystery to present day. will arrange for a hunting expedition to either the Yatil
or Griff mountains to capture new breeding stock and
An Average Knight replenish his stables. The exercise will do his Squires
Sir Delius can be considered to be an average and Pages good.
Knight of the Order. Although young, he served as a In general, Sir Delius is a considerate and attentive
Squire for nearly two millennia before being inducted Knight. He is resolute in his determination to field a
into the Order as a replacement for a Knight who laid superbly trained and equipped force in the next
down his sword and shield a few hundred years conflict in which he takes part. He takes his
before the fall of the Suel Imperium. Sir Delius has responsibility of being a guardian of the olven race
worked hard to gain the recognition he seeks from the seriously, and every century or two, will tour the
elder Knights of the Order. courts of the olve to learn of their lives and troubles.
Sir Delius considers himself to be a master in the He tries hard to maintain good relations with other
use of slashing weapons. Although he has proficiency Knights, and regularly solicits their advice and
in all weapons known in the Flanaess, he gains an counsel.
automatic +3/+3 to hit and damage with any slashing His peers consider him to be a touch hyperactive
weapon, as well as improving his AC by +3 for each and overeager, but they expect him to settle down in a
slashing weapon that he wields. When using a millennia or two.
slashing weapon, Sir Delius gains two additional
attacks per round, and has no penalties for dual
wielding. Normal penalties apply if Sir Delius uses a
non‐slashing weapon.
Sir Delius maintains a small keep in the southern
eaves of the Suss Forest. His needs are few, and the
dark twisted majesty of the forest appeals to him. So
long as he can perform his torturous practice sessions
each day in peace, he is content.
29
Oerth Journal
Keoland
The Geopolitical History of
Keoland
By Kirt Wackford
30
Volume II, Issue 16
history provides a basis for either view. In the main text I
persist in presenting the romantic version of fallen nobility.
Prologue – The Suel Identity
Those DM’s who wish to use this perspective may take the
main text at face value. In the footnotes I point out the harsh What was behind the unparalleled success of the Keoish
“truth” behind the pleasant fables. Those DM’s who favor monarchs? What driving force transformed a few hundred
realpolitik can use the footnotes to guide them, while horsemen guarding rice fields into a single nation
treating the main text as the “common myth” with which dominating a quarter of the Flanaess? The Keoish expansion
PC’s begin their careers. In this case, the main text is not was, remarkably, accomplished through the willing
exactly the official story of the Sheldomar, but is what would incorporation of disparate peoples into the Kingdom, not by
be “known” by naïve historians and sages. The real version their conquest. In fact, all Keoish attempts at conquest have
of events, as contained in the footnotes, would be known to ultimately ended in failure. The growth of the Kingdom has
only a few, such as the Silent Ones. come from people seeking to join, not from their being forced
From the romantic view, the main text accurately to submit. What lies behind this remarkable history?
describes the steady decay in the originally lofty Suel values. To answer these questions, one must understand and
From the realpolitik view, the main text grows more accurate appreciate the Suel identity. The Suel had a strong and
as it progresses. While starting with an impossibly fabulistic unyielding belief in the superiority of their culture over those
version of the arrival of the Twelve Suel Houses, it of all other humans. The Suel firmly believed themselves to
eventually arrives at a relatively unbiased account of the be the most civilized, most advanced race of men. In art,
Hateful Wars. This increasing veracity is a reflection of the technology, magic, dress, manners, government, and a
loss of control of the Keoish monarchs over the content of thousand other things, they considered the Oerid, Baklun,
history. The Lion Throne greatly distorted distant history in and Flan to be inferior to the glory that was the Suel (1). This
its national interest. As centuries wore on, however, the belief was universal, held by all Suel, but it has shaped the
increasing population, complexity, factionalism, and behavior and fates of the different Suel groups of refugees in
international contacts of Keoland have all diluted monarchal different ways.
control of historical accounts. Thus the history itself has The majority of the Suel migrants, both before and after
become more accurate and more critical of the monarchy as the Rain of Colorless Fire, were neutral wanderers,
time has gone on. opportunistic nomads. Their superiority, they believed, gave
Whatever your perspective, I sincerely hope that you them moral license to treat non‐Suel in any manner they
enjoy my contribution to the “Geopolitical History of the wished. These Suel lied, cheated, stole, and enslaved others
Sheldomar”. for the simple reason that non‐Suel, as inferior beings,
deserved no better treatment (2). Although they did not
Kirt Wackford Tibás, Costa Rica January 2005 treat their own people thus, the ill treatment of non‐Suel was
believed to be of no more moral consequence than the
exploitation of animals.
Evil Suel took this notion even further. As a superior
race, they believed that they were destined to be the masters
of the world. All inferior races owed them obedience.
Deliberately cruel deeds were not only acceptable; they were
believed to be a necessary precursor to the subordination of
others (3). The group calling itself the Scarlet Brotherhood
exemplifies the evil Suel. The Brotherhood has worked
ceaselessly for the global domination they believe is their
due. To this end, any means are acceptable ‐ and are used ‐
against all who oppose them, even other Suel (4).
Good Suel, such as the houses of Rhola and Neheli (5, but
see 6), also believed in the absolute superiority of the Suel
culture. But for them, this superiority came with
responsibilities. As a superior race, they held themselves to
a higher moral standard than they used for others.
Although condescending, they were always fair and
honest in their dealings, even self‐sacrificing. How could
they display their superiority, if not through their
unimpeachable honor? The good Suel considered it their
31
Oerth Journal
duty to help the other races of humanity live in a civilized demi‐humans living within the new Suel nations were
manner, by giving them the fruits of “Suel Culture”. Active invited to make alliances as equals, for trade and mutual
conquest was not deemed necessary to spread enlightenment protection (9). When Keoland emerged as a significant
to the barbaric east ‐ the Suel needed only to defend power, it assumed that the duty of protection fell mostly to
themselves, and the other races would eventually recognize it, and regularly sent troops to defend the demi‐ human
Suel superiority. Doing so, the inferior races would then states on its periphery. In return it asked only for fair trade
pledge loyalty and ask for assistance, at which point the Suel and honest friendship.
were obligated to instruct, protect, and defend them, all for The good Suel were also appalled by the employment of
the glory of the Suel culture (7). humanoids as mercenaries by the other Suel (10). To the
Of course, no group of people is entirely of one good Suel, humanoids were the lowest forms of life, and
alignment or outlook, including no group of Suel (with the could only sully and corrupt all who dealt with them. In
possible exception of the fanatical Scarlet Brotherhood). particular, the good Suel believed that the use of humanoid
While the houses of Neheli and Rhola, and the later mercenaries had been the harbinger of the end of the Suel
monarchs and nobles of Keoland, were by and large good, Imperium. The good houses waged unceasing war upon
many individuals within them were more neutral or even humanoids, which helped them gain the acceptance of demi‐
evil. Evil lies within the potential of all men, waiting for the humans and the Flan.
right conditions to express itself. Many individuals Through the centuries, the Suel intermarried with Flan
embraced evil during Keolandʹs imperialist times. But the and Oerid, improving the bloodlines of the inferior races
evil goals they strove for (conquest and domination), and the (from the perspective of the Suel, at least). In time the idea of
reasons they gave to justify their actions (national and the cultural superiority of the Suel passed, for no distinctly
cultural superiority), did not arise from nowhere. They were Suel culture remained. The legacy of Suel ideas became an
simply the dark side of the traditional Suel values that had equally strong belief in the superiority of the nascent nation
ennobled many others of their brethren. This is why it is of Keoland. As the oldest modern nation, the Keoish held
essential to understand the Suel viewpoint, for it has themselves to be the most civilized and socially advanced
informed all of their descendants, whether good, neutral, or state in all the Flanaess (11).
evil. Under the enlightened rule of the new Keoish monarchs,
When the Neheli and Rhola first came to the Sheldomar the country grew and prospered. The Sterish, the Ulek
Valley and made a place for themselves, the indigenous Flan States, and many of the tribes of Gran March and Bissel
were impressed with their honesty, generosity, and willingly joined the Kingdom. This gradual expansion was
technology (8). When desperate Flan refugees sought their halted in the 4th century CY when Keoland had grown to
protection, the Suel took them on as subject people to be border Ket and Veluna. For the first time in its long history,
aided and trained, not exploited. The Suel rule was fair and Keoland faced not scattered, independent tribes but united,
capable, and in those troubled times many Flan came to their powerful nations. These nations, one Baklunish, one
banners. Eventually, other Suel and Oerid migrants were Oeridian, did not acknowledge, and in fact emphatically
incorporated into the young states, and the Suel rulers rejected, the claims of Keoish cultural superiority. Rather
treated them justly, without permitting them to abuse one than reassess their identity or question their central truths,
another. Thus the good Suel states grew through a policy of the Keoish spent a century at war to prove their superiority,
benevolent treatment of all their subjects, while this policy as much to themselves as to the other nations. The resulting
was based on a philosophy of the obligations of a superior external failures and internal disillusionment tore the nation
race and culture. apart, though it was many years before a monarch emerged
Many tribes joined these early Suel states solely for the with the wisdom to see the new reality. He led the Keoish
benefits they offered, but quickly learned to work bravely into peace, and they have continued to reassess
harmoniously with other tribes and cultures. When a good themselves ever since.
Suel state was attacked, its neighbors joined it in mutual For a time the nation, shed of its dependencies, held fast ‐
defense. In so doing, the good Suel soundly defeated their secure in its renewed goodness and content to let others
independent attackers, who either withdrew, or surrendered work out their destinies on their own. The Kings and the
and joined the growing states. people had given up the idea of a continually expanding
Unlike neutral or evil Suel, the good Suel houses could Keoland, always generously extending the benefits of its rule
acknowledge the worth of demi‐human cultures without to others. Now aid was given more pragmatically. It was, to
threatening their own identity. The non‐human nature of be sure, good faith assistance. But now it was given only
demi‐humans meant that the good Suel could treat them as when advantageous to Keoland. Thus when Belvor IV of
equals, at least the dwarves and elves (less so gnomes and Furyondy called for Keoish assistance at the beginning of the
halflings, as they were believed to be less cultured). Thus, Greyhawk Wars, it was only after much careful thought that
32
Volume II, Issue 16
33
Oerth Journal
Roaming throughout the northern plains and eastern of Colorless Fire (S.D. 5094 / CY –422) (22) brought a new
hills were bands of Suloise hunter‐warrior horsemen, the wave of refugees to the region. Among the dispossessed of
“firstcomers”, or remnants of earlier migrations through the the time were the Suel houses of Neheli and Rhola (17b).
region (17a, c). In the dryer portions of the land these people These houses, the flowers of Suel nobility, were determined
could make a fair living hunting the wild ungulates. Most of not to fall into the barbarism their predecessors had. Their
them, however, survived in part by continual raids against resolve to tame the Sheldomar brought the first advanced
the Flan tribes. The Flan, though fierce, lived in scattered civilization to the region (16). It is with the arrival of the
bands and lacked both horses and extensive iron technology Neheli and Rhola, then, that the history of the Sheldomar
(15). Thus, they were on the defensive, and over the past truly begins (17c).
two decades (17a) they had mainly gotten the worse end of
these conflicts. Only fighting among and between the
firstcomer Suel and the local humanoids had prevented the
History Part I – Petty states
complete destruction or enslavement of the Flan peoples in
the plains and hills (18). Many Flan would have gone deeper
and proto-nations
into the southern and western forests to escape the horses of c. SD 5096 (CY ‐420) Arrival of the Suel Houses of Rhola
the Suel, but the great numbers of humanoids in such places and Neheli in the Sheldomar Valley; Settlement; The
prevented them (19). Development of Petty States, Economy
Humanoid bands were dispersed throughout the lands
and outnumbered the scattered humans, particularly in the
west and south. Gnolls roamed the hills and prairies and
Arrival of the Suel Houses of Rhola and
were as much a plague to the Flan herders as Suloise Neheli in the Sheldomar Valley
horsemen were. Orcs, goblins, and kobolds hunted the vast At the end of the 51st century of the Suel Dominion came
forests (19) and the northern plains, and raided human migrations of Suel peoples different from their predecessors.
settlements and one another. These noble families had reluctantly quit their land after its
The lands also sheltered many independent demi‐human destruction by the Rain of Colorless Fire (17b, 22). Led by
communities. Gnomes and halflings had fortified the last Mage of Power, Slerotin, the famous Twelve Suel
settlements in the hills and valleys, while dwarves lived in Tribes made their way across and beneath the Crystalmists
strongholds in the more rugged hills and mountains. Elves and down into the basin beyond (23). Though few in
dwelt in small communities throughout the forests and number, they steadfastly aided one another under the
glades of the eastern river valleys, and more rarely in the direction of the mage and so survived the depredations of
thicker southern and western forests. humanoids and the earlier Suel migrants (17a). The most
Flan contact with demi‐humans was rare (20), for these important families were the Neheli and Rhola, but other Suel
primitive folk tended to regard demi‐humans with families came as well; the Zelrad, Malhel, Lizhal, Linth, and
superstitious awe or fear (21). The Suloise horsemen Secunforth (23). Upon the death of Slerotin, the tribes began
attacked humanoids and demi‐humans on occasion, but less feuding and soon scattered (17b).
often than they raided the Flan. Most demi‐humans lived in After some time on the northern plains, the House of
communities that were too well defended to attack (or too Rhola turned south. Some Rholan families settled along the
well hidden, in the case of elves). Humanoids, on the other Kewl and Sheldomar Rivers where they border the
hand, generally had too few possessions to be worth the Silverwood (5), while others continued south until they
trouble of battle and looting. Sometimes the Suel nomads reached the coast of the Azure Sea (24). Lesser families, such
would ally with humanoids for mutual attacks on other as the Zelrad and Malhel, continued a nomadic existence in
humanoids, strong Flan tribes, or even one another (10). the vast plains west of the Sheldomar River. The most
Sometimes the Suel would trade goods with humanoids or powerful house, Neheli, traveled north across the prairie
demi‐humans. In both war and trade the Suel were until it found the lands of civilized Flan and the former Suel
untrustworthy ‐ lying, cheating, and betraying allies on migrants who had settled among them (24). The minor
many occasions (2). House of Linth settled in the Sheldomar Valley between the
In the two decades preceding the Twin Cataclysms, Rholan lands (25).
groups of Suel migrants and refugees had steadily arrived in
the Sheldomar (17a). Many had soon moved on, emigrating Settlement
to elsewhere in the Flanaess. Others had fallen victim to the In the land around the Rushmoors the Neheli came upon the
depredations of those already there. And some few had southern margins of the Ykrathian Empire (26). This
remained in the Sheldomar, devolving into the nomadic dreaded despotry dominated many Flan and Suel groups,
raiding bands previously mentioned (but see 17c). The Rain but at that time some were in a state of open rebellion. The
34
Volume II, Issue 16
35
Oerth Journal
yielding little seed and all too often succumbing to molds, Political Effects of Settled Agriculture
smuts, and other blights. As the advantages of rice cultivation became obvious,
Many Suloise commoners took up the shifting cultivation permanent agriculture was adopted throughout the
of Flan crops, enhanced by iron axes and sickles purchased Sheldomar and Kewl river valleys. People settled down and
from Dwarves. Others resumed their pre‐migration trade as territories developed. Populations grew and settlements
herdsmen in the dangerous northern plains or eastern hills. spread. People who lived in one place all their lives saw the
The peoples protected by a ruler moved about, villages value of planting citrus orchards, olive groves, and grape
shifted and resettled, and towns were non‐existent. Often vineyards (33). With many craftsmen producing goods,
times, more than one tribe would settle in the same location, trade towns came into being. In time, trade cities grew from
each with a different ruler. Many Suel lords had traveled for the largest and best‐located towns. The first of these was
years as nomads, and were more comfortable ruling from the Gradsul, founded in SD 5148 (–368 CY) (34). Gradsul was
saddle or chariot than squatting in villages. The subsistence the first Suel port on the Azure Sea, and products from the
economies of their subjects provided little surplus in any sea (fish, shellfish, salt, pearls) were processed there for
event, so lord and warband moved continually among the transport inland. Niole Dra was settled a decade later (‐359
different settlements of their subjects simply to stay fed. CY) (34). Although the area of Jurnre had been settled
Thus, a ruler considered himself the master of tribes and shortly after the arrival of the Rholan migrants, long before
people, but not of land. Territorial boundaries were Gradsul or Niole Dra, the Suel settlements in the narrow
unknown. Most trade for finished goods was with demi‐ valley along the Kewl River did not grow as fast as those
human communities, for there were few professional along the broad Sheldomar. Junre could not truly be called a
artisans among the new states. city until much later, c. CY ‐320 (34).
The Suel lords began to construct fortifications to defend
c. SD 5116 to 5166 (CY ‐400 to CY –350) their new holdings. At first these were crude affairs –
Suel begin settled agriculture; populations grow rapidly; timber‐palisaded corrals with a watchtower or two, wherein
Political effects of settled agriculture the lord’s war band could camp. A number of these were
constructed in the ruler’s sphere of influence, and he rotated
Settled agriculture begins; populations grow among them, occupying and deserting them each in turn. As
rapidly the importance of settled land grew, particularly the
The Suel and their subjects soon learned from halflings the economic importance of towns, so did the complexity of the
cultivation of field crops appropriate to the climate of the fortifications. After a century of Suel presence, a few rulers
region, such as cotton, indigo, jute, tobacco, and hemp (33). had constructed large motte‐and‐bailey complexes with
To these crops, the Suel applied their pre‐Cataclysmic double wooden walls and stone manor houses. These
knowledge of engineering. Once the value of rice as a staple retained permanent garrisons even when the lord was not
crop had been proved, Suel kinglets embarked on ambitious present. The best preserved of these is the Citadel at Junre
dam and levee projects and began to fill the river valleys (35). Although stone has long since replaced the original
with rice fields. Rice both permitted and required a wooden walls, much of the original design is still evident.
fundamental transformation of the semi‐nomadic human Gollunfane, in the Duchy of Dorlin, is another fine example,
lifestyle. First, rice required settled agriculture with but in this case the original structure has been added to so
permanent fields and villages. The Suel took naturally to many times that it is difficult to tell the original from the
this, though the Flan were more reluctant. Second, well‐ various additions (36).
tended rice fields produced a great surplus of food, allowing With permanent, settled agriculture and growing
more non‐farmers to be fed. The immediate effect of this populations filling the Sheldomar valley around Niole Dra
was for the Suel to increase the number of soldiers in their and Gradsul, and the Kewl valley along the Silverwood, the
war bands, giving them an important tactical advantage over Suel kinglets found themselves not just the masters of men,
the landless rovers. One long‐term effect was that a but of land as well. Permanent fields and towns could
population of craftsmen and other specialized laborers could belong to only one lord. As settlements grew, the
be supported. The humans began to have their own smiths, boundaries of the petty states became clearly marked.
wrights, engineers, and other tradesmen, and no longer Increasingly, rulers had to discuss with one another their
relied so much on the demi‐humans. Another long‐term plans for settling new communities and for undertaking new
effect was that human populations grew rapidly, and the hydraulic projects. Increasingly, they had to resolve
agriculturalists began to achieve greater population densities competing claims among their subjects for water rights and
than the raiders or humanoids. access to new land, pastures, and hunting areas. In most
times and places this would have led to wars, and, to be sure,
there were some skirmishes and contests of power. But for
36
Volume II, Issue 16
the most part the Suel rulers were reluctant to fight one (26) DMG1, WoG, FFF, VL!, FtARC, FtAA, OJ1, GG, TAB,
another. They were united by their common history and LGG, SLA, VR, LGJ4, CF!, OKW, HoT, comm
Suel identity, their bonds of honor, their (still necessary) (27) WoG, FtARC, FtAA, ItE, LGG, OKW
military alliances against the incursions of humanoids and (28) LGJ4, CF!, LGJ1
the unsettled Suel, and by the exhortations of the Silent Ones (29) comm.
(28). Thus, in conflicts over land, lesser Suel kinglets tended (30) LGG, LGJ4
to defer to the judgments of their greater peers. ʺLesserʺ and (31) FoI, SB, LGG
ʺgreaterʺ were widely recognized, complex (and sometimes (32) FoI, SB
disputed), matters of honor, involving the size of oneʹs (33a) FoI, comm.
estate, the valor of oneʹs actionʹs, and the reputation of oneʹs (33b) OKW
family (37). The premier nobles among the greater lords (34) FoI, LGG, LGJ1, CF!
tended to be those along the Sheldomar, which has a broader (35) FoI
valley and more farmable land then the Kewl. Those nobles (36) LGJ1
at the northern end of the Sheldomar had access to the plains (37) comm
that lay beyond the furthest extent of the coastal forest (14). (38) GDU, OKW
These nobles protected herding families and had direct (39) CF!
access to horses for their armies (38). This added greatly to
their power and prestige. Other nobles had to make do with
the horses they could either buy from elsewhere or raise
themselves in second‐rate pastures. Thus, the nobles of the
Sheldomar were favored over those of the Kewl, and in
particular the Neheli of the northern Sheldomar assumed
precedence among all the Suel houses (39).
(1) comm
(2) WoG, FtAA, TAB, LGG, OKW
(3) GA, SB, LGG, LGJ4, GG
(4) WoG, FoI, FtAA, SB, LGG
(5) WoG, FoI, TAB, LGJ1, OKW
(6) LGG, LGJ4
(7) comm
(8) FoI, LGG, LGJ4, OKW
(9) LGJ1
(10) WoG, FoI, FtAA, TAB
(11) FoI
(12) FtAA, LGG
(13) OKW
(14)WoGG, FoI, FFF, GoF, FtAA, LGG, LGJ1, OKW,
GDU, HoT
(15) WoG, FoI, GA, FtAA, LGG, OGW, comm
(16) comm
(17a) WoG, FtARC, SB, TAB, LGG, Dragon, CF!
(17c) comm
(18) KOW
(19) LGJ1
(20) LGG
(21) LGJ4
(22) WoG, FtARC, PGG
(17b) WoG, FoI, TAB, LGG
(23) WoGG, LGG, LGJ1, Dragon, CF!, OKW
(24) LGG, LGJ1, LGJ4
(25) LGJ1, OKW
37
Oerth Journal
Citations for Part I websites, for example OBW
Notes on Citation Sources: Sources listed in blue are LGG – The Living Greyhawk Gazetteer
from websites, which were checked in September 2004 or LGJ1 ‐ The Living Greyhawk Journal, Number 1
more recently. Sources listed in black are traditional text LGJ4 – The Living Greyhawk Journal, Number 4
sources in my possession. Sources listed in red are text OBW ‐ Official Living Greyhawk Bissel Website
sources that I do not have personal access to. Thus, I have (www.bissel.living‐greyhawk.com)
relied upon Zavoda’s “Encyclopedia Greyhawkia” and the OJ1 – Oerth Journal 1
“Greychrondex” (v4.2) to identify sources of interest, and OGW – Official Living Greyhawk Gyruff Website
then have used a network of helpers, to whom I am very (www.living‐geoff.com)
grateful, to provide me with quotes and page numbers. If OKW – Official Living Greyhawk Kingdom of Keoland
you enjoyed this work and would like to assist my research Website (http://keoland.living‐greyhawk.com/)
for the next installment, I would greatly appreciate PGG ‐ Player’s Guide to Greyhawk
suggestions of other sources, donations of sources I don’t SB – The Scarlet Brotherhood
have, or small monetary donations so that I might purchase SLA‐ Slavers
sources I do not own. If you are interested, write to me at TAB‐ The Adventure Begins
kmwackford@hotmail.com. VL! Vecna Lives
VR‐ Vecna Reborn
Special Note on the Official Keoland Website (OKW): I
last visited this website in January of 2005. Some of the WENK ‐ “What Everyone Needs to Know About
relevant material on the website is taken from other Keoland” (See Appendix A)
Greyhawk sources (though frequently without attribution). I WoG ‐ A Guide to the World of Greyhawk
cited the Keoland web page only when the material on it was WoGG ‐ Glossography for the Guide to the World of Greyhawk
original; exact copies of other sources are cited from the
other source. In particular, much of Provinces of Keoland is
taken from LGJ1, the Government in Keoland and History of
Keoland are taken from LGG, and some of the overview of 1) I use the words Oerid, Baklun, Flan, and Suel, as
Keoland is a mix of material from both WoG and FtAA. nouns referring to groups of people. They can be used with
or without the article “the”. The respective adjectives are
Source Notation Oeridian, Baklunish, Flan, and Suloise. Thus, I might say,
CF! – The Canonfire! Website (www.canonfire.com) “The Oerid migrated south and east”, but “The Oeridian
comm ‐ this indicates the personal commentary of myself migration routes followed major rivers.”
or others
DMG1 ‐ Dungeon Masterʹs Guide, First Edition
FFF ‐ City of Greyhawk Boxed Set, Folks, Feuds, and Factions 2) ʺPerhaps the biggest asset the Oeridians had,
Book
however, was the vileness of the Suloise ‐ the majority lied,
FoI ‐ Fate of Istus (WG8)
stole, slew, and enslaved whenever they had inclination and
FtAA ‐ From the Ashes, Atlas of the Flanaess
opportunity.” WoG, p.8
FtARC – From the Ashes, Reference Cards
GA – Greyhawk Adventures
ʺThe arrogant Oeridians might have been overcome by
GDU ‐ A Guide to the Duchy of Ulek, version 1.1
this mix of forces, but for one thing: the Suel were far more
Note: This document was produced by the Living
unpleasant than the Oeridians were aggressive. The Suel
Greyhawk Duchy of Ulek
invaders lied, cheated, stole, enslaved, pillaged, and killed
Triad, when that region was still active. This Triad does
out of hand.ʺ FtAA, p.3
not currently exist.
See Appendix B
“The Suloise who spread across the southern Flanaess
GG ‐ “Greyhawk Grimoires”, article in Dragon #225
were very often wicked and destructive.” TAB, p.18
GoF ‐ City of Greyhawk Boxed Set, Greyhawk: Gem of the
Flanaess Book
“A few Suloise clans settled around the western shores of
HoT ‐ “The History of Taurnusilmëa” (see Appendix C)
Wooly Bay, circa 300 OR…Most were driven to the isolated
ItE ‐ Iuz the Evil (WGR5)
coast by infuriated olvenfolk of what are now the Gnarley
KOW ‐ Knights_of_the_Watch_Knights_of_Dispatch_3‐
Forest, Welkwood, and Celene. Along this poor strip of
1.0.pdf
land, the Suloise established the Wild Coast’s long traditions
Note: This is available at several Living Greyhawk
38
Volume II, Issue 16
39
Oerth Journal
established before the Twin Cataclysms, they espouse the “According to the Chronicle of Secret Times, however, the
cause of the Suloise race as rightful rulers of the Flanaess. real nobility of these events was somewhat questionable.
Other races will serve as little more than slaves on whose The various Suel tribes fought amongst each other for
broken backs will be built an empire to rival that of the dominance almost immediately upon entering the
ancient Suel.” LGG, p.98 Flanaess...The Chronicle speaks of a secret bargain that was
struck with the Whispered One to the north, negotiated by
the seers of the Neheli, which involved mutual aid and
information in exchange for a truce. Only the sudden fall of
5) ʺPerhaps the biggest asset the Oeridians had,
the Arch‐Lich failed to bring the pact to fruition, allowing
however, was the vileness of the Suloise ‐ the majority lied,
the Neheli to claim a bloodless victory over the dark lord.
stole, slew, and enslaved whenever they had inclination and
They proceeded to ally with the migrating Oeridians of the
opportunity. There were exceptions, of course, such as the
tribe of Keogh who had become enemies of Vecna. The
houses of Rhola and Neheli ‐ late migrants who settled the
Neheli kept secret the dark pact and watched idly as the
Sheldomar as already mentioned.ʺ WoG, p.8
Oeridians swept south from the Fals Gap and settled large
swaths of the central plains where lesser Suel tribes had
ʺIn the aftermath of the final Baklunish‐Suel conflict, the
staked a claim. Only when the skirmishes threatened to
Suel lordling Immris of Rhola rallied his household, crossed
draw the Rhola into a large‐scale conflict did the Neheli step
the Crystalmist Mountains, and made his way across the
in to propose a compromise at the Great Council at Niole
Sheldomar basin. Like his more illustrious relatives who
Dra.” LGJ4, p.12
settled in Keoland, Immris and his people were of that small
fraction of Suelites [sic] who were honorable and sought
“Uhas speculates that the order was really founded on
peace, and disdained the use of goblinoid mercenaries.ʺ FoI,
the cynical attempt to keep secret from the Oeridians aspects
p.25
of Suel magic and history they didn’t want them to have. So
much for alliances of mutual respect.” LGJ4, p. 12
“Founded by Oeridian and Suloise tribes who were less
warlike than their fellows, Keoland soon ruled the whole
region from the Pomarj to the Crystalmists…” TAB, p.18
7) I have modeled the philosophy, behavior, and
“Most Neheli are firm believers in the concept of noblesse obligation of the good Suel after ʺThe White Manʹs Burdenʺ,
oblige, but rulership that was once considered just and a poem by Rudyard Kipling. This poem justified 19th
honorable is now seen as patronizing and neglectful. The Century Imperialism by the West in general and Britain in
Neheli, like their rivals the Rhola, abhor slavery (banned by particular. Kipling argued that Europe was destined to
the Founding Charter) and only a very limited form of conquer the world, but with this destiny came the obligation
indentured servitude is practiced in isolation.” LGJ1, p.11 to assist non‐Europeans in attaining the level and standards
of Western Civilization. In imagining an honorable people
“The Suel who settled in Keoland were among the last of who nonetheless believed in Suel racial/cultural superiority,
their people to enter the Flanaess. They too were unlike most this model seemed appropriate.
of their people, not enjoying the casual cruelties that most of
their people considered a part of every day life.” This quote
can be found on the OKW, on both the “overview of
Keoland” page and on the “Characters in Keoland” article of
8) Canon is divided over the nature of the Flan in the
Sheldomar and their initial treatment by the Rhola and
the “History and Information” page.
Neheli. Older sources posit a primitive/innocent Flan, and
emphasize the goodness of the Suel houses, speaking of
tolerance and cooperation. More recent references speak of a
6) Throughout his writings, Gary Holian presents an debased Flan (in league with Vecna) who were conquered
antidote to the perhaps overly romantic view of the Neheli and driven out by the invading Suel.
and Rhola as being bastions of goodness.
My position is that the civilized but wicked Flan
“History records that it was only a few years after their dominated by Vecna were restricted to the northern
arrival in the Flanaess that the refugees fought each other Sheldomar, north of Niole Dra. Those Flan that the Neheli
and went their separate ways, disregarding the Last Mage’s and Rhola encountered in the lower Sheldomar were more
words.” LGG p.64 primitive technologically, and, as followers of the Old Faith,
dominantly neutral in outlook. Certainly the Rhola and
40
Volume II, Issue 16
Neheli fought against them upon first arriving, for they ʺBoth Baklunish and Suel forces employed mercenaries,
displaced them from the best lands. But the two races bandits, and any humanoids they could hire to swell their
rapidly reached an understanding without excessive armies.ʺ FtAA, p.3. See also WoG, p.8
bloodshed. See also (16) and (26), below.
ʺMany of the Suel nobility who escaped the Rain of
ʺImmris and his people entered into alliance with the Colorless Fire dreamed of a return to power and the
local halflings and gnomes, and with them founded a citadel destruction or subjugation of all rival peoples...they set about
on what they dubbed the Hill of Stars above the banks of the to reproduce the glories of ancient Suloise society, from
Kewl River. Many of Immrisʹs troops and servants were slaveholding, assassination, ritual torture, and the
Oeridian, and they were joined by Oeridian and Flan tribes employment of goblinoid mercenaries...ʺ FoI, p.105
who were attracted to his relatively peaceful and stable
realm.” FoI, p.25 “Along this poor strip of land, the Suloise established the
Wild Coast’s long traditions of independence, adventuring,
“The remaining Suel Houses fought the local Flan and and seafaring, as well as treachery, slavery, theft,
abundant nonhumans for control of the rest of the brigandage, piracy, tracking [sic] with humanoids, and so
land…This series of disjointed states between the rivers on. Certain humanoid bands encountered by the Suloise in
Javan and Sheldomar became one nation after a series of the Lortmils were encouraged by threats or bribery to join
brief struggles with the Flan.” LGG p.64 the Suloise as partners in their exploitation of the coast...”
TAB, p.55
“These races combined to defeat the remnants of Vecna’s
Empire and drive the iniquitous Flan survivors to the fringes
of the valley before settling into centuries of peaceful and
noble rule.” LGJ4, p.12
11) As one example, ʺThe Junrese are rather smugly
contented with their way of life and are of the opinion that
the sooner this type of culture is generally adopted
“The Flan are bronze skinned people with black hair.
throughout the continent, the better it will be for all
They were already living in the area of Keoland when the
concerned. They see themselves as a hardheaded, practical
other others arrived. As such, they endured several waves of
people, and tend to regard foreigners as shiftless and
conquerors before the current rulers had arrived. This had
disorderly.ʺ FoI, p.27
soured them on all outsiders by then and they fought several
wars before being absorbed or pushed to the fringes of the
kingdom.” This quote can be found on the OKW, on both
the “overview of Keoland” page and on the “Characters in 12) ʺDuring the Wars, Keoland was reluctant to aid
Keoland ” article of the “History and Information” page. Veluna and Furyondy against Iuz, and when Sterich was
threatened, King Skotti tried to negotiate a treaty that would
reestablish Keolandish control over Sterich in return for
9) “It was in Greyhill, nearly nine centuries ago, that military aid. He dithered long enough over the details for
Sterich to fall in the interim.ʺ FtAA, p.29
human and elven emissaries first met and exchanged words
of peace under a starlit sky. This cooperation has continued
ʺTo the north, Ket raiders beset Bissel, and the Ulek
ever since…” LGJ1, p.15
forces crucial to its defense dithered between defending that
small state and protecting Furyondy against Iuz. Bissel was
eventually forced to surrender by the fierce horsemen of Ket.
10) That the houses of Neheli and Rhola did not This could have been avoided but for another fell stroke
approve of humanoids is shown by a reference from FoI: worse than the eruption of humanoids from the Pomarj.
ʺLike his more illustrious relatives who settled in Keoland, From the Crystalmist Mountains, great forces of giants and
Immris and his people were of that small fraction of Suelites humanoids swept down into the Grand Duchy of Geoff,
[sic] who were honorable and sought peace, and disdained Sterich, and into the Yeomanry. In the latter, they were
the use of goblinoid mercenaries.ʺ FoI p.25 repulsed by peasant levies as worthy in battle as many
seasoned veterans. Geoff and Sterich fell, the Keolandish
The more typical Suel attitude can be found in the quotes armies too distant to oppose the invaders.ʺ FtAA, p.7
that follow:
ʺIt is ironic that, when the major blow of the War fell in
this area, Keolandʹs delay in aiding the brave Sterish people
41
Oerth Journal
resulted in the loss of the land to giants and humanoids.ʺ “Two ancient woodlands grow within the borders of
FtAA, p. 38 Ulek, the remnants of the once great forest that spanned the
length of the Sheldomar Valley from the Dim Forest
“Because the court delayed in sending reinforcements, hundreds of miles to the north, and the Dreadwood which
seeking to extract additional concessions from the lies hundreds of miles to the south.” GDU, Geography
supplicants, Keoland failed to avert the disaster. Giants Section (see Appendix B).
descending from the Crystalmists attacked the valley nations “In ancient days, the forest [of Axewood] was much
of Geoff, Sterich, and the Yeomanry, throwing those realms more expansive, its verges reaching nearly to the outskirts of
into chaos.” LGG, p.66 Niole Dra. However, prodigious logging of the wood by the
Keoish slowly consumed the timberland” LGJ1, p.15.
“Now, forests and cities alike dot the rolling countryside
13) “History...DC 10…the Kingdom used to rule all the where Taurnusilmëaʹs forest realm once stood. The Gnarley
surrounding countries…DC 15…the King wants to get those
Forest, Welkwood, Suss Forest, and even the Wild Coast are
countries to be part of the kingdom again”. From “What
remnants of the ancient coastal woodland that once stretched
Everyone Knows about Keoland.” See Appendix A.
from the Velverdyva River south to the Drachensgrab Hills,
and from the Sheldomar and Lort rivers over to the Selintan
and Wooly Bay.” HoT.
14) The winds, and thus the weather, of the Flanaess
move from east to west (WoGG, p.22, FFF, p.34, GoF, p.3). Finally, and most extreme, “...when Oerth was very
The eastern sides of mountain ranges receive rain from the young and men had only just come upon it, a time when
clouds forced over them, while the western sides are made forests covered almost all of the Flanaess...” FFF p.76.
arid by dry, descending air. Thus, prior to human activities,
marshes and deep forests dominated the eastern slopes of Thus, the north and east Sheldomar Basin (Duchy and
mountains (Celene, Geoff, Yeomanry, Sea Princes, and, but northern County of Ulek, Bissel, Gran March, Keoland
see below, Sterich). The western sides remain arid hills and proper north of Niole Dra) were arid hills and open
deserts (eastern Sea of Dust, eastern Dry Steppes, grasslands, while the south and west (Geoff, the Yeomanry,
southwestern Lorridges, eastern portions of Gran March and Keoland proper south of Niole Dra, southern County and
Duchy of Ulek). western Principality of Ulek and, but see below, Sterich)
were heavily forested.
Winds from the southeast in the spring and summer
bring storms and much rain inland from the Azure Sea, so Locally, the river valleys of the Lort, Upper Sheldomar
the County and Principality of Ulek and southern coastal (above Niole Dra), Upper Kewl (above the Silverwood), and
Keoland have strongly seasonal climates. Jurnre is said to Old River are narrow, as the rivers there are rocky and fast‐
receive ʺample rainʺ (FoI, p.25). Also, “People around the flowing (FtAA, p.64; GDU, Geography Section), while the
Kingdom are eagerly preparing for the Spring festivals to Lower Sheldomar and Lower Kewl are quite broad (LGG
celebrate the last few days of cool weather before the storms p.152), with wide flood plains and marshy margins.
begin sweeping up from the south and the final thaw in the
north.” OKW (Growfest 591, Herald’s Corner, Character The Rushmoors actually receive less rain than one might
Information). And, “The frequent storms which cross the expect. They are a marshland not entirely from local
Azure Sea north of Fairwind Isle to strike the western coast precipitation but because they have impermeable clay soils
of the Sheldomar Valley often seem to hit [Salinmoor] the and lie in a natural basin. The yearly flooding of the
hardest.” LGJ1, p.16 numerous rivers that surround them spills over the banks
and inundates the countryside, with nowhere to drain off to.
This tropical coast rainfall kept the southern lands That being said, they do receive more precipitation than one
naturally forested almost as far north as Niole Dra, and would expect from their location, and have frequent mists:
along the Sheldomar River for its entire length, before the “The south, however, is a land of dark mists and frequent
arrival of the Suel. Their massive programs of forest‐ showers, particularly near the forest and swamp.” LGG
clearing, irrigation, and swamp‐draining created agricultural p.153. This is probably the legacy of powerful dark magic in
land and, over time, altered much of the landscape. For the region (see (26)).
example,
42
Volume II, Issue 16
The comments above are based on my interpretation of While the WoG emphasizes the hunting aspect of Flan
the maps of Greyhawk, and the cited passages. In general, culture, I presume that some of them had at least a primitive
this perspective is in accord with the detailed information on agriculture. True non‐farming hunter‐gatherers rarely
local climate found for most countries in the LGG. There are exceed average population densities of one person per
two noteworthy exceptions. First, the LGG (p.107) states square mile, even in good lands. As such, the Flan would
“Sterich claims no notable woodlands within its borders, and have been easily eliminated by humanoids or, if they had
has had to conduct considerable trade with Keoland and survived until contact, completely brushed aside by the Suel
Gran March for lumber to rebuild fallen towns and villages.” and Oeridians. The Savant‐Sage (author of the WoG) and
This is odd but possible, if the Good Hills and Jotens the chroniclers he relies upon may have been biased in
conspire to deprive the air of any moisture before it reaches documenting the efforts of male Flan, only. The same bias
the Sterish Valley. Second, the LGG (p.63) purports that led real‐world historians to characterize many groups
“The climate [of Keoland] is customarily temperate year‐ (including some Native Americans, Africans, and New
round and the soils of the central valleys are rich, allowing Guineans) as ʺhuntersʺ when in fact most of the calories in
the kingdom to grow wheat, rye, and other grains in great their daily diets came from agriculture, a principally female
abundance.” Gary Holian (co‐author of the LGG and endeavor. For example, the founding fathers of the US
principle author of the Keoland section) maintains that the believed that the first step in civilizing “Indians” was
climate of Keoland is temperate. However, as a list of the teaching them agriculture, when in fact the various
local agricultural produce from Jurnre makes clear (FoI, indigenous groups of the eastern US already had
p.25), most of Keoland has a subtropical climate, and rice is a sophisticated agricultural systems. What they did not have
more likely crop than rye. When one examines the position was male participation in these systems. We are told that the
of Keoland in the world (WoGG, p. 18), one sees that the Flan of the Jurnre region wore tartan kilts (FoI, p.27), which
southern coast lies about at 26ºN, the city of Niole Dra is at would require both weaving and dying, and therefore imply
approximately 30ºN, and the northern border of Gran March agriculture.
falls around 35ºN. These are subtropical latitudes. On the
east coast of the US, for example, 26ºN is roughly the I picture primitive Flan subsistence in the Sheldomar to
southern tip of Florida, 30ºN the border of Florida‐Georgia, have been gathering, herding, hunting, and plowless shifting
and 35ºN the northern Carolinas. The LG Duchy of Ulek agriculture (“slash and burn” followed by a few years of
Triad (before their dissolution) appeared to believe that the planting and harvest, then later abandonment), similar to the
Sheldomar is subtropical. The GDU Ecology Section (see Celts of Europe or the Native Americans of eastern North
Appendix B) says, “The forests of the Duchy of Ulek are in a America. Given the subtropical climate of Keoland (see (14),
geographical position that tends to give them the best above), perhaps the best analog would be the Native
mixture of tree species from both what are considered Americans of Southeast North America, such as the
typically Central and Southern woods in the Flanaess.” Cherokee. Corn, beans, and squash (the “Three Sisters”)
Furthermore, “Perhaps the most common ʺmonsterʺ that would have been agricultural staples. Depending on where
rears its ugly head every so often is the giant snapping turtle, the Flan lived, hunting, herding, and agriculture would have
and crocodiles bask on the banks of the Kewl below had a differing prominence in everyday life. The hill herders
Forfaladuin” (ibid). (like the native Flan Jurnrese), having domesticated animals,
would likely have had the highest level of material
technology. These people were also under the leadership of
druids, and would likely have had the most stable and
15) “It is commonly held that the Flan peoples of advanced subsistence economies. “The Old Faith
eastern Oerik were simple tribesmen before the events that
(druidism), as practiced by the common folk throughout the
led to the Suel and Oeridian migrations.” GA, p.92
central Flanaess, was the center of culture here. The
sovereign was always a member of the druidic hierarchy,
ʺThe original inhabitants of the Flanaess were the Flan
whose position was respected by both the human and
tribesmen, hardy and tough nomads whose small, scattered
nonhuman inhabitants of the county, regardless of the ruler’s
groups made no major civilizing efforts.ʺ FtAA, p.3
race or patron deity.” LGG p.117
ʺThe Flan tribesmen were hardy and capable hunters but
The Geoff Triad agrees that the Flan, at least the Flan of
not particularly warlike, and their small and scattered
Gyruff, did not have (iron) plows. On their website (OGW),
groups made no appreciable civilizing efforts.ʺ WoG, p.8
they say “c. 1775 FT [CY –377] The iron plow is introduced to
the Flan by a few Oeridian and Suel settlers who make it to
Gyruff, while seeking to escape the warfare in the main
43
Oerth Journal
valley. Farming becomes possible in rocky Geoff, and the Were they preceded by Oeridian migrants? Unfortunately,
wandering Flan tribes begin to establish farms. Within a few these simple questions have no easy answers.
generations the clans have broken up into individual families
that have settled onto steadings and crofts.” (Grand History a) It is clear that the Oeridian migrations in general began
of Gyruff; History; Gyruff Gazetteer). Their dates for the first, and also that they preceded the Suloise migrations by
cultural transformation brought by iron plows are earlier more than a decade. From WoG, p.9
than I have posited for the Flan of the lower Sheldomar, but
they accurately describe the process. I would assume that “S.D. 5058 Oerid migrations east of peak point.
the Flan under Vecna had a high Bronze Age material S.D. 5069 Suloise migrations begin.
culture. The more primitive Flan of the southern Sheldomar S.D. 5094 Invoked Devastation of [sic] Rain of Colorless
may have acquired bronze and copper items through trade, Fire strike.”
but they probably did not produce the raw metals
themselves. FtARC #1 clears up the meaning of “peak point” and
converts the dates to CY,
“CY –458 Oerid invasions beyond western mountains
16) The Flan of the lower Sheldomar had little incentive commence.
to adopt settled agriculture, given the warm subtropical
CY –447 Suloise migrations beyond western mountains
climate and year‐round abundance of their lands (see (14),
commence.
above). North of Niole Dra, in the vast prairie, however, the
CY –422 Invoked Devastation and Rain of Colorless Fire
situation was different. While still warm year‐round, the
strike Suel and Bakluni lands.”
land is terribly dry during the summer, meaning that stored
crops would be essential to permanent settlements. Crops
The Scarlet Brotherhood (p.2) says that by 5070 SD (thus CY
such as dry rice and wheat would be prominent, and would
‐446, one year after the dates given in WoG and FtA for the
have led to the development of cities and a more advanced
start of the migrations), the Suloise migrations had already
civilization than in the south. Certainly the Empire of Vecna
begun depopulating the cities of the Imperium.
included cities of such civilized Flan. See (8) and (15), above,
for more on the Flan, and (26) below for more on Vecna.
The Adventure Begins reports that the Oeridian migrations
began in the west even earlier, c. CY ‐465, but that the Oerid
Consider this description of a city of Flan under Vecna:
did not arrive as far east as the Tuflik Valley (now Ket) until
“Vecna had built a great fortress city, the likes of which was
the standard date of CY ‐458 (p. 55).
never seen again on that world ‐ miles and miles of towers,
castles, and cathedrals all dedicated to him. Ykrath was its
Given their (at least) decade‐long head start, the Oerid
name, lost now to all but the most obscure and arcane texts.
should have been able to arrive in most locations in the
One of the greatest and grandest towers was Vecnaʹs
western Flanaess well ahead of the Suel. When one
personal library, the topmost room of which held his most
examines the migration map on WoG p.10, one sees that
valuable books
there are three initial directions to the southern Oeridian
and tomes. So powerful was the magical lore of these
migrations (the arrows depicting migration routes in FtARC
books that even after Vecna fell and the city was razed by
#2 are offset from the original, and do not correspond as well
those he had long oppressed, the room lived on in shadowʺ
to specific geographic features). One advance is east across
(VR, p.50).
Ferrond and around the northern shore of the Nyr Dyv. A
second advance is southeast and appears to have been halted
Some people (notably, Sam Weiss) claim that the Flan of
in the southern Voll. The third main Oeridian migration
the southern Sheldomar were just as civilized as those in the
route shown is south into the Sheldomar Basin. So, while it
north, and that they too possessed cities. There is nothing in
is clear that the Oeridian migrants entered the Sheldomar,
the canon to support this, as far as I know. If such cities
one can still ask whether they arrived before or after the
existed, they were certainly destroyed or built over by the
Suel. Unfortunately, the canon does not give a clear answer
conquering Suel.
to this.
The former dominance of the Oerid in the hills of Ulek
17) When did the Houses of Rhola and Neheli arrive in seems to imply settlement at least concurrent with, and
the Sheldomar Valley? Did they arrive alone, or with other perhaps prior to, the Suel. Racial composition in the County
groups? Were they preceded by other Suloise migrants? of Ulek (which has the oldest migrant human population) is
44
Volume II, Issue 16
given as OFS (WoG, p.14; FtARC #2; LGG p.116), that is, the arrive in the Sheldomar until after the fall of the Vecnan
Oerid contributed the most to the current mix and the Suel Empire.
the least. Furthermore, the LGG (p.117) states of the County
that “The native Flan and halfling peoples were willing to As an aside, some authors see the Suel settlement of the
accept Oeridian sovereignty in exchange for protection from Flanaess as occurring well before the Migrations. For
the more rapacious Suel, then showed an equal willingness example, the community of Dancingleaf in Keoland’s
to accept Suloise of more amiable disposition.” This might Westgate Barony is said to have been “settled first around ‐
imply that the Oerid ruled the area of the County at least 500 CY by a group of Suloise immigrants devoted to the
before the arrival of the houses of Rhola and Neheli, if not goddess Lydia” CF!; Sheldomar Gazetteer I : Westgate
before the firstcomer Suel. Barony, Keoland.
In contrast to this position, however, is a passage from b) A second question concerns the arrival of the houses
TAB (p.55) stating, “The last of the Suloise to migrate beyond of Neheli and Rhola, and how they related to the other Suel
the Crystalmists, the Houses of Rhola and Neheli, took migrants. The quote from TAB p.55 in (17a) above calls these
possession of the vast and fertile Sheldomar Valley. When two houses “The last of the Suloise to migrate…” and the
southward‐moving tribes of Oeridians entered the valley WoG quote in (5) above calls them “late migrants”. The FoI
and the inevitable conflicts were finished, the two peoples quote in (5) above seems to imply that at least Immris of
united and created a new civilization to bury their dark Rhola led his household independently to the Sheldomar,
memories of old. In this manner, the Kingdom of Keoland even if not other members of House Rhola. In contrast, the
was founded in 303 OR.” This seems to imply that the Oerid LGG (p.64) strongly implies in the section quoted in (17a)
did not enter the Sheldomar until well after the last of the above that the Rhola and Neheli were two of the twelve
Suloise migrations had concluded. The LGG (p.64) furthers houses of Suel rescued and led by Slerotin, the Last Mage of
this idea by stating “The remaining Suel Houses fought the Power. “History records that it was only a few years after
local Flan and abundant nonhumans [but apparently not the their arrival in the Flanaess that the refugees fought each
Oerid] for control of the rest of the land, which was other and went their separate ways, disregarding the Last
dominated by the near‐mythical Empire of Vecna in the Mage’s words. The powerful Zelrad family withdrew to the
north. The nobles of House Rhola made for the Azure Coast, northeast, departing from the Sheldomar Valley entirely to
where in settle in what became South Province of the Great Kingdom.
–368 CY they founded the city of Gradsul…Niole Dra The tales also recount how the vile House Malhel fled
was founded by [the Neheli] within ten years of Gradsul’s toward the Dreadwood and was consumed by its own evil
creation. The next few seasons brought many changes to the after trying to summon up powers of the earth in a desire to
land, as the Oeridian tribes entered the Sheldomar Valley resurrect the Suel Imperium. Similar groups suffered other
from the north after a great upheaval appeared to bring malign fates, while others fled across the Azure Sea, never to
down the Empire of Vecna from within. The Oeridians were return.” (LGG, p. 64)
the first people to encounter the Neheli, settling with the
latter peacefully.” Whether or not the Neheli and Rhola arrived by
themselves or as two of the twelve tribes led by Slerotin, it is
Thus canon seems divided on whether or not the Oerid clear that they came soon after the Rain of Colorless Fire, and
or the Suel were the first migrants to enter the Sheldomar. had thus been preceded by 36 years of Oeridian migrations
This is probably because of the emergence of Vecna as an and 25 years of firstcomer Suloise migrations. I imagine that
historical cause later in canon development. Sources these previous migrants lived mostly as nomadic raiders on
produced prior to the publication of VL would not have the Flan and on one another (but see (17c), below). The
assumed any barrier to the migration of the Oerid into the Rhola and Neheli would certainly have had to fight for their
Sheldomar. Between VL and the LGG, there was a existence in this “populated, if chaotic,” Sheldomar.
recognition that the Empire would have to be placed
somewhere, but no location was mandated. Finally, the LGG c) While I have presented the pre‐Neheli migrant Suel as
established that the realm of Vecna occupied the present‐day having been wandering raiders, this may just be Keoish
Gran March. With such a position, it is assumed that any propaganda. Sam Weiss, in particular, claims that pre‐
Oeridian migration to the lower Sheldomar would have been Neheli Suel had indeed already settled the region and had
blocked until after the death of Vecna and the dissolution of used Flan slaves to establish large plantations. Presumably
his Empire. For further discussion of Vecna and the the Suel had also conquered or sacked the supposed
placement of his Empire, see (26). For the purposes of this southern Flan cities. Since the Keoish myth of the Rhola and
article, I follow the current consensus that the Oerid did not Neheli is that they brought civilization to the Sheldomar,
45
Oerth Journal
46
Volume II, Issue 16
47
Oerth Journal
seems to have included the region around the Nyr Dyv, but created an order of knights in the frontier region” (p.50).
how far it extended beyond this region is not specifically And, “This territory also includes portions of Dim Forest and
mentioned. VL! names a city destroyed by Vecna as the Rushmoors, a haunted fen that has plagued the southern
“Fleeth”, but does not place it in a specific location in the march for much of its long history” (ibid). Furthermore, “The
Flanaess. remaining Suel Houses fought the local Flan and abundant
nonhumans for control of the rest of the land, which was
The timelines presented in Oerth Journal 1 identify Vecna dominated by the near‐mythical Empire of Vecna in the
as an Ur‐Flan who studied magic with gray elves before north…The next few seasons brought many changes to the
turning to the worship of Tharizdun. In the “Flanae Talley” land, as the Oeridian tribes entered the Sheldomar Valley
by Steve Wilson, the claim of Vecna’s tower being in the Nyr from the north after a great upheaval appeared to bring
Dyv is repeated, while in the “Olven Calender” Wilson down the Empire of Vecna from within” (p.64). Thus, while
stated as fact that Vecna created the Bright Desert. Thus, the claiming the location of Vecna’s Empire is not known with
Wilson OJ1 references treat as fact what VL! claims to be a certainty (p.13), the LGG places it definitively north of
rumor. Keoland around the Rushmoors, and uses it to explain the
absence of early Oeridian settlement in the Sheldomar.
The Adventure Begins suggests that Vecna’s Tower was
actually north of the Nyr Dyv, or on the Isle of Woe in the Erik Mona (Savant Iquander, co‐author of the LGG)
Nyr Dyv, or perhaps south in the modern area of Urnst or locates the Empire in an article originally posted to the
the Bright Desert. However, the dubious scholarship RPGA Message Board and now available on Canonfire!
involved in this section of the work makes these references (entitled Ancient History: Vecna’s Realm). He places the
better treated as false rumors. See Maldin’s page at “Occluded Empire” of Vecna as lying between the
http://www.melkot.com/mysteries/woe.html Rushmoors and the Nyr Dyv, forming a northern cap to the
for a passionate critique of the material in The Adventure lands of Keoland. He specifically claims that Vecna ruled
Begins. Slavers seems to repeat the ideas given in TAB, from the Rushmoors while Kas held power in “the now‐
including the errors about Tzunk ruling the Isle of Woe. ruined town of Tycheron, along the northern banks of the
“The Isles are reputed to have been the home of the wizard‐ Velverdyva, not far from modern Dyvers.” This would
priest Tzunk, who used the Codex of the Infinite Planes to account for the deflection of the Oerid north around the Nyr
rule an empire. Other sources claim that the archlich Vecna Dyv as well as the abrupt halt to the northern travels of the
ruled his ancient domain from an island in this areaʺ (SLA p. Suel on the two western branches of their migrations.
17). (Note that this quote comes from p.17, not 16 as stated
in the Greychrondex v 4.2). “Greyhawk Grimoires,” in the section on Vecna’s
Ineffuble Variorum, repeats the claim that “Uhas of Neheli’s
The Vecnan Empire would surely have affected the famed Chronicle of Secret Times...places Vecna in the
migrations, conquests, and general history of the Suel and Sheldomar Valley when the Kingdom of Keoland was still
Oerid. If one examines the migration routes of the Oerid very young...” GG c. pp. 49, 50.
(diagrams on WoG, p.10; FtARC #2), one can see that they
appear to have been forced north of the Nyr Dyv. Since they My Compromise Location:
had over a decade head start on the Suel (WoG, p.9; FtARC Putting all of this information together, I would contend
#1), it seems doubtful that the Suel were preventing their that the original “core realm” of Vecna included the lands
migration southward. Rather, I believe it was the Vecnan around the Rushmoors, principally what is now the Gran
Empire that was excluding the Oerid from the southern March. As Vecna’s interest in ruling other areas grew, he
central Flanaess. I believe that Kas allowed the Suel extended his hegemony over the Flan tribes of the plains of
migrants, on the other hand, passage through the empire, Greyhawk, down the Wild Coast, and possibly into what
and even allowed them to settle within it. would be the Duchy of Urnst. A rough map of the extent of
his realm at the time of the migrations is shown below.
Rushmoors Hypothesis:
In contrast to this location around the Nyr Dyv, the Greyhawk luminaries Sam Weiss and Erik Mona agree
authors of the LGG have focused on the Rushmoors as being that Vecna’s empire would not have included the Duchy of
the center of Vecna’s realm. The LGG itself says “Legend Urnst; Gary Holian has not committed one way or another. I
holds that, after the defeat of Vecna and the dissolution of have not read the history of the “Maure” people
his empire (placed in the northern part of the Sheldomar (presumably given in Dungeon’s new version of Castle
Valley in some accounts), the nascent Keolandish crown Maure) and so reserve my personal judgment on the matter.
48
Volume II, Issue 16
Tycheron Flan
with Suel
Flan Flan
Migrants
49
Oerth Journal
50
Volume II, Issue 16
hierarchy of high priests who were in only occasional contact Neheli turned into a bitter fight for survival. Fiends and
with the mind of Vecna. Their divine mandates to the Flan abominations, hordes of Flan undead, and priests of
rulers, principally concerning the frequency and nature of increasingly powerful ability beset them. VL! says that the
sacrifices required, were increasingly supplemented by civil Neheli struggled with the ʺprevious lordʺ, Vecna, and his
edicts issued by Kas from his capital of Tycheron, roughly in lieutenant, Kas (p.22). I take Vecna’s title as “previous lord”
the center of Vecna’s lands. As Kas grew in power and to refer to his long absence, abdication of rule to Kas, and/or
authority, he tried to exert greater control, and form a more the state of rebellion of the firstcomer Suel. After several
unified state among the fractious Flan subjects. years of struggle the Neheli abandoned their stillborn
northern homeland and retreated south to join their Rholan
Thirty years before the Twin Cataclysms, tribes of kinsmen in the lower Sheldomar. The Neheli shame at this
Oeridian migrants displaced by the escalating Suel‐Baklun defeat might explain their reluctance to let the episode be
conflict began appearing on the margins of the empire. They recounted in a public history (VL!, p.22). After the victory
raided or displaced the native Flan as they moved. Kas did over the Neheli, Kas consolidated his hold on the Empire
not like their fierce loyalty to their tribes and tribal gods and brought the remaining Suel firmly under his control.
(LGG p.6), and he ordered that they be turned back. The His hubris, fed by his sword (DMG1, p.161), was then at its
various Flan rulers beholden to Vecna resisted the incursions height, and he dared to challenge Vecna. As a result of this
of the Oerid, with Kas orchestrating a more‐or‐less challenge, both perished, and the world was made brighter
coordinated defense. As a result, the Oerid were forced thereby (DMG1, p.161; VL!, p.3)
north around the empire, moving through the lands of
unaffiliated Flan. In Gary Holian’s article “Silent Sorcery” in the LGJ4, the
Chronicle of Secret Times is said to claim that the Neheli made
A decade later saw the first arrival of Suel migrants a deal with Vecna to exchange information in return for
fleeing the same conflicts. Unlike the Oerid, the Suel were peace (p. 12). The fact that this is called a “truce” might
corrupt, wily, and deferential (2). Kas accepted them into the imply that it came at the end of the Neheli conflict with the
empire, allowing them to pass through the Flan lands and Vecnan Empire. Thus when the Neheli‐led revolt had
even to settle. The Suel founded cities in the Empire, such as become serious enough to demand Vecna’s personal
Greyhawk City (WoG, p.23, FFF p.34), the lost Suloise City of attention, the seers of the Neheli negotiated their withdrawal
the Suss (WoG, pp.42, 58; FtAA, p.54; TAB, p.55; LGG pp.88, from the region. Perhaps, as posited above, Vecna had been
142; “Suss Forest” section of the Geography of Keoland page so far removed from the Prime at the time of the migrations
of the OKW), Naer’s Well (Narwell) and Hardby (personal that the Neheli did not believe he existed, or still existed,
communication from Erik Mona, who may have been until their actions awakened him to the events in “his”
referring to TAB p.56). Note the dominance of the Suel racial Empire. When the Neheli realized what they were actually
strain among the humans of the Wild Coast (WoG, p.14; up against, discretion proved the better part of valor.
FtARC #2).
Sam Weiss, in his “The Grand History of the Sheldomar”
Kas thought to use the firstcomer Suel and their seers as on CF!, says:
dupes in his growing plans to overthrow the absent Vecna. “[CY]‐357 Empire of Vecna falls as Kas the Bloody‐
The Suel, for their part, feigned loyalty to Kas for a Handed slays the Whispered One, the Lord of the Spider
generation until they had become well established in the Throne: History: The Empire of Vecna controlled the lands
lands of the empire. Many then simply ignored his edicts, just south of the Fals Gap. This kept the Oeridians from
entering a state of passive rebellion. By the time the Neheli moving south and the Suel from moving north as long as he
had reached the northern Sheldomar shortly after the Rain of was there. It also limited the expansion of the Neheli, making
Colorless Fire, they found a number of firstcomer Suel tribes their choice of the northern part of the valley for their new
openly refusing the authority of Kas. Since Vecna had not homeland questionable. It is unlikely they foresaw the fall of
been seen for a generation, the Neheli assumed that the tales Vecna, and more likely they intended to sell out, and find a
of the Whispered One were merely Flan superstition. The way to get free later. The treachery of Kas changed that.”
Neheli quickly assumed leadership of the rebellious Suel and
busily set about conquering the local Flan to establish a In contrast to my contention that the empire of Vecna
homeland for themselves. While Kas had heretofore failed to (under Kas) accepted Suel migrants, Erik Mona (in his
report the Suel situation to the planar‐traveling Vecna, the “Ancient History: Vecna’s Realm”, available on CF!)
Neheli massacres of Vecnan priests quickly attracted the postulated that the Vecnan Empire was Flan only, and
attention of the arch‐lich. As the power of Vecna began to accepted no Suel. He further claimed that upon meeting the
manifest in the Flanaess, the initially easy conquests of the Vecnan Empire, the Keoish King prepared an invasionary
51
Oerth Journal
52
Volume II, Issue 16
unifying and protective cultural forces, they were Neheli went their separate ways, settling different stretches
traditionally loath to involve themselves in local politics, and of the Sheldomar River…The Malhel, a small though
left secular affairs to the many independent tribal chieftains. powerful noble house refused to give quarter to the other
See, for example, the article “The Religious History of Suel houses or to depart the Sheldomar Valley as did the
Perrenland” on CF! other lesser houses who disagreed with the Neheli and
Rhola.” LGJ4 p.12
While their may have been some feuding among the
various Suel Houses, the fact the Niole Dra has never in its
existence seen a battle is testament to the fundamental unity
of the good Suel. Given the strategic and symbolic
31) As one example, consider the nation of Jurnre.
ʺImmris and his people entered into alliance with the local
importance of the city, anyone who wished to move against
halflings and gnomes, and with them founded a citadel on
the Neheli prior to the Great Council would have made some
what they dubbed the Hill of Stars above the banks of the
attempt to sack the city. “In nine centuries [Niole Dra] has
Kewl River. Many of Immrisʹs troops and servants were
never been besieged or touched by warfare. It sports only
Oeridian, and they were joined by Oeridian and Flan tribes
token walls and fortifications and most of these are
who were attracted to his relatively peaceful and stable
adornments that only add to the cityʹs beauty. Niole Draʹs
realm. In time the new society was augmented by a steady
quarters are separated by hanging gardens instead of walls,
stream of refugee Suelites [sic] who had repented of war.
one more splendid than the next.” LGJ1, p.10.
Immrisʹs expert leadership and the shared dangers of those
times welded these diverse peoples into a city and nation
they called Jurnre.ʺ FoI, p.25
29) Earth history is replete with instances of nomadic
horse warrior‐herders (often fair skinned) raiding and ʺAccording to ancient practice, the members of the city
sometimes conquering agricultural peoples (often darker guard wear face paint and tartan kilts indicating their rank
skinned). Generally after a period of turmoil, the horsemen and ward ‐ apparently an echo of the time when ordinary
become a ruling elite and the natives a peasant class. troops were largely Flan and Oeridian tribesmen.ʺ FoI, p.27
Consider the Huns and Magyars in Europe, the Aryans in
Greece and India, the Moghuls in northern India, the Junre served as an early shining example of racial
Mongols in China and eastern Europe, the Semites and tolerance and harmony, and set the tone for developments in
Hittites in the Middle East, the Malagasy of Madagascar, the the rest of the future Keoland. Even today the people of
Sioux in the northern Great Plains, and the Apache and Jurnre are the most “mixed” and the least “Suel”, including
Kiowa in the southern Great Plains. Any one of these could the rulers. Presumably, this is why the city has earned the
be models for Suloise and Oeridian treatment of the Flan – particular hatred of the Scarlet Brotherhood. “Plotting the
first raiding, escalating until complete conquest, then destruction of the heretical city of Junre is a secondary
settlement and rule, accompanied by the development of a priority for the area.” SB, p.23.
class system that was strongly influenced by race.
Where did Immris get his original Oeridian servants and
troops if he had just left the old Suloise empire and the Oerid
were not yet in the Sheldomar? I would assume that they
30) “History records that it was only a few years after were members of his household before he left. As the Suel in
their arrival in the Flanaess that the refugees fought each
general employed mercenaries (10), and as the Oerid were
other and went their separate ways, disregarding the Last
displaced long before the Rhola migrated (17a), the good
Mage’s words. The powerful Zelrad family withdrew to the
houses may have already had some Oeridian dependents
northeast, departing from the Sheldomar Valley entirely to
before their migrations. Consider also, “The Suel Imperium
settle in what became South Province of the Great
was governed by contesting noble houses, and the fleeing
Kingdom…Similar groups suffered other malign fates, while
bands that entered the Flanaess were often lead by nobles
others fled across the Azure Sea, never to return.” LGG p.64.
with their families and many retainers.” LGG p.8.
“According to the Chronicle of Secret Times, however, the
real nobility of these events was somewhat questionable.
The various Suel tribes fought amongst each other for 32) The climate of the Tilvanot Plateau is said to have
dominance almost immediately upon entering the Flanaess. ʺresembled that of the lost Suel homeland with its steady but
Many of the lesser tribes such as the Zelrad were driven out cool temperature and misty skies.ʺ FoI, p.105. See also SB,
of the valley entirely, to settle elsewhere. The Rhola and p.33 for details of the weather of the Tilvanot Peninsula.
53
Oerth Journal
Central Keoland would be hotter than this with more, albeit River, giving it control over half of the valley, as well as
strongly seasonal, precipitation and flooding in the river being an excellent deep water port for control over the
valleys (see (14), above). western Azure Sea.” “Grand History of the Sheldomar”; CF!.
Niole Dra:
“The sleepy capital of the Kingdom of Keoland has
33) constituted an independent territory since the formal
a) ʺMuch of what is bought and sold in Jurnre is derived
founding of the nation. Niole Dra (pop. 25,000) was
from the nearby countryside: rice; oranges, lemons, and
established soon after the migrations by the nobles of House
limes; karafruit; cheeses; tobacco; peppers; cotton; fine
Neheli as a governing demesne for the Duchy of Dorlin.
lumber from the Countyʹs carefully managed woodlands;
However, its active control eventually passed to a
and the powerfully sweet honey derived from the local citrus
bureaucracy appointed by the council of Niole Dra when it
orchards as well as the yet more powerful mead which is
became the capital of the united kingdom some decades
brewed from it.ʺ FoI, p.25
later. It is one of the oldest and most impressive standing
cities in the Flanaess.” LGJ1, p.10
Sam Weiss has stated his opinion that the Flan, as Native
American analogs, were growing only those crops available
“[CY] ‐359 Niole Dra Founded: History: The capital of
in the pre‐Columbian New World (thus corn, but not rice or
the Neheli until it was given over as capital of the Kingdom.
wheat). I don’t see the need to drag real world biogeography
It is ideally set to dominate the central part of the valley.”
into Greyhawk, but I do think it is a reasonable assumption
“Grand History of the Sheldomar”; CF!
that the Flan of the lower Sheldomar did not use draft
animals, even though the halflings around them did. This
Junre:
fact alone would restrict many of their crops to “American”
FoI is set in CY 576 (p.110). It mentions the founding of
ones, not “Eurasian” field grains.
the city of Jurnre ʺnearly nine hundred years agoʺ (p.25) as
one of the first post‐Devastation cities in the Flanaess. This
b) “...a black dragon of considerable size razed the city
would put the founding date of the city at –324 CY at the
[of Steffenmoor] in 202 CY. The city boasted a large network
oldest. However, Immris himself, a migrant from the
of dams along the Sheldomar, and the beast did so
Imperium, seems to have taken part in the founding of the
much damage that the ten square miles of land around
city (see the FoI, p.25 quote in (31), above). This would make
the city became a field of
Immris a very old patriarch indeed, if his journey to the
muck” pp.6, 19 of The Earldom of Linth ‐ Playerʹs Primer
Sheldomar had occurred 100 years before, shortly after the
on the “History and Information” page of the OKW.
Invoked Devastation (22). It seems more likely that the city
is older, a contemporary of Niole Dra. It could have been
merely a large a market town until the later date given in
34) FoI, however. Thus we can assume that the FoI date actually
Gradsul: commemorates the recognition of Junre as a true city, not its
“The nobles of House Rhola made for the Azure Coast, actual founding by Immris.
where in –368 CY they founded the city of Gradsul... Niole
Dra was founded by [the Neheli] within ten years of Furthermore, ʺwhen Rauxes was little more than a
Gradsul’s creation.” LGG p.64 collection of huts, Jurnre was already a city with stone walls
and paved streetsʺ (see the FoI, p.25 quote in (31), above).
“Gradsul has always been a possession of the nobles of
an ancient Suel house known as the Rhola, who founded it
almost a thousand years ago following the migrations. Its 35) ʺImmris and his people entered into alliance with
name literally means “Haven of the Suel” in the ancient
the local halflings and gnomes, and with them founded a
tongue of the settlers, and the territory more than lived up to
citadel on what they dubbed the Hill of Stars above the
this mantle, becoming the primary destination of many
banks of the Kewl River.” FoI, p.25
surviving Suel families escaping devastation in what would
become the Sea of Dust.” LGJ1 p.12
“[CY] ‐368 Gradsul founded: History: The capital of the 36) “The province is administered from Dorglast Castle
Rhola, this is the first major settlement in what would (pop. 1080), an ancient fortress that completely encircles a
become Keoland. It is located at the mouth of the Sheldomar small township some 90 miles northwest of Niole
54
Volume II, Issue 16
55
Oerth Journal
56
Volume II, Issue 16
Barony of Sayre
Swamps Barony of Grayhill
DC10 Barony of Westgate
Rushmoors are the northern border
Hool Marsh is part of the southern border DC 30
there are connections to the Underoerth in the Good Hills
DC15 (never mentioned openly)
the Rushmoors are claimed by the Gran March
the Rushmoors have an Evil reputation Forests
two provinces border the Rushmoors; DC10
March of Mandismoor the Dreadwood is to the south, from the Javan River to
Duchy of Dorlin the Azure Sea
the Axewood is to the north of Niole Dra along the
portions of the Hool Marsh are a protectorate of Keoland Sheldomar River
portions of the Hool Marsh are claimed by the Yeomanry
the Hool Marsh has a reputation for being full of DC 15
monsters and bandits the Dreadwood has a very bad reputation
two provinces, the Dreadwood Protectorate, and the city the Dreadwood is a protectorate of the Kingdom, ruled
of Westkeep border the Hool Marsh; by wood elves and most of the people there are wood elves
Viscounty of Nume Eor a special group called the Dreadwalkers protects the
Viscounty of Salinmoor Dreadwood
the Barony of Grayhill is fully within the Dreadwood
DC 20 where it meets the Good Hills
Geoff and Sterich border the Rushmoors six other provinces border the Dreadwood;
foul monsters like undead and lycanthropes are rumored Duchy of Dorlin
to come from the Rushmoors (never discussed openly) Barony of Raya
Barony of Sayre
lizardfolk live in the Hool Marsh Barony of Westgate
Viscounty of Nume Eor
DC 25 Viscounty of Salinmoor
the village of Saltmarsh had an alliance with a group of
lizardfolk before the wars the Axewood has a reputation as a faerie wood
the Axewood is half within Keoland and half within the
DC 30 Duchy of Ulek
Vecna ruled from the Rushmoors (a capital offense to it is ruled by a half‐elf and has mostly wood elves and
mention in Keoland) high elves living in it
Hills DC 20
DC 10 unnatural things live in the Dreadwood (borders on
the Good Hills are parallel to the Javan River breaking the law)
the Good Hills Union occupies most of the hills a secret group called the Dreadstalkers lead the
the Good Hills extend into the Dreadwood Dreadwalkers
Gnomes and Halflings are the most common inhabitants
of the Good Hills DC 25
spider creatures live in the Dreadwood
DC 15 some of the spiders are intelligent (forbidden to be
nine provinces lie in or border the Good Hills; discussed)
March of Mareman
March of Sedenna DC 30
March of Middlemead the House of Malhel destroyed itself in the Dreadwood
March of Blerfield after calling up unnatural energies (absolutely forbidden to
County of Flen be discussed)
County of Cryllor
57
Oerth Journal
Neighboring Countries March of Mareman
DC 10 March of Sedenna
to the east along the Sheldomar from north to south; March of Middlemead
Duchy of Ulek March of Blerfield
County of Ulek The Linth lands are;
Principality of Ulek Earldom of Linth
County of Nimlee
to the west along the Javan from north to south; Barony of Riverwatch
Grand Duchy of Geoff The Javan Counties are;
March of Sterich County of Flen
Yeomanry League County of Cryllor
Barony of Greyhill
to the north; Barony of Westgate
Gran March (which also lies along the Sheldomar) The Good Hills Union
The Dreadlands are;
to the south Dreadwood Protectorate
Hold of the Sea Princes Viscounty of Salinmoor
*In Keoland, the Hold of the Sea Princes is called the Viscounty of Nume Eor
Monmurg Lands or the Principality of Monmurg The Principality of Monmurg contains the city of
Westkeep
DC 15
beyond the eastern countries is a great mountain range Politics
called the Hellfurnaces or Crystalmists at different points Knowledge (Nobility)
beyond the western countries is a small mountain range Or DC +5 for Knowledge (History) or (Local)
called the Lortmils
beyond the Gran March is the March of Bissel DC 5
beyond the Principality of Ulek is the Pomarj The King is Kimbertos Skotti Lizhal
beyond the Hold of the Sea Princes and the Azure is the the name of their Provincial Ruler.
Amedio Jungle the name of their local ruler.
the names of important people and officials in their home
DC 20 village.
beyond the Hellfurnaces is the legendary land everyone
came from DC10
beyond Bissel is Ket to the east and Veluna to the west; He has a powerful magical advisor
Ket is an evil land that invaded Bissel during the wars His name is Lashton.
Veluna is a good land that helped Bissel during the wars the names of all the local rulers of their province.
beyond the Lortmils is the elven land of Celene The Council of Niole Dra is the highest council of the
land
Regions Nobles, Guildmasters and some special organizations
DC 10 make up the Council
The Rhola Lands are; there is a lot of plotting and numerous factions in the
Duchy of Gradsul Council
Earldom of Gand
Barony of Raya Guilds and Crafts
Barony of Sayre Craft (<specific Craft>) or Profession (<specific
The Neheli Lands are; Profession>) or Knowledge (Local)
Duchy of Dorlin
County of Marlbridge DC 5
Barony of Axewood Everyone will know the name of the local outfitters.
Barony of Mill Creek
Barony of Dilwych DC10/20
The Heartlands are; the names of Guildmasters
March of Mandismoor
58
Volume II, Issue 16
DC 5/30
the name of your Master if an apprentice
the name of his other apprentices and journeymen
History
Knowledge (History) or (Local)
or DC +5 for Knowledge (Nobility)
DC 10
the Kingdom is nearly 1000 years old
the Kingdom used to rule all the surrounding countries
DC 15
the King wants to get those countries to be part of the
kingdom again
Culture
Knowledge (Local)
or DC +5 Knowledge (History)
Everyone knows arcane spellcasters have to be watched
closely for signs of witchcraft.
Everyone knows there is no state recognized and
supported religion.
Everyone knows religious groups are restricted in leasing
land.
Note on Profession (<specific Guild>)
This covers information and abilities relevant to running
a successful Guild business. How to open a shop, pay taxes,
keep records, train apprentices, bribe officials, and other
direct, non‐crafting related activities.
Note on Knowledge (<specific Guild) or (Keoland Guilds)
This covers information on who is who within a guild,
what they control, where they get their supplies, and other
indirect, non‐crafting related activities.
These two skills overlap slightly. Neither can substitute
for, or provide any benefits to, a Craft skill. They could
however provide synergy benefits for interaction skills when
dealing with members of a particular Guild.
59
Oerth Journal
Appendix B - A Guide to the Duchy of Population: Figures are based on the last census, head
count, or tax rolls, with additional figures for particular
Ulek situations.
Major Products: This entry lists the items the city and/or
This article was produced under the auspices of the
surrounding area is known for. It is not an exhaustive or
former Living Greyhawk Duchy of Ulek Triad. This Triad
exclusive list, though a traveler will usually be able to find
has subsequently been disbanded and the state of Georgia
these items under normal circumstances.
folded into the Gran March region. I was given permission
Armed Forces: This section details both the official and
to reproduce the article here by Russ Timm, who is its
unofficial military organizations, including militia, guard,
primary author. It may not be reproduced, in whole or in
national army, and loyal mercenary bands that make the city
part, without his express permission. Russ sent me the
or town their home.
article as a PDF file, and I have taken the liberty of
Notable Mages & Sorcerers: This section gives a brief
reformatting it for Word.
description of the prominent arcane spellcasters that can
usually be found in the city or call the city their home.
Adventuring wizards and sorcerers are often out on their
own missions, and those who have settled down often carry
A Guide to the Duchy a heavy backlog of requests from local officials and
merchants.
60
Volume II, Issue 16
not an exhaustive list, but deals with the most prominent of both longer and shorter than one might think, and is
these places. Quarters are given a double listing for quality inexorably tied to the history of Keoland. It is also inexorably
and price. Quality of an establishment is a reflection of the tied to the history of one noble house of high elves, House
privacy and furnishing of the rooms, the worthiness of the Araglahel 1.
kitchen, the cleanliness of the help and the amount of water Although the truth of all things becomes blurred and
in the ale. Excellent implies first class accommodations. forgotten with the passage of time, it is generally accepted
that before the great migrations of the Suel and Oerid
For inns, private rooms with baths; for bars and taverns, peoples, elves ruled great swathes of land from the Barrier
excellent food and drink. Good means fine quarters and Peaks in the west to the Corusks in the east. However, those
food; not the best, but above average. Rooms may or may not great kingdoms suffered with the rise of Vecna and his
be private, with a communal bath. Fair indicates average to Empire of the Spidered Throne and never again attained
below average quarters, passable and filling meals, cheap their former greatness.
drinks. Poor means the quality is well below average – thin Although not common knowledge, it is held that the seat
walls, watered drinks, surly help. Rooms are cleaned yearly of Vecna’s empire lay somewhere that is today occupied by
whether they need it or not. Price indicates how much the Rushmoors, and as such Vecna pushed the native
everything costs. Expensive establishments charge double occupants further and further before his armies of terror.
the going rate, while cheap establishments are half price. One of the great elven kingdoms was called Forodorn, and it
Moderate is an indicator of goods and services that are was unusual in that it was dominated by high elves, even
priced approximately as indicated in the Player’s Handbook. though most of the seats of power in the kingdoms of yore
Important Characters: This section describes those were held by gray elves. Forodorn held rule from the Yatils
important individuals who have not been previously southeast to the Lortmils, and so lie directly in Vecna’s
mentioned in earlier sections. Sages are also included in this eastern path of aggression. Though Forodorn was powerful,
section, and unless otherwise detailed, assume a sage has at the nascent empire of the Whispered One was terrible and
least fifteen ranks in the appropriate Knowledge Skill(s). mighty indeed, and all that remained of Lost Forodorn a
Important Features in Town: This section includes all the century after their clash (known as The Sundering) lie to the
notable landmarks in town not covered elsewhere. It may north in the Vesve (later becoming the Highfolk) and to the
also include more details about a particular landmark southwest, pushed back into Celegnya (known in the
described earlier. Common tongue as Celene), which even in that day was a
Local Lore: This section provides some of the history of lesser bastion of gray elven power.
the city, as well as current problems, conflicts, and potential
adventure ideas. Vecna’s forces were never successful in toppling the Fey
Majesty of Celegnya, and for centuries one of the dominant
tribes of Ur‐Flan, the Ur‐Lek, lived in the lands east of the
ULEK, DUCHY OF Sheldomar River and west of the Lortmils, an area that
would later take their name. Here they continued their vile
Ruler: His Noble Radiance, Duke Grenowin Araglalhel
and evil habits, and continually clashed with the sylvan clans
of Ulek (NG male elf Wiz 11/Ftr 2)
and good creatures that remained in both the Silverwood
Capital: Tringlee (pop. 14,500/ hex S4 –107)
and Axewood. They enlisted all manner of beasts and
Major Settlements: Adurlell (4,300/Y4 – 107), Axegard
undead (being perhaps the greatest collection of
(13,200/Y4 –109), Forfaladuin (3,200/U4 – 111),
necromancers the Flanaess has ever seen), who would
Numbelnost (4,800/ W4 –109), Waybury (11,500/Z4 – 107)
tirelessly work throughout day and night to chop and burn
Population: 168,646
the woodlands. In the centuries that their corruption held
Demi‐Humans: Half‐elves (125,504), High Elves (55,889),
sway, they managed to reduce the native forests to a shadow
Sylvan Elves (18,629), Gnomes (11,766),
of their former selves.
Halflings (7,844), Other (3,922) *
Humanoids: None (including half‐orcs)
However, like all great empires before or since,
Resources: Foodstuffs, Cloth, Gold, Electrum, Silver,
increasing pressures from migrating Suel and Oeridians, as
Gems (I‐II)
well as internal strife, caused the Empire of the Spidered
Predominant Alignment(s): CG*, NG, N, CN
Throne to topple around –350 C.Y. In the decade following
the fall of the empire, the Ur‐Lek began to receive a massive
HISTORY: The history of the Duchy of Ulek, (or
and organized reprisal that was long overdue. In –344 C.Y.,
Lothromenoron as it is called in the Elvish tongue) is
forces of Celegnya led by a high elven warmaster by the
name of Auwagn Araglahel seized Trinleach from the Ur‐
61
Oerth Journal
lek, and renamed the city Tringlee, a name that it had held Linnoden to Axegard. In –247 C.Y., Waybury was
centuries before. In a very emotional moment, the great established at the northernmost point of the Lort River to
roanwood treant Roanleir was awoken from his centuries facilitate trading with dwarves in the northern Lortmils;
long slumber 2 and he spoke to the liberators; Auwagn Anzamander of Rhola is named the first Margrave of Istruin.
promised that as long as one high elf still lived within its The only other event of note to close out this century was the
walls, Tringlee would never be taken again. disappearance of Caluwagn I in –222 C.Y., the eldest son of
Auwagn, who went into the depths of the Oerth to war with
In reward for his service, Auwagn was named the his dark cousins and other evils of the Underdark and never
Custodian of Tringlee by His Fey Majesty Llandrier of returned.
Celegnya. Though never talked about, the high elves had
long been treated as somewhat unwelcome second‐class For the next few centuries, things were rather peaceful
citizens in Celegnya, and so left by the score to settle in the between the Lion Throne and Celegnya, as the Kingdom of
lands surrounding Tringlee. In the meantime, the Kingdom Keoland continued to establish vassal states such as Sterich
of Keoland had been established in –342 C.Y. and in –340 and the Gran March. In 201 C.Y., what has become a
C.Y., forces led by Immris of Rhola took Jurnre from the Ur‐ disturbing trend began, as a Euroz horde under Ukak the
Lek. Two years later, the last remnants of the Ur‐Lek were Elfrender stormed out of the northern Lortmils and nearly
shattered by forces of Keoland and Celegnya in the plains razed Waybury to the ground. In 286 C.Y., Tavish I ascended
southeast of Kewlbanks in a conflict that became known as to the Throne of Lion, and began making negotiations with
the Battle of the Carrion Fields; Auwagn, seeing the storm on his neighbors to the east. In 290 C.Y., Adanlyr Araglahel,
the horizon, returned to Tringlee and bid that the warlocks greatgrandson of Auwagn, began negotiations with the
prepare for the inevitable conflict with the Throne of the prominent chiefs of the sylvan clans of the Silverwood.
Lion. In –312 C.Y., the Keoish, continually expanding their
influence, established the military outpost that would Finally in 292 C.Y., the Peers of Ulek joined the Council
become known as Numbelnost. This preceded a royal edict of Niole Dra and the Custodian of Tringlee, Adanlyr
by Malv of Rhola in –308 C.Y. that established the Ulek Araglahel, was recognized as the first Duke Palantine of
Territory, consisting of all lands between the Lortmils and Ulek by the Lion Throne. 4 Adanlyr also assumed the title of
the Sheldomar River. This edict implied Keoish hegemony Noble Radiance of Lothromenoron and proclaimed himself
over the area, but was of course, far from the actual reality, heir to the Shining Crown of Lost Forodorn, which did not
as Celegnya and some of the dwarven kingdoms of the go unnoticed by the Highfolk. The other elhamahr (major
Lortmils already had claimed some of that land as spoils noble houses) and eltamahr (hereditary heads) of the Duchy
from the conflict with the Ur‐Lek. It did not take long for of Ulek were established from sixteen high elven families
push to come to shove, as in –306 C.Y., insufficient Keoish and four sylvan clans and the argonth, large white marble
cavalry and footsoldiers encroached upon the western pillars, were placed to demarcate many of the borders.
borders of Celegnya and were rebuffed in the Lorthills. Adanlyr also replaced the human rulers of Keoish fiefs,
Subsequently, Keoland adopted a policy of maintaining including the Margravine of Istruin and the Baron of
defensive vigilance towards the elven kingdom in order to Axewood, with his brother Ësian (though this was
be able to concentrate on expansion in the west and north. functionally a moot point, as his brother ended up marrying
C’Brynn, who at the time was the Margravine, and thus
In –288 C.Y., at the bidding of His Fey Majesty, Auwagn remained Margravine anyway) and sister Suialwën
traveled north to the stronghold of Hoch Dunglorin 3 to respectively. Numbelnost remained as a Keoish garrison,
speak with Thane Olbryn Hammerhowl about uniting and so that prize was unclaimed by any particular ruler.
against Keoland and other mutual enemies. This was the first Celene could do nothing about this, as they had their own
time the elves had negotiated with the dwarves in peace in problems maintaining independence from the Lion Throne. 5
nearly half a millennium, and would establish a good
relationship between dwarves of the northern Lortmils and Shortly thereafter in 307. C.Y., dwarves of Clan
heirs of House Araglahel that continues to this day. Oimaeglin drove the great red dragon known as Zaddridur
from his lair in the Lortmils and he torched most of Waybury
In the decades that would follow, the Keoish continued before relocating in the Barrier Peaks. In 313 C.Y., an
to expand into the western half of Ulek. In –268 C.Y., expedition from the Duchy found and slew Zaddridur and
Axegard was established on the far side of the Sheldomar to his head graces the Hall of Heroes in the temple of Kord in
encourage logging in the Axewood, the by‐products of Waybury to this day. In 320 C.Y., Adanlyr Araglalhel, having
which are sent down river to Niole Dra and beyond; accomplished his goals and his energy spent, passed the
Beluchar of Neheli moves the seat of the Barony from Shining Crown to his son Gallowagn, and took his leave of
62
Volume II, Issue 16
the Flanaess. The 5th century began much as the 4th had, with were occurring to the east a few miles north of the Free City
another disaster in northern Ulek, as purple worms plagued of Greyhawk, Anladon II sought an audience with his cousin
the area surrounding Waybury for much of the year, killing Grenowin and traveled to Tringlee for the first time in nearly
many inhabitants and livestock. The political structure half a century. Rumors flew as word got out that the Duke
continued to serve everyone well, until the Lion Throne nearly lit his office on fire after putting his flametongue,
initiated a series of wars to increase their territory beyond Danzarda the Preserver, through his desk in an
Bissel. Many nations took the opportunity to throw off the uncharacteristic fit of anger. The exact nature of this
yoke of Keoland during this time, and evicted the king’s discussion has never been revealed, though it is known that
garrisons. The Ulek Rebellion as it came to be known, was Anladon II and Grenowin have been on good terms since.
successful, due in large part to the cooperation of the three
Ulek states, but also because of the distractions caused by The Greyhawk Wars brought its own problems to the
other rebellions in the kingdom. Eventually Keoland was Duchy. A signatory of the Treaty of Niole Dra, the Duke sent
defeated in the Small War beginning in 438 C.Y., and forced a large portion of his forces northward to aid Furyondy in its
southward. After the death of Tavish III in 453 C.Y., Tavish war with Iuz. This left the Duchy ill prepared to aid its
IV, with little will to go warring, reversed the policies of eastern and southern neighbors when the forces of Turrosh
Keoland and the Duchy broke off formal relations in 461 C.Y. Mak poured out of the Pomarj. The offensive forced the
After lengthy negotiations, the Duchy of Ulek was granted Duke to recall half of his forces from Furyondy to halt the
full autonomy in 463 C.Y. Anladon II, in his 4th year of rule in orcish advance. Up until the time of the Greyhawk Wars, the
the Barony of Farwood (and a subject of his 2nd cousin Duchy prospered. It is the most accessible of all elven lands
Lunuil, Margrave of Taurhunduil), under pressure from to humankind and other demihumans, and this atmosphere
Keoland 6, withdrew his fief from the Duchy and became the has made the Duchy and the Duke popular both in his lands
Baron of Axewood; Daedallach, brother of Lunuil, was and abroad. For as long as it has existed, the Duchy has had
forced to make the same choice with his holdings in the strong (though mixed) ties with Celene. However, there is a
Barony of Mosstree. He chose to leave his lands to the Keoish strong sentiment for the exiled men of Geoff and Sterich, and
rather than turn against the Shining Crown. The century for the dwarven hardship faced in the Principality of Ulek to
ended as it began, when in 496 C.Y., an insane mage went the south. Many of the more powerful nobles in Ulek
berserk with a fire wand of the suloise at the Waybury Moot support an immediate military solution to help drive the
(which had been established in 484 C.Y.), destroying not a humanoid hordes out of the southern lands. These nobles are
few buildings and residents before being slain. In 498 C.Y., also strongly in support of the Knights of Luna in Celene,
the Prince Consort of Celene was killed in an ambush and and desire to help change Celeneʹs isolationist policies. A
thus began The Hateful Wars, which would last the next complication stemming from the Wars was Celene’s refusal
twelve years 7. Gallowagn, satisfied and tired after a half to aid the beleaguered dwarves of the Principality and the
century of unrest, passed the Shining Crown to his son Lortmils during the most crucial times of Turrosh’s
Grenowin and also took his leave of the Flanaess. In this offensive. Although there are two sides to every story (and
same year, Senestal II ascended to the Throne of the Lion, the version would depend on whether the teller was a dwarf
making 510 C.Y. rather eventful indeed. or an elf), this has caused bitterness to say the least, among
those involved. The Duke is caught in the middle, as he is
Following the resolution of the Hateful Wars, the Duchy committed to a conservative and diplomatic approach with
continued to prosper, maintaining good relationswith its regard to Celene and the solution of these problems.
neighboring countries and continuing to grow in influence as However, there is no few numbers of his nobles who seek
a trading hub, especially between human cities of the central the Duke to take some form of action against Yolande (and
and western Sheldomar Valley and Veluna and the these are probably spurred on by the more radical Knights of
communities of the Kron Hills. The opening of neighboring Luna).
Celene proved prosperous for the Duchy, as Celeneʹs fine
products flowed exclusively through the Duchy into the rest GEOGRAPHY: The Duchy of Ulek is a fair land that lies
of the western Flanaess, and this trade, when added to that immediately south and west of the central Lortmil
of the Duchyʹs own products, brought great wealth into the Mountains. This northeastern boundary provides a
land. In 564 C.Y., Kimbertos Skotti ascended to the Throne of protective barrier for the Duchy, which shelters it from many
the Lion, and in 566 C.Y. he attended the Waybury Moot and of the depredations experienced by its northern neighbors.
surprised everyone by entering the archery contest and This low chain of mountains, often fading into hills, contains
nearly winning. He gets to meet many of the elven nobility a handful of imposing peaks. Historically, the demihumans
including Duke Grenowin and his sister Nevallewen, the of these mountains have fought long and hard to drive out
Margravine of Istruin. In 570 C.Y., while other notable events the humanoids and monsters, culminating in the Hateful
63
Oerth Journal
Wars which led to the creation of the Pomarj, from whence Sheldomar, first to Linnoden and on to Numbelnost, where it
many red glowing eyes look back to their “birthright” and then turns east to Tringlee. The Riverwood Run leads east
seek to regain it. The hill dwarves, mountain dwarves, and across the Sheldomar from the capitol of Keoland to the river
gnomes of these mountains are supported by the Ulek states, port of Forfaladuin, and then skirts the Kewl all the way to
less actively by Celene, and indirectly by small tribes of Tringlee. From there, it becomes the Pass of Ulek, paralleling
aarakocra that fly the central spine of the Lortmils. The the Kewl high into the Lortmils and onto Enstad, the capital
wealth of the Lortmils is great, with excellent gems, ores, and of Celene. The Pass can provide an extremely beautiful
precious metals. Some of the dwarven clan leaders are said nature walk during autumn, as the foliage explodes in a
to be as rich as princes, and are approached by emissaries myriad of fall colors. The Sheldomar Pike is one of the most
from Furyondy and even Nyrond for aid. Dwarves are not, beautiful trails an adventurer may happen across, and is the
however, susceptible to such overtures. The Sheldomar River antithesis of the Road of Skulls in Iuz. This highway spans
and its tributaries serve as the border between Keoland and the distance from Shiboleth to the capitol of the County of
the Ulek Tri‐States, and the river is navigable from Niole Dra Ulek in Jurnre. Although it used to go through Lortenford,
(the capital of Keoland) to Gradsul, a port city on the Azure the current political environment 8 has dictated that it goes
Sea. Perch and tench (an extremely hardy member of the northeast to Waybury instead, and then south to Axegard.
carp family) are abundant through much of its length. The Along the way, the pike passes through Axegard,
Lort River, the northernmost tributary of the system, is a Numbelnost, and Forfaladuin. Planted in and around the
short headwater rising from the Lortmils, and the Kewl pike are many varieties of beautiful trees and flowers that
River starts high up in that same mountain range, and serves usually vary every few miles or so to help travelers track the
as the boundary between the Duchy and County of Ulek. distance.
The Old River forms the western boundary of the
Principality of Ulek, and serves to mark the border with both Another roadway of note is the Silver Path, leading from
the County of Ulek to the north and Keoland to the west. Waybury to Devarnish in Veluna. This path was established
These tributaries are not navigable for much of their lengths, shortly after the Hateful Wars, and is used by lone travelers,
being fast moving, muddy, and rocky, although the Kewl is small groups, and small caravans to trade silver and other
navigable along its border with the Silverwood. Old River is commodities with some dwarven clans of the Lortmils and
trustworthy for its first fifty or so miles from the point where gnomes of the western Kron Hills. It is relatively safe from
it meets the Sheldomar. marauding predators, but due to its winding and vertical
nature, it is a long trip and still subject to the hazards of
Two ancient woodlands grow within the borders of Ulek, nature during the colder months. Some of the merchants
the remnants of the once great forest that spanned the length based in Waybury have brought up the idea of expanding
of the Sheldomar Valley from the Dim Forest hundreds of the capability of the Silver Path to handle heavier (and more
miles to the north, and the Dreadwood which lies hundreds profitable) traffic, but the effort required to do so makes it
of miles to the south. The Axewood is a small forest that unfeasible and nigh impossible.
straddles the border of Keoland and the Duchy of Ulek some
150 miles west of Tringlee and 60 miles north of Niole Dra. ECOLOGY: The climate in the Duchy is favorable for
Wood elves and treants dwell here, as well as a number of most of the year, similar to most of the countries in this
small sprites (atomies and grigs). The other forest, the latitude. Summer lasts for nearly half of the year, and
Silverwood, lies entirely in the confines of the southern freezing temperatures only occur intermittently during the
reaches of the Duchy. Lying between the Sheldomar and winter months. Snowfall is a truly rare occasion outside of
Kewl rivers, this wood is home to some 8,000 sylvan elves the Lortmils, and even then only a few peaks are
and other demihumans (gnomes mostly). The elves are said snowcapped year round. The forests of the Duchy of Ulek
to nurture the trees in unique ways, so that they take are in a geographical position that tends to give them the
exquisite forms and are wholly disease‐free. Certain species best mixture of tree species from both what are considered
of trees, notably the ipt and roanwoods, are particularly typically Central and Southern woods in the Flanaess. The
beloved by the elven inhabitants, and it is said they prize following list details the most important species to be found
these trees more highly than silver. Other rumors have it that within the Duchy: apple, apricot, ash, bay, beech, briar,
certain valuable species of gum trees that have silver leaves bronzewood, camphor, cedar, cherry, chestnut, chokecherry,
are the source of the name of the largest forest within the crabapple, elder, elm, fig, galda, grapefruit, gum, hawthorne,
Duchy. hickory, hornwood, ipp, ipt, kara, larch, lemon, lime, locust,
mangrove, maple, mulberry, myrtle, oak, olive, orange,
There are also three major roads that cross the Duchy. peach, pear, phost, pine, plum, poplar, roanwood, thorn,
The Duke’s Road goes northeast from Niole Dra along the tulip tree, usk, walnut, willow, yarpick, and yew. There are
64
Volume II, Issue 16
also the semi‐intelligent and carnivorous plants to be found be aware of the dangers presented by some of the giant
in remote areas of the forests. Choke creepers, hangmen members of certain of these fish, notably catfish. In the
trees, giant sundews and kampfults won’t hesitate to end the slower moving shallows below Niole Dra, dragonfish are
life of an unwary or wounded adventurer. also a lethal hazard to unprotected feet wading in the water.
Nereids and water nagas are not unheard of in some of the
Although the Duchy is a relatively safe land, there are the remote areas of the rivers, especially where the Sheldomar
odd encounters with dangerous life‐forms. Humanoids are passes through the Axewood. Fortunately, there is not much
virtually non‐existent within the borders of this country, and to fear from more exotic and dangerous water‐based
large groups of humanoids haven’t walked the plains of the predators, as there is little room and even less tolerance by
Duchy since before the Hateful Wars. There do remain the people who inhabit the shore communities for such
hidden pockets of some humanoid races, though none are creatures. Perhaps the most common “monster” that rears its
larger than orcs or bugbears. The smaller races, such as ugly head every so often is the giant snapping turtle, and
kobolds, jermalaine, xvarts, and goblins tend to fare better, crocodiles bask on the banks of the Kewl below Forfaladuin.
though the most common humanoid plaguing the forests are There are exceptions to this, when some ocean going
the elusive kech. Igundi, skulks, kenku, adherers, and monster travels north up past Gradsul and into the
dopplegangers have also found a niche in various parts of Sheldomar.
the Duchy. Needlemen plague the Silverwood like few other
places in the Flanaess, thriving on the predominance of elves. Sylvan and faerie creatures thrive in this land. Brownies,
Also among the tiny creatures of the land are gremlins, buckawns, atomies, grigs, sprites, quicklings, pixies, mites,
fremlins, galltrits, killmouli, and booka, though the latter two snyads, faux faeries, leprechauns, and stwingers all inhabit
are much more tolerable than the members of the gremlin the forested areas of the eastern Sheldomar Valley, seeming
family. It is more common to encounter wild herd animals to exist for the sole purpose of harassing the forest’s larger
on the plains, and on occasions, their monstrous variants. two‐legged inhabitants. Pseudodragons and faerie dragons
Predatory animals, such as brown bears, wolves, lions, also haunt the woods, and dryads, nymphs, and korred
cougars, and coyotes can also be found in more isolated reside in remote glens. There is also a significant population
areas of the Duchy. of centaurs and voadkyn, and no shortage of treants within
the Silverwood. A truly lucky soul might even catch a
Among the true monsters, there is no shortage of isolated glimpse of the rare unicorn, which also is known to inhabit
hazards. Anhkegs and ant lions are known to grab unwary that rich woodland.
travelers on the plains, and in the depths of the forest,
owlbears can make short work of loggers, elves, and POLITICS: Before the Empire of Spidered Throne held
adventurers alike. In addition, encounters with stag, slicer, or sway, the Shining Crown had graced the head of an elven
the fearsome deathwatch beetle are not unheard of either. ruler of this land, and after the Duchy was established, it
Finally, zygraats are a bizarre looking creature that can be once again graced the head of elvish nobility. The current
found in both woodlands, as they prey on the faerie ruler, Grenowin, is now in his 82nd year of office, and the
creatures within. The truly worrisome monsters are few and Shining Crown has been passed down through his family
far between. On occasion, a solitary wyvern will terrorize the since the Duchy was established in 292 C.Y. The Duke is
hillsmen and their herds. There are rumors that a red dragon more of a monarch than the King of Keoland, and as such, he
or two may still lair within the Lortmils, but such creatures holds near complete power over what can and cannot be
would have to be crafty and secretive indeed to avoid the done within the Duchy’s borders. This near absolute power
attentions of their eternal enemies, the dwarves. It is highly is tempered by an abundance of many of the qualities that
doubtful that any dragons reside in either the Axewood or make a good ruler, plus a general intolerance for tyranny of
the Silverwood. If such a beast did, however, it would be any kind. Combined with his elven longevity, he possesses
unusually intelligent, powerful, and careful to be able to political savvy and wisdom rivaled by few in the Flanaess.
avoid the attention of the elves and the good aligned
creatures of those woods. Whether or not any Greyhawk As one might expect, elves dominate politics in the
dragons have taken up residence in Tringlee or Waybury is Duchy, as all major titles and holdings are restricted to those
another unknown. of elvish blood (and one could easily go as far to say of the
high elven variety). Humans and halfelves may hold minor
There are no large, stationary bodies of water within the titles and estates, but inevitably serve an elven liege.
borders of the Duchy, and the Sheldomar River and its Gnomish strongholds in the Lortmils are generally left to
tributaries are well traveled and safe. There is an abundance their own affairs, while the gnomes of the southern plains
of fish species, and fisherman and adventures alike should have little political influence. The sylvan elves are entrusted
65
Oerth Journal
with the Silverwood and all lands south of Niole Dra. The maintains a working relationship with many of the dwarven
sylvan elves are organized in clans, rather than houses. clans of the Lortmils and of course, has always had a strong
There is no overall hierarchy among the wood elves, but kinship with the elven nation of Celene, though this has been
each village has its own leadership. The exception to this is subject to internal strain since the Greyhawk Wars.
Clan Silruin, which is one of the major noble families and
resides in Adurlell, the capital of the March of Dunwater. Although several hundred miles away, Grenowin is well
aware of the danger the Empire of the Pomarj presents to all
Most of the Duchy is divided up into large holdings, of the Ulek states, and many troops and adventurers journey
which are then further subdivided among vassals. The southeast from the Duchy to aid the forces of the Principality
largest holding is that of House Araglalhel headed by Duke of Ulek in their struggles with Turrosh Mak. Another
Grenowin, who is also head of the Archbarony of tangible threat to the Duchy of Ulek, and all good lands of
Gliddinshar. This archbarony extends northward from the the Flanaess is the Scarlet Brotherhood. After the Greyhawk
banks of the Kewl River to include all of the Kewlstone Hills Wars, everyone took note of this sinister organization,
and the area surrounding Ulek Pass. Directly below the including Duke Grenowin. Lastly, there are those who
Duke are seventeen 9 other major elven noble families with remember Keoland’s imperialistic era, and are wary that a
holdings throughout the Duchy. Those holdings bordering future king might want to return Keoland to its former glory.
the Gran March or Keoland came to be known as marches,
whereas all other holdings where either earldoms or MILITARY: The military of the Duchy is small but
counties. This distinction depended on whether a male was effective, and is noted for it’s many high elven warlocks. The
the head of the noble house (in the case of the former) or a most common activity performed by the army is patrolling
female was head of the noble house (in the case of the latter). the plains of the Duchy, and at most times some one‐quarter
Lesser nobility is either known as Baron/Baroness or of the total force are out on patrol. At any given time, the size
Viscount/Viscountess. The borders between the major of the army numbers approximately 5,000 strong. The
holdings, as well as the northern borders in the Lortmils are majority of the armed forces are human and half‐elven, with
denoted by argonth, large, white, four‐sided pillars. In reality, high and sylvan elves making up the balance. Gnomes are
the actual borders aren’t as well defined, and through the known to serve, but are very rare. The military is comprised
centuries borders have changed, either due to events, mostly of vassals of the various elhamahr, who serve for a
political dealings, or the whims of the houses involved. year or two before relocating back to their land of residence.
The elves, being much longer lived, tend to rotate service
Major Elven Noble Houses (elhamahr) & Titular Heads every couple of decades or so, and also dominate command
(eltamahr): positions.
Margrave Ebarduis Asharin of Aglonde
Margrave Raslaur Silruin of Dunwater About 35% of the total force are comprised of cavalry, for
Margrave Lunuil Evinglarch of Taurhunduil whom the Duchy is quite renown, and it serves the needs of
Margravine Lastryn Fallingstar of Evelar the country quite well. Heavy and medium cavalry are
Margravine Nevallewen Araglalhel of Istruin nearly exclusively comprised of humans, who favor maces
Earl Tasylerith Namberthil of Emerdwere and lances as their weapons. The light cavalry is the province
Earl Carafin Albriun of Jasperin of the high elves, and the horse archers and lancers of this
Earl Valshabbar Couranthol of Chalcedor type are fearless and proud; they consider themselves to be
Earl Eliasharym Moonbow of Saphrisarn the elite of the military. The exclusion of all non‐high elves
Earl Tangis Greymantle of Montaven from this particular branch of the military and the high
Earl Diorfin Kharaglin of Riverdale numbers of nobles in the ranks further reinforce this sense of
Earl Carfangin Shimmerfal of Anduath elitism. Infantry makes up another 35% of the total force, and
Earl Dormannis Ruvindal of Echofar this is nearly entirely comprised of humans and half‐elves,
Earl Regin Delshember of Silverlode who favor bills and pikes as their weapon of choice. The final
Countess Arathea Hartshorn of Nelvinaar 30% are comprised of archers, most of who are sylvan elves
Countess Vichella Ephemduar of Carnelis from the Silverwood.
Countess Anastessa Eversong of Goldenfields
In addition to this, each elven noble house (of which their
There are no hostile nations bordering the Duchy, as they are quite a few) generally has a household force which may
maintain good relations with Keoland and The Old number from 30 to 100 men‐at‐arms. These troops are armed
Country’s other former lands, from the Gran March to the by the whim or need of the elven lord or lady to whom they
Principality of Ulek. In addition, the Duchy of Ulek owe allegiance. In addition to this, it is possible for Duke to
66
Volume II, Issue 16
issue the call for the ʺGrand Host of Ulekʺ. This includes all militaristic clergy with them. Such faiths are slowly building
of the forces of the elven lords and an additional 25 to 50 a presence especially in and around Waybury.
civilian men or women from each noble’s holding capable of
bearing arms. This force may number up to 5,000 strong, The warlocks, or anglarin, are members of a renowned
thereby doubling the effective size of the army. order of arcane spellwielders limited to those of high elven
birth. The exact numbers are unknown to most anyone
The Duchy is loath to spend money on mercenaries to outside their order, though a consensus of knowledgeable
train new troops, and instead recruits veterans from the outsiders would have you believe there are between 500 to
military to spend one‐year rotations in training camps as 1,000. Although the capabilities of the individuals vary
instructors. This saves the Duchy money as well as widely, every member is able to cast at least one 2nd‐level
promoting trust and morale among the army. And rather arcane spell and is proficient with all simple and martial
than maintaining expensive (and unnecessary) fortresses weapons and all armors. In addition, every member has
throughout the Duchy, patrols normally billet with local city defeated a foe through force of arms alone, without recourse
guards or form camps near smaller towns and villages. The to spellcasting or special abilities 10.
primary training base of the Duchy’s forces is known as
Numbelnost. This fortified town is centrally located at the Finally, the order known as the Knights of Luna cannot
intersection of the Sheldomar Pike and the Duke’s Road, and be dismissed as a potent, albeit small, independent military
the wide open grasslands are excellent for training young force within the borders of the Duchy. As of 585 C.Y, this
horsemen and raising steeds to serve in the cavalry. The group was nearly 200 members strong. All members are
expansive plains of the eastern Sheldomar Valley also either elven or half‐elven, and most members are fighters,
provide excellent opportunities to work on combined tactics rangers, fighter‐mages, or warrior‐priests (usually of
and maneuvers, including battlefield magic. Most patrols Corellon Larethian).
originate from this base, and at any given time nearly half of
the strength of the army is located here. When a particular RELIGION: In keeping with the Duchyʹs very
formation or unit is preparing for a tour of the Pomarj cosmopolitan and multi‐cultural setting, many deities are
border, they will frequently train in this area prior to worshipped here. The Duchy is fairly unique among lands of
deploying to the Principality of Ulek. the Flanaess with respect to the collection of Powers
venerated by humans. Few and far between are the
Since the Greyhawk Wars, there has been an additional worshippers of lawful or martial deities, as the Duchy has
military burden taken up by the Duchy: forwarding a force had a relatively trouble free existence since the end of the
to assist in patrolling and maintaining the Principality of Short War. Nature deities such as Beory, Ehlonna, and
Ulek’s border with the Pomarj. This force is typically about Phyton are venerated throughout the Duchy. Phaulkon and
500 members strong, and is comprised of the same Fharlanghn are also widely worshipped in many places.
percentage makeup as the rest of the army. This force Perhaps the closest thing to a martial deity the human
typically rotates every six months and is self‐supporting residents of the Duchy pay homage to is Kord the Brawler,
while in Prince Corond’s lands, and the Duke absorbs all and northern Ulek has as great a concentration of his
costs for these forces. In addition, the forces of the Duchy are followers as anywhere in the Flanaess, with the exception of
principally involved in maintaining the safety of the Pass of the Thillonrian states.
Celene, although technically within the County’s borders.
Other human Powers are also worshipped within the
The elves of the Silverwood and the demihumans and Duchy’s borders, but to a much lesser extent. Notable among
woodsmen of the Axewood maintain their own patrols these are the deities favored by bards, like Lydia, Lirr,
within the woodlands, but may request assistance from the Myhriss, and Olidammara. Even the elven demigod Ye’Cind
army on rare occasions. Since the Greyhawk Wars more has a small following in the cities.
effort has been put forth in recruiting mages and priests to
serve in the military, but this has met with limited success. Of the elven gods, Corellon Larethian is the most favored
Other than the warlocks, wizards have little interest in being by the High Elves, and Sehanine and Hanali Celanil are also
subject to the whims of some knight on horseback. The widely worshipped. Among the Sylvan folk, Solonor
predominant faiths within the borders of the Duchy don’t Thelandira and Ehlonna have many followers, and there are
exactly lend themselves to the war effort either, but this is a few who venerate Erevan Ilesere and Rillifane Rallathil.
changing, as a slow and steady influx of immigrants from the The gnome’s most favored deities are Garl Glittergold and
Gran March and the Lost Lands have brought their more Baervan Wildwanderer, although Baravar Cloakshadow and
Segojan Earthcaller also enjoy some adherents.
67
Oerth Journal
68
Volume II, Issue 16
the coin is written “One Tree, Many Branches” in elvish. In noble tends to receive better treatment than a commoner
addition to its own coins, most of the currencies originating does for the same crime.
within the Sheldomar Valley can be found here and are
openly accepted with equal value. Predominant among these Monetary crimes are those which involve a loss of wealth
are the coins of Keoland and the County of Ulek, as well as or assets, but do not involve harm of a citizen of the Duchy.
Celene. Examples of such crimes include arson, blackmail, burglary,
embezzling, fraud, and tax evasion. Generally fining the
Adventurers need not be concerned with the majority of offender for three times the amount involved is the
taxes in the Duchy, but a few are worth mentioning, as the punishment for such crimes. Service to the victim is also
nobility often views successful adventurers as unclaimed acceptable.
bags of gold. Unlike some states of the Flanaess, the Duchy
imposes no Freesword Tax (licenses for weapons and armor), Major crimes are those which merit death or permanent
but rather taxes the sale of such items. All martial and exotic exile as punishment. Given the nature and longevity of many
weapons and all armors are subject to taxation. Another of the Duchy’s inhabitants, long terms of imprisonment are
adventuring commodity that is taxed is the sale of horses. seen as an unnecessary burden on the country. Major crimes
Another tax intended to relieve the successful adventurer of include blasphemy against a priest or temple, grievous
the burden of all that precious metal is the Exchange Tax. assault on a noble, genocide, impersonating a noble,
While the Duchy generally freely interchanges bronze, incitement to riot, libel against a noble, magical interference
copper, silver, and electrum, gold and platinum from foreign with the integrity of a person, murder, mass murder,
lands must almost always be converted to suncrowns and sedition, slander against a noble, slavery, tomb robbing, and
moonveils (Celene also uses the same currency as the Duchy, treason. Magical threats to the general populace also fall
and so is one of the exceptions to this). Such exchanges are under this category. These include things like summoning
taxed at 5% of the total value in addition to whatever the highly dangerous creatures (such as demons, etc.), active
guild responsible for such a transaction might charge. 11 worship of evil deities, animating the dead, and casting or
using highly dangerous magic (such as fireball or a sphere of
Unlike free cities in the Flanaess, the Duchy has a system annihilation). Whether an offender is exiled or executed
of law that reflects its free and good nature, and yet usually depends on the damage to property and if any
addresses its feudal class system dominated by elves. The innocents were killed or not.
laws are not as much a written code and classification, as
they are an understanding for resolving crimes. The Duchy is Minor crimes cover just about everything else that might
somewhat unusual in that administrators of the law can be be considered criminal. Punishments for such crimes vary
just about anyone from priests and knights to the Duke widely, and are suited to fit the crime. Attempted crimes or
himself. Instead of lawyers and judges per se, victims of a conspiracies to commit a crime are usually not punished,
crime may enlist a better to aid them in seeking justice. unless it is a serious crime, or the intended victim is an
Disputes between two parties may also be resolved this way, important person. Lastly, as a general note, the Duchy has
as both parties agree on a candidate to resolve the dispute very few restrictions on possession of a particular item 12,
and approach him or her to resolve the conflict. In the first and punishes its misuse instead.
case, a woman whose husband has been murdered might
call upon community leaders, or an agent thereof (such as an Footnotes
adventurer), to find the murderer and deliver a fitting 1 House Araglahel is currently in its sixth generation
punishment (such as death) as agreed upon beforehand. In descended from Auwagn.
the latter case, two commoners arguing over whether one’s I. .Auwagn b. ‐476 m. Aelnilna
dog killed the others chickens would agree on a particular II. i. . Caluwagn I b. ‐364
priest or town elder and present their cases to him or her if ii. . Aelrhos b. ‐327 m. Gulyohn
the priest accepted. Such resolution generally has no appeal, iii. . Ainabrin b. ‐261 m. Thiguil
which is understood by all involved. Also unlike some III. iia. . Niondrieng b. ‐189 m. Aiduir
places, administrators of the law and justice are allowed to iib. . Taluwen b. ‐165
use magic spells, such as detect lie and other divination iiia. . Caluwagn II b. ‐167 m. E’Finwëln
magic, to find the truth and mete out the appropriate iiib. . Candrhos b. ‐141 m. Celedwere
punishment. Crimes are generally considered major, minor, IV. iiai. . ADANLYR b. ‐63 m. Agwinyn
or monetary. The law is not also equally applied either; iiaii. . Ësian b. ‐45 m. C’Brynn of Istruin
generally, elves receive lesser punishments and if the victim, iiaiii. . Suialwën b. 1 m. Culalquin Evinglarch
the offender tends to receive a greater punishment. Also a iiiai. Giliadh b. ‐50 m. Alutain
69
Oerth Journal
iiiaii. . Caluwagn III b. ‐34 day. The current thane, Bolor Blackaxe, is on good terms
V. iiaia. . GALLOWAGN b. 181 m. Ladrien with both Duke Grenowin and Prince Corond of Ulek.
iiaib. . Nenlyana b. 195 m. Romlyn
4 While on the subject of the founding of the Duchy of
iiaiiia. . Aelgyon b. 109 m. Badhuir
iiaiiib. . Anladon I b. 115 m. iiiaia. . G’lidwnn b. 98 Ulek, a note should be made about its coat‐of‐arms. The
iiiaib. . Calcynn b. 114 m. Nimnuil of the Fey Duchy owes its coat‐of‐arms to some unknown Keoish
iiiaic. . Adliel b. 146 m. Hwain of Clan Silruin herald, who came up with the heraldic device while
VI. iiaiai. . GRENOWIN b. 380 approaching the city on the Riverwood Run shortly after
iiaiaii. . Nevallewen b. 446 sunrise, hence the purple mountains and the golden sky. The
iiabi. . Anyel b. 301 m. Ruir flaming arrows stem from the original warbanner of the
iiaibii. . Cyaen b. 319 m. Belellach army led by Auwagn, which might have ended up as the
iiaibiii. . Sharbryon b. 322 m. Farodrhys coat‐of‐arms of the nation, except that they seemed to
iiaibiv. . Uwevanna b. 334 m. Daeduir reminiscent of the holy symbol of the human Power Hextor.
iiaibv. . Finyona b. 346 m. Eliasharym Moonbow Not that the elves really cared what human anything the
iiaiiiai. . Nimbrin b. 270 m. Huwor b. 386 symbol of their city looked like, and so to appease both elven
iiaiiiaii. . Aelbrand b. 282 and human sensibilities, a compromised was reached which
iiaiiibi. . Lunuil b. 247 m. Ehlosin is reflected upon the heraldry that has not changed for 300
iiaiiibii. . Daedallach b. 261 m. Leduir years.
iiiaibi. . Cgaelin b. 245
5 The Lortmils have proven a difficult obstacle to designs
iiiaibii. . Nemnuir b. 261
of conquest, and even the uncooperative Suloise were
iiiaibiii. . Thonndhal b. 273
quickly hustled out of Celene around the founding of
iiiaici. . Hwaid b. 253
Keoland. However, even Celene had to make some
iiiaicii. . Annon b. 276
concessions, and granted Keoland some minor garrisons
VII. iiaiiiaia. . Anladon II b. 424
around Courwood and Enstad. Her Fey Majesty was not
iiaiiibia. . Aonya b. 375
happy about the secession of the nascent Duchy, but only
iiaiiibiia. . Nornil b. 404
slightly so. Although the relations between the two countries
2 The story surrounding Roanleir is an interesting one.
have always been close and they consider themselves allies,
When the Ur‐Lek encroached upon the city of Tringlee and it to say that the two elven nations haven’t had issues with
was clear that the city would fall, the iluiel (an elvish title each other from time to time is failing to appreciate the
equivalent to a duke) of Tringlee gathered with some of the complexity of their history. Indeed, it is perhaps a more
powerful wielders of divine magic that remained in the city. telling observation that there are more fey creatures that are
After speaking with Roanleir, they bid him farewell and citizens of the Duchy than there are fey elves that are citizens
sealed the great treant in layers of warding magics to protect of the Duchy.
him until the time should come when elves should hold the
6 The Keoish side of the story asserts that Anladon II was
city again. To this end, Roanleir gifted the iluiel with one of
not pressured in the slightest and chose to side with the Lion
his leaves that should act as the key to undo the spell, and
Throne of his own accord. Whatever the case may be,
then became like unto stone. For centuries, the Ur‐Lek tried
learned observers whisper that Anladon has more than his
to destroy the great treant, and it was often considered a test
proverbial share of his (and other peoples’) skeletons hiding
of might and prowess to attempt to do so. Finally, when
about the rustic grounds of Linnoden. It’s fairly certain that
Auwagn liberated the city, Roanleir spoke unto the
Lunuil, Margrave of Tarhunduil, might like to add Anladon
assembled elves and among other things, stated that as long
to that collection.
as no one who lacked elven blood ever touched him again,
that there would always be a male heir of House Araglahel 7 The rulers of the fiefs in the Pomarj would probably
to rule the city. Thus, for anyone not of pure elven blood to consider 513 C.Y. as the true end to the Hateful Wars, as that
enter the Court of Roanleir is to risk a punishment of death. is the year in which it is generally considered that the Pomarj
Likewise, it is in Roanleir’s image that a roanwood tree fell to the forces of humanoids driven southeast from the
graces the center of all settlements of any notable size in the Lortmils.
Duchy, and it is his image that graces the moonveil, the
platinum piece of the land. 8 This of course infuriates the Margravine of Evelar to no
end, as any trade that might come from the March instead
3 Hoch Dunglorin is a stronghold that lies at the head of ends up in Waybury. And here you thought all elves got
the Kewl River (also known as the Yduin in Elvish) to this along.
70
Volume II, Issue 16
9 The sylvan clans quickly grew tired of the all‐too‐ that differed from Celene’s. These authors’ material also
human politics of the high elf houses, and three out of the formed the basis for this article.
four gave up being eltamahr. As long as Adanlyr left them to
their ways in the Silverwood, they could care less what
happened in Tringlee. By necessity, the southernmost of the
clans, Clan Silruin, had to remain eltamahr due to the
proximity to Jurnre and the potential strategic importance of
the confluence of the Sheldomar and Kewl rivers. Although
the sylvan elves disagreed that there was any strategic
importance, they realized it was a better option than having
another high elven House take over rulership of part of the
Silverwood.
10 Indeed, every anglari is qualified to become a spellsword
(as per the Tome & Blood prestige class) upon acceptance
into the order if they so choose, and many do. Of those that
don’t, a rare few continue to hone their skill‐at‐arms at the
expense of mastering the arcane arts further. Many others,
whether sorcerer or wizard, accomplish a personally
satisfactory level of expertise with the mundane arts of war
and choose to pursue greater understanding of arcane
mysteries.
11 Note to Players: Martial and Exotic weapons cost an
additional 5% beyond the cost listed in the 3rd Ed. PHB.
Likewise, all Light and Medium armors cost an additional
5%, and Heavy armors cost an additional 10%. All pack
animals and Riding Horses cost an additional 5%, while all
warhorses, whether Light, Medium, or Heavy, cost an extra
10%. There is no additional Cost of Living per se.
12 e.g., possessing a hand of the mage will make you
extremely unpopular.
*****************************************************************
*********************
This Duchy of Ulek gazetteer entry has been written by
Russell S. Timm (immaculateimage@hotmail.com) with
contributions by Keith Hedger (hedgeek@aol.com) for use in
the LIVING GREYHAWK RPGA campaign set in the
WORLD OF GREYHAWK. The author would like to thank
Steve Wilson (tamerlain@aol.com) for his permission to use
his original article as the basis for this work. His original
article may be found at the Codex of Greyhawk website
(www.greyhawk‐codex.com). Other works by the author
and Steve Wilson can be found at the Council of Greyhawk
website, (http://members.xoom.com/cogh/). The author
would also like to thank Samuel Weiss
(samwise1@email.msn.com) for his input and corrections
regarding Keoish history. Finally, the author would like to
thank E. Gary Gygax, Carl Sergeant, Erik Mona, Gary
Holian, Sean Reynolds, and last but not least Fred Weining,
who knew why the Duchy’s electrum piece was the only one
71
Oerth Journal
Appendix C - The History of One of the more esoteric uses of portals in this kingdom
was for artistic purposes, particularly for what the elves
Taurnusilmëa called Song Paths. Great works of poetry were written so
that they could be sung for hours at a time, and portal
This article is the personal work of Joe Katzman, who
networks were created that would be activated as each
has given permission for it to be reproduced here in its
singer walked over certain large, flat, enchanted stones set in
entirety. Any other reproduction, in whole or in part,
the ground. The singer would be transported from place to
without his express permission is prohibited. Joe can be
place in rhythm with the song, the scenery in keeping with
reached at his first name in the domain of katzman dot net.
its message and tone. Minor portal systems, independent of
If you can figure that out, you are smarter than a spambot.
each other, were created linking numerous spots in the
realmʹs vast lands and even other elven homelands. Few
The History of Taurnusilmëa
song paths spread farther than this, and many were
purposefully deactivated after a few decades of use.1
Hundreds of years have passed since the great elven
kingdom of Taurnusilmëa (ʺforest under starlightʺ) collapsed
The natural world and its endless cycles were
upon itself under the awful pressure of attacks from Vecnaʹs
Taurnusilmëaʹs focus, and the elves believed the living world
Ykrathian Empire. In its place remained the warded core
would go on forever.
realm of Celien, later corrupted to Celene by common usage.
The Ykrathian Wars
Now, forests and cities alike dot the rolling countryside
The rise of the Ykrathian Empire, commanded like the
where Taurnusilmëaʹs forest realm once stood. The Gnarley
modern‐day Empire of Iuz by a risen creature of near‐divine
Forest, Welkwood, Suss Forest, and even the Wild Coast are
status, changed many things for the kingdom. Intelligently
remnants of the ancient coastal woodland that once stretched
directed humanoid attacks from the Drachensgrabs created
from the Velverdyva River south to the Drachensgrab Hills,
pressure on the kingdomʹs southeastern borders, while
and from the Sheldomar and Lort rivers over to the Selintan
humanoid armies from the Abbor‐Alz created trouble to the
and Wooly Bay.
north. And the Ykrathian empire grew, pouncing upon these
engineered distractions to drive the elves out of lower Ulek
In the Beginning: Taurnusilmëa
province and behind the banks of the Elde River2 with
The populace of this elven nation was a broad mix of
mighty deforestation magics and wave upon wave of
gray, high, and wood elves, with many gnomes besides and
humanoids and undead. With the humanoidsʹ path now
a dwarven kingdom in its center among the Lortmil
clear to the Drachensgrabs, the kingdomʹs southern borders
mountains. Its very name encompassed the elvesʹ feeling of a
near those hills swiftly became dangerous places indeed.
realm as vast and wondrous as the heavens above.
Slow to react to the growing threat and lacking singlular
For millennia the elven kingdom endured, secure in the
elven heroes with the unearthly power of Calendorienʹs
power of its civilization and its magics. Even the Masters of
Llan3, The Tarnusilmë (honorific for ruler of the land) and
the Isle of Woe respected its might, and some elven sources
his peoples faced the growing horror that their kingdom,
even postulate that the cataclysm which destroyed the Lords
grand as it was, could eventually fall and be forgotten at the
of Woe and sank their island was in fact the work of an elven
hands of the arch‐licheʹs dark magicks and undead armies.
High Magic ritual. Conflicts with the God‐Kings of the
human empires around Taurnusilmëa were resolved by
Soon war with the Ykrath raged behind the banks of the
diplomacy if possible, by force if necessary. None of those
Lort. The dwarves, already under pressure themselves in the
wars lasted for very long.
northern foothills of the Lortmils, read the signs and began a
phased withdrawal into their mountain fortresses. Only a
The realm possessed numerous portals, but not to the
few bands of volunteers remained behind, and without the
extent of other elven kingdoms like Calendorien. These were
dwarven troops the elves steadily lost ground.
nearly all teleportation devices joined to other places within
the realm or keyed to other elven realms, not true gate spells
1
leading to other worlds or planes. Those few portal systems Thanks to Roger E. Moore for the Song Path concept. See
reaching beyond that were the province of the occasional "Voices of the Lost" on the wizards.com site.
2
mage, sage, or priest who investigated the larger world Now commonized to "Old River"
3
around. q.v. "The Geoff Project," esp. Llanfairfechan and Llantryn
Wells
72
Volume II, Issue 16
73
Oerth Journal
High Magic Ritual also allowed the land to begin healing, great merchant house Chossum and the elves of the
and with the raising of the Great Mythals the armies of the Silverwood to begin to rebuild northern Ulek province
Ykrathian Empire began at last to turn toward easier targets. between the Lort and the Kewl. The Dagnirthaur Waste
would flower again, and the new realm attracted many of
The elves had survived the best efforts of Vecna to the elves of Celien who had chafed at the self‐imposed
destroy them, a rare distinction indeed. Yet the price had confinement of the Great Mythal ward.
been fiendishly high. Taurnusilmëa was no more, imploded
from a grand and glorious realm whose very name There would be trials and tragedies ahead, not the least of
suggested its vastness to a warded and hidden core named which was the catastrophe that befell the small southern
Celien (lit. ʺland of runningʺ, or refuge). Many of the High elven realm of Mirgalen in the forest now known as Taur‐en‐
Mages had been lost, along with no few noble houses like Gaurth, or ʺDreadwood.ʺ The rogue Suel House Malhelʹs
Ilioran, Yʹvenni, Faerendyl, and others whose efforts against attempt to recreate Invoked Devastation magics met elven
the Ykrath left no survivors to carry on their proud lineage. High Magic, and the clash warped The Weave of Life and
A deeper sorrow covered the names of the Unspoken Magic itself. While House Malhel was destroyed utterly,
Houses, who had turned to Outer Darkness and had their Mirgalen too was gravely wounded; in order to check the
very souls sundered from the elven people in their fall. spreading Entropic Conjunction, the realm was forced to
retreat into a shadow of its former size and glory. Their
And so this part of Oerthʹs history remains largely immense help to Taurnusilmëa in its hour of need could not
unrecorded: the Ykrath from shame, and the elves from be repaid, and Celien stood by and watched in bitter sorrow
sorrow. Few even among the elvenkind know the full tale, as their old elven allies shrank and declined.
and very few of those will speak of it.
Corrupted by human usage, ʺCelienʺ eventually became
Soon the Twin Cataclysms of The Invoked Devastation ʺCeleneʺ. Eager to forget the nightmares they had endured,
and The Rain of Colorless Fire would disrupt the very weave the elves gladly accepted this change as their own.
of magick, collapsing the Celien Mythal less than 200 years
after its founding and changing the very nature of magic on The ancient elven kingdom is dead... long live the kingdom!
Oerth.
Postscript: In many ways, the trauma of Taurnusilmëaʹs fall
The elves greatly feared the renewed war they felt sure has not ended for the elves, and echoes of these experiences
was coming, but as it happened the Ykrath had their own and debates continue to ring through the halls of Queen
problems. Waves of Oerid and Suel refugees washed over Yolandeʹs court in the wake of the Greyhawk Wars. No few
the Empire. Caught between the cavalry and constructs of noble houses, for instance, regard Celeneʹs withdrawal from
the Oeridian war machine and the treacherous magics of the the Greyhawk Wars as a fitting punishment and response to
great and ancient Suel,5 the Ykrathian Empire was the dwarves of the Lortmils, who had abandoned the elves in
overwhelmed. The Spidered Throne was at last broken, its a similar fashion so long ago. The fact that the elves are
two greatest figures seemingly destroying each other in a deeply reluctant to discuss this history with others does
story that would be sung through the ages. Some of the nothing to help outsiders understand the history and
greatest disciples of The Whispered One (Acererak The emotions behind their recent decisions.
Black, Kadath) simply vanished, while others of The
Forsaken (Vykuul, Dobrodeia, Maradash, Xoth Varkûr) Other effects of the Niendanto Mirgalen also persist to this
would plague the region for some time to come. day: in magical monstrosities loosed into the world by this
clash of High Magics, in areas of the Taur‐en‐Gaurth where
Yet these were problems for another day. Great indeed even the elves will not tread, and as a cautionary tale in
was the elven rejoicing when the noble House Rhola and Celene about weakening oneself by aiding others.
House Neheli fled the Suel Imperium to establish their
domains in the Sheldomar basin. Shortly thereafter, the Echoes may even be found in the current machinations of the
Oeridians would also be welcomed by the elethin and other Scarlet Brotherhood. Their conquest of The Sea Princes and
demi‐humans of these lands. House Erendyl joined with the subsequent push into Keolandʹs southernmost lands during
the Greyhawk Wars may have been motivated by the desire
5 to regain some of the secrets and powers of House Malhel, or
In WGA4, "Vecna Lives," pp. 22, the text clearly refers to
to explore the effects on the Entropic conjunction to some
strife between House Neheli during their Great Migration
unknown purpose. Elves of the Cast‐en‐Gaurth (the name
and Vecna's empire, which was based in the Sheldomar
Mirgalenʹs elves now call themselves on those occasions
basin.
74
Volume II, Issue 16
75
Oerth Journal
76
Volume II, Issue 16
77
Oerth Journal
of St. Cuthbert, despite how history has muddled his name. followers than her fungal cult, she was already preparing the
He was given an ostentatious funeral at the Cathedral of the Yellowskull apprenticed by true Iuz and chose an unholy
Holy Cudgel in Verbobonc. The Citadel of Eight, believing symbol that mimicked the Elder Elemental God’s own.
their associate Serten had fallen, hastened from exploring Outside the Temple, the cult used Zuggtmoyʹs ʺEye of Fireʺ
Castle Maure to attend. Mordenkainen, Bigby, Riggby, and symbol, while inside the Temple the true Eye of Fire symbol
Yrag were distressed with this prank, the source of which is (a triangle with a Y inside it, the points of the Y touching the
still unknown. It is believed that Mordenkainen, during his corners of the triangle) was used. In this way Zuggtmoy
time in Verbobonc, met with PrinceThrommel. Not long after hoped to tap the Elder Elemental Godʹs power. If she were
the funerals, unnamed adventurers delivered a `pair of successful, other dark powers no doubt intended to usurp
highly unusual dispelling magics´ to Castle Robilar (8). The her and do the same.
rest is a frequently encountered story, although a
contradictory one. In 570 CY, Robilar and company delved
deep under Castle Greyhawk and liberated Iuz and the rest
of the nine imprisoned demigods. The dispelling magics Endnotes
were not even used because of the unusual method of
imprisonment, as Robilar himself has often recounted at the (1) In certain official records it is noted that Iuz
Green Dragon Inn of Greyhawk City. disappeared in 503 CY, during the reign of King Belvor II.
This was probably a machination of Iuz to deceive the King,
Finally, there is the sensitive and complicated issue so that they could create the Yellowskull and organize their
regarding the true powers involved in the elemental evil chaotic evil cult with Zuggtmoy. Then, they could take
cult. In the seminal work by Sage and Frnak on the Temple Belvor II by surprise, attacking by both opposite sides (north
of Elemental Evil this chapter is missing, perhaps due to the and south).
chaotic work practices of Savant Sage himself. Consequently,
the above source has evoked disputes among the learned (2) Iuz at that time was more often called the Dark One,
ever since. due to his dark skin. Old One is a later ascribed nickname by
his orc subjects, which was readily adopted by scholarly
Significant for the interpretation is the presence of Lolth circles, usually producing mistaken connotations about Iuzʹs
in Zuggtmoyʹs scheme during the relaunch of her ruse age.
religion. Lolth deployed spies within the second Templeʹs
ranks, Lareth and Falrinth being the most prominent ones. (3) Another date also usually met in official records
Why was Lolth so interested in spying on Zuggtmoyʹs cult? regarding the disappearance of Iuz is 507 CY. This later date
The answer is well hidden within the nethermost recesses of relates to the disappearance of a false Iuz (see following text).
the Templeʹs dungeons; a temple within the Temple to an This false Iuzs concept effectively eliminates the
imprisoned primordial god. This god is none other than the contradictory presence of Iuz during the construction of the
incomprehensible (by human standards) Elder Elemental second Temple of Elemental Evil near Hommlet (565‐569
God, revered by the Eilservs, the dominant drow house CY). These false Iuzs, according to the fundamental text on
opposing Lolth. It is clear that, should the Elder Elemental Flanaess by Pluffet Smedger et al, were either illusionists or
God ever be freed, Eilservs would grow in power to the minor demons with delusions of grandeur.
detriment of the faith of Lolth. The physical location of the
Elder Elemental Godʹs temple is so well hidden that (4) Almost three decades passed, and during that time
adventurers who have scoured the temple in recent years can Belvor II (c. first two decades of 6th century) was succeeded
only guess it is accessible through the elemental nodes. Since by the short reign of Belvor III (522 ‐ 537 CY, a.k.a. Thrommel
the elemental nodes were created together with the II for making unification plans, ironically allowing the
Yellowskull, the undiscovered temple could be approached secession of Dyvers, he died unexpectedly in his sleep), then
by the very first attempt to establish the ruse religion, c. 503 the premature inheritance of the throne by thirteen‐year old
CY. Zagig was swift to act, but who knows whether Eclavdra Belvor IV (he assumed the throne from Lord Throstin,
had her agents claim the Yellowskull. Perhaps as‐yet Regent of the Realm).
unknown forces are at work concealing the templeʹs location.
5) After the seeming bankruptcy of the Greyhawk
Zuggtmoy, being a demonic genius, knew quite well Construction Company, a consortium of scholars diverted
what she was doing when she appropriated the Elder from the tenets of Delleb. Instead of considering witness
Elemental Godʹs sphere of influence. While her priests testimonies first, they twisted excerpts from Dellebʹs dogma,
convinced her that elemental evil would attract more so that they can ʺdiscoverʺ answers in the books ex parte.
78
Volume II, Issue 16
79