Furyondy
Furyondy
History
In ancient times the great plains between the Velverdyva River and the great lakes - Whyestil Lake to the north, and the Lake of Unknown Depths to the east -
were inhabited by semi-nomadic Flan tribespeople who grew crops and hunted the region’s native antelope and bison. Early in the Great Migrations several
Oeridian tribes settled peacefully in the area. Because these new arrivals preferred to establish fixed colonies, farming culture became more prevalent than the
nomadic hunting culture, and both soon came under the rule of Queen Ehlissa (r. 872 - 420 PCE), who established her capital in the Vale of Luna and accepted
fealty from eastern farmers and nomads alike. Under her enlightened rule these lands enjoyed prosperity and peace for nearly five centuries.
Sadly, her empire did not long survive her death. In 386 Vecna the Whisperer collapsed it and established himself as the new ruler of Voll, Furyon, the shores of
Whyestil, and many of the lands through Fals Gap. For two centuries these territories groaned under his tyranny, subsisting in a state of near-slavery under his
wicked vassals and watching in despair as all manner of evil creatures arrived to openly practice their depravities beneath Vecna’s banners with his full approval
and protection. Not until after the Twin Cataclysms did this age of horror finally come to an end, when Vecna’s generalissimo Kas the Bloody-Handed rose up
against his master, and they destroyed each other (199). Their empire swiftly collapsed, and though its southern lands were soon liberated, Voll and Furyon
were not so fortunate, as Vecna’s vassals battled each other for the spoils, keeping the region in a state of chaos and evil.
It was more than two centuries before the tide finally turned. The teachings of St. Edoira encouraged religious reforms, and by the beginning of the present era
the major sects of good had gained new cohesion and were finally in resurgence after centuries of suppression. The critical turning points came in CY 061,
when the unorthodox arch-cleric Cuthbert of the Cudgel unexpectedly rose to leadership of the church of Pholtus, and 063, when he negotiated the Compact of
the Twelve Lords, an agreement between a dozen local rulers to muster armies and finally drive evil from their lands. Thus began the forty-year crusade known
as the Great Purge, in which Cuthbert and the Paladins of Kospia toppled malign rulers, extirpated the region’s humanoid inhabitants, defiled and destroyed
temples of evil, and conducted inquisitions to crush evil cults and societies and destroy the seeds of future wickedness.
At the turn of the second century a bright future seemed to lie before Furyon, but this golden vision was scotched in 108 when Aerdy’s armies arrived at Dyvers.
Having only just cast off an oppressor’s yoke, the folk of Furyon were not receptive to being ruled by these alien newcomers from the east, and violently rebuffed
their demands. In response the imperials launched a massive campaign of subjugation. This costly conflict lasted nearly a decade, but local resistance began
to collapse in 117, when the rulers of the Vale of Luna negotiated a peace, ceding authority to the Malachite Throne and thereby sparing their lands the
devastation of war. It would be another six years before the last major pockets of resistance in Furyon were finally stamped out, and minor local uprisings
continued for the better part of forty more years.
Voll, Furyon, Highfolk, and much of what are now Bissel and the Shield Lands were united as the Viceroyalty of Ferrond in 215, the same year that Aerdy
completed its conquest of the Duxchan Isles, these events together marking the height of imperial power. Ferrond was established as a strong satrapy on the
western frontier from which further conquests - of the Quaglands, the Northern Reaches, and distant Blackmoor, among other places - could be launched. For
two centuries the Viceroys at Dyvers exerted imperial authority over a vast holding, following Aerdy’s model of feudal rule. However, as Aerdian power began to
wane the viceroys began to rule more by their own writ and less by the leave of their imperial overlords, and late in the fourth century they made the Viceroyship
hereditary, in defiance of the Malachite Throne.
In 427 the inhabitants of the Quaglands successfully rose up against the Viceroyalty and expelled its forces, an event which now marks the beginning of the Age
of Great Sorrow (427-664). The Overking ordered the Viceroy to recapture the lost territory, but refused to provide aid, insisting that Ferrond use its own troops
and finance the expedition out of its own coffers. The Viceroy begrudgingly sent an expedition in 429, charging Lord Halifex of Kalinstren, a hawkish and
vainglorious man whom the Viceroy keenly desired to be rid of, with command of it. The Quaglanders easily fought his advance forces to a standstill below the
Vosserspan, miring them along the Quag Road in the narrow strip between river and mountain, and inflicting continual casualties by pouring missile fire upon the
column from inaccessible positions high above. When the futility of their position became clear the vanguard’s commanders requested permission to withdraw,
but Halifex refused, kept them in position until three-quarters of their troops were killed or wounded, ordered another brigade into the position to continue the
assault, repeatedly refused similar requests until it was likewise decimated, and then ordered a third brigade to take over. By this time the Ferrondal forces had
been in place for nearly five months and suffered several thousand casualties, all without gaining an inch; morale was abysmal, and desertions had grown from
a trickle to a flood. The commander of the third brigade to attack up the pass was killed on the first day of battle, and his second-in-command, Lady Murail
Angar of Libernen, ordered a withdrawal, gathered the commanders of the remaining units, mutinied against Lord Halifex, oversaw a general withdrawal to
Caronis, and conveyed Halifex in chains to Dyvers, where he was publicly and vociferously excoriated for his ineptitude and condemned by the Viceroy to spend
the rest of his days under house arrest in Admundfort.
This debacle definitively turned the tide of public opinion against the declining rulership from Rauxes, and by midcentury the Viceroyalty was withholding taxes
and openly defying imperial pronouncements. When the aged Viceroy Stinvri died in 468 Ferrond seceded, declaring that it would no longer be subject to the
“dangerous incompetence” of the Malachite Throne, and Stinvri’s heir was crowned in Dyvers as Thrommel I (r. 468-79), King of Furyondy, Prince of Veluna,
Provost of the Northern Reaches, Warden General of the Vesve Forest, Marshall of the Shield Lands, Lord of Dyvers, etc., with the full blessing of the region’s
noble and ecclesiastical leaders. Aerdy sent punitive forces to reclaim the territory, but due to unfriendly neighbors and military incompetence these troops
never even reached Furyondy, and after 474 even these half-hearted efforts ceased, though it would be more than a century before the Malachite Throne would
openly acknowledge their failure.
House Stinvri - as it is now called - has ruled Furyondy ever since. Its rule was bolstered by a pact with the kingdom’s major noble houses, called “the Seven
Families,” which were granted large holdings. Though in time most of Furyondy’s adjunct states were lost, the eight provinces that comprise the core kingdom
have persisted. The kingdom has had seventeen kings and one regent, as follows: Thrommel I (r. 468-79), Thrommel II (r. 479-93), Thrommel III (r. 493-509),
Hugh I (r. 509-28), Belvor I (r. 528-56), Avras I (r. 556-70), Grandel I (r. 570-86), Renald I (r. 586-610), Hugh II (r. 610-33), Avras II (r. 633-55), Renald II (r.
655-79), Hugh III (r. 674-90), Belvor II (r. 690-716), Avras III (r. 716-34), Grandel II (r. 734-39), Throsten (regent, r. 739-43), Belvor III (r. 743-81), Belvor IV (r.
780-present).
Though Dyvers was by far the largest and most cosmopolitan city in the kingdom, its commercial interests and international flavor placed it somewhat outside
the mainstream of Furyondy’s cultural and political life. In 497 King Thrommel III (r. 493-509) began construction of a new royal capital in the north, and in 502
moved his court to the new palace at Chendl, from which the kings of Furyondy have ruled since. Dyvers would eventually declare its own independence (740),
an act that the regent Throsten (r. 739-43) allowed to pass unchallenged in exchange for the city continuing to contribute taxes to Furyondy’s coffers.
During the 520s a trade war broke out along the lower Velverdyva, with Furyondy, Dyvers, Verbobonc, and Veluna competing fiercely for control of merchant
traffic, imposing ridiculous tariffs and targeting merchants who evaded them. This foolish conflict cooled relations between the region’s powers to such an extent
that Hugh II (r. 610-33) refused to intervene when parts of Veluna were overrun by Keoish forces in 632, the kingdom only sending troops well into the reign of
his successor, Avras II (r. 633-55), in 644-50. Though much belated, this campaign did restore relations with the Archclericy, and when Keoland once again
invaded in 662, Furyondy’s army immediately marched to the Archclericy’s aid and inflicted a humiliating defeat upon Tavish III’s forces in what is now called the
Short War. In its aftermath Veluna’s College of Bishops signed the Concordat of Eademer, which established a lasting alliance. Furyondy meanwhile made the
Lirtlemark (as it was then called) a tributary state, preserving the existing political structure but renaming it the March of Bissel and replacing the margrave’s line
with a family sympathetic to Furyondy. In 701 a great horde of humanoids invaded Fals Gap and ambushed King Belvor II (r. 690-716), who was passing
through guarded by only a small train. Margrave Rollo led a force to the king’s rescue, destroyed the horde, and saved him, and in return the grateful king
granted Bissel self-rule.
The lands north of Furyondy were long unsettled and troublesome, but with the rise of the Horned Society in the 670s-80s and the ascension of Iuz at Dorakaa
in 689, Furyondy suddenly found powerful new enemies upon its borders. It initially came as a sort of relief when these nations turned their attentions east
toward the Rovers (the Battle of Opicm River, 693) and the Kingdom of Empryea (the War of Ending, 695-727), but the latter conflict excited great indignation in
Furyondy, and debate over the kingdom’s response to it was heated; many of Furyondy’s nobles and religious leaders demanded that the kingdom enter the
war and defend Empryea, but two consecutive kings, Belvor II and Avras III (r. 716-34), resisted these entreaties, refusing to commit to a conflict that could
endanger 500 miles of the kingdom’s borders if the Horned Society turned its eye southward. Though the kingdom never officially intervened, thousands of
Furyondians - noble contingents, priests, templars, commoners, and even pious peasants - marched east to fight alongside Empryea’s armies, a fact that did not
pass unnoticed by the beleaguered defenders. When the war was lost thousands of refugees fled to Furyondy and resettled there, and many of their
descendants have made a tradition of serving in the nation’s military, standing ready to once again fight the hated enemies to the north.
It may be that if Furyondy had invaded the Horned Society after its catastrophic losses in the War of Ending, its humanoid hordes could have been broken and
driven hundreds of miles north into the Fellreev or the lands of Iuz; many voices in the kingdom urged this of Avras III and his successor, Grandel II (r. 734-39),
but the Noble Council consistently refused, and the opportunity was lost. For two generations Furyondy’s northern frontiers suffered only occasional troubles,
the Horned Society turning inward to lick its wounds and Iuz having vanished from the Oerth in 715, but evil is now in the ascendancy, and Furyondy is once
again menaced. The first whisper came in the 760s, when a cult of Elemental Evil arose in the Kron Hills above Verbobonc. In 774 a multinational force was
assembled to destroy this wicked growth, with Prince Thrommel IV commanding. This host, comprising contingents from Furyondy, Veluna, Verbobonc, the
Free Assembly of the Kron Hills, the dwarves of the Lortmil Mountains, and the elves of the Gnarley Forest, crushed the enemy army at the Battle of Emridy
Meadows, and then besieged and destroyed the Temple of Elemental Evil. Thrommel subsequently became betrothed to Jolene, the daughter of the Plar of
Veluna, and began serving as Provost of that state as well as Marshall of Furyondy; upon their marriage the two states would once again become a joint entity,
the Archcleric ruling in matters spiritual, and the Prince - succeeding his father, Belvor III (r. 743-80), to become King - in matters temporal. In 778 Thrommel
vanished, apparently abducted by escapees from the Temple of Elemental Evil, with aid from agents of the Old One. Two years later, having given up his son as
lost, Belvor III abdicated in favor of his second son, who was crowned Belvor IV (r. 780-present).
The threat to the realm has only grown since. The Horned Society has regained its strength, and is waging a war of attrition against the western Bandit
Kingdoms, New Empryea, and the Shield Lands; the kingdom’s entire northeast border is now an armed camp, the two nations eying each other warily across
the Veng, both armies standing in readiness to unleash total war should either side break the tense and delicate stalemate. The rise of Iuz meanwhile threatens
Furyondy’s northern frontier; his agents slip across the border to sow confusion and dissension, his war fleet clashes with the Royal Navy on Whyestil Lake,
and his forces press relentlessly against the free folk of the Vesve, menacing Furyondy’s northwest frontier. The kingdom is on a war footing, its eyes turned
grimly toward the darkening north.
Present Day
Furyondy has a temperate climate, with prevailing winds blowing from the east and southeast during warmer months, and northeast when the weather cools.
The great lakes tend to moderate the weather during warmer seasons, preventing it from growing too hot or dry; winds pick up moisture when blowing over the
lakes and then deposit it when passing over the kingdom, so rainfall is abundant, particularly in the north, which is cold and wet for much of the year, and in
winter snow is normally heavy, though the season is otherwise not unduly harsh, with temperatures that are not unusually cold.
The kingdom consists almost entirely of fertile prairies and farm plains. Maize and wheat are grown in great abundance in the central and southern holdings,
along with barley, oats, and rye in the north. A diverse assortment of vegetable crops are grown, among them alfalfa, asparagus, beans, sugar beets, carrots,
chives, clover, crucifers (broccoli, cabbages, cauliflower, collards, kale), garlic, leeks, lentils, lettuce, mustards (black, white), onions, parsnips, peas, pumpkins,
radishes, scallions, squash, sunflowers, turnips, and watercress. Other crops include apples, cherries, elderberries, galdas, galdarnberries (produced by a tough
and resilient bush common to the region, the berries are yellowish-white, have an astringent taste, and are used in pies, jams, and preserves), grapes (including
many used to make wines; the kingdom’s vineyards are extensive and enjoy a high reputation), pears, plums, raspberries, wild strawberries, uskfruit, acorns,
beechnuts, hazelnuts, walnuts, and yarpick nuts. Livestock animals include cows, goats, horses, pigs, rabbits, sheep, and poultry - chiefly chickens, ducks,
geese, and pigeons. Furyondy grows large quantities of flax (in the central and southern holdings) and hemp (in the north), these plants forming much of the
basis of its large textile (hemp, linen, wool) industries.
Furyondy’s mineral resources are not particularly extensive. Its mines in the eastern spur of the Carnalion Range produce reasonable quantities of gold, along
with some copper, iron, manganese, and galena (ore of lead, often with trace amounts of silver and/or zinc). Small quantities of gold are also panned along the
upper Velverdyva river, as are some ornamental and semi-precious stones, chiefly chalcedony (bloodstone, carnelian / sard), jasper, and quartzes (milky, rose).
The Crystal River is likewise known for its agates, which are numerous and colorful, though rarely of much monetary value.
The population of the kingdom is approximately 350,000. About 91% is human, mainly Oeridian, with varying degrees of Flan and Suel admixture - the Flan
blood prevalent in the hinterland and many parts of the north, the Suel blood most noticeable along the coast of Nyr Dyv and along the Velverdyva, Veng, and
lower Att rivers. The human population chiefly speaks Velondi, with the Common tongue also spoken among the educated classes and by those who live along
major routes of trade or engage in international commerce. The non-human population is a mix of hairfoot halflings (18,000, 5%, scattered throughout the
kingdom), high elves (7,000, @ 2%, mostly in the south and west), and others (hill dwarves, gnomes, and various other sorts of elves and halflings, perhaps
3,000 in total, @ 1%). These folk speak their own languages, and often one or more human languages besides. There are also a great many more demi-
humans in Highfolk, plus high elves in Dapple Wood, sylvan elves in the Gnarley Forest, and tallfellow halflings in both, but none of these folk regard themselves
as subjects of the crown, these places being realms apart. Major religions in Furyondy include those of St. Cuthbert, St. Edoira, Heironeous, St. Mayaheine,
Pelor, and Velnius and the Four Winds.
Major holidays in Furyondy include Fireseek 22 (St. Mayaheine’s holiest day), Coldeven 07 (the Heroes’ March, a festival of Heironeous), Richfest 04
(Midsummer Day, holy to Pelor), and the four seasonal festivals, most particularly Growfest, since that week is celebrated as the Feasts of Edoira, and Growfest
4th as St. Cuthbert’s Day.
A majority of the kingdom’s people reside in rural farm communities. Very few are serfs; most are free farmers who pay a tithe of produce to the local lord in
exchange for being allowed to work the land, or artisans who likewise pay a tithe of goods in exchange for a license to operate. Because of the kingdom’s rural
way of life, there are no national guilds, all such organizations being local to a city or larger town.
Most of the kingdom’s borders are formed by water - the Velverdyva River in the west and south, Nyr Dyv and Veng River in the east, and Whyestil Lake in the
north. It also holds the west shore of Whyestil to about one hundred miles north of Crockport, though this expanse is only sparsely populated, most of
Furyondy’s presence there being military. The valley of Highfolk is technically a part of Furyondy, but this is a formality only, for the kings have never closely
governed this demi-human enclave, leaving it to its own devices. The Veng River is navigable by large vessels along its entire length, but the Horned Society
makes this route too dangerous for any but the largest and most heavily-armed flotillas, and the trade that used to travel the Veng has been diverted to slower
and more expensive land routes. The Velverdyva is navigable by large vessels almost as far upstream as the Velunese town of Abbeylix, and the Att as far
upstream as Pantarn. All of Furyondy’s major rivers are navigable by barges and small craft.
There are several large and well-maintained highways in Furyondy. The Royal Highway is the main road in the northern part of the kingdom, which it traverses
from west to east, from Gravidford to Chendl, Crystalford, Moatshield, and Grabford. A smaller highway runs south from Chendl to Worlende, where it crosses
the Att River and branches into three roads, one heading southwest to Caronis, one south and east through Fountainspring to Littleberg, and one downriver to
Pantarn and Ravenhall. There are also several major roads in the south. A coastal track runs from Eyeberen to Willip, Sendrift, Walthain, and Dianrift. Four
roads originate at Libernen, heading southeast to Dianrift (with a side branch to Walthain), southwest to Goldengreen, northwest to Littleberg, and north to
Broadford and Ravenhall. A highway runs east from Ravenhall to Willip, and in two places branches northward to Gorsend. Finally, a road runs northward from
Gorsend to Terlisean, Heldarn, and Grabford. There are also a number of smaller roads and tracks.
Furyondy has long cultivated solid diplomatic and commercial relations with its neighbors, but its internal politics are frequently a frustration to its kings. In the
kingdom’s early days it was necessary for the new rulers to devolve power to strong vassal-states, but this arrangement persisted even as the kingdom shrank
and its rule grew more centralized, and the rulers of the seven major provinces now have powers that rival the king’s, and wealth that in most cases far exceeds
his. According to law the king owns the land and subcontracts rule of it to the Seven Families. They are obliged to pay some taxes to the crown, and to place
their military forces at the king’s disposal for up to two months and two days each year if he requests it (or longer, though in that case the king must pay the
troops out of his own coffers), but within their own territories they enjoy the rights to levy taxes, raise armies, and other royal privileges. Most view themselves
not only as equal to the other families, regardless of the the noble titles each holds, but even as equals - or near-equals - of the king himself. Representatives of
the Seven Families form the Noble Council, a parliamentary body that the king is required to consult on most matters, winning their support before making
important decrees - including raising their taxes, something they predictably resist. Worse, the families have opposing commercial and political agendas, and the
king’s appeals to the Noble Council are sometimes frustrated by the families’ competing interests, which they often place above the larger interests of the
kingdom. The Seven Families are very wealthy, not only from their own holdings but also due to investments both within and beyond the kingdom’s borders, and
though their tax burden is not unduly heavy, they complain about it mightily. The king, by contrast, must spend most of the taxes he collects on maintaining the
kingdom’s infrastructure, military, and diplomatic corps and making displays of largesse to his subjects, and in consequence is less wealthy than the Seven
Families. Belvor is a noble and just king, but hobbled by the nation’s political structure, which makes his job much more difficult than it might otherwise be.
In addition to the Noble Council, the king is advised by the Knightly Conclave, a parliament of lesser nobles and lords who consider any issues they wish and
then offer their opinions to the king. The Knightly Conclave has no power to restrict the king’s rulings, but its opinions have some weight in the kingdom’s politics.
Belvor has sought to harness this for his own ends, cultivating alliances on the Knightly Conclave, using it to exert the pressure of public opinion upon the Noble
Council.
Though its politics are complex, Furyondy’s system of law is comparatively straightforward. Alleged crimes are divided into civil and criminal offenses. Criminal
offenses are classified as Grievous Crimes (murder, sedition, treason), Injurious Crimes (serious assault; rioting and other major disturbances of the peace;
robbery, burglary, extortion, or property damage; major fraud, corruption, or tax evasion), or Crimes of Disrepute (minor assaults or disturbances of the peace;
petty theft, fraud, corruption, or tax evasion). Trials for these offenses are presided over by a magistrate, except for Grievous Crimes, which must be adjudicated
by a panel of three magistrates. Magistrates are often clerics, though this is not required, and it is customary for magic to be used for gathering evidence and
conducting interrogations in the case of Grievous Crimes. Punishments include fines / weregild, imprisonment, and banishment, in the latter case possibly with a
curse or geas laid upon the convict. Grievous Crimes are sometimes punishable with mutilation or death. Civil offenses may likewise be decided by a
magistrate, but the ancient and far more prevalent custom is to resolve them by dueling - either between the injured parties, or champions. It is commonly
accepted that Heironeous will guide the hand of the righteous combatant to victory, so this is considered an acceptable way of settling matters and satisfying the
honor of the injured party. The exact terms of duels vary widely, but they only rarely lead to serious injury or death. Though a sympathetic friend or relative may
step in as champion, there is also a thriving industry of professional duelists-for-hire in Furyondy.
The kingdom has eight major provinces. Fairwain Province is a royal holding administered by the king directly, and the others are held in trust by the Seven
Families. The provinces are:
The County of Crystalreach occupies most of the lands north of the Crystal River, bordering Fairwain Province and the Barony of Kalinstren to the
west, Whyestil Lake to the north, and the Veng River to the east. Its capital and largest settlement is Grabford, and the towns of Fendrelan, Heldarn,
and Terlisean and villages of Moatshield and Morsten are also in the County. Large quantities of barley, hemp, oats, rye, and wheat are grown there,
and an unusual reddish stone used in building is quarried at Redstone, about sixty miles west of Heldarn. More than 350 miles of the County’s
eastern border faces the Horned Society across the Veng, so the eastern part of the County has a powerful military presence, and all of its
settlements are fortified. Over the last century a great many of the inhabitants of these eastern holdings have relocated to the County’s hinterland or
other, less vulnerable provinces, and those who remain have developed a siege mentality, remaining always watchful across the river and suspicious
of strangers.
Crystalreach is ruled by Count Paulus Halpern (LG, 8th level fighter), a snobbish and rather ham-fisted man who is neither well-liked nor highly
regarded by the kingdom’s other nobles. Fortunately he is wise enough to recognize his realm’s danger, and although he is not personally
possessed of great courage, his strategic grasp of the military situation is sound, and the County’s defenses are well-organized and constantly being
added to and improved under the supervision of Curtlem the Calloused (LG, 8th level fighter), a mountain dwarf from the Lortmils, a master architect
and engineer who has been in charge of the County’s fortification for over thirty years. The Count has two daughters, both in their late teens and not
yet married, and two younger sons, one training as squire to a knight and one serving as midshipman aboard a naval vessel based in Grabford. He
has appointed Jalquayne (LG, 9th level cleric), the third-highest ranking cleric at Grabford’s temple of Heironeous, as his representative on the Noble
Council.
Fairwain Province is a smallish province in the north, encompassing the royal capital of Chendl, its suburbs, and their immediate surroundings,
including the towns of Crystalford and Worlende, both of which are positioned at its edges. The Royal Highway traverses it from west to east, and
major roads link Chendl with Crockport and Worlende. King Belvor administers Fairwain Province directly, and the taxes drawn from it go directly
into his coffers, but the king’s expenses are heavy, and this small province cannot generate sufficient revenue to meet them, at least not at present
levels - and, as Belvor is well aware, raising them much higher would be both unpopular and unfairly onerous.
The Gold County is a southern holding that borders the lower bend of the Att River to the west, Velverdyva River and Gnarley Forest to the south,
and Viscounty of the March and Barony of Willip to the east. Libernen is its capital, and other notable settlements include the towns of Attstad,
Broadford, and Goldengreen, and the village of Blackwell. It is one of the wealthier provinces, profiting not only from its abundant farmland and brisk
trade along both rivers, but also by receiving one-third of the taxes Dyvers pays the kingdom, that city having once been a feudal holding of the
county. Though Gold County’s farms grow a wide assortment of crops, they are best known for producing great quantities of corn, flax, and
sunflowers, the county’s name having been inspired by its great fields of those golden-yellow flowers. Because of its wealth the county imposes a
light tax burden, making it a popular place for the aristocracy and merchant class to live and do business. Class distinctions are observed somewhat
more rigidly in the Gold County than in most of the kingdom - for example, only nobility are permitted to have free-standing dovecotes on their land,
and certain colors and styles of clothing are likewise limited to the aristocracy so that wealthy merchants and artisans cannot compete with the
fashions of their social betters.
Though the county’s administrative seat is Libernen, Countess Kyaren Rhavelle (N, 6th level illusionist) spends most of her time on the Rhavelle
holdings in the western part of the county, where the terrain is hilly and dotted with small lakes. Her manor house is opulently appointed, and
surrounded by fields of flowers, ponds filled with lilies, and a cultivated wood stocked with game. The Countess appears to be a flighty socialite,
witty, charming, and shallow. She is actually a great deal more acute and insightful than she seems, but takes no great interest in politics and does
not much like most of the other provincial leaders, though she does admire King Belvor and Jemian Corvax of Littleberg. Her husband died young,
and she has never remarried, preferring to desport herself with a succession of lovers. She has a daughter and a son, both in their teenage years.
The Barony of Kalinstren forms the kingdom’s northwestern frontier, bordering Fairwain Province to the south, the County of Crystalreach to the
east, Whyestil Lake to the north, the Vesve Forest to north and west, and - at its westernmost tip - the Duchy of the Reach. Its only major settlement
is the city of Crockport, at which the Royal Navy’s Whyestil fleet is headquartered. Kalinstren grows large quantities of barley, hemp, oats, and rye,
and imports some lumber and forest products from the Vesve. Unlike most of the kingdom’s provinces, it is more or less on a war footing, with the
navy sailing forth to do battle against the Old One’s war-galleys and its armies marching up the lake’s west shore to reinforce the Vesvefolk.
The province is administered by Baron Paulus Salamon (CG, 11th level fighter), a tall, dark-haired, formidable man who venerates Trithereon, whose
sect is growing more prominent in Kalinstren under his patronage. Salamon has cultivated close relationships with his neighbors in the Vesve and
Highfolk, and is deeply concerned about the menace of Iuz, constantly agitating for a more forceful national policy, to the irritation of most of the rest
of the Noble Council, who view him - somewhat unfairly - as a hotheaded troublemaker. He has long been a widower, the Baroness having died
giving birth to his second child, which was stillborn. His only direct heir is his daughter Jelleneth (CG, 8th level fighter), a tall, strong, auburn-haired
woman still in her twenties. She cares very little for the fripperies and courtesies of court life, having trained from youth as a warrior and spent
several years fighting with Perrender mercenary companies in the Vesve. Many of the kingdom’s other nobles regard her as almost a barbarian, but
she is poised to emerge as a strong wartime leader. She is usually accompanied by Tobias Rushkane (CG, 9th level magic-user), an eccentric mage
from Dyvers, who was her boon companion during her years as a mercenary, and whom she trusts more than anyone besides her father.
The Barony of Littleberg is second in wealth and population only to the Viscounty of the March. It occupies the large upper bend of the Att River,
bordering the Duchy of the Reach to the west and Barony of Kalinstren at its northwestern tip. Its major settlements are Littleberg, Fountainspring,
and Pantarn. Most of the territory is a great breadbasket in which wheat and corn are grown, but the Barony’s farms grow a wider variety of crops
than their neighbors to the east. It is also one of the realm’s more diverse provinces, with a higher than average percentage of demi-human
inhabitants. Some quarrying is done in the western part of the province, particularly at Greylode and Claw Gorge.
The Baron, Jemian Corvax (LG, 11th level fighter), is a follower of Rao, decent, honest, generous, thoughtful, and in many ways an admirable man.
He is well-liked and widely respected, but self-effacing, slow to come to decisions, and not really charismatic enough to sway others to his point of
view, however wise or well-reasoned; in essence, his personality is not forceful enough to make him the political power he might otherwise be. His
wife Scheredenn is a pleasant woman who favors Pelor, and they have three sons and two daughters, all of them teenagers or young adults.
The Viscounty of the March is a central territory bounded by the Veng, Crystal, and Att rivers, bordering the Gold County and Barony of Willip to the
south and Fairwain Province at its western tip. It is the largest and most populous of the provinces, though it has only three settlements of any size,
the towns of Barduk, Gorsend, and Ravenhall. The Viscounty is a breadbasket that produces huge quantities of wheat and corn, plus innumerable
other agricultural products; its seemingly endless fields of grain have been immortalized by a number of painters and poets. Though most of the
territory is not greatly troubled by the Horned Society, about seventy-five miles of its northern border faces it across the Veng. This section of river is
lined with watchtowers and other fortifications, and the Viscount is forced to station most of his soldiers in the area to protect against humanoid
incursions. Many of the region’s inhabitants have packed up and left, and its farms are less productive than in the past, to the Viscount’s great
frustration. He has allowed refugees from the Shield Lands to resettle there and take over abandoned farms, but this has not solved the problem,
and he is contemplating more drastic measures such as using convict labor.
Viscount Luther Derwent (LN, 6th level fighter) administers the territory from Gorsend. His family made its considerable fortune through trade, and he
is very much cast from the family mold, being pragmatic, sharp-dealing, tight-fisted, parochial, humorless, dour, and generally disdainful of foreigners
and outsiders. People do not much like him, but respect his head for business and skill at argument. He is a widower whose much younger second
wife, Alistacea, is not forceful enough to stand against him. His first wife bore him a daughter, Gyneren, who is unmarried despite being over thirty,
and sometimes suggested as a bride for King Belvor. His second wife has borne him twin sons, Petronian and Timarn, who are more idealistic than
he is, a trait he amusedly assumes will change with age. His representative on the Noble Council is the scribe Telemmand, who never makes a
decision without first consulting Derwent.
The Duchy of the Reach is a long and narrow territory that forms Furyondy’s western frontier, extending along the Velverdyva all the way from
Gravidford in the north to the joining of the Att River in the south. It is divided into two parts by Dapple Wood, for its demi-human and faerie
inhabitants neither recognize the Duke’s claim to the forest nor allow his subjects to disturb it. The Duchy’s administrative capital is Caronis, and its
other settlements of note Bulwif, Gravidford, and Kisail. The Duchy’s proximity to so many other lands gives it a more freewheeling quality than any
other province. It profits greatly from river trade and merchant traffic from over the border, and its farms produce a wide variety of crops without any
one being dominant. The territory’s military forces are best known for their light infantry, in particular the Bootmen, a unit noted for being able to
withstand uncommonly long marches, and for its tactical acumen and quick adaptability in the field. The Bootmen played a proud role in the Battle of
Emridy Meadows and siege of the Temple of Elemental Evil, and have a high reputation.
Its ruler, Duke Bennal Tyneman (CG, 8th level fighter), is a self-indulgent and hedonistic man, an aging gambler and rake who seems always to be
lucky. Though he seems heedless, he is actually quite shrewd, especially in matters of politics. He married late, and his wife died giving birth to his
son and heir, Rayne, who does not take after his father, being a sober and studious boy. It is said that Tyneman has fathered other children with
other women, but these affairs have been discreetly covered up. Whether this will eventually complicate the succession is unclear.
The Barony of Willip is a strategically and commercially important province that holds the west coast of Nyr Dyv from Veng to Velverdyva. It extends
from the outflow of the Veng near Scragholme Island to the outflow of the Velverdyva opposite the joining of the Serault, bordering the Viscounty of
the March and the Gold County to the west. All its major settlements are ports. The largest is Willip, which the busiest and most populous city in the
kingdom, and headquarters of the Royal Navy. Also noteworthy are the large town of Eyeberen in the north, and the three Sentinel Ports - Sendrift,
Walthain, and Dianrift - to the south. Most of the province’s commerce moves on water, but its farms also produce sizable quantities of corn, flax,
wheat, and other agricultural products. The Barony’s legal system varies somewhat from that used elsewhere, in that magistrates are required to be
clerics of St. Cuthbert, Heironeous, or St. Mayaheine, a fact that sometimes means long delays in coming to trial. The territory is also noted for the
rather fanciful - and to outsiders, confusing - names by which its various taxes are known.
Baron Xanthan Butrain (LN, 11th level fighter) is pragmatic and intelligent, but rather unimaginative, and not always good at dealing with the
unexpected. Though he has been married three times, he has only a single heir, William, a feckless young wastrel who cares nothing for affairs of
state, instead wasting his time on gambling, spendthrift carousing, and other foolish pursuits, much to his father’s dismay. The situation is made
worse by a cousin, Gregen, who lives in exile in Admundfort and claims that he is the rightful Baron. The true bloodline actually is in dispute, though
only a few sages and high-ranking nobles know this; not many in Furyondy would back Gregen’s claim, but he nonetheless rabble-rouses and
agitates, trying to win support for a coup, which causes a major diplomatic headache for the Earl Regent of Walworth.
Furyondy’s standing military is not particularly large, numbering only about six thousand, but in times of need militias and noble contingents could quickly
increase this number to well over 20,000. Its belled heavy cavalry is famed across the Flanaess; these troops ride heavy warhorses clad in plate barding, are
armored with plate and shield, and fight with lance, sword (bastard, long) or footman’s mace, and hammer or horseman’s weapon (flail, mace, pick). The
kingdom also has medium (medium or heavy warhorses, scale or mail barding, splinted or plate mail, weapons as above plus light crossbows) and light (light or
medium warhorses, leather or scale barding, mail or splinted mail, weapons as above plus light crossbows) cavalry contingents. Its infantry is mostly armored in
scale, brigandine, or mail, and armed with pike (20%), pole arm (halberd, lucern hammer, partisan, or spetum, 30%), or spear (50%), with hand axe, mace, or
short sword as secondary weapon, except for its renowned light infantry contingents from the Vesve, which wear leather or studded leather, may use shields,
and fight with axes, swords, and bows. These troops are supplemented by specialist units - human or elf archers, halfling slingers, sapper / miners, and the like.
Furyondy’s armies are under the command of Grand Marshal Vitremin (LN, 16th level fighter), a charismatic, surprisingly soft-spoken and thoughtful man who is
based in Chendl but spends more than half of every year directly overseeing his troops in the field. In his absence the king is advised by a triumvirate of
generals: the veteran warriors Bemedior and Gallantren, and a younger man, Yemanien, who is less well-tested in battle but a master of logistical operations.
For most of his reign Belvor has poured money into the Royal Navy, depleting his coffers but greatly expanding the kingdom’s shipyards and war fleets. The
major shipyards are the Crockport Boatyards and Willip Arsenal, both of which have grown considerably in the last fifteen years, and major war fleets are based
in both cities, with smaller naval squadrons at Grabford and the Sentinel Ports (Sendrift, Walthain, Dianrift). Furyondian sailors wear leather armor and fight with
hand axes, crossbows, pikes, and swords (cutlass, long, short), and warships carry more heavily armored marine contingents. The Royal Navy is commanded
by Grand Admiral Rosen (LG, 15th level fighter), who is a military man down to his bones, unconcerned with politics but unswervingly loyal to the throne. He
wears a striking suit of armor and uses a shield, both fashioned from dragon turtle scales.
There are several knightly orders in Furyondy. The best-known is the Furyondian branch of the Knights of the Hart, which numbers about 200 knights plus their
retinues of sergeants and followers. Its speaker is addressed as the Cerise Pursuivant Dragon, but despite this rather ludicrous title wields considerable
influence on the organization’s behalf in the Knightly Conclave. There is great rivalry between the Knights of the Hart and the Knights of Holy Shielding, which
sometimes interferes with diplomacy between Furyondy and the Shield Lands. The Knights’ standard is azure, a pair of antlers or.
A number of templar organizations also operate in the kingdom. These include four major orders of paladinhood, the Cavaliers of Heironeous (Heironeous),
Crusaders of the Cudgel (St. Cuthbert), Knights of the Shining Sword (St. Mayaheine), and Knights of the Sun (Pelor), along with other groups such as the
Invincible Order of the Silver Bolt (fighters, paladins, rangers, Heironeous), Kospian Brotherhood (rangers, St. Cuthbert), Shield Templars (fighters, paladins,
rangers, St. Mayaheine), Soldiers of the Sun (fighters, paladins, rangers, bards, Pelor), and Spears of Freedom (fighters and rangers, mercenary company that
serves Trithereon).
Early in his reign Belvor introduced an innovation: a national body of Mail Riders, who speedily convey messages across the kingdom for a small fee. They
carry letters, but no valuables, and travel on light, fast riding horses, which they change frequently at settlements or roadside way-stations. There are perhaps
120 of these riders, all skilled ex-soldiers with exemplary records, who proudly wear the king’s coat of arms. The Mail Riders’ services have become popular
among the kingdom’s nobles, gentry, and merchants, and are also beginning to catch on among humbler folk.
The kingdom’s diplomatic efforts have borne fruit, for Furyondy has many allies. It enjoys friendly relations with Highfolk, Veluna, Verbobonc, Dyvers, and
Greyhawk, and is on good terms with Perrenland, Bissel, and even its former enemies in Keoland and its subsidiary states. The kingdom has long provided
financial and military support to the Shield Lands, and since signing the Marklands Treaty in 792 is allied with Nyrond and Urnst, and bound by mutual
agreement to come to the Shield Lands’ aid in the case of an invasion. Due to these strong ties, foreign currency from allied nations - Highfolk, Veluna,
Verbobonc, Dyvers, Greyhawk, the Shield Lands, the Keoish states, Urnst, and Nyrond - is generally freely accepted in Furyondy. Local currency is minted in
Verbobonc under royal license, and conveyed to Furyondy by fearsomely well-guarded caravans or ship convoys.
Furyondy maintains a posture of military readiness toward Iuz and the Horned Society. Its entire northeast border is heavily fortified and patrolled, with reserves
available to move quickly to repel raids or invasions from across the Veng. The kingdom is also on a war footing in the northwest, providing financial and
military aid to the free folk of the Vesve. The lower half of the forest is relatively free of baneful creatures, but Iuz’s forces press inexorably upon the human and
demi-human settlements in the north; though these humanoids suffer heavy casualties, endless replacements seem to be available from the spawning grounds
of Iuz, and there is growing fear that this war of attrition will eventually doom the Vesvefolk. Since 792 Lake Whysetil has also been a major battleground, for in
that year Belvor’s agents rescued five prominent captives from Iuz’s dungeons, and less than a fortnight later his fleet attacked Dorakaa’s shipyards, burning,
sinking, or capturing more than twenty of Iuz’s war galleys. Incensed by these humiliations, the Old One has dispatched the remainder of his fleet across the
Whyestil with orders to destroy all it encounters, forcing the Royal Navy to adopt a war footing with no foreseeable end.
Furyondy’s standard is party per bend gules and azure, dexter three crowns in bend or, sinister a decrescent argent. As a simplification, red and blue stripes are
often used as national colors.
Major Settlements
Chendl (capital, pop. 15,600, hex Q4-83) - The capital was deliberately built to outdo the magnificence of Dyvers and every other city in the kingdom, and is
most elegant, with hanging gardens, broad boulevards lined with trees and magical lamps, and a network of canals through which gondoliers languidly convey
peacock nobility. Its fortress walls are rectangular, with a gate in each face, each opening onto a major thoroughfare that leads to the Royal Palace, a great
diamond-shaped enclosure near the center of the city, surrounded by a canal. Four parallel double canals run like spokes from there toward the corners of
the city, and smaller canals spanned by arched bridges cut across neighborhoods to link these four main branches. The central compound’s elegantly
adorned fortress walls enclose a great garden with artificial lakes and canals, which surround the palace itself.
The city has two commercial / administrative quarters in the south and two larger residential quarters in the north; eight market squares, two per quarter;
more than twenty inns and lodging houses, among them the Heroes’ Rest, Weatherhaven Inn, and Wyrm, and roughly double that number of taprooms,
including a few that have rooms for rent (most notably the King’s Arms Tavern); an assortment of restaurants (including Sutter’s, a fine place that only admits
nobles or the very wealthy), gambling halls, bordellos, and other places of leisure; and a wide selection of specialty shops, among them Ranjandum’s, an
outstanding apothecary and magic shop run by an aged Ekbiri.
Chendl has several major temples. The Cathedral of Saint Cuthbert is led by Overseer Redankin Desmart (LG, 15th level), a severely practical man who
hates pomp and ceremony and keeps the city’s temples of St. Cuthbert spartan; he is a formidable personality, and undiplomatic, but speaks for the people
and supports the king. He is on good terms with Canon Gellain (LG, 9th level), Veluna’s ambassador. The Cathedral of the Protector (St. Mayaheine) is run
by the High Priestess Gildeva (LG, 14th level), the Cathedral of Valor (Heironeous and St. Hainard of the Whiteguard) by the High Priest Garaeth
Heldenmaster (LG, 16th level), and the Savants’ Hospital (Delleb) by the High Priest Hasilard Vaskin (LG, 14th level), all strong supporters of the king. There
are also notable temples of Fharlanghn, the Four Winds, Lirr, Pelor, Pholtus, Trithereon (led by the young High Priestess Cataryna {CG, 13th level}), and
Velnius.
Belvor’s close aides include his chancellor, Sir Rayman Delbeith, who administers the royal coffers; the generals Bemedior, Gallantren, and Yemanien; and
the leaders of the city’s civil service. The king is also served by the House Regiment, a company of 150 hand-picked elite infantry who report to him directly.
The Noble Council and Knightly Conclave both meet in the city, and a considerable number of representatives from both bodies mingle with the many foreign
ambassadors stationed in Chendl, making politics and diplomacy a major topic of conversation in the city’s more affluent wards.
Crockport (pop. 9,000, hex Q4-81) - The provincial capital of the Barony of Kalinstren and headquarters of the Royal Navy’s Whyestil fleet, Crockport’s
defenses have grown considerably more massive during Belvor’s reign, for he has had foresight enough to pour money into the city and make it a strong point
on the frontier. Crockport has powerful walls dotted with towers and bartizans, both the baronial residence and naval headquarters are strongly built keeps,
and the harbors are defended by sea walls, a string of siege batteries atop squat towers along the shore, and a third keep built on Egg Rock, an islet which
likewise bristles with siege engines. Belvor and Baron Salamon have also constructed defensive fortifications throughout the surrounding area, and in the
past fifteen years Crockport has grown from an ordinary walled city into a massively formidable redoubt that guards both the lake and the border of the Vesve.
The city has two harbors, divided by Egg Rock. The western harbor is relatively deep, and set aside for naval use; this half of the shorefront is occupied by
the Royal Navy base, barracks, and headquarters keep, and the Crockport Boatyards, a large and busy shipyard. The city’s civilian fishing and commercial
traffic uses the eastern harbor, much of which is shallow - in autumn, when the lake’s waters are at their lowest, it is sometimes possible to wade out to Egg
Rock. The harbor district is a bustling commercial ward, with working-class residences clustered along its eastern edge and more affluent neighborhoods to
the south. The baronial residence, known as the Great Keep, stands near the center of the city, and its towers have a commanding view of all of Crockport
and its environs. The city’s single gate faces south, and a road runs from it to Chendl.
Other notable features of the city include five market squares (two near the harbor, two near the gate, one in between), five major temples (St. Cuthbert,
Heironeous and Daern, Pelor and St. Mayaheine, Trithereon, and a great sailors’ temple with chapels of Procan, Velnius, the Four Winds, and Celestian), a
lesser temple of Fharlanghn (near the gate), an arena, at least a dozen inns and hostels, a great many taverns, and a number of music halls, gambling
houses, and brothels.
Grabford (pop. 7,400, hex J4-76) - A river city founded shortly after the Great Purge, and planned from its inception as a fortification, meant to guard the ferry
(not ford; the city’s name is misleading, for the Veng cannot actually be forded anywhere along its length) that operated there. In later centuries this was to
prove fortunate, for Grabford was well-equipped to stand against the nascent Horned Society, and in the aftermath of the War of Ending the kingdom took
advantage of the enemy’s disarray to sink the few remaining ferries and destroy the docks on both banks. Since then several of Furyondy’s kings have
ordered the construction of further defensive fortifications, and Grabford is now the strongest point on Furyondy’s long border with the lands of the Hierarchs.
Grabford’s walls are lofty, and bristle with towers and bartizans, many of them equipped with siege engines. A keep stands at the north end of the city, and its
only gate, at which the Royal Highway terminates, faces west. The harbor is protected by a sea wall, and the keep positioned to provide enfilading file along
its length. There are army, marine, and Royal Navy garrisons stationed both in the city (numbering around 2,000) and in the surrounding countryside. These
forces watch carefully up, down, and across the river for signs of trouble, and are occasionally forced to repel warships or deal with incursions across the
Veng, most usually from Slow Killer hobgoblins or Jagged Blade orcs.
The city has six districts: two commercial, one inside the gate and one surrounding the harbor; a civic / administrative district at its center, in which stands the
count’s fortified manor house; and three residential districts, a working-class neighborhood in the southeast, lower to middle class area in the southwest, and
an upper-class enclave in the north. City features include a dozen market squares (six in the commercial districts, six elsewhere), seven large temples (St.
Cuthbert, Heironeous and St. Hainard, St. Mayaheine, Pelor, Procan, Trithereon, Velnius and the Four Winds), a chapel of Fharlanghn (near the gate), twelve
inns, and a considerable number of taverns, gambling houses, and brothels.
Littleberg (pop. 7,200, hex P4-89) - A bustling trade city which is the administrative capital of the Barony named for it. It profits by road and river traffic, and its
merchants’ guild is large and powerful, as are its unions of bargees and boaters, dockworkers, and teamsters. It also has a smallish guild of thieves. It is
divided into five wards, two commercial, two residential, and one administrative, and has several market squares, nine inns, at least twenty taprooms, a
reasonably diverse assortment of shops, five large temples (St. Cuthbert, Delleb, Fharlanghn, Pelor and St. Mayaheine, Velnius and the Four Winds), and two
small chapels (a tavern that has been converted into a joint temple of Lirr and Olidammara, and a chapel of Rao founded by Baron Corvax less than fifteen
years ago and still supported by him).
Littleberg is unwalled, but three fortified redoubts equipped with siege engines stand along the river. The Baron’s walled manor compound is situated at the
northern edge of the city, and includes a fortified stables and barracks for his elite company of 250 heavy cavalry. Some of the finest heavy warhorses in the
kingdom are bred around Littleberg, many on the Baron’s own estate.
Willip (pop. 19,000, hex D4-82) - A bustling port that is the Kingdom’s largest and most populous city. It is the capital of the barony of the same name, from
which Baron Xanthan Butrain administers the province, and also a major commercial center, headquarters of the Royal Navy, and site of the Willip Arsenal,
the kingdom’s largest shipyard. Nearly one-third of the city’s population is in the Navy or Marines, or works in the shipyard.
The city can more or less be divided into four quarters. The southern half of the lake shore is a thriving commercial district, and the northern half the naval
base and shipyard (which stands between the base and port district). The two inner precincts are residential, working class in the south and middle to upper
class in the north. The Baronial Residence, High Admiralty, and various administrative buildings stand at the center of the city, and a large garden park with
many sports facilities abuts them to the west. The port district and working-class residential district are likewise divided by the Goose Yards, a great expanse
of merchants’ streets and squares. This place is named for an annual spring Goose Fair that is held there, but almost every manner of shop can be found
there, as can some roistering places, and the area has a reputation for rowdiness, vice, and crime. The naval base and neighboring residential district are
divided by Land Legs Road, a long thoroughfare so named because sailors walk there to regain their “land legs” after weeks aboard ship.
City landmarks include several market squares (apart from the Goose Yards), seven large temples (St. Cuthbert, Fharlanghn, Heironeous and St. Hainard, St.
Mayaheine, Pelor, Procan and Celestian, Velnius and the Four Winds), six smaller chapels (two of St. Cuthbert, also Ido the Farseeing, Pholtus, Ralishaz,
Trithereon), more than a dozen inns, almost forty taprooms (among them the Prow, Rope and Tar, and Salted Barrel, all favored by navy sailors; Dialamen’s,
well-known as a gathering place for adventurers; and Batrachio’s, a notorious thieves’ den), and various other places of entertainment, including theatres,
music halls, restaurants (most famously the Boar’s Haunch), gambling houses (the Billet, Grandien’s, the Hands of Istus, etc.), and bordellos (also
Grandien’s).
Other Settlements
Attstad (pop. 3,000, hex R4-92) - A walled town situated in the lower bend of the Att River, facing Dapple Wood across the water. It profits from steady river
traffic, and most produce from the Gold County’s western farm communities is brought to Attstad’s markets for sale, so the town is reasonably busy and
prosperous. Its history and culture are unusual and distinct. There has been a settlement on the site since before the Great Migrations, and even after 1,600
years Flan blood remains dominant among the town’s inhabitants and some customs from Flan antiquity are still practiced there. Attstad has two gates,
facing east and west, and three market squares, two near the river and one near the east gate. Its other features include a large and plain hostelry, four inns,
and more than a dozen taverns; a square in the river suburb that is a designated red-light area lined with taprooms, gambling houses, and bordellos; and the
Lyceum of Conjury, a small but well-regarded academy of alchemy and magic. The city has six houses of worship: a venerable temple of Berei and Myhriss,
temples of St. Cuthbert, Delleb, and Velnius and the Four Winds, a riverside chapel of Fharlanghn, and a lofty stone tower that is a temple of Wee Jas,
belonging to the Third Circle. This sect established itself during the Aerdian occupation and has rather improbably survived down to the present day, its
clerics presiding over most funerary rites and providing instruction at the Lyceum of Conjury.
The folk of Attstad have a long-established understanding with the demi-humans and faeriefolk of Dapple Wood. They do not venture across the river or
disturb the forest, and in return its inhabitants do not harass the townfolk. Residents do not hesitate to confront outsiders who breach this truce.
Barduk (pop. 980, hex G4-78) - A settlement at the joining of the Crystal and Veng rivers. Once a trading village of minor importance, during the War of Ending
the community was walled and fortified and a great keep (“Castle Hart”) bristling with siege engines built there, and it is now a strong point on the frontier,
dominated by military concerns. More than half its inhabitants are soldiers, and the rest mostly work in the river trades - fishers, boaters, bargers, dockers,
and so forth - or along a street set aside as a roistering district for the garrison and lined with taprooms, music halls, gambling houses, and bordellos. The
village also has a market square, three temples (St. Cuthbert, Heironeous and St. Hainard, St. Mayaheine), an inn, and two taverns. The inhabitants of
Barduk have a siege mentality, and are constantly alert for trouble from across the river.
Blackwell (pop. 650, hex J4-88) - A village with a strange, almost sinister reputation. Its inhabitants are an insular bunch, suspicious of outsiders and none too
friendly, who speak an almost incomprehensible dialect of Velondi. They do not favor the gods of their neighbors, instead worshiping a village saint, Zaqiel
the Martyr, whose creed and rituals they do not discuss with the uninitiated. Their farms are productive, but they engage in little trade, remaining largely self-
reliant. The low-lying area north of the village is a miasmic expanse of marshes and carrs, in which unsavory creatures are said to lurk. Because of the many
unpleasant rumors that surround Blackwell, most folk avoid it and are wary of its inhabitants.
Broadford (pop. 1,500, hex N4-87) - A trading post in the Gold County, across the river from the Barony of Littleberg. The Libernen - Ravenhall highway passes
through Broadford, and as its name suggests, the Att River can be forded there for much of the year, travelers continuing along tracks that head upstream to
Pantarn, downstream to Littleberg, or west into the Barony’s interior. Broadford is a reasonably busy place that profits from road and river traffic. It has two
market squares, three temples (St. Cuthbert, Pelor and St. Mayaheine, Velnius and the Four Winds), a roadside chapel (Fharlanghn), three inns, several
taprooms, and a reasonable assortment of shops. Most of the town’s inhabitants originated elsewhere, or their forebears did; since not many have local
origins, the town’s relations with the surrounding farm and river communities are mostly commercial ties only.
Bulwif (pop. 920, hex P4-95) - A large village facing Verbobonc across the river. Ferries carry passengers and cargo between the two almost continuously, and
the king has stationed a garrison of fifty soldiers in Bulwif to monitor this traffic. Almost one-third of the village’s inhabitants are demi-humans, mostly gnomes.
Bulwif has a market square and a good assortment of shops, including those of several jewelers, gem-workers, metalworkers, locksmiths, and mechanics,
most of them demi-human. It has two good-sized inns and two taverns, split between two human families who own one inn and one tavern each, and have
been bitter rivals for generations. The village’s two temples are dedicated to St. Cuthbert and the gnome pantheon (chiefly Garl Glittergold and Flandal
Steelskin).
Caronis (pop. 4,000, hex X4-92) - A bustling town that is the administrative capital of the Duchy of the Reach and a major point of transport between Furyondy
and Veluna. A ferry service deposits travelers from Furyondy at a caravanserai on the Velunese side, from which good roads lead upriver to Whitehale and
Eddystone, downriver to Abbeylix, and inland to Mitrik and Veluna City. Caronis was walled during the period of Keoish imperialism, though at least one-third
of its inhabitants live in its sprawling riverside suburb. The town has four market squares, two within its walls and two outside, six inns, many taprooms and
music halls, a great many shops, temples of St. Cuthbert, Heironeous and St. Hainard, Pelor and St. Mayaheine, and Velnius and the Four Winds, and
smaller chapels of Fharlanghn, Olidammara, and Rao. Caronis is a boisterous place with much late-night roistering, but also on the whole a law-abiding town
in which serious breaches of the peace are firmly dealt with. At least 300 of its inhabitants are Velunese, and cross-border relations are friendly. Caronis is
famous for the Great Eel Run, a spring festival that usually coincides more or less with Growfest. At this time countless thousands of eels migrate downriver
from Lake Quag to spawn in the Nyr Dyv, and fishers go out on the river by night to net them, their lanterns making miles of the river’s length shine like a sea
of stars. The Eel Run is celebrated with a week or more of revels, feasts, and heavy drinking.
Crystalford (pop. 860, hex O4-82) - A large village at the border of Fairwain Province, where the Royal Highway meets the Crystal River. It is the lowest part of
the river that can be easily forded, hence its name, but the highway passes over a large stone bridge that was built centuries ago. Crystalford is not walled,
but 60 soldiers are garrisoned at a small keep overlooking the bridge, and its watchtower is manned around the clock. The village has a market square, a
large caravanserai run collectively by the village, three smaller privately run inns, four taprooms, two temples (St. Cuthbert, Pelor and St. Mayaheine), and a
chapel of Fharlanghn. It is run on collectivist principles, and administered by an elected council of seven.
Dianrift (pop. 900, hex I4-89) - The southernmost and largest of the Sentinel Ports. It is a mixed fishing village and naval base, its inhabitants being roughly
evenly divided between civilian and military. The village is walled, and includes a market square, two small temples (one honoring St. Cuthbert, the other
Velnius, the Four Winds, and a local saint, Ido the Farseeing), an inn, and two taverns. Part of the villagers’ catch is dried and sold, either elsewhere in
Furyondy or to buyers in the Shield Lands or Free Cities. Patrols up the Velverdyva are launched from here.
Eyeberen (pop. 2,400, hex C4-79) - A river settlement dating to pre-Aerdian times. For centuries it was a village inhabited chiefly by boaters, bargers, and
fishers, but this changed during the War of Ending. During those years Eyeberen was fortified, soldiers were garrisoned there, and it became a major
embarkation point for crusaders bound for Empryea; its population more than doubled, and at the war’s conclusion the area was flooded with refugees, many
of whom settled there. It is now a bustling town with almost four times the population it had just a century ago, and sees regular traffic to and from the Shield
Lands. It is walled, with three towers and a small keep, manned by a garrison of 200 soldiers. The town proper has two market squares joined by a
commercial district, three temples (St. Cuthbert, Heironeous and St. Hainard, St. Mayaheine), three inns and a large pilgrims’ hostelry, several taprooms, and
a surprising variety of commercial establishments. Downriver suburbs are home to perhaps another one thousand people, many of them the descendants of
Empryean refugees. South of Eyeberen the land is low-lying and consists mostly of coastal wetlands.
Fendrelan (pop. 2,200, hex F4-75) - A century ago this place was a large village of fishers and boaters, but since the War of Ending it has been walled, fortified,
and garrisoned, and its population has more than doubled, most of the newcomers being soldiers tasked with guarding the frontier. The old river trades
continue, but Fendrelan now has the feel of an armed camp. It has temples of St. Cuthbert, Heironeous and St. Hainard, and St. Mayaheine, a chapel of
Trithereon, two market squares, two inns, more than a dozen taprooms, and a small street of brothels. The town is administered by a council of five town
elders, but its major figure is the garrison commander, Ereland Manneth (NG, 10th level magic-user). Though no soldier, he descends from a family of
paladins, has expert knowledge of military history, strategy, and tactics, and is a highly skilled diviner with uncanny skill at gathering information on the enemy
and exploiting it to military advantage. This has saved his men on innumerable occasions, and they revere him.
Fountainspring (pop. 1,200, hex R4-87) - A small town on the road between Littleberg and Worlende. The town proper is only the size of a largish village, but
its suburbs are extensive. The main town has a market square and three shopping streets, temples of St. Cuthbert and Pelor, an inn, a cheap but clean
hostelry, and two taverns. The suburbs encompass a profusion of parks, gardens, natural springs, and artificial pools and canals that are the town’s main
attraction. It is a popular holiday spot and health spa, for some of the springs are held to have medicinal powers. Accommodations are available in many
places - two small inns, many cottages and villas available for rent, and with local inhabitants who take in lodgers. There are also several small shrines
scattered through the area, dedicated variously to Atroa, Beory, Joramy (at the area’s most famous hot spring), Sotillion, Telchur (at a spring with waters that
are unusually cold), Wenta, and the “Medicine Snake” (actually the Beastlord Gulegi of the Serpent Court; this shrine is a survival from ancient times, and
people still offer prayers for healing there despite almost every detail of the deity and his sect having been forgotten).
Goldengreen (pop. 1,300, hex N4-92) - A small town situated at the joining of the Att and Velverdyva rivers, near the edge of the Gnarley Forest. Its inhabitants
are a mix of riverers, farmers, artisans, and merchants, and a small number are elves or part-elves. The town is chiefly noted as a leading market for
sunflower seeds and oil, which are bought and sold at a clearing house called Fenker’s Auction House, and for its many nurseries, which are almost the only
available source of ivoryblossom, a beautiful orchid-like flower that grows in the Gnarley Forest, Welkwood, and Malabar Woods. Goldengreen is the only
place outside the forest where these flowers will grow, and the only place they are harvested commercially; they are in great demand and command
exorbitant prices. The town has a market square, three inns, several taprooms, and temples of Ehlonna, Obad-hai, and Velnius and the Four Winds. A ranger
group called the Greenjerkins is headquartered here. These warriors number perhaps two to three dozen, and serve the kingdom’s interests across the river
in Dyvers, Verbobonc, and the adjacent wilderness areas.
Gorsend (pop. 4,400, hex I4-82) - A sprawling unwalled town made prosperous by merchant traffic along the roads that leave it for Ravenhall, Willip, and
Terlisean. Despite being a notable trade post and the administrative seat of the Viscounty of the March, Gorsend is rather quiet, sedate, parochial, and
conservative. The town proper has two temples (St. Cuthbert, St. Mayaheine), two market squares, four inns, and several taprooms. There is also a rather
upscale establishment, the Three Feathers Inn, near a small river about ten miles up the road to Terlisean. The Viscount’s personal estate, consisting of a
huge and luxurious manor and very extensive farm and hunting holdings, begins almost two miles west of Gorsend and extends more than thirty miles north
and west of there.
Gravidford (pop. 2,000, hex W4-88) - A town situated where the Royal Highway meets the Velverdyva and crosses into Highfolk. Its name is misleading, for the
Velverdyva cannot be forded here or anywhere else along its length, and all crossings are by ferry. Gravidford is a meeting place for traders from both sides
of the border and mercenaries and adventurers bound to or from Perrenland and the Vesve, so it can be a freewheeling and rough town. Well-guarded
caravans laden with wealth from the Carnalion mines cross into Furyondy here, and though the town is unwalled, the king has stationed 200 elite troops at
Gravidford to guard this traffic, and at least three members of the Knights of the Hart have strongholds nearby, so the frontier is reasonably well-protected.
About fifteen percent of the town’s population is demi-human, mostly elven or part-elven. The town has two market squares, a large and spartan hostelry, four
privately run inns, several taprooms, and six temples (Fharlanghn, Heironeous, Obad-hai, Trithereon, Velnius and the Four Winds, and a temple of the
Seldarine at which Corellon Larethian and Solonor Thelandira are honored).
Heldarn (pop. 1,900, hex I4-79) - A market town astride the road linking Terlisean and Grabford. Since the War of Ending a defensive wall has been built
around it. The town has temples of St. Cuthbert, Pelor and St. Mayaheine, and Velnius and the Four Winds, a large market square, three inns (the Lake Road
Inn and Prince’s Rest, both large, and the Heroes’ Return, a small tavern and hostelry), and several taprooms. Produce from the surrounding countryside is
brought there to be sold, and the town profits by merchant traffic on the road. Heldarn stands a few miles west of a castle that serves as the summer
residence for Count Halpern of Crystalreach. The lands around this castle are a game preserve in which poaching is strictly prohibited.
Kisail (pop. 2,000, hex T4-95) - A border town situated on the Velverdyva, near Dapple Wood. It faces the Velunese settlement of Temton across the river, and
a ferry service operates between the two. Kisail has two market squares, three inns, several taprooms, three temples (St. Cuthbert, Pelor, Velnius and the
Four Winds), and several canals and elaborate water-fountains. Much of the mineral wealth mined in the Lortmil Mountains and Kron Hills and sold in
Furyondy crosses into the kingdom here, and the merchants who control this trade are wealthy indeed; so also are the local landowners, for lucrative luxury
produce and cash crops are farmed in the area. Some of these folk live in a suburb of gated mansions at the northeast edge of town, others on large estates
in the surrounding countryside. The town and its surroundings form a Barony ruled by Sir Cerell Goodheart, an aging rake and pretentious aesthete who
designed most of the town’s fancy waterworks. Until 794 Kisail was also home to Count Fitzhugh, who after a wildly adventurous youth became King Belvor’s
chancellor and chief financial advisor; his palatial estate, Downmeadow, is situated at the edge of Dapple Wood.
Libernen (pop. 5,000, hex L4-88) - A sprawling town at which four highways and a few local roads converge, the town’s structures stretching out along these
roads like the arms of a starfish. Libernen is the administrative capital of the Gold County (though Countess Rhavelle spends most of her time on her estate,
west of here), a major center of commerce and pilgrimage, and a wealthy town. Its major features include the Countess’s sprawling manor and walled garden
compound; five market squares, one along each highway and the fifth at the center of town; several inns and hostelries, twenty or more taprooms, and an
assortment of restaurants, gambling halls, brothels, and other places of entertainment, some quite upscale and opulent; two theatres, which compete fiercely
for the services of playwrights, actors, and musicians; and temples of St. Cuthbert, St. Edoira, Fharlanghn, Heironeous and St. Hainard, Lirr and Olidammara,
Pelor and St. Mayaheine, and Velnius and the Four Winds. Vagabond gangs and local thieves sometimes prey upon unwary visitors.
Moatshield (pop. 840, hex M4-79) - A large and bustling village on the Royal Highway, named for its moat and palisade. It has two temples (St. Cuthbert, St.
Mayaheine), two chapels (Fharlanghn, Velnius and the Four Winds), a large market square, a caravanserai, two smaller inns, and a variety of taprooms and
shops. The village is part of a holding belonging to Sir Kiprien Rahlden, a baronet and Knight of the Hart from a very old family descended from a signatory
of the Compact of the Twelve Lords. His household includes the sage Rhammulfleiss, an expert on the region’s history.
Morsten (pop. 560, hex J4-77) - Once a fishing hamlet of little note, since the War of Ending Morsten has been fortified and transformed into a garrison
headquarters and base of observation. Roughly half of its inhabitants are soldiers, who provide good custom for local businesses, which compensates
somewhat for the dropoff in fishing and trade. The village has a temple of St. Cuthbert, two chapels (Heironeous and St. Hainard, St. Mayaheine), a market
square, an inn, and several taprooms, and is administered by a council of elders who put most matters to a public vote, though their options are frequently
constrained by military necessity. A stone tower outside the village is home to a wizard named Schyzer, who lives there with his apprentice Cupara and a
trained wyvern that nests on the tower’s flat roof. Schyzer is cantankerous and reclusive, but regularly dispatches Cupara to Morsten with reports of what the
wyvern has observed on its flights across the river, so the villagers reluctantly tolerate them.
Pantarn (pop. 2,200, hex N4-85) - A trade town situated on the Att River and linked by road to Worlende, Littleberg, and Ravenhall, the latter via the Griffon
Bridge, a great stone span carved with griffons that crosses the river here. Large vessels cannot travel farther upstream than Pantarn, so cargoes are
offloaded there for further transport via barge or wagon. The town has long been known for its trade fairs, and innovations in banking from major cities have
recently been introduced, so it is bustling, prosperous, and modern despite being of no great size. Though Pantarn is unwalled, a redoubt overlooks the river
at its southern edge. There are two temples (St. Cuthbert, Pelor and St. Mayaheine) and a chapel of Fharlanghn in the town proper, and two temples (St.
Edoira, Velnius and the Four Winds) and a monastery-library of Delleb on its outskirts; the latter place has outstanding historical archives. Pantarn has four
market squares, four inns (one, the Banker’s Rest, is a favorite place both for visiting merchants and bankers to stay, and for local members of those trades to
talk shop over drinks in its taproom), several taverns, and a variety of shops, including that of Schuter Garalend, a highly skilled herbalist from Tenh. The
town is administered by a council of elders, which is dominated by commercial and merchant interests.
Ravenhall (pop. 2,900, hex L4-85) - A trade town situated at the junction of three provinces, the Gold County, Viscounty of the March, and (across the river)
Barony of Littleberg. It is a busy and reasonably cosmopolitan place, with two market squares, three temples (St. Cuthbert, Pelor and St. Mayaheine, Velnius
and the Four Winds), two chapels (St. Edoira, Fharlanghn), three inns (two in the main part of town, and the upscale Publican House on its northern outskirts),
several taprooms, and a variety of shops. Ravenhall is administered by a mayor and body of seven councilors. They are elected by the town’s householders,
merchants, and artisans, and generally pay little attention to the Viscount’s pronouncements, running the town almost as an independent territory.
Sendrift (pop. 800, hex E4-84) - The northernmost and smallest of the Sentinel Ports (cf. Walthain, Dianrift). It is a walled village and naval base situated at the
mouth of the Bronzeflow River. The villagers of Sendrift slightly outnumber the garrison. The village includes a market square, a mill, two taverns, a temple of
Velnius and the Four Winds, and a chapel dedicated to a local saint, Ido the Farseeing. The only accommodations available to visitors are military guest
quarters.
Terlisean (pop. 1,100, hex I4-80) - A small but busy settlement, important because of its location on the Crystal River and astride the Gorsend - Heldarn road,
which crosses the river over a great inhabited stone bridge at the south end of the town. It has temples of St. Cuthbert and St. Mayaheine, a bridge-side
chapel of Fharlanghn, a market square, three inns, and several taprooms. Construction of a defensive wall was recently begun there. Terlisean is
administered by an elected mayor who oversees a permanent civil service. It is said that a gang of thieves is based there, operating in Terlisean, Gorsend,
and Heldarn, and along the road that links them.
Walthain (pop. 840, hex G4-87) - The middle of the Sentinel Ports (cf. Dianrift, Sendrift), situated at the mouth of the Glassy River. Like the others, Walthain is
a combined walled village and naval base. The villagers outnumber the garrison almost two to one. The community includes a market square, a mill, a
temple honoring Velnius, the Four Winds, and Ido the Farseeing, an inn, and two taverns, one of which incorporates a small chapel of Olidammara.
Worlende (pop. 1,800, hex Q4-85) - A busy little town situated on the Att River about fifty miles south of Chendl. The road that leads from the capital passes
through it and crosses the river over a bridge at the town’s southern edge. Worlende is administered by a council of five elected elders. It has a temple of St.
Cuthbert, three smaller chapels (Fharlanghn, Heironeous, Pelor and St. Mayaheine), two market squares, three inns, six taprooms (most respectable, but one
scarcely more than a brothel), and a variety of shops, plus a temple of Velnius and the Four Winds that stands a mile or so upriver. The countryside around
Worlende is troublesome, for anhkhegs are unusually numerous in the area. Though no one knows it, this is because a local farmer possesses a magic ring
that draws these monsters; the anhkhegs’ waste helps fertilize the farmland, but their predations also make the area dangerous.
Other Features
Bronzeblood (hex G4-83) - A long-ruined castle at the heart of a bronzewood grove, several miles east of Quartz Lake (q.v.). For several generations it was the
seat of power for a notoriously wicked line of nobles who ruled an expanse of the surrounding countryside, subjecting their subjects to ghastly depravities in
the name of some infernal godling they held as their patron. During the Great Purge the Paladins of Kospia marched upon this place and destroyed it, though
its ruler escaped and was never heard from again. The castle lies in crumbling ruin, but there are said to be several dungeon levels beneath it; the
bronzewood grove is frequently cloaked in unnatural fogs, and at irregular intervals the leaves of its trees inexplicably flush blood red. No one will venture
within miles of this place, and all approaches are marked with symbols warning of evil magic and death.
Bronzeflow River (hexes E4-84, F4-84, G4-83, and G4-84) - A small river that drains a pair of small lakes (Quartz Lake and Pendant Lake, hex G4-83) and
flows about 70 miles south by southeast, emptying into Nyr Dyv at Sendrift. It is named for the bronzewood forest that surrounds the lakes and upper river. It
is navigable only by barges and small craft.
Cerenellyl’s Towers (pop. 120, hex V4-87) - A twin-towered castle that overlooks the Royal Highway. This remarkable structure incorporates lustrous Vesve
wood and glassteeled crystal into its architecture and stonework. It is the home of Cerenellyl (CG, 9th level fighter), a high elf Knight of the Hart from
Highfolk, and his garrison of 80 troops. Cerenellyl is going blind with age, but is most knowledgable and wise, and influential on both sides of the border, for
many powerful people - at times including even the king - come to seek his advice. Cerenellyl is a spy for Highfolk, with an extensive information network
throughout northern Furyondy; though the realms are allies, the Lord of the High Elves wishes to keep tabs on political and social currents in the kingdom.
Claw Gorge (hex T4-88) - A crescent-shaped rift a mile long and more than 800 feet deep. It was once a premier limestone quarry, but a generation ago
excavations broke into a network of subterranean tunnels, and since then the gorge has been plagued by discharges of noxious or poisonous gases and the
depredations of weird underground monsters. Most of the diggings have been abandoned, and only its western tip is still quarried.
Dapple Wood (hexes R4-93, S4-93, S4-94, and T4-95) - A smallish woodland, the bulk of which lies between the Velverdyva and Att rivers and is claimed by
Furyondy. This claim carries no real weight, for the high elves, tallfellow halflings, and faeriefolk who dwell there do not recognize the king’s authority, and do
not permit humans to settle in the wood, or even to hunt or fell trees there.
Castle Ehlenestra (pop. 400, hex R4-79) - A fortress on the kingdom’s northern frontier, strategically situated to keep watch on both the eastern Vesve and the
shore of Whyestil Lake. It has a great stone wall with gatehouse, towers, and bartizans, but no central keep, the interior instead consisting of a complex of
structures strongly built from great beams logged in the Vesve. It is under the command of Sharnalem (NG, 12th level ranger), who is both a swanmay and a
Knight of the Hart. She commands a force of nearly 400 human and demi-human soldiers, supplemented by a pack of tyrgs that she has the magical power
to control (by means of a ring, though this is not common knowledge). She also has a few brownie followers, and has established alliances with many
brownie clans in the surrounding forest, which act as scouts and pickets, apprising her troops of enemy movements in the area.
Glassy River (hexes G4-86, G4-87, H4-86) - A slow-moving river fed by a dozen or more smaller waterways that rise in the Barony of Willip or western Gold
County; it flows southward to empty into Nyr Dyv at Walthain. Nothing larger than a barge or small boat can travel on it, and many of its tributaries are too
small even for that.
Gnarley Forest (hexes L4-90, L4-91, M4-90, M4-91, N4-90, and N4-91) - In ancient times the Gnarley extended north and west to the Att River, but most of
these woods were felled by the start of the present era, and only a narrow strip of forest remains north of the Velverdyva. Furyondy claims it, and while the
woodsfolk who dwell there are citizens of the kingdom, its demi-human inhabitants - sylvan elves, tallfellow halflings, and faeriefolk - give their allegiance to
lieges across the river in the main part of the woods. The Gnarleyfolk do not allow hunters or loggers to despoil their lands.
Greatwall (pop. 450, hex D4-77) - A large castle with four towers, built during the War of Ending to watch the border with the Veng. There is a fortified dock and
boathouse along the river below the castle, sizable enough for large warships to dock there. Greatwall is garrisoned by 400 soldiers, a mix of archers,
artillerist-arbalists, light cavalry, and infantry, under the command of General Mauritian Declenn (LG, 9th level fighter), who is responsible for a great length of
the frontier and commands several other local garrisons. He is aided by Janzipir (CN, 10th level magic-user), a one-eyed bandit wizard from Quaalsten, who
is an expert diviner and provides much useful intelligence about the enemy’s movements. Janzipir has no love for Furyondy and is scornful of its pieties, but
hates the Horned Society with a passion, and thus serves with enthusiasm.
Greylode (hex T4-89) - A gravel and stone quarry in the western part of the Barony of Littleberg. Most of the material quarried there is carted to Caronis or
Worlende. The quarry once employed convict labor, but that has not been so for nearly a century, and the prison has been converted to a barracks.
Icy Spume Temple (hex K4-74) - A great cathedral of Telchur that overlooks Whyestil Lake from atop a rocky, wind-swept promontory. It is a massive structure
of stone, ornately carved and decorated, with a lofty central dome and two vaulted curving wings. During the winter months it is lashed by strong winds and
snows from across the lake, but its walls are several feet thick, its interior is warmed by innumerable stoves and fireplaces, and most of its rooms are carpeted
with thick furs, blankets, and tapestries, allowing its occupants to easily withstand even the most brutal winters. It is the sect’s headquarters in this region,
with many clerics and templars based there under the leadership of the Arch-Cleric Thardan (CN, 16th level cleric), and lay initiates and clerics come from all
across the central Flanaess to receive instruction. In 790 a trio of war galleys from Iuz tried to attack the place; not even one member of that foolish war
party escaped alive.
Encounters in Furyondy
The Gnarley Forest is fully described elsewhere, and encounters there may be rolled for on the “Northern Arm” column of the table in the Gnarley Forest file.
For encounters in the lower Vesve Forest, see the Highfolk file. For all other encounters roll on Table I, moving to Table II where indicated.
Table I
Viscounty Duchy
County of Fairwain Gold Barony of Barony of of the of the Barony of Dapple
Crystalreach Province County Kalinstren Littleberg March Reach Willip Wood Encounter
01-08 01-08 01-10 01-10 01-08 01-08 01-08 01-08 01-10 animals
09-14 09-16 11-20 11-20 09-24 09-16 09-20 09-20 11-60 demi-humans
15-18 17-18 21-23 21-23 25-26 17-20 21-23 21-22 61 men, bandits
19-21 19-23 24-26 24-26 27-29 21-23 24-26 23-25 - men, Mail Riders
22-31 24-38 27-41 27-41 30-44 24-38 27-41 26-40 - men, merchants
32-39 39-46 42-47 42-49 45-50 39-45 42-47 41-47 - men, patrol
40-43 47-51 48-51 50-53 51-53 46-49 48-51 48-51 62 men, pilgrims
44-46 - - 54-56 - - - 52-54 - men, pirates
47-51 52 - 57-58 - 50-51 - - - men, raiders
52-55 53-54 52-53 59-60 54-55 52-55 52-53 55-59 - men, travelers
56-75 55-90 54-80 61-80 56-85 56-75 54-80 60-85 - men, villagers
76-00 91-00 81-00 81-00 86-00 76-00 81-00 86-00 63-00 roll on Table II, below
Table II
Viscounty Duchy
County of Fairwain Gold Barony of Barony of of the of the Barony of Dapple
Crystalreach Province County Kalinstren Littleberg March Reach Willip Wood Encounter
01-05 01-08 01-05 01-05 01-06 01-06 01-06 01-06 01-04 anhkhegs
06-07 - 06 06 - 07 07 07 - ants, giant
08 09 07 07-08 07 08 08 08 - bats
09-10 10-12 08-11 09-12 08-10 09-10 09-13 09-11 05-07 beetles, giant
11-15 13-20 12-17 13-18 11-16 11-15 14-19 12-19 08-10 birds
- - - - - - 20 - 11-12 carbuncle
16-18 21-23 18-20 19-21 17-19 16-18 21-23 20-22 13-15 centipedes
- - - - - - 24 - 16 decapus
19-20 24-25 21-22 22-23 20-21 19-20 25-26 23-24 17 displacer beasts
21-22 26-28 23-24 24-26 22-24 21-22 27-29 25-27 18-19 dogs
23-24 29 25 27-28 25 23 30 28-29 20 dragons
25 30 26 29 26 24 31 30 21-24 dragonets
26-29 31-34 27-31 30-35 27-31 25-28 32-37 31-34 25-52 faeriefolk
30 35 32 36 32 29 38 35 53 fantastic beasts
31-36 36-42 33-37 37-42 33-37 30-33 39-44 36-41 54-63 fireflies, giant
37 - - - - 34 - 40 - forlarren
- - 38 - - - 45 41 64 gambado
38-44 43-50 39-46 43-48 38-47 35-46 46-50 42-48 65 giantkind
45 51 47 49 48 47 51 49 66 grim
46-57 52-59 48-56 50-55 49-63 48-61 52-57 50-57 67-68 humanoids
58 - - - - 62 - 58 - hydra
59-61 60-63 57-60 56-59 64-67 63-66 58-60 59-61 69 lycanthropes
62 64 61 60 67 67 61 62 - meenlocks
- - 62 61 - - 62 - 70 miner
63 65 63 62 68 68 63 63 - orgautha
64-65 66-67 64-65 63-65 69-70 69-70 64-65 64-65 71-73 owlbears
66-69 68-71 66-69 66-70 71-75 71-74 66-70 66-69 74-78 plants, dangerous
70-71 72-73 70 71-72 76 75 71 70 - sheep, giant
- - 71 - - - 72 71 - skulks
72 74 72-73 73-74 77 76 73-74 72 79-80 skunks, giant
73-76 75-78 74-77 75-78 78-81 77-80 75-78 73-76 81-83 snakes, giant
77 79 78 79 82 81 79 77 84 sphinxes
78-81 80-83 79-82 80-83 83-86 82-85 80-83 78-81 85-87 spiders
82-85 84-87 83-86 84-87 87-89 86-88 84-87 82-85 88-89 stirges
86-87 88-89 87-88 88-89 90-91 89-90 88-89 86-87 90-91 ticks, giant
88-89 90-92 89-91 90-92 92-94 91-92 90-92 88-90 92-93 toads, giant
90 - 92 - - 93 - 91 94 volts
91-93 93-95 93-94 93-94 95-96 94-95 93-94 92-94 95-96 wasps, giant
94-96 96-98 95-97 95-97 97-98 96-97 95-97 95-97 97-98 weasels, giant
97 99 98 98 99 98 98 98 99 will-o’-the-wisps
98-00 00 99-00 99-00 00 99-00 99-00 99-00 00 wyverns
No tables for aquatic encounters are provided. Giant water beetles, bunyips, giant catfish, giant crayfish, giant frogs, lampreys, giant leeches, water nagas,
giant pike, scrags, sirines, giant snakes (cottonmouths), giant water spiders, throat leeches, and giant snapping turtles are all possible. Scrags and giant gar
may also be encountered in Whyestil Lake, Nyr Dyv, and the Velverdyva, Veng, and lower Att rivers; verme in the lakes, Velverdyva, and Veng; and dragon
turtles in the lakes and Veng River.
Anhkhegs: From 1-6 will be encountered, except around Worlende, where 1-8 will be. In open areas 10% of these encounters may instead be with one (90%)
or 1-2 (10%) bullettes, at the DM’s option.
Animals: These encounters are with ordinary wild animals appropriate to the terrain. Possibilities include badgers, bats, bears (black, occasionally brown),
beavers, birds (eagles, falcons, hawks, owls, ravens, swans, vultures, waterbirds, etc.), wild boar, cats (wild, bobcat, mountain lion), coyotes, wild dogs, fish,
foxes, goats, herd animals (antelopes, bison, cattle, deer, pronghorns, and occasionally asses or horses), minks, opossums, otters, polecats, porcupines, rats,
sheep, skunks, venomous snakes (adder, copperhead, coral snake, cottonmouth, rattlesnake), squirrels, weasels, wolves, or any other creatures the DM
deems appropriate.
Ants, Giant: These insects are only uncommonly found on this side of the Veng and Ritensa rivers. Encounters are with 1-100 foraging workers (95%) or a
nest with 20-200 workers, one warrior for every five workers, and a queen (5%). At the DM’s option, in the County of Crystalreach, Viscounty of the March, or
Barony of Willip 10% of these encounters may instead be with a pair of assassin bugs, which also are not commonly encountered here.
Bats: These encounters are normally with 1-12 giant bats of the ½ hit die variety. In places near large caves or links to the Underdark special encounters with
doombats or mobats may be devised.
Beetles, Giant: These encounters may be with bombardier beetles (1-12 in woodlands, 1-8 elsewhere) or stag beetles (1-10 in woodlands, 1-6 elsewhere).
Viscounty Duchy
County of Fairwain Gold Barony of Barony of of the of the Barony of Dapple
Crystalreach Province County Kalinstren Littleberg March Reach Willip Wood Beetles
01-95 01-80 01-80 01-70 01-95 01-95 01-90 01-95 01-60 bombardier
96-00 81-00 81-00 71-00 96-00 96-00 91-00 96-00 61-00 stag
Birds: In rivers and lakes these encounters are with 1-20 (95%) or 31-50 (5%) giant cranes. On land they may likewise be with giant cranes, though usually
only in wet places, or with 1-8 giant eagles (these birds roost in the Yatil Mountains, but sometimes hunt over northwest Furyondy), 1-6 giant owls, 5-30 huge
ravens, 1-10 giant ravens, or 1-8 giant vultures. Ravens are 90% likely to be agents of the Hierarchs, in Furyondy as spies.
Viscounty Duchy
County of Fairwain Gold Barony of Barony of of the of the Barony of Dapple
Crystalreach Province County Kalinstren Littleberg March Reach Willip Wood Birds
01-40 01-50 01-55 01-45 01-60 01-40 01-60 01-40 01-40 cranes, giant
- - - 46-50 - - 61-65 - - eagles, giant
41-55 51-65 56-75 51-70 61-75 41-55 66-85 41-55 41-00 owls, giant
56-80 66-90 76-95 71-90 76-95 56-80 86-95 56-80 - ravens, huge
81-90 91-95 - 91-95 - 81-90 - 81-90 - ravens, giant
91-00 96-00 96-00 96-00 96-00 91-00 96-00 91-00 - vultures, giant
Centipedes: These encounters are with 2-24 huge (45%), 1-20 giant (40%), 1-4 megalocentipedes (10%), or mixed groups (5%; 60% chance for huge and
giant, 40% for giant and megalo-). Centipedes are only encountered in moist areas, or near moist microhabitats.
Viscounty Duchy
County of Fairwain Gold Barony of Barony of of the of the Barony of Dapple
Crystalreach Province County Kalinstren Littleberg March Reach Willip Wood Demi-Humans
01-30 01-35 01-40 01-40 01-35 01-30 01-35 01-30 01-70 elves, high
31-95 36-95 41-90 41-90 36-95 31-95 36-95 31-95 - halflings, hairfoot
- - - - - - - - 71-95 halflings, tallfellows
96-00 96-00 91-00 91-00 96-00 96-00 96-00 96-00 96-00 spriggans
High Elf encounters are with a small party (5-20 elves led by a 2nd-3rd level fighter, 80%), traveling band (20-80 elves led by 2-4 fighters of 2nd-3rd level and
1-2 fighter / magic-users of 2nd-3rd level, 15%), or settlement (20-200 males plus one fighter of 2nd-3rd level per 20, one fighter / magic-user of 2nd-3rd level
per 40, and 2-4 clerics of 2nd-5th level, accompanied by 100% females and 5% young, 5%); additional leader-types include two fighter / magic-users of
4th-5th level, a cleric or cleric / fighter of 4th-6th level, and a fighter / magic-user of 5th-6th / 5th-8th levels if at least 100 are encountered, plus two multi-
classed spell-workers {cleric / fighter, cleric / magic-user, fighter / magic-user, or cleric / fighter / magic-user} of 4th-5th level, and a multi-classed cleric and
multi-classed magic-user (both as above) of 7th-10th level if at least 160 are encountered. High elves encountered in or near Dapple Wood may (65%) be
accompanied by cooshee (small party 1-3, band 2-8, settlement 3-12). High elves wear scale, ring, or elven mail, may carry shields, and fight with bows
(long, short), spears, and swords (long, short).
Hairfoot halfling encounters may be with a hunting or foraging party (5-12, 70%), patrol (3rd-4th level officer, two 2nd-3rd level sergeants, 15-26 halflings,
13-24 dogs, 15%), or settlement (30-300 males plus 100% females and 60% children, 1-4 dogs per male halfling, 15%). For every 30 males encountered
there are additionally two 2nd level fighters, for every 90 there are one 3rd level fighter and one cleric of 1st-3rd level (80%) or druid of 1st-4th level (20%),
and if at least 150 are encountered there are one 4th level fighter, two 3rd level fighters, three 2nd level fighters, and one cleric (80%) or druid (20%) of
3rd-6th level. Hairfoot warriors wear leather armor and fight with hand axes, short swords, spears, short bows, and slings.
Tallfellow Halfling encounters may be with a hunting or foraging party (5-12, 50% likely to mounted, 70%), patrol (3rd-4th level officer, two 2nd-3rd level
sergeants, 15-26 halflings, 90% likely to be mounted, 13-24 dogs, 15%), or settlement (30-300 males plus 100% females and 60% children, 1-4 dogs and 1-2
ponies per male, 15%). For every 30 males encountered there are additionally two 2nd-3rd level fighters, for every 90 there are one 3rd-4th level fighter and
one cleric of 1st-3rd level (80%) or druid of 1st-4th level (20%), and if at least 150 are encountered there are one 5th-6th level fighter, two 3rd-4th level
fighters, three 2nd level fighters, and one cleric (80%) or druid (20%) of 3rd-6th level. Tallfellow warriors wear leather or studded leather armor, and fight with
hand axes, short swords, spears, and short bows. Their mounts are ponies.
Spriggan encounters are with bands of 3-12. These creatures raid human and demi-human populations impartially.
Dogs: These encounters may be with 2-16 blink dogs, 1-8 cooshee, or tyrgs (50% solitary, 50% a pack of 1-6).
Viscounty Duchy
County of Fairwain Gold Barony of Barony of of the of the Barony of Dapple
Crystalreach Province County Kalinstren Littleberg March Reach Willip Wood Dogs
01-95 01-85 01-90 01-80 01-90 01-95 01-80 01-95 01-45 blink dogs
- - - - - - - - 46-90 cooshee
96-00 86-00 91-00 81-00 91-00 96-00 81-00 96-00 91-00 tyrg
Dragons: The type of dragon encountered may be determined below. One (50%) or 1-4 (50%) dragons will be encountered. If two are encountered they are a
mated pair, and three or four are they are either a mated pair and offspring or a group of sub-adults. Bronze dragons only lair near large rivers or bodies of
water, and green dragons in wooded areas. Special encounters with other sorts of dragons may be devised by the DM if desired.
Viscounty Duchy
County of Fairwain Gold Barony of Barony of of the of the Barony of Dapple
Crystalreach Province County Kalinstren Littleberg March Reach Willip Wood Dragons
- - - - - - 01-05 - 01-05 black
01-15 01-10 01-10 01-15 01-10 01-15 06-20 01-10 06-10 blue
16-70 11-80 11-70 16-70 11-80 16-75 21-70 11-80 11-75 bronze
71-85 81-90 71-90 71-85 81-90 76-85 71-85 81-90 76-95 green
86-00 91-00 91-00 86-00 91-00 86-00 86-00 91-00 96-00 red
Dragonets: These encounters may be with faerie dragons (1-6 in Dapple Wood, 1-3 elsewhere) or a lone pseudo-dragon, as determined below.
Viscounty Duchy
County of Fairwain Gold Barony of Barony of of the of the Barony of Dapple
Crystalreach Province County Kalinstren Littleberg March Reach Willip Wood Dragonets
01-10 01-15 01-20 01-20 01-15 01-10 01-20 01-10 01-50 faerie dragons
11-00 16-00 21-00 21-00 16-00 11-00 21-00 11-00 51-00 pseudo-dragon
Faeriefolk: On land these encounters may be with 30-120 atomies, 1-4 booka, 2-16 brownies, 5-20 buckawns, 4-24 centaurs, dryads (1-6 in woodlands, 1-4
elsewhere), 5-50 grigs, 1-3 killmoulis, 1-4 korreds, 1-20 leprechauns, 1-4 nymphs, 5-20 pixies, 2-8 satyrs, 10-100 sprites, 1-4 swanmays, a lone sylph, 1-6
unicorns, or a mixed group of 2-4 compatible types, as determined on the table below. Booka and killmoulis are encountered only in settled areas, the rest
only in remote areas. Aquatic encounters may be with a nymph (25%), 1-4 swanmays (50%), or 10-80 nixies (25%).
Viscounty Duchy
County of Fairwain Gold Barony of Barony of of the of the Barony of Dapple
Crystalreach Province County Kalinstren Littleberg March Reach Willip Wood Faeriefolk
01-03 01-03 01-04 01-05 01-04 01-03 01-04 01-03 01-10 atomies (50%) or grigs
(50%)
04-28 04-56 05-39 06-25 05-42 04-33 05-34 04-33 - booka (50%) or killmoulis
(50%)
29-35 57-62 40-49 26-35 43-50 34-39 35-42 34-39 11-15 brownies (60%) or
buckawns (40%)
36-71 63-72 50-69 36-61 51-70 40-71 43-64 40-71 - centaurs
72-74 73-75 70-73 62-66 71-73 72-74 65-68 72-74 16-30 dryads
75-79 76-80 74-78 67-71 74-78 75-79 69-73 75-79 31-40 leprechauns
80-84 81-85 79-83 72-76 79-83 80-84 74-78 80-84 41-45 nymphs
85-87 86-88 84-87 77-81 84-87 85-87 79-82 85-87 46-55 pixies (50%) or sprites
(50%)
88-90 89-90 88-90 82-85 88-90 88-90 83-85 88-90 56-65 satyrs
91-95 91-95 91-95 86-90 91-95 91-95 86-90 91-95 66-75 swanmays
- - - 91-92 - - 91-92 - 76-85 unicorns
96-00 96-00 96-00 93-00 96-00 96-00 93-00 96-00 86-00 mixed group
Fantastic Beasts: All of these creatures are rare in Furyondy. Encounters may be with 1-4 chimeras, 1-4 cockatrices, 1-4 gorgons, 1-8 griffons, 1-12
hippogriffs, 1-4 leucrottas, 1-4 manticores, 1-8 pegasi, or 1-8 perytons, as determined below. Griffons and hippogriffs roost in the Yatil Mountains, but
sometimes hunt in lowlands; other monsters on the table may be raiding from the Horned Society, or just random encounters. Special encounters with a
gorgimera or mantimerae may be devised by the DM if desired.
Viscounty Duchy
County of Fairwain Gold Barony of Barony of of the of the Barony of Dapple
Crystalreach Province County Kalinstren Littleberg March Reach Willip Wood Fantastic Beasts
01-15 01-10 01-10 01-10 01-05 01-15 01-10 01-15 01-05 chimeras
16-30 11-20 11-20 11-25 06-20 16-30 11-25 16-25 06-35 cockatrices
31-50 21-40 21-40 26-45 21-50 31-50 26-40 26-45 36-45 gorgons
- 41-45 - 46-50 41-45 - 41-45 - - griffons
- 46-50 - 51-55 56-60 - 46-50 - - hippogriffs
51-60 51-60 51-60 56-65 61-70 51-60 51-60 46-55 46-60 leucrottas
61-70 61-70 61-70 66-75 71-75 61-70 61-70 56-65 61-65 manticores
71-75 71-80 71-80 76-80 76-80 71-75 71-80 66-70 66-70 pegasi
76-00 81-00 81-00 81-00 81-00 76-00 81-00 71-00 71-00 perytons
Fireflies, Giant: Along rivers and lakes or in Dapple Wood, 1-12 will be encountered. Elsewhere, 1-4 will be.
Giantkind: These encounters may be with 1-4 annis, 1-8 hill giants, a greenhag or shellycoat, 1-20 ogres, 1-3 ogre magi, 1-12 trolls (each 5% likely to be a
giant troll), 1-12 verbeeg, or a mixed group of 2-4 compatible types, as determined on the table below. These creatures may be local, or cross-border raiders.
Viscounty Duchy
County of Fairwain Gold Barony of Barony of of the of the Barony of Dapple
Crystalreach Province County Kalinstren Littleberg March Reach Willip Wood Giantkind
01-15 01-10 01-15 01-15 01-10 01-10 01-15 01-10 01-10 annis
16-20 - - 16-20 - - 16-20 - - giants, hill
21-35 11-25 16-30 21-35 11-25 11-25 21-35 11-25 11-20 greenhag or shellycoat
36-63 26-74 31-64 36-54 26-65 26-68 36-59 26-68 21-50 ogres
64-65 75 65 55 66 69-70 60 69-70 51-52 ogre magi
66-75 76-80 66-75 56-70 67-75 71-80 61-70 71-80 53-70 trolls
76-85 81-90 76-90 71-85 76-90 81-90 71-85 81-90 71-90 verbeeg
86-00 91-00 91-00 86-00 91-00 91-00 86-00 91-00 91-00 mixed group
Humanoids: Aarakocra are hunting in the lowlands; kobolds and lizard folk may be local groups; all other humanoids encountered in Furyondy are raiders.
The type(s) encountered may be determined below. Mixed groups include 2-3 compatible types, and lesser giantkind may be substituted for one or more
types if the DM wishes.
Viscounty Duchy
County of Fairwain Gold Barony of Barony of of the of the Barony of Dapple
Crystalreach Province County Kalinstren Littleberg March Reach Willip Wood Humanoids
- - - 01-03 - - 01-02 - - aarakocra
- - 01-05 01-10 - - 03-07 - - bugbears
- 01-04 - 11-20 - - 08-10 - - gnolls
01-04 06-08 06-30 21-30 - 01-05 11-20 01-03 - goblins
05-25 09-10 - - - 06-15 21-25 04-05 - hobgoblins
26-45 11-30 31-55 31-55 01-40 16-35 26-50 06-35 - kobolds
46-55 31-91 56-80 56-80 41-00 36-50 51-82 36-87 01-00 lizard folk
56-65 - - - - 51-55 83-85 - - norkers
66-85 92-95 81-95 81-90 - 56-85 86-95 88-90 - orcs
86-00 96-00 96-00 91-00 - 86-00 96-00 91-00 - mixed group
Aarakocra from the Yatil Mountains are on rare occasions encountered in the northwestern part of the kingdom. Encounters are with 1-6 males armed with
fletched javelins. They do not associate with other creatures, but sometimes attack livestock.
Bugbear encounters are with raiders. A scouting party (5-12 bugbears, 60%) or large raiding band (6-36 bugbears, 40%) will be encountered. There is one
leader (4+1 hit dice, 22-25 hit points) for every 12 bugbears, if 24 or more are encountered there are an additional leader plus a chief (4+1 hit dice, 28-30 hit
points), and there may (DMO) be 1-2 tribal spell-casters of 1st-5th level. Bugbears in the Barony of Kalinstren are from the Vesve Forest, and fight with
morning stars and pole arms (pole axes, bill-guisarme-voulge combinations), employing axes, maces, and spears as throwing weapons. Those in the Duchy
of the Reach are from the Iron Wood, and fight with axes (battle, bardiche), morning stars, short-hafted spears and pole arms (glaive, halberd, voulge), and
swords (bastard, broad, long, two-handed), employing hand axes and heavy throwing clubs set with metal studs, spikes, and blades (treat as footman’s mace)
as throwing weapons. Those in the Gold County are from the Gnarley Forest, and fight with axes (battle, bardiche), morning stars, pole arms (guisarme-
voulge, halberd, voulge), and swords (bastard, long, two-handed), employing hand axes, maces, and spears as throwing weapons.
Gnoll encounters are with raiders from the Vesve Forest or (more rarely) Yatil Mountains. Encounters are with scouting parties (7-12, 10% chance for one
ghuuna, gnolls 20% chance for 1-4 wolves, 65%) or war bands (20-200, 25% chance for 1-4 ghuuna, 15% chance for 1-3 trolls, gnolls 50% chance for 20-50
wolves, 35%). Gnolls wear patchwork armor, and fight with axes (battle, bardiche), great bows, morning stars, pole arms (bill, glaive, guisarme, voulge, and
variants), and swords (bastard, broad, long, two-handed).
Goblin encounters are with raiders. A scouting party (6-24, 50% chance for 3-12 wolves, 60%) or war party (30-240, 80% chance for 10-60 wolves, 40%)
may be encountered. Goblins in the Barony of Kalinstren, Fairwain Province, and the Duchy of the Reach are from the Vesve Forest or (more rarely) Yatil
Mountains, wear leather or studded leather armor, use shields, and fight with spears and short swords, plus hand axes and short bows (forest tribes) or
military picks and slings (mountain tribes). Those encountered in the County of Crystalreach, Viscounty of the March, and Barony of Willip belong to the Hill
Beaters tribe in the Horned Society, wear leather, studded leather, or brigandine, sometimes use shields, and favor morning stars, military picks, spears, short
swords, and slings. In the Gold County the goblins are from the Gnarley Forest, wear leather, studded leather, or ring armor, use shields, and fight with short
bows, morning stars, slings, spears, and short swords.
Hobgoblin encounters are with raiders. A scouting party (9-16, 60%) or war band (20-200, 40%) will be encountered. Hobgoblins in the Duchy of the Reach
are from the Yatil Mountains, wear scale, mail, banded mail, splint mail, or plate mail, and fight with composite bows, morning stars, pole arms (most types),
spears, and swords (bastard, broad, falchion, long), with each warrior also carrying a secondary weapon (hand axe, hammer, mace, military pick, short sword,
whip, etc.). Elsewhere they are with raiders from the Horned Society (95%) or Iuz (5%). The former may belong to any of three tribes. The Slow Killers
(County of Crystalreach, Fairwain Province)wear mail, banded mail, or plate mail, employ shields (spiked buckler, small, large, pavise), fight with flails,
morning stars, pole arms (mainly military forks, including a pike-like variety over fifteen feet in length and used by large infantry formations; also bec de
corbin, lucern hammer), swords (broad, sabre), and composite bows (long, short), employing horseman’s flails, scourges, short swords, or whips as
secondary weapons; their leaders and champions are of the fighter class, their tribal spell-casters are full-fledged clerics and cleric / magic-users (of Hextor
and Nomog-Geaya), and there are assassins in their ranks. The Entrail Spillers (County of Crystalreach, Viscounty of the March) wear mail or banded mail,
employ large kite-shaped shields, and fight with fauchard-forks, spears, swords (long), and short composite bows, employing maces, short swords, and whips
as secondary weapons, and their spell-casters are full-fledged clerics and cleric / magic-users in the service of various archdevils. The Giant Slayers
(Viscounty of the March, Barony of Willip) wear scale or mail, occasionally use small shields, fight with morning stars, pole arms (bill-guisarme, glaive-
guisarme), spears, swords (bastard, two-handed), and short composite bows, employing military picks, short swords, and whips as secondary weapons, and
frequently work in cooperation with Hill Beater goblins and the Salt Burner norkers (q.v.). Raiders from Iuz are shipborne, belong to the Skull Smashers,
wear mail, splinted mail, or plate mail, use shields, and fight with short composite bows, morning stars, pole arms (fauchard, fauchard-fork, hook fauchard),
spears, and swords (bastard, long), employing maces, short swords, and whips as secondary weapons; if accompanied by norkers, they belong to the Stone
Eater or Yellow Teeth tribes, wear leather, studded leather, or brigandine, employ shields, and fight with hand axes, morning stars, spears, and swords
(bastard, long).
Kobold encounters may be with scouting or foraging parties (8-19, 70%), war parties (30-300, 25%), or lairs (isolated places only, 30-300 males plus 50%
females and 100% young, 5%). They may be accompanied by giant weasels (small parties 10% chance for 1-2, war parties 50% chance for 2-8, lairs 60%
chance for 2-12). They may employ wicker shields, hand axes, spiked wooden clubs (as footman’s mace), small javelins, slings, spears, and/or short swords.
Lizard Folk encounters only occur near water. Lizard folk are not particularly common or numerous in the kingdom, since its human population is dense and
the rivers well-traveled; those that do exist are of neutral outlook and extremely reclusive. Encounters are with small groups of 2-8 (90%), war parties of
12-23 (5%), or lairs of 10-40 (5%). Lizard folk use shields and fight with clubs (as morning star), barbed darts (damage 1-4), javelins, and spears.
Norker encounters are with raiders. A scouting party (10-40, 60%) or war party (20-200, 40%) may be encountered; if encountered in a mixed group, they
are most likely to be working with hobgoblins. In the Duchy of the Reach they are from the Yatil Mountains, wear leather, studded leather, or scale armor, may
use shields, and fight with axes (hand, battle), clubs (standard, war), morning stars, slings, and spears. In the County of Crystalreach or Viscounty of the
Reach they are of the Salt Burner tribe in the Horned Society, and likely to be working in cooperation with Hill Beater goblins and/or Giant Slayer hobgoblins.
Salt Burner norkers wear leather, studded leather, or brigandine, employ shields, and fight with morning stars, spears, swords (broad), and slings.
Orc encounters are with raiders. A scouting party (5-16, 30% chance for 1-4 ogrillons, 60%) or war band (30-240, 60% chance for 6-36 ogrillons, 30% chance
for 3-12 ogres, 40%) may be encountered. The orcs may be from the Yatil Mountains (Duchy of the Reach), Vesve Forest (Fairwain Province, Barony of
Kalinstren, Duchy of the Reach), Horned Society (County of Crystalreach, Fairwain Province, Viscounty of the March, Barony of Willip), or Gnarley Forest
(Gold County). Those from the Yatils or Vesve wear ring, scale, or mail, may use shields, and fight with flails, maces, pole arms (most types), spears, and
swords (bastard, long, short, two-handed) plus crossbows (Yatils) or short bows, war clubs, and morning stars (Vesve). Those from the Horned Society may
belong to either of two tribes. The Jagged Blade (County of Crystalreach, Fairwain Province, Barony of Willip) wear scale, mail, or banded mail, use shields,
and favor axes (battle), crossbows (light, heavy), pole arms (ranseur, spetum), spears, and swords (broad, long); their ogrillon troops wear banded mail or
plate mail, and fight with halberds and swords (bastard, two-handed), employing flails (horseman’s), military picks, and swords (broad, long, short) as
secondary weapons; their pole arms and swords are serrated, and inflict an extra point of damage with each strike. Those encountered in the Barony of
Willip are shipborne. The Red Fist (County of Crystalreach, Viscounty of the March) wear ring, scale, or mail, and employ axes (hand, battle), war clubs,
flails, maces, morning stars, spears, and swords (broad, two-handed); their ogrillons wear splint or plate mail, and fight with axes (battle, bardiche), flails
(footman’s), morning stars, and swords (two-handed), usually also carrying a hand axe, horseman’s flail, mace, or broadsword as a secondary weapon. Orcs
from the Gnarley Forest wear studded leather, ring, scale, or mail, use shields, and fight with axes (hand, battle), pole arms (partisan, ranseur, spetum),
spears, swords (broad, falchion, long, short), light crossbows, and short bows.
Mixed group encounters are with 2-4 compatible types of humanoids working in cooperation. In most cases their numbers are reasonably equal, but this is
not always true - a small group of one race may be serving as scouts for a larger group of another, for example - and lesser giantkind may be substituted
where appropriate.
Hydra: These creatures are very rare in the kingdom, but occasionally cross the Veng or Ritensa rivers. A common (95%) or Lernaean (5%) hydra may be
encountered.
Lycanthropes: These encounters may be with a foxwoman and 1-5 charmed slaves (10% chance to be accompanied by a juvenile foxwoman), 1-4 werebears,
1-8 wereboars, 3-18 werewolves, or 1-3 wolfweres (75% chance to be accompanied by 2-24 wolves), as determined below:
Viscounty Duchy
County of Fairwain Gold Barony of Barony of of the of the Barony of Dapple
Crystalreach Province County Kalinstren Littleberg March Reach Willip Wood Lycanthropes
01-05 01-05 01-15 01-15 01-15 01-10 01-15 01-10 01-15 foxwoman
- - - 16-20 - - - - 16-30 werebears
06-15 06-10 16-30 21-35 16-20 11-20 16-30 11-15 31-70 wereboars
16-90 11-90 31-85 36-85 21-90 21-90 31-90 16-90 71-95 werewolves
91-00 91-00 86-00 86-00 91-00 91-00 91-00 91-00 96-00 wolfweres
Men, Bandits: These encounters are with 20-200 bandits (75%) or brigands (25%), led by a 7th-10th level fighter and a 6th-7th level lieutenant, who are
accompanied by six 2nd level guards. The group also includes one 3rd level fighter for every 20 encountered, one 4th level fighter for every 30, one 5th level
fighter for every 40, and one 6th level fighter for every 50. For every 50 encountered there is a cumulative 25% chance that they are accompanied by a
7th-10th level magic-user, and a cumulative 15% chance that they are accompanied by a cleric of 5th-8th level and 1-2 assistant clerics of 1st-4th level. In
open areas 70%-100% of a bandit group will be horsed, and in highlands or woodlands 30%-100% will be; mounts may be light riding horses, or light or
medium warhorses. If encountered in their lair (20% chance) bandits are in a camp (65%), cave complex with secret entrance (10%), or castle (25%), and
have 2-20 (bandits) or 1-10 (brigands) prisoners and 5-30 (bandits) or 20-50 (brigands) camp followers. Bandits and brigands generally wear leather (65%),
studded leather (15%), brigandine or ring (10%), or mail (10%), and about 50-60% use shields. They may be armed with short bows, light crossbows, pole
arms, spears, swords, or (less commonly) other weapons.
Men, Mail Riders: These encounters are with one (75%) or 1-4 (25%) Mail Riders, who wear the king’s colors. All Mail Riders are 2nd-5th level fighters, lightly
armored but well-armed.
Men, Merchants: On land these encounters are with merchant trains comprised of 50-300 people (10% traders, 10% drovers, 80% mercenary guards) and
5-30 carts or wagons. The traders and at least 50% of the guards are mounted, and the guards led by a fighter of 6th-11th level, a lieutenant one level lower
(5th-10th), and twelve sergeants of 2nd-3rd level. For every 50 persons present there is a 15% chance for a thief of 7th-10th level accompanied by 1-4 lesser
thieves (3rd-6th level), a 10% chance for a magic-user of 5th-10th level, and a 5% chance for a cleric of 5th-8th level (all chances cumulative). The guards
wear ring (30%), scale (20%), mail (40%), or plate mail (10%), may carry shields, and fight with short bows, light crossbows, flails, lances, maces, morning
stars, pole arms, spears, and swords, among other weapons. On lakes or rivers merchant groups consist of 40-160 people (20% traders, 30% sailors, 50%
mercenary guards) traveling on 2-8 boats or barges; the mercenaries are lighter-armored (leather to mail), but the composition of the group is otherwise
similar.
Men, Patrol: These groups may be with regular army (light, medium, heavy) patrols, knights, or a false patrol, as determined below. On water patrols are
similar, but travel aboard 1-3 boats, wear studded leather, brigandine, or mail, may use shields, and employ long spears and hand axes in place of lances and
horseman’s weapons.
Viscounty Duchy
County of Fairwain Gold Barony of Barony of of the of the Barony of
Crystalreach Province County Kalinstren Littleberg March Reach Willip Patrol
01-05 01-05 01-05 01-05 01-05 01-05 01-05 01-05 patrol, false
06-20 06-20 06-15 06-20 06-15 06-20 06-15 06-15 patrol, heavy
21-35 21-35 16-25 21-40 16-25 21-35 16-30 16-25 patrol, knights
36-70 36-65 26-70 41-70 26-70 36-65 31-70 26-65 patrol, light
71-00 66-00 71-00 71-00 71-00 66-00 71-00 66-00 patrol, medium
False Patrols appear in all respects to be ordinary patrols from the territory in which they are encountered (roll again on the table to determine type), but are
not; they may be bandits or brigands seeking to lull victims into a false sense of security, spies or raiders from the Horned Society or Iuz, and so forth. Those
with fewer than 42 members are scouting groups; those with 42 or more are raiders, but will usually split up to conceal some of their strength, appearing to
number only 25-30.
Heavy Patrols are comprised of 9-24 0-level regulars, 7-10 1st level veterans, six 2nd-3rd level sergeants, two 3rd-4th level lieutenants, a 5th-6th level
captain, and a spell-caster (5th-6th level cleric or 4th-5th level magic-user). They are mounted on heavy or medium warhorses armored with scale or mail
barding, wear plate armor or plate mail, use shields, and fight with a lance and footman’s mace or sword (bastard, long), with a sabre or horseman’s weapon
(flail, mace, pick) as secondary weapon, and a light crossbow or short composite bow.
Knight Patrols consist of 11-14 knights and their retainers. Each knight is a 4th-6th level fighter accompanied by a 2nd-3rd level esquire and 3-8 1st level
sergeants. They are led by an 8th-10th level paladin or 9th-12th level fighter, accompanied by by 5th-7th level paladin or 7th-8th level fighter as lieutenant,
each likewise accompanied by a 2nd-4th level esquire and 3-8 sergeants, as above. The group is also accompanied by a 7th-9th level cleric as chaplain,
accompanied by 1-3 3rd-5th level cleric assistants. All members of the group are mounted on heavy or medium warhorses, wear plate armor or plate mail,
carry shields, and bear lances, a sword (bastard, long) or footman’s mace, and a sabre, hammer, or horseman’s weapon (flail, mace, pick) as a secondary
weapon; the sergeants may also be armed with light crossbows or short composite bows. Special encounters with Knights of the Hart may be devised by the
DM if this is desired.
Light Patrols are identical to heavy patrols, but ride light warhorses armored in leather barding, and wear mail or splinted mail.
Medium Patrols are identical to heavy patrols, but ride medium or light warhorses armored in scale or leather barding, and wear splinted or plate mail.
Men, Pilgrims: These encounters are with 10-120 pilgrims led by a 7th-10th level cleric, 1-3 5th-6th level clerics, 2-5 3rd-4th level clerics, and 1-6 1st-2nd level
clerics (if the pilgrims are of neutral alignment these characters are 30% likely to be druids instead). The group may be accompanied by 1-10 fighters (or
paladins / rangers / anti-paladins, if alignment permits) of 1st-8th level (10% chance per 10 pilgrims), a 6th-9th level magic-user (5% per 10 pilgrims), 1-6
thieves or assassins of 2nd-8th level (10% chance per 10 pilgrims, if alignment permits), and/or 1-4 monks of 3rd-8th level (25% if alignment permits). Evil
pilgrims are 50% likely to fight as berserkers, though they are rarely armed with more than staves or daggers. A group of pilgrims is 5% likely to be
transporting a valuable relic, which will be well-hidden and protected. Those encountered on land are 25% likely to be mounted, while those on rivers are
traveling aboard barges or riverboats. The alignment of a group of pilgrims may be lawful good (25%), lawful neutral (25%), lawful evil (5%), neutral good
(10%), neutral (15%), neutral evil (5%), chaotic good (5%), chaotic neutral (5%), or chaotic evil (5%).
Men, Pirates: These encounters are with 50-300 buccaneers (Nyr Dyv or Velverdyva River 65%, Whyestil Lake or Veng River 30%) or pirates (Nyr Dyv or
Velverdyva River 35%, Whyestil Lake or Veng River 70%) aboard 1-6 ships. Buccaneers are usually freebooters, but pirates often serve the Horned Society
or Iuz. The group includes an 8th-10th level captain, 6th-7th level lieutenant, and four 4th level mates, plus a 3rd level fighter for every 50 and a 5th level
fighter for every 100, and for every 50 there is a cumulative 15% chance for a cleric of 7th-12th level and 10% chance for a magic-user of 6th-11th level.
Pirates wear light armor (leather or studded leather, mail for leaders), and fight with pikes, spears, cutlasses, hand axes, crossbows, and short bows.
Men, Raiders: These encounters are with marauders from the Horned Society or Iuz. They can be treated as patrols with 5-30 additional members, possibly
including spell-casters. Raiders wear ring (Horned Society) or scale (Iuz), mail, banded mail (Horned Society) or splinted mail (Iuz), or plate mail, may use
shields, and fight with lances, battle axes, swords (bastard, broad, falchion, long, sabre), horseman’s weapons (flail, mace, pick), and light crossbows (either)
or short bows (Iuz only).
Men, Travelers: These encounters may be with Rhennee bargefolk (near water only) or Attloi wagonfolk. Rhennee encounters are with 7-12 barges, and Attloi
encounters with 7-12 wagons, as described on pp. 5-6 of The World of Greyhawk Glossography.
Men, Villagers: These encounters are with a cluster of homesteads (10-40 inhabitants, 40%), a small hamlet (50-300 inhabitants, 35%), or a village (400-900
inhabitants, 25%). Most of these persons are typical farmers or herders, but exceptional individuals are present in the usual numbers.
Miner: These creatures are rare in settled lands. They are encountered singly.
Plants, Dangerous: These encounters may be with 10-100 explodestools, a hangman tree, 1-2 kampfults, 1-2 mantraps, 1-12 obliviaxes, 1-20 treants, 1-6
vampire roses, 1-2 whipweeds, or a witherweed, as determined below:
Viscounty Duchy
County of Fairwain Gold Barony of Barony of of the of the Barony of Dapple
Crystalreach Province County Kalinstren Littleberg March Reach Willip Wood Dangerous Plants
01-25 01-25 01-25 01-25 01-25 01-25 01-25 01-25 01-20 explodestools
26-30 26-30 26-30 26-30 26-30 26-30 26-30 26-30 21-25 hangman tree
31-40 31-40 31-45 31-45 31-40 31-40 31-45 31-40 26-30 kampfults
41-54 41-56 46-60 46-55 41-50 41-50 46-55 41-50 31-40 mantraps
55-57 57-58 61-62 56-57 51-52 51-52 56-57 51-52 41-45 obliviaxes
- - - - - - - - 46-70 treants
58-60 59-60 63-65 58-60 53-55 53-55 58-60 53-55 71-75 vampire roses
61-90 61-90 66-85 61-90 56-85 56-85 61-85 56-85 76-90 whipweeds
91-00 91-00 86-00 91-00 86-00 86-00 86-00 86-00 91-00 witherweed
Sheep, Giant: These encounters are with 2-12 giant sheep (95%) or 1-12 giant goats (5%), though goats are more usually found in highlands.
Skunks, Giant: These encounters are with one animal (95%) or a group of 1-6, usually a female and young (5%).
Snakes, Giant: These encounters are with 1-6 snakes. Giant adder venom is weak, inflicting 2-8 points of damage if the victim’s saving throw is unsuccessful,
but giant rattlesnake venom inflicts 0-3 six-sided dice of damage even when the saving throw is successful.
Viscounty Duchy
County of Fairwain Gold Barony of Barony of of the of the Barony of Dapple
Crystalreach Province County Kalinstren Littleberg March Reach Willip Wood Snakes
01-60 01-60 01-50 01-50 01-60 01-60 01-60 01-60 01-60 adders
61-90 61-90 51-90 51-90 61-90 61-90 61-90 61-90 61-90 copperheads
91-00 91-00 91-00 91-00 91-00 91-00 91-00 91-00 91-00 rattlesnakes
Sphinxes: These encounters may be with a lone andro- or gynosphinx, 1-2 criosphinxes, or 1-2 hieracosphinxes, as determined below. These creatures lair in
wild places, but the more rapacious sorts occasionally hunt in open and settled areas.
Viscounty Duchy
County of Fairwain Gold Barony of Barony of of the of the Barony of Dapple
Crystalreach Province County Kalinstren Littleberg March Reach Willip Wood Sphinxes
- - - 01-05 - - 01-05 - - androsphinx
01-95 01-95 01-90 06-95 01-95 01-95 06-90 01-90 01-80 criosphinxes
96-00 96-00 91-95 96-00 96-00 96-00 91-95 91-95 81-85 gynosphinx
- - 96-00 - - - 96-00 96-00 86-00 hieracosphinxes
Spiders: In woodlands and open areas these encounters are with 1-20 large (50%) or 1-12 huge (50%) spiders. In highlands they are with 1-20 large (45%),
1-12 huge (50%), or 1-6 giant (5%) spiders.
Wasps, Giant: These encounters may be with 1-10 potter wasps (60%), 1-20 paper wasps (25%), 21-40 paper wasps (5%), or a giant hornet (10%).
Weasels, Giant: These encounters may be with land-dwelling weasels or water-dwelling minks. From 1-8 will be encountered.
Will-o’-the-Wisps: These encounters may be with 2-5 boggarts (20%), a single will-o’-the-wisp (60%), or 1-3 will-o’-the-wisps (20%).