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Published by archangel777, 2022-06-13 18:40:07

From the Ashes - Boxed Set

From the Ashes - Boxed Set

.Has of the Flanaess





Boxed Set

[from-Tlie

Atlas of the Flanaess

Credits Table of Contents

Design: Carl Sargent Introduction 2
Editing: Anne Brown The High History of the Flanaess 3
Proofreading: Anne Brown, Michelle 11
Cyclopedia 11
Carter The Peoples of the Lands 13
Languages of the Flanaess 14
Box Cover Art and Names and Forms of Address 17
Booklet Cover Art: Jeff Easley Symbols and Glyphs of the Flanaess 17
Black and White Art: Ken Frank Money in the Flanaess 17
Interior Color Art: Valerie Valusek Trade in the Flanaess 19
Border Art: Robin Raab Dark Times 21
Graphic Design: Sarah Feggestad The Lands of the Flanaess 45
Cartography: Diesel, Darlene Free Regions 48
Typesetting: Gaye O'Keefe Wild Regions 48
Production: Paul Hanchette Bodies of Water 50
Forests, Jungles, and Woodlands 56
®1992 TSR, Inc. All Rights Reserved. Mountains and Hills 60
Printed in the U.S.A. Marshes and Swamps 61
Wastelands 63
ADVANCED DUNGEONS & DRAGONS, AD&D, Rivers of the Flanaess 66
GREYHAWK, and WORLD OF GREYHAWK are registered 72
trademarks owned by TSR, Inc. Places of Mystery 73
The TSR logo, DM and BATTLESYSTEM are trademarks owned Adventure Locations 79
by TSR, Inc. Tales of the Year of Peace 80
General Rumors and Whispers 80
Random House and its affiliate companies have worldwide 80
distribution rights in the book trade for English language products of The Powers of Greyhawk 80
TSR, Inc. How Do Powers Look Upon Mortals? 81
How Do Mortals Regard the Powers? 81
Distributed to the toy and hobby trade by regional distributors. Powers of Humankind 82
Distributed to the book and hobby trade in the United Kingdom by Powers and Avatars 82
TSR Ltd. Powers and Priesthoods 85
Details of Powers 93
All TSR characters, character names, and the distinctive likenesses Greater Powers 95
thereof are trademarks owned by TSR, Inc. Intermediate Powers 96
Demigods
This material is protected under the copyright laws of the United Relations Between Powers
States of America. Any reproduction or unauthorized use of the Demihuman Powers
material or artwork contained herein is prohibited without the
express written consent of TSR, Inc.

TSR, Inc. TSR Ltd.
POB 756 120 Church End,
Lake Geneva,
Wl53147 Cherry Hinton

USA Cambridge CB1 3LB

United Kingdom

1064XXX1501
ISBN 1-56076-341-8
Caslon 10.5/11.5

introduction

F rom The Ashes is a fully revised and updated product enhanced by the update and expansion
guide to Oerth, the planet that is home to the here. A full Atlas listing for the areas around the
world of Greyhawk. It supercedes the old Free City details towns, castles, ruins, dangerous
WORLD O F GREYHAWK® boxed set, updating and mysterious locations, mercenaries, human-
all important information from that product. oids, NPCs, adventure hooks, and much more.
Oerth is a changed world; the events of the terri- It is a treasure trove for the DM wishing to set
ble Greyhawk Wars (documented in the boxed set campaigns in and around the Free City.
of the same name) have altered it forever. Istus,
goddess of Fate, endlessly spins her web of • Two full color mapsheets of the Flanaess,
changes. The Great Kingdom is no more; Fu- and a full color mapsheet for the Campaign
ryondy, Nyrond, Keoland, and the powers of Book.
Good are much weakened; fell Iuz stalks the Fla-
naess, grown great in power; and the sinister Scar- • Twenty cardsheets that include a wealth of
let Brotherhood schemes from the Dramidj useful material for the DM. These include 14
Ocean to the Oljatt Sea. Oerth is a grim and dark cards of reference material (climate, calendar, the
place now. Yet it is still a world of unsurpassed rulers and peoples and resources of nations, and
magic, great heroes and legends, romance, and encounter tables for the Flanaess) and six mini-
mystery. It is a world that accommodates the very adventures set in the lands described in the
best AD&D® game campaigns. Campaign Book. Each of these is suitable for a
short gaming session (an evening or so) and al-
Within this box, you will find the following: lows the DM to use From The Ashes almost at
once.
• The 96-page Atlas of the Flanaess (you're
holding it now). This book gives a broad intro- • Five pages of monsters in the Monstrous
duction to the lands of the Flanaess, the eastern Compendium format.
part of Oerth's major continent, Oerik. The Atlas
guides the reader through history, ancient and About AD&D®
modern, and summarizes the events of the 2nd Edition Rules
Greyhawk Wars. This book includes a section
called the Cyclopedia of the Flanaess, which de- Players who have adventured in Greyhawk
tails the peoples of the Flanaess (races, lan- have no doubt recognized some discrepancies
guages, beliefs, and more), as well as their lands, between the WORLD OF GREYHAWK boxed
free cities and regions, wild lands, and mysteri- set and AD&D® 2nd Edition game rules. To
ous places of the Flanaess. Module settings and most easily cure these discrepancies, some sim-
adventure locations are also included here, as are ple changes in game concepts must be em-
many adventure hooks and tales of the first year ployed. For example, the monks of the Scarlet
of peace. The conclusion of this book addresses Brotherhood are no longer monks of the original
the great deities of Greyhawk and includes rules edition rules, but are now priests who use the ti-
for their servants, updating the information for tle to reflect their monastic orientation. Their
AD&D® 2nd Edition game rules to include spe- character classes have been altered slightly.
cialty priests. Rules for characters such as rangers in the
AD&D 2nd Edition game are now simply as-
• The 96-page Campaign Book. This covers a sumed to be part and parcel of the world of
much smaller area—the lands around the Free Greyhawk, and so on. T h e message to
City of Greyhawk—in greater detail. The growth Greyhawk DMs of long-standing is: it's really not
of influence of the Free City is explained: how it so different now. Many Greyhawk gamers are
has changed since the war, the new problems it long-timers who share this author's love of the
faces, and its relations with the lands around it. history, depth of atmosphere, and consistency of
This does not render the City of Greyhawk Greyhawk. Many will have been lucky enough to
boxed set obsolete; far from it. The Greyhawk have experienced their first campaigns in this
afficianado will find the value of that earlier

introduction

world, and rest assured, this world's changes cessful in establishing settled lands wherever
combines the best of the old and the new. These they went, and any threat the Suel might have
changes bring new excitement and a longing for offered to their dominance was soon eliminated.
new adventure! For newcomers, read and enjoy.
Now you will become part of Greyhawk's history, Suel mages brought down the terrible Invoked
too. Devastation on the hapless Bakluni to the north,
but the last act of the Bakluni archmages was a
The High History fitting reply. The storms of the Rain of Colorless
of the Flanaess Fire reduced the Suel lands to choking dust and
ash. There were few Suel or Bakluni left to emi-
Most events in the Flanaess are dated by the grate after that. The Oeridians had the upper
Common Year (CY). This system commenced hand.
when the Overking of the Great Kingdom opti-
mistically declared universal peace throughout The fierce Oeridian tribes hardly had matters
his lands and instructed his servants to date all all their own way. For two centuries, they fought
subsequent events from CY1. Reference Card 1 the Suel and the fragmented humanoids for pos-
includes a full calendar of the days and months of session of the central lands of the Flanaess. The
the year under this system, as well as a timeline Oeridians incurred the enmity of the Flannae
for the major events of the Flanaess discussed in and demihumans of the lands as well. The arro-
more detail below. The history here covers the gant Oeridians might have been overcome by
major developments among the great powers of this mix of forces, but for one thing: the Suel
the Flanaess over more than a milennium; the were far more unpleasant than the Oeridians
Cyclopedia of the Flanaess section gives extra were aggressive. The Suel invaders lied,
details for many smaller countries. cheated, stole, enslaved, pillaged, and killed out
of hand. Over time, the Flannae and demi-
Early History humans allied with the Oeridians to drive the
Suel to ever more distant fringes of the Flanaess:
The original inhabitants of the Flanaess were into the northeastern Barbarian lands and into
the Flan tribesmen, hardy and tough nomads the southern jungles of Amedio and Hepmona-
whose small, scattered groups made no major land.
civilizing efforts. Some thousand years past,
their lands were increasingly invaded by two On the main continental land mass, the Suel
groups of attackers: the Suel and the Oeridians. retained a foothold only in the southwest and in
the lands that would eventually belong to the
The Suel fled from internecine strife within Scarlet Brotherhood.
their own lands and the great Baklunish-Suloise
Wars. They moved northeast across what is now Approximately 700 years past, the strongest
the Sea of Dust, across the formidable Oeridian tribe—the Aerdi—settled the rich ara-
Hellfurnaces and Crystalmist Mountains, and ble lands east of the great Nyr Dyv and there
spread widely across the lands before them. founded the Kingdom of Aerdy, eventually to be
named the Great Kingdom. The Kingdom grew
The Oeridians began their migrations north for well over a century, until it stretched from the
for similar reasons, fleeing the same war. Both Sunndi swamplands to the south to the south-
Bakluni and Suel forces employed mercenaries, western edge of the Griff Mountains to the
bandits, and any humanoids they could hire to north; while from the islands now held by the
swell their armies. Their undisciplined rabble Sea Barons to the east (where the Aerdi mixed
were often only too happy to desert and attack with Flan blood), the Great Kingdom stretched
the Oeridians, also forcing them eastward. westward as far as the borders of modern-day
Perrenland. When the Overking of this mighty
The Oeridians were fierce invaders. They empire declared universal peace on his ceremo-
drove everyone else, Flan and Suel, before nial crowning in Rauxes, he must have thought
them. Of all the invaders, they were most suc- his writ, and that of his descendants, would ex-
tend across those many lands forever.

introduction

The Great Kingdom Crumbles century. Expanding its influence to the north, it
ultimately became involved in the so-called
The Great Kingdom survived some 250 years "Small War" (or Short War) with Furyondy and
before it began to lose lands in the west. The Veluna. Military reverses and the objections of
Viceroyalty of Furyondy was established in 100 the small but powerful demihuman enclaves in
CY, and over the coming decades it bore the Ulek and Celene soon put an end to that expan-
brunt of challenges from non-Aerdi Oeridians al- sionism.
lied with Bakluni horsemen who raided from the
north and west. Resentment grew in the lands far The troubles of the times tended to be those
from Rauxes, and a perception that the Overking of skirmishing; the Bandit Kingdoms had formed
did not do enough to protect the western lands as a group of petty fiefdoms in the vacuum left
also grew. Finally, in 254 CY, Thrommel I of Fu- between Furyondy to the west and Tenh and the
ryondy was crowned in Dyvers, taking a whole Theocracy to the east, and in response, good no-
range of secondary titles which loudly an- bles to the south began to coalesce their forces in
nounced his people's goals; Prince of Veluna, the Shield Lands.
Marshall of the Shield Lands, Warden General of
the Vesve Forest, and more. Furyondy and Ve- Elsewhere, the Free City of Greyhawk, al-
luna both became independent states, Per- ready in existence for centuries as a trading
renland reasserted its independence, and to the town, entered its arguably most glorious (and
north, the rulers of the Duchy of Tenh took their certainly most infamous) phase of development
cue from events to the west and asserted inde- under the mad Archmage Zagig Yragerne, who
pendence also. The Overking could not reestab- began the building of Castle Greyhawk in 375
lish control over his distant former dominions. CY. It seemed a strange folly at the time. Yet two
The break-up of the Great Kingdom, which centuries later, the changes in the city of
would take over three centuries to complete and Greyhawk and those back within the Great King-
would end in madness and terror, had begun. dom would be pivotal in the future history of all
the Flanaess.
The decisive phase in the break-up of this
mighty empire can be dated precisely to 356 CY. Paradoxically, the disintegration of the Great
In this year, the ruling Aerdi dynasty, the House Kingdom paused a while, despite a wretched
of Rax, was sundered by an internal feud. The change at its very crown. The House of Rax be-
junior branch of the ruling house declared its came decadent, self-absorbed, weak, and inef-
lands free of the Overking's rule, and the king- fectual. Petty nobles began to scheme, to openly
dom of Nyrond was born. flout the Overking's edicts, and to enact their
own laws and pursue their own mean-minded
The Overking reacted swiftly, amassing a great grudges. It was only a matter of time before
army to crush the seceders. But he had the mis- Rax was overthrown and a new tyrant installed as
fortune of encountering a powerful Flan barbari- Overking and, in truth, many petty nobles were
an foray into the North Province of the Great glad when it happened. After decades of point-
Kingdom itself that same winter. The Overking's less strife, it was almost a relief to have central
armies beat off the invasion, but were too weak- power and authority again. However, few of
ened to assault Nyrond. Feints, skirmishes, and them would have chosen Ivid I as their new
small battles were plenty, but Nyrond could not master.
be brought back into the Overking's domain.
No direct evidence links Ivid, ruler of the
The Theocracy of the Pale seceded at the North Province at the time, with the assassina-
same time, and the Urnst states likewise; tion of the entire House of Rax in 446 CY. But
Nyrond held both at one time, but accepted their Ivid ensured his ascension by the simple expedi-
independence at the Council of Rel Mord in re- ent of killing every other minor princeling who
turn for pledges of mutual cooperation. made a claim on the throne, and plenty more be-
sides. Madness had gripped the Malachite
To the west, the oldest of all the major king- Throne when Ivid I, scion of the House of
doms established in the Flanaess, Keoland, grew Naelax, was proclaimed His Celestial Transcen-
more powerful and predatory in the mid-fourth dency, Overking of Aerdy, and many knew it.

introduction

The Malachite Throne became known as the human fat and flesh. luz was said to be a fiend
"Fiend-seeing Throne." It was whispered that the himself, seven feet in height, red-skinned and fe-
House of Naelax had willingly entered into a pact ral of face. If Furyondy had acted then, luz might
with fiends—lords of the infernal tanar'ri—a pact yet have been contained. But King Avras was op-
that would endure down all the generations of posed by southern nobles who resented exces-
their descendants. A time of terror had begun. sive taxation levied to protect the northern lands,
Blood would wash the feet and hands of the mad- and luz grew steadily more powerful.
man enthroned in Rauxes. Little wonder that
further secessions beset his lands. luz disappeared in 505 CY, imprisoned be-
neath the towers of Castle Greyhawk by a group
Civil war erupted in the Great Kingdom. The including Zagig, aided by St. Cuthbert (it is
North Province, now ruled by Ivid's nephew, said). But his armies—mostly humanoids—had
soon established independence, as did the wily learned the lessons he taught them. They held to
Herzog of Ahlissa in the the South Province. He their lands; their leaders said their master would
allied himself with the seceding Iron League: the return, and they were right.
lands of Onnwal, Idee, Sunndi, and the Free
City of Ironwall. War Beckons ..*

The Holy Censor, High Priest to the Over- In the mid-sixth century, Ivid V ascended the
king, sought freedom for the See of Medegia. Al- Malachite Throne. A series of subsequent unsuc-
mor grew in strength and freedom, supported by cessful skirmishes against Nyrond, the Iron
Nyrond as a buffer state between itself and the League, and other adjoining states did not sug-
declining power of Rauxes, although Ivid man- gest to the distant Furyondians or Keolanders
aged to drag it back under his influence in later that the Great Kingdom offered much threat to
years. Momentous change beset the Great King- anyone. But Nyrond knew better. Ivid V was a
dom. Not until Ivid V ascended the Fiend-seeing weak military strategist, but his diplomatic skills
Throne would the Great Kingdom appear to in- were considerable, and undoubtedly he had
crease in might again. This would take a century fiendish aid in drawing both the North and South
to happen and also be ultimately a temporary hic- Provinces and Medegia back under his influence
cup in the terminal decline of Aerdy. If all eyes and control. Nyrond saw, clearly, the Overking's
were on the Great Kingdom for decades after preparations for a great war against the western
Ivid's rise, it would help explain why they missed state. Yet, when the first blow came, it did not
seeing the rise of a new power far to the west and come from Rauxes. It came from luz; meddling
north. fools managed to release the fiend from his im-
prisonment in Castle Greyhawk in 570 CY, only
The Rise of luz a year after the forces of good in Furyondy and
Veluna celebrated the sack of the notorious Tem-
In CY479, the land now called luz was only a ple of Elemental Evil in the Gnarley Forest.
fractious collection of paltry fiefs. Among its Their celebrations would not last many years.
princelings was a minor despot of the Howling
Hills who died in that year and left his barren To the south, the existence of the highly secre-
holdings to a son of dubious origins: luz. luz used tive and paranoiac Scarlet Brotherhood was first
the strategy of dividing his opponents to weaken confirmed by returning travelers in 573 CY. It
them, then assimilating their lands and residual seems incredible that this monastic sect of reli-
forces, sowing rumors and lies to put the prince- gious militarists could have escaped notice for so
lings at each others' throats. He began to expand long, even given their isolation in the closed city
his domain far beyond its original boundaries. of Kro Terlep and the remote plateau south of it.
But while the secret of this land became more
Refugees fleeing the lands told astonished Fu- widely known, the existence of a veritable army
ryondians of Iuz's unbelievable evils: massacres; of spies and assassins in the imperial courts of the
a road of skulls built from the Howling Hills to Flanaess was not.
his new capital of Dorakaa; and watchtowers
along the road with beacons fed on the fuel of The marriage of the Prince of Furyondy to the

introduction

daughter of the highest-ranking noble of Veluna Suloise arrogance cost them dear; no help was
promised to unite the states and help solve Fu- forthcoming from other nations. Nyrond was
ryondy's internal squabbling. The Prince's ab- nervously watching Aerdy, unable to risk forces
duction, surely at the hands of Scarlet far to the north.
Brotherhood agents, destroyed those noble
hopes. When the Provost of Veluna disappeared The alliance forged by Vatun soon collapsed.
also, the forces of good were in some disarray. The Great God instructed the barbarians to in-
Yet no one suspected the Scarlet Brotherhood. vade the small state of Ratik, but their chiefs
Their red-robed emissaries had wormed their refused; they had long allied with Ratik against
way into the good books of many rulers and no- the humanoids of the Bone March and indeed
bles, beginning with the states of the Iron against the Great Kingdom itself. They began to
League. When rumors surfaced of their enslave- doubt Vatun; very wisely, since Vatun was a sham
ment and martialling of armies of "savages" in and a lie, a mask worn by Iuz the Old. But now
Hepmonaland, men and women who should Iuz was ready to strike elsewhere, both south
have known better dismissed such rumors. It and east.
was all too far away to be bothered with. Distant
lands were not the object of their attentions. And To the east, Iuz toppled with astonishing ease
such myopia cost the powerful states of the Fla- the Heirarchs of the evil Horned Society, long
naess very, very dear. his enemies and a thorn in thefleshof the Shield
Lands. With the aid of powerfulfiends,his forces
The Greyhawk Wars made the streets of Molag run red with blood for
a week. Iuz's puppets then ruled from that fell
If a Flanaess sage had been asked in 582 CY city.
where the first strike in a continental war would
most likely come from, he would not have re- This strike panicked Furyondy. It sought alli-
plied, "from the Hold of Stonefist," which is ex- ance with the Shield Lands to secure itself
actly where it originated. Founded some 150 against the Old One, but stupidly, the petty-
years earlier, the Fists were usually considered to minded rulers of the Shield Lands refused, be-
be slightly better-organized barbarians than lieving this to be a step in a planned annexation
those in the Bandit Kingdoms or in the neighbor- by Furyondy. They paid dear for their foolish-
ing lands of the Fruztii, Schnai, and Cruskii ness. Iuz feinted an attack westward. Mean-
tribes. while, his main body of troops struck far to the
east and southeast, into both the Bandit King-
All the barbarians were inflamed by a rumor doms and into the Shield Lands, which they
that swept their lands: that four offivelegendary flanked to the east from bases in the old lands of
magical swords, the Swords of Corusk, had been the Horned Society. Admundfort and Critwall
found, and that when the fifth was obtained, a fell swiftly. Lord Holmer, who had refused a pact
"Great God of the North" would rise and lead with Furyondy, was taken to meet his fate in the
them to conquest and greatness. Thefifthsword dungeons below Dorakaa.
never was found, but one calling himself Vatun
and claiming to be the Great God of the North Furyondy was able to hold its eastern border at
appeared before the barbarians of Fruztii, Sch- the great Battle of Critwall Bridge in CY583. To
nai, and Cruskii, and they swept west into Stone- the north, however, a massed humanoid force,
fist under his leadership. The Fists were swollen with mercenary humanoids from the
overwhelmed and their leader, Seword Red- Vesve Forest hired with looted gold, advanced
beard, underwent a dramatic, if not to say magi- almost unto Chendl, the capital, and took Crock-
cal, change of allegiance. port. After many battles and a desperate relief of
a beseiged Chendl, both Furyondy and Iuz were
Under Vatun's direction, the Fists swept into stretched to their limits. Still, to many it seemed
the Duchy of Tenh in 582 CY and conquered it like a provincial war of northern states; which is
quickly. The Duke and Duchess fled to the when the true hammer blow fell. The Great
County of Urnst for safety. The Tenhas' former Kingdom struck, massively and on many fronts.

••.;- . ;•;#•;•

mtroi

The Great Kingdom Awakens T h e F i n a l A c t vlj ' ''...,.^.;i.(;.: ',.

Despite their anxiety about Aerdy, the Scene 1: Sunset in the West ' "s"' J f!
Nyrondese had begun to take steps against the
Fists pillaging the Duchy of Tenh. Nyrond Added to the phalanx of forces poised to strike
moved troops into the Phostwood and attacked came a new force: the hitherto unremarked hu-
to the north. While they advanced some, their manoid rabble of the Pomarj. United under a
losses against the determined Fists were higher half-ore leader of greater strength than had been
than expected, and the army could not continue seen before, one Turrosh Mak, they strove to re-
its advance so far from Nyrond borders. Nyron- claim the "birthright" their new tyrant stressed to
dese caution was wise. Aerdy struck south, west, them: their old homes in the Lortmils. Striking
and southwest. into lands poorly defended as the southern arm-
ies moved northward, Turrosh's armies annexed
1b the south and southwest, Aerdi forces at- the eastern half of the Principality of Ulek (now
tacked the states of the Iron League; to the west, unaided by any neighbor) and the southern lands
they moved through Almor and on toward of the Wild Coast with their squabbling cities.
Nyrond. Almor was swiftly subdued, but under They were stopped at the Pass of Celene by
the legendary Commandant Osson, one Almor- brave dwarves, gnomes, humans, and a handful
ian army led the Aerdi forces in a merry dance by of elves furious at the unwillingness of Queen
moving through Ahlissa, Sunndi, and even into Yolande of Celene to help the main cause of
Medegia before its daring but ultimately point- good. But Turrosh was satisfied; his fief had swol-
less deed was put to the sword. len in size, and while stymied in further territorial
ambitions, there was none to threaten him with
The winter brought respite on the field of war retaliation.
and time for desperate diplomacy. The Iron
League allied with Nyrond, its old protector, but To the north, Ket raiders beset Bissel, and the
suffered immediately from a startling secession Ulek forces crucial to its defense dithered be-
from its own ranks. Prince Lathac Ranold of the tween defending that small state and protecting
Lordship of the Isles was replaced by a distant Furyondy against Iuz. Bissel was eventually
cousin who at once announced his support for forced to surrender by the fierce horsemen of
the Scarlet Brotherhood. Too late, their machi- Ket. This could have been avoided but for an-
nations began to dawn on the beleaguered forces other fell stroke worse than the eruption of hu-
of good. And Nyrond had another threat to con- manoids from the Pomarj. From the Crystalmist
tend with: the Bone March humanoids skir- Mountains, great forces of giants and humanoids
mished with Ratik and Nyrond itself. swept down into the Grand Duchy of Geoff,
Sterich, and into the Yeomanry. In the latter, they
To the west, matters appeared more secure. were repulsed by peasant levies as worthy in bat-
Realizing the true threat of Iuz, the southern tle as many seasoned veterans. Geoff and Sterich
states allied in signing the Treaty of Niole Dra, fell, the Keolandish armies too distant to oppose
which brought together Keoland, the Yeomanry, the invaders.
the Gran March, and the Duchy and County of
Ulek. Even isolationist Celene agreed to send a The giant troubles, as they were called, have
token force to join with the others in assisting been ascribed to all manner of evil schemings.
Furyondy. Yet Iuz himself had not been idle, and Some sages say that the tanar'ri power Zuggt-
while his overtures to Perrenland proved largely moy, freed from her prison in the Temple of Ele-
fruitless, he was welcomed in the western mental Evil by the meddling Lord Robilar, allied
Baklunish land of Ket. Its rulers saw the chance with Iuz and drew forth the giants via agents in
to annex the fertile lands of Bissel and to secure a the Underdark. Some say Lolth had her own
southern bulwark. Iuz saw the opportunity to di- schemes and her drow organized the giants. Still
vide the forces of the southern lands. The spring others see the hand of the Scarlet Brotherhood in
of CY584 brought a renewal of hostilities and this, as in so many things. The truth is obscured
abundant bloodshed. from our view. In this matter, Istus spun her web ,\ . •':',

introduction

impenetrably. But the effect was to present the Finally, Ivid V decided to create utterly loyal
Keoland-Furyondy axis and its allies with threats servitors among his generals and nobles. He ex-
from the west when they were beset in the north. pediently had them murdered and raised in
It destroyed all possibility of sweeping back the unique undead forms; each was revived as an ani-
forces of Iuz. mus, an undead being possessing all the skills
and talents of the former living person. With the
But Iuz was well defeated by Belvor of Furyon- logic of the terminally deranged, Ivid came to see
dy, acting with the elves and rangers of the Vesve this revivification as a reward for his favored
Forest, to prevent his drive into Furyondy from courtiers.
gaining any further lands, and Chendl was se-
cured. The forces of Veluna held off Kettite in- Unsurprisingly, as Nyrond defeated Aerdy
cursions aimed at Mitrik. If good could not win, forces and their demented monarch offered them
it held evil at bay. death and eternal restlessness as a gift, the no-
bles of the Great Kingdom schemed and plotted
Scene 2: Death of a Kingdom and had Ivid assassinated. Unfortunately for
them, priests of Hextor (with fiendish aid, most
Overking Ivid V decided to command his arm- agree) revivified Ivid who rose as an animus
ies personally in the campaign of CY584, the monarch. Executions were no longer enough for
greatest mistake he ever made. Paranoid virtu- Ivid. Now he instigated wholesale massacres and
ally beyond the limits of mere insanity, the Over- genocide.
king's assault on Nyrond was broken at the battle
of Innspa where Aerdy forces were utterly rout- The North Province seceded, and with the aid
ed. Ivid's response was characteristic: he exe- of humanoids from the Bone March, succeeded
cuted anyone involved in leading the armies. He in repelling Nyrondese forces in the Flinty Hills.
executed more of his own nobles. He executed Wisely, the Nyrondese held off from further
servants, sages, and serfs. massed battles, perhaps sensing the imminent

introduction

collapse of Aerdy. The North Province's seces- and swamp defying all attempts made against it.
sion did indeed trigger the complete disintegra- But the Brotherhood had time on their side.
tion of the Great Kingdom. Animus nobles Alone of the major forces of the great wars, they
across the land (and the few still living) withdrew were not spent. Not everything had to be
all support and the remnants of their armies from achieved in one fell swoop. The Father of Obe-
the Overking. The Great Kingdom was no more; dience still had many agents in readiness.
a welter of petty states, ruled by disputatious no-
bles (many of them undead), was all that was left. War's End
An empire that had stretched from Perrenland to
the Aerdi Sea had been wholly expunged in less For almost three long years, as 584 CY drew
than four hundred years. Sic transit gloria mundi to a close, the nations of the Flanaess had
(or its Oeridian equivalent): so passes away the schemed, murdered, and warred against each
glory of the world. other until nearly all sides lay bloody and beaten.
Proposals for a great peace treaty gained rapid
Scene 3: Those Who Watch . . . acceptance in many quarters, aided by the per-
suasive whisperings of the agents of the Scarlet
The biggest winners of the Greyhawk Wars Brotherhood. In the month of Harvester, 584
were those who never fielded a force of their own CY, in the untouched Free City of Greyhawk,
people on the plains of battle. The Scarlet Broth- countless ambassadors assembled to inscribe
erhood pursued their own ends by treachery, de- their names on the treaty at the Day of the Great
ceit, intrigues, magical compulsion, and Signing. It very nearly didn't happen.
strategies unused by others: the breeding of spe-
cial monsters and the enslavement of so-called Magical scrying and the strenuous efforts of
savages. When the Great Kingdom sought to ex- sages have not availed to give the full story of
ert its power in 583 CY, the Brotherhood did in- what happened that day. All that is known for
deed support the Iron League secretly: with sure is that, within the Grand Hall where the
weapons, equipment, funds, advisors, and mer- treaty was to be signed, a fierce magical battle
cenaries. The Father of Obedience wanted a erupted and spread havoc through the Old City.
buffer between the Brotherhood and the mad Afterwards, two members of the famed Circle of
Overking. But at the same time, Brotherhood Eight, the great mages of Greyhawk, lay dead;
agents undermined the unity of the League, and Otiluke and Tenser were no more. Their magical
when the Great Kingdom fell apart, the Scarlet clones likewise shrivelled and perished, and their
Brotherhood demanded the surrender of the Iron own bodies could not be resurrected. It is also
League states. When they refused, assassins known that Rary of Ket, another Circle member,
slew nobles and rulers by the score. was last seen fleeing with Lord Robilar into the
Bright Desert, and that Rary had turned traitor
Far to the west, too, the Sea Princes capitu- and had slain his old friends. Why this is, is a tale
lated to the unknown assassins of the Brother- yet in the telling. A sideshow to the main event,
hood, and as Onnwal and Idee fell to the fleets to be sure, but one that still shook Oerth.
and Hepmonaland armies raised by the men in
red, the Brotherhood secured an iron grip on the Despite this, the treaty was signed and the
Azure Sea. From the Sea Princes' lands and Greyhawk Wars drew to a close. The Pact of
ports, the Brotherhood even sought to take Greyhawk ensured peace—of a sort.
Gradsul, the vital southern Keolandish port, but
were repulsed. In the Atlas of the Flanaess which follows this
history, the lands of eastern Oerik are described
Not all of the old Iron League was lost. Wily individually, but in the cold, harsh spring of 585
Cobb Darg of Ironwall knew exactly where his CY, the global picture of the Flanaess is stark and
support had been coming from, and had every forbidding. Evil is dominant in the north and
Scarlet Brotherhood agent executed or exiled as south of the Flanaess. To the north, the lands of
Idee and Onnwal were falling. Sunndi still stood, Iuz now stretch from the eastern Vesve Forest as
its formidable natural defenses of hill, woodland, far east as the Hold of Stonefist, and the Shield ;. .

introduction

Lands and Bandit Kingdoms have almost wholly ing beacon of freedom among a swath of fell, evil
fallen to his reign. Only a few bandit princes still lands. No, all is not lost yet.
wage a guerrilla war from woodland and canyon.
The Free City of Greyhawk still stands also.
To the south, the Scarlet Brotherhood controls Indeed, it is swollen with people of ability and
the Sea Princes, the Lordship of the Isles, Onn- skill. Nyrondese exiles live there, men from the
wall, Idee, Hepmonaland, and unknown Bandit Kingdoms have fled there from Iuz, the
stretches of the Amedio Jungle. Both these evil lands around the great First City have been
forces have gained much territory, and even if Iuz brought within its remit by free association. Oth-
seems almost spent, who is to challenge him? er free cities, Verbobonc and Dyvers and the
The Great Kingdom is sundered, but while honorable Highfolk, are still places where evil
Ivid V rules a nightmare of a realm, the nobles does not reign, and where muscle and sinew are
who have succeeded him in so many realms are bent to the cause of good.
little better. The evil of these lands may no long-
er be united and forceful, but there are horrors No; all is not yet lost. Minstrels and bards yet
here which would whiten the hair of a hero barely sing of heroes and acts of great courage and un-
entered into his manhood. flinching bravery against impossible odds in the
halls of Nyrond, Furyondy, Keoland and their al-
Just as Iuz and the Father of Obedience have lies. Lights dim, but they are not extinguished.
gained much, so have the humanoid and giantish Good is driven down, but it is not vanquished—
rabble once exiled to borderlands. The Bone and hope bursts from the hearts of those who will
March is strong, and still threatens Ratik; the Po- not yield to the merciless hatred of Iuz, nor to
marj is greatly expanded and threatens Ulek and the honeyed and poisoned words of the Scarlet
Greyhawk; the vermin of the Lost Lands (as Brotherhood. The Flanaess is dark—these are
Geoff and Sterich are now known) threaten Dark ages indeed—and to say that it is always
many states to the west. darkest before the dawn is a cliche, but then
what is a cliche but a succinct truth? Welcome to
To complete the picture, Ket has subjugated Greyhawk.
Bissel as a vassal state; many Bisselites have fled
to Veluna or the Gran March. In the Bright Des-
ert, Rary the Traitor and Robilar are said to be
subduing the savages and raising a force which
might yet beset the Free City of Greyhawk. The
Queen of Celene still refuses to give the help that
her western neghbors in particular need so des-
perately.

Is all lost? Not yet. Nyrond still stands a pillar
of Good; it is exhausted, spent of men and funds,
but there comes no threat from once-great Aer-
dy, and Urnst is still strong in its defense to the
west. Furyondy is beleaguered, still politically di-
vided at times, but brave Veluna is still a land of
glory and righteousness and supports its western
neighbor also. Keoland and Ulek stand strong;
the Yeomanry is an inspiration to good and brave
hearts everywhere. And the barbarians are a law
unto themselves, still raiding Aerdi, still support-
ing the brave folk of Ratik, still deeply hostile to
the poisoned words from Stonefist.

The Theocracy of the Pale is intolerant, harsh,
a land of hard hearts and harder words, but is not
lost to evil. Sunndi still repulses all invaders, and
the brave Free City of Irongate stands as a shin-

Cyclopedia—The Peoples of the lands

The Cyclopedia contains the following major The Peoples of the Lands
sections:
The many human invaders of the Flanaess
The Peoples of the Lands: This is a general have intermixed over the centuries; few pure ra-
introduction detailing races, languages, names, cial groups are found there now. On the fringes,
greetings, symbols and runes, money, trade, and however, there are still some lands where the in-
general social attitudes. habitants are almost unchanged from the racial
stock of their milennium-old ancestors.
The Lands of the Flanaess: This is a general
tour giving basic details of each of the Flanaess Baklunish: The Baklunish people have
lands and nations, their rulers, people, politics, golden-hued skins, gray-green or green eyes, and
divisions, and history. What is presented is a hair ranging from dark brown to blue-black. The
thumbnail sketch of the most important aspects lands of Ekbir, the Tiger Nomads, Ull, and Zeif
of each land; it is clearly impossible to give full around the Drawmij Ocean are home to this pure
details in a short entry. Baklunish strain. Farther east, racial mixing re-
sults in modified appearances: the Wolf Nomads
Free Regions: These are the free cities such as are Baklunish mixed with Flan (from the Rovers
Dyvers, Greyhawk, and Highfolk, the fiercely of the Barrens), and have correspondingly darker
independent spirits of the Flanaess. features. In Ket, mixing with both Oeridian and
Suloise folk gave rise to folk with pale yellow or
Wild Regions: Mountains, hills, forests, great golden-brown/tan skin.
woodlands, swamps, marshes and wastelands,
major lakes, rivers, and oceans; all these are cov- Flannae: The original human occupants of
ered here. the Flanaess had bronze complexions varying
from coppery tones to deep brown. Their eyes
Places of Mystery* Isolated, dangerous, hidden were dark brown, even black, or rarely amber.
places of myth and legend within the Flanaess. Likewise, their hair was always dark brown or
black. The Flan are now scattered to the winds.
Adventure Locations: This short reference The Rovers of the Barrens have no land to call
section locates every published module set in the their own; the Tenhas, pure Flan and proud of it,
World of Greyhawk on the fold-out maps. are enslaved by Iuz or have fled to the south; the
Flan folk of Geoff and Sterich have likewise fled
Tales of the Year of Peace: This set of rumors, south and east from their homes.
tales, hints, and glimpses is for the DM to use as
drop-ins in conversations, red herrings, or as In the Theocracy of the Pale, Flan/Oerid de-
ideas to develop into adventures. Locations, scendants are lighter of skin and hair than pure
characters, stories, and possibilities are offered Flan, and are a handsome people. Perhaps with-
to fire the DM's imagination. in a handful of generations, almost all Flan blood
will be found only in such blends.

Oeridians: The Oeridians have fairly dark
skins, varying from tan to olive colors, but their
hair color runs the range from honey blond to
black, with brown and auburn the most com-
mon. Their eye colors are likewise variable. Pure
Oeridian stock is thus less easy to spot with the
casual eye than most races, but it can be seen
most readily in Furyondy, Perrenland, and in the
east and south of the Great Kingdom.

CycloyeAia—The veoyles of the lands

Suloise: The Suel were scattered to the mar- and mountains, and so on. Demihumans are also
gins of the Flanaess in the distant past, so it is drawn generally to major Free Cities such as
small wonder that most Suel blood has been inter- Dyvers and Greyhawk. And there are certain
mixed with other racial groups. The Suel are fair- lands in which demihumans are of major impor-
skinned, some being almost albino, with red or tance.
blond (even platinum blond) hair and blue, gray,
or violet eyes. The barbarian peoples of the north- The major elf-ruled lands are those of Celene
east are the purest example of original Suel stock, (gray and wood elves), the Duchy of Ulek (wood
but the Suel also dominate the Scarlet Brother- and high elves), and Lendore (aquatic and high
hood and the eastern islands of the Aerdi Sea. elves). Mountain dwarves dominate Irongate and
the Principality of Ulek and are numerous in
On the main continent, the Duchy of Urnst Ratik. The lands of Ulek, Urnst, Sunndi,
has the largest (proportionately) enclave of Sul- Highfolk (especially), and the Valley of the Mage
oise. Anomalous populations of Suloise are found (a unique case) are dominated by mixes of demi-
in Hepmonaland and the Almedio Jungle; while humans. Veluna has always had a strong popula-
many have developed tanned skins with heavy tion of high elves and gnomes, and the Gran
freckling, pale and albino faces that look utterly March and Keoland have had their ranks swelled
incongruous in the steaming jungles can still be by high elves and mountain dwarves fleeing
seen. Geoff and Sterich.

Reference Card 2 lists the dominant racial Later entries in this Cyclopedia discuss partic-
strains for the major Flanaess nations (as part of ular regions dominated by demihumans in indi-
much other reference material). The importance vidual detail. Following is a broad overview of
of the racial mixes varies from region to region. demihuman/human interactions.
The Suloise are the most jealous of their pure-
bloodedness, perhaps reflecting their distinct dif- Halflings typically identify strongly with the
ferences from all other races and their history of good nations of the Flanaess. They are not nu-
being driven out of the main Flanaess lands (by merous, and have no lands of their own. It is not
the Oeridians, in particular). surprising that they look to the larger folk (and
other demihumans) for protection and alliances.
The Scarlet Brotherhood are Suloise racists,
but such racism is rare. Although other groups Gnomes take a similar view. Their hilly
may take strong pride in being much like their homes have been threatened by the humanoids
original ancestors, as the Tenhas do, those in particular; many have been driven into the
around them often do not react favorably to this plains of human-dominated lands where they
(as reflected in the fall of Tenh). seek help to re-establish their old heartlands.
Many, too, co-exist with elves in the woodlands;
In the central Flanaess in particular, little at- where the elves are active in working with hu-
tention is paid to skin color or racial ancestry, al- man interests, so are the gnomes. Hill gnomes
though there is a growing tendency to regard often share living space with dwarves, and are a
Suel folk with suspicion (not least because of the brave, tough folk who are loyal to their neighbors
rise of the Scarlet Brotherhood). There are more and fight side by side with them.
important divisions within the lands to worry
about in these times. Who cares whether the Dwarves of the Flanaess are strong and stub-
pikeman standing next to you is Oeridian or born people. In some lands, they need help, but
Baklunish, if the enemy is a hobgoblin or a fiend are often too proud to ask for it outright; be-
in the service of Iuz? seiged Irongate, the exiled mountain dwarves
driven into the Good Hills of Keoland, and the
Deniihumans Ulek dwarves who suffered at the hands of the
Pomarj humanoids are all examples. Some of
Habits of the demihuman races are another these clans feel themselves to have been
matter. As one would expect, elven folk are wronged; the Ulek dwarves are angry with the
found in woodland and forest, dwarves in hills

Cyclopedia—The Veoyles of the Lands

elves of Celene for not giving them aid, and there Languages of the Flanaess
is strain between them and the elven-dominated
Duchy of Ulek, which sympathizes with the It is generally agreed that the greatest author-
dwarves and yet dares not rebuke Celene openly. ity on languages in Oerik is Revort Leyhar, work-
ing from the Grey College of the University of
Elsewhere, the strong mountain folk are better Greyhawk. In his 44-volume Exegesis of Lin-
placed; in Urnst, which has emerged strong after guistic Usage by the Flanaess Peoples, he ex-
the war, dwarves are learning that the old glory of haustively establishes that only five dialects are
Nyrond needs their help even to sustain its own used by enough folk to be properly called lan-
shadow. In Sunndi, the dwarves ally with the guages.
elves and gnomes, each experts at defending
their own terrains, to keep their enemies at bay. Suloise: This exists primarily as a written
language, read by those who delve into the sur-
Elves of the Flanaess are more divided. Bright viving ancient tomes of the Suel peoples. Within
Veluna has a strong elven presence that works the Scarlet Brotherhood, however, it is the only
unstintingly for good. Nyrond and Furyondy permitted spoken language for discourse with-
elves are vigilant against evil. The elves of the in the heirarchy. A derivative, Fruz (see below),
Highfolk bow no knee to Iuz, but the rulers of is spoken by the other major Suel group, the
Celene are divided and currently favor isolation- barbarians.
ism. In Sunndi, the gray elves are warlike, ag-
gressive, and hostile; in Lendore, the dominant Flan: This is the oldest language still spoken
high elves are philosophers, mystics, and other- on an everyday basis. The Tenhas speak Flan,
worldly. There is no simple racial division within albeit a somewhat debased version of the once-
the elves, either; it is not the case that high elves widespread original tongue. It is a stagnant lan-
are more inclined to be actively opposed to the guage now, and it is difficult to translate modern
evil of the Flanaess than gray or wood elves. or changing concepts into Flan because of the in-
What can one say of this timeless people? Some flexibility of its vocabulary and sytax.
are the greatest hope of the Flanaess, while some
seem to do nothing as the world threatens to col- Ancient Baklunish: This has importance as
lapse about them. one of the roots of modern Common. It is still
spoken by the Paynim tribes and among some
Humanoids tribes and clans in surrounding lands (Zeif, Tus-
mit, etc.), especially in formal addresses and for
The humanoid races of the Flanaess have his- commercial dealings.
torically been driven into the least favorable
areas—mountains, hills, barren plains, swamps, Old Oeridian: Originally believed to be al-
and marshlands. However, three lands are now most a closed language, Revort Leyhar has ex-
dominated by them. The Bone March is home to ploded this myth. He bases his case on the
ores, ogres, and gnolls; the Pomarj is the habitat obvious fact that such a tongue could not remain
of the same races, together with bugbears; and free of outside influences, as was once claimed,
the Lost Lands (previously the Grand Duchy of when those who spoke it were the most widely
Geoff and Sterich) have been overrun by ogres, disseminated and intermixed group throughout
giants, hobgoblins, and other humanoids. Iuz, of the Flanaess. Old Oeridian is the major basis of
course, has many humanoids within his lands. the Common tongue. As a written language, Old
Oeridian is used almost exclusively by many eve-
There is no common factor that unites these ryday scribes (lawyers, clerks, and the like), in
marauding monsters. The ores of the Pomarj part, as a way of maintaining a monopoly on liter-
have no alliance and no communication with the acy (by excluding mere speakers and writers of
ores of the Bone March, for example. Even the Common), and thus their gainful employment.
priesthoods of the same orcish deities have virtu- Exalted sages use yet more obscure scripts for
ally no communication. The humanoids are a
rabble, but that makes them no less dangerous.

Cyclopedia—The YeoyXes of the Lands

the same reasons. Most major archives and li- Lendorian: This is an obscure dialect of Sul-
braries have a wealth of materials written in Old oise once spoken in some of the Spindrift Isles
Oeridian. and known to a scattered few in other eastern is-
lands. It is comprehensible to Suloise and Com-
Common: Primarily derived from Ancient mon speakers, but is unrelated to Fruz.
Baklunish and Old Oeridian, Common evolved Lendorian is used primarily by seamen and sea
primarily from the need for a universal language voyagers, and is a spoken rather than written
that could be employed in trade and diplomacy tongue. Lendorian is especially rich and subtle in
and filtered down to the common folk over the its vocabulary as pertains to weather conditions
centuries. It is now the primary spoken human and natural phenomena, as befits its usage. It is
tongue in almost all nations of the Flanaess. not to be confused with Lendorian Elvish (see
below).
In addition, a handful of dialects and sub-
languages have particular importance. Alignment and Nonhuman Tongues:
These exist under standard AD&D® game rules,
Ferral: This is a derivative of an Oeridian trib- with one exception worthy of note: the Lendor-
al language, used, until recently, in the diploma- ian Elvish tongue. This is a highly complex, sym-
cy of the Iron League. Some documents which bolic language unique to the Lendore elves,
were saved from its fall (and some still extant in spoken by both the high and aquatic elves of the
Sunndi and Irongate) are written in this tongue. Lendore Isle. It fulfils the functions of philosoph-
Ferral was used primarily for command and iden- ical discourse, religious devotions, and social in-
tification purposes, being a formalized dialect tercourse. It is a language that cannot be
amounting to little more than a set of signals and voluntarily learned (one must grow up with it).
tags with poor verbal and adjectival content. It is More details of this unique language are found in
not a true living language. the Cyclopedia entry for the Lendore Isles.

Nyrondese: This is a High Oeridian dialect Names and Forms of
that mixes Common with some expressions from Address
an Oeridian tribal tongue. It is spoken in rural ar-
eas of Nyrond by peasants, shopkeepers, and Systems of naming are wide and varied in the
those who want to make comprehension of their Flanaess, with many local customs. Following
expressions difficult for those they don't trust. are some general guidelines.

Fruz (The Cold Tongue): This is the lan- Common Humanity: Most ordinary folk
guage of the frost, snow, and ice barbarians; it is have only a single name. Among those with a
predominantly Suloise with some Flan influ- trade of almost any kind, this is usually added to
ences. It has no relation to Common, and even one's name (i.e., "Gorell the Woodcutter"). If a
speakers of Suloise find it hard to comprehend. family member within a couple of generations
has some reasonable local fame, that can be sub-
Velondi: This is another Oeridian tribal stituted for the career tag (hence, "Marran, cous-
tongue spoken by rural folk and those in isolated in of Hewell the Orc-cleaver"). When traveling,
communities in Veluna and its northern borders. one's home becomes part of one's name for the
It is not comprehensible to those who speak only purpose of addressing strangers (thus, "Kendren
Common, and is purely a spoken language today. of Hookhill").

Keolandish: An offshoot of Old Oeridian Exiles: Because so many folk have fled their
with local admixtures, Keolandish has a range of original lands as refugees in the last three years, it
regional sub-dialects throughout Keoland and is common for them to use their original home-
surrounding lands. land as part of their name, whether they're com-

Cyclopedia—The Veoyles of the lands

mon humanity or adventurers. This even takes Demihumans: Elves always use family
precedence over any label linked to heroism. names, unsurprising given that siblings (and half-
Hence, the Tenha warrior Storgrim Dragonspike sibs) may be a hundred or more years apart in
would be Storgrim of Tenh, now that he is exiled age. Family names are almost invariably roman-
in Nyrond, for example. In many cases, such ex- tic, flowery words: Starglow, Laurellan,
ile is obvious (the Flan Tenhas are fairly conspic- Silverfrond, and the like. Half-elves and elves
uous in appearance), but most stress it almost who live in and around human communities may
with pride. add some local human addition to their names,
either by profession or location, when dealing
Nobles: In almost all lands, nobles are ad- with humans.
dressed by title and first name, then by family/
location as well (in a truly formal address). Lord Dwarves also use family names, and are deeply
Nellist would be happy with this address on an proud of their lineages. A first meeting with a dwarf
everyday basis, but at a court, he would be will result in him introducing himself by his first
known as Lord Nellist Egremont (family) of name, his clan, and then his ancestors ("son of, son
Woodwych (home). Of the following titles, not of, son of. . .") for several generations. Very formal
all exist in all lands, but the order of eminence is etiquette applies to this. Only a true leader among
consistent: Emperor, King, Duke, Prince, Mar- dwarves is allowed to stretch matters to six genera-
grave, Earl (Count, Plar, Graf), Viscount, Baron, tions or more (and such a dwarf uses his full name
Knight (with varying ranks of knighthood that all the time). Ordinary dwarves stick to three gen-
vary considerably from land to land). erations if they're being modest; four is the norm;
and if die dwarf gives you five, he's either being
Many exiled nobles do not use their homeland boastful or showing a lot of trust in, and friendship
as part of their name except when absolutely toward, the listener. After this formality has been
necessary, because this emphasizes the pain and established, first-name terms gradually become
embarassment of their loss. Even in formal cere- employed.
monies, a tactful host will simply introduce a
guest as "Lord Raschman," not "Lord Raschman Dwarves differ from common humans in an-
of Nevond Nevnend." Unfortunately, some un- other important way: many of those exiled from
scrupulous individuals look at this dropping of homelands and driven out as refugees (from
full formalities as an opportunity for con tricks. Sterich, the eastern Principality of Ulek, etc.) do
There are a fair number of bogus lords and not proclaim this, as many humans do, by refer-
counts in the more distant and less knowledge- ring to their old abode in their full name. It may
able parts of Keoland, Nyrond, and Veluna, pos- be that they deny their loss in this refusal to
ing as exiles and trading on the goodwill of those name their lost home. In this respect, they be-
deceived. have rather like human nobles.

Wizards: Wizards avoid long-winded names Gnomes use both a first and a family name,
and are often known simply by one name (Mor- and always hang some extra tag on it, whether
denkainen, Bigby, etc.). Often, this occurs pro- this is the family home, the place where they
gressively as a mage becomes better known, and work, or whatever seems most important to
is a sign of eminence (no one says, "Mor- them at the time (so Grimmri Fischer might be
denkainen who?" or, "which Mordenkainen?"). "Grimmri Fischer the Jester," "Grimmri Fischer of
Some mages, though, retain first and family the Highfolk," or "Grimmri Fischer, Locksmith of
name, such as Jallarzi Sallavarian of the Circle of Greyhawk").
Five.
Halflings use first names and surnames like the
Priests: Priests are known by name and the gnomes do, but they often use nicknames, pet
location of their temple, such as "Hamras of names, abbreviated names, and other devices
Leukish." Longer-winded terminologies are used that most other races find irksome and preten-
only in high church circles. tious in the extreme.

Humanoids typically use a simple first name
with a clan or tribe allegiance if it needs proclaim-
ing for any reason. Captains and clan leaders -#

~w

15

cyclopedia—The veoyles of the lands

have honorifics that typically refer to favored starbreak is roughly equivalent to until we talk
weapons, tactics for execution or torture, dis- again. Also, an ancient barbarian religious myth
gusting personal habits, or general physical tells that the end of the world begins with the fall-
prowess. To save time, such honorifics are often ing of stars from the sky as the heavens break.
linked to the clan name (so a chieftain of the Bro- Hence, until the starbreak also means forever.
ken Skull clan might be known as Arakkosh
Skullsmasher or Arakkosh Headcleaver, for ex- May the Axe grow great is an expression used
ample). among the exiled Knights of Holy Shielding. It
refers to their deity Heironeous, who possesses a
Greetings and Farewells magical axe that can shrink and expand in size.
The phrase expresses the desire to see good
A few local greetings (and some other expres- grow great, for the Shield Lands to be reclaimed,
sions of note) are listed below, for the use of trav- and is a general expression of goodwill, an en-
elers and the satisfaction of the overly curious. couragement, and a hope of better times. ••'•••••

Cold iron avail you is a common exchange be- Kill your father, eat your mother is an encour-
tween warriors among the Highfolk and in Fu- agement among the ores of the Pomarj, entreat-
ryondy, referring to the efficacy of cold iron ing the listener to evil and notable deeds. It
against certain undead (among Iuz's servants). sounds marginally more unpleasant in original or-
cish. However, if the listener's parents are both
/ spit on the Old One is an almost aggressive dead, it is a terrible insult, for it implies that the
greeting, a rejoinder to any question of one's listener is incapable of performing worthwhile
bravery, among the same folk. It can even be a acts of evil, and generally leads to a fight to the
challenge to the bravery of the one so addressed. death.

Stone endures and its variants (such as So long Forms of Proper Address
as stone endures and stone endures still!), is a
greeting and sign of friendship among those al- Travelers and anyone mixing with exalted per-
lied with Irongate, an acknowledgment of the he- sons need to know correct forms of address
roism of the dwarves there and the endurance of when dealing with nobles and knights. In the
their walled city. states of the central Flanaess, the following
forms of address are conventional:
'ware and were, friend is a greeting used be-
tween, and when meeting, rangers of the Gnar- King— Your Majesty
ley Forest, who have many friendships with Duke— Your Highness
werebears there. When used by an outsider, it Prince— Your Grace
shows politeness in that one has taken the trou- Archcleric, High Priest— Your Royal Highness
ble to learn something of the rangers' ways. Margrave, Marquis— Your Nobleness
Earl, Count, Graf, Plar— Your Eminence
Hands in your pockets, eyes on your purse! is Baron— Your Prominence
a characteristic well-wishing and farewell used in Viscount— Your Noble Lordship
the Free City of Greyhawk. It is a city ruled by
thieves, after all. Addressing a knight can be tricky; the correct
form of address may be "Your Most Honorable
Are you athought?(i.e., are you thinking?) is a Sir," "Right Honorable Sir," "Your Most Worthy
half-challenge or intimidation used by seniors of Sir," or "Worthy Sir" for knights of established or-
the Scarlet Brotherhood wishing to put juniors at ders (in decreasing order of importance), or sim-
a disadvantage. True believers should not think. ply "Sir" for a humble knight. The best guide,
They should just obey orders. when uncertain, is to use the most lofty address.
Humbler knights will not be displeased, and no-
Until the starbreak is a farewell and oath of fi- bler ones unoffended.
delity used among the barbarians. It has two dis-
tinct meanings. The exhalation of breath in the
bitter cold causes a frost and tiny cloud of snow-
flakes to fall, and those falling flakes are referred
to as "the breaking of stars." Hence, until the

Cyclopedia—The Peoples of the Lands

Symbols and Glyphs Border levies on imported coin, as well as re-
of the Flanaess duced rates of exchange for changing to local
coinage, have all but evaporated in many coun-
An assortment of standard symbols, runes, tries (Nyrond still operates a 3 % levy due to its
and sigils has evolved almost as a pictorial analog desperate financial straits).
of the Common tongue. There are times when a
few inscriptions can convey as much information Paper money in the form of promissory notes
as a hundred or more words, and when speed is has virtually no value outside of the Free City of
of the essence, leaving such a sign to alert the Greyhawk, Celene, Urnst, Perrenland, and the
unwary can save lives and souls. Wizards, sages, far northwestern lands. In most instances, it can
rangers marking the woodlands, dwarves etching be traded only to a pawnbroker or "debt collec-
stone, and many others have contributed to this tor* for a fraction of its face value.
picture-language over the centuries.
The cost of all items listed in the Players
The most common and important of these Handbook is increased in the Flanaess anywhere
symbols and signs are depicted here. Of course, outside the following lands: all barbarian lands,
individual secret societies and cults, sages, and nomad lands, Ekbir, Tusmit, Zeif, and Ull. Apply
wizards have their own marks and runes far too a basic increase of 10% to all costs, and add a
numerous to list here. The curious reader should minimum extra 10% in the following lands:
travel to the University of Greyhawk Library and Nyrond, Gran March, Keoland, the Yeomanry,
consult Zagig Yragerne's Runic Mysteries Re- Irongate, Sunndi, all areas of the Great Kingdom
vealed, or, more reliably, Jawal Severnain's Com- save the North Province and Rel Astra, what re-
pendium of Signs Magical and Mundane for mains of the Wild Coast, the lands of the Sea
further details. Princes, and all lands under the sway of Iuz.
These increased costs reflect the exhaustion of
Money in the Flanaess resources in so many lands, and the inability to
renew many of them (iron mines lost to giants
Coinage in the Flanaess is valued as follows: and humanoids, fields left untilled because so
500 copper pieces (cp) = 50 silver pieces many peasant levies have suffered grievous casu-
(sp)=10 electrum pieces (ep) = 5 gold piece alties, and the like), and also population increase
(gp) = 1 platinum piece (pp). In the Free City of due to refugees.
Greyhawk, now the dominant trade center for
the whole region, the coins are copper com- DMs are free to impose further price increases
mons, silver nobles, electrum luckies, gold orbs, in severely affected areas as they choose, and
and platinum plates. may also increase costs substantially for items
that command a premium. Examples include:
One effect of the Greyhawk Wars is that while good warhorses in Nyrond and throughout the
coinage is less willingly accepted than before (see Great Kingdom (where cavalry took a hammer-
the section on trade), if it is accepted as pay- ing on both sides); any form of boat or ship in
ment, the vendor doesn't tend to bother much Furyondy, or any trade post from which it could
about which type of gold coin is paid. Coins from easily be transported there, such as Greyhawk
Keoland are accepted in Veluna as readily as Ve- City (since so many Furyondian naval vessels
lunese coinage, if coin is accepted at all. The one and lesser boats were lost on the Whyestil Lake
exception to this is Greyhawk coinage; this is sig- in the war with Iuz); and so on. There are many
nificantly more likely to be accepted almost any- regional variations.
where than other money, even locally minted
coin. It is as if the Free City is seen not just as a Trade in the Flanaess
safe haven in troubled times, but as a bank that
can't default (or if it does, everything is lost in the Barter is now at least as important as the use of
world anyway, so why bother? Just take the coinage in almost all the Flanaess lands, and
coin!). more important in some (Nyrond, Irongate, and
Sunndi being good examples). In a time when

Cyclopedia—The Peoples of the lands

AID DRAGON, EARTH
(SV/PERNATVRAL)
EVIL WATCHER
DANGER.
DANGEROVS.

DEADLY

DARKNESS DAY

ELEMENTAL

PLANES ' EVIL POWER.

DESTRVCTIVE POWER

EVIL SERVING.

EVIL SERVANT

INFINITY. INSANITY. IRRESISTIBLE. KEY - LIFE SPAN LIGHT „
ENDLESS INDVCES OVERPOWERING LIFE

MADNESS

MOVEMENT. OPPOSITION.

TRAVEL OPPOSED

POWER TVRSVIT POSSESSION

ROYALTY SVLFVR.
REGENERATION INFERNAL

VNCERTAIN.
QUESTIONABLE

WATCHER.
VIEWER,

WARNING.
DANGER

Cyclopedia—The Veoyles of the Lands

war has exhausted so much material resource, hand is twofold: first, to rebuild and fortify de-
people know that one cannot eat coinage or wear fenses with the expectation of future conflict,
it to keep warm, nor can it be melted down to and second, to take little, and no strangers, on
make weapons or ploughshares. Even in lands trust.
where coinage is still an important medium of ex-
change, it is often the case that a person with Batten Down The Hatehes
something of value will exchange his goods for
other goods he needs rather than an equivalent The need to fortify and protect is strongest in
(or slightly greater) value in coinage. This is es- those lands and regions that border Iuz and the
pecially true in rural areas, and in towns and cit- remnants of the Great Kingdom. This takes the
ies not far from the borders of hostile lands (e.g., form of population retreat from rural areas to cit-
northern Furyondy, eastern Keoland, Ratik). ies, the building of defenses around towns and
cities of any size (but few states can afford to con-
The major effect of the Greyhawk Wars on struct major fortifications and castles), and a gen-
trade has been to depress the volume of transac- eral preparedness of local people for trouble.
tions. Most countries have far less to export than
they once did, needing to retain what they man- As an example of how common folk behave in
age to produce. Further, because of the general such times, a charming Nyrondese village that
conservatism of the times, people are reluctant ten years ago would have welcomed strangers
to undertake journeys of any significant distance and offered hospitality would now be a very dif-
to sell the produce they do have. ferent place. The village might be defended by a
wooden stockade wall, or at least by ditches.
Especially in the case of humbler products, Strangers would be regarded suspiciously, and
such as cloth and food, most folk will not travel the locals might speak Nyrondese rather than
far to sell their wares. More expensive commodi- Common in their presence.
ties such as fine wood, luxuries, ores, precious
metals, gems, and finely-crafted items are less af- Often, such a village might demand that stran-
fected, but while their prices are increased, trad- gers lay down all arms, to be taken into the cus-
ers are increasingly cautious about travel. It's a tody of the Serjeant or Constable of the place. If
good time to be a mercenary if you are happy accommodation is offered at all, it would not be
guarding merchant caravans, riverboats, and unusual for guests to be locked into their rooms
barges. for the night in a room with well-shuttered win-
dows. The local priest, even if a servant of a
Dark Times peaceable deity and perhaps only a humble, lst-
level acolyte, would have such spells as com-
Most player characters will have their homes mand and protection from evil at the ready (if
and bases in the central nonevil Flanaess lands: allowed access to the appropriate spheres of
Keoland, Veluna, Furyondy, Ulek, Urnst, spells).
Greyhawk City, Nyrond, and the lands around
these centers. Within these lands and their allies, There is a general tendency among ordinary
there is a dominant mood of the times. Above folk to hold to what one has, to trust one's family
and beyond the information contained in individ- and long-time friends and few others, and (espe-
ual entries, this atmosphere is pervasive and ba- cially in borderlands) to keep faith with the
sic to the Flanaess. Power that offers protection. A resurgence of
genuine devotion, and no little superstition, are
There is a general perception that peace is commonplace.
here, for a time. But no one believes that peace
has broken out for very long. Iuz has achieved so Trust No One . . .
much, so fast; he will hardly rest content for ever.
The Scarlet Brotherhood was unknown until a The suspiciousness of the rulers in these times
dozen years ago, and now it strangles the Azure comes primarily from the growing awareness of
Sea as a mesh of creeping vines strangles a tree. how much the Scarlet Brotherhood has
Within the beleaguered central lands, the task to achieved, and how it has achieved it. Disappear-

Cyclopedia—The Peoples of the lands

ances, kidnappings, assassinations, and lying and the latter is a minor triumph of evil, and there are
treacherous agents posing as advisors—these en- certainly those who speak out against this rising
gender distrust. tide of conservatism. They are not widely lis-
tened to.
Almost anyone who is anyone does not willing-
ly trust the advice of a stranger in these dark A Time To Adventure!
days. Priests and mages using detection spells
throng the courts of the influential; the school of Paradoxically, while caution and conservatism
Greater Divination has become remarkably well are the prevailing mood, there is also a moody,
funded even in poor countries. impulsive tendency to a degree of rashness in
many lands. When so much hangs in the bal-
Alignment languages have become more wide- ance, wisdom may dictate that putting a little re-
ly used; the social customs and politeness that source into speculative ventures may be no bad
formerly restricted its use are cast aside. Like- idea. As one example, even the notoriously tight-
wise, the polite foregoing of magical scrying fisted dwarves of Irongate are said to have paid
upon even august personages has been given up. good gold to equip a powerful adventuring party
seeking a reputed stone of controlling earth ele-
Spying and sneaking has become a tool widely mentals lost below the Abbor Alz mountains.
used by many rulers; one side-effect of this is Such -a magical treasure would be of major value
that many thieves have found themselves receiv- in fortifying Irongate's defenses. Expeditions to
ing offers of employment from a Duke or Count lost burial mounds, deadly lich mazes, ancient
who previously might have preferred them treasure sites, and the like are certainly not being
hanged. On the borderlands, rangers could for- abandoned.
ever give up sleeping and still not accomplish
more than a small part of what is asked of them. Because the central Flanaess states are unwill-
Established orders of knighthood, noble and ing to risk their own best men and women in
learned societies, and the like draw in their horns such ventures, they will often seek to employ
and speak far less than they listen. mercenary adventurers for such speculative for-
ays. Such employment will often be offered
The Law of the Lands through intermediaries, and the hirelings will of-
ten be magically scryed upon to check their
Even in many of the most civilized lands, the alignment and trustworthiness. Submitting to
rule of law is less centralized than before the quest or geas spells may be demanded if the re-
Wars. There is a strong tendency for local nobles ward offered is great. Even so, there may be no
to rule their fiefs as they see fit, although they do better time in Greyhawk's history to be a free-
not actively oppose their rulers in most cases. booter, and the Free City itself is the place to go
to become one.
In borderlands, local communities are almost a
law unto themselves, with a Serjeant or Sheriff Has Peace Really
(often elected by elders, or the whole population Broken Out?
of a village) responsible for dealing with miscre-
ants. Central authority often cannot afford to do Yes and no. The great powers of the War
more than send out militia to aid tax collectors. agreed to the Pact of Greyhawk, and certainly
There are exceptions to this; Gran March, Nyrond, Furyondy, Veluna, Ket, the remnants of
Keoland, Veluna, the Urnst and Ulek lands, and Aerdy, and Iuz have no plans for major aggres-
the lands around Greyhawk still retain pre-war sion against their former enemies. However, the
standards of law. In Furyondy and Nyrond in Scarlet Brotherhood is still well placed to con-
particular, matters are less organized. tinue its intrigues and subversions, even if tech-
nically bound not to wage war.
All this shouldn't be taken to mean that every-
one encountered along the roadside, or in cities
and towns, is wildly paranoid. Rather, folk take
wise precautions, and rulers vacillate and hesi-
tate until they have what they perceive to be all
the facts they need to make decisions. In itself,

Cyclopedia—The lands of the Flanaess

There are also places where skirmishing is vir- The Lands of the Flanaess
tually guaranteed to continue. The most obvious
locations are Geoff and Sterich, where the exiled What follows is an alphabetical guide to all na-
local people will certainly fight to regain their old tions of the Flanaess, including their history, na-
lands, but no massed battles could be fought due ture, and contemporary events. The lands that
to weakness of numbers and arms. A similar have been conquered by others still receive an
state of affairs exists in the Pomarj; Turrosh Mak individual entry, with notes on whether popula-
signed no peace treaty, and the Ulek states, and tions are exiled (and if so, where), enslaved, lost,
possibly individual interests in the Suss Forest, or simply unknown. Each entry is descriptive,
Lortmils, and Wild Coast might also skirmish with some important reference statistics on Ref-
against the Pomarj. The Vesve Forest will surely erence Card 2 (population, demihumans, hu-
see its share of skirmishing. The exiles in the manoids, major resources). The ruler of each
Hornwood are still desperately trying to fight country is given in the main entries as well as on
their way out; bandits in and around the Fellreev the reference card. A ruler noted in parentheses
Forest and the Rift Canyon still raid Iuz's forces; is the true ruler of a land, acting through a nomi-
the barbarians will raid the Great Kingdom; the nal ruler puppet or having displaced an exiled
Sea Barons aren't a peaceful bunch; Ratik and ruler.
the Bone March are at each other's throats.
There may not be war on the scale of the last Some important notes apply to the reference
three years, but mercenaries still have plenty of card statistics:
people ready to employ them, and some of those
erstwhile employers still have the funds to take • Capital and Ruler are both given in the main
them on. entry, but the card also shows the class, level,
and alignment of a nation's ruler.

• Population applies to humans only and gives
the number of relatively able-bodied adults in the

Cyclopedia—The lands of the Tlanaess

territory. The settlement of this population fol- corpses frozen from the winter that are now de-
lows standard patterns. In most lands, some composing, fertile breeding grounds for pandem-
50% of the human population will be settled ic disease. Local skirmishings will be certain in
within cities and major towns, a figure which has the lands close to humanoids. Refugee emigra-
increased sharply during and since the wars. tions may start afresh as rumors and scares create
Other communities are almost always settled by waves of panic among nervous commonfolk. Iuz
a river, lake, major trade route, or vital natural may be bound not to wage war, but creating
resource (mines being the obvious example). threatening-looking freak weather, dread omens
playing on folk superstitions, and the like are cer-
As for communications between communities, tainly not beyond him. The brief section Tales of
there are roads between major cities within each the Year of Peace toward the end of this long Cy-
state which have been well maintained in past clopedia gives some hint of what may yet befall
years and have not yet degenerated due to disre- the Flanaess.
pair. Villages, smaller towns, and border forts are
connected to such cities, and to each other, only AHLISSA: see Great Kingdom, South
by poor quality roads and cart tracks. In the Ulek Province
states, the Urnst states, Furyondy, Veluna, and
Nyrond, matters are slightly better with a superi- ALMOR: see Great Kingdom
or quality of secondary roads. However, in Fu-
ryondy and Nyrond, these are already beginning BANDIT KINGDOMS
to show the signs of neglect from the wars, and Ruler: none (Iuz)
will continue to deteriorate. Capital: largest city in strongest fiefdom,

• Races is the mix of human races to be found currently Rookroost (pop. 11,650)
in each land, with the first letter being the pre-
dominant strain. For example, OSf means that The Bandit Kingdoms were a collection of pet-
the humans are a mix of Oeridian and Suel with a ty holdings founded between 300-350 CY. Origi-
small Flan addition to the mix. nally, each little kingdom was ruled by a bandit
chieftain laying claim to a noble title, although no
• Pop. Align is the dominant alignment(s) of kingdom had much territorial stability. The dom-
the major group (humans, demihumans, or hu- inant fiefs within the lands were those of Reyhu,
manoids) within the land. Grosskopf, Dimre, Johrase, and the city of
Rookroost, each of which had rulers strong
• Demihuman and Humanoid figures apply to enough to hold their territories aginst rivals. Ban-
adults capable of fighting (a key statistic in such dits lived by raiding Tenh, the Shield Lands,
times). Sometimes, exact figures aren't available; Urnst, Nyrond (more rarely), the Theocracy of
no one is taking a census of post-war popula- the Pale, and each other. Sometimes, rival rulers
tions, and with isolated communities, estimating would temporarily ally to fend off retributive at-
exact numbers is difficult, so less exact terms are tacks from those nations.
occasionally used.
These lands have been almost wholly occu-
• Major Resources means major resources pied by the forces of Iuz since the war. The ban-
which are available. In some cases, they may not dit forces themselves are greatly divided. Some,
be currently in use. Mines lost to humanoids notably the more evil, have taken service with
won't yield ores, untilled fields may be fertile but Iuz, who uses them to crush the last vestiges of
won't yield grain. On the Reference Card, if a re- the Rovers of the Barrens and, disclaiming re-
source is currently severely underused as a direct sponsibility, to skirmish into the Theocracy and
result of the events of the wars (less than 50% of Urnst.
pre-War productivity), this is specifically noted.
Of course, certain areas may have undiscovered A number of minor servitors of Iuz control the
resources (especially of ores, gems, etc.), but recruited bandits and humanoids originally from
this is a quite different matter. the Horned Society and Iuz itself within these

Further, the figures listed may well change
sharply within even a year of the current date,
spring 585. There are still battlefields with

Cyclopedia—The lands of the Tlanaess

lands. Other bandits have fled to Urnst, granted daily life of Bisselites. They know that this is a
amnesty in return for enlisting as troops or mer- people which has a historical tradition of being a
cenaries. They often present problems for the shuttlecock between powerful neighbors, and
rulers of the lands they have fled to, due to their that given time, they will accept their new rulers.
strongly chaotic natures, drunkenness, and poor Or so the Ketites think. Imran has made plain his
discipline. Some, including the most chaotic, desire to retain Bissel's remaining mercenary and
continue to exist as bandits within these lands, homegrown troops, and pays them well.
especially in and around the Rift Canyon and the
Fellsreev Forest, and these include many from If there has been any major change, it is that
the five old powerful fiefs who still display their the Ketite priesthoods zealously seek converts
shields proudly. among the Bisselite folk, so far without discern-
ible success. Some Bisselites fled to the Gran
These bandits are skilled horsemen and gutsy March or Veluna in the face of the invaders, but
warriors despite knowing when to cut and run. most stayed, and now lead their lives much as
They are mostly untrustworthy, but they adhere before the wars.
to the belief that their enemy's enemy is their
friend and if they give a blood oath, they will die BLACKMOOR
rather than go back on their word. The women Ruler: His Luminous Preponderance Archbaron
of these lands are outnumbered by the men, but
share their characteristics, including swaggering Besmo of Blackmoor
arrogance and love of strong drink. Capital: Dantredun (pop. 700)

BISSfiL, MARCH OF This little-known land somehow escapes the
Ruler: Graf Imran Tendulkar, Shield of the Faith eyes of both the Wolf Nomads and even Iuz. Its
Capital: Thornward (pop. 4,220) original capital, from which the land takes its
name, is said to have been sacked and ruined
Bissel is a small state that has been a vassal of many years ago, but below the ruins, extensive
its greater neighbors for much of its history, ruled labyrinths still exist where men may find great
originally by Keoland, then Furyondy, and now treasures, magics, or madness and death. Nei-
Ket. It enjoyed less than a century of indepen- ther the exact location of this city, nor that of a
dence before the war, ruled by a succession of reputed "City of the Gods," which is said to exist
margraves. Both of its old rulers supported it as a in Blackmoor, is known.
buffer against Ket. Bissel traditionally employed
many mercenaries in the ranks of its armies, but The sparse population of the land is known to
their presence did not avail it when Ket invaded. be fierce in combat and sometimes aided by
monsters, which are plentiful in Blackmoor
Bissel is a fertile land, blessed with gold in the (some say that hot springs and volcanos make
Lorridges and the eastern edge of the Barrier this land habitable and create fecundity in the
Peaks, where dwarves search diligently for the monsters which maraud the land).
precious metal. The dwarven clans were used to
trading with Ket as well as Bissel, and the invad- The expedition of Archmage Marinian of Wil-
ing Ketites have been very careful to maintain lip was lost here without trace in 577 CY. While
good relations with them. the dangers of Blackmoor, both magical and
mundane, may be great in superstition and trav-
Ket's invasion of Bissel was in large part oppor- elers' tales, the fact that not even Iuz seeks do-
tunistic, and the Beygraf of Ket clearly hopes for minion here is telling indeed.
further opportunities as Iuz and Furyondy weak-
en each other. He wished the old Margrave of BONE MARCH
Bissel, Walgar, to rule as a puppet, but the old Ruler: none
soldier preferred death by ritual suicide after Capital: none; largest city is Spinecastle (pop.
signing the treaty of surrender. Graf Imran rules
instead in Beygraf Zoltan's name. 6,000)

The Ketites have not interfered much with the Originally, this land was part of the Great King-
dom of Aerdy in its full majesty. Aerdy contested

23

Cyclopedia—The lands of the Flanaess

its rulership with the barbarians, especially the CELENE, MONARCHY OF
Fruztii, for long centuries of tension and battle.
Its sinister name comes from a great battle in Ruler: Her Fey Majesty, Queen Yolande of
which the barbarian forces were vanquished, Celene, Lady Rhalta of All Elvenkind
leaving a plain of bodies so numerous that not
more than a fraction could be buried. The Capital: Enstad (pop. 7,020)
bleached bones of corpses from that epic battle
are still visible from the towers of Spinecastle. This small land has always been under the rule
of elves, and gray elves have always been domi-
In 560 CY, the humanoids of the Rakers began nant within the Great Court. Centaurs, sprites,
major forays into these lands. Turmoil within the brownies, and their kin prowl the western
Great Kingdom was so great that opposition to Welkwood and Suss Forest, jealously guarding
them could not be effectively mustered. Within Celene's borders. Celene is renowned for magnifi-
four years, the ores, gnolls, and ogres of the hills cent green wines, bards, song, and arts of the
and mountains had swept across the lands in an highest achievement—or was so, before the Wars.
orgy of pillage and slaughter. Rapacious and mer-
ciless, the humanoids attacked the North Prov- In happier days, Celene allied well with the Ul-
ince, the Theocracy of the Pale, Ratik ek states, especially the elf-dominated Duchy.
(especially), and even Nyrond. During the Wars, Historically, the states acted together against the
the humanoids continued their vicious attacks on humanoids of the Lortmil mountains, and elf and
Ratik, and Grenell, Herzog of the North Prov- dwarf worked together to this end. However,
ince, allied with the humanoids to beat off the during the wars, Celene became strongly isola-
Nyrondese advance into Almor and beyond in tionist. It did not act to help the brave dwarves
the Flinty Hills. The alliance was one of despera- and gnomes against the Pomarj invaders, even
tion, but it ground the Nyrondese armies to a though on its own borders, its own ordinary folk
halt. The Bone March humanoids gained new had long battled against them in the Suss Forest.
territory from this, in the southernmost Flinty
Hills and the northwestern Adri Forest, though Perhaps Queen Yolande was ill-advised; per-
their hold there is tenuous. haps she takes a long view, beyond the present
troubles. Certainly, there are elves in Celene
The humanoids of the Bone March still seek to who believe humanity to be only marginally less
destroy Ratik, the beleaguered gnomes of the barbarous than hobgoblins and ores. But many in
Flinty Hills, and any other territory they can ad- her realm regard the elves' failure to support
vance into; their "alliance" with the North Prov- those who trusted and loved them as cowardice,
ince has already begun to disintegrate due to the even treachery. Some elves fought with the
ill-organized and undisciplined nature of these dwarves and gnomes at the Battle of the Pass of
creatures. They have no leader, and are a quar- Celene, and they, among others, proclaim that
relsome rabble, but are numerous and hence they no longer revere the Great Court.
dangerous. The Euroz tribe of ores (who rub
their faces in the ash of burned victims when pre- A grouping of elves within Celene's own lands
paring for battle) are most numerous in Spinecas- has coalesced to oppose Yolande: the Knights of
tle, but their dominance may not last very long. Luna favor the active support of their brethren in
They are known to subject human and demi- Veluna and the Duchy of Ulek, and even support
human (especially prized) captives to unspeak- alliance with the dwarves of the Ulek states.
able degradations and tortures. They remain yet a secret society, although they
have members in the Great Court who seek to
persuade Yolande to direct support for the be-
leaguered nations of the central Flanaess.

Celene is a land in turmoil, and Yolande's dog-
ged refusal to become involved in the central
conflicts of the Flanaess goes against the spirit of
many Celenians.

DYVERS, FREE CITY OF: see Free
Regions

Cyclopedia—The Lands of the Flanaess

EKBIR, CALIPHATE OF Iuz keenly, and skirmishes against Stonefist
across the Griff Mountains are currently planned
Ruler: His Sublime Magnificence, the Caliph of by King Hundgred.
Ekbir, Xargun
Fl/RYONDY, KINGDOM OF
Capital: Ekbir City (pop. 30,650) Ruler: His Pious Majesty, King Belvor IV
Capital: Chendl (pop. 13,000)
Ekbir, the state and city, is the strongest
Baklunish settlement in the whole Flanaess. Transformed nearly 350 years ago from a Vice-
Founded by survivors of the Invoked Devasta- royalty under Aerdy rule to an independent na-
tion who fled northeast, the small port-city tion, Furyondy is a fertile land but one which has
quickly grew as northern nomads came to trade suffered greatly in the Wars. Some northern terri-
with the new settlers. The Udgru Forest offered tory has been lost to Iuz, and Chendl is still being
the Baklunish folk new opportunities for game- rebuilt after its seige, using resources this impov-
hunting, a skill hitherto unknown to them. The erished land can barely afford. Much of its naval
dominant deklo trees offered up fine timber for power was lost on the Whyestil Lake, although
building ships which ply their trade across the from Willip, a goodly remnant sails the Nyr Dyv.
Drawmij Ocean. Ekbiris are relatively peaceable It suffered grievous loss of manpower during the
people, and the events of the Greyhawk Wars battles against Iuz, although it has been rein-
have largely passed them by. forced by Shield Landers who fled here when
their homeland fell.
FROST BARBARIANS (KINGDOM OF
FRIZTII) King Belvor IV must manage a balancing act,
Ruler: His Most Warlike Majesty, King given the divisions of the seven noble houses of
the kingdom. The northern nobles have been
Hundgred of the Fruztii bled dry by the wars and desperately need
Capital: Krakenheim (pop. 3,400) money and men. The southern nobles resent the
heavy taxes, even though they know they must
The Frost Barbarians are the weakest of the pay them, and they are suspicious of excessive
three Suel peoples inhabiting the Thillronian Pe- influence on Belvor from several quarters: from
ninsula (which they name Rhizia). For nearly 30 Veluna, which has a powerful say in Furyondian
years, they have been under the thumb of the affairs given its greater strength; from the milita-
Snow Barbarians, but their defiant young king, ristic Knights of the Hart (sustained by the north-
only 20 years of age, has made it plain that he re- ern nobles) who urge a revenge campaign on Iuz;
gards the Fruztii as equals to their eastern neigh- from the ambassador of the Highfolk, allied with
bors. As yet, the Snow Barbarians have not Furyondy during the wars; and from those Vesve
brought matters to a head, because all the barbari- folk whose infantry similarly allied with the king-
ans have happily cooperated in opposing the dom. Most of Furyondy's residual army strength
Great Kingdom and allying with Ratik to fight the comes from veterans and levies raised by these
Bone March humanoids. The Fruztii are foremost nobles, and the King has no money to pay for
in friendship with Ratik; this has increased their mercenaries. Belvor feels his difficulties keenly
prominence in the barbarian alliance. and longs to rebuild his land, which he loves
deeply. He is known to finance speculative
The Frost Barbarians are a strong-willed peo- quests from his own monies.
ple, stubborn and chaotic, but honorable and
people of their word. They are fine seamen; their Yet even in such difficult times, ordinary Fu-
longboats are masterpieces of both construction ryondians are good-natured, kindly people, sun-
and decoration. They are fearless fighters and ny of disposition and not insular as so many
suffer privations and hardship without com- others are (though those close to the borders
plaint. They feast and drink to excess, and have with Iuz are less trusting). They understand the
no time for tact or manners. They do not respect need for rebuilding and protection and pay very
book learning or wizards, but they hold their heavy taxes willingly. Most believe war will come
bards (skalds) in very high esteem indeed. Like
the other barbarians, they feel the deception of

25

Cyclopedia—The lands of the flanaess

again, within a decade, and this time it will be a The Gran March is almost wholly independent
fight to the finish. They are prepared to work of Keoland now, and has been a surprising win-
hard and sacrifice all to that end. Furyondy is a ner in the post-war days. Its own troops, among
land with a glorious past, and its people do not which mailed cavalry is of exceptional quality,
forget this. suffered little in the way of casualties. It has also
received the cream of exiles from Bissel, Geoff
GEOFF, GRAND DUCHY OF (who fled there because it was nearest), and
Sterich (who fled there rather than to distrusted
Ruler: His High Radiance, Owen I, Grand Duke Keoland). This well-resourced land is now pow-
in exile (no ruler in his absence) erful despite its small size, and the words of its
ambassador are carefully listened to in Keoland,
Capital: Gorna (pop. 6,000) Veluna, and Furyondy. If the Gran March has a
lingering anger, it is concern over the fate of Bis-
The native people, an Oeridian-Suel-Flan mix, sel, with which it historically had warm relations.
have been driven from their homes by an invasion
of giants and humanoids from the Crystalmists. GREAT KINGDOM (THE KINGDOM
Some have been enslaved, some have fled into the OF AERDY)
Gran March (including the Grand Duke, exiled in
Shiboleth), and others have fled to the Ruler: (in name only) His Celestial Transcenden-
woodlands—the Dim Forest, the Oytwood, and cy, Overking of Aerdy, Archduke of Ahlissa,
some in desperate straits encircled in the Idee, and Sunndi; Suzerain of Medegia; Com-
Hornwood, where they work with wood elves to mander of the Bone March; Lord of the Sea
counterattack their invaders. Most of the original Barons; Protector of Almor and Onnwal; Het-
fine cavalry of the Grand Duchy managed to flee to man of all the Aerdi (etc., etc.), Grand Prince
the Gran March, while the bowmen of repute hid IvidV
in the woodlands, unable to escape in time.
Capital: (in name only) Rauxes (pop. 22,200)
There is little order within Geoff now, with
disorganized but numerous giants and human- The history of the Great Kingdom has been
oids simply pillaging and ruining the land, towns, exhaustively detailed in the History section.
and cities. Gorna has been settled by giants, no- Now the Great Kingdom exists only in name.
tably fomorians, who have looted the place and The title is still used by two groups: outsiders, to
smashed many buildings and monuments. Ru- refer to the whole group of fragmented lands that
mors circulate regarding wily and freakishly intel- comprise the former Kingdom; and Ivid's pathet-
ligent leaders among the giants, but no firm ic retinue who pretend that, in some sense, it still
evidence has been forthcoming. exists. The brief summary that follows can
sketch only the most general picture of these
GRAN MARCH, THE lands.
Ruler: His Most Resolute Magnitude, Magnus
In Rauxes, Ivid V (now referred to as the Un-
Vrianian, Commandant dying One) is able to extend control over but a
Capital: Hookhill (pop. 7,000) few hundred square miles. His courtiers are
mostly animus (undead) creatures or pitiful syco-
The Gran March was originally established as phants who cater to his demented delusions of
a vassal state of Keoland, based on a military- omnipotence. Daily, the Overking orders dozens
religious Order of Knighthood: the Knights of of new executions of enemies real and imagined.
the March. It has always been a militaristic land, The common people cower in their homes for
with conscription mandatory for fit males for a fear of arbitrary punishments or the pillaging of
period of up to seven years. Its independence the largely autonomous Companion Guard, the
came almost as a side-effect of the Small War be- once superbly-disciplined army which was the
tween Veluna and Furyondy, as did a change of fear of the Flanaess. It is said that fiends openly
rulership; the Commandant is now elected by stalk Ivid's court, but their motivations remain
the people from the noble houses, rather than inscrutable, and their relations with the domi-
being imposed by Keoland.

Cyclopedia—ike lands of the Flanaess

nant priesthood of Hextor are uncertain. edly one of the cruellest of the animus nobles
Outside of the Overking's own domain are now holding sway over so much of Aerdy.

many holdings governed by petty nobles, both Medegia, See of: Just as Almor is no more, so
alive and undead. They are absorbed in internal has Medegia passed into history. When Osson
conflicts, scheming against the Overking, fend- veered into Medegia and conquered large swaths
ing off attacks from outside, and their own petty of that land, the Holy Censor made the desper-
politics. Of these many areas, the following are ate mistake of heading for Rauxes in exile. Ivid's
the most important. judgment was swift; the Censor received the de-
lights of the Endless Death (being perpetually
North Province: Governed by Herzog Grace tortured while wearing a ring of regeneration),
Grenell (who is alive and not yet undead), this is which he still endures. When Ivid's armies finally
the largest and most powerful land within the crushed Osson's troops in this land, the Over-
former Great Kingdom. Grenell is an unscrupu- king ordered an orgy of brutality and destruction
lous, utterly evil man who has an alliance with inflicted on it and its inhabitants. Rape, pillage,
the humanoids of the Bone March. This unlikely torture, and the suffering of every man and wom-
military cooperation allowed the North Province an in Medegia were what Ivid ordered, and his
to fend off the incursions of Nyrond, but now army was pleased to obey. Medegia was utterly
Grenell is obliged to aid the humanoids in their despoiled, and what remains of it is barren and
persecution of Ratik. He will almost certainly underpopulated. Its few surviving inhabitants are
welch on this agreement. The capital of North bitter, twisted, and half-mad people tormented
Province is Eastfair (pop. 26,000), which is infa- by fiends and petty despots.
mous for its debaucheries at court. Grenell's no-
bles support their Herzog simply because they Throughout the remains of the Great King-
consider the alternatives too unpredictable, but dom, the ordinary people are wretched, desper-
they have no spirit of loyalty toward him. ate, and embroiled in chaos and madness. The
rich resources of the lands are utterly neglected,
South Province (Ahlissa): Ivid executed the despoiled, or ignored. Mutual trust is virtually
old ruler, Herzog Chelor, as is traditional among nonexistent, even within the ties of blood and
Naerax cousins. The pretext was Commander family in many instances. Aerdy is in utter tur-
Osson's triumphant fooling of Ahlissa and em- moil, and perhaps even Istus herself knows not
harassing toying with its armies. The new ruler is the fate of these lands in such times.
Graf Reydrich, reputed to be an archmage, who
simply slew rival candidates to the rulership. GREYHAWK, F R E E CITY O F : see Free
Reydrich has control over a fine cavalry which Regions
was not greatly reduced in strength by the Wars,
and if he seeks to subjugate his neighbors, there HIGHFOLK (Free Town and Valley of the
is not much to stop him. Reydrich is certainly Velverdyva): see Free Regions
not an animus, although it is said that he traffics
with evil creatures from the outer planes. Rey- HORNED SOCIETY
drich is known to loathe the Scarlet Brother-
hood, and to covet both Irongate and Onnwal. Ruler: High Priestess Althea, Her Most Dread
and Awful Presence (Iuz)
Almor, Prelacy of: Almor has passed from the
map of the Flanaess. Weakened and embarassed Capital: Molag (pop. 17,750)
by Osson's exploits, it was invaded by Ivid in 584
CY and its old capital, Chathold, utterly decimat- Originally a stronghold of organized humanoid
ed by the Overking's mages and priests. The ani- tribes among which hobgoblins were predomi-
mus Duke Szeffrin now rules half of the old nant, the area came under the rule of lawful evil
Almorian lands, and this creature, formerly a humans from the Bandit Kingdoms some dec-
greatly favored general in Ivid's armies, is reput- ades ago. Before the Wars, the humanoids were
content to work with humans in the cause of evil,

Cyclopedia—The Lands of the Flanaess

primarily directing their predations toward the personal honor despite their chaotic and willful
old Shield Lands. Priests of Hextor and Nerull natures. Their Jarls are proudly independent of
dominated the upper echelons and became the the King, who exercises his authority only when
governing Hierarchs, readily aided by powerful he must. The Cruskii appreciate bards as all bar-
bandit warriors and a few mages. barians do, and they also have a superstitious
half-reverence for the nomadic druids among
Iuz wholly overthrew the Hierarchs in the them, whom they believe to be chosen by the
course of the Wars; the ease with which he slew Powers and/or reincarnations of special souls.
them in the terrible Molag coup is a source of
wonder to many sages. His High Priestess Al- IDEE, COUNTY OF
thea has mockingly taken the old Hierarch title
of Most Dread and Awful Presence and rules this Ruler: Elder Brother Vasiliek, Shepherd of Idee
land with cruelty and sadism as her watchwords. Capital: Naerie (pop. 5,150)

The humanoid tribes of the lands have been well Idee seceded from Aerdy in the mid-fifth cen-
treated by Iuz and his puppet. They form essential tury when Ivid came to power. As a member of
strike forces for planned further dominion. The the Iron League, with Ahlissa as a buffer, this
more promising of them also hold sway in the old small state became prosperous through sea trade
Bandit Kingdom lands. Iuz himself laughingly re- to Onnwall and further to Nyrond, becoming a
fers to Molag as his "summer palace." major source of income in addition to ores, gold,
and livestock. However, the string of northern
Rumors continue to circulate that one or more castles which the Counts of Idee built along their
unnamed Hierarchs managed to escape the northern border, fearing Aerdy, were useless
slaughter of the Blood-Moon Festival and have against the internal subversion and southern in-
taken refuge in the southwestern spur of the vasion from the sea mounted by the Scarlet
Fellreev Forest (or elsewhere, depending on the Brotherhood, and Idee collapsed in a matter of
rumor). From there, they seek to push back the days.
borders of Iuz's influence with the aid of the
Power they serve. Few folk escaped, although Duke Coriell and

ICE BARBARIANS (KINGDOM OF a powerful militia contingent managed to flee to
CRUSKII) .
Irongate. The local population is now ruled
Ruler: His Ferocious Majesty, Lolgoff Bearhear,
King of Cruski; Faastal of all the Suelii harshly by the Scarlet Brotherhood, who exert a

Capital: Glot (pop. 5,000) reign of terror, combining scouring the land for

The Ice Barbarians are an utterly chaotic skilled converts to their cause with spying and
bunch, inhabiting the bitter northern and eastern
edges of the Thillonrian Peninsula. They are for- repression. It is rumored that many people have
midable seamen, raiding west along the northern
coast of Stonefist (in summer when the break-up been carried off for use in the sinister breeding
of ice allows this), allying with other barbarians
to raid the Bone March or the North Province, or programs of the Brotherhood, and that the west-
sometimes simply raiding the other barbarians or
Ratik. ern Menowood is infiltrated by Hepmonaland

Their most despised enemies, however, are savages imported by Vasiliek. Hard facts are diffi-
the Sea Barons, with whom they fight an endless
series of sea skirmishes. In recent years, the cult to obtain. •. • . •
Cruskii have been more reliable allies with the
other barbarians and most of their marauding has IRONGATE, FREE CITY OF: see Free
been directed toward the North Province. Regions

Like other barbarians, the Cruskii are proud, IUZ, LANDS OF
strong, fierce folk with a determined sense of
Ruler: Iuz the Old
Capital: Dorakaa (pop. 11,150)

Iuz's control now extends over a vast swath of
territory in the northcentral Flanaess. Iuz himself
is believed to have been born a cambion, a cross
between a great tanar'ri lord and a female human

Cyclopedia—The lands of the Flanaess

necromancer, Iggwilv. He can take the form of a seek more. His homeland is not rich in resources
red-skinned, green-eyed fiend, or that of an al- and he may be able to sustain his empire only by
most skeletal old man, as he chooses. pillaging richer, more fecund lands.

While Iuz was locked beneath Castle KEOLAM)
Greyhawk, his homeland was able to wait for its Ruler: His Peerless Majesty, King Kimbertos
master because his proximate servants con-
trolled the humanoid rabble (ores, goblins, and Skotti
especially hobgoblins, swollen by recruitment Capital: Niole Dra (pop. 23,550)
from the old Horned Society lands). When Iuz
was freed in 570 CY, he had great plans for the A kingdom of great antiquity, Keoland has har-
Flanaess. Risen to the power of a demi-god, Iuz bored territorial ambitions regarding its neigh-
has achieved more than a few of his initial goals. bors for centuries. Both Ket and Veluna have had
reason to fear Keoland's armies in the past. Mili-
Iuz's capital city, Dorakaa, is a place of hid- tary defeats by Ket, the disapproval of the east-
eous, calculating evil. Iuz toys with his greater ern elves, and the Veluna/Furyondy alliance
and lesser circles of advisers, collectively known which drove back Keolandish troops in the Short
as the Boneheart, and walks the nightmare halls War led to the formation of the Gran March and
of his palace conversing with all manner of Bissel as northern tributary states which gradu-
fiends, drow, and fell things. It is almost certain ally assumed greater independence. Sterich, to
that within Dorakaa there is a magical portal to the west, also gained more and more freedom.
the Abyss, allowing fiends to be drawn to Iuz's
halls and service. The Boneheart are no weak- During the wars, Keoland was reluctant to aid
lings, and include powerful necromancers, High Veluna and Furyondy against Iuz, and when
Priests, and even an illusionist. Iuz has rewarded Sterich was threatened, King Skotti tried to ne-
some of them with token rulership of the new gotiate a treaty that would reestablish Keolandish
lands of his empire. control over Sterich in return for military aid. He
dithered long enough over the details for Sterich
Terrifying tales circulate about events in the to fall in the interim. The subsequent attacks
lands of Iuz. His priests are known to carry ebo- from the lands of the Sea Princes, both by land
ny staves tipped with silver and bound skulls, and sea, gave Keoland a warning that it could not
and these staves are said to have undead- play politics much longer.
animating powers and the ability to spit acid and
weave warding magics. The fiends in Iuz's armies Keolandish armies are well prepared and
are bad enough, but Iuz can also summon vast equipped, with heavy cavalry traditionally re-
storms of ferocious ravens and bony bat-like cruited from noble houses, fine light cavalry le-
magical creatures from the Outer Planes. Baony thal with crossbows, and demihuman
(golemlike beings with malign intelligence and contingents from provinces close to Ulek. None-
mind-enfeebling gaze) are reported by some who theless, Keoland suffered significant losses in
have fled with their lives. Half-sentient, strength- battles to the north and along its southern bor-
sapping, freezing fogs have been said to follow ders, also losing a little territory along the Dread-
fleeing refugees on the borders. A steady stream wood. Politically, the Gran March and Ulek are
of victims from all the new lands subject to Iuz's now important determinants of Keolandish pol-
rule is herded toward Dorakaa along the High- icy. Skotti is being forced to listen, and there is
way of Skulls. The nature of their dispatch does less of a swagger about Keolandish nobility after
not bear thinking about. the wars.

Iuz lost a large part of his humanoid armies in Keoland is a country rich in staples, with some
the battles with Furyondy, and has his work cut gems and gold in its hills, but it badly needs time
out simply keeping control of his new lands and to retrench and rebuild. Skotti does not care for
dealing with rebellious bandits, especially the what he must accept from other lands while
brave guerrilla fighters of the Vesve Forest, who Keoland replenishes its own riches.
are supported by the Highfolk. For the time be-
ing, Iuz needs to secure what he has rather than

CycloyeAia—The lands of the Flanaess

KET Aerdy as it then was. They simply informed the
humans that the time had come for the elves to
Ruler: His Illustrious Glory, Beygraf Zoltan, use the whole island chain for religious purposes,
Shield of the True Faith and no mere humans would be allowed to get in
the way. A minority were permitted to stay as
Capital: Lopolla (pop. 22,000) humble fisherfolk and laborers.

Ket is the easternmost Baklunish state and a The entire island chain is now shrouded in
trading center between the central Flanaess and magical fogs and illusions which form an almost
the Bakluni lands to the west. Its people are pre- unnavigable barrier to the outside world. Only
dominantly Baklunish, but there is a racial mix; elves drawn to Lendore can find their way there
trade brings exchange and intermingling of peo- readily. When elves leave the mortal world, they
ples, after all. have their own secret places of safe passage and
departure, and Lendore is the most important of
Zoltan's court is an odd mix of eastern and these within the Flanaess. It is said to be watch-
western influences; while the Baklunish goddess- ed over by no less than a dozen full Patriarchs
es Istus and Xan Yae are widely revered, the and Matriarchs of the goddess Sehanine.
manner of their reverencing is distinctly western,
for example. Obviously, very little in the way of information
about transformed Lendore filters back to the or-
Ketite raiding parties have been known to make dinary, mundane world. One story is almost cer-
forays into other Baklunish lands, but Ket has al- tainly true, however. The elves of Lendore speak
ways feared the might of Keoland in particular, and a unique, highly complex tongue: Lendorian El-
with good cause. Its alliance with Iuz served the vish. It is not learned in a normal manner. Rath-
twin purpose of establishing Bissel as a buffer and er, an elf newly arrived in Lendore gradually
controlling the vital trade route through the develops an understanding of the language as it is
Bramblewood Pass. Ket is not a fertile land, with implanted into his mind in a series of revelatory
better pasturage than wheatland, but its reserves of stages. This is said to parallel a growingly other-
copper and gold from the southern Yatils are good, worldly nature, drawing the elf painlessly away
and it is a prosperous land. Ket's rulers smilingly from his attachments to matters mundane. It is
dismiss any notion of further territorial ambitions, also fairly certain that Lendore is an intensely
and they may be telling the truth, though the Ve- magical land, but how this may manifest, the
lunese would say otherwise. elves do not say.

LENDORE ISLES LORDSHIP OF THE ISLES (PRINCI-
PALITY OF)
Ruler: The Most Radiant Bow of Sehanine, Orb
of the Heavens, High Priest Anfaren Ruler: (in name) His Exalted Highness, Prince
Silverbrow Frolmar Ingerskatti (Scarlet Brotherhood)

Capital: Lo Reltarma (pop. 3,200) Capital: Sulward (pop. 5,000)

These islands have always been a mystery, due This scattered principality stretches across
to their native aquatic and high elves who kid- seven islands lying between the Tilva Strait and
napped intruders into their realm and did not re- southern Lendore, and was originally occupied
lease any to tell tales. Both the Sea Barons and by pirates. The pirates soon found that trade (es-
the Lordship of the Isles kept well away from the pecially from Hepmonaland up to the Great
six isles in this chain, save Lendore Isle itself. Kingdom) and exacting tribute from trade vessels
This was populated by Suel-dominated humans passing through the Tilva Strait offered much
who conducted much trade with the continent easier living.
and paid the Barons and Lords to allow their
ships to pass safely. During the wars, the former prince, Latmac
Ranold, was suddenly deposed and replaced by a
In 583 CY, the elves moved swiftly to subju- Scarlet Brotherhood puppet, who at once re-
gate Lendore Isle, offering the humans safe pas- moved the islands from the ranks of the Iron
sage to the Sea Barons, the Lordship of the Isles,
Medegia, or elsewhere along the east coast of

Cyclopedia—The lands of the Flanaess

League and allied the lands with the mysterious The establishment of Nyrond in 356 CY
brothers. Scarlet Brotherhood agents are now in marked the beginning of the end of the Great
almost all positions of power within the lands. Kingdom. But over successive decades, Nyrond
itself underwent an imperialist phase, seeking to
The Lordship's vessels still trade with the an- bend both the Theocracy of the Pale and the
archic states of south and east Aerdy, and con- Urnst states to its will. The great Council of Rel
tinue to fight the Sea Barons as they always have. Mord, called by King Dunstan I, led to the recall
However, the Brotherhood also uses the fleet to of Nyrondese troops from those lands and the
ferry people and cargoes to Onnwall, Idee, and creation of treaties with them, as well as with the
across the Azure Sea to the Sea Princes. nascent Iron League, which Nyrond supported
with economic aid.
A handful of the original Lords of the Isles
managed to escape with their vessels to Dull- For over a century thereafter, Nyrond was a
strand when they saw how the Brotherhood bastion of strength and good, the great protector
would subjugate them, but they have found little of the Flanaess against the Great Kingdom. Its
welcome there. Those who sailed northward armies were numerous and strong, with legend-
met gleeful Sea Baron warships only too happy to ary elven and halfling scouting troops, and its
sink them. The Lordship of the Isles is now treaties with the Urnst states allowed it to call on
wholly controlled by the Scarlet Brotherhood. great military strength. The Nyrondese navy
dominated Relmor Bay and the eastern Sea of
MEDEGIA, S E E OF: see Great Kingdom Gearnat. Nyrondese mages were of famed
power, and the nation's artisans and scholars
NYROND, KINGDOM OF were renowned throughout the Flanaess. The
Ruler: His August Supremacy, Altmeister of all cities of Nyrond were marvels of architecture
and vision.
the Aerdi, King Archbold III
Capital: Rel Mord (pop. 34,200)

Cyclopedia—The lands of the Flanaess

The war against the Great Kingdom cost the creatures possessed of great strength and an
Nyrondese armies dear, with almost 70,000 ca- acute sense of smell. The Brotherhood is said to
sualties, and it exhausted Nyrond's coffers, al- be experimenting with them in breeding pro-
though its navy remains strong. Territory has grams.
been lost around the northeastern portion of Re-
lmor Bay, and while the remains of Almor which ONNWAL, STATE OF
hold those lands could be retaken by any moder- Ruler: Exalted Sister Kuranyie, Shepherd of
ate army, Nyrond has not the strength or will to
do so. Onnwal
Capital: Scant (pop. 4,200)
Internally, the murderously high levels of taxa-
tion, which the King is forced to exact to main- Originally part of the South Province, Onnwall
tain vigilance against Iuz on the northwest as well was a founding member of the Iron League. Its
as the Bone March humanoids across the Flinty fine defenses against land invasion (the Head-
Hills, has made the peasants and common folk lands), together with that alliance, made it a
rebellious. Tax riots have had to be quelled in strong, free state. Onnwal had significant sea
and around the major northern trade town of power, and together with Idee, formed a power-
Midmeadow. Some farmers plead that they can- ful trading center and naval base. Periodic sea
not even afford seed to sow their fields, and raids from the navy of the Herzog of South Prov-
many livestock have been killed for food. The ince were easily fended off, sometimes with se-
vital silver mines of the Flinty Hills still yield cret support from Nyrond men-of-war.
their treasure, and this, with aid from Urnst, is all
that keeps Nyrond going. Onnwal was an excellent resource for the Scar-
let Brotherhood to acquire through its treachery.
Further, Nyrond has suffered an exodus of In addition to most of its fleet (a few vessels es-
many of its best artisans, mages, scholars, and caped up the Nesse river and into Nyrond), On-
skilled folk, who have left for the richer Urnst nwall yielded platinum and silver mines in the
states or for the Free City of Greyhawk. King Headlands, although clans of determined
Archbold and his advisers engage in desperate dwarves still control a significant percentage of
diplomacy from Keoland to the Theocracy, but these and manage to ship their products out
with so little to offer, Nyrond's influence is weak. through Irongate, via a long network of under-
Its major supporters are the Urnst states, who ground tunnels.
fear Nyrond's fall, which would leave them with
Iuz to the north and anarchy to the east. Scant is an exceptionally well-fortified port,
virtually impregnable to land or naval assault, but
OLMAN ISLANDS it fell from within at the hands of Brotherhood
Ruler: Brother Schelepak, Shepherd of the assassins.

Olman Islands The ordinary folk of Onnwal are terrified of
Capital: none their new masters, and an especially cruel ruler
imposes on this land. Because Onnwallers try to
This small and seemingly insignificant pair of escape by sea across the Sea of Gearnat, Kura-
islands has stategic importance, especially with nyie keeps hostages from almost every family in
the newly-established small port of Narisban al- the land, executing them if their relatives dare to
lowing the Scarlet Brotherhood to wholly control escape.
the passage of ships into and from the Densac
Gulf. The original inhabitants of the islands are PALE, THEOCRACY OF THE
related to the Amedio savages and have been en-
slaved by the Brotherhood. Ruler: His Worshipful Mercy, Supreme Prelate
of the Pale, Theocrat Ogon Tillit
Other important features of these islands are
the fine fruit trees of the southern island, which Capital: Wintershiven (pop. 23,400)
allow ships to replenish their stocks, and the
presence on the same island of agile, lemurlike ••••••-V#-

The Theocracy of the Pale emerged as a state
wholly free of Nyrondese dominance at the
Council of Rel Mord, and has evolved into an ec-

•'•-••••"•••&

32

Cyclopedia—The lands of the vlanaess

clesiastical state of notorious intolerance. The each holding office for eight years at most.
entire church hierarchy is devoted to the rever- Perrenland is prosperous, trading with the
ence of Pholtus in his Lawful Neutral aspect
(elsewhere, this is taken as a very one-sided view northern nomads who need manufactured items
of this god). Virtually all government is under the and tools. Perren folk fish the rich waters of Lake
rule of the church, which has its own bureaucra- Quag in the summer. Trade with Veluna, Furyon-
cy of byzantine complexity. dy, and the Baklunish states to the west is brisk.
Perrenland smoked cheeses are famed through-
The Theocracy stayed well out of the out the central Flanaess.
Greyhawk Wars, regarding everyone involved as
degenerate heretics. It was ignored by other na- Perrenland benefits from excellent natural de-
tions; although its standing army is typically only fenses and mountain soldiers. Heavy cavalry,
4,000 strong, the Church Militant is a paramili- drawn from the fine plains around Schwartzen-
tary body of warriors and warrior-priests who are bruin, is of excellent quality and morale. None-
among the most disciplined, bravest, and best- theless, during the Wars, the Perrenlanders
equipped troops the Flanaess has ever seen. Pa- feared the might of Iuz and had no natural ally to
trolling the borders of the Theocracy, they easily call upon, having maintained cool relations with
fend off incursions by humanoids from the Rak- Ket and Furyondy for historical reasons. The
ers and Griffs or rabble from the Bandit King- Voorman Franz thus made a formal agreement
doms and Tenh. with Iuz, which basically maintained Per-
renland's security, but did not involve granting
The Theocracy's lands are not good for grow- Iuz any aid.
ing crops, and it is forced to trade with Urnst for
food. The Theocracy formerly traded with Perrenland wishes to be isolationist, but it
Nyrond for food, but Nyrond can no longer af- needs trade at the same time, and with Ket's an-
ford exports. Silver and gems are the core re- nexation of Bissel, it is forced to deal more with
source of the Theocracy. Its people are deeply that state now than previously. Perrenlanders are
religious, hard-working folk whose idea of fun is deeply suspicious of foreigners, and trade mis-
singing hymns. A Theocracy saying is, "Cold sions to this land are escorted by Perrenland mili-
weather is Pholtus's way of telling you to throw tary from the moment they cross the border,
another heretic on the fire." which is well patrolled.

PERRENLAN1), CONCATENATED PLAINS OF THE PAYMMS (TRIBES
CANTONS OF OF)

Ruler: Voorman of All Perrenland, His Gravity Ruler: various nomadic leaders
Karenin Capital: none

Capital: Schwartzenbruin (pop. 26,000) Only a small part of the rolling plains inhabited
by nomadic Baklunish tribes falls within the Fla-
The original Flan dwellers of this land were es- naess. That part which does is sometimes devoid
pecially fierce folk. Intermixing with other races of human life, and at other times swarms with
was a slow process. They were subjected to the horsemen, livestock, and the tents and yurts of a
aggressive territorial ambitions of Ket (fairly fre- dozen nomadic tribes. These nomads move out
quently) and Furyondy (during its expansionist of the Dry Steppes in hot summers which make
phase), but vigorously fought off the invaders. that area a parched wasteland, and return to find
Their pike- and polearm-hefting hill and moun- forage in the wet season.
tain troops were experts at warfare on the bor-
ders. Each tribe is ruled by a noble, an Amir or
Khan; greater nobles are referred to as Ilkhan,
The various clans of the land united around Orakhon, or Shah. Leaders of royal rank and lin-
400 CY under the leadership of the strongest eage are known as Tarkhan, Padishah, or Kha
clan voorman, Perren, after whom the land is Khan.
named. Clan holds were marked into cantons,
and the clan leaders elected a series of rulers, These horsemen are poorly armored, using
only a variety of animal skins equivalent to tough .

Cyclopedia—The Lands of the flanaess

leather, but they are highly mobile and of un- together, but further attempts at conquest would
equalled skill. They employ bows made of ani- bring him up against the united Ulek states, the
mal horn and scimitars and similar curved Wild Coast cities now under Greyhawk's sway, or
swords. A few employ a long, slender lance and into Celene, each of which would offer powerful
mace or flail. Their horses are very hardy and are opposition. Yet his bloodthirsty and mostly cha-
accustomed to harsh treatment. otic humanoids were roused with a cry to "re-
claim their birthright," and they look to the
Socially, family ties are very strong. Honor and Lortmils still. In the interim, by no means do all
face are central factors in the precisely-observed of the clan leaders wholly respect Turrosh's lead-
social rituals and ceremonies which govern much ership, and the Pomarj may yet fragment anew.
of these people's lives. Ancestor worship and a
belief that the spirits of ancestors watch the RATIK, ARCHBARONY OF
deeds of the living are important to their religion. Ruler: His Valorous Prominence, Lord Baron of
A handful of wizards among them are regarded
with great awe and superstition, usually living Ratik, Lexnol
alone in tents pitched some distance from the Capital: Marner (pop. 3,400)
main camps. Only nobles usually converse with
wizards. Ratik marks the northernmost part of great
Aerdy's expansion in the heady days of old em-
The nomads trade with Ket, Ull (which has a pire and dominion. Its magnificent pine forests
settled Paynim tribe), Zeif, Ekbir, and Tusmit. offer excellent material for shipbuilding, and the
These nations (especially Ket) have employed land was heavily protected by good military to
Paynim horsemen as mercenaries, against each fend off the Frost Barbarians and, indeed, make
other or for forays east. preemptive strikes against them.

POMARJ, THE Ratik was made a Barony by an Overking de-
Ruler: His Most Ferocious Majesty, the Despot lighted at one firm repulsion of a barbarian fleet,
and has been fortunate in having a succession of
Turrosh Mak barons who have been distinctly more wise and
Capital: Stoneheim (pop. 5,200) benign than most Aerdy nobles. For this reason,
the mountain dwarves and gnomes of the Rakers
This rich peninsula was originally a collection have worked and traded on good terms with the
of small states governed by the Prince of Ulek, humans here.
but the local nobles drove out the Uleks and gov-
erned themselves until the early sixth century. Ratik's relationship with the Great Kingdom
As forces from Ulek, Veluna, and the demi- cooled following the ascension of the House of
humans of the Kron Hills combined to drive vast Naelax in the Kingdom, which increasingly ne-
tribes of ores and goblins out of the Lortmil glected this little state. When the Bone March
mountains, the humanoids fled south and east, was overrun with humanoids, Ratik began to
easily overrunning the lazy and disorganized hu- court the Frost Barbarians, and formed an un-
man inhabitants and securing their strongholds. likely alliance with them to jointly raid the Bone
March and North Province.
Certainly, a number of wicked humans allied
with the invaders, and mercenaries were bought Ratik's population is not great, so the people
with gold from the Stoneheim mines and moon- here can only hold their land against humanoids
stones from the Drachensgrab hills. For a time, and not decisively repulse them. Ratik men and
the human bandits were the rulers here, but with women are all militarily trained, and conscription
the ascendance of Turrosh Mak shortly before is universal. Specialized woodsman troops with
the war, this changed. Turrosh, a half-ore warrior, bows as well as sling-firing hillrunners are among
united the humanoids and made swift strikes to the cream of Ratik's forces. Ratik is not wealthy,
annex the eastern half of the Principality of Ulek despite its fine natural resources, since it has few
and the southern half of the old Wild Coast customers plying trade. The Sea Barons and
lands. Frost Barbarians buy wood here still; however,
trade with the Theocracy is slow, and trade with
At present, Turrosh is able to hold his kingdom

34

Cyclopedia—The Lands of the Flanaess

cities of the North Province is extremely low. racism which seeks to subjugate all of the Fla-
Ratikers are now even more insular and self- naess to the rule of the Suloise (despite its wide-
reliant than before the war. spread use of humanoid troops), and which
embraces evil as the only hope of achieving this
REL ASTRA, CITY OF: see Free Regions end. Members of the Brotherhood are referred
to, unsurprisingly, as Brothers, with seniors in
ROVERS OF THE BARRENS the rigid hierarchy being referred to as Elder
Ruler: His Mighty Lordship, the Ataman of the Brother.

Standards, Durishi Great Hound, Chief of the The Brotherhood appears to have three dis-
Wardogs tinct echelons. At the bottom are thieves, mostly
Capital: none of chaotic evil alignment. Their leader is known
by the unique title of Elder Cousin. Intermediate
The Rovers are remnants of original Flan are the assassins, who are warriors, thieves with
tribes who eked out a poor living from banditry special skills relevant to silent slaying, and rare
in these chill and barren lands. Over the centu- mages and thief-mages. Most of the assassins are
ries, marauding Oeridian and Suel invaders, the believed to be neutral evil. Heading the organiza-
hostility of the Wolf Nomads, and humanoid at- tion are self-styled monks who live in cloisters
tacks reduced the Rovers population, and before and lead rigidly ascetic lives. Most are lawful evil
the Wars, there were just four clans of a handful in alignment and include a few warriors, some
of tribes each, which had once foolishly tried to mages, and a handful of priests. These priests re-
attack Iuz. Iuz did not forget that attack, and pin- main extremely secretive about their religion,
cered the remnants of the Rovers with attacks which is not exported to the new dominions the
from Stonefist, supplemented by later culling Brotherhood holds. One terrible name has been
forays from the land of Iuz and humanoids from mentioned in this context: Tharizdun.
the Bandit Kingdoms.
During the wars, the Brotherhood emerged as
A pathetic remnant of Rovers still clings to sur- major winners, gaining control of the southern
vival in the Wastes, but their land is now occu- waters. Its thieves made excellent spies and its
pied by marauding bands of Iuz's forces. The assassins brought whole nations to their knees.
Rovers of the Barrens are effectively no more. The scarlet-clad monks who followed to admin-
Their old lands have not been settled with any ister the new satellite states had the way paved
permanent citadels or towns by Iuz, who is hap- for them by ruthless cunning and ingenuity.
py to allow his fiends and humanoids to stalk
whatever prey they can find there. Although the Scarlet Brotherhood's ultimate
goal is known, only guesses can be made con-
SCARLET BROTHERHOOD, THE cerning much of its activities. The Brotherhood
Ruler: His Peerless Serenity, the Father of Obe- has made extensive forays into Hepmonaland
and the Amedio Jungle, both home to "degener-
dience, Korenth Zan ate" Suel people. It has seemed extraordinarily
Capital: Unknown (see below) easy for the Brotherhood to recruit veritable arm-
ies of the jungle dwellers to aid their campaigns
Accurate information concerning the Scarlet and keep order in invaded states. Hepmonaland
Brotherhood is notoriously hard to locate, be- is very rich in resources, including rare woods,
cause of its paranoid secrecy and the unreliability spices, ivory, gems, and platinum, and this has
of those sources who lay claim to knowledge of swollen the Brotherhood's coffers considerably.
it. However, what is known with some certainty
is as follows. The Brotherhood is also rumored to have ex-
tensive breeding programs, both for people and
For at least several generations, a Suel order of monsters. The monster-breeding is said to be
monastic militarists has dwelt in the closed city concentrated in endless underground catacombs
of Kro Terlep and the remote plateau south of it. below a great and splendid secret-shrouded capi-
During this time, the religion and precepts of the tal city, somewhere on or below the southern pla-
Brotherhood formed. The order is one of Suel teau. Exactly what the Brotherhood is creating

Cyclopedia—The lands of the Flanaess

there is unknown, although rumors circulate of sad mishap early in Aerdy's entry into the
freak, fire-resistant, red-skinned trolls in the hills Greyhawk Wars. He choked on a fishbone stuck
beyond Irongate, heading from Idee (controlled in his throat (although some say the dagger
by the Brotherhood); acid-squirting otyughs in which had impaled the fishbone first did the im-
the Vast Swamp; and great spiders with le- portant damage). Under Admiral Basmajian, the
murlike arms in the trees of the Dreadwood. Sea Barons remained out of the Wars and kept
Many fear that the Hool Marshes may be infest- their fleets largely confined to their ports and the
ed with other specialized monsters, so that the Solnor Ocean. The Sea Barons now raid parts of
Brotherhood may have designs on the Yeomanry. the eastern coast of Aerdy (though they trade
The folk of Sunndi keep vigilant watch for mu- with Rel Astra), skirmish with Lendore and the
tants and fell things in the Vast Swamp. Lordship of the Isles, and prefer to avoid need-
less combats with the barbarians.
So far as the human breeding program is con-
cerned, the Father of Obedience sanctions all The seamen and barons here are very uncer-
marriages within the Brotherhood and orders the tain of their future, not knowing with whom to
slaying of infants born outside approved pairings. ally. They have kept Scarlet Brotherhood "advis-
Brothers and Sisters of the order are often in- ers" at a safe distance after seeing what happened
structed to mate in order to test how certain pair- to Latmac Ranold. Basmajian himself is believed
ings produce offspring. Disappearances of to favor an alliance with Ratik and the Frost Bar-
people with Suel blood from the old Iron League barians, but it will be years before the other bar-
nations suggest that the Brotherhood is eager to ons agree to any kind of binding concord.
expand its programs.
SEA PRINCES, HOLD OF THE
The most hideous rumors concern the at-
tempted interbreeding of monsters with cap- Ruler: Elder Brother Hammandaturian,
tured humans and demihumans. No firm Shepherd of the Sea Princes
evidence exists of such abominations, but the ru-
mors are persistent. Capital: Monmurg (pop. 15,500)

Finally, the number of agents the Brotherhood The Sea Princes come from old piratical stock
has still in foreign lands is unknown. based on Jetsom, Flotsom, and Fairwind Isles.
They preyed on Keoland's southern borders and
SEA BARONS extended their pillage as far as the Pomarj and
Ruler: His Noble Prominence Basmajian Arras, beyond at the height of their power. Keolandish
naval strength subdued them at the Battle of Jet-
Lord High Admiral of Asperdi, Commander som Island, and the wiser Sea Princes turned to
of the Sea Barons an easier target—the Amedio Jungle—and trade
Capital: Asperdi of the ivory, spices, and woods found there.
Eventually, the lands south of the Hool Marshes
The people of these lands are a mix of Oeri- became settled, and the Princes practiced less
dian and Flan. Centuries ago, the Overking es- and less raiding outside of Amedio.
tablished four baronial island fiefs here,
instructing each to build squadrons of ships and Before the war, the Sea Princes had superb
compete with each other. Whichever proved vessels and well-trained sailors, and were peace-
best in naval warfare would be appointed su- able if unscrupulous merchants. The most objec-
preme baron, admiral of Aerdy, and be duly re- tionable aspect of their country was the
warded with Imperial favor. Old Baron Asperdi institution of slavery, to which many Amedians
won the contest, and now, the baron of that is- were wretchedly subjected.
land rules the Sea Barons.
The Sea Princes were forced to surrender to
The main duties of the Barons in serving Aer- the Scarlet Brotherhood without a battle being
dy were to fight off the Frost and Ice Barbarians fought. Of the 30 leading nobles, 27 were dead
and the Lordship of the Isles, which they carried at the hands of assassins within a week of initially
out without great enthusiasm. laughing away the demand for their surrender.
The handful left to sign did so readily. Now these
The old High Admiral, Sencho Foy, suffered a

Cyclopedia—The lands of the Ylanaess

lands are ruled with an iron grip by the Brother- and his generals myopically peering north and
hood, who has imported more "savages" into the ensured the vital element of surprise. Nearly half
land. And since this land is so much farther from the knights of the lands fell in the strategic re-
their own land than their other conquests, a treat to Admundfort. Armies were evacuated in
handful of powerful mages, together with well- large measure across the Nyr Dyv to Furyondy,
trained and vicious monsters, were also import- Dyvers, Urnst, and Greyhawk before Admund-
ed. Trained tyrgs and high-morale norkers are fort fell to Iuz. Iuz gleefully installed fiends as a
used for patrols by the invaders. Few of the local mock council of nobles in Admundfort, presided
people were able to flee to the Yeomanry or over by an especially cruel and sadistic marilith.
Keoland, so swift was the fall of the Sea Princes. Holmer himself was taken to the dungeons of
Virtually none of the ships in its superb fleets Dorakaa, to an unknown fate.
were kept from the hands of the Brotherhood.
Exiled Knights of Holy Shielding are found in
The seamen of these lands now sail as ordered Greyhawk, Dyvers, Urnst, and in exile in Willip.
by the Brothers; no ship is allowed to set sail Since Holmer's presumed death, his cousin Ka-
without a significant number of Brothers on tarina has taken his title and leads the Knights as
board. Inland, there is a slow trickle of people a negotiator and representative; she is a young
into the southern Yeomanry, but the Hool Marsh- paladin of Heironeous and makes up with cha-
es are the death of most of these would-be exiles. risma what she lacks in tact. The Knights are
Those who escape speak of tyrannical rule, ex- proud and valorous men and women, and to have
emplary public executions for misdemeanors, hit hard times in which some must work as mer-
and a climate of terror in the land. cenaries and bodyguards for merchants does not
rest easy on their pride.
SHIELD LANDS, THE
SNOW BARBARIANS (KINGDOM OF
Ruler: Her Most Honorable Ladyship, Countess SCHNAI)
Katarina of Walworth, Knight Commander of
the Shield Lands, in exile (Iuz) Ruler: His Bellicose Majesty, King Ingemar
Hartensen of the Schnai
Capital: Amundfort (pop. 6,200)
Capital: Soull (pop. 5,500)
The growth of the Shield Lands was a direct
result of the reaction by nobles with lands just The Snow Barbarians are the strongest and
north of the Nyr Dyv to the growth of the Bandit most numerous of the northern Suel peoples.
Kingdoms. The Earl of Walworth was chosen as They claim suzerainty over all the barbarian peo-
Knight Commander, given Walworth's strategic ples, especially the Cruskii, and are rather pa-
island location with the only major city (and that tronizing toward them. However, they have
being a fortified port). A holy order, the Knights allied with their fellows against the Great King-
of Holy Shielding, was consecrated at Walworth dom for many decades and have been known to
to the service of the Powers of lawful good (most make occasional forays against the Sea Barons.
notably Heironeous).
Their alliance with Ratik is less cemented than
Supported by Urnst and Furyondy, the Shield that of the Cruskii, but Ingemar seems amenable
Landers fought off increasingly severe raids from to continued cooperation after the events of the
the Horned Society lands for many years before Wars. He also has great hatred for the Stonefis-
the Wars. Yet when the War came, Earl Holmer ters, and wishes to mount a joint expedition with
made a terrible mistake on this score after those the other barbarian races through the Griff
lands had fallen to Iuz. Mountains to lay waste to Kelten. Time will tell
if this comes to fruition.
Warned by Belvor of Furyondy of the growing
might of Iuz, Holmer refused direct Furyondian The Snow Barbarians share many characteris-
military aid, suspecting that Belvor wished to an- tics with their brethren, but are the palest of all,
nex the Shield Lands. A flanking maneuver by many being almost albinoid. Platinum-blond hair
Iuz's forces, east through the Bandit Kingdoms is not unusual. Their womenfolk have an un-
and thus into the Shield Lands, caught Holmer earthly beauty and are often found as animal

Cyclopedia—The Lands of the Flanaess

trainers (dogs and dog-wolf hybrids), scouts, have been burned and razed. Sterich is a watse-
rangers, druids, or the like, despite the dominant land under a continuous pall of black smoke from
chauvinism of their men. This is a proud and the burnings. In Istivin, a giant calling himself
strong race. "King Galmoor" is reported to have a mockery of
a royal court, but how long he will survive the
S O U T H P R O V I N C E : see Great Kingdom, jealousy of his fellows is dubious.
South Province
The population figure for the capital includes
S P I N D R I F T I S L E S : see Lendore Isles only a few hundred human slaves; the rest of that
number comprises humanoids.
STERICH, EARLDOM OF
Ruler: His Magnitude, Querchard, Earl of STONEFIST, HOLD OF
Ruler: His Most Grim and Terrible Might, the
Sterich, in exile (none)
Capital: Istivin (pop. 7,000) Master of the Hold, Sevvord Redbeard (Iuz)
Capital: Vlekstaad (pop. 1,950)
Sterich was in name a vassal of Keoland before
the War, but it maintained complete indepen- The original Stonefist, one Vlek Col Vlekzed,
dence in everyday affairs, bound only by a mili- founded his chiefdom around CY 430. Vlek was
tary treaty compelling it to come to Keoland's aid cast out from the Rovers of the Barrens for ban-
if required. It is ironic that, when the major blow ditry, deceit, and murder, but a small number of
of the War fell in this area, Keoland's delay in aid- warriors and their families followed this harsh
ing the brave Sterish people resulted in the loss and brutal but charismatic man. Revenge strikes
of the land to giants and humanoids. against the Rovers brought him more followers
from the ranks of the disaffected, corrupt, evil,
Most Sterish escaped to Keoland, the Yeoman- and homicidally insane. An extraordinary later
ry, or Gran March. Many preferred the latter op- exploit—despoiling part of Tenh, heading down
tions because of anger at Keoland's failure to into the Bandit Kingdoms to recruit more fol-
support their small state. Querchard escaped to lowers, fending off a retributive strike from the
Niole Dra. Tenhas, kidnapping more bandits for followers,
and finally establishing a fortified camp b a s e -
The mountain dwarves of the Jotens and Stark added to Vlek's charisma and reputation.
Mounds have mostly fled and taken up residence
with their brothers in the Keolandish Good Hills. Vlek ruled by terror and brutality, but his peo-
Sterich's renowned halberdiers and medium cav- ple loved him for it. After his death, the Master-
alry suffered severe casualties attempting to re- ship of the Hold became a semi-hereditary
pulse invaders during the giant troubles. Several position and title. Vlek's descendants (he had
companies have since reformed in the Gran 351 sons by his scores of wives), if they survived
March and Yeomanry, and plan the reconquest of to maturity, had to compete in a bi-annual "Rite
their homeland, together with the dwarves and of Battle Fitness." The winner became a warband
other demihumans of the lands (gnomes and chief (with the option to challenge the Master).
halflings). The surviving losers joined the standing
warbands—the "Fists"—as sub-chiefs and leaders
The Sterish in exile are doughty and not dis- of raiding parties.
mayed; they truly believe they will be going
home before many years have elapsed. They From this mix of settled and semi-nomadic
work hard as artisans, laborers, mercenaries- people, Vlek's descendants created a fierce and
whatever employment they can get. "You work as savage raiding force. It is little wonder that Iuz
hard as a Sterish" is becoming a compliment in sought to use this machinery of war. Sevvord Re-
the lands they now dwell within. dbeard was magically ensnared by Iuz's fiends,
but what Iuz whispered to him was very much
Back within their own lands, ores, gnolls, and to his taste, anyway. Redbeard's brutal massacres
ogres overrun and ruin the land. Giants are rela- in Tenh only enhanced his reputation, and his
tively fewer in number than in Geoff. Almost all Fists swagger across their own lands, those of
livestock has been eaten. Towns and villages

Cyclopedia—The Lands of the Flanaess

Tenh, and part of the old Bandit Kingdoms in the in the Glorioles, Hestermark Highlands, and
bargain. Hollow Mountains. The Sunndi hillmen are fine
shots with slings and crossbows.
Seword may be little more than a pawn of Iuz
now, but Iuz is careful not to make this obvious Sunndi's economic position is difficult because
to the strong, independent Fists and their chiefs. of the problems of exporting the wood, metals,
Iuz does not dispatch fiends, Boneheart leaders, and ores which it can offer for trade. It is very
or hobgoblins openly into Stonefist or Tenh. His isolated now that Idee has been subverted and
control is exerted purely through Seword, and conducts only minimal trade with old Aerdy cit-
this suits Iuz, since diluting his own forces by ies. Trade with Dullstrand, and especially Rel
having to assign more of them here would not be Astra, is on the increase.
wise. If Iuz's magical control could somehow be
identified and broken, it is intriguing to think Suundi folk are parochial and ever vigilant.
upon the consequences. Notably, the gray elves of the land are unusually
aggressive to outsiders, and they are as hard-
The people of Stonefist are a cruel, bloody working as the humans or dwarves of the land.
bunch with little sense of honor or decency.
They are arrogant, contemptuous bullies, always TENH, DUCHY OF
seeking new victims to rob, rape and pillage. Ruler: His Radiance, Duke Ehyeh in exile

SUNNDI, COUNTY OF (Stonefist/Iuz)
Ruler: His Brilliant Lordship, Count Hazendel Capital: Nevond Nevnend (pop. 19,000)

of Sunndi, Olvensteward of the South Tenh was a Flan land, defended against invad-
Capital: Pitchfield (pop. 3,200) ing Oeridians and Suloise by the natural barriers
of the Artonsamay, Zumker and Yol rivers, and
The County of Sunndi was originally a fief the Griff Mountains. Coalescing into a distinct
within a fief, being granted to a loyal peer of the state, its minor nobles elected a Duke to com-
Herzog of the South Province when the Herzog mand their forces, of which medium cavalry was
was in favor with the Overking. After a misera- the most notable.
ble, long period of repressive rule, the Sunndis
proclaimed independence and joined the Iron Tenhs fall at the hands of Stonefist was sudden
League shortly after its founding. Largely recap- and swift. Bitter recriminations, as well as ru-
tured by the Glorioles Army of Ivid V in the mors of corruption, siphoning of military monies,
Wars, it was liberated through a combination of and even deliberate betrayal, abound among the
uprisings and the derring-do of Commander Os- exiles. The Tenhas are now divided into three
son. Sunndi has managed to remain free; the main groups.
threat from the north has been replaced by the
threat of the Scarlet Brotherhood, whose "advis- About three-quarters of the population was
ers" were dispatched just in time to prevent Sun- unable to escape the speedy incursions of the
ndi from going the way of Onnwall and Idee. Fists. They are now effectively enslaved by the
occupiers of the land. Some are rounded up by
Sunndi has formidable natural protections: Fists and herded to camps on the western bor-
swamp to the south, and hills and highlands and ders, to be handed over to agents of Iuz for un-
woods in a ring around the other points of the told horrors.
compass. The swamp is a mixed blessing, since
disease and monsters both flourish there, but the A few of those who escaped made it into the
Sunndis are happy to have it as a defense. Phostwood and south into the Nutherwood,
where they survive as best they can. The re-
Sunndi is most notable for the harmony be- mainder sought refuge in the County of Urnst (as
tween the different races who live there. The did their Duke), or in northernmost Nyrond.
gray elven Lord of Sunndi is careful to take plen- These exiles are coolly received by the locals of
tiful advice not just from his own people, who their new homes, because the arrogance and lazi-
prowl the woodlands, but from the gnomes and ness of the Tenhas is a byword in Urnst and
mountain dwarves who mine and man defenses Nyrond. Alcoholism, prostitution, and debauch
has been the fate of many of these wretched ex-

Cyclopedia—The lands of the Flanaess

iles. Even those with some skills to offer are similar to those of the Paynims and Tiger No-
caught up in black despair. mads, save that infantry is a greater percentage
of military strength. The ordinary people are
TIGER NOMADS (CHAKYIK) generally proficient with both scimitar and a sec-
ond weapon such as mace or flail. The economy
Ruler: The Unvanquishable Tiger Lord, Ilkhan is mainly agrarian.
Cligit of the Chakyik Hordes
ULEK, COUNTY OF
Capital: Yecha (pop. 4,000)
Ruler: His Noble Mercy, Lewenn, Count
The Tiger Nomads are tough, hardy horse- Palatine of Ulek
men dwelling on the prairies north of the Yatils.
They are nomadic herdsmen and hunters, but Capital: Jurnre (pop. 12,000)
because of their proximity to more civilized na-
tions, they have a handful of settled towns, vil- The County of Ulek has a predominantly Suel
lages, and trading posts. Some even mine small racial mix. It is very cosmopolitan, with many
quantities of silver and gems from the Yecha demihumans, and no few war refugees from Bis-
Hills, and they trade with Perrenland and Ekbir. sel, the Principality of Ulek, and the western
However, some of the tribes here raid both these lands within its borders. Its troops aided Keoland
nations, and the Wolf Nomad lands as well. The with some ambivalence during the Wars, given
Tiger Nomads are Baklunish people, many of Keoland's former ambitions on the Ulek states,
whom do not speak the Common tongue of the but Ulek suffered relatively few casualties. Since
Flanaess. the Lortmils were culled of humanoids in the so-
called Hateful Wars at the start of the century,
Tiger Nomad banners bear the likeness of a ti- the County has been peaceful. It remains richly
ger, tiger tail pennants, and similar elements. resourced.
The Ilkhan's robe of state is a tiger skin, report-
edly that of a sabre-tooth, while the lesser khans The County's wealth is used to fortify its
wear the pelts of normal tigers. The nomads' typ- southern cities, notably the citadel and walled
ical raiding party is light cavalry, armed with horn city of Jurnre, given the menace of the Pomarj
bows and lances similar to those of the Paynim. humanoids. Aid is channeled to Furyondy.
Small infantry garrisons protect the towns and There are rumors that the Ulek and Urnst states
villages. The Tiger Nomads' religion and way of are forming a diplomatic alliance, both being
life is very similar to that of the Paynim peoples, concerned that their relative wealth should be
with whom they share the same ancestral stock. used to support impoverished neighbors effec-
tively.
TL'SMIT
War has affected the people of the County little
Ruler: His Exalted Splendor, the Pasha of in terms of quality of life, but their general out-
Tusmit, Muammar Qharan look has been changed by the loss of so much of
the Principality. Ulek folk tend to be serious and
Capital: Sefmur (pop. 19,000) watchful, with a strong sense of social responsi-
bility and justice. There is a powerful sense of
The Baklunish state of Tusmit plays one neigh- community within this land, and no few of the
bor against another—Ket, Ekbir, Zeif, the Pay- people here favor a war against the Pomarj to re-
nims, and so forth. Tusmit is a land vulnerable to capture lost Principality territory.
aggression, with no major natural defenses against
invasion, and so has specialized in crafty diplomacy ULEK, DUCHY OF
in order to retain its own fertile farmlands and graz- Ruler: His Noble Radiance, Duke Grenowin of
ing. The original tribal inhabitants of this land are
mostly settled, and few lead a nomadic life. With Ulek
Ket's attentions turned to the east, Tusmit feels Capital: Tringlee (pop. 14,200)
more secure under its charismatic young leader
than it has for some generations. The Duchy of Ulek is dominated and ruled by
high and sylvan elves. Many half-elven folk are
The society, religion, and troops of Tusmit are

Cyclopedia—The lands of the Flanaess

within its boundaries. As Keolandish rule abated, beleaguered stronghold of Havenhill anchors a
the Duchy moved to strengthen ties with Celene chain of new citadels being constructed in the
and the other Ulek states, although good rela- hills. Gryrax itself lies barely thirty miles from
tions with Keoland have been the norm also. the vermin of the Pomarj and is swollen with
dwarf and gnome refugees from the eastern
The Duchy finds itself in a difficult situation lands. The mood among these demi-humans, in
politically. There is a strong feeling among its particular, is one of hatred and a burning desire
people, elven as well as human, of support for for revenge.
the Principality of Ulek, and for exiled men of
Geoff and Sterich. At the same time, the Duchy Prince Corond is most concerned with pro-
has major trade and political links with Celene tecting the eastern mines of the hills, which con-
via the gnomes of the Kron Hills, and Celene has tain so much of the Principality's wealth. He
adopted a consistently isolationist position negotiates with the other Ulek states, the Kron
throughout the Wars and afterward. The Duke Hills gnomes, and even the free cities of the Wild
favors continued diplomacy. The mood among Coast. Corond believes that he has some debts
several of his most powerful nobles, however, is to call in; while the Principality didn't formally
to support those elves within Celene who oppose ally with Furyondy and Veluna during the Wars,
their Queen and favor strong military action one of the worst-kept secrets is that many of its
against the Pomarj to liberate the eastern Princi- best warriors traveled north as volunteers; this
pality. These nobles support the Knights of Luna weakening of Ulek defenses cost this state much
in Celene, who seek not just to liberate the of its precious territory.
south, but also to give more active support to the
Veluna/Furyondy alliance. Unfortunately, Furyondy is not in a position to
reward the Prince; Veluna can offer little, being
The Duchy of Ulek is a beautiful land; its desperate to support its eastern neighbor as a pri-
towns feature fine architecture with a strong el- mary task. However, Corond has plenty of
ven influence, many parks and open spaces, friends, riches, and a strong body of fighting men.
statues, and works of art. People take a strong If a major battle is to come in the immediate fu-
pride in the appearance of their settlements and ture, the men and dwarves of the Principality may
have a strong civic sense. well be on the field of combat. It is also said that
the Prince and his agents are eagerly looking for
Adventurers from the Duchy travel the central adventurers willing to undertake a number of mis-
Flanaess looking for opportunities to further the sions to recover lost magical treasures.
cause of good. Its elven fighter-mages are re-
nowned for their abilities, and Ulek hillsfolk, in ILL
particular, are tough, hardy adventurers. Ruler: His Illustrious Ferocity, Orakhan Draske
Capital: Ulakand (pop. 6,000)
ULEK, PRINCIPALITY OF
Ruler: His Serene Highness, Lord of the Peaks The Uli, a strong Paynim tribal clan, claimed
the rich lands between the Barrier Peaks and Ul-
of Haven, Prince Olinstaad Corond sprue Mountains hundreds of years ago. They
Capital: Gryrax (pop. 21,000) have held them ever since, despite occasional
forays against them by their more nomadic cous-
The dwarf-ruled Principality has always been a ins. In the south of Ull, Ulakand is a sprawling
friendly mix of dwarves and gnomes (who mined caravan town, and there are numerous hill and
the rich hills) and humans (who did most of the mountain villages also. To the north, settlements
farming, manned the naval squadrons based in thin out, and more of the Uli lead a semi-
Gryrax, and comprised the cavalry of the land). nomadic life.
Ulek's dwarven infantry has seen much combat
during the century, being involved in the Hateful Other Paynims rarely seek to attack Ull. The
War, skirmishing regularly with Pomarj human- horsemen of the plains here have a superb caval-
oids, and finally suffering defeats at their hands ry armed with huge bows, ornate and very effec-
under Turrosh Mak. The eastern half of the Prin- tive pole arms, and great maces; a majority of the -,
cipality was utterly lost during the War, and the

41

Cyclopedia—The lands of the Flanaess

cavalry riders have exceptional strength in addi- The Duchy of Urnst has had powerful strug-
tion to good mobility. gles in the past to establish its independence
from Aerdy and Nyrond, a tribute to the richness
The Uli trade with other Baklunish and Pay- of this land. Platinum, gold, and electrum are
nims, selling copper and gems from their hill mined in the western Cairn Hills and Abbor-Alz,
mines, livestock, and (very rarely and only for an and the western Nesser basin is among the most
excessive price) their magnificent warhorses. As fertile cropland in the whole Flanaess. Nyron-
traders, they are very crafty and sly and appreci- dese and Shield Landers have flocked to this
ate the same qualities in those they deal with. state, many bringing the valuables they could es-
Their general social and religious lives are similar cape with, and now the Duchy is a dominant
to those of other Paynims, save that they are ob- power despite its small size.
viously far less nomadic.
Duke Karll has let this go to his head some-
URNST, COUNTY OF what. He is determined to marry his eldest son
Ruler: Her Noble Brilliancy, Countess Belissica to the daughter of the Countess of Urnst, allying
Capital: Radigast City (pop. 42,000) the lands into one entity.

Urnst separated from Nyrond soon after that Karll dispenses aid to Nyrond while extracting
states's secession from the Great Kingdom. full measure for his largesse. However, at home
Urnst has a history of hostility toward Aerdy, de- he has also initiated a campaign against the fairly
spite the Oeridian origins of most of its people. notorious civil and commercial corruption once
The County is allied with and technically under rampant in Leukish and Nellix. He shows
the protection of the Duchy of Urnst, but the rul- greater wisdom in his discussions with Greyhawk
ing House of Gellor is independent and diplo- and Ulek, and it may be that the Duke is a wiser
matic, and the County rules its own affairs. man dealing with those he perceives to be equals
Relations between the two states are very close than with those he feels are at a disadvantage in
now that Iuz threatens the borders of the Coun- dealing with him. He is attentive to the gnomes
ty; the states have a mutual aid pact. and dwarves who supply so much of Ulek's
wealth from the mines of the west and south.
Naval squadrons based at Radigast City patrol
the Nyr Dyv in an informal agreement with Finally, Leukish is an important and burgeon-
those of Furyondy, in order to secure this vital ing city, with exiled scholars and artisans, a hand-
lake. The native population has been somewhat ful of allegedly reformed bandits looking for
increased by an influx of Tenhas (including the monies and equipment for forays into their old
exiled Duke Ehyeh and his family), who are not stamping grounds (or gainful employment almost
greatly liked by the indigenous folk, and also by anywhere), a strong navy, and a powerful group
Nyrondese artisans and scholars, who are better of mages housed within the fomidable might of
received. Leukish Castle.

Urnst did not suffer significant losses in the VALLEY OF THE MAGE, THE
War, and the County and Duchy are now impor-
tant bankrollers for Nyrond. Politically, Urnst is Ruler: His Most Magical Authority, the Exalted
very active these days. The Countess fully sup- Mage of the Valley and Laird of the Domain,
ports Duke Karll's diplomacy with Greyhawk Jaran Krimeeah
and the Ulek states, while working hard to make
sure that the latter in particular fully support the Capital: none
independence of her own nation.
It is said that Jaran was born in Rauxes, a distant
URNST, DUCHY OF relation of the then ruling house of Rax, and has a
Ruler: His Most Lordly Grace, Warden of the paranoid hatred of old Aerdy. There are many tales
of his westward wanderings before he came upon
Abbor-Alz, Duke Karll this secluded, almost impregnable valley some dec-
Capital: Leukish (pop. 24,000) ades past. He ingratiated himself with the resident
valley elves, gnomes, and small groups of treefolk,
and has ruled this place ever since.

42

Cyclopedia—The lands of the Flanaess

The inhabitants of the Valley repulse all efforts Verbobonc is a willing vassal of Veluna, and his
to explore their home, and well-equipped and presence increases the size of the Canon's advi-
powerful adventuring groups have not returned sory council to eight, although he is a fading man
from forays here despite persistent rumors of of late (see the entry for Verbobonc).
men returning with sacks full of platinum and
gems. The inhabitants of the Valley remain un- Veluna is the brightest hope of good in the Fla-
touched by the events of the Wars, and are as naess now. One secret support it gives to a far-
secretive and little-known now as they have al- away beseiged state is worthy of note. Within
ways been. Mitrik there is a hidden teleportation circle
which allows the transfer of inanimate objects to
VELINA, ARCHCLERICY OF and from Irongate, and this is used to transport
ores and metals from that beleaguered city here
Ruler: His Venerable Reverence, Shepherd of for sale, with vital material needs (food, cloth,
the Faithful, Canon Hazen utensils, weapons, etc.) passing in the other di-
rection. Only small quantities can be transported
Capital: Mitrik (pop. 12,000) each day, but this trickle of exchange is vital in
supporting Irongate. It is rumored that one of
The Archclericy of Veluna has long been a the Circle of Five is responsible for establishing
shining example of the better side of humankind this, probably Bigby, who fled from his home in
in the Flanaess. Since the state became indepen- Scant when the Scarlet Brotherhood struck. He
dent, it has supported righteous causes when- was known to have links with the dwarves of
ever possible, dealt fairly and justly with its Irongate.
neighbors, and become involved in military con-
flict only in self-defense (as during the Short VERBOBONC, V1SCOINTY AM)
War). FREE CITY O F : see Free Regions

Veluna allied with Furyondy in the Greyhawk WILD COAST, LEAGUE OF FREE
Wars, but did not suffer the loss of men, territory, C I T I E S O F : see Free Regions
and riches its unfortunate neighbor did. Veluna
remains rich, and it is a focus of support for good- WOLF NOMADS (WEGWIl R)
ly nations all around it—Furyondy, the Highfolk, Ruler: The Fearless Wolf Leader, Tarkhan of all
the gnomes of the Kron Hills, Verbobonc, and
the Gran March. the Wegwiur, Commander of the Relentless
Horde, Bargru
Velunese diplomacy is the major hand at work Capital: Eru-Tovar (pop. 4,000)
in maintaining cohesion between all the non-evil
central Flanaess states, so far as such cohesion This Baklunish people is similar to the Tiger
exists. Velunese agents have taken a strong role Nomads in social organization. They are some-
in unmasking Scarlet Brotherhood agents since what more settled in a handful of towns, and
the kidnapping of the Provost of Veluna, while marginally more "civilized," due to greater con-
themselves acting as eyes and ears for the rulers tact with Perrenland in particular, with whom
of Veluna. they conduct much trade.

Veluna's armies stay in a state of readiness. Their old conflicts with the Rovers of the Bar-
The nation is renowned for its powerful and nu- rens were replaced with forays against them by
merous medium cavalry and the deadly elven Iuzs humanoids when the evil land rose, but the
bowmen who support its well-disciplined infan- Wolf Nomads give as least as good as they get in
try. Exiled Bisselites and a few Furyondians who such fights. They periodically raid the Tiger No-
feel safer in Veluna form a small, but superbly mads, but are dimly aware of the burgeoning
marshalled addition to the pikemen of this land. might of Iuz, and internomad raids are now less
common.
Canon Hazen is a High Priest of Rao, and all
deities of lawful good are widely revered The capital, Eru-Tovar, lies close to Iuz, and
throughout Veluna. The Canon and his hierarchy the city of Ungra Balan is now the center of com-
are supported by seven noble houses—the Plar
of Veluna being the foremost. The Viscount of

43

Cyclopedia—The lands of the Flanaess

mercial transactions and home to a handful of the not import mercenaries to defend the vital silver
wild-eyed, half-mad tribal mages of the Wolf No- and gem mines in its hills and the Jotens; it is
mads, who wear the great winter wolf skins and proud to protect them itself in alliance with
tails otherwise allowed only to important leaders. dwarves, strengthened by refugees from Sterich.
The state is also notable for a small minority of
YEOMANRY, THE high elves, who are important in commerce and
Ruler: His Steadfastness Crispin Redwell the trade and also form the core of a small but power-
ful group of mages centered around Loftwick.
Freeholder, Spokesman for the Yeomanry
League Despite its wealth and strength, the Yeomanry
Capital: Loftwick (pop. 8,000) does not seek political muscle in the Flanaess.
Keoland is distrusted because of its historical am-
Early in the history of this land, the Flan-Suel bitions on the land, and there is a powerful mood
race that settled here had a strong democratic against sending aid to the north. People are
tradition of government. The warriors of all the aware that, had this happened during the
tribes in the land elected spokesmen who them- Greyhawk Wars, the Yeomanry might have fallen
selves elected a single spokesman who would to giants. The Yeomanry extends support di-
convene tribal meetings and negotiations. This rectly only to the demihumans in the hills and
democratic tradition persisted under a moder- mountains around its borders, and maintains its
ately lengthy period of Keolandish rule, since the excellent armies of spearmen, crossbowmen,
Keolanders had the wisdom to listen to those mountain troops, elvish spear and bow units, and
they had conquered. dwarven mailed infantry.

Yeomanry warriors served in the Keolandish ZEIF, SULTANATE OF
armies for decades, but at the height of Keoland's
expansionism, the freemen of the Yeomanry re- Ruler: His Omnipotence, the Glory of the West,
volted and closed their doors to Keolandish rule Sultan Murad
forever. This daring move was successful primar-
ily because Keoland was over-extended dealing Capital: Zeif (pop. 41,000)
with other neighboring lands and a major internal
revolt at the time. The result has been the crea- The Sultanate of Zeif is the westernmost land
tion of a state ruled by its warrior caste through in the Flanaess, extending beyond the mapped
their spokesmen. region, and is the oldest surviving Baklunish
state, its southern boundary marking the furthest
During the Wars, the Yeomanry was willing to point of the effects of the Invoked Devastation.
aid Furyondy against Iuz, but the giant troubles It is also the most settled of the Flanaess Baklun-
guaranteed that its forces had to stay within the ish states, with almost no wandering peoples
nation's confines. Unlike the unfortunates of within its western lands.
Geoff and the Sterish, the stout, well-trained and
armed Yeomen fought off the giant/humanoid in- The originally nomadic tribes soon settled in
cursions and this state remains a strong, power- the richly fertile lands along the coast, warmed
ful, and well-equipped armed camp. by the currents of the southern Dramidj. Farm-
ing and the raising of horses and other livestock
All those who bear arms, have borne arms, or are the staple resource of Zeif, although the Sul-
serve as artisans and craftsmen are allowed to tan has a secret source of chrysoberyls and peri-
elect spokesmen, but this amounts very nearly to dots of exceptional quality which are usually sold
universal suffrage. to western nations through Ket.

Nearly all common men and women of the Little is known of Zeif. It is said to have terri-
Yeomanry own at least leather armor, a hand torial ambitions on Ekbir and Tusmit, which may
weapon, and a bow of some kind, and many own have originally been tributary states, but there is
polearms as well. Landowners equip their peas- no recent history of major military conflict in
ants with such armor and weapons and train these lands.
them in self-defense militia as a matter of course.
The Yeomanry is wealthy from trade, but does

44

Free Regions

Free Regions from the best of the Shield Landers, and a hand-
ful of good warriors have fled here from the con-
DYVERS, FREE AND INDEPENDENT quered lands of the west (Bissel, Geoff, Sterich).
CITY
Dyvers has something of a rivalry with
Ruler: His Excellency Margus, the Magister of Greyhawk City, since their territories now over-
Dyvers lap to the east. Dyvers looks upon Greyhawk's
expansion with some ill ease.
Population: 49,000 (city)
GREYHAWK, FREE CITY OF
Dyvers was originally a city within Furyondy, Ruler: His Solemn Authority, the Lord Mayor of
an important trading center with lake and river
traffic from Bissel, Nyrond, Urnst, and even Greyhawk, Nerof Gasgal
lands as far away as Perrenland (down the Velver- Population: 66,500 (city)
dyva) and the Theocracy of the Pale. Dyvers
proclaimed itself a free city in 526 CY, alleging This great metropolis is richly detailed in the
that it was uncomfortable with Furyondy allying City of Greyhawk boxed set. In the companion
with a state whose policies Dyvers found overly Campaign Book within this box, much additional
restrictive (i.e., Veluna). This was probably just a detail is given regarding the growth of Greyhawk
pretext, but King Thrommel II of Furyondy al- and the lands it rules; consult this additional
lowed the secession to pass in return for Dyvers source.
continuing to contribute taxes and levies to Fu-
ryondian coffers. IIK.III O i k (FREE TOWN AND VAL-
LEY OF THE VEIVKRHYVA)
Dyvers lays claim to some 2,000 square miles Ruler: The Worthy Sir, Mayor of Highfolk,
of territory along the south bank of the Velver-
dyva to the Gnarley Forest. It also claims a num- Loftin Greystand
ber of small islands at the mouth of the great Capital: none (city known as Highfolk has pop.
river, which are heavily wharfed and warehoused
and form the center of the River Quarter of the 9,000)
city. Its rulers are drawn by meritocratic vote
from mages, scholars, experienced warriors, and The term "Highfolk" is applied both to the
priests. largest city in this small realm and to the land as a
whole. The Mayor is the elected spokesman for
Dyvers has a somewhat declining income from the free town, but also speaks for the region
trade, but its fishing vessels still capture good when this is deemed appropriate by the popu-
harvests of gar, pike, and a golden, carplike fish lace. It is principally a realm of high and wood
from the Nyr Dyv. Its influx of refugees has been elves, without a fixed boundary, since control
a mixed blessing. Many mercenaries come to over the southern and western parts of the Vesve
Dyvers seeking employment, and some skilled Forest (named the High Forest by the Highfolk)
people have settled here. On the other hand, in fluctuates between the demihumans and rangers
the poorer quarters of the city, many Shield of that domain and the fell creatures of Iuz.
Landers (among others) have sought refuge, and
overcrowding is now a major problem. Not un- The Highfolk are all strongly independent and
naturally, Dyversians blame the incomers for an free-spirited. The Lord of the High Elves usually
epidemic outbreak of a typhuslike illness which speaks for the Highfolk on grand, formal occa-
killed nearly a thousand folk shortly after the sions, or the Mayor speaks with the Lord's con-
Shield Landers' mass influx from Admundfort. sent. The word of a gnome prince or village elder
of the human woodsmen or farmers counts for at
Internecine assaults and murders are not unu- least as much within their own communities, if
sual. The constables of the Watch, famous for not more.
their ostentatious insignia and the flashy epau-
lettes of their officers, often have their work cut This domain is strategically important to Fu-
out maintaining peace. At least Dyvers' army and ryondy, whose diplomats, spies, and military ad-
militias have been strengthened by recruitment visers work closely with the Highfolk.
Preventing its fall to Iuz keeps Furyondy's north-

Free Regions

western flank unexposed and maintains the vital when Sunndi could not. The Free City is a deter-
trade link to Perrenland. Furyondy needs the mined, strong body of folk. Duke Coriell of On-
products of the forest, especially its strong nwall took refuge here during the war.
woods.
Irongate is now almost under seige. Its navy
The Highfolk people are all well-trained war- has been largely sunk by Scarlet Brotherhood
riors who specialize as lightly-armored, mobile forces, and the bulk of the population is confined
bowmen and specialists. Their only heavy troops within the city. Half of those who used to live in
are the Knights of the Hart (High Forest), an or- the hilly lands around have fled into its safety.
der that has links with the Furyondians of the Only a handful of dwarven mining clans stay be-
same name. yond the security of its walls.

The Pact of Greyhawk did not set precise Irongate dwarves are excavating a tunnel sys-
boundaries for Iuz and the Highfolk within the tem to the most important of the mines, working
Vesve for the simple reason that no accurate map night and day, aware that while they are throwing
of the internal features of the Vesve could be a lifeline to their brethren, they are also estab-
found. Iuz feels free to interpret the Pact as giv- lishing an entry point into the city. Work is apace
ing him domain over all of it, and the Highfolk reinforcing and strengthening all city walls, tow-
can look forward to skirmishes and battles for ers, and keeps, with the dwarves again playing a
many years. leading role. This feeling of imminent seige
brings out the stoic, strongest qualities of the
The town of Highfolk is also important as a dwarven race, and the humans of Irongate realize
stop-off point for adventurers heading for the what an asset they have in their presence. Dwar-
Yatils or Clatspurs. While monsters aplenty are ven priests, together with a handful of priests of
ready to greet such brave souls, the Yatils in par- Ulaa, have bound powerful warding spells into
ticular have a whole host of legends pertaining to Irongate's defenses.
lost magical treasures, any one of which would
make a man's fortune for life. There are still Irongate has a vital teleportation link to Mitrik
those who wish to seek fame and fortune by (see entry for Veluna in previous section) which
searching for them. Most do not return, of enables a steady trickle of trade to continue. Of
course. course, the Scarlet Brotherhood is technically at
peace with Irongate, and Irongate could ship its
IRONGATE, FREE CITY OF goods out safely by sea—in theory. The Scarlet
Brotherhood would, of course, deny any respon-
Ruler: His Resolute Honor, Lord Mayor of sibility for those ships being attacked by kraken,
Irongate, Cobb Darg sea serpents, or similar monsters. The folk of
Irongate are no fools.
Population: 48,000 (city)
Irongate also manages some trade with the old
This large, walled city originally thrived on sea South Province of the Great Kingdom, and from
trade via Onnwal and the west. It has a history of the Iron Hills some perilous trade with Sunndi
almost contemptuous independence from the manages to continue. But Irongate remains a city
Great Kingdom, and was an eager founding under seige, and outsiders are carefully policed
member of the Iron League in 446 CY. It was and watched at all times, and allowed to stay only
able to maintain a significant naval force for gen- briefly and within a specified, small area.
erations, and its own troops mixed fierce and
strong infantry with accurate and deadly cross- REL ASTRA, FREE CITY OF
bowmen. Ruler: His Most Lordly Nobility, Eternal

Cobb Darg is a ruler of exceptional wit and Custodian and Lord Protector of Rel Astra,
guile. He watched the spies of the Scarlet Broth- Drax the Invulnerable
erhood carefully in the pre-war days, unwilling to Population: 57,000 (city)
accept their smooth words at face value, and had
the whole group rounded up and despatched or
expelled just as Onnwal and Idee fell. Irongate's
armies also decisively repulsed Ahlissan forces


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