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MAB77

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Greyhawk
« on: November 04, 2024, 10:36:05 AM »

Greyhawk was the first campaign setting ever released for D&D. It depicts a magical land at the crossroads of countless possibilities. The most fantastic of many worlds, Greyhawk's world of Oerth is a place where powerful creatures contest with humanity and other races, where good folk struggle against evil, and Law wrestles with Chaos. Oerth is a world of magic, mystery, and imagination.

The Greyhawk campaign itself centers on the Flanaess, the easternmost part of the continent of Oerik, Oerth's largest continent. Eastern Oerik is a multinational land emerging from a dark period of war. The gem of this world is the city of Greyhawk, a teeming metropolis that attracts heroes and villains alike. Its people face each new day with glowing optimism, but evil lurks in shadowed caverns and decadent courts. The final outcome of this intrigue is ever in question, and new heroes must always be found to keep their realms from destruction.

Other lands do not feature much in official Greyhawk products. The Flanaess is separated from Central Oerik by the barren Dry Steppes and the Sea of Dust desert. The Baklunish nomads from the Plains of the Paynims know of trade routes leading to the fabled Celestial Empire of Shaofeng, and citizens of lands controlled by the Scarlet Brotherhood sometimes encounter people from Hepmonaland, a continent to the southeast of the Flanaess. Otherwise, the people of the Flanaess have little to no contact with outsiders. The denizens of the Vault of the Drow, beneath the Hellfurnaces, remain a hidden threat to all. Telchuria is the North Pole of Oerth, an ice-covered land surrounded on all sides by the Dramidj Ocean, interrupted by a large bridge of ice connecting the continent to Western Oerik. It is possible that, in the depths of winter, a smaller natural ice bridge forms between Telchuria and the Land of Black Ice, but few would dare venture that road.

The only other official setting taking place on the world of Oerth is that of the short-lived Chainmail Miniatures Game. Set in 586 CY and taking place in far away western Oerik, this campaign deals with the effects of the Curse of Stratis. In an attempt to bring forth an era of peace, a misguided band of mortals gathered great artifacts, ambushed the god of War, and murdered him. Instead of the desired result, the dying god issued a curse stating that, until a new God of War rises to replace him, the young races would not know even a moment of peace. And thus started the Godwar, a series of continent-wide skirmishes fought by different factions, each vying to retrieve the panoply of weapons cast across Western Oerik by Stratis in his dying moments. It is believed that whoever manages to gather the panoply will become the new god of War, and of course, it would be unthinkable to let a rival become said deity.


Table of Content

Greyhawk (the Flanaess, Eastern Oerik)

The Sundered Empire (Chainmail setting, Western Oerik)
« Last Edit: November 13, 2024, 12:59:47 PM by MAB77 »
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MAB77

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History of the Flanaess
« Reply #1 on: November 04, 2024, 11:26:33 AM »
History of the Flanaess

The following is a summarized version of the full history presented in the Living Greyhawk Gazetteer.

The history of the Flanaess begins over a thousand years ago with the conflicts between the ancient Suloise and Baklunish empires, leading to significant migrations and a blending of cultures. The details of the pre-migration era are murky, with unanswered questions about the origins of various races and civilizations.

The conflict escalated into catastrophic magical events known as the Twin Cataclysms, where devastating spells caused widespread destruction and led many survivors to migrate east. The Oeridians were among the first to enter the Flanaess, followed by Suloise refugees, resulting in a long period of conflict over territorial control.

In the Sheldomar Valley, the kingdom of Keoland was founded by a union of Suel and Oeridian houses. Farther East, the kingdom of Aerdy emerged, ruled by the powerful Aerdi tribe. Aerdy expanded significantly, becoming the Great Kingdom. However, over time, its rulers grew inept, leading to the Age of Great Sorrow (starting in 213 CY) and the eventual independence of various provinces, including Nyrond.

The rise of the House Naelax, starting in 437 CY, marked a dark period for Aerdy, culminating in civil wars and the ascent of Ivid I, whose reign was characterized by cruelty. Soon after in 479 CY, Iuz emerged as a significant evil figure in the north, conquering lands and instilling fear until his imprisonment beneath Castle Greyhawk.

Several threats arose during this period, including the Horned Society and the Horde of Elemental Evil, which were linked to Iuz and other dark powers. Iuz was eventually freed in 570 CY, returning with increased malevolence, further complicating the political landscape of the Flanaess.

In the years leading up to the Greyhawk Wars, several destabilizing forces disrupted the balance of power in the Flanaess. Notably, the Scarlet Brotherhood, a secretive monastic order, emerged around 573 CY, coinciding with the mysterious disappearance of Prince Thrommel of Furyondy.

In 579 CY, hostilities broke out between Aerdy and Nyrond, leading to a prolonged conflict that drained resources on both sides without resolving territorial disputes. This unrest, coupled with invasions by the Bandit Kingdoms and the Horned Society, left the Shield Lands devastated and vulnerable to Iuz's ambitions.

Vecna is revealed as a demigod in 581 CY. An agent of Vecna attacked the Circle of Eight, a powerful group that had maintained balance in the region. Vecna is trapped in the Demiplane of Dread shortly after this event. Although the Circle was restored, they were weakened when war erupted in the north the following year.

In 582 CY, Iuz exploited the chaos by masquerading as the long-vanished god Vatun, rallying barbarian tribes to invade and conquer territories such as the Hold of Stonefist and the Duchy of Tenh. With these victories, Iuz quickly expanded his control over the Horned Society, Bandit Kingdoms, and Shield Lands.

Amid this turmoil, Overking Ivid V of Aerdy sought to reclaim power, leading to a catastrophic war that devastated Almor and further weakened Nyrond. Ivid V resorted to turn
his nobles into animuses undead to ensure loyalty; instead, these embittered creatures simply retreated to their own lands and defied him.

In 584 CY, a half-orc named Turrosh Mak united nonhuman tribes in the Pomarj, launching invasions that captured parts of the Wild Coast and the Principality of Ulek. Meanwhile, the Scarlet Brotherhood's influence spread, revealing their sinister agenda aimed at preserving the ancient Suel culture.

The culmination of these conflicts was the Pact of Greyhawk signed in 585 CY, which attempted to establish peace but was marred by treachery when Rary of the Circle of Eight betrayed his companions.

Following the wars, the Year of Peace (585 CY) was marked by ongoing conflict as the Circle of Eight reformed and worked against tyrannical powers. Key events included an assassination attempt on King Archbold III of Nyrond, which resulted in a succession struggle that saw Lynwerd ascend to the throne.

In 586 CY, Ivid's capital of Rauxes disappeared in a magical conflagration while a power struggle unfolded, possibly caused by the Machine of Lum the Mad. Ivid's fate is unknown. The once-unified Great Kingdom split into two rival powers under Herzog Grenell and Overking Xavener I.

The same year, Canon Hazen of Veluna used the Crook of Rao to purge fiends from the Flanaess in an event known as the Flight of Fiends. This led to a Great Northern Crusade by King Belvor III of Furyondy aimed at reclaiming lost lands. The aftermath saw Iuz's control challenged in Tenh. Although the Scarlet Brotherhood suffered setbacks, they retained influence, particularly in the Lordship of the Isles. As the Flanaess emerged from a decade of conflict, it stood at the brink of a new era, marked by opportunities for exploration, trade, and heroism, with many adventures awaiting those willing to seize them.

Vecna escapes his imprisonment on Ravenloft and ascends to the rank of lesser deity in 591 CY.

Overall, the history of the Eastern Oerik is marked by migrations, conflicts, and the rise and fall of powerful kingdoms, setting the stage for the complex world of the Flanaess as it exists in the Common Year 599, the "present-day" of the Greyhawk setting.
« Last Edit: November 13, 2024, 12:13:39 PM by MAB77 »
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Races of the Flanaess
« Reply #2 on: November 05, 2024, 07:02:39 AM »
Races of the Flanaess

Note that most races of the Greyhawk setting are described in greater detail in our Subrace Roleplaying Resources and Lore thread.

Six major human ethnic groups share the vast Flanaess with numerous nonhuman races. Unmixed human ethnic groups exist in several enclaves, but for the most part, the Suel, Flan, Oeridians, and Baklunish have mixed to form a variety of blended types. Ethnicity is given little importance by intelligent folk, particularly in the central lands, though some royal courts promote particular ethnicities. Each ethnic group appears to have developed ages ago in isolation from all others, with its own pantheon of deities, language, and culture. In practical matters of exploration, trade, adventure, and war, color and race have little meaning. The Olman and the Rhennee are the two other ethnic groups.

Humans


The Baklunish resemble Arabian, Turkish, and Persian people and inhabit the northwestern Flanaess. They once held a great empire that extended much further than their present lands, but centuries of warring with the Suel Imperium to the south sent their culture into decline. The Invoked Devastation ruined their empire, for which the Baklunish retaliated with the Rain of Colorless Fire, burning the Suel Imperium to ash. The Baklunish, unlike the Suloise, retained much of their culture after the fall of their empire. Honor, family, generosity, and piety are fundamental virtues. Many skilled wizards are Baklunish, including experts in elemental magic, divination, and summoning/binding extraplanar beings. Baklunish culture in the Flanaess divides into two groups: the nomadic horse-riders of the northwest and the urban traders of the western settled lands. They are renowned for their horse culture. Nomadic tribes breed powerful steeds, and Baklunish cavalry are highly respected. Legends often feature horses as heroic figures. Horses are treated with great care, with rituals such as toasts to them before meals and celebrating their birthdays. Additionally, Baklunish people enjoy singing, dancing, and puppetry, particularly during festivals.

The Flan are bronze-skinned and have a culture resembling a mixture of the Celts and Native Americans. They were the first known humans to live in eastern Oerik. The Flan had been a nomadic people for many centuries when they were displaced by the Suloise and Oeridian invaders. The Flan have always been strongly tied to the natural world, as they were nomadic hunter-gatherers for so long. They see nature as an entity to be respected, not controlled, and this is reflected in their myths, legends, and culture. Flan wizards normally work in harmony with nature, avoiding destructive magic. Flan clerics are often druids, who are more accepting of agriculture than they once were. They often follow customs based on the season they were born in, which dictate certain behaviors and taboos.

The Oeridians resemble the cultures of real-world Italy and Greece. They spent centuries as barbarian mercenaries before settling down and forming their own civilizations. The most powerful empire in the modern Flanaess was created by a conquering tribe of Oeridians, the Aerdi, who subjugated and assimilated all who opposed them. Ancient Oeridians were fierce warriors, yet they also were self-sacrificing and loyal. These traits are not as evident today, but many Oeridians do remain temperamental and prone to violence. They have a preference for strict social order, usually fitting themselves at the top, and their military traditions are strong. The Oeridian skill at warfare is unsurpassed, and many folk have a hard-learned respect for it. They are pragmatic, empire-building people known for their respect for hierarchy. Many Oeridians come from nations like Furyondy, Nyrond, and the Great Kingdom, and tend to settle into structured roles like knights or military leaders. They are often direct, quick-tempered, and practical problem-solvers, but those from the fallen Great Kingdom may be more political, suspicious, and manipulative.

The Olman have a culture that resembles the Aztecs and Mayans. They originated from Hepmonaland, a jungle-filled subcontinent to the Flanaess' southeast. Through centuries of warfare, they built an empire that spanned northern Hepmonaland and reached across the Densac Gulf to include the Amedio jungle in the central South of the Flanaess. Internal strife, wars with the dark-skinned Touv humans of southern Hepmonaland, and the corruptive influence of Yuan-Ti caused them to abandon their old cities. Many Olman migrated to the Amedio, where they maintained their civilization for several more centuries. Ultimately, these cities also fell to the curses of civil war and supernatural upheaval, until most Olman reverted to barbarism. The Olman of today are now concentrated in the jungles of the south. Many are enslaved in the lands held by the evil Scarlet Brotherhood.

The Rhennee are a nomadic folk, who are masters of inland sailing and navigation. They camp on the shores of the Flanaess' many large lakes and travel back and forth between them on their riverboats. The Rhennee are not native to Oerth; rather, they are accidental travelers from another plane or world, citizens of a lost homeland they call "Rhop." Music and gambling are beloved amusements. The Rhennee have a wide reputation as thieves, and most do learn rogue skills as children, practicing them primarily upon outsiders. Their secrecy and bad reputation cause most people to dislike the Rhennee, and the feeling is mutual. They survive by ferrying goods and passengers, fishing, hunting, selling crafts, theft, and smuggling, though they put forth the least amount of work possible to accomplish their goals. Rhennee characters may have left their family for a variety of reasons, such as crime, disagreement with customs, or the pursuit of a different calling. Leaving the Rhennee lifestyle often requires a strong backstory. Rhennee women typically become wizards, and men tend to become fighters. They do not worship gods and never practice divine spellcasting in any form.

The Suloise are a fair-skinned people, with a culture vaguely resembling Germanic and Scandinavian people of the real world. The Suel Imperium was located in what is now known as the Sea of Dust. Wicked and decadent, this empire was destroyed during a war with the Baklunish when the latter brought down the Rain of Colorless Fire. Suloise survivors fled in all directions, and many fled into the Flanaess. Some evil Suel were forced into the extreme corners of the Flanaess by invading Oeridians. The Suel Imperium was governed by contesting noble houses, and the fleeing bands that entered the Flanaess were often led by nobles with their families and retainers. Modern Suel retain this affinity for family, although they often use a very narrow definition of the term to include only immediate family. The ancient Suel Imperium was exceedingly cruel. This trait surfaces in the modern day, for more than one Suel organization openly plots against the people of the Flanaess. Fortunately, most Suel have avoided this dark legacy, having inherited the relatively minor flaws of being opinionated, selfish, and blunt. They have a passion for study, especially in regard to magic. The Lerara are an offshoot of the Suloise, a house of Suel nobles that escaped the Rain of Colorless Fire by fleeing underground and adapting to life in the Underdark.

The Touv are a dark-skinned people who resemble many real-world African cultures. They dwell on the southern half of Hepmonaland and rarely leave the subcontinent to interact with the rest of human society, mainly because the only other human groups they have contact with are their ancient Olman enemies and the evil Suloise of the Scarlet Brotherhood, and the ocean currents around southern Hepmonaland are too dangerous for most ships.


Dwarves

Dwarves, also known as "dwur" in the Flan tongue, and collectively as dwurfolk in Common, are one of the primary civilized races of the Flanaess. Dwurfolk are renowned for their distrust of magic, and for their skill as axe-wielding warriors and blacksmiths. They are skilled miners and produce vast amounts of valuable gems, metals, and crafts to trade with other races. They are also skilled engineers and builders of stone. They trade mostly in finished goods, and the quality of their workmanship allows them to charge more than similar goods made by other races. Their endless wars against the orcs, goblins, ogres, giants, and similar evil races help keep down the numbers of those fecund species, but have also contributed to the decline of the dwarves' own numbers. The following elven subraces are supported on the server.

Hill and Mountain dwarves are found throughout the Flanaess. They are particularly numerous in the Lortmils, Principality of Ulek, Glorioles, Iron Hills, Crystalmists, and Ratik. Major dwarven kingdoms include the Kingdom of the Iron Hills and Glorvardum. Dwarven fortresses in the Domain of Greyhawk and nearby areas include Dumadan, Greysmere, and Karakast.

Duergar, or Grey dwarves, are an evil offshoot of the dwarves united in the common belief that they voluntarily exiled themselves to the Underdark after the gods of the other dwarves betrayed their patron, Laduguer. Their society remains much like that of other dwarves, though grimmer and harsher.

Deep dwarves are from clans that live deep beneath the earth. They consider themselves to be the sole repositories of dwarven culture and are mistrustful of outsiders. They are mostly unknown to the people of the Flanaess and rarely ever show themselves on the surface.

Badland dwarves, the Unath, are a fading, isolated, dwindling people, inheritors of a long history of struggle and turmoil. They are a hardy folk, however, and are skilled at surviving in the Bright Desert.


Elves

Elves, also known as olves or olvenfolk in the Flan tongue, are one of the primary civilized races of the Flanaess. They are renowned for their grace and mastery of magic, as well as weapons such as the sword and the bow. They were present in the lands east of the Crystalmist Mountains for uncounted centuries prior to the rise of the first human kingdoms there. Slowly driven from open country to more secluded and better-defended strongholds by the growing strength of both human and nonhuman folk, elves still held a number of forest and upland realms at the time of the Twin Cataclysms. The invading humans, orcs, and others pressed them further, until some prominent elven realms made military and political alliances with dwarves, gnomes, and halflings, and even with certain major human tribes (usually Oeridian). The following elven subraces are supported on the server:

Drow, or dark elves, malevolent elves banished to the Underdark when they fell to the worship of demons and gods of elemental evil. They are only a legend to most in the Flanaess.

Grey elves, the most noble of elves, renowned for their keen intellect, yet also the most arrogant. They live in isolated mountain strongholds and rarely allow access to outsiders.

Grugach elves, the most reclusive of elves and considered barbaric by others. The wild elves pride themselves on their isolation. They fight to keep the woods free of civilization and to keep unwanted strangers away.

High elves, the most commonly encountered type of elves by other races, and the most open and friendly of their kind. They travel to other lands more than other elves.

Snow elves mainly inhabit the snow-covered Crystalmist Mountains. They are incredibly haughty, treating most other races, even other elves, as completely beneath them. They rarely venture beyond their snowy land except to raid settlements or to trade with the Valley elves, their only known allies.

Valley elves are seldom seen outside the Valley of the Mage. They are distrustful of outsiders, to the point of xenophobia. They are despised by all other elven subraces, except the Snow elves, with whom they trade.

Wood elves are the most populous of the elven races. They consider themselves the heirs of the ancient elven empires established in ancient times, and see themselves as guardians of their forest homes.


Gnomes

The gnomes of Greyhawk, also known as noniz in the Flan tongue, possess sly humor and earthy wisdom. Measuring the practical value of things as seen by the gnomes against the pretensions of other cultures, their wit is often revealed in inventive and embarrassing ways. Their creativity is not limited to practical jokes. They are fine craftsmen who appreciate precious stones and make beautiful jewelry, along with woodwork, stonework, and leatherwork of excellent quality; they invent and experiment often. Seldom avaricious, gnomes take equal pleasure in music and story, food and drink, nature, and handmade things. Most gnomes are not prone to cruelty, though their lively jokes may sometimes make things appear otherwise. The following gnomish subraces are supported on the server:

Rock gnomes are the most common type of gnome in the Flanaess, and very likely the only kind most denizens of the Flanaess will see in their lives.

Forest gnomes are shy and reclusive, dwelling in large swaths of pristine woodland, preferring a life in which no one knows who they are or where they live.

Svirfneblin, or Deep Gnomes, live far below in the Underdark, competing with Drow and Duergar for survival, and are rarely seen on the surface. Their cities are complex places composed of many layers of caverns, tunnels, and buildings connected by spiral staircases and narrow tunnels.


Halflings

Halflings, also called hobniz by the Flan, are a diminutive humanoid race friendly to humans, elves, dwarves, and gnomes. They possess a childlike curiosity about the world around them, which often expresses itself as wanderlust. Halflings have no lands of their own, living instead in the lands claimed by other races. The following halfling subraces are supported on the server:

Lightfoot halflings are the primary group of halflings in the Flanaess. They are commonly found in human settlements.

Stout, or Deep halflings, are the shortest breed of halflings. Hard-working and resilient, they are more often found among dwarven communities.

Tallfellow halflings are the tallest breed of halflings. They share affinities for nature, making them prefer living in elven settlements.


Half-Breeds and Other Templates

Though they have no society of their own, half-elves (including half-drow) and half-orcs are occasionally seen in any lands where elves or orcs may interact with humans. Half-elves are often mistrusted, but still met with a certain level of curiosity in human settlements. Half-orcs typically face rejection from both sides of their heritage, and most quickly learn to rely on their own skills for survival.

The draconic ancestry template is open to any race of the Flanaess. The yuan-ti tainted one template is open to any human ethnicity of the Flanaess.
« Last Edit: November 07, 2024, 07:35:05 AM by MAB77 »
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MAB77

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Magic & Religion
« Reply #3 on: November 05, 2024, 08:18:37 AM »
Magic & Religion

Magic on Oerth behaves in the traditional D&D way. Both arcane and divine magic are accepted parts of life. Spellcasters are, however, rare among the people of the Flanaess, so most people never see magic in practice. Some theocratic nations may have a dim view of arcane magic, but this is the exception rather than the norm.

Religion is important to the people of Oerth, though the deities rarely manifest themselves, as only a select few may enter the Prime Material Plane of Oerth without the consensus of a majority of the gods. Most deities have important festivals and holidays that people across the Flanaess celebrate. Most people worship or pay tribute to more than one deity every day, often up to a dozen or more throughout the year, though a person might hold one particular god as a personal favorite. Shamanism is still practiced in some communities, usually those that are far and remote.

While the Voodan class is not canon to the Greyhawk setting, it is allowed here as a minor religious option for characters of Oerth. In our server lore, the practice of Voodan on Greyhawk is mostly centralized in the Sasserine area of the Amedio Jungle, the birthplace of Anton Misroi, Darklord of Souragne.

Clerics and favored souls must select a patron deity from one of the supported Greyhawk faiths. Characters from other divine spellcasting classes are not required to have a patron deity as the source of their powers. A strong belief in the power of Nature, or a given philosophy, can be enough to empower an individual.

The gods of Greyhawk are numerous and divided into several pantheons, usually based on ethnicity and race. Some deities transcend pantheons and are worshipped (or feared) across multiple cultures. An exhaustive list of supported Greyhawk deities may be found in our Religion Resource Thread.
« Last Edit: December 15, 2024, 08:59:59 PM by EO »
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MAB77

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Geography of the Flanaess
« Reply #4 on: November 05, 2024, 09:43:47 AM »
Geography of the Flanaess

Map of the Flanaess, circa 599 CY, as per the 3rd edition Living Greyhawk Gazetteer.
Spoiler: show


The Flanaess is the name given to the easternmost part of the continent of Oerik. It boasts a numerous amount of mountain ranges, large forests, and plains crossed by numerous lakes and rivers, and is bordered by no less than 7 seas or oceans. It is cut from the rest of Oerik by the large deserts and wastelands that are the Dry Steppes and Sea of Dust, once the locations of the Baklunish and Suel empires before they magically annihilated each others through the Twin Cataclysms. The Bright Lands in the middle of the Flanaess is likewise a result of magical devastation, albeit on a smaller scale.

The Flanaess enjoys generally mild weather, with winter temperatures rarely falling below freezing except during the peak winter months and at night in early spring and late autumn. The northeast and north-central regions are colder due to nearby seas, which extend winter for about twice as long as in the central Flanaess. An exception is the Dramidj Ocean, whose warm currents moderate the climate of neighboring lands. Autumn, winter, and spring are short, while summer in the central Flanaess lasts five or more months. Prevailing winds come from the northeast in winter and autumn, and from the east and southeast at other times. Most regions receive enough rainfall to support abundant crops.

The Flanaess can be divided into nine broad geopolitical regions, most of which correspond to the former territories of old empires. The notable exception is the isolated southern regions, some of which lie outside the Flanaess proper (such as Hepmonaland).
  • Baklunish West: Once the Baklunish Empire, this temperate region of prairies, forests, and coasts is now a stronghold of Baklunish culture, separated from the rest of the Flanaess by mountains.
  • Bitter North (Old Blackmoor): A cold, sparsely populated region of steppes and coniferous forests, home to nomads, orcs, and goblins, except in Perrenland.
  • Western Nyr Dyv (Old Ferrond): A prosperous, powerful region with rich soil and a favorable climate, home to Oeridian and Flan humans, dwarves, and elves.
  • Sheldomar Valley (Old Keoland): Fertile and mountainous, this region is inhabited by elves, dwarves, gnomes, halflings, and humans of various descents, living in harmony.
  • Empire of Iuz (Northern Reaches): Ruled by the evil demigod Iuz, this cold, wilderness area is filled with ruined towns, orc lairs, and remnants of war.
  • Thillonrian Peninsula (Barbarian North): A remote, subarctic region of high mountains, forests, and fjords, home to barbarian tribes, particularly the northern Suel (Rhizia).
  • Old Aerdy West (Old Nyrond): A temperate, fertile region once part of the Great Kingdom, now known as Nyrond though reduced in size, home to Oeridian, Suloise, and Flan peoples.
  • Old Aerdy East: Formerly the heart of the Great Kingdom, now war-torn and plagued by orcs and goblinoids, though still rich and fertile.
  • Isolated Realms: Includes the Sea of Dust, Amedio and Hepmonaland jungles, the Tilvanot Peninsula, and various islands. These dangerous regions are home to people of Suloise descent and other races, often subject to extreme heat and storms. Hepmonaland is a small continent to the southeast of the Flanaess.
« Last Edit: November 09, 2024, 08:37:01 PM by MAB77 »
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Nations of the Flanaess, part 1
« Reply #5 on: November 05, 2024, 11:27:40 AM »
Nations of the Flanaess, part 1
Baklunish West, Bitter North, Western Nyr Dyv, and Sheldomar Valley


The following is a summarized overview of the nations presented in the Living Greyhawk Gazetteer as they are in 599 CY.

Nations of the Baklunish West

Caliphate of Ekbir
Ruler: His Sublime Magnificence, Caliph Xargun
Government: Aristocratic theocracy; ruler must be a high-ranking cleric from one of five royal clans
Geography: Fertile coastal plains along the Dramidj Ocean, with harsh winters in the interior and the wild Udgru Forest marking a border with Ekbir’s more untamed regions
Military: Well-disciplined light and medium cavalry, plus a thousand-man heavy infantry army personally commanded by the Caliph
Religion: Dominated by the Exalted Faith of Al'Akbar, with reverence for the faith widely practiced throughout the land
Economy: Strong agricultural base, supplemented by a thriving mercantile fleet. Shipyards are active, especially in Hadash Bay, and Ekbir’s capital is a key pilgrimage site

Ket
Ruler: His Illustrious Glory, Beygraf Nadaid
Government: Feudal monarchy; ruler must demonstrate proven combat and leadership skills, with a preference for magical ability
Geography: Includes the Bramblewood Forest, fertile lands in the north, and copper mines in the Yatil Mountains. Strategic location as a gateway between Western and Eastern Flanaess
Military: Strong infantry pikemen, crossbowmen, and disciplined medium cavalry, with a prominent clerical presence
Religion: True Faith of Al'Akbar, with strong influence from the Baklunish merchant clans
Economy: Rich agricultural lands and lucrative copper mines; trade is significant, especially after the Greyhawk Wars, with merchants holding substantial sway in Ket’s politics

Tusmit
Ruler: His Exalted Splendor, Pasha Muammar Qharan
Government: Independent feudal monarchy, with a focus on noble houses; monarch has absolute power
Geography: Fertile land along the Tuflik River, with much of the interior dedicated to farming. Rugged terrain near the Tusman Hills
Military: Primarily medium cavalry, with heavy infantry supported by mercenaries from surrounding tribes
Religion: Dominated by the True Faith of Al'Akbar, though the people are less zealous than those of Ekbir
Economy: Cities along the Tuflik are commercial hubs, producing skilled artisan goods, and weapons are highly valued. Mercenary trade is also significant

Ull
Ruler: His Illustrious Ferocity, Orakhan Bruzharag the Misbegotten
Government: Tribal monarchy with loose control by a royal family; rulership is often obtained through assassination or dueling
Geography: Fertile plains between the Ulsprue Mountains and the Barrier Peaks; also near the Dry Steppes and the Paynims’ territory
Military: Fierce, undisciplined horsemen and brutal infantry. The military is less structured than in other Baklunish states, with a focus on personal ferocity
Religion: No reverence for Al'Akbar; the Uli worship their ancestors and possibly fiends
Economy: Dominated by the lucrative slave trade; little outside commerce, with wealth counted in livestock and slaves

Sultanate of Zeif
Ruler: His Omnipotence, Sultan Murad
Government: Independent feudal monarchy with a hereditary ruler; the Sultan is advised by a Grand Vizier and a semi-hereditary bureaucracy (the Diwan)
Geography: Fertile plains, coastal cities along the Dramidj Ocean, and large portions of the Tuflik River region
Military: Strong, with heavy cavalry (Spahis) and infantry; mercenaries from neighboring regions are common. The Sultan's war fleet is formidable
Religion: Subservient to the state, with Al'Akbar revered but not as dominant as in other regions
Economy: Extensive sea trade, with Zeif’s merchant fleet the most powerful in the western Flanaess. The economy thrives on both trade and agricultural exports

Plains of the Paynims
Ruler: No central authority; various tribal leaders
Government: Nomadic tribal governance with various khans, amirs, and royalty; structure varies across tribes
Geography: Expansive grasslands, extending into the Dry Steppes and southern desert regions. The region is highly fertile in parts, with harsh summers and seasonal migrations
Military: Lightly armored cavalry skilled in fast, mobile warfare. Paynims are often mercenaries but fight for causes they deem righteous
Religion: The Paynims venerate their ancestors and have little regard for Al'Akbar. The Dry Steppes have strong religious influences from local clergy
Economy: Wealth is measured in livestock, horses, and slaves; trade caravans travel the plains, but the nomads are often hostile toward outsiders


Nations of the Bitter North

Archbarony of Blackmoor
Ruler: His Luminous Preponderancy, Archbaron Bestmo of Blackmoor.
Government: Unknown; a mix of nonhuman tribal leaders and isolated feudal governance.
Geography: Remote, with harsh terrain including the Icy Sea, Burneal Forest, Cold Marshes, and the Gloomfens. Volcanic vents and hot springs dot the landscape.
Military: Small militia composed of leather-armored villagers, supported by heavy and medium infantry, as well as a personal guard of knights. Nonhuman forces can be mustered from the surrounding lands.
Religion: No formal religion, though the land is steeped in ancient, arcane magic, possibly linked to the mysterious Egg of Coot and the ancient Ur-Flan sorcerers.
Economy: Limited trade with surrounding regions. Known for magical artifacts, silver, and gems, but the land is largely isolated due to its harsh environment.

Concatenated Cantons of Perrenland
Ruler: His Gravity, Karenin, Voormann of all Perrenland.
Government: Independent parliamentary republic, with an executive leader elected for an eight-year term by a Cantonal Council.
Geography: Located between the Yatil Mountains and Lake Quag, with important trade routes crossing the region. The landscape is a mix of lowlands, mountains, and rivers.
Military: Well-equipped militias including pikemen, mountaineers, crossbowmen, and cavalry. Mercenary bands, often including high elves from Highfolk, are a significant export.
Religion: No dominant religion; the nation is largely secular, with local shrines and cults scattered throughout the cantons.
Economy: Known for its trade in mercenaries, livestock, and horseflesh. Serves as a hub for trade between the northern lands, Blackmoor, and Ekbir. River traffic is vital to its economy.

Tiger Nomads (Chakyik Horde)
Ruler: The Unvanquishable Tiger Lord, Ilkhan Gajtak of the Chakyik Hordes.
Government: Loose confederation of nomadic clans, with leadership determined by the strongest ruler of the royal clan.
Geography: Vast, open steppes between the Yatils and Fler River, with temperate coastal weather, cool summers, and harsh winters.
Military: Renowned for their fearless, lightly armored cavalry and mounted archery. Small numbers of infantry are present in permanent settlements. Women fight alongside men as warriors and cleric-warriors.
Religion: Tribal worship centered around nature spirits, ancestral deities, and the spirits of the land. No centralized religious structure.
Economy: Known for trading horses, furs, and gems, as well as raiding neighboring territories for livestock and slaves. Mercenaries for hire.

Wolf Nomads (The Wegwiur)
Ruler: The Fearless Wolf Leader, Tarkhan of all the Wegwiur, Commander of the Relentless Horde, Bargru.
Government: Loose confederation of nomadic tribes, with the leader of the ruling clan holding supreme authority, though power is subject to personal charisma and strength.
Geography: Steppes stretching from the Fler River to the Burneal Forest, and south to Lake Quag. Known for its harsh winters and dangerous wildlife.
Military: Skilled mounted archers, lightly armored and swift. The warriors are known for their honor and loyalty but are easily offended. They often serve as mercenaries or protectors for caravans.
Religion: Tribal and animistic, with an emphasis on ancestor worship and natural forces. Strong spiritual ties to the land.
Economy: Trade in horses, livestock, and goods with neighboring nations, especially through Ungra Balan, a prosperous trading town on Lake Quag. Nomadic bands also earn wealth as mercenaries.


Nations of Western Nyr Dyv ("Old Ferrond")

Domain of Greyhawk
Ruler: His Solemn Authority, Lord Mayor Nerof Gasgal.
Government: Oligarchic system with the Lord Mayor elected by the Directing Oligarchy, composed of guild, military, legal, and magical leaders.
Geography: The city of Greyhawk commands an estate stretching from the northern Woolly Bay to the southern shores of Midbay, bordered by the Cairn Hills and Abbor-Alz to the east, and the Gnarley Forest to the west.
Military: Well-armed militia, including crossbowmen, marines, and mountaineers. The Hardby Marines patrol the seas, while griffon riders defend the Abbor-Alz.
Religion: A mix of faiths with notable influence from the city’s magical guilds. The Church of Rao holds sway over civic matters.
Economy: A central trade hub for the Flanaess. Goods flow from the Nyr Dyv, Dyvers, and beyond, and Greyhawk also boasts a significant academic and magical presence with the University of Magical Arts.

Free Lands of Dyvers
Ruler: Her Excellency, Larissa Hunter, Magister of Dyvers.
Government: Democratic meritocracy; the Magister is elected by the Gentry based on personal achievement.
Geography: Situated on the southern banks of the Velverdyva River, Dyvers includes fertile land for farming, forests, and the lakeside of the Lake of Unknown Depths.
Military: The Free Marines, a force of 1,500 elite sailors, are supplemented by 3,000 infantry. Dyvers has a solid reputation for military readiness, aided by mercenaries.
Religion: A mixture of various beliefs, though no single religion dominates. The city is a crossroads for many cultures.
Economy: A major trade nexus, Dyvers thrives on its strategic location at the confluence of several major trade routes. It also enjoys a high level of commerce via the Velverdyva River.

Faerie Kingdom of Celene
Ruler: Her Fey Majesty, Queen Yolande, Perfect Flower of Celene.
Government: Hereditary monarchy, ruled by the royal house and noble elven houses.
Geography: Celene is bordered by the Jewel River in the east, the Handmaiden River to the west, and the Kron Hills and Lortmils to the north.
Military: Primarily elven light infantry, archers, and a highly elite hippogriff-riding cavalry. Celene's forces are renowned for their grace and skill.
Religion: Celene is steeped in Fey Mysteries, with many rites focused on nature, magic, and the celestial planes.
Economy: Known for its magical artifacts and other elven crafts. Trade flows slowly due to the land's isolation, though the country’s vast forests are a key economic resource.

Kingdom of Furyondy
Ruler: His Pious Majesty, King Belvor IV.
Government: Feudal monarchy, though limited by the Noble Council due to the lack of a direct heir.
Geography: Furyondy lies between the Velverdyva and Veng Rivers, extending north to Lake Whyestil and bordered by the Vesve Forest to the east.
Military: The kingdom boasts a highly trained standing army of 20,000 soldiers, reinforced by mercenaries. It also maintains a strong navy, especially in the Nyr Dyv region.
Religion: The Church of Rao, closely tied to the state, with other faiths tolerated. Clerics play an influential role in the kingdom’s governance and military.
Economy: Agricultural and mining wealth, although the economy has struggled following the devastation of the Greyhawk Wars. Trade routes are under repair, and wealth is often concentrated in the hands of the nobility.

Highfolk
Ruler: Tavin Ersteader, Mayor of Highfolk Town; Kashafen Tamarel, Lord of the High Elves of the Vesve.
Government: Highfolk Town is led by an elected mayor, while the elven communities are ruled by hereditary monarchs from noble families.
Geography: Located along the Velverdyva River, between the Yatils and the Gnarley Forest. The land is lush and fertile, ideal for farming.
Military: Highfolk boasts elite Knights of the Hart, local militias of halfling slingers, and numerous forest scouts. The elven communities provide significant martial support.
Religion: A peaceful, harmonious community of various faiths, with no single dominant religion.
Economy: Primarily agricultural, with trade flowing along the Velverdyva and Quagflow Roads. The fertile lands of Highfolk support a thriving farming economy.

Archclericy of Veluna
Ruler: His Venerable Reverence, Canon Hazen, Shepherd of the Faithful.
Government: Theocracy, with the Canon of Veluna as the religious and political leader, advised by the College of Bishops and secular noble representatives.
Geography: Situated along the Velverdyva River, with fertile lands and important mines in the Lorridges and Lortmils.
Military: A mix of heavy cavalry, elven archers, gnome sappers, and a number of clerics. The Knights of Veluna defend the realm with a strong devotion to peace and justice.
Religion: The Church of Rao is central to Veluna’s society, guiding both governance and law. The nation is known for its serene and wise religious leaders.
Economy: A mix of agriculture, mining, and trade. The rivers facilitate commerce, and Veluna’s metals and crafted goods are highly valued.

Viscounty and Town of Verbobonc
Ruler: His Noble Lordship, Viscount Langard of Verbobonc.
Government: Semi-independent realm owing fealty to the Archclericy of Veluna, but practically autonomous.
Geography: Located on the Velverdyva River, Verbobonc includes the town and surrounding lands, extending into the Kron Hills to the south.
Military: A mix of religious zealots in the First Army of the Church and a secular force of standing soldiers. The army is bolstered by mercenaries and adventurers.
Religion: The Church of Rao dominates, but local folk are cautious and pragmatic, having witnessed the evils of the world.
Economy: Rich trade from the river, with notable exports in gems, copper, and smithing, particularly from the renowned gnome smiths of the region.


Nations of the Sheldomar Valley ("Old Keoland")

March of Bissel
Ruler: His Lofty Grace, Larrangin, the Margrave of Bissel.
Government: Feudal monarchy, chosen by the leadership of the Knights of the Watch under Gran March's influence.
Geography: Broad plains bordered by the Barrier Peaks to the west, Dim Forest to the east, and the Fals River to the north. The southern border is near Hookhill, Gran March.
Military: Bissel’s military is recovering from defeat during the Ketite occupation, with ongoing reorganization of its Border Companies. Heavy reliance on scouts and rangers in the north and west.
Religion: Influenced by Veluna and the Knights of the Watch; various local deities are worshiped by the rural population.
Economy: Agriculture (grains, livestock) and trade, particularly along the Fals River. Recovery of merchant routes is crucial after the occupation.

Grand Duchy of Geoff
Ruler: His High Radiance, Owen I, Grand Duke of Geoff (currently in exile).
Government: No central government; fragmented rule by giant and nonhuman tribal leaders and warlords.
Geography: Largely mountainous and forested, with significant areas of destruction from recent invasions. The Crystalmist Mountains dominate the northern region.
Military: Geoff once had a highly skilled defensive force, particularly in archery, but much of it was destroyed. Survival factions now focus on guerrilla tactics.
Religion: Local cults, often linked to nature or giants, have replaced Geoff’s once-strong religious organizations.
Economy: Ruined by warfare, with minimal trade. Resources from the land are being exploited by the orc and giant invaders, particularly woodlands and mines.

Gran March
Ruler: His Most Resolute Magnitude, Magnus Vrianian, Commandant of Gran March.
Government: Feudal monarchy, military-driven, with strong ties to the Knights of the Watch. The commandant is elected every five years by a vote of nobles and knights.
Geography: Fertile plains to the east of the Dim Forest, bordered by the Lortmil Mountains to the west. The Rushmoors and southern marshlands make the south a dangerous, mist-laden region.
Military: One of the most militaristic nations in the Flanaess. All fit males serve mandatory military service. The country boasts formidable mailed cavalry and knights.
Religion: Strong martial religious presence through the Knights of the Watch, with a blend of worship toward Oeridian and Suel gods.
Economy: Agriculture (grain, livestock), mining, and strong military defense industries. Trade is bolstered by military conquests and the presence of a large standing army.

Kingdom of Keoland
Ruler: His Peerless Majesty, the King of Keoland, Kimbertos Skotti.
Government: True monarchy, with succession managed by the Council of Niole Dra, composed of noble houses and guild leaders.
Geography: Rich farmlands, fertile plains, and forests, situated between the Sheldomar and Javan rivers, with a coastline along the Azure Sea.
Military: Historically strong, but fragmented by political infighting. Keoland’s navy was once the most powerful in the Flanaess.
Religion: Largely non-dominant; various Suel and Oeridian deities worshiped, though magic was once banned. Some priesthoods are influential in the nobility.
Economy: Primarily agricultural, focusing on grain, wool, and furs. Trade is significant, though the country lacks mineral wealth. Strong reliance on neighboring nations for raw materials.

Orcish Empire of the Pomarj
Ruler: His Most Ferocious Majesty, the Despot Turrosh Mak.
Government: Dictatorship, with the Despot ruling over various orc and goblin tribes. Command is centralized but supported by local warlords and tribal leaders.
Geography: Rugged mountains (Drachensgrab Hills), dark forests (Suss Forest), and coastal regions along Woolly Bay.
Military: A vast army of orcs, goblins, and other monstrous races. Gold from the Drachensgrab Hills supports the military’s strength.
Religion: Dark and brutal cults, many focused on orcish deities or tyrannical gods of power and war.
Economy: Slave-driven, with mining (gold, gems) and piracy as key sources of wealth. Exploitation of nonhuman slaves and raiding of nearby lands sustains the empire’s economy.

Hold of the Sea Princes
Ruler: Contested (Elder Brother Hammandaturian, Shepherd of the Sea Princes, and various local warlords).
Government: Fragmented; many factions, including warlords, pirates, and foreign forces, vie for control of the region.
Geography: Coastal, tropical lands bordered by the Hool Marshes to the north, the Hellfurnaces to the west, and the Jeklea Bay to the east.
Military: The once-grand navy has dwindled, though pirates and mercenaries still operate in the region. Local militias and warlords maintain limited forces.
Religion: Local gods of the sea, along with various tribal and foreign deities. The region's culture is heavily influenced by trade and piracy.
Economy: Based on agriculture (particularly fruits) and piracy. Slavery once fueled much of the economy, but the region now suffers from civil unrest and economic stagnation.

March of Sterich
Ruler: Her Magnitude, Resbin Dren Emondav, Marchioness of Sterich, Stewardess of the Great Western Gate.
Government: Feudal monarchy owing fealty to Keoland; ruling family has been weakened, and noble families are suffering from infighting and confusion over post-war claims of nobility, precedence, and land ownership.
Geography: Land reclaimed from nonhuman occupation, extending from the western Javan River to the Stark Mounds, and south to the Jotens. The reclaimed territory includes mountain lakes and abandoned villages, particularly near the source of the Javan River.
Military: A well-trained force of halberdiers, light infantry, and cavalry, although internal squabbles between noble families have fragmented the military. Experienced generals and skilled troops were vital in the reclamation efforts.
Religion: Predominantly Oeridian and Suel worship, with a significant influence of local deities; faith is secondary to political conflicts over land and power.
Economy: Dependent on trade for lumber from Gran March and Keoland to rebuild fallen towns. Agriculture and mining are in recovery, though many villages and the mountain lake areas remain abandoned or plagued by lingering evil forces.

County of Ulek
Ruler: His Noble Mercy, Lewenn, Count Palatine of Ulek, Archdruid.
Government: Hereditary feudal monarchy; count must be a member of the druidic hierarchy and fulfill specific ritual requirements unique to this county.
Geography: Lying between the Kewl and Old Rivers, extending to the Handmaiden River in the east. The county retains strong footholds in the Lortmils, thanks to the Suss Rangers and mountaineers.
Military: Racially diverse, with human cavalry, gnome and halfling slingers and archers, and mountaineer rangers. Elves and half-elves are crucial allies in defense, particularly in the eastern highlands.
Religion: Dominated by druids, especially the faith of Berei; many residents worship Ehlonna and Obad-Hai, with a notable nonhuman following in the county.
Economy: Agriculture forms the backbone of the economy, with grain produced by halflings and humans. Gnomes are key in brewing, woodwork, and craft production. Druidic stewardship ensures sustainable practices in all industries.

Duchy of Ulek
Ruler: His Noble Radiance, Duke Grenowin of Ulek.
Government: Independent feudal monarchy with hereditary rulership; royal and major noble houses are exclusively elven.
Geography: Located between the Kewl and Sheldomar rivers, with the Lort River forming a boundary to Gran March. The duchy is divided into northern and southern regions, with gnomes, wood elves, and high elves populating the lands.
Military: A balanced military of heavy and light cavalry, infantry, and archers. The cavalry includes high elven horse archers and human warriors. The southern region is defended by wood elf archers, with some human billmen and pikemen in support.
Religion: Elven worship dominates, with various Suel and Oeridian deities among humans. The duchy supports a range of beliefs, and religion is not a divisive force in society.
Economy: Prosperous through trade with Keoland, Veluna, and Celene, as well as local gnome craft and half-elven merchant clans. The duchy is known for honest trade and skilled artisans.

Principality of Ulek
Ruler: His Serene Highness, Prince Olinstaad Corond of Ulek, Lord of the Peaks of Haven.
Government: Independent feudal monarchy with hereditary rulership; all royal and noble houses are dwarven.
Geography: Located along the coast of the Azure Sea, bordered by Keoland and the Pomarj. The principality is divided by the lofty hills that run through its central region, with the port city of Gryrax on the southern coast.
Military: Predominantly dwarven heavy infantry armed with battleaxes and adamantine chainmail. Halflings serve as scouts and slingers. The principality has a strong naval presence with dwarven marines and human crew.
Religion: The principality has a mix of Suel and Oeridian worship among its human population. Dwarves revere their own pantheon, but there is tolerance for other beliefs.
Economy: Heavy focus on mining and metalwork, particularly with competition from Irongate. Gryrax is a busy port, vital to the principality’s prosperity. Farming exists in the surrounding areas, with humans primarily engaged in agriculture.

Valley of the Mage
Ruler: His Most Magical Authority, the Exalted Mage of the Valley and Laird of the Domain, Jaran Krimeeah.
Government: Magical despotism under the rule of the Mage of the Vale, known as the Black One.
Geography: Isolated valley hidden within the Barrier Peaks. The valley is lush and fertile but surrounded by rugged mountains and the dangerous Dim Forest.
Military: Valley elves patrol the northern entrance, though their forces are unpredictable and poorly organized. The Mage’s servants are rumored to employ dark magics and monstrous predators to defend the realm.
Religion: Little is known about the Mage’s religious beliefs, though his court is shrouded in secrecy. The valley elves are suspicious of outsiders and may worship the Black One as a deity.
Economy: There is little trade or external contact. The Mage is rumored to send his agents to steal and raid, possibly to fuel his magical pursuits. The interior of the valley remains largely a mystery.

Yeomanry League
Ruler: His Steadfastness, Marius Lindon the Freeholder, Spokesman for the Yeomanry League.
Government: Independent democratic republic, governed by an elected Freeholder (who conducts diplomacy, commands the military) and a Council of Common Grosspokesmen (parliament).
Geography: Located in a valley between the Jotens and Crystalmists, bordered by Keoland and the Sea Princes. The region is hot in the center, moderating toward the foothills.
Military: The military is composed of freemen farmers who have served in the nation’s defense. The Free Captains of the Battles lead the military, and soldiers serve on a voluntary basis. The country faces frequent nonhuman invasions.
Religion: Predominantly Suel-Flan worship, with local temples and shrines scattered across the land. The Yeomanry does not engage in religious conflict, as its focus is on land and freedom.
Economy: Agriculture, particularly foodstuffs and cloth, forms the economic backbone. The town of Longspear is the major trading hub, with commerce flowing to and from Keoland.
« Last Edit: November 13, 2024, 12:31:00 PM by MAB77 »
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Nations of the Flanaess, part 2
« Reply #6 on: November 05, 2024, 12:00:53 PM »
Nations of the Flanaess, part 2
The Northern Reaches, Thillonrian Peninsula, Old Aerdy East & West, Tilvanot Peninsula and the Oljatt Sea

Empire of Iuz
Ruler: Iuz the Old, Lord of Evil, Lord of Pain, etc. (Evil Demigod/Cambion)
Government: Imperial theocratic dictatorship; ruled directly by Iuz, with governance carried out by his priesthood and powerful spellcasters.
Geography: A bleak and desolate landscape, ranging from frozen plains to dense, dangerous forests. The core region, the Homeland, is dominated by the capital city Dorakaa, a place of perpetual darkness and misery.
Military: Large, chaotic, and brutal, consisting mainly of orcs, hobgoblins, ogres, and demons. Iuz commands a standing army of around 30,000 soldiers, with an elite force known as the Legion of Black Death. His military is often supplemented by undead, fiends, and mercenaries from conquered regions.
Religion: Theocratic, ruled by the worship of Iuz himself, with his clerics and priests (members of the Boneheart) serving as his chief administrators. Religion is centered around cruelty, domination, and pain, with widespread use of dark magic and necromancy.
Economy: While the land is rich in resources like iron and timber, the empire’s economy is primarily based on plunder and conquest. Trade is rare, as most of the wealth is obtained through raiding neighboring lands, such as Furyondy and the Bandit Kingdoms. The economy is heavily supported by Iuz's military endeavors and slave labor.
Culture: Defined by fear, servitude, and brutality. The inhabitants live under constant oppression, with little to no freedom. Nonhumans and demons are a common sight, and Iuz's rule is marked by a lack of mercy or compassion.
Key Regions:
  • Homeland of Iuz: The heart of Iuz's empire, marked by a dark, oppressive atmosphere and the ever-present threat of Iuz’s wrath. It includes the region north of Whyestil Lake and south of the Cold Marshes.
    Capital: Dorakaa, Iuz's dark city of endless despair, where he resides in a palace adorned with skulls. The city is the center of his power, surrounded by a constant black cloud and inhabited by demons, undead, and fiendish creatures.
  • Bandit Lands: A chaotic and fractured region once known for its numerous lawless kingdoms. Now, it is a patchwork of warlord-controlled fiefs, all nominally loyal to Iuz. The region is rife with conflict between rival bandit groups, though they all serve Iuz's greater purpose. Key Cities: Rookroost, Riftcrag, Stoink, and Hallorn.
  • Barren Lands: A cold, desolate grassland to the north of the Fellreev Forest and Wastes, sparsely populated and difficult to control. It is a land of little value except as a staging ground for Iuz’s military. Key City: Grossfort, the main military stronghold in the region, though it is often beset by internal conflict and occasional attacks from the nomadic Rovers of the Barrens.
  • Horned Lands: Once the domain of the Horned Society, this region is now ruled by Iuz and divided into two parts to facilitate easier control. It borders Furyondy and has been the site of frequent raids and skirmishes. Key Cities: Molag (ruled by hobgoblins and humans), Delaquenn (ruled by a powerful vampire and wizard).
  • Shield Lands: A fertile region once populated by peaceful farmers, now a land under occupation. The region was devastated during the Great Northern Crusade, and most of it remains under Iuz’s rule, though some areas have been retaken. Key City: Admundfort, an isolated island city, largely cut off from the rest of Iuz’s empire.
Resistance against Iuz
The Fellreev Forest is a center of growing resistance against Iuz’s rule, though the various factions—ranging from elves to undead—rarely cooperate, and infighting is common.
The Shield Lands and Furyondy both represent ongoing threats to Iuz’s domain, as various exiled groups and military forces from these nations continue to resist his occupation.

Bandit Kingdoms (Empire of Iuz)
Ruler: Various petty warlords, tyrants, or Lesser Boneheart mages, nominally loyal to Iuz.
Government: Loosely allied petty dictatorships, with most ruled by Iuz’s occupying forces.
Geography: A mix of arid plains and sickly forests, with notable features like Rift Canyon and the Fellreev Forest.
Military: Bandit armies often up to 15,000 troops, with occasional alliances with orcs, goblins, and other dark creatures.
Religion: Iuz’s influence dominates, but many factions worship evil deities, such as Erythnul and Pholtus.
Economy: Ravaged by constant warfare, with significant smuggling and trade in arms and mercenaries, especially after the Greyhawk Wars.
Key Regions:
  • Abbarra: Once run by a syndicate of assassins, now lawless and largely ignored by Iuz after a massacre in 584 CY. Survivors live off the land, striking against Iuz’s patrols.
  • Artonsamay, Duchy of: A curious mix of honor and banditry, this land was mostly destroyed by Iuz’s forces in 583. Now a wasteland governed by Stoink, with rumors of the return of Duke Gellor.
  • Dimre, Grand Theocracy of: A small, powerful state founded by a heretical cult of Pholtus. Dimre resists the Pale’s theocratic influence and has made a pact of non-aggression with Iuz.
  • Fellands: A warrior realm absorbed by the Grosskopf clans, later conquered by Iuz in 583. Now led by Xavendra, an Iuzian cleric who has alliances with bandits.
  • Freehold, Mighty: Once an independent fortress, now under the control of rogue orcs after Iuz’s forces destroyed its inhabitants at Steelbone Meadows.
  • Greenkeep, Defenders of the: A small stronghold of humans and renegade elves in the Fellreev. They continue to resist Iuz’s rule, aided by the Reyhu elves across the river.
  • Grosskopf, Grand Clans of: A land dominated by orcs and humans, now part of Iuz’s empire after capitulating in 583. Many Grosskopf raiders now serve in Iuz's Marauders of the North.
  • Johrase, Kingdom of: A historic realm now in ruins, its people scattered after a defeat by Iuz’s forces. Many Johrase men are now mercenaries across the Flanaess, united by hatred of orcs.
  • Kinemeet: Formerly the capital of Johrase, now ruled by orcs. Kinemeet serves as a major base for Iuz's forces in the region.
  • Midlands, Stronghold of the: Once a fortified Hextorian temple, now a wasteland after a failed resistance to Iuz’s forces in 583.
  • Redhand, Principality of: A coastal kingdom allied with Iuz in 583, but ruled by the discontented Prince Zeech, who may rebel against Iuz’s control.
  • Reyhu, Great Lands of: A powerful region of fertile lands now governed by Iuz’s clerics in Balmund. Reyhu’s raiders have retreated into the Fellreev, avoiding Iuz’s reach.
  • Rift, Men of the: The Rift Canyon is now a haven for bandits and nonhumans resisting Iuz’s rule. Led by the self-proclaimed Plar, Durand Grossman, the region is a hotbed of chaotic resistance.
  • Rookroost, Free City of: A legendary city of bandits, ruled by a brutal Lord Marshall. It governs much of Iuz’s lands in the Bandit Kingdoms, though the city’s rogues may be plotting rebellion.
  • Stoink, Free City-State of: A powerful city-state with a history of smuggling and mercenary activity, Stoink now serves as a key regional capital for Iuz, under the rule of the gluttonous Boss Renfus.
  • Tangles, Earldom of: A region of dense forests, with the once-powerful capital Hallorn now a grim site of evil. Ruled by Earl Aundurach, a member of Iuz's Lesser Boneheart.
Unified Bands of Warfields
Ruler: No stable ruler; former leaders were overthrown by chaos and invasions.
Government: Initially ruled by the "Guardian General" through oppression, but now reduced to anarchy after several invasions and rebellions.
Geography: Located at the crossroads of multiple warring states, Warfields is now a ruined, largely uninhabited wilderness.
Military: Once powerful, Warfields' army has been decimated by invasions, with hobgoblins and Iuz's forces now in control.
Religion: The land was once home to several deities’ followers, but religious structures have crumbled under invasions.
Economy: Once a strong military hub and source of looted goods, Warfields is now a desolate area with limited resources.

Barony of Wormhall
Ruler: Unclear; the Wormhall is controlled by mysterious lords, possibly fiends or undead.
Government: Once independent, now under the indirect control of Iuz, with Wormhall holding significant authority.
Geography: A desolate wilderness north of Warfields, defined by the infamous Wormhall and the surrounding cursed lands.
Military: Wormhall’s forces are sparse, but its lords wield significant dark magic, and the land is filled with dangers.
Religion: Possibly influenced by the dark magic of Kyuss and other evil forces.
Economy: Wormhall thrives on fear and dark influence rather than trade, with a very limited economy centered around dark rituals.

Rovers of the Barrens
Ruler: Ataman Durishi Great Hound, although tribal leadership is in disarray.
Government: Formerly a confederation of Flan tribes, now fractured and scattered, struggling to survive under constant threat.
Geography: The Barrens are harsh, with dry summers and bitter winters, located north of the Fellreev Forest.
Military: Known for their expert warriors, especially the Wardogs, skilled in close combat and survival.
Religion: Tribal beliefs tied to nature and ancestors, though faith is fading under Iuz's pressure.
Economy: The Rovers traditionally lived off hunting and trade, but now scavenge and survive by any means necessary.

Shield Lands
Ruler: Countess Katarina of Walworth, Knight Commander of the Shield Lands.
Government: A commonwealth of local lords, led by the Countess, who commands the Knights of the Shield.
Geography: The Shield Lands encompass the area around Critwall and Scragholme Island, with roads that once provided strong infrastructure.
Military: A small but elite force, heavily outnumbered by Iuz’s nonhuman armies, with a focus on regaining lost territory.
Religion: Devout followers of the faith, united by a mission to reclaim their lands from Iuz’s forces.
Economy: Devastated by war, with ongoing efforts to rebuild; the region's fertile land and coastline offer some potential for recovery.

Duchy of Tenh
Ruler: Duke Ehyeh III, but control is contested by Iuz, the Pale, and Stonehold.
Government: Formerly an independent monarchy, now a battleground between several rival factions.
Geography: Located between the Griff Mountains and Artonsamay River, Tenh is ravaged by the aftermath of the Greyhawk Wars.
Military: The Duke's forces are diminished, with support from the County of Urnst, while the Pale's zealot army and Iuz’s forces also vie for control.
Religion: The Faithful Flan army, converted to Pholtus worship by the Pale, fights alongside the forces of Iuz.
Economy: Tenh is in ruin, with little left besides contested territory and damaged infrastructure, struggling to survive amidst constant conflict.


Thillonrian Peninsula ("Barbarian North")

Kingdom of Fruztii (Frost Barbarians)
Ruler: King Hundgred Ralffson.
Government: Hereditary feudal monarchy; part of the Northern Alliance.
Geography: Located in the Thillonrian Peninsula, bounded by the Timberway Forest, Griff and Corusk Mountains, and Grendep Bay. Temperate climate with short growing seasons, important for farming, fishing, and mining.
Military: Highly disciplined standing army with heavy infantry, archers, and small cavalry forces. Known for raiding, often in cooperation with other Suel barbarians.
Religion: Worship of Vatun, though some northern influences exist.
Economy: Primarily farming, fishing, and mining, with raiding as a major source of wealth.

Kingdom of Cruski (Ice Barbarians)
Ruler: King Lolgoff Bearhear, Fasstal of all the Suelii.
Government: Independent feudal monarchy; local jarls govern independently.
Geography: Coldest region of the Thillonrian Peninsula, with seaside towns, mountain steadings, and a harsh, frigid climate.
Military: Primarily war bands, sea-raiders, and infantry led by jarls. Few cavalry.
Religion: Vatun is central to their beliefs, though the king holds an ancient religious title.
Economy: Hunting, fishing, whaling, and shipbuilding. Piracy plays a role in the economy.

Archbarony of Ratik
Ruler: Baroness Evaleigh.
Government: Independent feudal monarchy; part of the Northern Alliance.
Geography: Nestled between the Rakers and Solnor Coast, with heavily fortified borders. Its economy is driven by timber, shipbuilding, and mining.
Military: Strong standing army, supported by dwarven and gnome allies.
Religion: Mostly Oeridian-Suel in ancestry, with some Fruztii and Schnai expatriates.
Economy: Focus on timber, shipbuilding, and mining, with some agriculture.

Kingdom of Schnai (Snow Barbarians)
Ruler: King Ingemar Hartensen.
Government: Independent feudal monarchy with powerful jarls; annual assemblies and yearly negotiations with the king.
Geography: Land between the eastern Corusk Mountains and Grendep Bay, with a rugged landscape and temperate climate.
Military: Strong raiding tradition, with heavy infantry, archers, and some cavalry. Berserkers and followers of Kord are notable.
Religion: Worship of Vatun and Kord.
Economy: Hunting, raiding, shipbuilding, and limited trade with neighboring barbarian kingdoms.

Stonehold
Ruler: Rhelt Sevvord I.
Government: Independent feudal monarchy with near-dictatorial powers, ruling over ataman nobles and nomadic chieftains.
Geography: Frigid climate with nomadic populations in the north and permanent settlements in the south. Bordered by the Icy Sea, Griffs, and Corusks.
Military: War bands, or "Fists", consisting of heavy and light infantry and cavalry. Ruthless and loyal soldiers led by the charismatic and feared rhelt.
Religion: Focus on strength and war, with treachery a common theme in leadership.
Economy: No trade; Stonehold’s main export is war and plunder.


Old Aerdy West ("Old Nyrond")

Kingdom of Nyrond
Ruler: King Lynwerd I.
Government: Hereditary feudal monarchy.
Geography: Central plains with fertile lands along the Nesser-Franz river system, bordering the Pale to the north and the Flinty Hills to the east. The southern coast along Relmor Bay is home to fishermen and pirates.
Military: Army commanded by General Myariken, with a small but well-organized standing force in Old Almor and Womtham. Special elf scouting regiments, though currently inactive.
Religion: Predominantly Oeridian faiths, with religious tensions due to proximity to the Pale.
Economy: Severely impacted by the Greyhawk Wars, with banditry on the rise and many provinces struggling. A recent reorganization of provinces has caused confusion but is hoped to stabilize the economy.

Empire of the Bright Lands
Ruler: Archmage Rary.
Government: Dictatorship; Rary rules from a single tower in the Bright Desert, surrounded by nomads and mercenaries.
Geography: Arid, with scorching summer days and cool nights. Located in the Bright Desert, encompassing the Abbor-Alz hills to the north and extending to Woolly Bay.
Military: Commanded by Lord Robilar, the army is composed of desert nomads, goblinoids, and mercenaries enforcing Rary's rule. Rary’s reach extends even into the Abbor-Alz but has not yet troubled its dwarves.
Religion: Primarily dominated by Rary’s own magical pursuits, with little influence from external religions.
Economy: A largely self-sustained city-state, trade is limited, with Hardby secretly engaging in commerce with Rary through intermediaries.

Theocracy of the Pale
Ruler: Theocrat Ogon Tillit.
Government: Theocracy administered in the name of Pholtus, with clerics holding all government positions.
Geography: Located between the Rakers and the Phostwood, bordered by the Gamboge and mountainous regions. Winters are harsh, and the summers are barely tolerable. Farming is difficult, with reliance on imports for food.
Military: The Pale’s soldiers are highly disciplined, with Templars of the Church Militant conducting the Inquisition, rooting out “heretics” and suppressing magic-users.
Religion: Pholtus is the state religion, with the ruling clerics conducting a rigid, intolerant theocracy. Other faiths, especially Flan traditions, are suppressed.
Economy: The Pale’s economy is centered around agriculture (albeit limited by the climate), trade through the city of Ogburg, and its impressive military might. Religious intolerance has led to a closed society.

County of Urnst
Ruler: Countess Belissica of Urnst.
Government: Feudal monarchy, nominally owing fealty to the Duchy of Urnst, but with significant autonomy.
Geography: Located along the coast of the Lake of Unknown Depths, with fertile plains and strategic access to major rivers. Old keeps are used to manage an influx of refugees.
Military: Small but effective army of 3,000 soldiers, with the ability to raise more through noble levies.
Religion: A mix of Oeridian and local faiths, but no central religious authority.
Economy: Economically stable, with trade driven by agricultural production and mercantile pursuits. Roads and infrastructure are well-maintained, a legacy of the old Great Kingdom.

Duchy of Urnst
Ruler: Duke Karll Lorinar.
Government: Independent feudal monarchy with hereditary rulership, owing nominal fealty to the old Great Kingdom.
Geography: Located between the Nyr Dyv and Nesser River, with fertile farmland and mineral-rich regions. Mild climate and scenic rolling foothills make it agriculturally productive.
Military: Strong defensive forces with elite cavalry known as the Bar Rampant. The duchy has a history of efficient border defense and swift solutions to local problems.
Religion: Mix of Oeridian faiths, with some remaining ties to the old Great Kingdom's religious structures.
Economy: Wealth is derived from agriculture, particularly foodstuffs, and mineral resources. The duchy benefits from its location on major trade routes, with significant commerce facilitated by its strong infrastructure.


Old Aerdy East ("Former Great Kingdom)")

United Kingdom of Ahlissa (Former Great Kingdom)
Ruler: Overking Xavener I of House Darmen.
Government: Feudal empire with hereditary rulership; power shared with noble houses and guilds.
Geography: Fertile plains around the Flanmi, Mikar, and Thelly rivers, bordered by forests (Adri and Grandwood).
Military: Strong military and mercantile influence, with nobles and the merchant guilds central to governance.
Religion: Zilchus is the primary deity, with the church and guilds holding significant sway.
Economy: Recovering post-war; strong trade routes, with a focus on urban markets and manufacturing.

Bone March
Ruler: Presumed dead, Clement, the Marquis of Bone March.
Government: Anarchy; ruled by a conclave of nonhuman warlords (orcs, gnolls, ogres).
Geography: Rocky, desolate land between the Rakers and Solnor Coast, with scarce farmlands.
Military: Dominated by orc and gnoll bands, raiding local areas and expanding their territories.
Religion: No dominant religion; controlled by brute force.
Economy: Practically nonexistent; formerly agricultural, now ruled by violent raiders and bandits.

Free City of Irongate
Ruler: Cobb Darg, Lord High Mayor.
Government: Elected mayor, with city council of nobles, merchants, and military heads; a founding member of the Iron League.
Geography: A fortified port city located between the Headlands and Iron Hills, overlooking the Azure Sea.
Military: Strong standing army and respected navy, bolstered by dwarven forces.
Religion: Dwarven influences, though no one dominant faith.
Economy: Thrives on iron, gem mining, and weapon-making; a key trade hub in the region.

North Kingdom
Ruler: Grenell I, Overking of Northern Aerdy.
Government: Theocratic feudal monarchy; Grenell is the highest cleric of Hextor and commands both church and state.
Geography: Rocky, coastal lands between the Teesar Torrent and Adri Forest, with limited fertile areas.
Military: Strong military presence, bolstered by orc allies; effective but resource-poor.
Religion: Hextor dominates, with the church’s influence extending into all aspects of governance.
Economy: Mining and fishing drive the economy; limited agriculture due to rocky terrain.

Onnwal
Ruler: Contested—Scarlet Brotherhood's Exalted Sister Kuranyie vs. rebel Szek Jian Destron.
Government: Hereditary feudal monarchy, now split between Brotherhood control of Scant and a rebel-led Free Onnwal.
Geography: A peninsula with rich pastures, silver and platinum mines in the Headlands, and a rugged, isolated terrain.
Military: Rebel forces, with support from Irongate, are engaged in guerrilla warfare against the Scarlet Brotherhood.
Religion: Mixed; the Brotherhood imposes their own faith, but the region has diverse local beliefs.
Economy: Once a food supplier to Irongate, now struggling due to the Brotherhood's blockade and rebellion-induced disruption.

Rel Astra and the Solnor Compact
Ruler: His Most Lordly Nobility, Drax the Invulnerable, Eternal Custodian and Lord Protector of Rel Astra.
Government: Sovereign city-state under a dictatorship ruled by an undead (but charismatic) administrator, advised by a demon ("Fiend-Sage").
Geography: Located on the Solnor Coast; known for its bustling port, expansive shipyards, and vast markets. It is surrounded by the Lone Heath, the Grandwood, and the Medegia border.
Military: Large standing army and a powerful navy, ensuring control over the Solnor coast.
Religion: Dominated by Procan worship, though smaller shrines to Xerbo exist.
Economy: Prosperous trade hub, especially for exotic goods from distant lands. The city is a central member of the Solnor Compact, which facilitates mutual protection and trade with surrounding seaports.

Free City of Ountsy
Ruler: Her Noble Ladyship, Princess Emmara of Garasteth, Trine of Ountsy.
Government: Independent feudal principality with a hereditary ruler from House Garasteth.
Geography: Situated at the eastern verge of the Lone Heath, this seaport is known for its stark, puritanical atmosphere.
Military: Protected by a small but loyal standing army, with frequent espionage fears, particularly from the Scarlet Brotherhood.
Religion: The city shares worship of Procan, but its people's piety leans toward the conservative.
Economy: Ountsy is a trading hub but is not as cosmopolitan as Rel Astra. The city is vulnerable to external threats, particularly from the Scarlet Brotherhood.

Free City of Roland
Ruler: The Five of Roland (Admiral Lef Quaanser, Master Ramshalak, Lady Barbern, Master Vornekern, and Magus Isrilhan).
Government: Oligarchy; five leaders from military, magical, religious, and economic sectors.
Geography: Located on the Bay of Gates, nestled among the Gull Cliffs. Known for its catacombs populated by gnomes and dwarves.
Military: The Five maintain a strong, independent defense, wary of Ahlissa or North Kingdom annexation.
Religion: Strong influence from Procan, with smaller shrines to other gods like Xerbo.
Economy: Though small, Roland is an important port city and part of the Solnor Compact, relying heavily on its shipyards and trade.

Dominion of the Sea Barons
Ruler: His Noble Prominence, Basmajian Arras, Lord High Admiral of Asperdi.
Government: Independent feudal monarchy; each of the five main islands is ruled by a different noble family, all owing fealty to Asperdi.
Geography: Located in the Solnor Ocean, off the eastern coast of the Flanaess. Islands include Asperdi Isle, Oakenisle, Fairisle, Leastisle, and the uninhabited Serpent Isle.
Military: Naval-focused military, with pirate and freebooter tendencies. The Sea Barons maintain a strong fleet and naval defense.
Religion: Temples to Procan dominate, with some smaller shrines to Xerbo.
Economy: Economies of the Sea Barons revolve around sea trade, shipbuilding, and resources like fruits and shellfish. They are also involved in illicit trade, including slavery.

Kingdom of Sunndi
Ruler: His Brilliant Majesty, Olvenking Hazendel I the Defender of Sunndi, Protector of the South.
Government: Independent feudal monarchy with a royal family of gray-elves and a mix of human and nonhuman noble houses.
Geography: Located in a basin bordered by the Hestmark Highlands, Glorioles, and Hollow Highlands, with fertile river valleys and the Vast Swamp to the south.
Military: Defends the southern banks of the Grayflood River and has some influence over the Menowood, but is weaker than neighboring Ahlissa.
Religion: Likely follows a blend of elven and human deities, with a strong focus on nature and protection.
Economy: Sunndi is an agricultural kingdom, with fertile land and a focus on trade, though it faces threats from Ahlissa.


Tilvanot Peninsula and the Oljatt Sea

Great and Hidden Empire of the Scarlet Brotherhood
Ruler: His Peerless Serenity, the Father of Obedience (true name unknown).
Government: Secretive and feudal; ruled by plantation lords with control exerted by red-robed monks. A singular "shepherd" governs each conquered territory, but all are ultimately subordinate to the Father of Obedience, the elusive leader based in a hidden capital.
Geography: The Scarlet Brotherhood controls the vast Tilvanot Peninsula, extending from the Vast Swamp to the tropical island of Lof Bosok. The capital is hidden on the Okalasna Plateau, and ports like Kro Terlep are now open to trade, albeit with piracy risks.
Military: An army composed of savage southern warriors, orcs, hobgoblins, and other creatures. The Brotherhood also commands a powerful navy, often supported by independent ships from the Lordship of the Isles.
Religion: The Brotherhood’s monastic order may have its own dark cult-like religion, though reports are unclear.
Economy: Trade is tightly controlled, with the Brotherhood's navy securing trade routes and engaging in shadowy dealings, especially in Hepmonaland and the Amedio Jungle.

Lendore Isles
Ruler: The Most Radiant Bow of Sehanine, Orb of the Heavens, High Priest Anfaren Silverbrow.
Government: Theocracy; the church of Sehanine governs all affairs, with the High Priest at the helm. Local religious authorities rule each island with significant autonomy, but all decisions ultimately stem from the church.
Geography: A group of five fog-shrouded islands located east of Medegia, once known as the Spindrifts. These islands are navigational hazards to most, except for elf-piloted ships that can traverse the magical mist.
Military: Minimal, with elven warships often protecting the islands from outsiders. The elves are well-organized but prefer isolation.
Religion: Dominated by the worship of Sehanine, with strict societal control over religious observance. Non-elven residents, including half-elves and human menials, are subject to heavy restrictions.
Economy: The islands' economy is largely self-sustained, with trade occurring only through clandestine elven routes.

Lordship of the Isles
Ruler: His Exalted Highness, Prince Frolmar Ingerskatti of Duxchan, Lord of the Isles, Scourge of the Waves.
Government: An independent monarchy that is, in practice, a puppet state of the Scarlet Brotherhood. The prince retains real power, but his influence is limited by the Brotherhood's control over military, religion, and economy.
Geography: A tropical archipelago with seven islands, including Diren, Ansabo, and Ganode, located between the Aerdi Sea and Oljatt Sea. The islands are lush with tropical forests and volcanic peaks, vital for their exotic exports.
Military: Though nominally independent, the Lordship's military is heavily influenced by the Scarlet Brotherhood, and the navy is tasked with controlling vital trade routes and enforcing the Brotherhood's will.
Religion: While the Lordship maintains its own religious practices, the Brotherhood’s influence has likely infiltrated the spiritual life, especially with the spread of slavery and harsh controls on the population.
Economy: Based on the exploitation of exotic goods, such as tropical fruits and rare woods like mahogany, ebony, and teak. Sugar, coffee, and plantation goods are key exports, heavily dependent on slave labor. The Brotherhood’s grip ensures the flow of wealth to its coffers through trade control.
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Other Lands
« Reply #7 on: November 06, 2024, 06:54:49 PM »
Other Lands
Amedio Jungle, Fireland, Hepmonaland, Shaofeng, Telchuria, Underoerth, Gonduria

Amedio Jungle
The Amedio Jungle is a large stretch of tropical rainforest located in the southwestern Flanaess. Its borders are cut off by the Hellfurnaces to the west. It is entirely located on a peninsula, with the Vohoun Ocean, Densac Gulf, Azure Sea, and Jeklea Bay surrounding it.

People of the Amedio Jungle
The Amedio Jungle is inhabited by the Olman and the Amedian. The Olman value power above all else. Their tribes are led by the most powerful warriors or priests, with males at the top. In Xamaclan, however, respect is given to scholars, priests, and soldiers alike, and human sacrifice has been abandoned. The term Amedian refers mainly to the tanned, freckled Suel descendants in the region. They resemble the Suel of Hepmonaland in physical appearance. They tend to be more egalitarian than the Olman, with a focus on magic and leadership by both warriors and witch-doctors, though most power is still held by males.

History of the Amedio Region
Over 3,000 years ago, the Amedio was ruled by troglodytes, evil and quarrelsome reptilian beings who worshiped demon princes and developed advanced mummification techniques. Their empire fell around -1700 CY. After them, the d'kana, intelligent gorillas, rose to prominence, establishing a peaceful society that later vanished around -1200 CY. The Olman arrived some 200 years later. They cleared vast swaths of jungle, built seven cities, and soon declared independence from the fallen Olman empire of Hepmonaland. The Olman civilization thrived for centuries before internal conflicts and religious strife caused the destruction of most of their cities by -425 CY. The survivors, notably from Tamoachan and Xamaclan, managed to maintain their culture. In the aftermath of the Rain of Colorless Fire, the Suel arrived in the Amedio and began an ongoing conflict with the Olman. This war has lasted over a thousand years, with both sides refusing to negotiate. The Suel were often cruel, and the conflict was marked by violence, with neither side willing to take prisoners. By 530 CY, the Sea Princes began enslaving natives, including both Olman and Amedian tribes, sending them back for labor. The Scarlet Brotherhood took control of the region in 584 CY, enslaving more Amedians and using them in their military. The Brotherhood’s control over the Amedio has been challenged, particularly after the Holders’ Uprising in 589 CY. The Scarlet Brotherhood has since slowed its slaving activities, focusing more on exploiting the Amedio’s natural resources, such as spices, metals, and fruits, though tensions remain high.

Notable Locations
Cauldron
The city of Cauldron was founded by Surabar Spellmason around 500-600 years ago. The city is set in the Hellfurnaces, near the Amedio Jungle, east of the Sea of Dust, and southwest from the Azure Sea and Jeklea Bay. Located in the caldera of a dormant volcano, Cauldron is a medium-sized city. The city has extensive subterranean caverns that connect at various places to the Underdark.

Sasserine
Founded in -124 CY by a priestess of Wee Jas, Sasserine is a bustling city on the western edge of the Amedio Jungle, which became a target for piracy and the Scarlet Brotherhood. It is governed by a council of seven noble families known collectively as the Dawn Council. It is divided into seven districts, each allied with a different church. The Azure District is allied with the Azure Church (comprised of three sea deities: Osprem, Procan, and Xerbo), the Champion's District is allied with the Church of Kord, the Cudgel District is allied with the Church of St. Cuthbert, the Merchant's District is allied with Fharlanghn's Church, Shadowshore is allied with the Church of Olidammara, the Sunrise District with Pelor's Church, and the Noble District with the Church of Wee Jas. Just outside Sasserine, 25 miles of jungle and swamp along the Thunder River have been cleared for private plantations producing crops like cassava, cotton, coffee, rice, sugarcane, and tea, benefiting the city’s economy. A notorious plantation is the Misroi Plantation, a cursed, abandoned place once owned by a cruel man, whose vengeful wife returned from the dead to kill him, leading workers to burn the manor and flee, leaving it haunted and desolate.


Fireland
Fireland is an archipelago of volcanic islands northwest of the Oerik continent. It was discovered by Schnai explorers during their early years of raiding the lands of the Aerdy. This proved to be a distraction for them. Rather than seek conquest in the Flanaess as the Frutzii did, they chose to explore the Lesser and Greater Isles of Fire, while they built settlements on the more habitable islands of Sfirta and Berhodt. They would inevitably return home with tales of battling various giants, dragons, native barbarians, and other fell beasts for their survival. These tales also mention ruined cities, long-broken walls, huge metal monuments, marvelous geysers, horrid things frozen in glacial ice, and intelligent races unknown to the people of the Flanaess. It may be that Fireland is subject to volcanic cataclysms that destroyed all previous civilizations there. The existence of Fireland was confirmed to the rest of the Flanaess only in the last century, but it is of little interest to most traders due to its remote location and unfriendly reputation.


Hepmonaland
Hepmonaland is a continent to the southeast of the Flanaess. Hepmonaland is the Suel and Oeridian name for the land, named after Eri-hep-Mona, the first Suloise explorer to arrive there. The Olman call it Xamolatatl, "Home of the People," and the Touv call it Melavi, "The Bountiful Place." It is the smallest of Oerth's continents.

People of Hepmonaland
The Olman are a martial, religious people who value strength and power, with noble titles often tied to combat prowess. Priests hold significant influence, and their society is built around warfare and sacrifice. The Suel in Hepmonaland are mostly tanned, with some showing light Oeridian skin tones. Their ancient culture is reflected in noble titles such as "duke" or "countess," though the meaning has faded over time. Leadership is fluid, with yearly challenges for power. Priests advise leaders but do not hold political power. The Touv people have dark skin and rounded features. They are shorter than many Flanaess people, with a culture highly influenced by religion and respect for wisdom. Warriors of distinction earn the title "bala," and nobles are called Lords or Ladies. The common people are considered equals in the eyes of the Touv religion, with leadership roles highly dependent on merit and public sentiment.

History of Hepmonaland
Hepmonaland’s early history is marked by two distinct human cultures: the Touv in the south, and the Olman in the northern jungles. The Touv were primarily herders and farmers, eventually forming the Kingdom of Kunda under the leadership of King Onatal, who unified several tribes. The Olman, living in city-states, engaged in frequent warfare and practiced human sacrifice. The Touv, repulsed by the Olman's practices, declared war. Over time, the Touv's advanced metalworking, especially iron, gave them an edge in battle, and they conquered the Olman cities, pushing survivors into the wilderness. These Olman survivors later encountered Suel refugees fleeing the Rain of Colorless Fire. The Suel adapted to the jungle and, in some cases, merged with the local Olman and Touv. Meanwhile, the Kingdom of Kunda, after several internal conflicts and a snake-god corruption, collapsed after lasting about 1,200 years. In the final years, magical famine and political infighting further weakened the kingdom. The arrival of fair-skinned strangers from across the sea in recent years has caused surprise, as the people of Hepmonaland had no significant seafaring culture. Reactions to these outsiders have been neutral or positive, with local nations awaiting to see their intentions.


Shaofeng
The Celestial Imperium of Shaofeng, also called the Kingdom of Suhfang, is the only nation of Central Oerik mentioned in official Greyhawk modules and novels. Very little is known of the place. It has never been officially described, though it was meant as an Asian-themed nation and was called a land of wonders. The AD&D 1st edition Oriental Adventures sourcebook was originally intended to describe the nation of Shaofeng, before the focus got shifted to Kara-Tur. Of the little that is known, it extends from the mountain range that separates Central Oerik from the Dry Steppes in the east, to another mountain range separating the land from Western Oerik in the west, with plains of nomadic barbarians to the north, and the Celestial Sea to the south. Few besides some Baklunish nomads from the Plains of the Paynims are aware of it. It is mostly described as a vast nation peopled with a hard-working peasantry ruled by a complex bureaucracy.

In the year 398 CY, an eponymous and controversial book titled the Travels of Marek Polstar, which purportedly acted as a travel guide to the Dry Steppes and the Celestial Imperium, was published in the Theocracy of the Pale. The story tells of a caravan heading west, across the Flanaess and through the Dry Steppes, in search of a land beyond the Sea of Dust. They found trading with the Steppe nomads profitable and continued on until they reached the Celestial Imperium. The account tells that the Polstars were accepted as ambassadors in the court of the nation's ruler, and that they lived there for years, enjoying a life of luxury and educating the emperor in the ways of the East. They claim to have made a daring escape, with a fortune in gems, to warn the Flanaess upon learning that the emperor wanted to invade Eastern Oerik. The account was not believed by the high-ups of the Theocracy, and Marek had to flee his home to avoid imprisonment. A descendant, Tobyn Polstar, court scribe of Radigast City, County of Urnst, penned a copy of the book in 496 CY.

In the novel Night Arrant, Gord the Rogue meets a scholar from Shaofeng who describes their vision of the five basic elements they believe in: "There are five elements and five imperial Dragons that are born and dwell within them, visiting the world conglomerate only when they so choose — or are summoned... Golden is the color of the Fire Dragon, green that of Water, while blue is certainly of Air. The imperial Dragon of silvery hue is of Metal, and the one of violet shade is associated with Wood." The scholar also proved to be a servant of Nerull, thus implying that the gods they believe in may include those of the Flan pantheon.


Telchuria
Telchuria is an ice-covered continent surrounded on all sides by the Dramidj Ocean, interrupted by a large bridge of ice connecting the continent to Western Oerik. It is possible that, in the depth of winter, a smaller natural ice bridge forms between Telchuria and the Land of Black Ice. It is inhabited by frost giants, white dragons, and other cold-dwelling creatures. Human barbarians have also been sighted, and one mountainous region is said to be inhabited by dwarves and gnomes.


Underoerth
The Underoerth is a vast subterranean network of interconnected caverns and tunnels stretching beneath entire continents. This is the original Underdark of the D&D multiverse. It has a strange alien landscape populated by bizarre creatures and ancient races, nearly all of whom are hostile to surface-dwelling life. Such creatures include aboleths, beholders, cloakers, derro, drow, duergar, deep dwarves, illithid, kuo-toa, lerara, svirfneblin, etc. There is no light except for occasional patches of fluorescent fungus; most Underoerth inhabitants either have highly developed senses other than sight or have developed darkvision. The Underoerth is permeated by a magical energy or radiation which is used as a source of energy by the native plant life but which interferes with scrying and teleportation spells. The Underoerth has a large number of landmarks, including subterranean lakes, rivers, and even seas. The most notorious area is the Vault of the Drow deep beneath the Hellfurnaces. This enormous cavern, containing the infamous drow city of Erelhei-Cinlu, is one of the most spectacular and awe-inspiring locations in the Underdark.


Gonduria
The continent to the southwest of Oerik is known as Gonduria. It is a largely unexplored, enigmatic continent in Greyhawk’s world, mentioned primarily as a distant land that may contain hidden secrets, strange cultures, and ancient mysteries.
« Last Edit: November 09, 2024, 09:11:58 PM by MAB77 »
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The Free City of Greyhawk
« Reply #8 on: November 07, 2024, 06:56:58 AM »
The Free City of Greyhawk

The following is a summarized description of the city as presented in Tales of Greyhawk.

Nestled in a river valley near the geographic center of the Flanaess, the City of Greyhawk is perfectly suited for trade coming from the Lake of Unknown Depths to the north and Woolly Bay to the south. Here the rich and the poor share the same outer walls, though their worlds are divided into separate cities, new and old. Coin from as far away as Blackmoor changes hands in the city's markets, and the opulent mansions on the hill overlooking the city attest to the wealth generated by its markets. This wealth brings artisans, scholars, and laborers to Greyhawk. It also breeds a brand of thieves that has given Greyhawk a reputation for shadowed villainy that spans the continent.

Treasures plundered from ancient tombs in the nearby Cairn Hills first brought Greyhawk to prominence hundreds of years ago. Every decade or so, someone discovers the entrance to an unexplored cairn, and the hills crawl with swordsmen and wizards consulting ancient maps and bizarre historical riddles. The presence of Castle Greyhawk, the greatest treasure-laden tomb of all, ensures the interest of those who live by sword and spell, making adventurers an important part of the city's social fabric.

Governance of the city falls to fifteen members of the Directing Oligarchy, a council of coequal members who represent various interests in the city. The Directorate, as it is sometimes called, elects one of its members to sit as Lord Mayor, with ihe current title held by Nerof Gasgal, an aging politician who has strong ties to the Thieves' Guild. Due to his influence and the presence of several of his guild fellows on the Directorate, many believe that the city is managed by thieves, an assumption not far from the truth.

In Old City, south of the grimy Black Wall, agents of the Thieves' Guild are everywhere. In this long-shadowed area of leaning tenements and filthy streets, a man's life is worth less than his shiny brass belt buckle. The penniless laborers who keep the city running dwell in squalid conditions here amid the wanton criminals and desperate beggars. Opportunity and wealth seem distant notions, zealously guarded privileges kept forever out of reach.

North of Black Gate, in the so-called New City, merchants, students, riverfolk, and adventurers flock to Greyhawk's markets, to her influential universities, to her boisterous taverns. The city's reputation for all these and more brings it fame across the continent. Even in the distant Gran March, a common clerk knows that any thing can be bought for a price in Greyhawk, that the metropolis is an excellent place to disappear or to be seen. It is all things to all people.


River Quarter
The River Quarter is a mix of cultures, with sailors, smugglers, and adventurers frequenting taverns, brothels, and gambling dens. It’s a district of extremes: busy and dangerous by day, with its infamous Strip becoming even more so at night. The area is home to criminals and rowdy patrons, and arrests are frequent.

Businesses: Armorers, bakeries, bawdy houses, boarding houses, nautical suppliers, butchers, eateries, shipper/haulers, taverns, weaponsmiths.

Notable Locations:
  • The Green Dragon Inn is a quieter spot for adventurers, offering hearty meals.
  • The Low Seas Tavern has higher standards than most local inns, requiring weapons to be checked at the door.
  • The River Rat is a 24-hour tavern popular with the Rhennee, Greyhawk’s river folk.
  • The Barge Inn caters to dwarves and other visitors, known for its rowdy atmosphere.
  • The Silver Garter is infamous for its proprietress, Rhina, an ogress running a "gentleman’s" establishment.

High Quarter
The High Quarter is an exclusive, affluent district in the Free City, characterized by grand mansions, palaces, and temples that overlook the rest of the city. For the poor in the Slum Quarter, these homes represent unreachable symbols of the elite, while others aspire to live there, seeking social prestige. The High Market draws people from all over, but the area is heavily policed by both the local constabulary and mercenaries, making outsiders unwelcome after business hours. The district's wealthy estates are usually protected by agreements with the Thieves' Guild, but independant thieves occasionally target this area, drawn by its riches.

Notable Locations:
  • Guild of Wizardry's ziggurat is an imposing building designed by the famed Zagig.
  • Lord Henway's Menagerie, a massive aviary with exotic and noisy creatures that can be heard as far as the Thieves' Quarter.
  • The Wharf Gate at the edge of the district, opens to Barge End, a poor, disease-ridden outlander shantytown. It remains sealed off most of the time.

Garden Quarter
The Garden Quarter is the heart of Greyhawk’s new wealth. Here, successful adventurers, artists, and businesspeople live in beautiful estates and gardens. The district is known for its peaceful atmosphere and is ideal for romantic strolling. Visitors from south of the Nobles' Gate are tolerated, though the City Watch and a host of private security teams keep a close eye on strangers.


Clerkburg
Clerkburg, the scholarly center of Greyhawk, is home to its universities and libraries. The district has a quiet, intellectual atmosphere, frequented by students and professors. Small taverns and bookstores add to its charm, although occasional student disruptions do occur.

Businesses: Art galleries, bakeries, boarding houses, bookstores, butchers, inksellers, laundries, and taverns.

Notable Locations:
  • The Bardschool offers a broad education and has produced many renowned bards.
  • The Black Dragon Inn is Clerkberg’s largest inn, catering to both students and travelers.
  • The Great Library is a vast collection of knowledge open to all citizens and visitors.
  • The Free City Arena hosts events, contests, and occasional festive gatherings, and is a popular venue for students.
  • The Roc Oliphant Inn is known for its cheap drinks and lively atmosphere, especially on Earthday evenings.
  • The University of Magical Arts is a college sponsored by the Guild of Wizardry
  • Grey College is a prestigious institution producing some of the finest scholars in the Flanaess.
  • Millstream Bridge is a romantic spot, beloved by couples for quiet conversations amidst the city’s hustle.

Artisan's Quarter
The Artisan’s Quarter is a quiet, self-sufficient district where Greyhawk’s finest artisans live and work. It's home to many guilds, and the proximity to the Low Market keeps it stocked with supplies. The area is known for its safety and tight-knit community.

Businesses: Brewers, Leatherworkers, Weavers, Tailors, Metalsmiths, Jewelers, Carpenters, Stonemasons, Architects, Taverns.

Notable Locations:
  • The Fat of the Hog is a small bar famous for its pork menu, run by Waldo Parstiche, whose brother supplies the tavern with hogs.
  • The Fruit of the Mill is a bakery and bar serving pastries, wine, and ale, popular with workers and run by Karin Keoffel.


Foreign Quarter
The Foreign Quarter is crowded with refugees and immigrants, where one can wait for citizenship. The district is home to various ethnic groups and has some of the city's most diverse and adventurous restaurants.

Notable Locations:
  • The Mercenaries' Guild Hall is the hub for hired swords, offering free shelter and a bar stocked for members. It's also the primary recruitment center for mercenaries.
  • The Silver Dragon Inn is a grand, multicultural inn with three distinct restaurants and a vast drinking hall.
  • The Blue Dragon Inn is a less impressive copy of the Silver Dragon, offering similar food but of lower quality.
  • The Pit is a gladiatorial arena for combatants and monsters, attracting both the wealthy and the common folk.
  • The Red Serpent Restaurant serves extremely spicy dishes and strong drinks, earning a loyal following.

Old City
Once the heart of Greyhawk, Old City is now a crumbling slum of tenements and hovels. It's a dangerous area controlled by gangs, criminals, and the Thieves' Guild. The City Watch avoids this district, leaving it in a constant state of lawlessness.

Businesses: Armorers, Bakers, Blacksmiths, Brewers, Butchers, Carpenters, Embalmers, Inns, Jewelers, Pawnbrokers, Potters, Scribes, Tailors, Taverns, Weaponsmiths.

Notable Locations:
  • The Dragon Turtle Tavern is the cheapest inn in the city, offering simple but tasty food and drinks. Its rural charm hides the grim reality of Old City.

Slum Quarter
The Slum Quarter is Greyhawk's poorest district, home to penniless immigrants and laborers. It's dominated by the Beggars' Union, a network of con artists and spies with deep knowledge of the city's workings.


Thieves' Quarter
The Thieves' Quarter is controlled by the Guild of Thieves, which enforces its own law. While petty crimes are common, more serious offenses are dealt with by the Guild's own justice. The area is home to some of Greyhawk’s most infamous criminals.

Notable Locations:
  • The Hanged Man Inn is a meeting place for thieves and assassins, with a strict no-theft policy inside. Non-guild thieves are killed on the spot if caught stealing.
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MAB77

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Non-Canon Content
« Reply #9 on: November 08, 2024, 10:34:24 AM »
Non-Canon Content

Various content from former TSR employees and others were unofficially placed in the world of Oerth over the years. Some of that content contradicts established Greyhawk setting lore of later D&D editions. The following content is not considered canon on our server. 

The description of lands from Central and Western Oerik presented in 1996's Dragon Magazine Annual 1 is not considered canon. Though this map was sketched out by Gary Gygax himself and some of the TSR staff of the early 1980s for their own campaigns, it was never used in any official products. Only the Celestial Empire of Shaofeng, an Asian-themed nation, has ever been mentioned in official products.

That map also presents Western Oerik as the setting of the Black Moon Chronicles graphic novel series, but this was later retconned to be the setting of the Chainmail Miniatures Game series with its own unique history. It is more than likely that Western Oerik indeed started as the setting of a D&D campaign that would later inspire the graphic novels. Its author, François Marcela-Froideval, was a friend of Gary Gygax and an employee of TSR for some time. However, the Black Moon Chronicles are not an official D&D product, and its world presents characteristics incompatible with that of Oerth.

With permission from Gary Gygax, Frank Mentzer was allowed to consider that his setting of Aquaria was taking place on a remote continent of Oerth, though it would technically be located on western Oerik based on its theoretical distance from the Flanaess. It had no ties with the main Greyhawk setting beyond the origin stories of New Empyrea's ancestors. The continent of Aquaria was settled nearly 700 years ago by the Aquaerdians, a group of mixed Oeridian and Flannae descent dwelling near the Gull Cliffs who developed more advanced nautical skills than were typical for the natives of the Kingdom of Aerdy at that time. They left the Flanaess to escape the expansionistic politics in Aerdy, never to return. The continent was already settled by native elves, dwarves, and gnomes. The main theme for this campaign is about saving the land of New Empyrea from the recurring schemes of the lords of Elemental Evil. The setting was very briefly described in some of the RPGA "R" series game modules, but the continent's existence was never acknowledged in later Greyhawk products. It's author would continue the development of Aquaria as its own independent setting after leaving TSR.

Would-be characters from the Chronicles of the Black Moon or Aquaria settings are still possible on the server, but are not considered to be from Oerth. They are restricted to the options and rules for generic D&D settings.

Remember that 5e Greyhawk lore is not canon on the server. While much of it is identical to the lore of Greyhawk as it was just prior to the Greyhawk Wars, there are variations and it is not as complete as the lore from the 3rd edition Greyhawk. The 3rd edition Living Greyhawk Gazetteer remains the best source of information for any players wishing to create a character from the Flanaess.
« Last Edit: November 08, 2024, 10:36:53 AM by MAB77 »
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The Sundered Empire (Chainmail)
« Reply #10 on: November 09, 2024, 08:10:19 PM »

Chainmail Miniatures Game was a D&D 3rd edition reboot of the original Chainmail medieval wargame created by Gary Gygax and Jeff Perren, the very game that would inspire the creation of Dungeons & Dragons. The action takes place on the world of Oerth in the westernmost part of the continent of Oerik, an area sometimes referred to as the Sundered Empire. The great distance between western Oerik and the Flanaess, coupled with the natural barriers preventing travel across the continent, makes it so that people on either side of the continent are usually unaware of each other's existence.

The setting is set in 586 CY and deals with the effects of the Curse of Stratis. In an attempt to bring forth an era of peace, a misguided band of mortals gathered great artifacts, ambushed the god of War, and murdered him. Instead of the desired result, the dying god issued a curse stating that, until a new God of War rises to replace him, the young races would not know even a moment of peace. And thus started the Godwar, a series of continent-wide skirmishes fought by different factions, each vying to retrieve the panoply of weapons cast across Western Oerik by Stratis in his dying moments. It is believed that whoever manages to gather the panoply will become the new god of War, and, of course, it would be unthinkable to let a rival become said deity.


The Godwar 

It began with good intentions. 

Imagine a world without war. A perfect realm where all beings are free to grow and develop without having to fight against their neighbors. Imagine you see a way to make this dream a reality. Would you risk your life to end war? Your soul?

In the west of the world, the elven hero Marinn took the risk. The God of War, a four-armed warrior named Stratis, walked among mortal races for the pleasure of their combat. Wherever he went, he drove mortals to rise against one another in bloody battle. Marinn recruited heroes of all the mortal races, gathered artifacts that could slay a god, and lured Stratis into an ambush. In daylong combat, Stratis slew all but three of the heroes. The fight had weakened him, though. Marinn's allies seized the God of War, and Marinn pierced his heart with an ancient elven blade.

Stratis was slain, but divine power gave him time to utter his curse. "You think your people will be free? You think you have escaped me? You mortals will have nothing but war, not a moment of peace until a new God of War rises to replace me." Stratis staggered to his feet and erupted toward heaven, spraying his blood and weaponry over the world as his soul blasted upward. His weapons scattered away from his ascent as meteorites, burning through the smoke of the warzone. Even as he died, the God of War knew how to place his weapons. Stratis's axe dropped among the savage tribes of the southern lands and was seized by a hobgoblin chieftain named Drazen. Stratis's spear plunged to the forgotten grave of an ancient human warlord, Ahmut, who rose screaming for vengeance and the death of all living things. Stratis's flail came by the hands of a child to the half-fiend gnoll Jangir.

But the real danger lies not in the weapons that fell into evil hands — it's the power promised by Stratis's undiscovered artifacts. It is commonly believed that anyone who can assemble enough of Stratis's divine panoply and blend it with his or her own supernatural power will become the next God of War. The dead god's promise of war unfettered has come true. It is now the fifth year of the Godwar. The only thing preventing universal apocalypse is the supernatural chaos left in the wake of Stratis's fall. This turmoil hinders armies of thousands from mustering, much less marching against enemies. Common soldiers no longer remember orders without their commanders' constant presence; they lose themselves to the frenzy of war instead of its efficient execution. Decisive warfare is now possible only with bands of elite combatants who can maintain their focus and cohesion. These same small bands spearhead the search for Stratis's scattered panoply.

Stratis's curse has left some room for hope. Unfortunately, it is the hope that one's own people will sponsor the next God of War. Every kingdom and tribe fears the consequences should its enemies win. And no one can afford to trust the good intentions of those who, under other circumstances, might be friends. Because we know where good intentions have taken us...

It ends in war.


History of Western Oerik   

Over 2,000 years ago, elven seafarers crossed the Solnor Ocean and settled the peninsula along the northern coast of Western Oerik, laying the roots of the kingdom which would become the "elven lands." The elves split into two main groups: wood elves living in the primeval forests, and grey elves in remote mountain cities.

Though there was little communication between the two groups, they lived in peace for over a millennium before the onset of the Demon War. Enormous portals activated in the depths of the forests, pouring armies of demons directly from the Abyss, threatening to destroy the wood elves. The hundred thousand grey elves and metallic dragons, led by Bahamut himself, marched forward to stop the invasion and save the wood elves. Corellon Larethian tasked the grey elves with guarding the Abyssal Gateways. They sealed up their mountain cities and hid them from the world, then built new cities around the portals. This marks the founding of the Dragon Empire, and from that point, the elves would mark the passage of time from this seminal event.

The gnolls of Naresh came through the Abyssal Gateways alongside the invading legions of the Abyss, flooding into the far western regions of Oerik. When the war was over and the forces of Good were victorious, the gnolls fled into the mountains bordering central Oerik—into the very mountains previously occupied by the grey elves. They would very nearly be wiped out again in a war against the minotaurs that had come from the Abyss with them, but they proved victorious and have since rebuilt their strength.

Over the next 500 years, human tribes and dwarven clans spread into Western Oerik. The "Blessed Kingdom of Mordengard" was founded in 206 (-215 CY).

The Abyssal Gateway in the city of Xanos opened in 499 (79 CY), and demons flooded out once again. The attack was contained quickly and bloodily, but the complacency of the previous centuries had been shattered. Everyone wanted answers. A few years later, the wizards of the Empire blamed the abnormally large number of sorcerers in Xanos as the cause of the incident. The Grand Council banned sorcery and transformed from an advisory body into a ruling one.

Human tribes reached the westernmost extremes of Oerik by 531 (111 CY), driven away by the expansionistic elves. There, they found an enormous island off the coast and began constructing a fleet of barges to bring them across the strait to the island Almira dubbed Thalos (meaning "fortress"). After six months, they arrived on the island, finding it swarming with kobold warrens. They clashed with the kobolds for several years, but by 541 (121 CY), the war was over, with the last of the kobolds remaining underground, removing the threat. Almira was unanimously crowned Queen Almira I.

Another human tribe, known as the Baklien, attacked Ravilla's southeastern flank in 552 (132 CY). Their leader Ahmut's unconventional strategies caused havoc in the elven ranks. Over the next three years, four entire elven armies were vanquished before the warlord was finally assassinated. Without a strong leader to replace him, the Baklien were pushed back and left Western Oerik never to return.

Ravilla created the nation of Govis in 852 (432 CY), a puppet state populated by the human descendants of those who didn't join Almira. It was intended as a buffer between Ravilla and Thalos. For nearly 100 years, the elven-educated, elven-raised humans of Govis thrived.

The dwarves threw down their tyrant king and established the "People's Republic of Mordengard" in 900 (480 CY).

Queen Almira XIX successfully led a crusade to regain Govis in 944 (524 CY). This gave Thalos a foothold on the mainland. After this conquest, the Petty Wars generally kept factions of Western Oerik embroiled in minor dustups and clashes, such as border skirmishes, from 950 to 1005 (530 CY to 585 CY).

After more than a millennium of expansionism, colonization, and ruling over the majority of northern Western Oerik, separatists began to leave the empire. Wars, invasions, and disasters whittled away at the empire, and the elves were pushed back into the area of their original city-states.

The noble drow house Kilsek from Erelhei-Cinlu was forced to flee the city with its remaining forces in 576 CY. A year later, they traveled through the planes and found a portal to western Oerik's Underoerth where they claimed and rebuilt a ruined city.

Stratis is murdered, and the Godwar begins in 1006 (586 CY). Drazen gains the axe of Stratis and starts unifying hobgoblin tribes of the Southlands, with hordes of orcs also joining him. The god's spear pierces the grave of the ancient warlord Ahmut, reawakening him as a powerful undead being. Jangir, the leader of Naresh, a half-demon gnoll and priest-king of Yeenoghu, acquires the flail of Stratis. Tarquinn, an enigmatic young elf, receives the Longsword of Stratis. It is whispered that he may become the Emperor of Ravilla. Droplets of Stratis' divine blood burn through the earth, exposing the tunnels and caverns of the Underoerth, opening the way for warriors of the Sundered Empire to invade, searching for the lost weapons and armor of the god, or for the drow to reach the surface. The Queen of Thalos declares a quest to retrieve the Shield of Stratis. And... every other race be damned, Mordengard enters the fray to prevent the other combatants from raising one of their own as the new God of War.

Five years later, the war continues unabated.
« Last Edit: November 09, 2024, 08:31:19 PM by MAB77 »
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Races and Factions of the Sundered Empire
« Reply #11 on: November 09, 2024, 08:19:02 PM »
Races and Factions of the Sundered Empire

The number of playable character races originating from the Chainmail setting is limited. They are usually tied to a specific faction as listed below, though each of these races may include freelance mercenaries acting on their own interests. Available options for characters from western Oerik are: dark elf, half-elf, half-orc, hill dwarf, human, grey elf, lightfoot halfling, mountain dwarf, rock gnome, and wood elf. Undead and lycanthropes (MPCs only) from the Ahmut legion or the Naresh hordes are also plausible options.

While the Chainmail setting includes aasimars and tieflings as options for warbands, they are still not considered natives to Oerth, but outsiders from the Planes. They therefore remain unavailable as player character options from the Greyhawk setting.


Ahmut's Legions
Usual PC races: Undead (MPCs only), half-orcs, humans, lightfoot halflings

Over three centuries ago, the Baklien warlord Ahmut led his people to victory against the Dragon Empire, defeating four elven armies with unconventional tactics. However, his unstoppable march ended when an elven assassin killed him with a magic blade. Unable to be resurrected, Ahmut's spirit was trapped in his decaying corpse, driving him insane over time.

When the god of war died, Stratis's spear plunged from the sky to pierce the earth and what was left of Ahmut's ribcage. Three centuries of hate fueled the magic that brought Ahmut surging from the earth. Ahmut gained control over the undead and took command of the Red Scythes, a cult of Nerull. His focus on the Godwar is distracted, as he indulges in torturous experiments with his undead, but his power continues to grow with each battle. Ahmut seeks only to annihilate every living soul that does not worship him, confident that he already possesses enough power to destroy the world, while the other factions squabble for dominance.


Drazen's Horde
Usual PC races: Half-orcs

On a high plateau in the blasted lands of the south, twenty-nine hobgoblin warlords gathered at Drazen's summons to discuss a confederation, bringing their warriors, bodyguards, and shamans for security. The first night was filled with revelry, but on the second night, a falling star struck the camp of Drazen's main rival, the Snakehold Tribe, igniting chaos and suspicion. At the crater's center lay the axe of Stratis. Drazen, seeing the powerful weapon, claimed it, unleashing a deadly melee among the warlords.

With the axe's power, Drazen overcame his rivals and persuaded spellcasters to follow him, eventually claiming leadership. Drazen's gifts of strength, tactical insight, and force of personality have been supercharged by the power of Stratis's axe. Other hobgoblin warlords measure success by how many orcs, ogres, and savage beasts they can kill. Drazen has overpowered these chaotic rivals of the hobgoblin peoples and forged the whole alliance into a mighty kingdom. Out of the grim lands of the south, across the Blazing Desert, they cut into the soft belly of the Sundered Empire like an axe swung by ten thousand thousand hands.


House Kilsek
Usual PC races: Dark elves

The noble drow house Kilsek from Erelhei-Cinlu found itself on the losing side of the civil war that rocked the Vault of the Drow in 576 CY, and fled the city with its remaining forces. After a difficult year of wandering the Underdark beneath the Flanaess, an illithid ally told them of an underground city which had belonged to the ancestors of the githyanki on the other side of Oerth. After an exodus that took them to the planes, the drow found a portal that led them to the lands of the Sundered Empire. There they took control of an ancient ruin, renaming it the city of Kalan-G'eld, spending the following years rebuilding and fortifying it, cowing the local kuo-toa into submission, and recruiting local troops. When Stratis died, droplets of his divine blood burned through the earth, exposing the tunnels and caverns of the Underoerth.

The high priestess Venrit considered not getting involved in the war, but the panoply of Stratis might just give her the power she needs to have her vengeance on Erelhei-Cinlu.


Mordengard
Usual PC races: Hill and mountain dwarves

A century ago, the dwarves of Mordengard overthrew a tyrant king. Most of the nobility was slain along with him, thrown down by a revolution from below, a final attack by the aggrieved masses. Instead of setting up a new king, the dwarves invented something new: a republic of the people, by the people, and for the good of the people.

Every citizen of Mordengard belongs to a guild, and the Workers' Council is elected every five years from the guild rolls. Members of every guild serve in the People's Legion, though most of the commanders are from the Soldiers' Guild. Traditional dwarven virtues of duty, perseverance, toughness, pride of craft, and bashing in orcs' skulls have survived the transformation of the government.

In fact, Mordengard is stronger than ever as the new soldiers, commanders, and heroes of the people strive to show that they are every bit as capable as the nobles who used to lead by virtue of their blood. Allies from the Elemental Planes add to the Republic's confidence, as do elemental weapons crafted by the artificers of the Crafters' and Engineers' Guilds.

"An elf started this war," say the people of Mordengard, "but we will end it."


Naresh
Usual PC races: Lycanthropes (MPCs only)

The Demon War opened gateways from the Abyss into western Oerik, through which swarmed hordes of fiendish troops alongside minotaurs and gnolls. When the grey elves defeated the Abyssal forces, sealing the portals, the surviving gnolls scattered into the mountains. There they nursed their wounds, and their grudges, but the alliance between Yeenoghu and Baphomet faltered, each blaming the other for their defeat and sending the gnolls and minotaurs at each other's throats. Despite suffering severe and early losses, the gnolls repelled the minotaur invasion through guerrilla tactics, eventually taking control of the minotaur lands. Over time, they carved out a new home in a wild, lawless land, hiring out as mercenaries to warlords and growing in strength through conquest.

Decades later, Jangir, the half-fiend son of Yeenoghu and a gnoll woman, emerged as a powerful leader. A skilled warrior and commander, Jangir rose through the priesthood of Yeenoghu to become the Priest-King of Naresh. His rise was bolstered by the appearance of Stratis's flail, which fell from the sky after the god's death, marking Jangir as a chosen leader.

With Jangir in command, the gnolls began a new campaign of conquest, aided by demons. They attacked Ravilla's eastern defenses, but though they were repelled by the elves, the gnolls' return marked a turning point. Now, Jangir seeks to open the Abyssal Gateways once more, unleashing Yeenoghu's demonic legions and threatening the stability of Western Oerik. The elves are alarmed, knowing that their survival depends on preventing the gateways' reopening.


Ravilla
Usual PC races: Grey and wood elves

Ravilla, once a powerful elven empire, was founded to guard the Abyssal Gateways—portals to the Abyss that, if opened, would unleash unspeakable horrors upon the world. A thousand years ago, Corellon Larethian, the elven god, tasked the elves to prevent these gates from reopening. The elven Dragon Empire was formed to protect the portals, but over time, the elves' imperial ambitions grew, and their rule became more about power than duty, leading to invasions, betrayals, and domination of other peoples.

Historically, Ravilla was divided between the wood elves, who lived in the forests, and the grey elves, who resided in mountain cities. But the Demon War caused the grey elves to leave their mountains and found new cities at the locations of the gates. The unity of the grey and wood elves became solidified through the Oathbands, a military alliance. The elves maintained their independence until a breach of the Abyssal Gateways in 499 caused a shift toward centralized control. The Grand Council, once an advisory body, took over as the ruling government, turning the city-states into an empire. In 525, the city-states officially unified into the Empire of Ravilla.

Under this new empire, the elves waged wars of expansion, suppressing sorcery and conquering vast territories. However, the conquest faltered in 550 when the island nation of Thalos, under Queen Almira, repelled a massive elven invasion. Despite this setback, Ravilla grew into a powerful empire, but internal tensions and the fatigue of war led to its eventual decline. The once-mighty empire faces challenges both from within and without.

The Godwar and the rise of new powers in the world have put Ravilla at risk. While the Empire of Ravilla has survived so far, it faces internal and external threats. The once-unified Dragon Empire has fractured into city-states and strongholds, with the Abyssal Gateways still securely closed. However, Ravilla's enemies, including humans, dwarves, and demonic forces, despise the elves, and even those within Ravilla are questioning the power of the Oligarchs, the ruling council of the empire. The key to Ravilla's survival may lie with a young elf, Tarquin, who possesses the legendary sword of Stratis and has begun to consolidate power, calling for the restoration of a true emperor to lead the empire.


Thalos
Races: Humans, half-elves, rock gnomes

Nearly 500 years ago, Queen Almira I founded the island nation of Thalos to protect human tribes fleeing the advancing armies of Ravilla. When the elven empire attempted to reclaim their escaped slaves, the Thalish defenders fiercely repelled the invasion in the Battle of the Bloody Tide, securing their freedom.

Centuries later, Queen Almira XXI leads a crusade with a strong belief in justice, violence for the sake of ideals, and a legacy of heroism that has become central to Thalos' identity. The military of Thalos is structured in specialized warbands, combining warriors, aasimar, celestial allies, gnome engineers, automatons, and powerful sorcery. These warbands operate like a party of heroes, recalling the original group that killed Stratis and sparked the Godwar, although they would not appreciate the comparison.

The loss of Stratis, son of the Shield Mother goddess Alia, at the hands of an elf became a defining moment for the Thalish people, fueling a deep-seated hatred of elven domination. Despite the option to remain neutral in the ongoing conflict of the Godwar, Queen Almira XXI, a paladin driven by ideals, knows that one day, Thalos will fulfill its destiny to replace the child lost by the Shield Mother with one she recognizes as her own.


Free States
Races: Dark elves, half-elf, half-orc, hill dwarves, grey elves, human, lightfoot halfling, mountain dwarves, rock gnome, wood elves

The Free States are not thoroughly described. They are a group of small political entities whose names and borders change frequently, since many of them are only held together by the charisma of one powerful leader. Many who live there are known for becoming mercenaries. None had a direct impact on the war individually, except by fighting for other factions. Within the Chainmail setting, they exist mainly to allow players to customize their warbands and give them freedom on their backstory. The same flexibility is offered to players that would like a character to be from the Free States on our server, so long as it is understood that the domain they'd be from is a very minor player with little influence overall, and that the character itself isn't a leader or important persona in that land.
« Last Edit: December 01, 2024, 07:10:16 PM by EO »
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MAB77

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Magic & Religion in Western Oerik
« Reply #12 on: November 09, 2024, 08:23:49 PM »
Magic & Religion in Western Oerik

Magic in western Oerik behaves exactly as in the Flanaess, and remains in line with the traditional D&D way. Both arcane and divine magic are accepted parts of life, though most would witness it only on a battlefield. Spellcasters focus heavily on battle spells and techniques. As such, warmages would likely be more common in the Sundered Empire, while beguilers would be virtually absent. Elven sorcerers are rare since sorcery is banned within Ravilla, but it is accepted among every other nation. Shamans are especially common among Drazen's horde.

Few deities or demons are mentioned within the Chainmail setting, but it is implied that they at least include both Flan and Oeridian deities. Stern Alia, also known as the Shield Mother and the Mother of War, is the Oeridian goddess of Culture, Law, and Motherhood. She is the patron goddess of Thalos. Nerull the Reaper, the Flan god of Death, empowers the legions of Ahmut, while the demon-prince Yeenoghu is the prime force behind the Naresh horde. Dwarves and elves follow their traditional cultural pantheons, with Moradin, Corellon Larethian, and Lolth as their chief deities. Drazen's horde would mainly follow goblinoid deities, but since they annexed orcish hordes into their ranks, Gruumsh and other orcish deities may be worshipped among their half-orc warriors.

It is speculated that the rock gnomes of Thalos would themselves follow the gnomish pantheon or Stern Alia, and that it is virtually possible to find followers of any Greyhawk deities among the inhabitants of the Free States. The practice of Voodan is technically unheard of in this part of Oerth, but is not forbidden in itself.
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MAB

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MAB77

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Re: Greyhawk
« Reply #13 on: November 09, 2024, 08:30:04 PM »
Geography of Western Oerik

Map of the Sundered Empire, circa 591 CY, as per the 3rd edition Chainmail Miniatures Game.
Spoiler: show


Western Oerik refers to the northern half of the landmass found beyond Central Oerik. It also corresponds to the ancient territory of the Dragon Empire of Ravilla, and is now referred to by the locals as the Sundered Empire. To the north lies an ocean that may possibly be the extension of the Dramidj Ocean, and beyond it, the arctic continent of Telchuria. To the west lies the Solnor Ocean, the very same which borders the easternmost parts of the Flanaess, but the distance in-between is too great to connect both sides of Oerik through navigation. The mountains to the east are extremely tall and form a natural barrier with central Oerik. Passage between these two areas is difficult, and few attempt it. To the south lies the Blasted Desert, a massive desert wasteland separating the Sundered Empire from the Southlands.

The Chainmail setting only paints the landscape in very broad strokes. The elven lands are heavily forested. Mordengard, the Naresh hordes, and Ahmut's Legions primarily control mountainous areas. Drazen's horde occupies a territory at the northern edge of the Blasted Desert that gradually gives way to savannah and plains. Thalos and the Disputed Regions are mainly a mixture of forests and plains. The Free States are mainly plains and mountainous areas. Climate ranges from arid desert to the south, to temperate at its northern points, with tundra and arctic plateaus likely to exist in the mountains. The whole continent is also riddled with tunnels leading to the Underdark.
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MAB

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MAB77

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Re: Greyhawk
« Reply #14 on: November 09, 2024, 09:22:09 PM »
Sources

The sourcebooks marked with an asterisk are the main 3rd edition sources.

Greyhawk
From the Ashes
Greyhawk Player's Guide
Night Arrant (novel)
Living Greyhawk Gazetteer *
The Adventure Begins
The Scarlet Brotherhood
World of Greyhawk

Chainmail
Chainmail Miniatures Game - Core Rulebook *
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MAB

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